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Archive for the ‘Games’ Category

Attractor fail!

27 Apr

It’s funny that some things that look well on paper turn out to be terrible when implemented… Case in point: the attractors…

Just added attractors to the game, which behave as the mouse and can attract and repulse elements:

screen06

The result is terrible, from a gameplay perspective… Either they’re too strong (and they bypass our own attraction on the mouse cursor), or they’re too weak (and do nothing to help or hinder the player)… The behavior was different from what I was expecting (I was expecting a kind of “negation zone”), but it is actually correct, although not fun at all…

I might use them anyway to impede some paths (although I can use just walls for that, to be honest, no difference).

I have also implemented moving attractors, to see if they could be salvaged… although they’re a bit better, adding a measure of challenge in some sections, they’re still very weak as a gameplay mechanism:

screen07

Problem is that I don’t know if I can make a compelling game with just walls and blocks… My wife seemed to have fun with just those elements, but I don’t know how fun that actually can be in the long run… Maybe I’ll have some new idea in the meantime, since I’m still on schedule… I still have to consider the attraction change issue (keypress vs environment control) anyway, and if I decide to go for the environment control, the attractors might be a good element again (although I doubt it)…

Current schedule:

Schedule07

 

Options galore…

27 Apr

Colored walls now!

screen05

Colored walls don’t affect particles of the same color… Same applies to blocks!

Still not sure what’s the best option for changing the attraction type… Currently, it’s keypress driven (as you can see in the lower right corner), but I still think that having areas on the screen that change the color of the particles or the cursor (really the same, it’s just a matter of duration of the effect) might open new options for the gameplay… Probably will have to code it to try it out, which will mean less one hour or so of polish-time (especially because I’ll have to be social tonight, so no late night coding for me!) Smile

Anyway, this is going fine… If I’m lucky, I can finish all the gameplay elements today, which means I have all the day tomorrow for the polish (levels, menus, sound, music, etc)…

Schedule06

 

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

 

Dishonored…

24 Apr

dishonored_005

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

 
 

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

 

Isometric goodness!

12 Mar

Hi everyone…

I’m still playing XCom lately, doing campaigns in Ironman mode (the only way to play after the first campaign), and the game is the gift that keeps on giving… It’s so full of awesome, it should be mandatory for all game designers to play it over and over again until they learn! I’ve always been a fan of this kind of strategy/isometric games, but my appetite for those has not been quenched in the last years…

But now, us fans of turn-based/isometric games are going to have a field-day in the next months…

First of all, take a look at indie game Underrail:

 

Currently on alpha, it’s already looking like it can be an exciting game

And on another note, here’s a mission walkthrough for “Shadowrun Returns”:

 

The amount of fun they seem to be having playing their game is awesome! Smile

Both of this games have an Achilles heel: the graphics… I don’t like the graphical look of neither, but I’ll overlook that for all the isometric goodness that will come from them. “Shadowrun Returns” will be awesome, with all the map editing and quest building options, besides a game that seems to have all the good stuff of XCom… Hope they’ll allow for coop multiplayer on that!

This is what I’d like for Grey to be, but in realtime… although I’m starting to question that choice! Winking smile

 
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Posted in Games, Indie

 

Driftmoon

28 Feb

 

Although I haven’t tried it now, if you’re into indie RPGs you might want to take a look at “Driftmoon”, a top-down indie RPG that’s been in development for almost 7 years…

It looks very good and extensive, with some very interesting details (I like the characters “speaking” throughout the action, not only during cutscenes).

So, take a look at the trailer and give it a whirl… I know I will when I get the time! Smile

On other fronts, I’ve been working on Grey lately, mostly on the tools and the definition of the UI… It’s slow work, but going steady.. You can read about it on the Spellcaster Studios blog.

 
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Posted in Games, Indie