Categories
Game Design Game Development Games Linux Game Development

September #1GAM: A Puzzle Game

For September’s One Game a Month project, I wanted to try to use the optional theme: hexagons.

I toyed with the idea of making a turn-based strategy game involving a hex map, but more and more I liked the idea of a hexagon-based puzzle game.

Long ago, I thought of a game involving hexagons that you can trap as they fell down shafts. The idea was that you controlled whether they continued down or got stuck at some point, but I never fleshed it out.

So I’ve been writing down ideas. Should the puzzle area be a grid that just happens to have hexagons? Do I make a hexagonal play area?

More importantly, what is the player doing in the play area? Do I make a match-3? I kind of liked the trapping mechanic, but I couldn’t think of a good way to make it fun.

Then I looked at the calendar and realized that over a week has gone by. So I thought I better steal some game play rather than try to create my own.

I recalled playing a QBasic game by Oren Bartal called Ultimate Super Stack. The point of the game was to trap stars between two objects, and I remember finding it very compelling. Maybe I can make a hexagon-based version of it.

I realized that there was a lot to the game, and I thought back to simpler puzzle games, such as Yoshi for the NES.

So I decided to try to mimic that game instead.

September #1GAM

So far, I have four platforms in an empty play area, with a switcher at the bottom.

Eventually, I will add dropping objects, most likely shapes such as circles, triangles, and squares. If two objects match on top of each other, they’ll disappear. If a hexagon’s bottom piece appears, then it’s top piece can close it, along with any objects trapped inside of it.

The player will be able to move the switcher to one of three positions to swap the platforms and any objects sitting on top of them.

It’s a simple game, but I don’t anticipate having a lot of time to create it this month, what with me going to ISVCon 2013. We’ll see how it turns out.

Categories
Game Development Games

Aim for Purposeful Artistry, or “Just Be Games”?

Jay Barnson recently wrote Art. Or Not. He drew some parallels between science fiction and indie games. He talked about how older pulp fiction was how many great authors got their start, and some of their short stories became culturally relevant, and some of the authors became bigger names.

If I understand his argument correctly, he believes that they created art without specifically trying to do so, that the designation of artistry came later, after the authors tried to create good reads for the buying public.

The point is… many of the “classics” – the “masterpieces” that are held in such high regard today were simply yarns spun to pay the rent by these authors. Between a combination of good writing, good editing, a story that resonated with the audience, and possibly a healthy dose of good luck, these stories and serialized novels went on to become standards of excellence in their respective genres. The authors certainly did their best to make a great story, but I doubt they set forth with a prevailing desire to create “Art.”

Now, he separates “art” from capital-A “Art” without explaining too much about what he means, but I think it is safe to say that there’s a judgment call being made here on what he thinks counts as legitimate art versus art made out as more important than it really is.

In any case, while Barnson says he isn’t opposed to games having deeper meaning, he is concerned that indies are aiming to make games that are less like games and more like other, more traditionally accepted art as an attempt to make games relevant to critics, such as the late Roger Ebert, who is infamous for declaring that games can never be an art form unless they become more like movies.

Creating great art is difficult, no matter what the medium, but I don’t believe there are any problems with people trying to create art out of game mechanics.

I think one of the things that is difficult as an indie game developer trying to make culturally important works is that there is a perception that games are supposed to be fun, time-wasting playthings for children. To purposely make games that aren’t meant to be fun is hard for a lot of people to get their heads around. Games that aren’t fun sound like bad games to many players.

If you expect to play a game like Brenda Romero’s Train and think you’ll have the type of entertaining experience as when playing Ticket to Ride, you are going to be incredibly disappointed.

But the idea that video games can be more than merely fun is not a new one. Chris Crawford once gave a GDC talk about how, at a higher abstraction, entertainment is what games should aspire to. Fun is just one way to entertain.

As for aiming for art as opposed to letting “games be games”, why does it matter what purpose someone has for creating a game? Why does it matter who they try to please? If you’re an indie, who do you have to answer to but yourself?

F. Scott Fitzgerald was once quoted as saying “An author ought to write for the youth of his own generation, the critics of the next, and the schoolmasters of ever afterward.” He wasn’t writing to make money and leaving the question of his artistry to others.

So what about the idea that you don’t purposely try to create art, that it merely become so later? I don’t think it is necessarily the best way to go if you want to use the medium of games to create art. And some people specifically want to use the medium of games to create art. Or Art.

I’m with Jay on the idea that games are their own medium, that you don’t have to try to make them seem like other types of art. Games have their own strengths, and ignoring them would be much like how early filmmakers tried to record live theatre productions and not realizing how much more they could aspire to.

If you’re trying to make a commercially successful game, go ahead and try to please people, specifically your customers. But in most other endeavors, trying to please other people is a sure-fire way to kill what you’re trying to do with compromises.

If the creator of a game designs it to be art, it’s hard for me to argue that they are not trying to please their true audience.

Categories
Game Design Game Development Linux Game Development

August #1GAM Entry: Eye Contact

This month’s One Game a Month entry is probably the one I put the least effort toward. I worked around 7 hours on it.

Download Eye Contact for Linux 64-bit (362 kb tar.gz file)

August was a hectic month for me. My wife and I closed on a new house, which meant that most of my “spare” time was spent preparing the house and getting ready to move.

The theme for August was “Philosophy”, and I had originally envisioned a game about making eye contact with strangers.

I wanted to have a very dark room, so you could only see yourself and your immediate surroundings. You can tell where the other people are because their eyes would be the only visible feature, similar to what cartoons did to show people walking around in dark rooms.

I wanted the eyes to be incredibly expressive. They should communicate attraction, danger, and sadness.

I thought that the goal of the game would be for the player to navigate a room, avoiding eye contact with dangerous and creepy strangers while trying to make eye contact with a potential romantic partner.

As you got closer to other people, you would see features besides their eyes: skin color, nose shapes, weight, etc.

And these other features wouldn’t matter at all.

That is, you might find that the potential romantic partner is not someone you might normally be attracted to in real life.

But with even less time to work on the game than normal, I had to scrap most of this design. I kept they eye contact idea, though, and I am pleased with what I came up with.

August #1GAM

I started with an eye that the player controlled, but eventually I realized that for the game I was creating, there was no reason for the player to be an eyeball. It was too confusing when you couldn’t easily tell your character apart.

August #1GAM

I made the eyeball a “guardian”, rotating around while the player tried to pick up squares in the area. When the guardian spotted the player, it would freeze for a second, then shoot towards the location. If the player touched a guardian, it was game over.

To add challenge, when a guardian shoots off toward the player, it would also leave behind a clone, so now there were two guardians looking for the player.

As you can see above, the game got exponentially difficult.

So I made one more change:

August #1GAM

August #1GAM

When smaller guardians touched, they combined into a larger guardian which constantly chased the player. This change solved the issue of too many multiplying guardians while also providing a different challenge to the player.

August #1GAM

Finally, I made the pick up item look significantly different. A white box in a sea of eyeballs didn’t stand out enough, so I made it the same color as the player and also pulsated it. The animation made it stand out nicely.

I would have liked to have added a third type of challenging guardian, or added some way for the player to remove guardians. I would have also added sound effects and particle effects, but I ran out of time.

Despite not having a lot of time to dedicate to it, I really like Eye Contact. It’s one of my favorite #1GAM entries. There is something disconcerting about all of these eyes looking for you.

Categories
Games Marketing/Business

On Free Games, the “Gamer” Label, and the Health of the Game Industry

My friend Gregg Seelhoff wrote a rant recently called You Lost Me at Buy.

He describes a dinner in which another person immediately rejected a game outright because it isn’t free to play.

We live in a world where there are a glut of freely available games, and a lot of them are high quality. It is perfectly within someone’s right as a customer to not be a customer, and businesses are not entitled to customers.

Still, it can be quite a shock to have someone immediately dismiss your game on the basis of the fact that they had to pay for it.

Now, I don’t completely agree with his first point, that games should not be free.

While most games make almost nothing in this new business model, it is kicking butt for some, and it is changing customer expectations in a disruptive way.

It’s painful for developers who expect to be able to sell games for a living, but if other developers are not only willing and able to release their games for free but also make a good living from it, that’s just a different business model.

It would be like saying that games should not be available through download because people should buy their games at retail through real stores. There’s an entire business model based upon selling at retail, with all of the partnerships and deals and overhead it required, and the Internet heavily disrupted that one well enough. I don’t think we’re going back to that world.

Still, years ago, casual portals and online retailers were lowering prices for games in a race to the bottom. It was a worrisome trend, and some of those portals are gone today, but what happened to customer expectations?

Is it healthy for the game industry for players to by and large expect their entertainment for free or nearly free? Maybe it is even healthier, as counterintuitive as it sounds.

Last year’s Penny Arcade Report by Ben Kuchera How Valve “devalued” video games, and why that’s great news for developers and players mentions how Valve and indie developers found their revenues increase dramatically when the per-unit price of their games was lower.

Ok, so developers can make more money, but does it impact the value players put on individual games?

Again, we live in a world where there are a glut of freely available games, and a lot of them are high quality. Sales and low prices aren’t necessarily devaluing games. It might just be the fact that players have a large backlog that they factor into their buying decisions.

Mike Ambrogi of Final Form Games says:

“[We] don’t believe sales are driving prices down; extant downward price pressure caused by a market surplus results in these sales becoming an optimal strategy.”

Selling games at a higher price point shouldn’t be dismissed as a stale view, though.

I think the bigger question is if there is room for games that can charge more. What are the real expectations for a game that costs $0.99 versus a game that costs $25.99? Are those latter games relegated to niche genres with fewer customers, or games which are more hobby than time-waster?

Is there still a unsustainable race to the bottom, or is the market being shook up, forcing out those who can’t make high quality entertainment with a low price point?

Since so many people can make games today, so many people are, and there are definitely a lot of mediocre games being made and published in the same space as the high quality ones. You can’t easily discern and find them, which is why app store top 10 lists are so huge for publicity, even if they aren’t a guarantee of success.

I’d like to think that people would be more willing to pay more for an epic-sized game rather than sit through ads or depend on big-spending whales to support their entertainment. The latter smacks too much of publishing a bunch of games in the hopes one becomes a hit and pays for the rest.

Finally, Seelhoff’s point that every interesting person plays games is spot on.

Just because a game does not involve a console and game controller, and shooting people on screen, does not make it any less of a game. Lots of people play Call of Duty, but ridiculous numbers of people also play Candy Crush. I do not like to segment people into hard-core/mid-core/casual/social/live/whatever gamers; they are all gamers. Please enjoy Pretty Good MahJongg and Demolish! Pairs, but do not tell me that you are not playing a game while doing so.

I can’t believe people still think “Oh, I don’t play games” just because they are not light zapper-holding 13-year-old boys who are into ninja turtles and M.C. Hammer. What year is this, seriously?

If you’re playing a solitaire game on your computer, you’re playing a game. The same goes for boardgames such as Monopoly and Scrabble. Words with Friends on your mobile device counts, too.

So by all means, play games. Why do people keep insisting to act as if there is shame in playing games?

Categories
Games Geek / Technical

A Reminder that Gaming Is as Old as Civilization

One issue that comes up periodically is that some game designers who grew up in the last couple of decades tend to look at game design through the lens of past video games.

When they think about game mechanics or themes, they might take cues from past video games that they loved.

But every so often, we’re reminded that games have been around for as long as people have been, and we have a much richer history if we dig past a form of media that has only been around for mere years.

Oldest Gaming Tokens Found in Turkey from Discovery News reports that 5,000-year-old game tokens were found in Bronze-Age burial mounds.

How neat is that?!

The tokens were accompanied by badly preserved wooden pieces or sticks. Sa?lamtimur hopes they’ll provide some hints on the rules and logic behind the game.

“According to distribution, shape and numbers of the stone pieces, it appears that the game is based on the number 4,” he said.

With something that old, and no one living to explain how to play, I imagine it would be quite the mystery to solve.

But imagine creating a game back then? Carving your own pieces with no one to tell you that you’re reinventing the wheel and should focus on the game instead… B-)

Categories
Game Design Game Development Linux Game Development

July #1GAM Entry: Shipwrecked

I’ve been working on Shipwrecked since June. Even then I realized that it was very ambitious, but rather that continue to work on it throughout the rest of the year, I’m going to call what I have done and move on.

Download Shipwrecked for Linux 64-bit (562 kb tar.gz file)

It’s amazing what a deadline can do to productivity, though. In the last few days of the month, I managed to add the ability to create objects, sleep, and go fishing.

I created a number of new objects, including sharp rocks, fishing poles, and opened coconuts.

July #1GAM

The crafting screen tells you what you can make and what you need in order to make it.

July #1GAM

Fishing doesn’t work quite as well as I’d like.

July #1GAM

It’s too easy! Fish seem to sail onto shore for you, and I would rather it be more difficult, requiring patience and time.

If I had more time to develop this game, I know of a number of things I wanted to add:

  • Daily stamina, which reduces as you take actions, such as walking with heavy items or swimming, and requires rest to recover. Right now, sleeping simply fast-forwards time.
  • Food spoilage.
  • Encumbrance. I added weights to the objects, but the player can still carry an unlimited amount. I would like it if swimming was more difficult with too many items, for instance, so drowning is more likely.
  • Disease.
  • Weather, such as extreme heat, rain, and bad storms.
  • Other entities, such as sharks to pose as water hazards and crabs to be dangerous food sources.
  • Injuries.
  • Thirst.
  • Caves to explore.
  • Debris, such as crates floating to shore from presumably sunk ships. Suddenly life on the island is more interesting when combing the beach results in finding bottles of wine or magazines.
  • Morale and sanity. I had a vision of the player going insane the longer he/she survives. Insanity would manifest as coconuts being the heads of people walking around the island, for instance, or objects such as rocks suddenly being seen as edible.

I took cues from Harvest Moon and NetHack primarily, plus I always liked the book Robinson Crusoe.

I learned that surviving on a desert island is a very common theme in games. For example, Stranded by Unreal Software was released in 2003.

Most recently there is Wayward, and when I learned of it, I almost lost motivation to continue work. Here was a game that was a very in-depth, turn-based version of what I wanted to make, although I had no intentions of adding bears and giant spiders.

I also felt bad because I realized that I needed to provide a way to create objects, and adding a crafting element to the game made me feel like I was copying the big trend since Minecraft became famous. It seems as if every aspiring indie game developer is making a procedurally-generated world in which you have to use nearby resources to survive.

As for this game, despite working on it for almost 50 hours across two months, I’m afraid it doesn’t have a lot of depth. The island has its objects randomly generated within it, but it’s not a very interesting algorithm. I would have liked to have created an expansive island to explore, with jungles and cliffs, but for now, the island is populated with random trees, boulders, shells, branches (where are the trees that made those?), and empty nets.

Of course, it’s only 50 hours. I’m sure if I worked on it full time in a given month, I could have accomplished much more, and if I dedicate multiple months to working on it, I could have something richer.

So on that note, I got quite a bit accomplished for this project. B-)

What I learned, however, is that even if I have plans for a lot of inter-dependent systems in a game, I should implement one to completion before moving on to another. It took way too long after I coded in a system for hunger and starvation for the player to have a way to avoid such a death, for instance. If I added hunger, I should have added food right away. In a similar way, I created a lean-to because I had plans for a need for shelter, but I never did put in any reason for a shelter to exist. A number of items become merely ornamental as a result.

All that said, I really enjoyed making this project. I hope I come back to it in the future and flesh it out more fully.

Categories
Game Design Game Development Geek / Technical Linux Game Development Personal Development

July #1GAM: A Hundred Thousand Bottles Washed Up On the Shore

First, a reminder about my Stop That Hero! Birthday Sale that’s running all this week.

Get 40% off of my strategy game that puts you in the role of the villain by using coupon code BIRTHDAY2013 at http://www.StopThatHero.com to help me celebrate my birthday tomorrow!

Next, you can finally eat something in Shipwrecked, my July One Game a Month project.

While the game has let you starve to death slowly for some time, there’s been no way to avoid it until now.

I had a vision for an entire inventory system to manage, but in the interests of finishing this project, I’ve decided that pressing Tab is enough to cycle through any items you are carrying.

If you have an edible object in your inventory, and it is the currently equipped item, you can now use the Eat action.

July #1GAM

I also added a few more items to the game, such as bottles:

July #1GAM

My plan is allow you to fill bottles with liquids, but you shouldn’t fill it with sea water, which will actually dehydrate you. Which means I’ll need to make some fresh water somehow.

Which brings me to the problem I’ve been having with the creation of this game.

I have less than a week to get this project done by the end of the month, but there is still nothing really interesting to do yet in the game. I think if I learned anything from this project so far, it’s that you shouldn’t try to address an entire game’s features at once.

For example, when I added hunger to the game, I should have followed through with creating food, and then creating the ability to eat that food. Instead, I had various aspects of the game in various states of completion.

I have a lot of ideas and plans for this project, and I might be falling in love with it, which makes it hard to let go.

I’ll have to finish a minimal version of Shipwrecked for now so that I can come back to it another day.

No, no, Shipwrecked. Don’t speak. This thing is bigger than either of us.

Categories
Game Development Marketing/Business

My Sexy and Provocative Stop That Hero! Ad

What do you think of my new racy ad?

Stop That Hero! ad

Remember, Stop That Hero! is on sexy sale all this week because of my sexy birthday on sexy Friday. Use sexy coupon code BIRTHDAY2013 to get the game for Windows, Mac, and Linux for only a sexy $5.

Sexy.

Categories
Game Development Marketing/Business

The Stop That Hero! Birthday Sale

My birthday is on Friday.

To celebrate, I think it would be great to spread the news about my strategy game that puts you in the role of the evil villain, Stop That Hero!.

Stop That Hero!  Bringing Evil Back

And so I’m having a sale all this week.

It’s still in alpha release, but if you’re interested in it, you can get early access to the game as well as support its development by purchasing it today.

Until Saturday, July 27th, the day after my birthday, you can get “Stop That Hero!” for only $5 using coupon code BIRTHDAY2013.

That’s 40% off the current price.

Currently, the game lets you summon minions such as slimes, warlocks, and dragons to fight the heroes who are trying to conquer your castle. The controls are simple since artificial intelligence manages who does what and where. You summon minions and manage your resources to do so by choosing when and whom to summon at structures you control, such as your castle, towers, and dragon nests.

Timing is important, and it can get frantic, especially when the heroes send powerful wizards and knights your way.

The next update will feature animations and more scenarios, and any current customers will get informed when it is released.

You can follow news about “Stop That Hero!” at the Stop That Hero! Facebook page and Stop That Hero! Google Plus page.

Thank you for helping me celebrate my birthday. I hope in return that I can entertain you with my work in progress so far, as well as with future updates.

Categories
Game Design Game Development Linux Game Development

July #1GAM: Keepin’ Up With the Joneses

In my last update, the player can pick up items.

Shortly after, I made it so you can also drop items arbitrarily, which means now players can properly propose with this game:

July #1GAM

Next on my task list was to create an inventory management system. I wanted the player to be able to equip arbitrary items and not just the one that was picked up first.

But of course, first I needed to create items to collect.

July #1GAM

That screenshot above shows a tree branch (clearly not from the coconut trees), a seashell, an empty net, a fish, a rock, and a coconut. Nearby are the coconut tree and boulder.

I want the player to be able to combine items together in useful ways. I don’t want a full-blown crafting system, but some way to fabricate useful tools out of other useful tools. An example of what I want is a lean-to made out of branches:

July #1GAM

Darn desert island IKEA furniture. There’s always one piece left over…

Another new part of the game is that you can shake coconut trees. If they have any coconuts, they fall out.

Well, they don’t animate yet, so a coconut appears wherever the player is.

What else can fall out of a coconut tree? Tarantulas, to add some risk?

Any bags or netting can also be shook to release items, although not yet.

What’s next? Eating would be nice. I can’t believe it is the middle of the month and there’s no nutritional content to this game yet.

And then the inventory system.