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OLD SCHOOL POST: Rodney Infinite Dev Log #4

Posted on September 14, 2025September 14, 2025 by moco

Introduction

I’ve been playing games for a really long time, with Super Mario Bros. being my first major video game.

That’s about 30 years of gaming. I couldn’t have been born at a better time, I was growing right alongside technology.

I think I know a lot about game design, throughout my life, I’ve read many articles about what makes a game work behind the scenes, designing my own also gave me a new appreciation for the craft, as I had to design everything, every aspect, from the ground up.

The Super Mario Bros. series has been a big part of my life, and it is Shigeru Miyamoto that has inspired me most with designing Rodney.

To witness Miyamoto’s genius, watch this level design video of Super Mario Bros. World 1-1. https://www.youtube.com/watch?v=ZH2wGpEZVgE

What a difference a single button makes!

On his own Mario walks at a decent speed, fast enough for the game to be fun, but a little on the slow side. You can probably get pretty far by playing this way but, you don’t know any better, you accept this as the games rules.

There is a second button on the NES controller, B. By introducing a button you can hold, it makes you run faster. This changes the whole game, it’s almost as if you are playing an entirely different game. Now you feel the game more, your immersion also increases, it almost creates a stronger bond to you and Mario. By pressing and holding one button in the whole time, you are connected and now you can feel risk with upcoming pitfalls, which creates excitement, which creates a stronger bond. Some people may even move their entire bodies when it comes time to jump, you’re that connected.

One small gameplay element, one small button, can change everything in how a game feels, plays, and how it immerses you.

The XBOX Controller has a whopping 14 buttons. The Nintendo had two.

Platforming

Rodney is a platformer first, and I have to find a way to keep its gameplay fresh with unique gameplay so that players do not get bored.

In 2023, Super Mario Wonder was released, every level in it, introduced a new gameplay feature to keep it fresh, this goes on for an amazing 69 levels. I can’t imagine coming up with that many changes. I stopped playing it because I tend to take ideas from other games, unknowingly, and I didn’t want it to influence Rodney’s game design.

Changing up the platform gameplay, there’s an obstacle course where you bounce a ring off of your head while jumping off certain points to get the highest score possible. It’s pretty fun, and addictive to boot.

Finally, I have an idea for a level about rock climbing up the side, when you reach the top, you then parachute down the side, collecting objects on you’re way down to land on a point-based platform. Like the SNES Classic, Pilotwings. I’ve created this type of level already, it’s pretty time consuming, I’ve never fully play tested it though, I’m sure I can get it playable.

Addictive Gameplay

There’s a lot of feedback going on in Super Mario Bros. When you jump on a Goomba you bounce up a little, and a sound effect plays. You can almost feel the jump through the controller, this is one that creates a small addiction.

An addiction is created by receiving a reward in the form of a small jump animation when squishing the Goomba, you also bounce a tiny bit off of its head, and also a small sound effect clip plays, it’s a very satisfying reaction, this is a nice example of visual and sound feedback.

Here’s a Goomba being jumped on:

My own addiction styled loop

In Rodney, include introducing a gust of wind, on the open water map, where you control a ship, the player could seek out the gust, and it propels the ship forward, complete with sound effect, creating a small addictive gameplay element.

That wraps up this development update. Thank You for reading!

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