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

LD33: Breakfast, a Nap, and Some Ideas #LDJam

After getting up way earlier than I expected and doing some work, I took a break for breakfast.

Breakfast

Scrambled eggs with freshly ground black pepper, buttered wheat toast, and of course a glass of orange juice.

I then felt that I needed a nap, and so did my cats. Here’s my angel food cat leaving his white fur all over my black Ludum Dare shirt.

Napping with cat

At various points, one cat would jump on me after the other jumped off, and I thought, “Ok, it’s time to shower and get the rest of the day started.”

Here are some ambitious ideas I doubt I will have time to implement:

Your followers can sacrifice something to you. It gains you energy, but sometimes they bring embarrassing things to sacrifice, like a mushroom or an old shoe. You can accept the sacrifice, but what will people think? I’d like some flavor text to make this kind of event more humorous.

Where are your enemies? Maybe your followers have to avoid getting caught by high priests and acolytes. If they find out what’s happening, they’ll triple bind your bonds, and you’ll never get out of that tree. But if you manage to convert an acolyte? Horrible things can happen, but not to you.

But even without these ideas, I have enough to start coding up something I can interact with. Let’s see how quickly I can build a world to move around in.

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

LD33: UI Mock-up #LDJam

Imprisoned Mock Up

It occurred to me that I would need a HUD and some stats to show the player. Here’s a mock-up of the UI.

So, it will look very similar to an RTS. I hope it will be intuitive.

I figured that a big component of this game will be the loyalties of the villagers. They have gods they pray to, but you want them to worship you instead. So, you nudge, and you cast doubt, and you otherwise encourage them to make the choice you want them to make.

The more followers you have, the more influence you have, which makes it easier to get followers and influence them to do more.

I might find that the focus switches from removing those magic stones around the tree to increasing the number of followers you have.

I decided on going with a tree instead of a boulder as your prison because it will be easier to see how strong or weak it is. A discolored and wilting tree makes it clear that it is losing its hold on you.

1 hr, 15 minutes before Ludum Dare is a quarter of the way through. I should start coding something up now.

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

LD33: Paper Prototype So Far #LDJam

Imprisoned Evil prototype

The top left is the village, complete with villagers. The top right has the four magic stones surrounding the boulder that imprisons you, represented by the barrel.

The stars are your Energy, which is how you exert influence on villagers.

The bottom left is the forest, and the bottom right is the river.

Right now, Energy resource management seems to be key. You only have so much to start with, but as you influence villagers, they start to worship you and give you more Energy, which means you can influence them more with greater effects.

For instance, you might be able to Cause Fear at first, which is enough to get someone to believe you exist, but too much fear can backfire in that no one will want to go anywhere near you, which limits your abilities.

Later, when you have a lot of Energy, you might be able to Compel a villager to go somewhere specific.

So, this game seems to require a lot of AI and content, which is what I was worried about. Villagers have to go about their own business, which means they need things to do besides walking around.

On the other hand, if I abstract away a lot of the behaviors, maybe it can simplify things, but I worry I will lose what makes this game exciting for me.

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

LD33: Good Morning, Ludum Dare! #LDJam

I’m either getting a head start on my morning, or I’m going to crash. I got up one hour and 45 minutes before my alarm for some reason.

I feel well-rested. Let’s see what happens.

My current task is to figure out the actual basic game play. I like the idea of keeping the interface simple and letting the player do nothing more than click on villagers and then click on an influence, but the dynamics that arise from causing fear or greed need to be solid and understandable.

Otherwise, I’m going to have the player directly control a monster.

So, now I’m going to spend a little time brainstorming with myself figuring out what the villagers can actually do and then figure out how to cause them to do it.

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

LD33: An Imprisoned (and Ambitious!) Evil #LDJam

Concept: An imprisoned evil

I was choosing between being a vampire drinking the blood of your neighbors while avoiding the vampire hunter’s investigation each day, and being imprisoned in a rock surrounded by magical rocks that you try to get rid of by influencing the nearby villagers.

I think the first is something I can see doing much more easily. I can see the game play, and I can make it as detailed or as abstract as I want. The second one is really complex and still kind of vague. I know what the player can do, but what results are possible, and in 48 hours?

I told my wife about my choices, and she gave me a look like she was worried. I asked why, and she did an impression of me:

“At the start of Ludum Dare, you’re like, ‘I’m going to take on this huge design!’ Then, partway through, you’re like, “I’m worried I won’t be able to get this done.’ Then by the end, you’re like, ‘Doh, I didn’t get as much done as I would have liked.'”

Nailed it.

And I decided to go with the second one anyway.

My initial thoughts are that you are surrounded by four magical stones, each one represented by an element such as earth or water.

You can’t directly get rid of the stones, but you can influence the nearby villagers who have shown up in your area. You can click on an individual, then select an influence type. Examples of influence types are:

– Suspicion
– Fear
– Trust
– Greed

The vague part: I don’t know what happens then.

I can see Suspicion causing infighting among the villagers. Ok, they’re fighting. Now what?

I can see Greed causing villagers to use up resources more than their neighbors, or kill the proverbial goose that laid the golden egg, perhaps in the form of digging up cropland to search for gold.

My wife suggested that perhaps instead of using this indirect influence, the game play can center around being a monster trying to free something from imprisonment by dealing directly with the four elements. It would be simpler.

And I’m going to sleep on it. 1 day, 21 hours left. Good night!

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

LD33: Some Monster Concept Art and Milestone Deadlines #LDJam

Here are some quick doodles of monsters. I like the idea of the monster being a cute ball of fur.

Monster concepts

I’ve been thinking about what direction to take this game, and at this time I’m coming up with as many concepts as I can. I set a deadline for me to have a concept ready by the 2 hour mark. I hope to have something sooner, but in case I don’t, that’s the point I stop spitballing and start running with whatever I have that seems to work.

Have you set milestones for your project in a Ludum Dare compo? Or do you just keep going until you’re done?

The constraint I threw on myself: make a non-violent game. Basically, it means that attacking or being attacked can’t be part of the core mechanics, which cuts down the viable concepts quite a bit.

But the player could be a helpful demon or a sneaky creature. There’s still plenty of potentially good ideas here.

I tried to break things down a bit. Here are some notes I’ve made in my design doc to help me come up with the concept of the game.

Where did you come from?
– Outer space
– Ocean deep
– Frozen in Arctic
– Nuclear mutation
– Toxic waste/pollution
– Deep underground
– Psych Ward
– Meteor
– Forest
– Mountains
– Science experiment gone awry
– Magic/Summoned
– The Gods
– Birth defect
– Hell
– Extreme emotions manifested in three dimensional space
– I don’t know. I’ve just always existed as far as I know.

Where are you now?
– Feudal era, Modern day, Futuristic urban/rural
– Fantasty world
– The pages of a storybook
– On a ship (sea/space)
– In a cave
– Underground, waiting, biding my time.
– In a castle
– In a heavily secured experimental lab on a military base
– In a house, mine or someone else’s.
– Encased in a tree/boulder/etc

Games I can see making at this time:

– You’re a vampire in a village trying to suck the blood of your neighbors while avoiding detection. You’re stronger and faster at night, but you’re vulnerable during the day. It’s similar to a concept I came up with a long time ago, only you were the vampire hunter then.
– You’re a tiny monster sent to help a poor human family. You mend things and try to make things right, but if you’re caught, it’s bad news for everyone. So, a stealth game? I can see this being a platformer to really emphasize the height difference, but I don’t want to spend time on figuring out platformer physics.
– You’re an ancient evil imprisoned in something magical like a tree or boulder, but you have limited abilities. You are able to influence people from a nearby settlement and you want them to break the hold on you, but you need a lot of them and no one knows about you yet. You want them to free you without tipping them off about your intentions. So, a strange sim game?

And there’s 30 minutes left to decide…

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

LD33: It’s Started! And the Theme is: You Are the Monster #LDJam

Ok, Ludum Dare #33 has started, and “You Are the Monster” is the theme.

I can see a lot of potential here.

Richard Matheson’s I Am Legend pretty much ends that way. Maybe you are a stranger in a new world, or your own world that has changed dramatically to the point you don’t recognize it, and everyone is afraid of you.

Perhaps you are Mary Shelley’s Frankenstein’s monster, created by a mad scientist and now on the loose, being chased by townspeople with pitchforks.

Maybe you’re a vampire trying to live in a village and feasting on neighbors without anyone figuring things out, such as the vampire hunter that came to town.

What if you’re a sea creature terrorizing ships and divers while trying to avoid being caught?

Jekyll and Hyde? You are turning yourself into a monster for…some reason. I never actually read this story.

There’s a lot of classic horror as source material to explore. The Invisible Man, werewolves, The Deadly Mantis, The Murders in the Rue Morgue, War of the Worlds, Godzilla, King Kong, Godzilla vs King Kong, etc etc etc.

And of course there’s non-horror classics such as My Teacher is an Alien, or Little Monsters, or…do Garbage Pail Kids count?

I’m going to doodle and try to settle on a direction as soon as possible.

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

LD33: Yeaaaaaaaah! I’m in! #LDJam

I’m in.

Here’s my pre-compo checklist for Ludum Dare, the 48-hour game development competition that starts tonight and ends on Sunday.

I’ll be using C++, libSDL2, CMake/make, the awesome sfxr by DrPetter for audio, my own basic code base, my prototype toolkit, and a secret ingredient: love.

Last time, I did a terrible job of pacing. I focused on creating bad art instead of designing a game, even after I said I would do the opposite.

So this time around, I’ll be focusing on mechanics. For real. I’ll prototype and focus on getting something playable as quickly as possible, and I will iterate on the design so I can feel confident that I will have something to submit by the deadline.

If I need art, I’ll force myself to use circles and rectangles, or I’ll make a quick doodle, take a picture, and turn it into a sprite without worrying about cleanup.

I’m looking forward to making a game with you.

Well, not with you. I’ll be working by myself. But at the same time as you make yours.

As usual, I’ll be cross-posting between here and the Ludum Dare blog.

Good luck, everyone!

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Geek / Technical Personal Development

Remember the Good Ol’ Days Before Social Media?

Web 2.0 was all about changing the Internet from a solitary experience to one in which you are a consumer of content to one in which you are creating and sharing as par for the course.

Today’s social media took it to an extreme. Tweets drive Twitter. Facebook made sharing cat pictures and status with your friends easier, before making it difficult to see unless you opt-in twice, once by liking and once by saying, “Yes, I mean it, I want to see this account’s updates, please.” Pinterest became a huge force in its own right, and it’s all about pinning interesting things you find elsewhere.

Recently I’ve been seeing quite a bit written about the downsides of social media. Steve Pavlina wrote last month about taking a year off from social media and feeling much more conscious and in control of his life. He could concentrate on what’s important, such as planning out how he was going to accomplish important goals.

Social media gives us instant feel-good rewards for doing next to nothing of value. When those rewards are no longer so easily accessible, we have to work harder for those same feelings. When we accomplish something meaningful to create that dopamine surge, the feelings can positively guide our behavior, and those feelings can stack up and create lasting motivation to tackle more sizable goals and projects.

MMO designer and author Brian Green of Pscyhochild’s Blog is writing daily posts for Blaugust, and he’s focusing on what he doesn’t like about social media this week, analyzing how it works and what the repercussions are for discourse in society.

…the nature of social media is that it polarizes people. Often if someone doesn’t appear to directly support a position, some assume they must support the opposite and are therefore the Great Satan. Nuanced views are often looked at with suspicion. This causes a lot of frustration, as it closes off useful discussion.

See Social Media: What gets promoted? and Social Media: It leads to the darkside for more of his thoughtful analysis.

While I’m a fan of social media, I find myself agreeing. I’ve had to make the decision to stop checking Facebook first thing in the morning because I found it to be a time suck. I get more important things accomplished when I focus on them than on seeing what funny video was shared today or what notifications I should check. It took me awhile to resist the urge to type “f+TAB+Enter” in my browser first thing when I sit in front of the computer, since Facebook showed up as the first entry every time. I find myself checking notifications on Twitter on my phone throughout the day, and when my app is not pushing them, I go in and check anyway in case the notification function is broken. It’s bizarre and makes it hard to concentrate.

And the content is generally terrible. <insert picture of Grumpy Cat here>

I see clickbait headlines that promise things that will blow my mind that usually garner no more than a shrug, yet I’ve already clicked on the bait and wasted my time. At some point, I got fatigued by it and stopped clicking, but I admit it took me awhile to catch on.

I see friends posting hateful statements in public view that they would never say in person, or at least I would hope they wouldn’t.

Every so often I see something genuinely inspirational, but it can be buried among the vapid motivational quotes and celebrity put-downs.

Why do we spend so much of our time actively looking at this stuff? And why do we seem to keep distracting ourselves with it when we know we have more important things to do? How else is it changing our behavior?

Social media makes it easier to share, but I get confused by the work flow of blog readers these days. Someone will click on a link in Facebook or Google+ to a blog post, read the post, then instead of commenting at the bottom of the actual blog post, they go back to the social media platform they came from and comment there. And the thing is, I do this, too. Instead of treating the blog post as the source of the conversation, it’s as if it is the social media platform that is the driver and the blog is a temporary stop.

I actually miss the old days when bloggers would write comments on each other’s blogs, when a response to your post would as often as not be a post on someone else’s blog linked back to yours instead of disappearing into the hard-to-find social media comments section.

I miss people blogging because they had something to say, not because they were part of a blogging collective interested in selling you on some narrative, trying to get you to see and click on ads while giving you feel-good or feel-angry notions for a few seconds until you click on the next thing.

All that said, social media is probably here to stay, and luckily it is amazing because while it can seem like nothing but pictures of breakfast and pithy sayings to some, it means getting around authoritarian censorship for others. That is, real and dangerous censorship, not the kind that people made up to mean they don’t like the consequences of their free speech. It means keeping in touch with people you met at a conference. It means meeting new, like-minded people.

Social media allows the invisible to become visible. Hashtags such as #BlackLivesMatter are used to raise awareness of racial injustice. Many people of privilege are more aware that they even have privilege than before. Major accomplishments in science, such as NASA’s New Horizons flyby of Pluto, means a lot of excitement and hope for humanity that may translate into children today becoming the scientists of tomorrow. People no longer limit their social circles to geographic locations, which is great for us in the flyover states.

So, there’s a lot of good in social media as well.

But social media makes all of us publishers. Did we waste each other’s time with what we put out into the world? Will we be proud of it when we look back?

Or will we simultaneously feel glad that no one can easily find it a few days after we hit the Share button and feel worried that it’s out there for someone to find if they really dig for it?

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Game Design Personal Development

What Are the Hard Skills of a Game Designer?

There are hard skills and soft skills.

Hard skills are things you can practice outside of any context. Soft skills are usually built upon the hard skills.

Basketball players can practice shooting three-pointers over and over outside of the context of a real game. During a game, knowing when to take a three-point shot is a soft skill, which depends on reading the defense, knowing the shot clock, and keeping in mind the current score.

When I think about hard skills vs soft skills, I found myself struggling to think of the hard skills of a game designer.

A game designer needs to be able to communicate, which means writing and drawing well. But I have a hard time seeing writing prose as a core exercise in getting better at designing games.

A game designer needs to be able to establish rules for setup, for procedure, and for resolution. But how does rule-setting translate into a hard skill that I can practice outside of the context of a game? Do I train as a game designer by setting arbitrary rules for everyday activities? “When getting ready in the morning, I must do everything with my non-dominant hand.” It might be interesting to experiment for a week with setting rules and restrictions where they don’t need to exist, but will I really get better at game design for it?

A game designer needs to be able to prototype and playtest. Do you take an existing game and create your own board, cards, and tokens? Does doing so actually help with future prototyping? Maybe. I actually like this idea. You practice with existing games, and it helps you get a more intuitive feel for exactly what goes into a game of your own creation. Maybe you didn’t appreciate how many different cards are in a game of Onirim until you tried to make them yourself.

But hard skills specific to game design seem hard to identify. Game design tends to be about trade-offs and figuring out second-order effects of rule changes, which are mostly about soft skills. But maybe I’m missing something basic that I’m not appreciating.

What do you think? What are the hard skills of game design?