Game Design – The High Concept

So we were put into our groups this week and handed a list of briefs to work on. Naturally, these were crap so we emailed the lecturer and proposed a 2D platformer made with Unity.

They said yes and we got underway with planning out our game. Well, those of us who attended the first meeting did.

Anyway.

At this stage in development we simply had the broad overview of what we intended to do, a 2D platformer, a decision that was easily reached as we had two designers, a programmer and an animator who hasn’t done much 3D modelling.

Then we discussed what languages we knew, c# and Javascript, which are both supported by Unity. Which also supports 2D graphics design.

With this in mind, we began discussing ideas for a 2D game and things we would like to see in a game like this. This is called The High Concept. We decided upon a stealth focus where the player is young, we also wanted to do a Sci-Fi theme as a friend of mine had some ambient Sci-Fi tracks and we had discussed making a Sci-Fi game with his music as the soundtrack.

This is actually how games are made, a bunch of people sit around and say “It’d be cool if you played as an alien.” So don’t be afraid that you don’t have training or qualifications. Get some friends together, discuss what you want to make and make it. (Though you may want to aim small and simple at first)

Tips

For those just starting in a team with little to no knowledge of programming, use programs like Gamemaker Studio and RPG Maker. These will give you a good grasp of how to make games without requiring too much prior knowledge.

Game Maker Studio
RPG Maker
Construct 2

Don’t be afraid to fail/suck, your first games will be terrible but you will learn a lot from these early attempts.

Keep everything, have multiple backups and never throw anything away.

Next week

Gantt Charts and Project Planning

Recap on Game Design Class

When I first looked at the content for this module I got quite excited to see that we would be learning about elements of game design such as Cognitive Flow, Balancing and the concept of fun. Three elements that are difficult to learn and apparently were too difficult to really discuss as the lectures for these topics were kept to half an hour at most which was disappointing. 

I had hoped that my time in this class would teach me a lot about game design that I didn’t already know or at least have a decent understanding of, but that didn’t happen.

All in all, this class was exactly the same as the one I did in the HNC but this time with a pitch to a panel of publishers. Which unfortunately we have been placed in week 10 because our email apparently never made it through.

So I’m quite disappointed about this class and hope that next trimester will be better.

Some Little Research Gems I wanted to Share

So, I’ve been researching the Thule Society and the Nazis for my game (More on Thule later) and found some rather interesting, if somewhat insane, things out about the Nazis.

1) Heinrich Himmler thought he was a reincarnated king, that is definitely making its way into the game.

2) Himmler’s castle had a stylised swatstika on the floor of one of the rooms that covered an area known as “The Realm of The Dead”. Because Himmler was very classy like that.

3) “Hitler may dance but it is I who plays the instrument…” Hitler’s mentor’s last dying words, he died before Hitler made it into power and was one of many “Omens” made about him.

Thankfully a lot is known about the Thule society, Nazi superscience and Nazi ties to the occult so I think this faction will be quite well fleshed out. 

Though there will be no resurrecting Hitler. 

Also, been working more with Wavosaur in University and have found it to be my least favourite audio editing software. Should be down with it by next month though, so there is that. 

More to come next week.

 

(Sorry for the delay with the Dungeons and Dragons Blog, it is a lot to write and I’ve been feeling down about the current campaign so not had the drive to detail it.)

Its settled, I’m making a game.

So I’ve finally decided what game I’m going to work on and it is none other than the one I had detailed in my Supernatural, Warehouse 13 posts. 

It is going to be a tactics game in which you seek to restore the balance between good and evil in the world by killing monsters, stopping sinister organisations and retrieving magical artefacts.

It will be similar to X:Com for combat but have more of a focus on speaking to people and finding out clues to what has happened. That isn’t to say there won’t be a lot of things to fight or that you will be dropped into dangerous situations though.

I’m nervous to say much about it just now as I am still thinking about the whole idea and working out things as I go. However I will say,
                   “In the war between light and dark not everything is black and white.”

Sad End To Cloud Cover

Unfortunately I’ve not had the time nor drive to properly tackle this game on my own. When I get better at coding and spriting I may come back to it but for now it is getting chalked up as a learning experience.

On a positive note I am hoping to attend the Dundee Game Jam on the Sixteenth and Seventeenth of November. 

I’ve also gotten a position in the UWS Game Dev Society as an event co-ordinator. So I’ll be trying my hardest to get more game jams set up in the future as well as hopefully getting some industry professionals in to talk to us.

GlowBug Concept Art

GlowBug Concept Art

Attached are a couple of pieces of concept art that I’ve been working on for GlowBug, our university game design project.

The single sheet shows a salvager outpost in its rusty, piecemeal glory. The buildings have little in common except for basic shape. To give you an idea, picture the outpost with a clean comic book style like the mirrors edge comic.

The weapons were designed to reflect the salvager ingenuity and there MacGyver like ability to fashion weapons from whatever they can.

On the other side of the coin, the UTA buildings are all rectangular and squeaky clean. Billboards and other marketing tools are always on display.
Their weapons reflect this need for perfection by being smooth, clean and intelligently designed. The UTA do not use lasers or lead like other sci fi factions, instead they opt for safer alternatives like the cricket, a powerful stun gun.

Lastly, the isometric picture shows a rough idea of what gameplay might look, for a better idea of the gameplay look up/buy and play X:Com Enemy Unknown.

Glowbug Development Log Week 6

Week six officially, week nine schedule wise. Go us.

We have been making stellar progress (See what I did there? Space.) on Glowbug (Working title) So, here are a few things I’ve learned this past week. 

Glowbug is a tablet/pc/phone game with a staff of twelve. Three of us working on the game as developers and producers and nine more being hired on as staff. So, it is very small scale and our estimated budget has managed to reach £328,000. And that is being cheap with ourselves and going mostly open source. 
I was sweating just thinking about a cost like that, especially because I want to start up a studio of my own one day.

So I need to learn how to please publishers and apparently my slutty maid dress won’t do the trick. So, from what I’ve learned so far, here are a few tips that should – in my personal opinion – help you out.*

*I accept no liability if these do not help you.

1) Always have more to say and always have more to show. If a publisher asks you more about your game, you don’t want to freeze up under pressure or they’ll think you have nothing worth funding.

2) Publishers like passion but publishers are also robots who are incapable of love so show that you feel your game will sell well by showing projected profitability and what market research you can do before meeting with them. This will show them that your game is something meatbags will want to play, and therefore pay for.

3) Research your publisher. Don’t show up to the publishing house with the wrong attire, for example. KillF**KS**T records has a position for your band, you show up in a suit and tie and your publisher is wearing a BMTH T-Shirt and skinny jeans. You are, in this case, an example of “The Man” and therefore not dressed for the occasion. 
But on the flip side, if you show up to NoFaceo Corp in the BMTH T-shirt and skinny jeans, you are not dressed properly either.

Then there is the problem of actually selling the game. I want you all to take a moment to think of the most standout pitch you’ve ever heard for a game/company/console/whatever. 

 

 

It’s Steve Balmer isn’t it? (For those of you who don’t know who Steve Balmer is http://www.youtube.com/watch?v=wvsboPUjrGc)

Personally I would buy whatever he is selling because he is passionate about what he does. Something which I feel is vital to selling your game and something I sadly see less and less developers doing. Game conferences focus far too much on buzzwords and trying to say the right things when what they should be doing is shoving a passionate lunatic on stage instead of guy in suit #5. 

So here are my tips for selling a game to me. Again, these are personal opinion.

1) Be Passionate, eccentric and energetic. There is no room in my heart for shallow and aloof people. If your game is good, you have got to be as excited for it as I am.

2) Be honest with your audience. If your game has little to do with high speed dinosaur racing except for that one bit, don’t put it in the trailer.

3) Fool me once, shame on you. Fool me twice, never buying a game from you again. 
    Dead Island was a perfect example of this with lies about the tone from the trailer and       lies about the multiplayer on the cover.

4) Do not force multiplayer on solo games and vice versa. I’d rather they spent the money polishing and shining the experience than putting another mode in.
(Admittedly this is usually publishers fault, but heres hoping one of them processes this and in between sending the killbots after me and making the next COD clone, they think for a moment)

Okay, I think I’ve rambled on enough for this post but I do have more in store for tomorrow on the subject of Aesthetic and Art Design.

Roll Fortitude…

Due to my impressively terrible immune system I have been ill for the past five days and been unable to muster the energy to really do anything. Because of this, I’ve been just catching up slowly on my lost course work (Thankfully not much because we just started) and doing what I can for the game design class.

This has left me in a situation where I haven’t been doing much coding because I can hardly focus and the stress of coding puts me in a dour mood.

Interestingly though, I have been playing (When I can muster the motivation) Jagged Alliance Back In Action. A frustratingly hard and stressful tactics game where you control a group of mercenaries being paid to liberate “Not Cuba” from a cruel dictator. 

And on the console side, I’ve been playing Demon’s Souls and Dark Souls, the latter of which will not see the light of day again for many years. Both of which I needn’t comment on.

All of this has made me wonder, what is it about punishingly difficult games that seem to draw me to them like an addict. It can’t be the sense of overcoming challenges because I’ve been stuck in the same firefight in Jagged Alliance and the same boss fight in Demon’s Souls for weeks. 

And that’s what bothers me, because for some time I thought that the pleasure in ‘hardcore’ games was the feeling of progress when you finally best the challenge. 
But I’ve been batting my head against the same challenges over and over again, sometimes to the point of having to go and lie down to prevent damaging anything. 

So what is it that makes this enjoyable? 

I think it is the stimulation that you receive when placed against impossible odds. Knowing that somehow it must be possible. There has to be some way to best this virtual opponent. 
For example, my current scenario in Jagged Alliance has me pinned down in a garage, two of my three mercenaries can barely stand never mind move and the last one is terrible with a rifle.
Outside are ten soldiers, equipped with far better weaponry and armour. They are content to sit behind cover and watch the exits, because they are getting paid by the hour, unlike us.
I have logged almost ten hours on this situation and only two minutes of game time has passed. Hours of butting heads with an opponent who holds all the cards.
And I enjoy it, because it is a challenge that requires great thought, great risk and most importantly, perseverance. 

But how do we make this challenge?

After discovering what I enjoyed about the game I began asking myself, 
   “How would I recreate this feeling? And more importantly, how do I ensure it is fun?”
Well, I’ve been thinking on it and I’ve came up with a few rules the experience has to follow.

1) It must never be a cheap reason the player dies. 
If the player dies it has to be because they failed to react, didn’t think properly or failed for some other reason that could have been avoided. This means, traps must be visible, even if it is only a tiny tell. A good example of this is the mimic from Dark Souls which looks identical to a normal chest except that its chain bends the opposite way.

2) Enemies should have visual tells of what they are capable of.
It should be obvious what an enemy’s strengths and capabilities are just from looking at them. Jagged Alliance is a good example of this as you are able to tell what an enemy is capable of just by what they are holding. An enemy has an axe? Shoot them from a distance. Sniper? Sneak up and take their range benefit. 

Demon’s Souls has a more play and learn style as some enemies have tricky appearances. The silver skeletons are good examples of this as they first appear to be normal enemies until they start rolling around like a much deadlier version of Sonic. This can be fine if its explained early, the first of these skeletons is only a few steps from the start of the level.

3) Punishment for failure in games like these can not be too severe.
This one is fairly self explanatory, if Demon’s Souls had perma-death no one would play it. If Jagged Alliance had long loading screens, it would be too frustrating to keep retrying.
When making on difficult games it is important that you keep the player involved. Never lock them out.

There are also a few things the game can do to keep the player motivated, read that as foaming at the mouth with rage.

“Lower the difficulty now?” 
A sure way to kick the player into not giving up is to challenge their skills by having the game ask them, usually condescendingly, if they want to lower the difficult setting.
Usually this motivates me enough to complete the level even 

One I haven’t seen done, but I expect will become popular on the ps4.
“Ask for help?”
With the ps4’s new share button and the ability to have a friend take over your game to get you past a difficult part, I feel that this “Ask for help” mechanic will be very useful for crueller developers. It is a horrible feeling having to admit to a friend that you are stuck and even worse when they breeze through it with nary a thought. Having the game ask you if you want to phone Fraser or Shanice for help would be the ultimate motivator.

So yeah, that’s what I’ve been thinking about recently. Hope you enjoyed and I apologise for any mistakes as I’m having to type most of this with my eyes closed.