Deconstructing a Classic Part 2 Now Up, Thanksgiving Break
Deconstructing A Classic: Jumpman is a set of articles I'm doing in association with the Jumpman Forever Kickstarter. If you didn't see the first one, it's a bit of a breakdown of the goal, and discussion of the idea of "game DNA" - what makes a game - and how it's easy for the game's DNA to be diluted. Most of that one is centered around the Pac-Man franchise, and how it got polluted (and eventually clean again). You might want to check it out first, if you haven't already.
Part II digs into Jumpman it's self. This one is all about level design, and I break down eleven levels to show how the game flow works and changes between levels. I also get into how those level design concepts apply to Jumpman Forever, including at least one level design teaser ("Now you're thinking..."), and some details about how Jumpman Forever breaks down the various levels into "stations", and a bit about how those can affect gameplay.
It's a long read (about 4,200 words), so you might want to grab a cup of tea or coffee, maybe a scone, and get comfortable when you dig into it ;-) I hope you enjoy Deconstructing A Classic: Jumpman, Part 2!
The Thanksgiving Break
Everyone needs a break from time to time, so I'm taking one tomorrow (er, later today - it's nearly 4 AM. Thanks, server, for needing a complete overhaul. *SIGH*) Which is awesome - a good chance to spend some time with my in-laws, eat too much food, laugh too much, talk too much, and enjoy myself way too much. So, if you email me or leave a comment on here, you might not hear back from me as quickly as usual. Don't worry - back to normal schedule on Friday! (OK, I'm going to sleep in Friday morning, but otherwise back to normal.)