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From Bomberman to Bombaman
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Back to the original subject now... When Arjan started the game, now already
about 4 years ago, there was no foreseeing that the game would be this big!
Initially the game just started as a simple multiplayer game, but as more people
joined the team, a of of things have been added to the game as well.
Unfortunately, because of the way the game was started, it became quite
frustrating to add all these new things to an already existing and working game
engine. You can read more about that somewhere below.
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Single player mode appears...
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After Arjan and I decided that it would be cool to have a single player mode in
the game, Robert joined us. Besides making the graphics for the game, Robert is
also somebody who thinks up a lot of additions to the game. He's the one that
said 'hey, wouldn't it be cool to have bossmonsters? I've drawn one for you,
here', and suddenly, Bombaman featured bossmonsters as well! Around this
time, the game had been renamed from just Bomberman to
Bombaman as
well. This all happened when Robert sent Arjan and me a ZIPfile named
bombaman.zip. Back then I said 'hey, isn't Bombaman a cooler name than
this boring old Bomberman?', and after some more talk we had an 'original'
title for the game! A bit later, we also decided that the game should have a
storyline. Indeed, a storyline in a game as simple as Bombaman! Because of the
storyline (which will be quite a lot like an RPG story!), we also decided it
would be a good idea to include some villages in the game, to enable us to
expand the storyline a bit. With these villages we can also do some other extra
stuff, but more about that later! At the moment of writing this, Arjan is busy
on coding the villages, so people can walk around there, and read texts and
things like that.
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Some Bombaman screens from around 2001
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Make levels?! How?! With what?!
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At some point in making the game, it became clear that we needed a level editor
to make all the levels (60 in total) for the game. After some discussion we
decided NOT to make an MSX editor, but a Windows editor. Most people have access
to a Windows machine anyway, and apart from the fact that making an MSX editor
would take a lot of (valuable) time better devoted to programming the game, a
Windows level editor gave us a lot more freedom and userfriendliness than an
MSX editor could give us. After we decided on the Windows editor, called
bombed, Arjan started coding it. By now, the editor is already finished,
and you can download an (old) preview version of the editor from our homepage.
When the game is finished, we will make the editor available to you on our
HQ, so everybody can create their own levels for the game! We've already added
an option to our homepage where you can place, rate and download custom made
levels, and we're hoping that this will boost people's creativity and that there
will be a lot of homebrewn levels for our game. Of course, the editor will
feature an extensive manual as well to make things as easy and accessible as
possible.
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It's all about gameplay
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Around this time we were having one of our normal discussions about the game in
#msx
again, as usual. After some random talking with JPR, our level
designer, we came to a certain point where we were talking about leveldesigning
and King's Valley 2 as a great example of that. At some point
we were talking about different game styles and level styles, and came to the
conclusion that King's Valley 2 had puzzle levels, whereas a
normal Bomberman game mostly has action levels. After some more elaborating on
this, one of us (I think it was me) had the idea 'hey, why can't we include some
puzzle elements into Bombaman?'. Well, of course it wasn't a completely new
idea; during on of the real life meetings we occasionally have (the
bombameets), Robert already mentioned it would be cool to have
some small puzzles in stead of normal stages in the game. Unfortunately, that idea
didn't make it in the game (like a lot more wild ideas we had and still have).
Anyways, JPR already had some puzzle-like levels at the time, but we decided to
take it one step further. The game objective of King's Valley 2,
to collect all the gems, would be a cool addition to Bombaman too! And so it was
decided to add a game mode to Bombaman where the player doesn't have to just kill
all enemies (which is the default Bomberman game mode) but where the game objective
would be to collect all gems in that level, while at the same time avoiding and
killing all the enemies that are in the way. And, while we were still in this
brainstorming mood, we came up with yet another derivative gameplay mode, a
game mode in which the objective is to destroy all special crystals. These new
game modes, although relatively simple, added a new dimension to the game, and
made the process of creating levels (and playing the game!) a lot more fun!
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Bombaman is like a drug!
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All in all, since JPR joined the team, the gameplay of Bombaman has been given
an enormous boost. Since we have a dedicated person working on creating
levels and informing us of points that could be better, the game has become much
and much better. To illustrate: I got a betaversion with all levels that were
more or less finished in it, and was asked to test it for a bit. Even though I
receive a lot of beta's of the game, I mostly test small things (bugtesting,
new things, etc), and as such I didn't have a good look at the real levels in
the game yet. When I got this version with all levels in it I decided to have a
good look at it. I started playing, and playing and playing. And guess what? The
game proved to be very addictive!!
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Bombed, the Bombaman level editor
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And we keep on adding stuff for free... we must be TellSell!
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To achieve this level of gameplay, more elements besides the game modes
mentioned above were added. One of these was adding more different enemy types;
now there's 12 different AI types to choose from. Also, new items were added,
and some existing items were modified a bit. Another important part is the
use of teleports into the game! There was a lot of discussion about this, mostly
with Arjan about 'I can't implement this in the game anymore, it's too hard
to add new features now', but after some more nagging, he added it anyways.
The final important element was the addition of the 'special object'. Since some
of the later levels are very hard (to illustrate, even JPR needs an hour to
finish a single level!), we came up with the concept of a 'special object'.
You receive such an object in each world, and with this object, you can make
things a bit easier to pass a hard stage: if you use a special object in a
level, you can play that level over and over again, without loosing any lives!
Of course, we could have just made the levels simpler, but who likes a game
that can be finished in two hours
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© 1999-2004 Team Bomba
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