RSS
 

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

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

 
 

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…

 
No Comments

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…

starcraft_2_heart_of_the_swarm_game-1440x900

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!

 
No Comments

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

 
No Comments

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.

 
No Comments

Posted in Games, Indie

 

More indie galore…

11 Feb

Keeping on with my trip in the world of indie games I had on my Steam account:

 

Looks amazing, plays like a dream… but (there’s always a but) it’s a “kill-everything-that-moves” platformer… Not my cup of tea, but if you like this sort of games, it’s a galore of cartoon violence that plays extremely well… Not sure if this fits the “indie” label, since it’s an EA game, but still it has an indie feel to it.

 

Breakout with some twists… It’s a nice game, well executed, pretty to look at, but again, not my cup of tea… My Arkanoid days are for a long time…

 

Another platformer (half the games in the world are platformers, it seems), in this one you can take “photos” of certain parts of the game area and past them to others; this will enable you to overcome fiendish puzzles. Very pretty, it lacks a certain story-line that I really need for games to suck me in (unless the gameplay is as amazing as “Closure”, for example).

 

This game was so close to being what I always wanted in a space game it’s almost annoying that I gave up on it after 3 or 4 hours of play.

Space Pirates and Zombies (SPAZ) is a top-down space shooter, with all the RPG elements you might want! Loads of quests, tech-trees, upgrades, mining, etc, etc, etc…

So what’s wrong with it? Well, first of all, the game overwhelms you with information and mechanics very early, which kind of dampens my enthusiasm a bit… but hey, the game seemed so awesome, I powered through it…

The worse part was when I found out that I wasn’t actually having fun in the space battles… the enemy AI is so rudimentary that the combats were just a succession of “follow this ship until you overtake it, then 180 degrees and do it again”, it had a taste of random (not enough feedback on hits to understand what exactly was happening)… but worse, it didn’t FEEL fun… So, space battles became a grind (and that’s the main core of the game), so after a bit I was thinking “Why am I playing this, I ain’t getting any satisfaction from it!”, which was a shame, because everything else seemed awesome… Maybe a bit more “directed” gameplay (through an initial storyline), and a better combat system would have really pulled me in, because I really wanted to like this game(it seemed to be everything I wanted EVE Online to be)… Looking at it, I think that the combats shouldn’t be so fast action oriented, somewhere between the fast pacing it has and the slow drag of EVE… Then, maybe the game could have been a really huge tiem sink for me…

Anyway, try it out, you might find it more fun than I did… there’s thousands of people of that opinion, so it might be that I was expecting something different, since I’ve been thinking about making a game like this for ages now…

 

I’m playing this one at the moment, so I still don’t have any clear opinion on it… It’s a fluids based puzzle platformer, and it looks very nice… The drawback is that all that fluid calculation takes its toll, and it sometimes runs very slowly on my computer (which isn’t exactly high-end, but it’s not a low-end as well)…

Anyway, give it a whirl… I’m 2 hours in it and still having fun, so I’m guessing it shows the game is good!

 
No Comments

Posted in Games

 

Indie games galore…

04 Feb

Continuing my last post, here’s more “reviews” of games in my Steam collection that I’ve been trying lately…

Before I start, though, I have to say that there’s a awesome thing about most games I’ve tried so far: they startup quickly and I can quick at any time with minimal progress loss… As an adult, this is very important for me, since when I was playing Assassin’s Creed III, I’d leave the console turned on for hours at a time without playing, just because I didn’t want to wait ages for the game to startup and be playing…

But, one complaint (to everyone… indie and AAA): please add a “Save and Exit” option… even if your Exit option always saves, I feel uncomfortable leaving without saving… don’t hide my saves from me, let me know when you’re saving, that way I know how much progress I’ll lose if I quit the game at any one point.

Anyway, on with the “reviews”:

 

If you like platformers, go no further… this one is an excellent one, although very hard to play without a gamepad (which I don’t have on my PC). Hard platforming, with some silly storyline and excellent level design!

 

Although I’ve followed Cliff Harris’ blog for ages now, I only played his game now (picked it up on a Humble Bundle sometime ago)… The game is what I expected: you choose your forces up until a certain amount of “points”, position them in the “starting line”, setup tactics, etc, and press go… then you see a battle being played out in front of your eyes, with no intervention from you… While I understand the point of this, I’m not a big fan of the concept, but I admit that it looks gorgeous! Most of the time, I’d just think that I wanted in on that fight… Would totally buy it as a screensaver, though! For more tactical amongst you, it’s a must have in my opinion… It runs as you’d expect, the AI is very good, and your orders pre-battle are decisive to the outcome (so you don’t feel that victory or defeat was just random events). As far as I know, there’s extensive modding support (and lots of people doing it), so it’s awesome value for money!

 

Pew, pew, pew, kaboom! It’s a schmup, very well executed, very atmospheric and with a good effort done on the story presentation… Not my cup of tea, but if you like shoot’em ups, this is one of the best I’ve seen in the last years!

 

One of the best of the lot so far, I played this until I finished it (in about 6 hours or so)… Imagine “Shadow Complex” or “Deadlight”, but with a lighter tone and with a gravity-manipulation mechanic. We explore an environment (not so open as “Shadow Complex”) in a typical side-scrolling platformer fashion (with good looking 3d graphics, though), and you can use a weapon to pickup objects and throw them… You can also influence the strength of the gravity in the room you’re in, which is part of many of the puzzles… The game as a bigger focus on “escape-type” puzzles than on enemy confrontation, which I enjoy tremendously – games with focus on action with an extra mechanic besides shooting tend to get themselves lost in between those two worlds, so it’s good to see a game that balances it perfectly!

It’s awesome fun, well presented, interesting (albeit cliché) story and just about the right length…

Seriously, get this one… Now! It’s that good… Don’t know how this one got below my radar, but I never heard about it until I bought it as part of a Indie Humble Bundle (one more reason why these bundles are awesome)… Can’t wait for a sequel!

More to come!

 
No Comments

Posted in Games

 

It’s been so long…

30 Jan

Hi everyone!

It’s been ages since I wrote here, but I’m not dead… My time during Christmas break is usually terribly busy, and afterwards work hit again like a brick wall (was hoping the mad rhythm from last months was gone, but I was wrong).

Anyway, I’ve been doing some things related to Grey and my Indie Speed Run unfinished entry, but you can read about it on Spellcaster Studios’ website…

Here, I want to talk about the games I’ve been trying out lately… Besides the usual Christmas binge on new Triple-A games (Assassin’s Creed III was pretty good, with some flaws, but still a lot of fun… The naval battles rock), I’ve been working through my Steam collection, looking at games I haven’t really tried. Here’s my impressions on some:

 

“The Binding of Isaac” is a procedural Zelda-like game… That said, I should have liked it, but to be completely honest… I didn’t… The controls were cumbersome for my taste, and there was too little storyline to keep me entertained; this is the problem with most rogue-likes out there (not only indie, but also Triple-A, like Diablo 3); I‘m not the type of person that walks around doing the same thing over and over again without anything to drive me forward (usually story)… Exception to this is probably “World of Warcraft”, where I raid over and over again, but there we have the social component as well.

Anyway, “The Binding of Isaac” is a well made game, with a very cool aesthetics (both visual and thematic), so if you enjoy roguelikes, give it a whirl!

 

“Closure” is a puzzle platformer whose main mechanic is easy to understand if you see it, but kind of hard to put into words… Basically only things in range of light have any physical substance (or are visible at all)… That means that if you see a wall in front of you (using a source of light), you’ll collide with it, but if you don’t have a light shinning on it, you’ll just pass through it.

This mechanic works making very nasty puzzles that remind me of “Portal”: puzzles that look very hard, but when you finally overcome them, you think: “Damn, this was so obvious!”… So, the game gives you a pretty good sense of accomplishment and I had tons of fun playing this one… the music gets on the nerves eventually, specially when you’re swimming around (music plays at a slower rate, which means it becomes just very very vey annoying, albeit atmospheric).

 

I didn’t spend much time on this one, to be honest, too little story going around… But the execution is top notch, has a good tutorial (which does a good job of converting an immense amount of instruction into something more manageable) and the overall feel is fun enough, if you’re into this sort of thing…

I’d like someone to make a Tower Defense game where you’d feel more “story" on it, but I’m guessing it’s kind of hard.

One of my complains about most of the strategy indie games is that how heavy they are from the start. Although this one has a good tutorial, after 2 or 3 levels I’d already have too much to do… so, I didn’t have enough time to absorb the previous concepts and I would be already buried in new ones…

On that front, Blizzard games are the best… They introduce everything slowly enough in their games so that me, as a player, never feel overwhelmed by new concepts and ideas. Of course, what I’m complaining about here is the inverse that most people complain (“tutorial was dragging on for ages”), but I think there’s a balance in between.

For me, when choosing a new game to play, I don’t want to spend much time mastering some ground rules… I just want to get into the action/story as fast as possible and spend one hour in the game without feeling overwhelmed, trying to figure out if I actually think I’m going to have fun in the game if I commit enough time to it…

Ok, this post is big enough already, more to follow!