Category: Game Design

The Grand Reveal!

Okay! Looks like someone announced the project I’m working on and didn’t tell me. In any event, now I can talk about it!

The project I’m working on is…

Brace yourselves…

Hang on to your hats…

Top Spin 2 for the PC! YAAAAAAAAAAAAAAAAAAAAAY!

Hey! I heard that sniggering! Top Spin 2 is actually a great game. It’s by far the most accurate tennis simulation ever devised, and it’s (usually) fun to play.

As a result of working on this game, I now know far more about tennis than is normal for a human male who is not a tennis player. For instance…

1. You are your own worst enemy. Most of the points your opponent scores will be off of your mistakes, not because of brilliant play by him. So make fewer mistakes than your opponent.

2. If you’re running all over the court and your opponent is just standing there, you’re losing.

3. Winning on your own serve means nothing. You are only better than your opponent if you can win on his serve.

Top Spin 2 is a great game and I think the PC version is going to be just as good as the 360 version was. And the great thing is, the odds of this game not shipping? Zero! I will finally get to ship a game!


Video Blog 4, 10-07-06

In this episode, I talk about how games don’t have to be so darn difficult and present some gameplay footage from Hit & Myth. And I actually kept the thing to under fifteen minutes this time!

Gamespot:

Google Video (quality still not as good; not sure how to fix it):

If neither of those work, you can download the file directly from here.


Video Blog 3, 10-01-06

Video Blog 3 successful!

In this blog I talk about how game development and game publishing work, tell two stories about game development, and even have a guest star at the end!

Edit: Google Video version is here. Gamespot’s player doesn’t seem to work well for non-Usanians. I’ll be uploading the Google Video version more promptly in the future.

Okay, let’s test something here…

Woohoo!

Well…

Except that the quality on the Google Video version is MUCH worse than the Gamespot one. Crud!

Edit: Direct download link for this video blog is here.


Halo Wars

Doh. I really think Ensemble has dropped the ball on this one.

For one thing, this feels like something mandated from above, rather than something they came up with on their own. “It takes too long for Bungie to make a Halo game,” I can hear the Microsoft execs saying. “Surely we’ve got another studio who can be working on another Halo game somewhere….” Hell, it’s conceivable that Microsoft ordered Ensemble to get working on this because they knew that if they didn’t, they wouldn ‘t have anything Halo-related to show at X06.

Second thing: the FAQ states that this game is an RTS and it is 360-only. I’ve never felt that real-time strategy games belonged on consoles. Of course, I’ve never felt that first-person shooters belonged on consoles either, which is why I never really got into the Halo games.

Third thing: this is why Microsoft stepped on Halogen. Which is fine, its their right, but they did it in the worst possible way – with a cease-and-desist right before Halo Wars was announced. Very ham-handed, and just the type of thing that can create a fan backlash.

This will probably end up being the first Ensemble game that I don’t buy. Which makes me sad.


Time For Zombies!

Dead Rising is a proper application of next-generation technology. Observe the following hypothetical design discussion:

Capcom Designer 1: Okay, what can we do on the Xbox 360 that we couldn’t do before?

Capcom Designer 2: Make the exact same kind of games we’ve been making, only prettier?

Capcom Designer 1: Dude, we’re designers, not artists. What can we do from a design standpoint that we couldn’t do before?

Capcom Designer 2: I don’t know…um…instead of putting a small number of very highly detailed models on the screen, we could put a very large number of moderately-detailed models on the screen instead.

Capcom Designer 1: Okay, that’s a good start…what kind of game could we make with that technology?

Capcom Designer 3: How about a game where you can run around and kill hundreds of zombies using anything that comes to hand?

Designer 1 + Designer 2: JACKPOT!

In other ways, though, the game is quite conventional:

Capcom Modeller 1: I’m giving every woman in this game really big boobs.

Capcom Modeller 2: Why?

Capcom Modeller 1: Because I can.

Capcom Modeller 2: AWESOME!

But it’s not about the boobs. It’s about cutting zombie heads off with a scythe. And as a result, this is the first game to ever make me really want a 360. Maybe that’ll be my Christmas present to myself…


Planitia Design Pass

Okay, Planitia. Here’s the basic design I am visualizing.

You’re a god. Your people worship you. You gain mana from their worship, and how quickly you gain mana is dependent on how many of them there are. There are three things you can do with your mana:

  • Raise and lower the land. This will give your villagers more space to expand.
  • Spend it to teach your villagers new things, like how to build new buildings or how to do certain tasks better.
  • Cast spells that either help your villagers or impede your enemy’s villagers.

I was not planning on including direct control of your villagers (though this could change). This would result in a very Populous-style game.

The only problem is that if the base game is growing your civilization with no direct control over your villagers, that’s not really a game. it’s a software toy. To make it a game, there are two options.

The first is to give the player external, computer-enforced goals, like “create 50 villagers” or “generate 1000 mana” or “expand your village to this size”. Since the actual game play will be pretty simple, this may not make for a very fun game.

So we get to the second option. The one where you build up your village so that you can destroy all who oppose you, burn the bodies, salt the earth, collect their souls to offer to your dark god, etc, etc. Option two would probably be more fun. Option two requires either multiplayer or a half-decent AI. Both would be hard to do in 40 hours. So we’d end up with a game with very simple gameplay, but you can play skirmish against the computer and/or multiplayer with someone else over the net.

Thoughts?


HFBB Design, Part 2

When you know more about what it is you like about these games specifically, then a design will start to form.
– Dave Shramek, in a previous comment

Actually, what I liked about those games were the little coherent computerized worlds that they presented. Just about all of these games had wonderful little touches that made them feel more real. Powermonger had the birds that would fly around – useless from a game perspective, but a wonderful little detail. In Syndicate Wars, you can have your agents jump in a car, which you can then drive around the street. You can even have them take the monorail if the city you’re in has one. And of course, there’s the fact that you can blow up every building in the city if you try hard enough.

And now that I’m thinking about this, I remember a short story I wrote in high school about a king who rules a fantasy world where everthing anyone ever roleplays in this world actually happens. The king has a magical miniature diorama of the entire world that he can use to watch as the various adventures unfold, and doing so is his favorite pastime. I think I might identify with the king just a bit 🙂

But that sounds more like a tech demo than a game, so I’m still thinking.

One thing I have come up with, though, is a title for…whatever it is. I’m calling it Planitia, which is the Latin word for “plain” (as in”grassland”, not “unattractive”).


The Dragon’s Lair

This post on the Rampant Coyote’s blog got me thinking about the Bluth/Dyer games in general, all of which I loved despite their frustrating gameplay. So I typed “Dragon’s Lair” into YouTube.

Boy was I surprised.

All of that footage was cut from Dragon’s Lair (except the dragon fight at the end). The most intriguing to me were the scenes where there were several different possible exits from certain rooms. This footage got all the way through the animation process before being cut.

I think with that footage, a very good case can be made that Rick Dyer originally had a very different design in mind for Dragon’s Lair.

The Dragon’s Lair we got is a tightly linear game, where rooms are thrown at the player in random sequence and the player must memorize the moves necessary to beat them by rote. But the animated sequences that show Dirk leaving some scenes through alternate exits strongly suggest that the castle was originally designed to be coherent, not random. Which would have given the game an aspect of exploration and required the player to not only figure out the correct sequence of moves to get through each room, but also to figure out the best path through the castle to the dragon.

This, frankly, would have been fantastic and would have given the game much-needed depth. It also would have paved the way for future games to do the same. It’s a shame that the feature had to be cut.


Next Step

Okay, time to figure out exactly what I’m going to do next. I feel that I’ve got three options:

1. Star Revolution Redux. Finish Star Revolution, but with fewer features. The ground combat will be cut because it will require the most resources. Trade and alien interaction would be abstracted to menus. Players would land on planets solely to mine them or capture lifeforms. The game would then feature space combat (based on the combat prototype I’ve already written), contact with alien races, mining and trading. The game probably won’t be 3D. This isn’t too bad, but it’s only about 50% of the game I wanted to make…

2. Inaria 3D. Ryan really wants this, and honestly, so do I. But Inaria 3D would have pretty much all the problems of my original design for Star Revolution. However, it might be possible to work something up using sprites from another 3D game like Final Fantasy Tactics. A possibility, but it’ll be hard.

3. I’ve had this irrational desire to make a game in the style of Dungeon Keeper. This could very well make a very good first 3D project because of the simplicity of the 3D involved – Dungeon Keeper was actually a 2D game that was simply presented in a 3D manner.

4. One of the other projects I was considering after Inaria got finished. From these I’d probably pick either the simple real-time strategy game or the simple Master of Orion-style game. These probably wouldn’t be 3D.

In any event, no matter what I pick, I am going to be limiting myself to 40 hours again. Why? Because that actually worked. By embracing that limitation, I actually made a game (a pretty crappy game, but a game).

So, thoughts?


Subconscious Weirdness

I just woke up from a nap.

Sometimes when I sleep I dream stuff very vividly. Sometimes I get really good ideas from those dreams. Heck, sometimes dreaming for me is like watching a movie – the dreams are that clear and that complete. I’ve gotten more than one story idea from my dreams.

While I napped, I dreamt about making a console game (specificially, a PS2 game). I was showing it to someone and we go to a boss fight. This was where I revealed my cleverness…the button pattern to beat the boss was:

X, Square, Circle (Pause) X, Square, Triangle, Circle. The final Triangle and Circle presses had to be done faster than the others.

I explained to whoever I was showing the game to that this was a subtle homage to Guitar Hero, as the timing and button presses were the same as in the song “Smoke on the Water” for that game, even going to far as to hum the classic baseline for that song while I pressed the buttons.

Now I’m awake and I can’t tell if this is a good idea or not!