As I previously mentioned, something else I wanted to do with this blog was share with you some of the games I've been playing recently, both casual games as well as MMOs. I don't plan to go into any real in-depth review, and these likely won't be very long...just sharing a few thoughts I have about the game. It is my hope that you might find you like the game yourself, and perhaps get a glimpse into my personality and taste in games.
Yohoho! Puzzle Pirates
http://www.puzzlepirates.com
Genre: MMO, puzzle
I've been playing Y!PP off and on for about 5 years now. So far it's the only MMO to which I've ever subscribed, but then, I'm the kind of person who prefers to finish a game before moving on to the next one...usually.
In Y!PP, you take on the role of a little chibi-style pirate, and how you want to go about building your pirate fortune is up to you. Most of the activity in the game takes the form of puzzle mini-games, from duty puzzles (sailing, bilge-pumping, carpentry, navigating) to carousing (poker, hearts, spades, drinking) to labor puzzles (shipwright, distilling, blacksmithing).
I heard somewhere that how you play an MMO reflects how you operate in a real-life work situation. If that's the case, then I'm most useful as a grunt. There's the chance to become captain of a crew, or even royalty of a flag (a group of crews)...but I'm not sure how well I'm suited for management - I'm a middle-manager at best. There's also quite an economy built into the game. One can set up their own shop, bring in supplies, set competitive prices, etc. But I'm not that big into economics, either...and besides, I don't want my game life to be like a real job. No, usually I play Y!PP to play the puzzles. But I don't think there's any shame in that. That's one nice thing about Y!PP...it's varied enough to appeal to different types of gamers.
Another cool thing they added was trophies (achievements, basically). Sure, it makes trying to collect them fun, but the downside is also the way the experience system works. Pirates don't level up in the traditional sense; they're rated by how good they are at the puzzles. So it's really difficult to get some trophies because you have to be better than everyone else on the ocean, and there are some good players out there. And you can't get better at the puzzles by constantly playing them and making a little number get larger; you have to constantly play them and actually get better at them.
One thing I've realized is why I don't put as much time into this game as I'd like. Partly because I tend to get "puzzle vision", and that I don't do very well at the "social puzzle" (that is, I don't tend to make a lot of good friends in these games because I don't talk). But also because there's no real incentive to advance. Sure, there are blockades, flotillas, and the recently added monster hunts (blockades against special, stronger NPCs), but there are no "quests" like in other MMOs.
Of course, don't think that I don't enjoy the game anyway...I wouldn't be writing about it if I didn't. I'm sure like with most things, there are parts you like and parts you don't like, and different parts appeal to different people.
Sunday, August 23, 2009
Monday, July 27, 2009
Game Development - Escape Game #2
The "Escape the Room" game (working title)
Progress: Prototype phase
All right, I think I've gotten over the initial hurdles of game navigation. I decided to redesign the inventory to stay on-screen at all times. The retractable inventory was getting a little unwieldy, plus I like the idea of seeing what objects you have available at a glance. The only problem is that the inventory "slides" along with the rest of the room when the player changes views, but it's more of an aesthetic issue that hopefully no one will notice. Well, unless they've read this. To help combat that issue, I've placed the inventory at the bottom of the screen.
So here's how it works: the player clicks and drags items from the inventory onto the screen, and the item snaps back into place when the player releases the mouse button. Unless it happened to be over the hot spot (the red square, in this case), in which case it will set the item there and disable it from the inventory. And by disabled, I mean the item stays there, but is grayed out and can't be clicked or moved. As an early design decision, I figured, like some escape games, that I'd have a fixed inventory - usually when the inventory is full but all the items are used, you're at the end of the game. It's an easy fix to just wipe the item out of the inventory if I need more storage space, so to speak.
By the way, the "S" on the wall there indicated that it's the south wall. I've got an "E" and "W" wall as well, and the door (as seen in the previous post) is on the north wall. Hooray for programmer art!

I've also implemented the close-up feature seen in many escape games. Typically you can zoom in on an object for closer inspection...this is most often for combining two objects for another purpose, or there's some clue to another puzzle hidden on the back or inside the object. Here, the player toggles the button on the lower right to engage "zoom" mode, then clicks an item in the inventory. A gray screen pops up with an enlarged picture of the item. The player cannot resume play until the close-up screen is closed with the button in the upper right.
One helpful side-effect of writing this all out in a blog is that I'm realizing potential pitfalls when it comes to my game design. For example, I just remembered that I effectively disabled clicking-and-dragging inventory items when the item is in close-up, to prevent said item interacting with what's going on behind the close-up "window". This will no doubt hinder any future puzzles if I plan to combine items. So, I wrote myself a note, and will see to fixing that later.
With the higher level components of the game mostly taken care of, now comes the hard part - puzzle design!
Progress: Prototype phase
All right, I think I've gotten over the initial hurdles of game navigation. I decided to redesign the inventory to stay on-screen at all times. The retractable inventory was getting a little unwieldy, plus I like the idea of seeing what objects you have available at a glance. The only problem is that the inventory "slides" along with the rest of the room when the player changes views, but it's more of an aesthetic issue that hopefully no one will notice. Well, unless they've read this. To help combat that issue, I've placed the inventory at the bottom of the screen.
So here's how it works: the player clicks and drags items from the inventory onto the screen, and the item snaps back into place when the player releases the mouse button. Unless it happened to be over the hot spot (the red square, in this case), in which case it will set the item there and disable it from the inventory. And by disabled, I mean the item stays there, but is grayed out and can't be clicked or moved. As an early design decision, I figured, like some escape games, that I'd have a fixed inventory - usually when the inventory is full but all the items are used, you're at the end of the game. It's an easy fix to just wipe the item out of the inventory if I need more storage space, so to speak.By the way, the "S" on the wall there indicated that it's the south wall. I've got an "E" and "W" wall as well, and the door (as seen in the previous post) is on the north wall. Hooray for programmer art!

I've also implemented the close-up feature seen in many escape games. Typically you can zoom in on an object for closer inspection...this is most often for combining two objects for another purpose, or there's some clue to another puzzle hidden on the back or inside the object. Here, the player toggles the button on the lower right to engage "zoom" mode, then clicks an item in the inventory. A gray screen pops up with an enlarged picture of the item. The player cannot resume play until the close-up screen is closed with the button in the upper right.
One helpful side-effect of writing this all out in a blog is that I'm realizing potential pitfalls when it comes to my game design. For example, I just remembered that I effectively disabled clicking-and-dragging inventory items when the item is in close-up, to prevent said item interacting with what's going on behind the close-up "window". This will no doubt hinder any future puzzles if I plan to combine items. So, I wrote myself a note, and will see to fixing that later.
With the higher level components of the game mostly taken care of, now comes the hard part - puzzle design!
Tuesday, July 21, 2009
Game Development - Escape Game #1
All right. Here it is. If I'm going to be talking this project up to people, I'd better follow through on my promise to myself and get some actual work done on this.
The "Escape the Room" Game (working title)
Progress: Early prototype phase
As I mentioned elsewhere on my website, some of my favorite games to play online are the "escape the room" games, which I usually find at Jay is Games. It was suggested to me that since I like them so much, I should make one. So, here is the beginning stages of that project.
For those unfamiliar with the genre, "escape the room" games are pretty much just that - you find yourself locked in some kind of enclosure, and you have to use the objects found inside the room to escape. This takes the form of logic puzzles, ranging from the simple (use key on locked desk drawer) to figuring out codes (combination locks) to sometimes bizarre leaps in logic (tie a sawblade to an eggbeater to fashion a drill). It seems that these games are popular in Japan; therefore, you'll occasionally have to sift through some Engrish. And sometimes it devolves into a tedious pixel hunt. Luckily, on the Jay is Games site, a walkthrough is usually posted within a few hours if you get stuck.
If you'd like to try these kinds of games out, one of my favorites is Vision. This one is a bit long, but anything else by the developer, neutral, is also very good.
I've decided to start out by developing this in Game Maker. Why? Because it's free, I know how to use it, and it's what I have. I would do it in Flash, if I could afford it to tinker around with it. These kinds of games are a little complicated for something in 3D, although maybe if I had the resources and art software, I could do that. But for now, Game Maker.
Right now, all I have is the room itself, and a crude navigation system. The nice thing about Game Maker is that it's set up as a series of rooms. My plan is that each view, or side of the room, or close up, can be represented with a separate room in Game Maker, and the inventory and such can be dealt with by "persistent" objects.
My main sticking point right up front is exactly how I'd like the game to operate. Oftentimes these games have an inventory on the side of the "room" picture. Since I'm experimenting here, I have currently implemented a retractable inventory (as indicated by the blue "I"). I'm deciding how I want the player to interact with the inventory, whether to select and highlight it in the inventory, or allow the user to drag the object around with the mouse. I need to sit down and either design out how I want this to work, or just fiddle with it some more until I get something I like.
So that's what I got so far. I'm going to attempt to get a fairly intuitive interface finished (at least by escape-the-room standards), and then I'm going to write up a story/design some puzzles.
The "Escape the Room" Game (working title)
Progress: Early prototype phase
As I mentioned elsewhere on my website, some of my favorite games to play online are the "escape the room" games, which I usually find at Jay is Games. It was suggested to me that since I like them so much, I should make one. So, here is the beginning stages of that project.
For those unfamiliar with the genre, "escape the room" games are pretty much just that - you find yourself locked in some kind of enclosure, and you have to use the objects found inside the room to escape. This takes the form of logic puzzles, ranging from the simple (use key on locked desk drawer) to figuring out codes (combination locks) to sometimes bizarre leaps in logic (tie a sawblade to an eggbeater to fashion a drill). It seems that these games are popular in Japan; therefore, you'll occasionally have to sift through some Engrish. And sometimes it devolves into a tedious pixel hunt. Luckily, on the Jay is Games site, a walkthrough is usually posted within a few hours if you get stuck.
If you'd like to try these kinds of games out, one of my favorites is Vision. This one is a bit long, but anything else by the developer, neutral, is also very good.
I've decided to start out by developing this in Game Maker. Why? Because it's free, I know how to use it, and it's what I have. I would do it in Flash, if I could afford it to tinker around with it. These kinds of games are a little complicated for something in 3D, although maybe if I had the resources and art software, I could do that. But for now, Game Maker.
Right now, all I have is the room itself, and a crude navigation system. The nice thing about Game Maker is that it's set up as a series of rooms. My plan is that each view, or side of the room, or close up, can be represented with a separate room in Game Maker, and the inventory and such can be dealt with by "persistent" objects. My main sticking point right up front is exactly how I'd like the game to operate. Oftentimes these games have an inventory on the side of the "room" picture. Since I'm experimenting here, I have currently implemented a retractable inventory (as indicated by the blue "I"). I'm deciding how I want the player to interact with the inventory, whether to select and highlight it in the inventory, or allow the user to drag the object around with the mouse. I need to sit down and either design out how I want this to work, or just fiddle with it some more until I get something I like.
So that's what I got so far. I'm going to attempt to get a fairly intuitive interface finished (at least by escape-the-room standards), and then I'm going to write up a story/design some puzzles.
Thursday, July 9, 2009
Renewal of Resolve
I've fallen into a rut, and it's not the good kind of rut. Or else it'd be a routine. Anyway, I've fallen back into bad habits, and I haven't made much progress lately toward my goal of getting a job in the videogame industry. Part of that progress involves staying on top of videogame trends as well as my own personal development. Both of these things I plan to keep updates on my website and this blog, which I have been neglecting lately.
So, here's the plan.
Step 1: Work on my own games.
Since I'm not employed as of this writing, technically I could consider myself an independent game developer. And as such, I should be making games. I've had a couple ideas floating around in my head, and now is the time to put them into practice. And for accountability purposes, I'm going to blog about the process.
Step 2: Play more MMOs.
I attended the Boston Postmortem again last night, and talked with some people from Turbine, one of the major game companies in the Boston area. It seems like if you hold a game job at a company in Massachusetts, chances are that you worked for Turbine at some point. And I realized that I'm not as well versed in MMOs as I probably should be, considering a) if I want to work at Turbine, and b) given the plethora of free-to-play MMOs that are out there. Granted, most may not be of the best quality, but then, one could argue that for a majority of games. Anyway, my point is that I'm going to try some more of these MMOs, and write some of my experiences about them.
Step 2a: Write about casual games.
Another thing I had planned, related to the previous paragraph, was to write about some of my more favorite casual games that I had found online. I probably won't go into a detailed review, but I wanted to show off some of the games I thought were fun, and maybe provide a little insight into the kinds of games that I enjoy.
Hopefully this gives my blog here a little more focused purpose, and maybe you and I can both learn something from all of this. There's a strong chance I'll even make Twitter updates when I update here, for added pressure on myself. Wish me luck!
So, here's the plan.
Step 1: Work on my own games.
Since I'm not employed as of this writing, technically I could consider myself an independent game developer. And as such, I should be making games. I've had a couple ideas floating around in my head, and now is the time to put them into practice. And for accountability purposes, I'm going to blog about the process.
Step 2: Play more MMOs.
I attended the Boston Postmortem again last night, and talked with some people from Turbine, one of the major game companies in the Boston area. It seems like if you hold a game job at a company in Massachusetts, chances are that you worked for Turbine at some point. And I realized that I'm not as well versed in MMOs as I probably should be, considering a) if I want to work at Turbine, and b) given the plethora of free-to-play MMOs that are out there. Granted, most may not be of the best quality, but then, one could argue that for a majority of games. Anyway, my point is that I'm going to try some more of these MMOs, and write some of my experiences about them.
Step 2a: Write about casual games.
Another thing I had planned, related to the previous paragraph, was to write about some of my more favorite casual games that I had found online. I probably won't go into a detailed review, but I wanted to show off some of the games I thought were fun, and maybe provide a little insight into the kinds of games that I enjoy.
Hopefully this gives my blog here a little more focused purpose, and maybe you and I can both learn something from all of this. There's a strong chance I'll even make Twitter updates when I update here, for added pressure on myself. Wish me luck!
Friday, May 8, 2009
IGC East '09 - Part 2
Friday's sessions started out with the keynote by Dallas Snell of the Happy Corporation (and formerly of Origin System Austin), about the importance of social interactions. One would think that this would be about the importance of social interactions in games specifically, but Snell emphasized the importance of social interactions in everything in general. The talk boiled down to him describing his life, with a lot more about his personal history and genealogy than anything else, and he apparently took some time away a long and storied career in games and did some personal research in social psychology.
The meat of the talk itself was quite interesting, and it struck something deep inside me. The point was that millions of years of evolution have come down to this, that humans generally require four things in life to be truly happy. Of course now, after the fact, I can't remember precisely what those four things are. They're four C words: choice, competency, maybe connection, and one other. I feel dumb now for forgetting. Anyway, the short of it is, humans are social creatures. The subtext of the talk was that we need to embrace that when designing games, although that was never explicitly said. Mr. Snell gave a great talk, as long as you were able to get past his rambling about his family and horrible singing.
Snell's talk went long, so the next talk I went to was a little bit rushed, especially since it was in the other building. William Ferguson of BBN Technologies gave a talk about a system he plans on building that would be a story engine. It sounds like it would work kind of like most BioWare games, presenting a list of choices and options of a story. Except the options and text would be "crowdsourced" (written by the general community, like Wikipedia), and tagged. The system would string together similarly-tagged parts of the story as long as certain criteria were met, with those criteria being defined by the user's actions, for the most part. It sounds like an interesting experiment for moving toward better interactive fiction, arguably one of the weaker parts of game development currently.
Next I sat in on a talk about iPhone development by Ravi Mehta of Viximo Studios. Basically it was "if you want to develop a game for the iPhone, here's some of the features the iPhone can handle, and here's what you can expect from Apple when trying to distribute it."
Then it was off to lunch at Uno's with Ichiro and Rohit of Dejobaan, a couple fellow WPI students, and a couple others (I'm sorry, I forget their names). Lunch went long, just by nature of the fact that we went to Uno's, and the delayed schedule caused by talks going long. I thought it was a bit ironic that I was late going to the next talk, Networking for Indies, featuring Darius Kazemi, Scott Macmillian and Sam Houston, when really I was networking at the time. It's okay that I was late, though, since their talk was essentially "use Twitter". I don't know what other advice they gave earlier in the talk, and I'm curious how outdated that talk will seem in a couple years when the Next Big Thing comes along.
Off to Duncan Watt's talk about the role music plays in games...another similar talk he gave at WPI before. And then a presentation by a couple of guys from Muzzy Lane Software about a system they're developing called Sandstone. The system uses Locust, a hybrid of XML, Javascript and a language they made up, which modularizes functions of the games they put online. It's a way of providing 3D multiplayer games online to run on off-the-shelf computers. It's a lot neater than I'm making it sound.
Later in the evening was a performance by Video Game Orchestra, which was free for conference members to attend. It was held at the Fenway Center, which was a converted church there on the Northeastern campus. I was a bit disappointed to learn that this was a chamber group...usually it's a full orchestra with a choir and everything. So this performance was a lot more intimate than I was expecting. They played a few of the video game music standards, such as Chrono Trigger, Final Fantasy, Halo and a jazzy version of Super Mario Bros. (for the Berklee students in the group, apparently), as well as from God of War and perhaps a couple more I'm forgetting. All in all it was a nice, informal performance, and I hope sometime I'd be able to see a full concert.
Overall, I had a good time at the conference. I found most of the talks to be interesting, even if they weren't necessarily anything I could directly apply, myself. I only wish there was a bit more free time, to mingle, network and talk with the other conference patrons. I hope I get to go again next year...it's really exciting to see Boston emerge as a major player in the video game industry.
The meat of the talk itself was quite interesting, and it struck something deep inside me. The point was that millions of years of evolution have come down to this, that humans generally require four things in life to be truly happy. Of course now, after the fact, I can't remember precisely what those four things are. They're four C words: choice, competency, maybe connection, and one other. I feel dumb now for forgetting. Anyway, the short of it is, humans are social creatures. The subtext of the talk was that we need to embrace that when designing games, although that was never explicitly said. Mr. Snell gave a great talk, as long as you were able to get past his rambling about his family and horrible singing.
Snell's talk went long, so the next talk I went to was a little bit rushed, especially since it was in the other building. William Ferguson of BBN Technologies gave a talk about a system he plans on building that would be a story engine. It sounds like it would work kind of like most BioWare games, presenting a list of choices and options of a story. Except the options and text would be "crowdsourced" (written by the general community, like Wikipedia), and tagged. The system would string together similarly-tagged parts of the story as long as certain criteria were met, with those criteria being defined by the user's actions, for the most part. It sounds like an interesting experiment for moving toward better interactive fiction, arguably one of the weaker parts of game development currently.
Next I sat in on a talk about iPhone development by Ravi Mehta of Viximo Studios. Basically it was "if you want to develop a game for the iPhone, here's some of the features the iPhone can handle, and here's what you can expect from Apple when trying to distribute it."
Then it was off to lunch at Uno's with Ichiro and Rohit of Dejobaan, a couple fellow WPI students, and a couple others (I'm sorry, I forget their names). Lunch went long, just by nature of the fact that we went to Uno's, and the delayed schedule caused by talks going long. I thought it was a bit ironic that I was late going to the next talk, Networking for Indies, featuring Darius Kazemi, Scott Macmillian and Sam Houston, when really I was networking at the time. It's okay that I was late, though, since their talk was essentially "use Twitter". I don't know what other advice they gave earlier in the talk, and I'm curious how outdated that talk will seem in a couple years when the Next Big Thing comes along.
Off to Duncan Watt's talk about the role music plays in games...another similar talk he gave at WPI before. And then a presentation by a couple of guys from Muzzy Lane Software about a system they're developing called Sandstone. The system uses Locust, a hybrid of XML, Javascript and a language they made up, which modularizes functions of the games they put online. It's a way of providing 3D multiplayer games online to run on off-the-shelf computers. It's a lot neater than I'm making it sound.
Later in the evening was a performance by Video Game Orchestra, which was free for conference members to attend. It was held at the Fenway Center, which was a converted church there on the Northeastern campus. I was a bit disappointed to learn that this was a chamber group...usually it's a full orchestra with a choir and everything. So this performance was a lot more intimate than I was expecting. They played a few of the video game music standards, such as Chrono Trigger, Final Fantasy, Halo and a jazzy version of Super Mario Bros. (for the Berklee students in the group, apparently), as well as from God of War and perhaps a couple more I'm forgetting. All in all it was a nice, informal performance, and I hope sometime I'd be able to see a full concert.
Overall, I had a good time at the conference. I found most of the talks to be interesting, even if they weren't necessarily anything I could directly apply, myself. I only wish there was a bit more free time, to mingle, network and talk with the other conference patrons. I hope I get to go again next year...it's really exciting to see Boston emerge as a major player in the video game industry.
Thursday, May 7, 2009
IGC East '09 - Part 1
Today and tomorrow I'm attending the Independent Game Conference East '09, being held at Northeastern University.
I left extra early this morning to account for traffic, since I'm not used to driving in during rush hour traffic and I didn't want to be late. Turns out, the traffic only slowed a little bit, and I made it into Boston at about the usual 1 hour, so I had a little extra time to kill. I spent some of that time shooting the breeze with WPI IMGD professor Charles Rich, also in attendance. Also, upon registering, I got a T-shirt. Bonus!
The conference is basically a series of panel/lectures, divided into a business track and a technical track. The first keynote lecture was by Vlad Starzhevsky of Creat Studios, about "Challenges of Independence". It was more anecdotal about how Creat moved from pure developer to becoming their own publisher in the new digital distribution age. This was a theme I was going to hear a lot today (all these indy companies releasing their games via PSN, XBLA and WiiWare), which is fine.
I went to the technical discussion by Eitan and Ethan of Fire Hose Games, a lot of good and humurous lessons about their rapid prototyping process. Next was a large panel discussion about the ten "Really Important Things" to remember about game design. I believe the panel moderator, Linda Currie of Creat, gave a similar talk at WPI last semester. I was also surprised when I got home that Darius Kazemi had pretty much tweeted the entire lecture...that was a lot of tweets to sift through. All good things to consider, but unfortunately, like all things of that nature, it's hard to give all 10 equal billing in practice. Or maybe I just haven't had much chance to practice them yet.
After a quick burrito lunch at the Marino Center, I sat in on the business side of things. Brett Close of 38 Studios gave a talk about quality of life in the game industry, and explained how things worked at 38...making me even more disappointed I didn't get a chance to work there (yet). I stuck around for a panel discussion about managing your company's brand, but unfortunately I was starting to zone out due to a lack of sleep the previous night.
So I went over early to the setup of the Game Demo Night. A bunch of people set up their laptops and computers, and it was kind of a show-off-your-work/pitch session. Finally got to see and play a bit of Dejobaan's alpha of AaaaaAAaaaAAAaaAAAAaAAAAA!!! A Reckless Disregard for Gravity (seriously, that's the name...which alone rates a 4 out of 5 on the awesome scale). I've never BASE-jumped, so I don't know if they're realistic controls...but I found them to be a bit sluggish. Plus, I'm sure gameplay will be a lot more interesting once all the little extra features and powerups get added. Also, if it's going to be that easy to crush all of your bones and die (pretty much after just colliding with a building), then it would be great to have a faster turnaround to get back to free-falling. Going through the menu system every time was a bit of a drag.
Another of my favorites was a game called Bumble Tales, by Tandem Games and Perfect Dork Studios. It's essentially Bejeweled, except there's added layers of collecting materials to build a town, along with a cast of characters (the Bumbles...green blobby people things) that grant combo bonuses. Now, I like Bejeweled, so this game was right up my alley, what with all the extra features and ways to do things, instead of just "click and slide". They're also awesome for giving away near-complete copies of the game. I hope this game does really well...I really enjoyed the few minutes I got to play of it.
Part Two coming tomorrow!
I left extra early this morning to account for traffic, since I'm not used to driving in during rush hour traffic and I didn't want to be late. Turns out, the traffic only slowed a little bit, and I made it into Boston at about the usual 1 hour, so I had a little extra time to kill. I spent some of that time shooting the breeze with WPI IMGD professor Charles Rich, also in attendance. Also, upon registering, I got a T-shirt. Bonus!
The conference is basically a series of panel/lectures, divided into a business track and a technical track. The first keynote lecture was by Vlad Starzhevsky of Creat Studios, about "Challenges of Independence". It was more anecdotal about how Creat moved from pure developer to becoming their own publisher in the new digital distribution age. This was a theme I was going to hear a lot today (all these indy companies releasing their games via PSN, XBLA and WiiWare), which is fine.
I went to the technical discussion by Eitan and Ethan of Fire Hose Games, a lot of good and humurous lessons about their rapid prototyping process. Next was a large panel discussion about the ten "Really Important Things" to remember about game design. I believe the panel moderator, Linda Currie of Creat, gave a similar talk at WPI last semester. I was also surprised when I got home that Darius Kazemi had pretty much tweeted the entire lecture...that was a lot of tweets to sift through. All good things to consider, but unfortunately, like all things of that nature, it's hard to give all 10 equal billing in practice. Or maybe I just haven't had much chance to practice them yet.
After a quick burrito lunch at the Marino Center, I sat in on the business side of things. Brett Close of 38 Studios gave a talk about quality of life in the game industry, and explained how things worked at 38...making me even more disappointed I didn't get a chance to work there (yet). I stuck around for a panel discussion about managing your company's brand, but unfortunately I was starting to zone out due to a lack of sleep the previous night.
So I went over early to the setup of the Game Demo Night. A bunch of people set up their laptops and computers, and it was kind of a show-off-your-work/pitch session. Finally got to see and play a bit of Dejobaan's alpha of AaaaaAAaaaAAAaaAAAAaAAAAA!!! A Reckless Disregard for Gravity (seriously, that's the name...which alone rates a 4 out of 5 on the awesome scale). I've never BASE-jumped, so I don't know if they're realistic controls...but I found them to be a bit sluggish. Plus, I'm sure gameplay will be a lot more interesting once all the little extra features and powerups get added. Also, if it's going to be that easy to crush all of your bones and die (pretty much after just colliding with a building), then it would be great to have a faster turnaround to get back to free-falling. Going through the menu system every time was a bit of a drag.
Another of my favorites was a game called Bumble Tales, by Tandem Games and Perfect Dork Studios. It's essentially Bejeweled, except there's added layers of collecting materials to build a town, along with a cast of characters (the Bumbles...green blobby people things) that grant combo bonuses. Now, I like Bejeweled, so this game was right up my alley, what with all the extra features and ways to do things, instead of just "click and slide". They're also awesome for giving away near-complete copies of the game. I hope this game does really well...I really enjoyed the few minutes I got to play of it.
Part Two coming tomorrow!
Tuesday, April 7, 2009
WPI Game Jam D09
This past Saturday, WPI GDC held its D-term Game Jam. This term's theme was "3 Things". The idea is to incorporate 3 things - an image (a pineapple), a phrase ("TOO MANY GHOSTS!"), and a sound (a .wav of a young woman making a train noise) - into a game. Pretty simple, right? These games are going to be presents at Wednesday's GDC meeting, and will be judged and awarded prizes. And while prizes are nice, I participated for another chance to make a game for the sheer fun of it.
I took these items and went with a fairly free-flow game design, making up parts of the game as I went. The basic idea is that the player goes around collecting pineapples strewn around the screen. But there are ghosts around, who love pineapple, and rush toward the player when he collects the pineapples. After a short time, the ghosts aren't as urgent, but will still persue the player as long as he holds pineapple.
The player can deposit the pineapple into a train (unofficially dubbed the "Pineapple Express" - a stupid and not entirely clever name, and certainly nothing to do with the movie...not that the movie had anything to do with pineapples or expresses, as far as I know). Once the train is full, it moves off to exit the screen, and once there the game ends and you win! Plus, there's a timer, for added "challenge" (yes, I know it's an artificial challenge and not a terrible original one, but hey, it's a game jam game).
However, collecting pineapples cause ghosts to appear. If a ghost touches the player, it either steals a pineapple and stops moving, or takes some of the player's health. Health gone, game over. And, if there are too many ghosts, the train can't leave. So, there's a random chance a machine part will also appear, which are brought to The Machine. Enough parts, and The Machine revvs up, causing the ghosts to disappear.
One interesting idea came to me during the development. At first I slapped together the usual "use the cursor keys to move" on the player, but I remembered I did this for my 38 Studios MGC game, so I thought I'd try something a little different. So, the player clicks the mouse, and the character moves toward the pointer.
The game still needs some tweaking. Values need to be adjusted for gameplay and challenge, and I need more sound effects and perhaps a little more art (right now, it's just bitmaps hastily drawn in Game Maker's sprite editor). I was also tinkering with the idea of the ghosts running after the train to prevent it from leaving. And perhaps little extra things of that nature, we'll see. Plus, a background would be nice (it's a boring flat gray background).
I'll see about putting it up on the website sometime after Wednesday...or perhaps after I've messed around with it a bit more.
I took these items and went with a fairly free-flow game design, making up parts of the game as I went. The basic idea is that the player goes around collecting pineapples strewn around the screen. But there are ghosts around, who love pineapple, and rush toward the player when he collects the pineapples. After a short time, the ghosts aren't as urgent, but will still persue the player as long as he holds pineapple.
The player can deposit the pineapple into a train (unofficially dubbed the "Pineapple Express" - a stupid and not entirely clever name, and certainly nothing to do with the movie...not that the movie had anything to do with pineapples or expresses, as far as I know). Once the train is full, it moves off to exit the screen, and once there the game ends and you win! Plus, there's a timer, for added "challenge" (yes, I know it's an artificial challenge and not a terrible original one, but hey, it's a game jam game).
However, collecting pineapples cause ghosts to appear. If a ghost touches the player, it either steals a pineapple and stops moving, or takes some of the player's health. Health gone, game over. And, if there are too many ghosts, the train can't leave. So, there's a random chance a machine part will also appear, which are brought to The Machine. Enough parts, and The Machine revvs up, causing the ghosts to disappear.
One interesting idea came to me during the development. At first I slapped together the usual "use the cursor keys to move" on the player, but I remembered I did this for my 38 Studios MGC game, so I thought I'd try something a little different. So, the player clicks the mouse, and the character moves toward the pointer.
The game still needs some tweaking. Values need to be adjusted for gameplay and challenge, and I need more sound effects and perhaps a little more art (right now, it's just bitmaps hastily drawn in Game Maker's sprite editor). I was also tinkering with the idea of the ghosts running after the train to prevent it from leaving. And perhaps little extra things of that nature, we'll see. Plus, a background would be nice (it's a boring flat gray background).
I'll see about putting it up on the website sometime after Wednesday...or perhaps after I've messed around with it a bit more.
Subscribe to:
Posts (Atom)
