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Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: More Interactivity in Intro Sequence

Merry Christmas!

This is my final Freshly Squeezed Progress Report of 2023. In my previous report, I finished animating transitions and started working on making the intro sequence more interactive in The Dungeon Under My House, my second Freshly Squeezed Entertainment project.

I set out to finish the intro work.

Sprint 49: Pre-production and initialization

Planned and complete:

  • Redo intro to be more interactive

As Christmas was nearing, it also meant that I was going to have days off from the day job. While I imagined much of my time would be spent preparing for the holidays, especially with travel to visit family in Chicago, I was hoping I would also be able to squeeze in a bit of game development before the end of 2023.

Unfortunately, for the first time, I tested positive for COVID-19, which threw our plans out the window.

I wasn’t feeling well partway through the week, so I decided to test myself, got a very bright, very positive result, and immediately masked up and isolated from the family. Luckily they have tested negative, and we are privileged to have a spacious enough house that I can isolate from them.

I finished my last day of the year for the day job (I work remotely), but it was a struggle, and I needed a couple of uncharacteristic naps. I have since had fevers, a weird dry cough, spells of feeling tired, a stuffy head feeling, and having runny or stuffy nose at different times. It could be worse, but being sick on your vacation time and especially around the holidays sucks either way.

All that’s to say you should get vaccinated, mask up, and stay safe this holiday season.

As for what I was able to accomplish in game development, I would characterize it as iteratively polishing the intro.

Since the intro is now more interactive instead of just a long sequence of scripts, I needed to make sure that similar flags and triggers get set at the correct moments.

For instance, after the initiation ceremony for the new member, there needs to be a way to ensure the player goes on what I’m calling the Snack Quest. Basically, the new member suggests that they are hungry, and so a quest for snacks from the kitchen is proposed.

The Dungeon Under My House - start of Snack Quest

There are now multiple ways it can be started.

One, the original trigger than prevented the player from leaving until the ceremony is started is replaced with a trigger than prevents the player from leaving until the Snack Quest is introduced, and then starts the scripted sequence that does introduce it.

Two, if instead the player talks to the new member about the club, the same scripted sequence can occur.

And of course, once the sequence occurs, it shouldn’t happen again, so I had to make sure these sequences also include instructions/commands for changing flags and triggers to do so.

A trigger for preventing the player from leaving the bedroom can set the current script to the introduction of the Snack Quest, and the script sequence itself eventually disables that trigger, sets a new trigger for entering the kitchen, and updates the new member’s beliefs about the Explorer’s Club so that if you were to ask that character again, the response would be different.

The Dungeon Under My House - new dialogue after Snack Quest introduced

I am very quickly realizing that between triggers, flags, and script IDs, I had a number of similar-sounding names that were making things confusing on top of the fact that it was hard to visualize how they all interacted with each other.

There’s a lot of moving parts, and the game has hardly any content in it as it is! I definitely need a better way to plan, manage, and understand it than digging through my code and hoping I didn’t miss anything.

Working through this intro sequence is a bit frustrating because I am finding that there are some fundamental things I can’t do with my existing implementation. For instance, when you are in the basement, part of the interactive intro now requires the player to search for the pickles in the basement for the Snack Quest.

In my head, what happens is that the player knocks over the broom, which hits a secret brick, which opens a secret door.

The Dungeon Under My House - Basement room with secret door

In-game, for now, I still need a way to make that happen. The broom is currently just part of the background image of the main basement room. I need the broom to be a separate object, to have it animate, to have the brick in the wall be a separate object to animate, and to have the secret door appear after all of that.

So, nothing technically challenging, but it isn’t something I can just do. I need to actually have the broom be something represented in the code and as data, as well define how it gets interacted with, and how it is represented to the player.

Once I do this kind of work, however, similar things in the game could much more quickly be thrown in.

Another example is in the dungeon. Right now, all dungeon doors can just be opened or closed by the player. While I anticipated locked doors when I created them, there is no locking mechanism implemented yet.

The Dungeon Under My House - door rendering

But now I want not only a locked door but also a locked door that needs something special to open it.

Beyond just capabilities, here’s the actual game play I want to see: when the player enters the dungeon for the first time, it should be exciting to return and tell the rest of the Explorer’s Club about the discovery. But what if the player doesn’t?

Well, there should be a good reason to go back anyway. Or two.

One is to require the use of an item. So if the dungeon is too dark, then a flashlight sounds like a good thing to go back and get.

What if the player already acquired the flashlight by rummaging around earlier? Well, that’s fine. Always be prepared, right?

The Dungeon Under My House - dungeon intro design

The second reason to go back is because in order to open this door, the door bar needs to be moved, and it is too heavy to do alone. Moving it requires a full party. So if the player ran out of the bedroom without party members, then they need to go back.

What if the player got the flashlight AND also formed a party for the Snack Quest and so already has a party? Then full-steam ahead! That’s a good chunk of the Explorer’s Club doing some exploring, and they can always tell everyone else when they get back and might even have more to share when they do.

The dark dungeon and this door barrier ensures that the player knows how to talk to people, how to search and acquire items, and how to form a party. Sounds like a good intro sequence that onboards the player to figuring out how to play the game so far.

BUT, right now, I don’t have a concept of lighting in the dungeon, nor do I have doors with bars on them. Those need to implemented.

So updating this intro sequence is frustrating because I keep finding features and capabilities that I don’t have yet despite having worked on this project for the last year, but it is also helping me to identify what to work on next.

When I set out, I didn’t mean to spend a year in pre-production, but I really need to start making this game into a game that can be played, which means leveraging what has come before to actually create game play. My dungeon will turn from being a test case to being a place to actually explore, and as ideas and characters and situations get more concrete, I will need to revisit or create the code and data and art that I need to make it possible.

But after a year, I think I need to do an assessment of what features and capabilities I still need as well as what the game content will need to be. Too much is still too vague, and I really expected that more would be defined and playable by now when I first started.

But I’ll write more about it later.

For now, I hope you have a safe and merry holiday season!

Thanks for reading!

Want to learn when I release The Dungeon Under My House, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to my existing and future games for free!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Video Progress Report: Putting Some Bounce In Your Step

Here’s the companion video for Monday’s Freshly Squeezed Progress Report: Putting Some Bounce in Your Step:

Enjoy! And let me know what you think by replying below!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Putting Some Bounce In Your Step

Last week, I reported that I added animated transitions when navigating through the rooms of the house in The Dungeon Under My House, my second Freshly Squeezed Entertainment project.

I had some finishing touches on those transitions, then I could work on creating more actual content for the game.

Sprint 48: Pre-production and initialization

Planned and complete:

  • Move between rooms of house by doorways/stairwells

Unplanned and incomplete:

  • Redo intro to be more interactive

As I last reported, at the end of the previous week, transitions between rooms looked like this:

The Dungeon Under My House - navigation and transition

But halfway through last week, I added some character movement:

The Dungeon Under My House - early walking animation

And then with a little more work that same day, the walking animation now looks like this:

The Dungeon Under My House - walking animation

Seriously, that’s adorable, right?

I’m actually impressed with how great it feels even though it is slower. In order to sell the bouncing movement and have it read well, I had to double time pre- and post- transition walking animations, yet it isn’t noticeable that the total transition time has increased from 1 second to 1.5 seconds.

Redoing the intro

So, my rough plan was to finish the transitions animations and then immediately set to work on the dungeon.

But I remembered that I hated the intro sequence I had created.

It was basically one long, unskippable cutscene, and I wanted something better.

So I set out to make my intro much more interactive.

I broke up the long intro into smaller pieces, so there is now only a few pieces of dialogue to introduce the main character, the Explorer’s Club, and setting the tone “We have an Explorer’s Club, but we live in a boring town, so we’re not really explorers, but we’re inducting a new member today!” , and then you can do whatever you want.

Well, within limits. To keep the player focused, the entire game at this point is purposefully isolated to the bedroom where the Explorer’s Club is having its meeting. While I could allow the player free movement, at this point, the Explorer’s Club meeting is going to be a bit of a tutorial to onboard new players into how to interact with the characters of the world.

So while I had a way to start scripts based on the player entering a room, I needed new code to prevent a player from leaving a room in the first place.

Instead of catching the end of the initiation ceremony, you can now start it.

To do so, I want the player to talk to the person who is joining, ask about the club, and have them say, “I am ready!” And then give the player the option to say “Hold on…” or “Let’s start the ceremony”.

And instead of pre-scripting the entire ceremony, I think it would be neat to have the player ask X questions of the initiate, and then end the ceremony after the last question is asked by doing a short pre-scripted sequence.

BUT despite many months of work I have done before, and the work I’ve done on asking questions and producing generated dialogue in particular, I didn’t have any code to support generating an arbitrary, pre-scripted response to a question you might ask. So I needed new code for that, too.

Well, I was delightfully surprised at how quickly I was able to add that code and see it working in-game.

Here’s the script that starts when the player tries to leave the room before they have initiated the new member ceremony:

The Dungeon Under My House - trigger script when trying to leave room during intro

And here’s part of the ceremony, in which the player asks the initiate some questions:

The Dungeon Under My House - new interactive intro

This dynamic quiz is hardcoded, but it makes use of various flags, commands, and code to track how many questions there are left. The player can ask in any order, and while it doesn’t matter yet, there could be other situations in which what was chosen and in what order might make an impactful difference on the player’s experience.

What’s left for the intro

Once the ceremony is over, which involves Pat reciting the Explorer’s Club oath, the mood should be anticlimactic. The Explorer’s Club isn’t actively doing any exploring or going on quests, after all.

Then I want the club members to propose a quest to get snacks, which involves the player going to the kitchen to meet their parents, who will still tell them to get pickles in the basement.

To make that part interactive as well, I will need to add some code that allows the player to click on items in the background, such as the shelving in the basement.

And only then will the secret basement door to the secret basement room will be revealed.

Revisiting the intro sequence to make it more engaging for the player has led me to add code to make things happen that I couldn’t do before, and at the start of the week I was worried that it was going to be a lot of work and that I was very far away from anything playable even after a year of working on this project.

But while it is true that there is quite a bit left to do, I am finding the work of adding the capabilities into the project aren’t as big of a lift as I was worried it was going to be.

Thanks for reading!

Want to learn when I release The Dungeon Under My House, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to my existing and future games for free!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Video Progress Report: Transitions and Dungeonbuilding

Here’s the companion video for Monday’s Freshly Squeezed Progress Report: Transitions and Dungeonbuilding:

Enjoy! And let me know what you think by replying below!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Transitions and Dungeonbuilding

In last week’s report, I finished (for now) the background art updates for the house in The Dungeon Under My House, my second Freshly Squeezed Entertainment project.

I set out to add some simple yet effective screen transitions before tackling the dungeon.

Sprint 47: Pre-production and initialization

Planned and incomplete:

  • Move between rooms of house by doorways/stairwells

Most of my week was spent writing, between sending out my latest issue of the GBGames Curiosities Newsletter (sign up here: https://www.gbgames.com/get-the-gbgames-curiosities-newsletter/) and creating my 2023 Black Friday Creator Day post-mortem.

So I didn’t get as much time to work on game development, yet in my limited time I think I managed to make something impactful.

Up until now, navigation through the rooms of the house required exiting the room-specific view to see the whole-house view, then clicking on the room you want to go to.

I’ve been wanting to allow the player to click on doors and stairwells to navigate between the rooms of the house, eventually allowing the player to click on other things in any given room to investigate or find items or interact and oh geez I’m making a point-and-click adventure accidentally, aren’t I?

Actually, I’ve been aware that some of my house view screens have been leaning in that direction for some time, and I am just going to have to live with it.

Point-and-click adventures aren’t exactly my favorite type of game. Don’t get me wrong. I have fond memories of playing Maniac Mansion over and over, and I’ve played Sierra’s King’s Quest series at a friend’s house when I was younger, and I remember playing a few others with a different friend, such as the creepy Golden Gate.

So I like point-and-click games when I play them, but I find myself gravitating to strategy and simulation games if I have a choice.

But in practical terms, it means that once I realized that I had point-and-click aspects of my game, I didn’t know what the state of the art was.

But hopefully as the focus of this game will be the dungeon much more than the house, the point-and-click aspects will be relatively minimal, and I can do just enough to support what I need to do, such as allowing the player to scrounge for supplies in the various rooms.

Anyway, transition animations were a nice-to-have that just makes the game look and feel so much better, and between clicking to navigate and these transitions, it took only a few hours to implement.

The Dungeon Under My House - navigation and transition

It’s a little rough, but it’s nicer than instantly teleporting.

The only thing left was to add pre- and post- transition animations of the party members walking towards or away from the doors and stairs. I don’t want to create a walking animation, but as the house was inspired partly from a dollhouse vibe, I want the characters to “walk” in a manner that looks like someone is playing with dolls. Sorta like Monty Python stop motion characters.

In the meantime, I wanted to give some attention to the dungeon itself, and so I sketched a few thumbnails for ideas of different areas of the dungeon that the player might see.

Dungeon Worldbuilding thumbnails

Some of the areas are inspired by real-life sewers, fantastic anthropomorphic burrowing animal apartments, mysterious dirt tunnels, abandoned utility pipelines, and spy thriller ventilation systems.

These sketches helped me see areas that I had already made plans for with actual details, but it’s not an exhaustive set. I spent less than an hour on them, and I look forward to dedicating more time to filling in this world of the dungeon.

But it will definitely be much cooler in-game than merely sketched in these tiny windows.

Thanks for reading!

Want to learn when I release The Dungeon Under My House, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to my existing and future games for free!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Video Progress Report: House Background Art “Finished”

Here’s the companion video for Monday’s Freshly Squeezed Progress Report: House Background Art “Finished”:

Enjoy! And let me know what you think by replying below!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: House Background Art “Finished”

Last week, I reported that I was focused on other priorities and didn’t get too much done in The Dungeon Under My House, my second Freshly Squeezed Entertainment project.

I set out to finish the background art this week.

Sprint 46: Pre-production and initialization

Planned and complete:

  • Create location art

I didn’t spend as much time on game development as I wanted this week either, but it was definitely more substantial work.

I think the bathroom has become my favorite room, partly because I was getting the hang of using Gimp’s Perspective Tool to ensure the perspective of the art was more or less correct.

The Dungeon Under My House - updated bathroom background art

All that remained was the basement. I created a secret entryway from the main room, which leads to a secret second room with a ladder.

The Dungeon Under My House - Basement room with secret door

The Dungeon Under My House - Secret basement room with ladder to dungeon

Now, you might have noticed that one image shows in-game footage and the other does not.

That’s because the doorway isn’t always present, and I still need to make the intro script and programming changes to allow the player to go from not knowing about the secret entrance to discovering the secret entrance.

Part of my work is turning that background image of a doorway into a separate set of sprites that I can overlay onto the actual background art.

Anyway, these rooms were the last things to do for this pass of the art work. I anticipate that I might want to change things or revisit, and there is always more I could do to improve the art, but let’s say that it is finished enough for now.

Meanwhile, we’re at the beginning of the December now, which is usually one of my least productive months, partly because I like to use some of my time to prepare for the coming year.

But I also want to take stock of the project and figure out more precisely what the remaining scope is. Despite putting in about a year of development, I feel very, very far away from a concrete version of my vision for this game, which included multiple characters with their own agendas and desires, a sprawling underground dungeon, a player-editable map, items and inventories, and a time system among others.

It’s a lot, and while I already anticipated slimming the scope down, I am worried that I need to do even more scope cutting, and I’d like to make sure I keep the essence of the planned game as well as get a better idea of how much work is left to do.

Thanks for reading!

Want to learn when I release The Dungeon Under My House, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to my existing and future games for free!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Video Progress Report: Not Much Progress This Week

Here’s the companion video for Monday’s Freshly Squeezed Progress Report: Not Much Progress This Week:

Enjoy! And let me know what you think by replying below!

Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Not Much Progress This Week

In last week’s report, I continued updating the background art of the house in The Dungeon Under My House, my second Freshly Squeezed Entertainment project.

My plan was to finish the background art this week.

Sprint 45: Pre-production and initialization

Planned and incomplete:

  • Create location art

I basically had the bathroom and the second, secret basement room to finish.

But I didn’t spend much time on game development this week in favor of promoting my Black Friday sale at itch.io for both of my previous games, Toytles: Leaf Raking and Toy Factory Fixer.

Today is the last day of the sale, so please check them out!

Anyway, I’d like to think that if I had more hours to dedicate to my business that I could handle both promotion and game development, but sometimes I need to make choices. The Black Friday sale was urgent and important, so I focused on it, and I put in a token amount of game development work, but there really isn’t much to show for it.

So come back next week, when I expect to have more to show.

Thanks for reading!

Want to learn when I release The Dungeon Under My House, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and download the full color Player’s Guides to my existing and future games for free!

Categories
Game Development Games Marketing/Business

Why itch’s Creator Day is so Important

itch.io is a very indie-friendly platform, featuring a “collection of some of the most unique, interesting, and independent creations you’ll find on the web.”

Today is itch.io’s 2023 Black Friday Creator Day, which kicks off their Black Friday sale this weekend.

itch.io Creator Day

It’s not the first Creator Day they had this year, but each time they hold one, it’s a helpful boost to the indie game developers who sell their games on the site since itch.io will take no cut of all sales for 24 hours.

That extra cash translates into more support towards the indie game developers. Unlike major game publishers and developers, indie game developers are usually not flush with cash, and taking home just a bit more on each sale is significant for the indie.

It could mean as much as allowing that indie game developer to have a better chance at a sustainable business, and also as much as perhaps just paying for some of their groceries this week.

Personally, as an indie game developer myself, I am definitely not flush with cash nor am I making a sustainable living with my game development efforts, but itch.io’s Creator Day sales do give me an opportunity to talk about the games I sell on there, and so far most of my very few sales this year have come from Creator Day sales on their platform.

Here’s my shameless plug for my own games:

Here’s Toytles: Leaf Raking, which is on reverse sale:

And you can name your own price for Toy Factory Fixer:

And I would strongly encourage you to check out other games, too.

So if you are planning on getting any games, either for yourself or your loved ones, get them today at itch.io. You can find some very unique games and make a major difference in the lives of those who make them.