Category: Game Design

Today’s Bit of Gaming History: Magic Carpet

Now, that’s an interesting bit of video on its own, but it’s even more interesting if you look very closely at the prototypes Peter presents. In the first one, you are obviously flying over a Populous level that has been converted to use a voxel heightfield. Another one briefly displays an ASCII header that reads, “CREATION BY BULLFROG”. Now, if you’re up on your Bullfrog history, you know that the original name for Populous was “Creation”, and Peter was forced to change it when he couldn’t get a trade mark.

Thus, I think it’s clear from these prototypes that the project started with Peter telling his team, “I want to fly over a Populous world. Make that happen, I don’t care how you do it.” And once that was accomplished, they came up with a game – Magic Carpet – to go with it.

EDIT: I think I may need to start explicating posts like this one a bit more. I think too often I operate under the assumption that everyone else has studied video game history and design as ravenously as I have and thus I don’t have to explain things. Magic Carpet was a Bullfrog title released in 1994. It didn’t do that well because it required a powerful PC and the only network play was over LAN – this was back when most network play was done with a serial or null-modem cable. It also (as Sol mentioned) had a very short draw distance which made it kind of hard to play. The concept was good, though, and a remake could be quite fun.


War Among The Stars!

My good friend Tom Mauer is very interested in entering the Dream Build Play competition, which requires developers to take a game they are provided (in this case a souped-up version of SpaceWar) and spend three weeks improving it in some way.

His idea was to overlay a tactical strategy game on top of the simple arcade action, in the vein of Archon. The result: SpaceWar Tactics!

Give it a try and leave him some feedback, won’t you?


Viridian’s Video Blog – Populous

Oh, and I did a video blog this weekend. I was a busy beaver.

This video blog was inspired by Gamespot’s Game in Sixty Seconds feature, where people try to explain why a game is cool in sixty seconds or less.

Anyone who knows me will tell you that there’s no way I can just talk about a game for sixty seconds.

Limiting myself to ten minutes was hard (stupid YouTube).

But here’s the first in what I hope are a long line of videos that specifically take an older game, explain why it was awesome, show you how it was played, and then talk about how it influenced the development of later games.

Enjoy!

YouTube:

Google Video:

Direct Download Link


Planitia Update 9 – WITH DEMO!

My time of copping out is over.

Of course, that doesn’t mean that my time of writing good code has started yet.

In any event, I managed to get the demo together. Odd how it always seems to take one more week than I expect for me to get stuff done.

Screenshot:

Huh.  It looks slightly different.

And here’s the download link. It’s just over a meg.

Planitia Combat Demo One

Please play it! Please comment! Basically I’m looking get the feel of the camera control and the combat very natural – that’s all this is about. If you feel that anything works kind of clunky, please tell me. If something you thought should work didn’t, please tell me. If your machine crashes, please tell me so I can have you send me your log file.

The next update should have some god powers!

Edit: Thanks to whoever voted this entry up on Qatfish.com – this is my highest-ranking entry ever.

Note: If you get a message saying that you are missing “d3dx9_31.dll”, update your DirectX. Yes, even if you have 9.0c. See, there are different versions of 9.0c.

Note: I am aware that moving units off the map crashes the game, but the map is so big that this shouldn’t happen accidentally.

Version .11:

Removed two large unnecessary files from the download package, thus shrinking it from five megs to one meg.


Dinner Unconquerable

I’ve been watching a new show on Food Network called Dinner: Impossible. Every week, a top-tier professional chef (Robert Irvine) is given a nigh-impossible challenge to complete. In the first episode it was merely to create a five-course dinner for a wedding reception of 200 in ten hours, but things have gotten much harder and more bizarre since then.

I’ve thoroughly enjoyed the show. Robert is a pro from Dover (possibly literally, since he’s English) and has never failed a challenge yet.

Now that I’ve watched about five episodes, I’ve noticed that once Robert gets on site and manages to map his current challenge to his formidable previous culinary experience he’s unstoppable. He’ll get into his groove and start barking orders and delicious meals will pretty much appear out of nowhere.

So the producers have ramped up the challenge by throwing him more and more curves on every episode. The most recent challenge had him cooking in a tiny train car with only one of his sous-chefs and the conductor of the train was constantly interrupting him with change orders. Once his food was nearly done, he had to transport it to the dining cars, reheat it and then serve it.

Now, as I was watching the most recent episode, I oddly enough saw a parallel to game AI. Specifically, the episode reminded me of the original Command & Conquer.

The AI for Command & Conquer was pretty weak. It didn’t respond well to feints and was highly predictable; thus it was pretty easy to beat. Of course, in order to beat it you had to get your economy going. You had to build your base, get your Tiberium stream flowing and start cranking out units. So later missions of Command & Conquer rasied the difficulty not by making the AI smarter (the AI is the same in all missions) but by making it more and more difficult to get your base built and get into your groove. One late mission had you landing on a beach with just your mobile construction vehicle. The beach already has emplaced NOD guns so your MCV starts taking damage right away. If you’re quick you can run right and just barely get away from the guns with a sliver of health left on your MCV, which you can then deploy near a Tiberium field. But a damaged MCV deploys into a damaged Construction Yard, so a lucky hit from a passing NOD bike is all that’s necessary to hear EVA say “Your mission is a failure”.

When the Ensemble guys got together to make Age of Empires one of their goals was to create a non-cheating AI that played at several levels of difficulty. For a long time I thought it was kind of foolish to spend so much time on a non-cheating AI when for the most part we players wouldn’t be able to tell the difference. But now I’m convinced they made the right decision.

As for Planitia…well, I think Planitia will be lucky to have any kind of AI.


Planitia Update 8

In which I admit to completely copping out.

I need to get the discrete event simulation working. I feel I understand the concept but it’s not something I’ve ever done before so I am having some trouble figuring out how to approach it.

So I did graphical stuff instead!

Huh.  It looks slightly different.

Made the hitpoint bars smaller and made them green instead of red. Changed the selection marker to a blue circle underneath the units. Went ahead and raised the resolution to 800×600, since that’s what the final game will run at.

Now, one thing that is kind of stopping me is that I need to figure out exactly how units act both when they have explicit orders from the player and when they don’t.

Here’s what I’m thinking. Comments welcome.

The current problem is that you can grab a group of units and give them an attack order and they will dutifully go and kill the unit you clicked on, but then they’ll just stand around even if his buddies are right there. And his buddies will stand around too. Obviously, units need to take the initiative and engage if they have no other orders. But units without explicit orders shouldn’t stray too far from where the player put them.

Thus, when you give units move orders, you are not only moving them, you are setting their anchor point. If units do not have orders, there should be a range within which they will move and engage enemies. Archers should never move, they should simply snipe at anything that comes into range, but warriors and barbarians should probably have a range of about three tiles…if an enemy moves into that range, the warrior or barbarian moves to intercept and attack. If the enemy moves out of that range, the warrior or barbarian breaks off contact and returns to their anchor point.

Now, three tiles is less than the range of archers (eight tiles). Thus, if a unit is attacked by the enemy (rather than simply has an enemy come into its range), it can go as far as it needs to in order to engage that enemy, but once that enemy is dead it returns to its anchor point.

These autonomous attacks happen only if the unit has no standing orders from the player. Thus, if you grab a group of units and tell them to move through a group of enemy units, they will not engage as they are attacked because your move order overrides that.

I think that should be close enough to how a “real” RTS feels. Please feel free to tell me how you think it should work.


Supreme Commander

Here’s my quick take on the Supreme Commander demo.

Runs terrible on my computer and I’m not sure why. My computer can run Age of Empires III, Dawn of War and Company of Heroes just fine. I understand that the whole point of Supreme Commander is scale, but even on the first mission of the campaign I’m getting terrible slowdown and that mission isn’t very big. And this is with the lowest graphical settings, which honestly make the game look like crap. The scale also gives lots of interface problems – just try to target an enemy interceptor on the main view map. Thus, you’ll actually spend a lot of time either zoomed out so you can click on the icons for enemy units or you’ll be clicking on the minimap to give your commands. So why have the close-up view at all? Oh, right – it makes for good screenshots.

And then there’s the fact that the actual gameplay is…Total Annihilation. I understand that Supreme Commander was specifically designed to be the spiritual successor to Total Annihilation, but honestly, all playing the Supreme Commander demo did was make me want to go back and play Total Annihilation again rather than make me want to play Supreme Commander. Because the gameplay isn’t significantly different and TA will actually run on my computer.


Duck Amuck

Now then…what shall we talk about?

I’ve gotten a little work done on Planitia, but not enough to merit an update. Instead, I’ve been doing two things:

1. Cooking. I recently made duck for the first time. It was also the first time I’d ever eaten duck. I used this recipe, but I didn’t have time to brine the duck. I just steamed it and then pan-seared it.

It was excellent. The meat was a bit tougher than chicken – almost like turkey – but the flavor was stupendous. Especially the skin and the fattier parts of the bird. They were succulent.

Bolstered by my success with the duck, I decided to finally purchase a food processor. I’ve been wanting one for ages but either didn’t have the spare money or couldn’t figure out which one to buy. My restrictions were:

1. 7-10 cup bowl size. My kitchen counters are ridiculous tiny and I don’t have the space for a bigger one.

2. Bottom-mounted motor; direct-drive motor mounting. These are the most reliable and efficient kinds of processors.

3. Exactly two speeds – on and pulse. More buttons than that merely leads to confusion.

4. Price range: $75 to $100.

I’d despaired of finding a processor that met all four of those requirements (especially number 4) until a trip to Bed Bath & Beyond turned up this little number on special for $99.

Now if that looks familiar, it’s because it’s the processor Cuisinart’s been making for decades. Look at the plain white case and the sharp angles on the base – it’s a throwback right to the 70’s, and a few years back Cuisinart stopped making it. They introduced sleek new models with curves and chrome and lots of buttons and people hated them – they took up more counter space, weren’t as reliable and were harder to use.

Thus, the reappearance of the Pro Classic. I got exactly what I wanted – a perfectly usable, reliable food processor for under $100. Go me!

And for its inaugural food I tried to make lemon cheesecake. I completely messed it up; when all was said and done, it was a little done around the edges of the pan but almost completely raw in the middle. So I spooned it into a bowl and now it’s lemon custard. I’m sure it’ll come out better next time.

2. Playing World of Warcraft: The Burning Crusade. Blizzard did a great job with the starting areas of the two new races and smoothed out lots of the little annoyances of creating a new character. Bags now drop much more often and you’ll usually get a bag or two as a quest reward. The money progression seems to be better since I haven’t run into a case yet where I haven’t had the money to train upon reaching a new level. And you can actually grind the Cooking skill up to about 40 with ingredients you can buy.

The quest lines are also showing some inventiveness. On the Draenei side you will get a quest around level 11 or 12 that will allow you to ride an epic mount for 15 minutes. That’s an excellent way of giving new players a taste of what they’ll get if they stick with their characters. The Blood Elf side has some pretty cool stuff too – I was shocked when I discovered exactly how it became possible for Blood Elves to be Paladins.

And, of course, pretty. Pretty pretty. Silvermoon, the BE city, is particularly gorgeous…I almost wish I lived there.

Of course, once you get a character of either new race to about level 20 you’re thrown out into the rest of Azeroth, which you’re intimately familiar with if you’re a longtime player like me. The two new races and starting areas do not justify the expansion’s $40 price tage by themselves. Nor does Jewelcrafting, which is interesting but in the end is just another crafting skill (and they didn’t even introduce a new gathering skill to go along with it).

No, what would be worth my $40 would be if I could pull my 60 Paladin, Surago, out of retirement.

I mentioned how deeply disappointed I became with World of Warcraft once my character hit 60. The game became a slot machine rather than a linear progression, and I was unlucky enough to choose a profession (blacksmithing) that doesn’t really allow you make a lot of money unless you raid, which I simply do not have time for. If Burning Crusade will allow me to solo from 60 to 70 and use my skills to actually make enough money so I can buy the stuff I need to do my epic mount quest, I’ll consider it $40 well spent.

But I don’t know if it’ll do that yet because I’ve spent almost all my time on my new characters. I have gone to Outland and I know that there are soloable quests in Hellfire Peninsula, the starting zone, but I don’t know if that progresses all the way through Outland. And I’m not sure what raising my blacksmithing and mining to 375 will do for me yet from a monetary perspective.

Oh, but one thing I did truly enjoy was listening to the howls of indignation from people who have played for years only to discover that fairly common drops in Outland were equal or superior in quality to the epic sets they spent months grinding to get. Made me feel justified in not going down that path. Laziness pays off again!

So I don’t have a final verdict on Burning Crusade yet. I need to not let it interfere with Planitia, so I’ll probably just play it on the weekends.


Planitia Update 5

Flee! The barbarian hordes approach!

Run for your lives!

Still no band-selection yet, but otherwise the interface should feel quite familiar to anyone who has ever played a 3D RTS.

To be honest, I kind of psyched myself out with my last post about Planitia’s design, and I did it with two words: world simulation. Planitia will require at least a basic world simulation, but I’ll be darned if I know how to do one, and unfortunately my perusal of the Game Programming Gems books and AI Game Programming Wisdom books have been disappointing When all of these books discuss AI they discuss pathfinding, line-of-sight, group movement – unit-based AI. When they do talk about RTS AI, it’s about creating an AI opponent for the player to fight against (which, granted, may come in handy).

Of course, while I consider what I’m looking for to be “AI”, other game developers may not. What am I looking for?

A world simulation consists of a system composed of interacting subsystems with emergent properties. Oblivion’s world was made of a system like this. So was Ultima VII’s. So was Powermonger’s. Thus you can see that such a system doesn’t require heavy CPU horsepower. It does require one to know where to start coding such a system.

Once again, my friend Tom Mauer comes to my rescue. In college he heard about discrete event simulation, a form of computerized system simulation that is really big in manufacturing and scientific industries but hasn’t really been used for gaming. The basic concept seems simple enough; I’m going to try it out on Planitia. If I get it working I’ll probably write up an article on it.


Planitia Design Pass Strikes Back!

Okay, the design for Planitia is firming up in my head.

Planitia is going to consist of a series of levels, each one of which is self-contained.

On each level there will be a village of people running as part of a world simulation. But they have a problem, and because of this problem, the population of the village is trending downward – they will soon cease to exist. They do not have the power to save themselves, and thus they have begun to pray for a supernatural entity to aid them. This summons you. Your job is to help them overcome their problems and begin growing instead of dying. Therefore, the way you win a Planitia level is to get your followers to the point where they no longer need you. Then the current level will end and another group of desperate people will call for your aid which will start the next level.

Your one resource is mana. How fast it generates depends on how many believers you have and how fervently they believe in you. If you have no followers your mana will slowly start to drain. If you ever get to the point where you have no mana and no followers (and thus no mana generation) then you cease to exist and have lost the level.

The problems will be different on each level. It could be as simple as “we can’t grow enough crops to feed ourselves any more” to “another group of more advanced villagers has sworn themselves to our destruction”. In any event, it will be up to you to use your tools to aid your people. Yes, there will be combat, but it won’t be on every level.

The things you can do with your mana:

Direct Intervention: Flames, lighting, rain, terrain movement, etc. These will cost a lot of mana, but they will also generate a lot of belief; nothing like seeing a bolt of lightning coming out of the sky to strike down the enemy general to make you believe in your deity.

Civilization upgrades: You can spend mana to divinely inspire one of your villagers. They will then be able to do certain things more effectively. This requires far less mana than direct intervention, but the change will take a while to propagate through the village. The change will be permanent, however.

Direct villager control: You can actually tell your little guys what to do, but it will cost you mana to do so. (Yes, I know this sounds tetchy, but bear with me – as a god, you cannot do anything in the game world without spending mana.) Basically what this means is that all units under your direct control become a mana drain rather than a mana source. Thus, you want to make sure you’ve got at least one unit back home generating mana for every unit in your army that you are directly controlling. I don’t want to make this too punishing; it’s basically going to be there to prevent people from turtling and creating humongous armies. I mean, yeah, you can create that humongous army, but you can’t tell it to go anywhere. I may also make it so that if you are fighting another god, it costs a lot more mana to send units into land that he controls than normal…but that might make the game too defensive. The whole point of this mechanic will be to cause players to strike a balance between offense and defense.

I may make it so that you gain new abilities as you clear lands…but then that has the whole “why not just give me all the toys up front” problem.

So it’s firming up. It’s not too firm yet. It’s cheesecake, not concrete.

Mmmm…cheesecake…