Initial thoughts, Bitsy thoughts, Aesthetics, Specific levels (Wednesday, 3 July 2019, 21:51PM)

Initial thoughts

Because I’m on vacation more or less and that means roughly full-time parent life, which is nice, I need something relatively small and straightforward to poke at in the evenings. The Twine was pretty satisfying design-wise and only required a day to implement, so it makes sense to me to turn to the “other” extremely simple and clean game engine that gets used by new creators especially, Bitsy.

I’ve used Bitsy exactly one time before to make b r 1 and really enjoyed the experience and the challenges associated with working with the limitations of 2D, specific tile-sets, particular avatar representations, and so forth. Bitsy is hyper limited in a way that I think could be quite rewarding to work with on these punishment games, especially its extreme lack of interactivity.

Bitsy thoughts

So if the primary question is around interactivity and what I can represent for a player to engage with then

Along with that I suspect I’ll need/want to implement each level as a separate Bitsy game because I think the limitations especially around the avatar and just management might get out of hand. Actually the avatar’s probably not such a big deal, but I guess I just worry that if there’s a shit-ton of rooms it might get ugly? Maybe we’ll just see on that front.

Aesthetics

How is this going to look aesthetically? I need a consistent style. Minimalist I assume? I don’t think I have it in my to try to make something as beautiful as several Bitsy games I’ve seen have been? We’ll see.

Specific levels

So with that in mind, what are my initial thoughts for how to represent this stuff?

Sisyphus

Tantalus

Prometheus

Danaids

Zeno


Avatar, sprites, items, oh my :(, Be the boulder you want to see in the world?, Separate Bitsies?, Menu?, Extensions? (Thursday, 4 July 2019, 14:36PM)

Hi there, just reporting in after my initial foray into actually doing stuff in Bitsy. Specifically I wanted to clarify that I understood the relationships between items, sprites, the avatar, and exits.

Avatar, sprites, items, oh my :(

It turns out to be more frustrating than expected, especially for someone who wants to make something cyclical. As per my previous commit message

The result of this is that I suspect I’m going to have to think significantly differently about how to represent these myths. In particular, my cute idea of “picking up” the boulder as an item and transporting it to the top isn’t going to work, because when you return to the bottom the item will be gone.

In fact at least initially I have felt quite defeated by it. If the boulder is an item, it vanishes and can’t be repeated. If the boulder is a sprite it can’t move and I’d be limited to something horrendous like an “animation” room by room of “pushing” it up the hill. Which I guess is fine, but just feels like you’re fighting what Bitsy is good at. There’s something to that (consider that moth game I played that did some cool animation effects), but I’m wanting to mostly explore how to “express” the myths through this engine, not bend it totally to my will.

Be the boulder you want to see in the world?

In my despair I did think that perhaps an approach to Sisyphus is to make the avatar the boulder. This is quite satisfying in that it collapses the myth in a way that seems videogame-y. An alternative would be to try to represent Sisyphus+Boulder in a single tile, but that would be impossible given the tile size. And one reading of boulder-as-avatar is that then the player is very specifically Sisyphus, “pushing” the boulder uphill with the keys?

This would allow the requisite looping behaviour because you’d go to the top and hit a hidden exit that drops you back at the bottom. This would require you to know that it had happened though, so there would need to be some distinguishing features that differentiate it all. Probably want to just represent the whole myth on a single screen?

Separate Bitsies?

This would also more or less require each myth to be a separate Bitsy rather than doing them all within a single one which is a shame. Interesting that the nature of the engine, though, perhaps kills the idea of an avatar performing multiple different kinds of tasks? I guess the set of verbs and objects just can’t encompass it. And perhaps most of all because movement is the most powerful (almost only) agency in a Bitsy game and so you do need to hold it back for specific actions and not just wandering around.

One nice thing about needing to use separate Bitsies per myth is that it would allow a return to the colour schemes of the different levels, so that would be something.

How would I link them all together I wonder? Just an HTML page with links? Seems a shame, but if that’s how it is then that’s how it is.

Extensions?

Looking through the list of bitsy extensions at https://github.com/seleb/bitsy-hacks I see some possibilities to overcome certain issues. Notably

The question with all of these is whether using hacks like this devalues the overall experiment in using what Bitsy provides in order to be able to produce the myths. The menu I think I can get away with, but is having a singular avatar just a part of Bitsy I shouldn’t be opting out of?

This is a bit of a challenging question, pretty philosophical.

I think my feelings here are that I should be using default Bitsy as much as possible in order to treat it as the language/material of expression for the project. The more I tweak it the less case I suppose I have for talking about (and experiencing) the limitations set by such an approach.

As such I imagine allowing myself to use JS dialog in order to create a menu more in-keeping with the experience (and not intruding into the myths themselves) but otherwise staying vanilla.