This is Post 4 discussing my project greenlight process. To add a little context, I’ve been working on locking down a perfect project for IGF 2016 submission. These posts will discuss a project and why I’ve red-lighted it. At the end, I’ll make a post about why I’ve greenlit Ventura.
Up until now, most projects I’ve discussed on Redlight have been mainly stalled due to scope. Grid Optimizer is the complete opposite problem; it’s just not exciting to me. I’ve never really introduced the project on my blog, as it’s so simple that I felt it wouldn’t make for stimulating reading. But here’s a screenshot…
In a nutshell, Grid Optimizer is a puzzle game about arranging Factories, Power, and Boosts in a way that maximise your output. Your pieces are randomized, creating endless content. In a way it is the perfect project for me. The scope is tiny, the coding is tiny, the design is easy. If I had to make a game in 6 months to put food on the table, it would be Grid Optimizer.
But I’m not doing that, I’m trying to work on a seductive and exciting passion project. Much like PA4X, I have only one redlight reason…
Redlight Reason #1:It’s not exciting enough
There are a lot of mini-reasons inside this one but ultimately they all come from this. The game is casual, which means free-to-play, which means mobile. Mobile is not good for indie developers. Yes you can cite a Flappy Bird or 2048 (poor Threes), but those are product of their time and place. I don’t truly believe that you can craft a mobile success as an indie, you have to get extremely lucky whilst also hitting a perfect storm of great timing, apt sentiment in the market (i.e. Crossy Road), a solid USP, and THEN you want to make sure you get it perfect first time. Because if you don’t, you will get cloned. You’ll get cloned anyway, but if you did a perfect job first time then it’s harder for the Katchapps of the world to steal your shit.
This was the final day of Redlight, next I will be updating you all on why I picked Ventura as The Game… then explaining some exciting plans for the future.
I’m quite pleased with how accessible the coding is for a 4X game. As I’m not delving into AI, it’s all a lot of UI systems and its turn based nature makes bug fixing and general logic so much easier! Therefore it’s very buildable.
However the problem is with design, iteration, and a massively convoluted assessment status. Remember why I cancelled Uffizi and Bard Life? Those games took too long to find the fun. PA4X has the same problem. It will take me weeks and months of design before it’s at a stage where players can say they enjoy the game. On top of that, it’s also a lot trickier to balance and design systems for a competitive 4X than a city-builder or idle game, so it just doesn’t make much sense to continue with it at this stage of The Plan.
No greenlight for this game, I’m afraid!
So where am I now?
I’m 11 days before my deadline for The Plan. The Plan was created to help me find a candidate for IGF’s 2015 submission in October. June 1st is when I need to begin working on ‘The Game’. Here are the prototypes I have built during The Plan;
Project BR: A multiplayer survival deathmatch game where you’re given a procedurally generated character and must complete dramatic quests while attempting to survive. Status: Needs an iteration loop.
Grid Optimizer: A simple puzzle game based on optimizing grids. Status: Ready for initial playtests
Ludum Dare 32 Followup: I didn’t discuss this at all on the blog, but Ludum Dare 32 did give me a good candidate game that’s worth investigating. Status: Needs an iteration loop.
PA4X: See above. Status: Red Light
Candidate 3: See below!
As you can see, Project BR, Grid Optimizer and Ludum Dare 32 are all technically in the running.
I have very mixed personal opinions about all of them, which I’ll get into on June 1st. Nonetheless, I still want another candidate game as I’m not satisfied with this selection.
Public Domain Jam / Candidate 3
My final shot at a completely blue sky idea before The Plan ends is Public Domain Jam.
Candidate 3 is a game which I want to get barely playable for the Public Domain Jam deadline, but it is also much more than just a fire-and-forget Game Jam project. I’m aiming for two birds with one stone. A solid Game Jam entry as well as an IGF Candidate. Funnily enough, Public Domain Jam has brought me full circle. I’m back on Machiavelli for this one!
Ventura is the codename for this project, and it’s back to the Renaissance with me. Linking to Public Domain Jam’s goal of being inspired by publicly available written works, I’m using Machiavelli’s writings on the use of mercenaries in Renaissance Italy as the inspiration for this new game project.
Ventura is extremely exciting to me as it brings together so many things I find intensely interesting in the field of Game Design.
It is a medium-term session multiplayer contest, akin to a Dota or League of Legends. I want the game to last around 30-40 minutes.
It involves competing with others, but not just through combat. Economy and strategic development decisions play a massive part.
In Ventura you are one of 4 mercenary captains who is tasked with protecting the City-States of Italy from external threats. You compete with others to fulfil quests and contracts, in the same world.
It’s similar to an MMO RPG quest region, but the core game is built around the idea of making it competitive. You compete for fortune, you compete to find the greatest recruits, you compete to acquire the most powerful loot. Everything that spawns in the game is limited.
When PvE is done, towards the end of the match, PvP begins and you take all that preparation and strategy into a fight to prove who is the strongest Capitano di Ventura.
Like Dota, where you experience an entire RPG in a single session, Ventura gives you a similar experience; but as a distilled MMORPG.
Reading it back now, it sounds crazily ambitious, but I believe I have a lot of very simple-to-build systems that become interesting based on the context of competitive play and a shared world. I’ve also got a combat system in my head that will be very entertaining. Then again, most of it is still in my head at this point… and that’s always too early of a stage to judge viability.
From now until June 1st I will be working on Ventura. Unlike with PA4X, I want to bring back the GSD and share the dev diary style posts I was doing previously.
Then, for better or for worse, I’m picking a game project that’s getting submitted to IGF 2015. Scary times, but unbelievably exciting too!
You’d never have thought my New Year’s Resolution was “stop making promises I can’t keep”… actually, you probably would because resolutions are made to be broken! This is a long-winded apology for not having a Ludum Dare post-mortem. But worry not, as plenty of stuff has been done.
Project Grid Optimizer is pretty much done from a core mechanic standpoint. There’s plenty of room for growth, adding more variations and mechanical tweaks that absolutely explode the content (for free!). The core mechanic is there though, so it’s ready for The Playtest whenever I get around to packaging all these prototypes I’ve been building.
Candidate 2 – Post-Apocalyptic 4X
Last week, before I started Grid Optimizer, I mentioned that I was delaying my original Candidate 2; Post-Apocalyptic 4X. Grid Optimizer gave me some easy work so I could rest up and get my head back in the game, so now PA4X is knee deep in development!
What is the game?
I’ve got 4 core tenets I want to design for with PA4X
The whole project spawned from the frustrating situation that arises from trying to play Civilization V online. 4X games are wonderful, they’re almost a perfect genre for me as a strategy game fan. I wish they had good multiplayer, but there are so many problems with traditional 4X design that create an abrasive experience. I want to try and fix that.
New Town Fun
One of my favourite parts of Civilization is finding a location for a new settlement. It’s such a perfect mix of all the 4Xs.
Explore: You have to find the location by traversing the map and uncovering the fog of war
Exploit: You know how big your city will grow and what you need, you’re trying to find that perfect mix of hexes to place your city on to exploit the most benefits.
Expand: Cities increase your production, as well as the land you control on the map
Exterminate: While exploring and settling, you need to exterminate any threats along the way. Your city’s position can also be aggressive or defensive, determining whether you plan to exterminate or prevent extermination versus another player.
The problem I find with Civilization is that this fun part of the game very quickly becomes redundant. The map fills up quickly, and every new city you found has less of a return than the last (ahh, the law of diminishing returns). It also majorly increases the turn time.
Stories Endless Legend did a wonderful job building lore and introducing ideas like Quests into the 4X genre. However, Crusader Kings II is more the sort of thing I’m looking for. Not many 4X games tell the tale of your daily struggles, the personal management of your people, and the importance of collaborative teams of characters and not the ‘One Great Man’ emphasis.
I want PA4X to be story-telling machine… developing on concepts like City States and Neutral Factions in Civ V/Endless Legend, using inspiration from Crusader Kings II to develop not only interesting stories but interesting characters that make every playthrough unique.
4X theming has been so focused on growing massive and crushing everything beneath your might, that I feel there’s room for a game in a more survival style. I want the world to feel brutal, not aspirational, I want the people to be struggling to rebuild what they once had, not aiming for the moon (literally). While PA4X is multiplayer focused, I want it to be a struggle just to survive the game, so that even if you’re left behind by your competition, you still have a sense of individual achievement if you can make it to the end.
What I’m going for in PA4X is a sort of Civilization for a Walking Dead world. No zombies, because I’m sick of them, but similar struggles to lead disparate groups of traumatized people and survive in the horrible new world that has been left to them. I want players to become a Rick Grimes… or The Governor, both powerful leaders who use their own style and resources to build their version of ‘civilization’.
So with all that said, how’s progress?
The non-GSD I won’t be GSDing PA4X because I’m trying to develop it in a 3 day burst and there’s no point in a day-to-day update.
Day 1 was spent hooking up Grids by Gamelogic which automates an absolute ton of work that I’d otherwise have to learn and implement for the Hex grid system. I’ve got an extremely loose generation system working and a tiny amount of content to prove that the functions work.
Scroll around a generated hex map
Click tiles to designate them for farming (this will eventually be restricted around your ‘city’)
End the turn to generate resources from tiles
Day 2 felt much bigger although I’m not sure if I actually got more stuff in or not. It’s just nice to see it look more like a game and less a Match-3 puzzle! On Day 2 I hooked up a temporary ‘do everything’ UI that handles the unlocking, buying, and management of everything in your ‘city’. UI is always a big pain to implement in every project I’ve ever worked on, so I’m glad to have got this core functionality in.
Open the ‘Do Everything’ tab
Highlight items available to see their information
Click items to start the build process
Finish the build process (although you don’t actually get the ‘building’ yet!)
Highlight resources in the top bar to see some info there too
I’m actually still on Day 2, so depending on how I feel this evening I might even be able to get some more done!
One thing I’ve been worried about is just general design work. 4X games are tough to design, despite looking very simple in terms of the logic. Economic balance and scaling the numbers and mechanics over hundreds of turns (while keeping the game competitive) is my biggest challenge. I believe I have some core mechanics that really shake up the formula, and that’s what this prototype is here to test
If you’ve been following the blog, you’ll know that my latest plan is to spend 2 weeks each on two separate candidate games before I really start trying to evaluate which game I need to focus on for IGF 2016. The 504 hours from June 1st > October 31st needs to have as little wiggle-room as possible.
My current project is Project BR, a procedurally generated multiplayer survival deathmatch game. I started proper work on it over 3 weeks ago. The goal was to create a proof of concept, with all core mechanics in the game. 50% past my deadline and I’ve got the mechanics in, but it’s still not ready. After discussions with many friends and peers, I’ve realized that making a single-player demo of the concepts just isn’t going to do the idea justice. I will need that LAN network code at least, which I’ve been told is tricky to implement but not as scary as I assumed.
There’s a point when I just have to say “enough is enough” and start moving on to another project. I’m cheating at the moment! Therefore, Project BR‘s first phase of development; iteration 1, is now officially complete.
Here’s my final GSD;
Most of the last phase of Project BR, the naughty extra week (!), was implementing more of the ‘demo’ features. These are the features I felt the game must have to stand out and show its true colours.
Kids are now generated
This is the coolest thing in the game. This is the reason why I want to do this project. Every character you play in Project BR is generated based on psychological traits, social relationships with other combatants, and a healthy dose of RNG. These numbers all feed into a large system that determines everything about your character. How fast they run, how quietly they walk, how far they can see, if and when they recognize traps, what and how successfully can they craft items. This is all in now, and it’s brilliant! Every kid is unique.
There is now a crafting UI and crafting system, letting players find various ingredients that they can combine to generate new items. I’ve got all temporary data in at the moment, but the system itself is working
So why is the game not done and I haven’t got a prototype to show? Two issues;
The first is that the Line of Sight system, which is so crucial to the exploration and tone of the game, is currently broken when the map scales to a more realistic size. I have ideas for how to fix it, but this will take time.
The second is that if Network Multiplayer is truly just a 1-2 day job… it’s better for me to actually build it and do a real test, than to work on this shoddy and inaccurate single player demo experience.
This is another week’s worth of work at least, and I’m already 1 week over my time limit. So I’m putting it on hold. Iteration 2 is when I’ll add networked multiplayer and iron out the bugs.
Until around mid-May, I won’t work on Project BR anymore. It’s time to start on Candidate 2.
Candidate 2: Post-Apocalyp—- NO! Puzzle Game!
It gives me a little sadness to announce that my Post-Apocalyptic 4X candidate is going to be pushed back. Project BR was a tough process and I’m a little burnt out with learning really new solutions. I need a quick win and the puzzle game I’ve got on my list of candidates is exactly that. I’ve even built it before in the past!
Candidate 2 is what I’ll refer to as a ‘Grid Optimizer’. I won’t go into massive detail about the game here, since it’s so simple and tiny that I might as well just show you it when it’s ready. Nevertheless, here’s my GSD… and this won’t get much bigger for the entire scope of the project;
Look at that! It’s TINY!
Unlike Project BR, when I finish all of these tasks… the game is basically in Alpha. It’s ready. It can be evaluated and played 99% like it would be in a real product. This is the sort of scope I should be aiming for anyway, so it’s a no brainer to do this project for the next 2 weeks.
Unfortunately from a blogging perspective, things will be a little dry. I’m very well aware of the limitations of casual puzzle games; see the Threes/2048 fiasco. Although it’s a great problem to have, being so successful that everyone clones your game, I don’t want to tempt fate. I want to be in the best possible position in case that best/worst-case scenario happens. Therefore, I’ll need to be a little smarter with showcasing my work online.
I’m hoping that I can keep things interesting here by doing a Ludum Dare post-mortem, which will update you on another potential IGF candidate game.