The creative process…

The game that I am making currently is about cooperation. So what exactly does that mean? It means that every mechanic, every puzzle, and even every piece of art must be scrutinized to determine if it is core to this concept.

The process by which I create new mechanics for the game goes something like this:

Idea – From somewhere, either through playing the game, or from other games or other media, get a possible idea for a game mechanic.

Mentally Prototype – Imagine how the idea would affect the game. For some ideas, this is very easy. For instance, if the element has already been in another game. For others, I may have to skip mental prototyping, since the idea cannot be easily imagined.

Mentally Check for “Core-ness” – An interesting idea that does not fit with the games core theme is not worth implementing. For my game, the core theme is cooperation. In life, people like to establish relationships with people who have strengths where they themselves are weak. (In addition to common interests and similar experiences) Based on this aspect of human relationships, the players in my game must always have different abilities. Usually the bad ideas are those which do not create a give/take relationship between the players. Bad ideas are those do not create interdependence, but instead spur self-centered behavior.

Prototype – If the idea that I have cannot be discarded through mental prototyping, and seems like it may fit in the core of the game. Then I program it in, in the simplest way possible. Usually creating a bunch of dirty code. (But that’s okay, if it’s a bad idea, it’s a waste to write clean code)

Test – I try the mechanic out in many different situations, and in combination with existing mechanics. If the new mechanic creates any interesting puzzles that I couldn’t imagine when I first thought of the mechanic, then it is a candidate for the final game.

But how do I decide which things are interesting enough to make it in the game? That is certainly a tough problem, and there are many solutions. The simplest solution is to include everything that might be interesting. However, for my game, I have some fundamental guiding principles. I believe that the player of my game is an intelligent person, and should be treated as such. They are not stupid, and will be able to solve any of the puzzles that I can create for them, without breaking them down into simpler elements. I also believe that this player’s time is valuable to them, and I should respect their time, and not waste it. So therefore, I should never put filler into the game by repeating ideas that I have already explored.
Based on these principles, I will remove any puzzles which either waste a lot of player time on execution, or have very obvious solutions and may only be different than a previous puzzle in insignificant ways.

Even still, I struggle with this game every day. Sometimes I have to ask myself if the entire game is not just a waste of time for the player. It is certainly possible. But I am a game designer, and I want to make games, not incomplete products. So it is better to ship a game that I found interesting, even if no-one else will, than it is to not ship a game. As the Duct Tape Programmer says, “Shipping is a feature. A really important feature. Your product must have it.”

So time marches on…and there is much work to be done.

New demo for Duet.

So, I’ve officially named the game now. It’s called Duet. There’s also a new demo, which you can download here. (Sorry, Demo is no longer available, the game is in full production swing now, so the prototype is pretty much off limits to the general public)

Me and my fiancee have been working on some concepts for the art style of the game.

These are very work in progress. They are mainly intended to help discovery of the mood for the game.

Some good news, and some bad news…

Well, it’s that time again. The time of the month that I suddenly realize that I haven’t posted anything on this blog in a few weeks. But anyways, I said had news, so I should get on with it.

I always feel that it’s best to get the bad news out of the way first, so that the good news can give me some hope in the end. It’s more dramatic that way. So the bad news is that Fij is postponed indefinitely. Meaning that I most likely won’t work on it for a while. Truth is, I probably won’t finish it, looking at my history of unfinished projects. However, I definitely have some ideas that I want to pursue with Fij, so it will sit on my back-burner.

The good news is, I’m working on a new project in Game Maker. Which I know probably seems like a step back from real programming. But it’s actually going great.

Screenshot
Standing on a precipice

The game is about cooperating to solve puzzles. So it’s naturally a two-player game (at the minimum.)

Screenshot, again
A puzzle!

I don’t currently have a name for the game, so it’s just Untitled Cooperative Platformer in my mind right now. I also don’t know whether the current graphics are any indication of what the final game will look like, but the little blocky people have a certain charm to them, don’t they?

The design process is sort of an exploratory one, I just doodle out levels and try out any gameplay elements that I might be thinking of in different ways. If I can make it through the level some how, then it’s a puzzle. But usually I don’t know if I will be able to make it through the level before I test it. So the game is telling me what it should be. And I’m just sort of letting it become itself. Not to say it doesn’t require work, or that there aren’t bugs. But I do keep an open mind before I squash bugs, and try to see if the bug is actually functionality in disguise.

And just in case you want to test it out in it’s currently simple state, here’s a demo-ish length version of the game. It is my first game maker game, so if there’s some wierd .dll file you need, then let me know. Feedback of any kind is gladly appreciated. However, do keep in mind that it requires two players to play the game. It is possible to get through it on your own, but it would require some serious skills.

(Sorry, demo is no longer available for download.)

Jumpman

Jumpman in Paradise
Jumpman in Paradise

The 2D platformer genre is one of the most common among indie games. And lo-fi graphics seem to be all the rage these days, So why should you play Jumpman?

Because Jumpman brings the platformer back to life in a beautiful way and then hammers a few more nails into the coffin. Despite the familiarity, Andrew McClure has created a game to which all platformers following should be compared. Jumpman not only feels like something new, but it raises the bar for inventiveness so high that you will be left wondering what more can be done with the genre. If you are a game designer, it’s a damn tough act to follow, and every bit as important as a study of the genre as Super Mario Galaxy. If you’re not a game designer, this is a crazy inventive and mind-bending game which may just make you feel like a kid again, in a good way.
Continue reading “Jumpman”

Sorry, I just had to…

As an game designer, I look at games a little bit differently than most people. I try to be critical of video games as a medium, and not just games in particular. I also try to avoid playing games that I think will waste my time. I know that looking at scores for video games online is not an objective way to decide what games to play. However I’m baffled at the how positive the reviews were for Bioshock.

No offence if you’ve played Bioshock and loved it, but I just don’t understand why people would score the game better than Half-Life 2. And I don’t want to seem stuck in the past, I just feel that Bioshock was a flawed game.

Also, if you haven’t played Bioshock, I warn you that there are spoilers below:

Continue reading “Sorry, I just had to…”

Some new swagger…

Well, in Fij news, I’m still working away on it. I’m about halfway (I mean, how do you make an estimate of these things) done with the editor, and therefore, the underlying structure of the game. I’m in the process of refactoring some things so that I can add more features easily. I’ll leave you with something mysterious:

How do you forgive someone who never apologizes for what they’ve done?

Well, it’s 2010 now. In the past year, I watched a lot more movies than I usually do. Well, at least in theaters I mean. So perhaps I should talk about some more recent things I’ve seen. Or at least the ones that I didn’t already talk about…hmm…

So, I guess I’ll just go through all the movies I’ve seen that came out in 2009, including Up in the Air, which I just saw the day before yesterday, so I didn’t exactly see it in 2009, but it’s a film from the last year, so I’ll keep it in here. So, here’s my brief, or maybe not so brief reviews of 2009 in film.

Continue reading “Some new swagger…”

Prince…

Well, sorry I haven’t been updating much recently or anything. I haven’t had much time lately to do really anything of this sort. Also I don’t have internet at home, so it’s a bit hard to just get out and post things on here all the time. But for this post, I’ve got something fairly decent prepared. I just quit my job so I can start working on Fij full time, meaning I will hopefully get the game finished or at least in some working order. But I will go ahead and get on with the rest of this post, which is a review of the new Prince of Persia.

Prince of Persia

Prince of Persia is one of the oldest gaming franchises there is, with the entries spanning nearly two decades. The original Prince of Persia is somehow considered a classic, and appreciated for its astonishingly smooth animation for the time. Even despite its horrid laggy controls, which are caused mostly as part of the “smooth” animation. It’s somewhat surprising that such a flawed game has spawned so many sequels. I mean, there’s the first sequel, which was basically like the original, only different levels, then there’s a remake… At one point, someone decided that the franchise was worth bringing into the 3d era, and the god-awful “Prince of Persia 3D” was born. Not surprisingly, after such a flop, and with the Nintendo 64 and Playstation already in their waning years, the idea of a 3d Prince sat stagnant for a while.

But then, an idea was born. Continue reading “Prince…”

Once again, my dear Johnny my dear friend.

So, yeah. It’s been a bit of a while since I’ve updated the blog. But that’s nothing unusual for me, I suppose. After I dropped out of college, I moved in with my fiancee, and we don’t have internet except for going downtown and sitting outside next to the courthouse and mooching off of the wifi there. So I don’t really get online that much, and when I do, I try to make it for something more important. But I guess I’ve been neglecting this blog, as well as my game design and programming habits. It’s all just sort of gone down the toilet, so to speak.

However, I have seen quite a few movies and played a few games since my last post, so I suppose I should give an update on them. Or at least on a few of the ones that I haven’t reviewed.

Continue reading “Once again, my dear Johnny my dear friend.”

Braid’s out for PC

For those people who haven’t gone out and bought a 360 just to play this game, (Which I’m guessing most of you haven’t) you can now play Braid on your PC!

I mean, seriously, it’s on Steam, if you haven’t played it now, just buy it already. It’s, in my opinion, one of the most impactful games that has been released in the past few years. And in addition to that, it’s just a really great game.

Don’t pass it up any longer.

Pong

Another dumb game, but hey, it’s learning experience for me, and at least it’s better than tic-tac-toe:

PONG

As you can clearly see, the left paddle is going to lose.
As you can see, the left paddle is going to lose.

Download:

Pong (release).7z (7-zip format) – 1.15MB

How to Play:

Uhm, seriously… It’s just pong. Try not to miss the ball while also trying make the opponent miss the ball. First player to 10 points wins. There’s a single player mode with AI, and a two player mode as well. Have Fun!

Libraries used:

SDL ,  SDL_image , SDL_mixer , SDL_ttf