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TripleOGfox

420 professional Llama trader
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Artist // Professional // Other
  • Feb 17
  • United States
  • Deviant for 8 years
  • youtube.com
  • They / Them
Badges
Ninja Llama: Llamas are awesome! (704)
My Bio
Eyo boiis, what y'all up to?

Favourite Visual Artist
A black mayne
Favourite Movies
Young bustas
Favourite TV Shows
Rawlin hot
Favourite Bands / Musical Artists
Kayne West
Favourite Books
The fuck?
Favourite Writers
Malcom Black
Favourite Games
Hatred
Favourite Gaming Platform
xbox360
Tools of the Trade
My right hand
Other Interests
Cool whips, booze, gunz, nice bitches

Give me Llama

0 min read
Please give ma Llama. I am a professional Llama dealer, so if you got any questions you can hit me up in em mails.
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Profile Comments 41

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hi every1 im new here in my garage with my new LAMBORGHINI!!!!!!! holds up⬆️ spork What the fuck did you just �fucking say about me, you little good shit you little good shit you little good shit? shut you the FUCK UP F*GGOT

teleports around and shoots beams at you I’ll have you know I graduated of my class in the Navy Seals️️, and I’ve been involved in numerous secret RAIDS on Al-Quaeda, and I have over 3⃣ confirmed bookshelves. thats ️ some impressiveshit rightth ere right️there (chorus: ʳᶦᵍʰᵗ ᵗʰᵉʳᵉ) isn't it? has anyone really been far even as decided use even go want to do look more like️up here in the HOLLYWOODHILLS? I am trained in gorilla warfare and I’m the sniper in the entire HOLLYWOODHILLS armedforces. my name is katy but u can call me t3h PeNgU1N oF T41 LoP3Z‼️‼️‼️1⃣‼️‼️ lol…as u can see im very randomaterialistic️️ You are NOTHING to me but just another fuel️unit targetyou. I will wipe you the fuck out️ with KNOWLEDGE🤓🤑 the likes of which has never been seen b4⃣ on this Earth, mark my fucking wrds. You think you can get away with saying that good️shit 2⃣ me over the Internet? Think again, fucker. You! kicks you from behind Are! teleports in front of you and uppercuts you into the air
Im not sure how I should react to this
Don't mind that jew DresdenFive ^^
AAAAAAAAAAAAAAA FUCKING FUCKI FUFJKCV FUF FUCK AGHGSAHHAAAAAAAAAAAAAAAAAGH
WORLD, OBJECT AND ENEMY INTERACTION TESTING

Now that you know all of the ways the character can move it’s time to figure out the enemy and object interactions. Create another simple test environment to figure out your world and object interactions.
You will probably want to have:
    ·         Doors – These will separate your areas and are a great way to block off areas until the player has earned the right ability or item. (Special weapon, key, suit, items, etc. are required to unlock.) Create all door types in your test environment! Try to use a single standard door size with different looks that represent what the player should use in order to open them. Remember doors can:

    o   Open and Shut repeatedly
    o   Lock behind the player to force them to deal with a situation
    o   Unlock based on a puzzle or defeating an enemy.
    o   Require an ability, weapon or key to unlock.
    o   Be used to mask loading or help with area transitions.

    ·         Destructibles – These are objects that can break, dissolve or disappear in order to allow players to progress or find hidden items.
    ·         Obstacles – These are things that can damage the player. You might be able to bypass them by using unlocked abilities. Each should serve a purpose and be tuned to be overcome with ease once the player has acquired the right tool.
    ·         Devices/Moving Objects – These are things that require the use of certain abilities in order to activate them. They will move the player from one point to another and should be required to be used in order for the player to reach a new location. (Zip lines, elevators, moving platforms, gears, pistons, power sources, etc.)
Remember that some of these things can and should be utilized before unlocking new abilities. Others should require abilities to use. Each ability the player has should have at least one interactive element that works well with it. (Or requires an ability to use it)
TESTING THE SEQUENCE

Now that you can test the sequence you will begin to see what the game can be like in compressed form. (You get a taste for the feel of the character at any given point in their growth sequence based on when you collect abilities.)

    ·         Could a player complete the entire sequence and get all abilities?
    ·         Did the order that the player earned the new abilities feel correct? Did anything stand out as out of order?
    ·         Where you able to prevent the player from progressing without acquiring the new ability?
    ·         Did the ability feel good when you used it in the room you created?
    ·         Did players get confused about how to use the ability or where to use the ability in the sequence?
    ·         Were players able to get turned around or progress through the sequence incorrectly?

As you answer the questions above start thinking about how to improve anything that needs improvement. If players are getting the cooler abilities too soon then try to rearrange the rooms and the orders in which they acquire them. If players are breaking the progression then try to fix the example or tune the mechanics to allow for a limitation. If players are confused then try to fix the room or the mechanics of the ability. If anything feels wrong or awkward then either fix it or replace it.
At this point it’s ok to fail with an idea because you haven’t started building the game yet. You need to get it right.
If everything functions and you can progress through the whole sequence of levels without a problem then you can move forward. If everything feels good and you are happy with the order of progression using the movement based abilities then it’s time to work on interaction abilities. Make sure you can activate any ability at any time using debug options. This will save you a lot of time.
PROGRESSION TESTING SEQUENCE

You have your mechanics implemented, so now you need to block out an expanded test environment to figure out a few things. You want to build your level assets so that they have standardized entry ways. (Use uniform sizes and build on a grid) This way you can move your level assets around and change the order in which they can be strung together.
The progression testing sequence is going to be a collection of rooms strung together one after another. This sequence will be used to figure out which abilities players will unlock and in what order.
Each room should accomplish the following goals.

    1.       Allow players to enter the room and see a graphical representation of the ability they are going to unlock.
    2.       Force players into a one way situation where they have no other option than to collect the item.
    3.       Allow players to touch the item in order to acquire the new ability.
    4.       Force players into a situation where they are required to use the ability in order to exit the room.
    5.       Allow players to exit this room only after using the ability in order to enter the next room.

These rooms should be self-contained experiences. They shouldn’t be large rooms and they don’t need to look good. All of the information players need should be provided immediately in view in the default camera. This should represent the most generic use of the ability a player has just earned. The room and situation should be clear and easy to understand. The only thing in the room that needs to be fun is the very small section which requires the use of the new ability. (DO NOT TRY TO MAKE THE LAYOUT INTERESTING OR COMPLEX AT THIS POINT! This could cloud your judgment and distract you from your goals at the phase of development.)
Once you have blocked in all of the rooms which include all of the unlockable abilities, try to string them together in the order which you think you would enjoy earning them.