Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Thursday, December 19, 2013

Rabbit 1.2

To trudge... the slow and determined march of a man bearing a heavy load...

Ok, enough melodrama. I'm posting this on the 19th but this video was recorded on the 17th and reflects that progress. The simple flashing of the "wolves" required me to refresh my memory on how coroutines work in Unity. After a few stumbles I finally figured it out and also added a sound for when you eat the "carrot" power up.

With 11 days remaining on my first entry for the 1 Game a Month blog, I've hit on what I believe to be the final scope of this project.

I initially hoped to have several maps, and to progress through the maps as you cleared levels. Maybe 5 or 10 plays per map and then I'd alter the maze, move the power ups around, perhaps introduce additional wolf types.

Here's my final punch list. If I have time beyond this I'll spend it on small features I can add in a single coding session or polish.

Will do:


1) One more score dynamic - A progressively higher score for each wolf you eat per power up.(1 wolf gives say 500 points, second 1000, third 2000, etc... resets when you lose your power up status)


2) One more presentation update - A pause when you are killed, then a "you got killed sound" then a reset, then a go! Death is abruptly handled currently with no time to gather yourself before the game continues.


3) Play-balance the game - It is currently too easy. My primary plan is to adjust the scoring system to reduce the number of extra lives you get per map. 


4) Polish - The sounds get the point across but a few hours working on the sounds and adding a few particle effects will go a long way as far as the feedback the system gives you. Without pretty visuals I need to insure that the feedback is tight and obvious. 



More importantly than what I will be able to implement is what I won't be able to implement. That's the sort of  lesson the 1 Game a Month  challenge teaches, you must ruthlessly attack the scope of your game.

Won't do:


1) Multiple mazes/levels - I have a great idea for a dark level where a spotlight follows the rabbit around the level and you can't see what you've "eaten" and what you haven't. Not going to happen for this entry. Maybe some other entry I'll pick it back up and go for it.


2) Proper artwork - I could buy appropriate models and pick up the game visuals by using a proper shader. Maybe, maybe I can hit this mark but I'm putting this weight down as far as a "must have". It's definitely in the "nice to have" list.


3) Intermissions - I wanted a black background cut scene similar to the intermissions in pacman between map changes. No map changes though, so no cut scenes for sure. This would have to wait for a round 2 attack on this project. I simply won't have time to implement this.


4) Android release - I've yet to tackle an Android release but even if its easy as pie I know I'll have to re-write the control scheme for a virtual D pad. As fun as this would be it won't make the cut for December.



Still on target to make my first challenge. I deployed a web player and linked it to a few friends just for the fun of it. I intended to provide links to incremental builds so you could follow along as the game progresses but I got caught up in making the deadline and slacked a bit on blogging my progress.


In all its splendor! OK, in all its programmer art, still missing a few key features, splendor!

and here's a short video of a play through.

Wednesday, July 10, 2013

What is his nature?






“What is his nature?, What does he do?” This was the key question posed by Hannibal Lecter in Silence of the Lambs. As I play Dragon’s Prophet, or in this case, don’t play it, I am suddenly struck by this question. Who is my character, and what is his nature?







The game is satisfying, graphics are acceptable, the pay wall implementation is not exceedingly awful. The ability to tame, ride, and level dragons is the star of the show and the most compelling difference from similar offers out there. But what is my characters nature? Unfortunately his nature is to grind quest after quest in order to level... in order to grind quest after quest in order to level... ad infinitum.


The story is lackluster, but that is a red herring. Unless the story was the most compelling story ever told; (Imagine a book where you had to run a mile after every tenth page, but was so compelled that you did so) a great story would not save this game.


The issue with this game is the same issue with many MMO’s using the same formula. What is the characters nature? To grind quests until you run out, or hit the level cap, after which you grind gear until you get the best gear or run out of content. Stated simply, the answer to what is his nature is “to grind”.


Your actions aren't meaningful, not even in the limited framework of the game itself. In real life, you burn time that could be better spent doing most anything(let’s go ahead and run that mile now). As with any new game, the jaded MMO veteran will explore the mechanics, take note of any interesting approaches to the many tropes common to all MMO’s, explore the class designs and leveling mechanics, and then abruptly check out. Maybe they return in boredom, maybe they go seeking the next new thing.






“What we do in this life, echoes in eternity!” - Maximus, Gladiator
















The most fertile ground for MMO development requires that a player’s actions are meaningful within the scope of the game. Easier said than done, certainly. But until that bridge is crossed, however many millions of dollars are poured into copy after copy of knock-off games or rehashed mechanics would be better spent trying to cross this threshold.


The market is hungry for something novel. The market is STARVING for something novel.






“This town needs an enema” - The Joker, Batman















The next game that mixes fear and wonder, that makes either life, or death meaningful(preferably both) stands to capture a market of 20 million subscribers with a proven track record of spending $15 per month to scratch this itch. For $300 million dollars per month, can any team of engineers and artists provide us unwashed masses a game experience where killing the invading horde of goblins actually impacts the game world in some meaningful way?


Modern MMO’s are a thousand miles wide and six feet deep. Robust and interesting game mechanics are a gift that keeps on giving. Invest once, profit forever. Hand crafted content is interesting, and can be very beautiful, and may even be important in the scheme of things, but it is ultimately disposable. Once it is consumed its marginal value is minimized, and even more dangerously, because the studio is ever surprised by the swarm of gamer locusts consuming the content at such an alarming pace, they tend to rehash and remake the same content in order to reduce burn rate.


Even in the amateur game development scene I’ve met engineers and artists that have an incredible aptitude. Good, serious guys and girls that are masters of their toolset and just outright formidable in their approach to the craft of making games.


This is a solvable problem, and we need to get on it.