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Archive for April, 2013

Ahead of schedule, nice!

27 Apr

I’m 1h40 ahead of schedule, incredible! Smile

Schedule05

Interaction between the particles and the level end block was easier than expected…

The game is also shaping up a bit, I’m starting to have a lot of ideas on extra elements for the game, although I’m still not sure on how to get them all together in a fun, level-based design.

Now, complete with moving blocks:

screen04

Next up, one of the new elements: colored walls that only let pass certain colors… of course, for that to make sense, I need to have control on the type of color I’m attracting with the mouse. I have two choices: I can base it on keypresses (which kind of defeat a bit my idea of minimalist gameplay, but might lead to a game that’s more fun), or there might be elements that either change the color of the cursor (changing what it attracts) or changes the color of the particles for a certain time (or forever, not sure).

These are the small decisions that I usually have a lot of fun with when I have more time, but when I have so little time to develop a game, I’d like to have a magic ball that gives me the answer right away! Smile

 

Is this fun? Dunno…

27 Apr

Still don’t know if my idea with result in any fun whatsoever, but I have the level loader already working, from a text file:

screen02

This one is ugly even for my standards, but it’s also minimalistic, which was the goal… I’m really no good in building “small” stuff… My dreams are always so much larger than what I can build (either in compos because of time-constraints, or outside of them because of too big of a scope and an obsession with “perfect” code)…

Anyway, still on schedule (only by 10 mins, but it’s something!):

Schedule04

If I had a clear idea on what I’m aiming to build, I might have a more comprehensive schedule, which was my idea on the start, instead of just having the next few tasks defined…

 

Still not sure where I’m going…

27 Apr

Progress has been steady and on schedule so far:

Schedule03

Currently, there’s particles, and they follow the mouse cursor (or any attractors I define, the code is general)… It took me some measure of tweaking the parameters until I got something similar to the behavior I wanted… Ended up by defining the force applied to the particles as “force=delta_v/sqrt(dist)”, instead of the classical gravity-like “force=delta_v/sqr(dist)”… The particles are more reactive this way… Also added a “drag coeficient” to the particles, so they lose about 25% their energy each animation iteration… This will avoid them just shooting off screen in some fringe cases…

screen01

I can setup the attractors to affect only some colors (currently it’s just a RGB mask, but that might change).

Although it’s fun moving the particles around, I’m not sure if this will make an actually fun game… But to test that, I need to add the “level”, in a form of a maze of sorts… I expect I’ll have some other attractors and moving walls on that, but everything’s open at the moment…

I never thought how “minimal” is the complete opposite of what I usually think of in terms of game design (although I guess it’s a good way to design things: start with something big and subtract until you’re left with just some core mechanics, then you can add stuff back… I think it might avoid excessive padding in the game)…

 

Simple idea…

27 Apr

I was thinking about an idea that I could implement with a terribly simple input mechanism… I’ve decided on only using the mouse position (can’t be much more simple than that, I guess)…

The idea is that the player attracts some particles (pixels, so keeping with the minimalist approach) with the mouse cursor… The behavior of the particles is physically correct, so if we don’t move the mouse cursor carefully, we will force the particles to overshoot and hit the walls of the level…

The level is comprised of a maze like structure (keeping it simple for now, but I might extend that with other attractors and moving walls). If a particle hits a wall, it’s lost…

The objective is for the player to reach the end of the level only losing a certain percentage of the particles… Seems simples, but with the addition of a time limit, it might be enough to make a simple fun game…

I don’t have a name for the game yet, but it will come to me… Smile

Anyway, here’s the revised schedule:

Schedule02

 

So, minimalism…

27 Apr

So, there’s the theme… As a lot of people have pointed out, almost all LD games are minimalist by nature, being time constrained…

I’ve already made a schedule in Excel, considering break and sleep times… I need to figure out an idea to be able to fill in the blanks:

Schedule01

I’m thinking on an idea around gameplay minimalism and do it with minimalist graphics and sound…

First thought was a “one-button-game”, but I think that may take more effort than I have available (even with minimalist graphics, it’s still a lot of stuff to draw with my puny art skills).

So, I’m thinking puzzle game… One simple mechanic, one simple set of graphics, lose my time building levels and such…

I still have 40 mins remaining on my schedule to have an idea…

 

Dishonored…

24 Apr

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Speaking of games I’ve finished a short time ago, here’s another one: Dishonored… And while Heart of the Swarm was a game that game me untold joy, this one was one of the major disappointments for some time now…

First the good part: the damn game looks like a painting in motion, which is totally awesome and it has a fascinating environment… It has an awesome “teleport” mechanic, but that’s basically it!

The game has excelent combat systems, but then it punishes the player for using them, since you can only get the “good ending” if you keep the body count low… I understand this is a stealth game, but in that case they should have made stealth much more fun than it is (like in Deus Ex or Thief)… no, the stealth mechanics are totally boring on this one, because you can think you’re fully hidden but be seen… they should have added some sort of “hidden” HUD element, because it’s hard being sure of being totally hidden in a first person game…

Then we get to the worst part of the game: the storyline… without spoiling it, the story is bloody stupid… the evil plan is moronic, the counter-plan is also moronic, and there’s no dishonored involved in any way, since basically everyone knows you are being framed for the murder of the empress… So, what I felt playing this game was zero empathy with the main character, which might have been so very cool… and what’s up with making a character super cool, if you never can see it?! And it wouldn’t be bad to add some expressions to the other characters of the game too… I know that blows budgets, but that might have been a better investment than spending any money in character design for the main character… Smile

Bottom line, Dishonored is one of those games I’d be pissed to have paid 60€ for, but since I picked it up one month ago, I got it for 20€, which isn’t that much, even if the game feels a bit underwhelming…

On another note, this weekend I’m probably participating on the Ludum Dare’s 48-hour competition… let’s see if this time I actually finish something, since the last few attempts where kind of pathetic on my part… Sad smile

 
 

Nerdgasm!

23 Apr

So, this week “Iron Man 3” premieres:

 

The previous ones were terribly entertaining movies, so looking forward to this one (although I don’t know about the “dark and gritty” approach they seem to have chosen for it)…

This reminded me of another two movies I’m excited about:

I’m not a huge fan of Superman, to be honest… he’s “too good” and “too powerful” for my taste…

Anyway, this one Snyder/Nolan treatment might be exactly what’s needed to get me on the Superman bandwagon!

I’m a Star Trek fan (although I’m more of a Stargate/Star Wars guy), and the last movie by Abrams was very good, so I’m looking forward to this one…

As I tend to look at everything around me in terms of games, watching the trailer for this one has got me thinking… In most space games, “shields” are kings… All ships have shields and when those are down, they’re 10 seconds away from annihilation… but I really enjoy slug-fests, in which slower, mass-based weapons are used to pummel the hull of a ship, so that when the shields are down, that’s not the end of the world…

This prompted a discussion with my friends about the lack of “visceral” space combat… combat by nature is something that appeals to our primeval nature, the visceral side of us… yet, space combat is usually treated as something not-visceral, which is interesting… but, if I think on it, Battlestar Galactica has some of the best space-fight sequences ever, and it’s pretty visceral, because it’s not all about laser and shields, but about ships getting beaten up and after a lot of punishment they finally explode (it also has something to do with the tribal soundtrack and the shake-cam, I’d say, but it all just adds to my point that fights should be visceral, even space ones)… I’d like a space game I designed to have that feeling, to be honest, it really makes it feel more “real”, in my opinion…

 
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Posted in Movies

 

Heart of the Swarm

19 Apr

Damn! I haven’t written anything here for over a month!

Well, nothing really special going on, except for a lot of work, and when I’m not working at my DayJob™, I’m plodding along on Grey, or playing games…

So, anyway, topic for today is a game I’ve finished some weeks ago…

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I’ve been waiting a lot for this one… The first part of Starcraft II, Wings of Liberty was an awesome RTS which I enjoyed immensely playing (although I was never a big fan of the Starcraft franchise), so I was eager that this one could live up to it… and boy, did it!

This one starts (obviously enough) where the other one finishes and follows Kerrigan and the Swarm… the fun thing about it is that they did the story in a way that from playing with the Terrans on the first one to playing with the Swarm on this one makes total sense and provides a different yet familiar experience…

Nothing that I can really say about it, except that it is a Blizzard game: fine-tuned to the maximum, polished as hell and entertaining to newcomers and hardcore players alike… I definitely recommend this one to everyone… Can’t wait for “Legacy of the Void” to come out!

One interesting thing in the “Making of” DVD (for those that purchased the special edition) is that they have some video guides for the custom map creator/editor. I was never one to play around with map editors and take much part in the mod community (although I love the concept and I hope one day to be able to build a community around a game I make, but I love programming my own stuff better), so I just saw the videos about map editing out of curiosity… And I was surprised that, although we’re talking about Blizzard and they have a huge following based on their mod-capabilities, their editor isn’t that impressive! Some stuff is even done better on my own SurgeEd, which is nice to see (for motivation purposes!)…

We at Spellcaster Studios are considering to release the SurgeEd and SurgePlayer tools to the community when we launch Grey (or around that time), and watching that video only reinforced my idea that it would be cool to see what a dedicated community could do with a tool like the SurgePlayer, although that will require us to write documentation and give at least some support… But it would be glorious to see a game not done by me using the tools we’ve worked on for years!

 
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Posted in Games