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Complex dialogue with multiple "hubs", I used the first dialogue of "Magic of Innocence" as an example node network. |
A blog about games, game design and other aspects of my life that I feel like sharing
Sunday, 26 May 2013
Student Project V: Adventure Tool Kit - Introduction, progress and more
Sunday, 14 April 2013
Cookie X - Some Progress and Plans for the Future
Saturday, 2 March 2013
Student Project IV - Post Mortem
The fourth student project at the Games Academy is at an end.
It was quite a challenging project, unfortunately not because of high technical difficulty but because of endurance and staying focussed. We struggled to find a vision we all could live with and could work on, which resulted in a lot of unnecessary work and motivational problem for most team members. We found our vision about three quarters in the given time and had all to work overtime to finish it. I initially wanted to work on Cookie X on the weekends but there was not time for it and I even had to cancel on parties and seeing friends.
The problem was that a helicopter is not really suitable as a vehicle in a racing game, so the game designer played around with different mechanics until he found the "taxi mode", where the player has to transport items from one place in the room to another. Ideas like a rescue helicopter or a real taxi helicopter were tested but not fun enough for us. We wanted something different. And that we found.
Why not build a city out of building blocks via helicopter. That idea was kind of strange at first but combined with a mechanic to pick up blocks and a kind of 3d blueprint of the building to build, it worked. The player controls the helicopter, flies around the room, can pick up blocks of different shape and size that are distributed all over the room, fly with them to a designated building place and drop the block at the right spot in the blueprint.
To accomplish that we build the mechanics and made play tests but the pick up process and the placing inside the blue print was quite difficult. With a target group of casual mobile gamers in mind, the controls were far too difficult. After a long period of time (one programmer being absent helping his wife with their new born kid), we managed to fix even that and in the end we had a nice little casual on the android platform.
Like I mentioned in the previous post, I worked on the UI, menu and asset integration. Unity has some problems with 3rd party revision tools like SVN, so we had some difficulties there but after some mistakes we managed to overcome that obstacle as well. Another curiosity is that 3d models imported into Unity are scaled down to 0.01 of their original size by default. There is a scale option but while importing a bunch of models it was overlooked, which had unwanted results and I was the only one charged with integrating all assets after that. For a mobile project we needed to limit the draw calls as much as possible but if there are two instances of the same model (which use the same material) inside a scene but they are scaled in Unity they will produce two separate draw calls. So, all models had to be scaled outside of Unity and the material had to be versatile enough to be used on as many models as possible. Unity is able to combine meshes that use the same material and that are switched to static (if it is not moved) reducing the draw calls and thereby boosting the performance on mobile devices.
Due to the short time frame at the end of the project we could not implement all the needed tweaks to make the game work with older or less powerful devices than my tablet but we will do so during the next few weeks.
Tuesday, 6 November 2012
Student Project IV - Introduction
The fourth semester started about a month ago and my next student project is nearing its first prototype.
The idea is to have one of these remote controlled toy helicopters and be able to fly around in a kids room. Our target platform is Android, mostly tablets but maybe we might get it polished enough to get it to work on phones as well.
There is a game in the Google Play Store that features a toy helicopter but it is more like a simulation. Our goal is to have a game were the player is able to fly through predetermined routes inside our level, collect points or other pickups and will have a control scheme that is easy enough to handle by 12 year olds (or clumsy people like myself ;P ).
We are using Unity as our game engine and my tasks will be UI and code implementation for audio and particle effects, like I did for Hadron. Additionally, my assignments will be performance and asset integration as well as tutoring some of my team mates in Unity.
To avoid any confusion, each new semester project consists of a new idea and a new combination of students. Most of the students that worked on Hadron were in their last semester and have left the Games Academy by now, so most of the students I now work with have never worked with Unity before because it is not part of our regular classes. Some had minor experiences with it but not on a full (student) project.
My new Android Tablet
Some days ago, I got my first android tablet. It was quite a good deal coming with my mobile phone contract, otherwise I might not have bought it.
After installing some apps I also had installed on my phone, I made an android build of Hadron for my own and it runs like a charm :)
The tablet is a Samsung Galaxy Note 10.1 and I am quite impressed with it. Not only does it run games and programs like a charm, its Stylus starts to replace my paper notepad and I am able to send my notes to team mates via email or skype.
This isn't a sales pitch, I am just genially impressed with the tablet...
Sunday, 16 September 2012
Cookie X - Introduction
In one of my classes at the Games Academy we worked with XNA building a side scrolling space shooter. It featured a player ship, some enemies that spawn on the right side of the screen and the player shoots them for points before they collide with the player.
This small project and the fact that the platformer we tried to build as our first student project was never finished convinced me to start a new project, Cookie X. It is called "CookieX" because the original game was called "Revenge of the Cookie" and the new one will be coded in C# and XNA.
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The brave chocolate chip cookie faces his sworn enemies, the vegetable armies. |
Cookie X will be a simple platformer loosely modelled on Super Mario Bros. The player character is a chocolate chip cookie which has to get to the end of the level despite the vegetable armies trying to stop him.
The simple movement around the screen I could just copy from the space shooter but a platformer needs different kinds of movement and very basic physics simulation.
Monday, 27 August 2012
Student Project III - Post Mortem and More
Monday, 30 April 2012
Game Ideas 02: Old School 2.5 D Point & Click Adventures
Student Project III - Introduction
- http://catlikecoding.com/unity/tutorials/runner/ (a game prototype somewhat similar to our idea)
- http://www.unity3dstudent.com/category/modules/ (some video tutorials on different aspects of Unity)
- http://pastebin.com/TZM50gGY (a health bar in C#)
Wednesday, 28 March 2012
Game Ideas 01: First Person Exploration Adventure - Phaeton
First of all, I thought about writing up some of my ideas for games that I might develop some day or just use them as a basis for new ideas.
The idea of a first person exploration adventure was poking around my head for some time now because I think it would be a game that I would play the hell out of... but as someone who just finished a game design course at a game design school here, I know that designing a game for myself is not something I should do from a game designer's point of view. As a game designer I should be looking at a game idea that could sell and that has a huge target group. Sorry but I don't like the idea of just designing games that sell and that are fashioned for the masses. The problem with these kind of games is that they are not really innovative but build on too many proven concepts to be original. I think that these games and that approach of designing games are wrong and smother innovation in the field of games. The idea of going indie is not so appealing either because more and more indie developer think of making games as art and design something that is either nice to look at but without any gameplay or that is so simple that it is fun for a few moments and boring in the long run. But enough with the ranting about the state of games at the moment...
Ok, back to the idea part: What is a first person exploration adventure?
It is a game not unlike a RPG but without all the character stuff, the classes and the micromanagement. The player has all the freedom to do what he/she wants without sticking to a predetermined play style. There are games out there that give that experience to a point. One of them is Minecraft which give an ever expending world and a small set of tools to the player with which he can do whatever he wants. A problem with Minecraft is the lack of goal and lack of guidance that many players want for their games but as an free-form exploration game Minecraft shines like no other. Another game that could fit the "genre" is Amnesia but my experience with it is limited so I am not so sure about it. Apart from that is the setting that is not one I would prefer as I am no fan of survival horror or any kind of horror for that matter. To clarify the "genre" a bit, I thought about the old Myst games and changed the puzzles to be more "in-game" than just some "mini games" like you can see in most action adventures nowadays, write a story that is a background and part of the game as well and have a goal that the player can see but reach in his own time. So in conclusion it would be a game where the player character walks around a set of areas, finds clues to proceed to new areas, solves puzzles and experiences an engaging story without shooting or killing anything.
And what is the difference to an action adventure?
Well, first off, it is in first person because the first person perspective is as far as I'm concerned the perspective with the best immersion in the game world.Second, the emphasise is on exploration and not on killing stuff or doing mind blowing acrobatics in split seconds. There is no time limit and nothing that pushes the player to rush through the game world. Everything inside the game areas could be a hint to proceed further so the player has to have enough time to have a thorough look around.Another difference is the fact that the story is one of the most important parts of the game.I already mentioned Myst as an example but thing of more free movement and the chance to alter the story by being able to choose different paths to solve a puzzle and having that choice influence the story (that's why I mentioned RPGs as an example because most modern rpgs advertise with this feature). So much for the "genre".
The title says "Phaeton", so let me explain what Phaeton is.
It is a Science Fiction world some friends and I created as a world for pen & paper role playing. It uses our galaxy but in about 4500 years, so a lot of things changed in that time and mankind noticed that they are indeed not alone in the universe and that there are a lot of other species out there. One of these species are the Raccequa, a kind of amphibian that needs a lot of water to survive, which enslaved most of the galaxy and ruled over them for about 2000 years. The massive expansion and internal struggles lead to the fall of the ruling caste and to a rebellion that freed most species resulting in the formation of an intergalactic union which brought equality and temporary peace to the galaxy.
The background story for the game is:
The player character is a mix between a smuggler, a private investigator and security guard who owns a small ship and preforms odd jobs to get by. One day he picks up a distress call and find a large cruiser drifting through space near an asteroid belt. Driven by curiosity and the distress call he docks and gets on board the larger vessel, just to find that the reactor seems off-line and no life signs could be detected aboard. From his point of entry he starts his investigation into the whereabouts of the crew and the distress call. By looking around for clues and reading diary entries he finds in crew quarters he can find what happened on the ship and proceed to the bridge to find the source of the distress call.
Much more I will not reveal by now because I am willing to make that game someday and telling the whole story here would spoil too much...