OROne of the most wonderful elements of Nintendo’s Super Mario Maker titles, which give players the opportunity to build their own platformer games, is that they provide insight into how Nintendo thinks about game design. You can see how each element matters, from the exact length of the platforms to the precise angle of Mario’s jump. It’s like going to a painting class with Picasso.
Game Builder Garage broadens the canvas offered by its predecessors by allowing users to build virtually any type of game, from racers to 3D action adventures, all through a cute and powerful visual programming language. Here, the coding experience is represented on a graph paper screen, with each component – be it objects, actions, or results – represented as anthropomorphized blocks called Nodons, which you can pick up, move, and link to create programs. Do you want to be able to move a character on the screen? Just select a Person Nodon, then an “Entry” Nodon and link them. Each object has a number of properties, which can be turned on or off, making them, say, destructible, transparent, and / or movable depending on their role in your masterpiece.
The wonderfully intuitive interface also makes it easy to switch between different camera types, whether you want to do a 2D platformer or a 3D adventure; Although its palette of object types is limited, it is wide enough to allow for many different games and styles. Do you want to make a turnip growing game? Penalty fee. Do you prefer a two player UFO hunting simulator? That is fine too. Unlike PC-based visual programming tools like MIT’s brilliant Scratch, you can’t import images or textures from other sources and then intricately reshape them, so you’re probably not making a wild, dark, violent alien monster game. with a leather. protagonist dressed. But this is a Nintendo product after all.
Perhaps due to its broader scope, Game Builder Garage is more rigidly pedagogical than Maker games. You are encouraged to work through the extensive tutorial, which teaches you how to create seven different games, from a basic tag game on a single screen, to a Super Mario 64-style 3D platformer; after each lesson there is even a little test to make sure it wasn’t just running on autopilot. It sounds a bit strict, but checkpoint tests are little games in their own right, giving you design puzzles that you can solve through tools and methods you just learned, so the process is really fun.
The only problem with the tutorial is that player experimentation or customization is rarely allowed – he is told exactly what to do and he does it, with all other options grayed out. There were many times that I wanted to try a slightly different or even blatantly wrong option just to see what would happen, but was not allowed, and I felt a vital element of learning was missing.
However, once you enter free programming mode, you have unlimited access to the full range of tools, and the possibilities expand as you gain experience. From setting scores and numerical parameters to calculating collision detection effects, you really start to get a feel for how games are built and how small, incremental changes can have big results in the feel of the game. Everything you do can be shared with other Game Builder Garage owners through a unique code; We are already seeing talented designers making their own versions of classic Nintendo titles. as Super Mario Kart.
Packed with lovely details, perfectly constructed, and often really fun, Game Builder Garage is another great creative tool from Nintendo, silently teaching you why their games are so great. It’s a totally closed experience so you only have access to the materials it provides, but that makes it safe for families and forces you to be imaginative in the way you use (and break) the rules. You will not learn to code in C by playing this game, but you will begin to understand how games are designed and how the logic of a game program works. If these are things you want to know about, there is no better teacher than Nintendo.
George is Digismak’s reported cum editor with 13 years of experience in Journalism