Tag: development (page 3 of 3)

Games I’ve Worked On

I got this idea from Tom Francis of GunPoint and Crate & Crowbar fame, and thought I’d do a recap of every game I’ve worked on. Partially this is an attempt to share my game dev history, partially to make myself feel better about the lack of progress I’ve made in the last couple of years(!).

I’ll start with the oldest games and end with my most recent.

Powerslide

I worked on this game straight out of high school, it was a post apocalyptic racing game that focused a lot on, yes – powersliding physics. I made (if I can recall that far back) 1-3 tracks, I definitely did the majority of the desert track and maybe a lot of the dam and mountain (?) tracks. As my first job, first game and first crew of non-school related co-workers and friends, it was a pretty huge deal and I’ve got a lot of great memories. A Powerslide ‘plaque’ still sits behind me here in my office, which consists of a team photo and signed gold master disc.

Role: 3D artist / Texturing
Made in: Custom Engine
Platform: PC
Year: 1998

Dirt Track Racing

When you’ve got a game with nice powersliding physics, dirt oval racing is a pretty logical move. DTR let you race in a career mode that mimicked real life competition, complete with sponsorship, multiple classes and progression. I think I was credited as game designer, but when you’re modeling a real life competition from real racing, the game is practically already designed for you.

Role: Game Designer / (artist? so long ago!)
Made in: Custom Engine
Platform: PC
Year: 2000

“Next Game”

Looking back, this was probably an overly ambitious title for its time, and the game designs I wrote for it probably didn’t help! The concept would have looked a lot like GTA but in a Mad Max world, complete with FPS and car combat sections, and an in depth story to boot. I recall the original game design by Richard Harrison (part owner of Ratbag) was far more realistic but I had some huge thing for people leaning out of windows and shooting each other rather than ‘copying’ Interstate 76. Anyway, I think this design morphed over time but never saw the light of day.

Somehow, after getting my dream designer role at Ratbag, I just didn’t seem happy at all, in fact it was the opposite, the last year I was there I wasn’t enjoying it at all. I guess I went from making DTR where I had a lot to do, to being someone who sat in front of the game design document all day long. I left Ratbag in the early stages of development, having picked up a copy of Kiyosaki’s “Rich Dad Poor Dad” – I had a need to go start my own business.

So here’s where I left and formed Hyperfocal Design (sells HDRI sky maps). After the sort of crazy schedules games demanded, I’d somewhat sworn off returning to developing them.

Here’s a video, which ended up being fairly different gameplay wise from what I’d proposed:

I cringe looking back at how much harder the prototyping process was (I don’t think there was one at all), especially with today’s tools like Unity. Back then I’m sure I’d have realised early on that dudes leaning out of car windows shooting at each other in a big open desert would have been a little boring!

“Concrete”

I managed to secure some early funding from our state government for this one, but at the time, with this concept, it was unrealistic to produce without a large team. Even today I’d say unless it was top down/2d sprite based or something it was another over ambitious title and I didn’t want to form the next Ratbag to do it. I got as far as actually meeting with a couple of venture capital people but didn’t get any interest. The gameplay again was GTA-like but ‘cops and robbers’ where the robbers could mark territory with spray paint and blend into the general population (there were no names hovering above heads). I suppose in hindsight the design is a little like APB (minus the MMO part), which was a spectacular failure.

“Zombie Outbreak Simulator”

I teamed up with Saxon Druce from Ratbag to make this one about 5 years ago. It was step one on the way to releasing the next game, Class 3 Outbreak. ZOS was a sandbox simulation, not really a game at all, where you could adjust various attributes of zombies such as their speed, infection time and so on. We had some success in terms of press coverage because the game ran on Google Maps and it had a big novelty hook.

Role: Game Designer/Artist
Made in: Custom Engine
Platform: Web, then iOS, then Android
Year: 2009

“Class 3 Outbreak”

With ZOS ‘complete’, we then released the ‘real game’, which I still felt was quite devoid of features. At least it had a fairly nice core mechanic where you had to use police units to stop the zombies multiplying out of control. Unfortunately, due to Saxon being only part time on the coding side, and due to changes with Google’s APIs, and then some huge screw ups with funding from the government, this never went much further. Eventually Saxon and I went different ways – I was always pushing for more gameplay but he wanted to focus on things like the map editor. We butted heads a bit and eventually I handed over my share of Binary Space to him.

Role: Game Designer/Artist
Made in: Custom Engine
Platform: Web
Year: 2010

“Unknown Orbit”

I’m fairly proud of this little title, which I developed in a year and released on the Apple app store. It’s essentially a 3D Tiny Wings/Endless Runner where you orbit around a small planet as a comet. It did pretty average, made maybe $2-3k or so and now sells a copy a day. I think the biggest let downs from this game were that I probably made it too hard and didn’t make enough content, ie other planets to fly around.

Role: All things! No wait, Rhys Lindsay did the music and Saxon helped with some high score code!
Made with: Unity, Playmaker
Platform: iOS
Year: 2013

 

Enter the ‘prototype years’

Whereby I make lots of prototypes and never finish anything:

“Zombie Games”

I messed around with a number of different designs for zombie games and never quite settled on any.

Status: This one is still simmering in the background, and I wouldn’t be surprised if I tackled a strategic zombie game at some stage in the future.

“Generation Ship”

I then entered a phase where I thought I’d like to make a game with no combat in it. I still feel this is a very noble goal and that potentially there’s a lot of uncovered non-combat stuff out there, but I didn’t do a great job of finding it. I wanted to make a game about a Generation Ship that was trying to survive out in space, you had a galaxy map and a crew, and had to decide where to go, what to do to survive. In the end it was just no fun, there wasn’t much to do, and I’ve since seen other games come out with similar mechanics that I didn’t like much either!

Status: Now ‘reborn’ (below)

“Fighter Tactics”

Obviously here I’ve totally given up on that theory and decided to do a turn based space combat game. This was probably my most promising prototype, which I abandoned when I saw the Oculus Rift.

Status: Also reborn (below)

“The Station”

This was an Oculus Rift prototype that also got quite far along. I wrote an entire script for it, characters, made a prototype… The only gameplay consisted of this kind of ‘dimensional tuning’, controlled by head movement, that never really seemed to resonate with people. Also I realised if I was going to make this game, I’d become a full time 3D artist again, which didn’t appeal to me.

At this stage I’m realising how lucky I am to have Hyperfocal Design paying my bills.

Status: I may come back to this one day, I’m not sure – I liked the story and concept but just didn’t want to make it I suppose. Its also a pretty big commercial gamble having no idea how Rift games would sell.

“Generation Fleet”

This idea didn’t seem to leave me, and I thought, why the hell didn’t I try combining the two ideas of the Generation Ship and Fighter Tactics? I was thinking a lot about Battlestar Galactica as well, and Star Trek Voyager’s Year of Hell episode. In terms of games, FTL is an obvious inspiration, as is XCom, and I really liked SteamBirds and Hero Generations. So that’s where I stand right now – the Generation Fleet/Fighter Tactics game is in prototype phase, I like the game play and I’m just trying some variants to make sure the turn based space combat is as fun and strategically deep as possible. The Generation Fleet story/world surrounding it will form a kind of XCom style meta game.

Status: In development

 

–>

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Game designers I’m learning from

I’ve read or part-read a number of books on game design including Raph Koster’s Theory of Fun, and The Art of Game Design by Jesse Schell (and a few more that I barely got a chapter into). I read Theory of Fun most the way through and re-read Art of Game Design a few times, especially when in the concept/ideas phase of a game, or when a prototype didn’t seem to be working out.

Lately though I’ve preferred watching videos, listening to podcasts and reading blog posts by a number of game designer’s whose games I enjoy, or in genres I’d like to get into. That genre I suppose I’d call narrative led/exploration/”not games”, but that doesn’t apply that well to all the designers and games below.

So anyways, here’s a list of people, companies, blogs and podcasts I like that you might find useful:

Jon Blow

jon_blow

A quick search on youtube will yield a deluge of talks from Jon, and he likes to get deep into game design in a creative, artistic and meaningful way. This isn’t the sort of designer who’s thinking up new combat mechanics or ways to virtually kill people with the most ‘fun’ combo. Developer of Braid and now The Witness, Jon Blow is like(!), my favorite person to listen to right now.

I’m not a particularly huge fan of Braid (I just don’t like platformers that much) and the preview of The Witness doesn’t excite me much either, but then I think that’s a game you have to play to ‘get it’. The main reason I like Jon is he likes to get into the meaty emotional parts of game design! Here’s his latest that I could find:

https://www.youtube.com/watch?v=Lo7cTlaVJdQ

I have trouble translating some of his advice into actionable steps, especially the above video where he talks about how you should be suuuper emotionally invested to the point of welling up over your game. I totally agree that being this invested in your game will help you through years of development, but… maybe I just don’t have an idea yet I love this much?

Thomas Grip

Designer at Frictional Games who are making SOMA and made Amnesia, Thomas has some great GDC talks, blog posts and tweets.

Why am I following Grip? I didn’t mind Amnesia, I played through maybe a quarter (though I don’t finish many games), but Amnesia tried new things, and that always gets my attention. I was intruiged by their concept of encouraging players to play along with the game, and the ‘faked’ parts of the game mechanics which made the game so scary. Find his stuff below:

https://twitter.com/ThomasGrip

http://www.gamasutra.com/blogs/ThomasGrip/762286/

Here’s his latest GDC talk: Evoking-Emotions-and-Achieving-Success

Jenova Chen

Designer on Journey, Flower and Flow, I was completely taken with Journey and have completed it 3-4 times on a friends PS3 (I’m not a console gamer). It’s rare to get such positive and uplifting feelings from a game these days, especially if your favorite game right now is Dota2, which I play on an almost daily basis. I also liked how minimalist it is, and despite the fact I play a lot of combat games, for the most part I am thinking a lot about non-combative game play designs. In his making-of Journey talks, Jenova references the Hero’s Journey story telling methods a lot, and so I feel the need to (re)read a book I have on that subject.

Jenova doesn’t have much in the way of a blog but he’s done a lot of talks at events like GDC.

https://twitter.com/JenovaChen

G4C14: Jenova Chen / Blank Canvas Designing A New Era of Emotional Storytelling Through Games

Jenova’s company, that game company, has just received $7m in funding for their next title – I can’t wait to see what they do next.

Daniel Pinchbeck

Designer of Dear Esther at The Chinese Room, a game I found almost infuriating to begin with. I had to really force myself through the start of the game without a run or jump button, but once I got to the caves that feeling disappeared and never returned. I think Dear Esther and Journey have somewhat of a cross over in terms of story telling, with Journey telling more with the cut scenes and “paintings”, and Dear Esther telling more via the voice overs. I like both for indie games as neither requires crazy expensive character animation and everything that goes with that.

Daniel’s next game, Everyone’s Gone to Rapture, has gone Playstation only (booo) but its obviously a great move by Sony as I’ll now buy their console just for this game.

https://www.youtube.com/watch?v=CKyoVQKnD4U

Steve Gaynor

Designer and writer on Gone Home, another non-shooter I quite liked. For what I cave-mannishly describe as a bit of a girly story line, I was pretty hooked on finding out what happens (I won’t spoiler it) and I ended up with a really clear picture of the main characters from just a couple photos and a bunch of voice overs and hand written notes. I did kinda speed play through this to just get the story, but as with many of the games above (apart from Journey), I wasn’t a wild fan – I’m more a fan of the designers creating non-traditional games.

Steve did a pretty cool podcast called Tone Control where he interviews other game designers/developers: https://itunes.apple.com/au/podcast/tone-control/id730148800?mt=2

His company, FullBright: http://fullbright.company/

Some great interviews with Steve on youtube: https://www.youtube.com/results?search_query=steve+gaynor (yep I’m this lazy!)

Anyone Else?

Just quickly, I also like to follow these developers, who have made some great games lately:

  • Capy (Sword and Sworcery) ((Below is looking amazing))
  • Klei (Don’t Starve)
  • Bay 12 Games (Dwarf Fortress)
  • Jason Roher (The Castle Doctrine)
  • Probably missing another half dozen names here (to be continued)

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How Will the Oculus Rift Change Game Design?

This is something I’ve been thinking about a lot, as I’m an indie developer that recently got a hold of the first dev kit. What exactly will change in terms of game design and mechanics, or what can we do differently now that the Oculus has arrived? How exactly will immersion and presence affect game design?

I’ll start with outlining what the Oculus gives us that we did not have before.

  1. Increased immersion or “presence” – the feeling that you are inside the environment.

  2. Head tracking in terms of rotation (by actually moving your head) and position (craning your head forward, back, left and right).

  3. Depth perception.

  4. Real world head/limb movement speeds

  5. Orientation issues

Then I’ll end with a few thoughts on some Oculus games and demos.

Immersion

This has been the number one touted advantage of the Rift – you are now IN the game. Big things look big, high things seem high, large drops or valleys look deep, things that are close to you seem closer, and so on. You can’t compare it to a 3D screen, the depth and sense that you are inside an environment is real. In the Oculus, my first thought (inside the Settings Viewer) was “wow, the far corner of this large room is actually quite far away, and this guy is right in my face. That door to my right isn’t *really* there”. That’s quite a thing considering the graphics:

setting viewer

I believe the main benefit of  immersion is it increases the chances for the developer to deliver the expected feeling or emotional response from events happening in-game. For example, fear, awe, danger and scale are all greatly enhanced. So how does this change things? Is the Oculus merely an enhancing effect? Scary games will be scarier, racing games will seem faster, shooters more …shooty? Also what do I mean “merely” increase immersion? I realise immersion can be pretty big for some games, but for the most part I wonder how much better or meaningful will a game be, if its got double the immersion factor, or 10x? So now you’ll feel like you’re really, really, really there! So what? This is something very hard to quantify.

If you play Call of Duty as-is but wearing an Oculus, has anything much changed just because you feel more like you are there? Will you see a fellow soldier die, and instead of chalking him up as another meaningless death, will you feel genuinely bad? I kind of doubt it. You might feel like those mortars are really exploding right next to you, though. Taking this to a (silly) extreme, if you recreated the room you are sitting in now, and had 100% perfect VR and immersion, that would be impressive from a tech standpoint, but as an experience or a game, it is meaningless.

Will the increased immersion effects wear off or is it just novelty value that we will eventually adjust to? Going back to regular games, I remember System Shock 2 scaring the crap out of me when I played it as a kid, and the best horror games these days still manage to do the same, so it didn’t wear off for 2D gaming at least. Considering Dreadhalls (made for Oculus) and forgetting how nauseous this game made me feel, the sense of terror was definitely magnitudes higher than other horror games I’ve played. If I didn’t get used to being scared in old games or movies, then hopefully the immersion effect and enhanced emotional responses on the Oculus won’t wear off either.

Finally while I don’t want to talk at length about it – the potential for significant emotional reactions could swing in a number of ways. I could imagine anything from heart attacks from horror games to people not wanting to play shooters because it feels like they’re actually killing people, to the opposite, where we get even more desensitized to violence. I’ve had dreams that feel so real that I’ll wake up feeling bad that I’ve just cheated on my partner, despite it having never happened. Will the same thing happen when VR gets really real?

Head Tracking

Head tracking feeds into both immersion and game mechanics, being able to move your head around helps immersion, but it also gives us some new tools to play with that were previously not available. In the past we’ve used controllers or the  mouse and keyboard to control both where the player walks and where they look, however this leaves us with little option for finer control of the avatar’s head. The best option is something like Arma/DayZ where you hold Alt to control your head, but this still lacks control for moving your head forwards, backwards, left and right while rotating, and you can’t aim and look at the same time. For most games this fine head control will be unnecessary, but to use DayZ as an example again, even this could benefit if you try and move your head away from a teeth gnashing zombie, or actually shift your head over/under/around objects to search for nearby zombies.

Looking at some amazing VR ground

With the ability to both move and rotate your head in all directions and dimensions, new game mechanics can open up which could involve actions such as:

  • Close and thorough inspection of objects at different distances and angles

  • Complex and fine head movement control – ie looking around inside a cockpit, over an edge, peering around corners, peeking over ledges, ducking, etc. You are no longer restricted to looking straight up or down, either.

  • Head position as a gameplay mechanic – we now have an extra control in addition to gamepad or mouse/keyboard. This could allow more complex games or capitalise on a single mechanic as in Dumpy the Elephant, where you control the Elephants head and attached trunk with your own head movements. In this instance immersion is increased as the trunk feels like an extension of your own head.

  • Social actions, ie – nodding to multiplayer friends in a conversation, nodding in the affirmative instead of hitting the A button to agree with an NPC. These mechanics also increase immersion.

To carry on talking about Dumpy, this is a good example of a game that could have been designed without the Rift, and would have still worked, however with the Rift it reaches a new level because your head movement is linked to the elephants – you are moving your head as if you are an elephant. It gives you an extra hook into the game world that wouldn’t be possible by just swinging your hand/wrist around with a mouse.

Depth Perception

As an elephant, being able to see down your trunk in full 3D adds another level again – with it almost coming out between your eyes. Depth perception is linked to immersion in terms of boosting the effect of being somewhere inside an environment, but could also help players nail the apex of a corner, make contact with a melee swing, and get scared shitless by a monster that’s right in their face.

dumpy

Emotionally, I could see depth being a huge factor as well. Imagine looking at an NPC you’ve grown attached to slipping out of your fingers to their doom, Cliff Hanger style, or being right next to someone who’s hit by a car. Perhaps imagine a Bond moment where a buzzsaw or syringe is approaching your face… Again, for horror games turning around and seeing a monster face-to-face is terrifying as was evidenced when my partner slammed my new Rift into the table after ripping it off her face.

Reactions to other players or NPCs could be amplified if they move right in close to you. An aggressor could scream right into your face, or a love interest could slowly move in. Someone could lean in and whisper into your ear, a zombie could bite your face off, etc.

On a slightly more shallow note – all those fancy special effects and particles are sure gonna look pretty as you move through them!

Real World Movement

Real world head movement may even slightly restrict game design choices (although restriction of choices in art is rarely a bad thing). With the Oculus, you can only turn your head or move the view at a certain speed based on the player’s own neck muscles, or in terms of rollercoaster style games, you can only push different movement speeds in so many directions before making the player sick.

If you’re playing in 1st person, you’ll have to be a creature with a single head, neck and two eyes (sure, it’s not common to be a 10 headed, neckless cyclops or something), so while being an elephant or a Grey alien is doable, being a giraffe might not work quite so well. Also consider something like a bird, which travels horizontally with their body out behind them while the player themselves sits upright in chair. Gravity is working against game design choices like this. However, having played a few space games so far, the effect of being upside down with incorrect gravity isn’t so bad.

We also have to consider restriction of movement. You can’t have an NPC put the player’s avatar in a headlock for example, or restrain their head movement in any way, because the player can simply move their head. If you have the player moving through a very tight space, he can crane his head forward and just move through the geometry. I hear that in some demos, developers have blurred and/or darkened the screen when this happens. Perhaps this is a solution for restricting movement too?

Unexpected movement is another thing to think hard about. This can range from a camera move in a 3rd person game (perhaps the camera moves to avoid a wall or moves for a cut scene) to unexpected movements based on physics . If you play Wingsuit or Warthunder, despite their realistic physics models these games can cause somewhat unexpected up and down movements that causes your stomach to really churn. The more simple and direct the movement, the better, at least with the first dev kit.

Peripheral Movement

In addition to real world movement for the Oculus, peripherals like Razer Hydras can suffer from similar problems where the player attempts to move in a way that isn’t matched 1:1 to the game environment. For example, imagine in-game swinging a huge heavy axe with your nice light Hydras – there will be a mis-match between the speed you can swing in reality vs the game world.

Orientation

When playing normal games on a detached 2D screen, it doesn’t much matter which way you’re facing, which way gravity goes, or how much you spin or flip. However when you are immersed into an environment, these things become an issue for your stomach, and sometimes for immersion. Consider my awesome art below:

oculus orientations

Comparing your sitting position to the type of avatar/orientation. From left to right – elephant, bird, upside down space ship, scuba diver

Whether or not some of these conflicting body/avatar positions are a problem will probably come down to feel. I personally didn’t have a problem with the elephant or space ships, but I did feel odd as a bird. Games like Lunar Flight or other cockpit games on the other hand really feel like they click.

Existing Game Demos

I’m going to end this post with a breakdown of a small selection of games and how they utilize the Rift, as well as some potential problems with some concepts.

Lunar Flight

I think this is the best example so far of a game that uses all of the Oculus’s features to best effect. When DK2 comes out with head position tracking, it will be even more so. Seated in a Lunar Lander, I’m seated as I am in real life, looking out the cockpit of the Lander. I feel like I’m really in the Lander, the scale is perfect, I can judge depth well enough to land on target locations and the interface is designed well. I also like the fact that I have to look around to use the interface, rather than straight ahead, making more use of screen real estate and the Rift. When positional tracking comes out, I’ll be able to lean forward and judge my landings with even more precision, or look around a strut/monitor that’s in the way of my view of the Earth. Can’t wait!

Lunar Flight Link

Dumpy the Elephant

The number one thing that separates this game from others is that you move your head to control the elephant’s head and trunk. That, coupled with the immersion gives you a pretty solid feeling of being an elephant despite the cartoony graphics. I’m a huge fan of the art style, and its great to see people using non-realistic graphics so soon. Amazingly, considering the amount of head movement involved, I never get nauseous.

Dumpy Link

Ambient Flight

I like the concept for this game, and it looks amazing, and a flying game for the Rift is just a no-brainer. However I feel a big disconnect being seated upright myself, vs horizontal as the bird avatar. Funnily enough though, I didn’t get this with Dumpy. I feel that this game might also benefit a huge amount from something like the Stem controller, where you’d need to spread your arms out to fly and maneuver, maybe even flap them like wings. The main benefit to this game is the immersion of the Rift, where you feel like you are in the air. This game may also cross the line a little between an experience and game, where (at least currently) there are no challenges or goals of any kind. Once you’ve played this once, you’ll possibly never replay again, but with so many experiences to be had on the Rift, I think this might be quite common. I suppose you may return to it just to chill out and fly around.

Ambient Flight Link

DreadHalls

With the first dev kit, I universally dislike all FPS’s because it induces the worst nausea for me. However I’ve seen a few let’s plays and my friends had a go and they were all fine. Hopefully DK2 solves this for everyone and most game types. Having said that, Dreadhall’s use of the Oculus makes great use of real world movement, as you can’t look left and right any faster than your head will allow, and positional tracking will be amazing for peeking around corners. Monsters can feel like they are right behind you, and you can’t pull a superhuman turn/run backwards to see. This game and perhaps the horror genre feels like the easiest to link immersion to a better game, as being immersed in a scary environment elevates the terror by such a degree. A very real problem with the sheer terror factor for this game is that I don’t actually want to play it. This is something I’ve seen and heard in other reviews/youtube playthroughs as well – there might be a limit to how much you can handle while playing a good, immersive Oculus game! Just imagine we reach an Exorcism of Emily Rose level of terror in VR, yikes! At the same time, who can pass up trying something that someone tells you is too scary?

Don’t play it here(!)

Conclusion

The future of game design with the Rift is quite an unknown – we still have such a small number of demos available, most of them just bite sized experiences, so its hard to judge yet what a fully developed Oculus game will be like with the consumer version. Here’s to hoping that what we get isn’t mostly “what we have now, plus a Rift on your face”. Games like Lunar Flight, Dumpy the Elephant and Dread Halls are some great steps forward, and I think the technology will really make developers dream big and try things that haven’t been done before.

For Rift experiences, I’m also looking forward to everything from 360 degree videos to sunny beach simulators, to dioramas like Blocked In.

Thanks for reading, very keen to hear people’s opinions on how the Oculus will change game design, how immersion will affect how games are made, how I said a stupid thing, or any other comments you have!

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Subreddit Effect on Game Sales

sales increase subreddit

Sales from a mention on /whoadude subreddit

The above is a rather nice result from being on /whoadude for only 2 days! I know, its not staggering sales, but I just thought I’d post this up as what I think is an interesting example of what some small marketing efforts can yield. The owner of the subreddit /whoadude emailed me and mentioned he was going to feature the game, and that if I could provide some promo codes, that would draw even more attention. A free app service of some kind on twitter picked it up and tweeted it as well, so hard to know if that also had an effect.

I had no idea reddit even had these kinds of ‘header’ posts, but /whoadude has one, its just a small line of text which said “App feature, Unknown Orbit” or something along those lines. Check it out here. The owner changes it every couple of days to something he think his audience will like, and I can somewhat see the link between his audience and my game :) I might have to have a second attempt at getting my game in front of an astronomy kind of audience, as surely they would love the game?

So all I had to do was write in /whoadude asking people to message me if they wanted a free code, and that was it. Sales stayed quite “high”(er!) all month!

The 5 star ratings continue to flood in, and when I get quite good effects from small marketing efforts like this, it is encouraging, so as soon as I get a spare moment, I’ll be adding a couple of new planets to the game. Will see how sales increase once there’s more to do within the game, different environments, challenges, etc. Hopefully it wont be too long!

Cheers!
Jay

 

Suck at Coding, But Make Games Anyway

If you’re an artist or creative type, you may find that your ability to code seems opposite to your main talents, as I have certainly found myself! My main passion is game design, but without code, you can’t make a game, right? With tools like Unity3d and Playmaker(a visual scripting system for Unity) this isn’t necessarily the case.

After working part time on a couple of games, Zombie Outbreak Simulator and Class 3 Outbreak for a few years with Binary Space’s programmer/CTO Saxon Druce, I was looking to add more titles to my game designer belt, but at the same time I wanted to keep things small scale and achievable.

I had been playing a lot of iOS games while we ported Zombie Outbreak Simulator to iOS, and Tiny Wings in particular had me completely enthralled. From a gamer standpoint I loved the feeling you got of being in the zone, getting perfect jump after perfect jump. From a business standpoint I loved that it was essentially one level and extremely simple gameplay, hence quick development time. After toying with a few ideas for games, I ultimately decided to try a version of Tiny Wings that was 1st person, in 3D. Using just Unity, I struggled through some basic physics code to get a ball rolling around on their terrain engine (I can hear you laughing), and after a week or so, I was quite happy with the result. However, being the most hopeless coder of all time, progress was slow and infuriating. Not only was I trying to get my head around 3d physics and vectors, but also Unity itself, AND javascript! There are some creatives that can bash out some script without much problem, but I’m not one of them, and to learn this side of game development would set me back arguably years of study and practice, which at the ripe age of 32 I’m not willing to do!

Enter Playmaker

Somehow, I think while looking through Unity’s asset store, I saw Playmaker. Playmaker is a visual scripting system / state machine manager, which uses states (which house actions, each a snippet of pre written code) and transitions to develop a game. For a highly simplified explanation, you can attach a finite state machine or “FSM” to a character with the states “fighting”, “idle” and “walking”. Within each of these states, you can include animation actions, raycasting/shooting actions and movement actions. You transition between each state using events, ie within the idle state, you would add an action that waits for a left mouse click. This left mouse click triggers a transition event to the shooting state. Each action in a state is essentially a pre made piece of code that you can tweak and fit together to create a state machine, and eventually an entire game.

codeless game design
(Playmakers Test Lab example scene, which controls simple opening/closing doors)

You can see from the above image how, for creatives, these visual state machines are so powerful. When I look at a block of code, I see a wall of text, and try in vain to understand what it does, when it triggers, and what its doing at any given point. With Playmaker, I can glance at an FSM and see what it does in almost an instant. I can also see not only what it is doing in real time in the visual editor, but also in the game view, where each object will display which state it is in. I can’t tell you how good this is for debugging and just general understanding of what your FSM and the game in general is doing. Add to this things like debug rays, break points and more, and you get a very clear understanding of what’s happening.

Using Playmaker, I’ve just completed my first (mostly solo) creation, Unknown Orbit, where you can float, jump and fly around a surreal, 3D planetary system as a comet. Part time, this game has taken me about a year. Full time I imagine it would have taken 6 months, and now that I’ve learned Unity and Playmaker to a greater level, I think the game could be recreated in a few months if not less.


(Unknown Orbit Screenshot)

Here’s a quick example of an FSM for Unknown Orbit, where the player picks up snowballs. On the left is the states and transitions that controls when we move between states. The middle pane is currently showing the actions inside the “destroy self” action. In this FSM, when the player flies into a snowball and picks it up, an event is broadcast called “Add snow”.


(The state machine attached to a snowball pickup in Unknown Orbit)

The comet object hears this broadcast via a ‘global transition’, and enters a state that increases the radius of the comets ice core.


(The statemachine attached to the ice/snow object in Unknown Orbit)

Trade Offs

So what are the trade-offs you may ask? Well you will have some memory overhead loading everything in, and yes there are some small performance hits in some areas because of all the extra unused capability in the system. Playmaker isn’t optimized for any particular type of game, and neither is Unity. But today’s hardware is so powerful that unless you are doing something pretty crazy, you probably won’t hit the wall any sooner than you would using other approaches.

Another trade-off that I encountered was that due to a couple of levels of abstraction in the game making process, you can sometimes feel helpless to fix problems. I would find a bug and spend days trying to fix it, and be clueless to the source of the problem. I imagine this is common to some extent in most games, especially where you use someone elses engine/code/API, however when you are using an engine with a plugin to that engine, things can get tricky. Luckily both Unity and Playmaker have excellent support, and I further mitigated this by working directly with an expert in both Unity and Playmaker whenever I encountered problems I couldn’t solve.

Also while I have yet to encounter this, the more plugins you use with Unity, the higher your chances of conflicts, or of the creator disappearing/no longer providing support. If you are selecting a plugin/s to use with Unity, I suggest choosing ones that have been around for a while, receive frequent updates, and are active in their own forums. In my case, Playmaker actually supports my chosen interface plugin, which has also been around for some time, which was very handy.

The Advantages

In terms of game design, Unity and Playmaker are great in allowing you to focus almost entirely on building and testing ideas as quickly as possible. I’m personally focussed on game design, so this allows me to create ideas and prove/disprove them quickly, getting in as much practice and experience as possible in a short time span. I jumped out of games into a business and back again a few years ago, so I feel like I’m getting to make up some lost ground now! If you’re a game designer at a typical large studio, you might be making ‘safe sequel number 9999’, and while you may have some room to move, you can hardly flex your muscles and push yourself in terms of wildly different or unique designs. If for example you’re a designer “stuck” making say, racing games (happily or otherwise) you could practice in other genres with relative ease and low time commitment. I also believe that the less people you have on a project, the more unique and singular the design vision will be, creating more individual games. Using these tools almost puts you into a team that has created a graphics/physics/animation/etc engine and lets you run wild with whatever design you like, with little in the way of restrictions.

I’m also a big fan of Lean Startup principles, a concept that Eric Reis is famous for. Lean Startup is mostly a business approach where companies attempt to prove product or service ideas prior to launch, then quickly develop a minimum viable product (MVP), iterate on it, and get customer feedback as quickly as possible. This is the opposite to how games are traditionally created, where you define the game first via a design document, make the game, then hope it will sell well.

The Lean Startup?

For Lean Startup strategy, I think this combination of Unity3d and Playmaker is certainly something to consider for both large studios wanting to prototype ideas/MVPs quickly, or for solo/small teams, especially if you lack a coder and just want to dive in yourself! Throw in Kickstarter (a crowd funding solution), and you have a very nice Lean Startup strategy of games development where you can quickly create a prototype, develop a Kickstarter pitch, then prove whether people would pay for your game before you have heavily invested in it. Tyler York published an article on Lean Startup for games at Gamasutra.

So how did I follow the Lean Startup approach, exactly? Well, I did and I didn’t. Because this was my first Unity title, and I was going to be learning a lot, I picked and chose various concepts from Lean methodology while I decided to play it safe and attempt a fairly proven game concept. I looked at Tiny Wings, Dino Run, Dolphin Olympics and other games that were similar, and decided that because those games have had some success, that I was already aiming for a game that would have a good enough chance of success. If you like, you can go the whole hog and try to prove whether your idea would be popular by creating banner adverts or text ads on Google or Facebook, and see what sort of click through rate you receive. I then chose an art style that I was familiar with – I have 3D art/texturing as my background, with no animation required (I have no skills there), no AI, and just an extremely simple game mechanic that I could tune based on feel. My minimum viable product was done in days due to Unity’s built in physics – I showed some friends who approved and I was then on to the finished product. From my work on Zombie Outbreak Simulator, I was also familiar with freesound.org, where I sourced almost every sound in the game, quickly and free! For music, my friend Rhys Lindsay recorded me an awesome spaced out track. This left me to concentrate entirely on the learning process and fine tuning the game.

I would say that I followed Lean Startup mostly in respect to creating an MVP and final product with the minimum asset requirements, minimum spend, while iterating quickly and often. I honestly was a complete coward in terms of getting early feedback from anyone but friends, as I was genuinely scared that someone would steal my idea while I crept along at snail pace learning how to make it. I also just wanted to make something that was uniquely me, with little outside feedback. Funnily enough, towards the end of the project, I found it really helpful and great fun to work with testers and get their feedback. My apologies to them for not being able to add more planets! Perhaps in a future update!

Having now completed one Unity game using Playmaker on my own, I have the following advice for developers in a similar situation:

1. Aim for small, simple games you can do yourself, and play to your existing strengths. I thought UO would be so simple I’d get it done in a few months. If I’d cloned Tiny Wings, and not gone for a rather difficult 3d planetoid/moon setup, then perhaps that would have worked. However you should think about things that will take up a lot of your time, namely characters, animation, even simple 3d modelling will take you some time if you don’t come from an art background. My first job was a 3d modeller, but it still took me time to get back up to speed on Blender.

2. Use a simple art style with reuseable assets and gameplay loops (see this Lost Garden post on loops vs arcs). A story based game with loads of content and 20 unique levels will take a long time just to create the assets, whereas something like Super Hexagon is the perfect example of a game with little art assets.

3. Use creative commons assets, especially for sound and music. Freesound.org is the best! Make sure you don’t just note that there is a CC logo attached – read it and make it sure allows commercial use. I leave the file names intact so that I can go back and make sure everyone is credited properly.

4. Try to find an advisor of some sort. This can be anything from the guys on the unity and playmaker forums, to the unity chat channel, or the numerous playmaker/unity3d tutorials. I highly suggest looking at WellPlayedGames tutorials for learning Playmaker.

Without a helping hand or two, I would have spent a lot more time banging my head against the wall.

5. You will probably need at least one or two bits of code (shock horror!). I had Saxon, from Binary Space on my side to help with the highscore system. As Playmaker progresses, chances are we will need less and less code, but for now I think a good number of games will need at least a little. One recent addition has been an Array Maker that Jean Fabre has written, which I could have potentially used for the high score system.

So yes, coders might still be required for some games, but proving that you can make/release a whole game on your own will prove to yourself, potential partners, funders, kickstarters, etc that you have a work ethic and can get things done.

As a further note, strangely enough I’ve found that using Playmaker has actually solidified my understanding of things like object oriented design and other programming/design concepts. So I think it can be helpful in learning these concepts as well!

If you’re a creative or just really want to bang out a prototype with great speed, I highly recommend you try out this combo of Unity/Playmaker.

You can download a free version of Unity here: www.unity3d.com

Playmaker is available from Hutong Games on Unity’s asset store, and I’m pretty sure its still on sale: http://hutonggames.com/

Here’s the end result of a years worth of work (part time) on Unknown Orbit, by one guy with no programming experience, some 3D skills, and some game design background. Made using the iOS version of Unity3d and Playmaker: http://youtu.be/W1CRM5EMMYo

Unknown Orbit is developed by Jay Weston at Exbleative (www.exbleative.com) and will soon be on the app store for iPhone and iPad, projected release date December 4th! Unknown Orbit lets you float, jump and fly around a surreal, 3D planetary system as a comet. Find out more here: www.exbleative.com/unknown_orbit/

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