Ventura – Week 1

Why do a day’s update when I can do a complete catch-up post, right?

Right! GSD!

Week 1's GSD Status
Week 1’s GSD Status

Ventura’s GSD got longer, but greener… and that’s a good kind of growth. Many of the tasks that were originally placed inside were too large and high level. During this week I split many of them into smaller parts and then completed those parts.

City UI

The first major feature completion is the lion’s share of the City UI. Ventura has 3 primary places that the player will interact with; the City, the Overworld, and Combat. The City is where players will obtain and accept Tasks, browse and hire Mercenaries, and purchase Equipment. You can see the Merchant is also an option in the main UI, but I’m deciding whether that feature is needed at all.

The Mercenaries Submenu of the City Screen
As seen last time, this is the Mercenaries Submenu of the City Screen

 

This weeks work completed the design and functionality of browsing Tasks, browsing Equipment, and browsing & hiring Mercenaries. Tasks need to be acceptable, and Equipment purchasable, but that utilizes much of the same logic as hiring Mercenaries so they should be quick tasks.

 

Squad UI

The Squad UI is accessible from the Overworld and is the place to see your current recruits and interact with them; be it equipping items, learning their powers, or reading their lore. This is a pretty complex UI, particularly with Ventura‘s controller focus, so it was the longest task for my Sunday’s development time.

Squad Summary in the Overworld view
Squad Summary in the Overworld view

A difficult UI design challenge is the limitation I have with regards to full screen UI. As the game is in real time, and your goal is to spend your limited time wisely, players can’t have their main view blocked by a UI. They can’t be stationary spending precious seconds reading Lore, Ability information, or calculating attributes. The Squad UI has a large amount of information in it, but it must be accessible without preventing the player’s travels on the Overworld.

While I don’t have an ‘auto-run’ feature built yet, this Squad UI is designed with that in mind. It must be informative without preventing progress. Imagine riding from Venice to Milan, with one eye on the overworld map and the other spent analyzing how best to equip your team. This is a better situation than feeling awful for standing still while you tinker with your troops.

Squad UI - Unit Details
Squad UI – Unit Details

Each character in your squad can be opened up to view their detailed information, while also enabling the equipping of items.

One great thing about building this feature is that it involved a ton of database work and planning that will assist with many other parts in the game. Building UI is such a rewarding design task because it solidifies the ideas you have in your head and makes them tangible; from here you can really assess if it’s working or if they need a rethink.

For example, in the Squad UI I’m forced to use the Left-Stick to navigate through menus. I really didn’t want to have to do this. I wanted to use Face Buttons for everything, which you can see from my City UI screen. Alas that is not possible here, so now I’ve realized I need to go back to the City UI and convert the Face Button design to the Left Stick navigation. Consistency is crucial in UI design.

The other rewarding thing about UI is that it’s all about displaying information from your game. This sounds bloody obvious but here’s the lesson; In order to display the information, you need to access the information.

Creating UI often involves the same logical links and information management that will be needed when the game systems are built. For examples, because my Unit Details UI can display Basilio’s modified Attack value, I can call the same variables and use the same processes to modify his Attack value in the Combat System. Therefore building a comprehensive UI is also building important parts of the Combat System!

 

Cuts!

A game design is often like a block of marble that you need to chip away at until you’ve got the perfect product (if perfection is possible!). When Ventura sprung up in my head, it had a lot of features. While designing and building the game, I’ve realized that some features could probably be cut.

  • Leveling Up Units: What’s the point? Isn’t acquiring Equipment the same thing? There’s no point building a completely new UI and system for leveling up a character when it doesn’t add much to the game
  • The Merchant: Currently this is on the chopping block, but is not removed yet. It’s pending because it’s based on a more complex City system that involves reputation management. If the game is complicated enough without reputation management, then I don’t really need the Merchant. In fact, the Merchant feature (which would involve the trading of precious Goods to earn more money) feels a lot like a post-launch expansion feature.
  • Helm/Armor: As you can see from the UI above, Units can equip a Weapon, Helm, and Armor. But why have 3 categories? If I want players fighting to obtain items, why would I triple the pool of items that are available? This is an economy issue and something that might be needed or might not. If Units can just equip a single item, that may or may not be enough depth to bring the game’s ‘competitive shopping’ to life. This is another feature on the chopping block, and it would save me a lot of time on balance and content creation.

 

Public Domain Jam

The deadline for PDJam occurred yesterday and there was no way Ventura was ready to be gamified. There isn’t even a combat system! Nonetheless, do check out the submissions and support this wonderful Jam idea.

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Ventura – Day 1

While I’m actually on Day 5 of Ventura, for some reason I haven’t posted anything… so here’s Day 1!

Let’s start with the GSD…

Day 1 GSD
Day 1 GSD

Ventura is a game about riding around a fictional representation of Renaissance Italy, visiting City-States in order to receive Tasks, recruit Mercenaries, purchase Equipment, and buy Commodities. This week I’ve been focusing on UI, as much of the game is spent navigating menus.

The City Screen is where most of the magic happens. It is here that you receive Tasks which can be completed for Gold. That Gold is then spent on hiring new Mercenaries and equipping them, increasing your strength and allowing you to do more rewarding Tasks and combat other players.

The Mercenaries Submenu of the City Screen
The Mercenaries Submenu of the City Screen

Day 1 was mainly the layout design and very simple navigation from opening the City Screen to entering the Tavern.

If you’re wondering where Basilio’s beautiful art is from; it’s Fire Emblem: Awakening. While I haven’t settled on an art style yet, I do like this modern manga look and a similar style was also seen in Might & Magic: Clash of Heroes 

header

There’s just something I really like about the vibrant colours and diverse manga style combined with the more realistic proportions and less fantastical theme of… you know… real life!

Art is a long way away from being produced, so back to the meat ‘n potatoes…

Draft Overworld UI
Draft Overworld UI

The Overworld is where you’ll spend another significant portion of your time. Here you will receive the latest news (on the top left), can browse the mini-map (on the bottom left), and adjust your combat formation and units (on the bottom right). Combat is the most non-designed portion of the game so far, so I’ll be leaving that for later.

As I’m actually on Day 5, I have a lot more to show you… but I’ll probably give you the week’s update on Monday.

Have a great weekend!

 

Public Domain Jam + Candidate 3

It’s been a while, ladies and gents!

Firstly a quick update on Candidate 2; PA4X.

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!

Remember this guy?
Remember this guy?

 

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!

Candidate 2 – Post-Apocalypse 4X

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.

 

Grid Optimizer

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

  • Multiplayer Focus
    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.

    Waiting for players...
    Waiting for players…
  • 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.

All its missing is desert for Petra
All its missing is desert for Petra
  • 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.

Endless Legends Broken Lords
Endless Legend’s Broken Lords
  • Survival 4X
    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.

    Rick Grimes group in The Walking Dead
    Rick Grimes’ group in The Walking Dead

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
Day 1

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.

You can;

  • 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
morning_2_build_ui
Day 2

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.

You can;

  • 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

Time’s Up! Plus a Candidate 2 switcharoo!

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;

GSD - 24th April
GSD – 24th April

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.
  • Crafting System
    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;

GSD - 27th April
GSD – 27th April

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.

Project BR: Week 1 Update

Progress on Project BR has been flying so, without further ado, here’s the GSD;

GSD - April 6th
GSD – April 6th

I lost my development virginity on a ton of things;

  • Working Inventory and Gathering system
  • Totally hacky sound radius system
  • Controller Support
  • ‘Line of Sight’… I used a friend’s solution so I didn’t actually develop this! I do have to tweak it though, which I’m dreading.
  • Animations and integration

It was all a lot of fun to develop, and surprisingly easy. This seems to be my general thought with programming; it’s surprisingly easy. I’m sure when I start working on more nuanced and polished mechanics I’ll get to the hard stuff where I need things like… maths.

Line of Sight
Line of Sight

This post is actually delayed by a few days and I’ve done so much more since then. I’ll get that update in before the final 2-week mark ‘post-mortem’ where I’m supposed to stop working and show people what I’ve done.

One major concern I have is that it isn’t a game yet, and it won’t be one by Sunday. Evaluating how ‘fun’ it is will be very difficult at this point. Perhaps for this first playtest, I will just watch silently as people interact with the character and the area… taking notes on control schemes and various issues they have.

Another option is to create a quest for the players to achieve, which encourages them to interact with the area and perform many of the tasks that they would do in the ‘real game’. This is something The Stanley Parable did with its non-spoiler demo. The final option is to do the previous idea and also add in a little same-screen combat demo.

Plenty of food for thought! I’m very aware that ‘finding the fun’ too late has been my number one weakness, so I’m hoping to avoid that again.

Will have the Week 2 update for you next week

Candidate 1: Project BR

The Plan is underway and I’ve been working on my Candidate 1 prototype; which I’m calling Project BR.

Project BR is a top-down survival multiplayer deathmatch game. This project is inspired by DayZ, Hotline Miami, and various ‘Most Dangerous Game’ fiction like Battle Royale (where the BR comes from), Hunger Games, Maze Runner, and The Running Man.

Kinji Fukasaku's Battle Royale
Kinji Fukasaku’s Battle Royale

You are one of 20-40 procedurally generated characters, from a procedurally generated group (each player is connected in some way), on a procedurally generated map. The exact theme; whether it be schoolkids, graduates, prisoners, office workers, or abducted human slaves (!), is to be confirmed.

You must take your character and try to become the last man/woman standing. The core focus of the game is exploration and combat, with the former providing you with items to power you up and targets to fight with for the latter. Supplementing these two tenets is streamlined crafting, a basic survival needs system, and various motivation changers that promote complex social interaction as opposed to ‘shoot on sight’.

I’m super excited about this project.

As with Bard Life, I’ve been using the GSD to track what I need to do and how much progress I’ve made;

 

Project BR's first GSD update
Project BR’s first GSD update

 

My goal is to spend another week on this prototype, building all basic core features, before sharing it with friends & family and moving on to Candidate 2. Based on the feedback I get and the development of Candidate 2, I’ll have a greenlight decision to confirm if Project BR has what it takes for The Game (the product of The Plan!), and whether I will give it another round of development or not.

Have a great weekend!