Tuesday, 21 October 2014

Game 07 - Kings Game

Today I rapid Jammed an idea I had.
 Initially I made the game because I wanted to play with making an Ai.
  Quickly, the idea became a spin on the stalemate end section of a chess game where both players are down to just their kings.
    I thought that giving the option of moving 2 spaces at a time might turn this stalemate into an interesting game; simple enough to quickly develop an Ai for.
In hindsight I was ignorant.
Nevertheless, the game was still worth making; not only because it took under an hour from idea to completion but because I'm sure it's gotten me back into that gamedev mindset I lust so much.

And it's another game to add to the list. I think it's good to have some failed projects as it shows that I've been experimenting. I do believe however that with enough work, this game could still be interesting.

It actually plays very smoothly and has absolutely no bugs that I know of, so I suppose that's an achievement for 1 hours work.
Also, I didn't make the Ai in the end. It's 2 player instead.

Controls:
White - Arrow Keys
Black - WASD

Double tap to move twice. You can move around corners like this too. Eg, right, up (both in the same move).
 
After making a game as complicated to understand as Rising Deep (I think I may be the only person in the world who actually knows what they're doing in the game), It's been nice working on something so simple. I'd like to do that for my next game too. Something you can just pick up and play.

Friday, 26 September 2014

Game 05 - Deep Rising: Version 1.11 - Bonus Levels

I've been experimenting with level design a little and I've created 3 alternative levels which all take place in one view. No camera scrolling. All characters must be 'safe'. Water does not rise.


They're all possible:
Level 1

This first level is very interesting and quite possibly the MOST difficult of the 3. This level veers much closer to strategy than puzzle I think. The primary reason being that if you fuck up at any point then you're dead. It's seems initially fairly clear how to go about achieving the goal but in reality it can be rather more difficult. A fun, yet somewhat frustrating level. If you'd rather not, then skip it with 'P'.

Level 2
You really have to understand how the game works in order to beat this level. The main reason I think this level is more difficult that level 3 is because I removed as many red herrings as possible.

Level 3
Having designed these puzzles, it's very difficult for me to say whether one is objectively harder to solve. The reason I put this one 3rd is because I figured that anyone who got this far is probably willing to put in the time to solve it, whereas if I put it first I think people may be put off the bonus levels. There are a few crazy moves you have to pull off in order to beat this level but the main difficulty point I think is figuring out how to go about going about solving the puzzle; which characters you need where and when.

 Level 4
Super secret BONUS LEVEL. This level is a secret. The only way to get to it is with 'P'.
The reason I made this level so difficult to get to is because you actually have to exploit a glitch in order to beat it. I wasn't sure if this was fair or not so I panicked and got rid of the link. The level is still in the source code though and you can still get to it in game.

I may actually like these level more than the actual levels. I might consider making this way of designing levels for this game into it's own game.

I'd also like to create a top down version of this game.

And I'd also like to make an instrument.

Nevertheless, time is precious at university so I'll probably be spending a lot less time making games from now on (even though I'm taking a course in 'making games').

Tuesday, 16 September 2014

Game 05 - Rising Deep (Sinking Ship Game): Post Mortem

I've worked really hard on this game. I even gave myself temporary repetitive strain injury due to programming so much. I think I've spent somewhere in the region of 150 hours on the game +- 20 hours or so. It's difficult to be exact.

Honestly the making of the levels probably only took about 10% of the total time. If you include testing in that you could probably ramp that up to about 20%. The tutorial alone probably took about 12.5% of the total time. It took me about 30 minutes per block of text + planning, tweaking and removing things.

A lot of time was spent recoding the movement. Twice.

But probably not as much time was spent on fixing bugs.

I haven't stopped thinking about this game for the last 2 months.


Art:
I'd quite like to see the game with alternative (not minimalist) graphics (especially for color-blind people). But I think that keeping the art so simple has helped me to focus on the gameplay more, which is, obviously more important (being that I'm a ludologist and all).

Tutorial:
Although I love the game, there are a lot of things I would change for the 'expanded?' version. First off, the tutorial would be spread over multiple short levels (similar to the one explaining how to carry people with the climber). They would introduce characters and their respective mechanics one by one before introducing the player to many of the secondary mechanics found in the game. 

Characters:
Talking of characters, I have lots of ideas for new characters too, which would be introduced later on in the game (all of which will require new ways of thinking) . I plan to have different sections of the ship with different hazards and characters and music. Basically just like different 'worlds'.

Thomas Was Alone:
I see a lot of similarities between 'Rising Deep' (by myself) and 'Thomas Was Alone' by (Mike Bithell) although it wasn't an inspiration to the game initially (atleast not consciously). That's great though because Thomas Was Alone is awesome. 

Narrative:
One thing I didn't include in the game was a narrative. I would quite like to include one in the expanded version if I ever make it.  Originally I had planned to have a kind of relationship thing going on between the swimmer and climber where if either died, the other one would 'move slower'. The engineer who's a bit jealous of the swimmer would 'move faster'  if the swimmer died. The character deaths would carry over as well and the ending you got would depend on which characters you got all the way to the end. I decided that this idea was pretty stupid though. The movement increase thing is fairly pointless and over complicated and the amount of limitations this would introduce to the level designs is huge. 
Another idea I had was to have short skip-able cut-scenes/visual novels between each level explaining the characters pasts before they ended up in this situation. I cut that too simply for the shear time it would take to make all that stuff for how little it would actually improve the game. Nevertheless, it's something I might consider for an expanded version.


Although I've finished this game, I can't stop thinking about it.  It's still a very interesting idea to me and I know it has a lot more interesting things unexplored.

If I ever get the opportunity to spend large amounts of time on a project again I'd love to spend it exploring the unexplored.

If I did, I would remake the game from scratch. One reason being that my current build has loads of unused code and assets from failed attempts at solving bugs/ recoded things. The main reason though is because this game was never intended to be a FULL game. It was planned to be just a prototype but I got a bit ahead of myself. Nevertheless, the way the game is programmed is very non-general. What I mean by this is that every time I add a new character or mechanic, the amount of programming I need to do to make it work increases exponentially. I have to program each characters interaction with every other character and back again separately as well as each characters interaction with everything else in the game. What I want to do in an expanded version would be to make it so I could just code something like 'if a character is here, do this' in a script and then call that script in all characters. Then just program specific things for specific characters.
Basically, my organization has been pretty sloppy =P
I think it's worth practicing these organizational skills and how to use scripts and stuff anyways =]

 Also:
I had the idea of translating the game to a top-down perspective. I suppose you could can it a sequel. A 'shopping-center/large building with lots of floors'  is on fire, you must get all of the characters to the safety of a stairwell and every move you make, the fire spreads, blocking off exits which were once free. Different characters would have different abilities, such as rewiring doors =P, different 'movement speeds', the ability to set up barricades, etc etc. I'm sure more ideas will show themselves to me as they did with Rising Deep.

PS. I've actually been working on some super secret BONUS rooms for Rising Deep. They are all single screened (no scrolling up or down) and the water doesn't rise. They focus on the puzzle solving of the characters alone and not how efficiently you can solve them. As a result, the puzzles are all vary condensed and VERY difficult. These bonus puzzles may actually be MORE fun than the rest of the game but it's hard to speak without bias. I'll update the blog soon with version 1.1 =]

Monday, 15 September 2014

Game 05 - Rising Deep (Sinking Ship Game): It's finally finished!

Rising Deep


I don't know what to say.
Suddenly I just knew it was done.
I'll do a write up tomorrow or maybe this evening.
So until then...

Sunday, 14 September 2014

Game 05 - Sinking Ship Game: Tutorials, and Challenges



So I've spent around 14 hours on the tutorial so far and it's pretty much done (with a couple of things missing). Somehow I managed to forget to teach the player that they can carry characters with the climber -_- I've been looking for some way to slot it in without having to completely redesign the whole tutorial.

I've fixed a couple more bugs too.

I've also included a lovely .txt containing, controls, challenges and credits.

The challenges are just a way for me to add some replay value for the hardcore players. I really wanted to push players to want to try and perfect a level rather than just complete it. This way allows me to keep the game easy enough for the average player but challenging enough for the dedicated player.

Think of them like achievements but without the obtrusive popups.

I'd like to get some more music if possible for level 3 and for the credits room but I'm not too fussed. 

I'd consider the game 9/10ths done now. Am I falling into the classic 'my game is never finished' trap?

All I need to do now is:
- Teach the player that carrying other players with the climber is a thing (a very important thing).
- polish level 3 a little bit (I'm still not entirely happy with it yet)

Stuff I'd like to do but might not due to time and effort constrains etc etc..:
- make it so the whole character has to be in the safe room for it to count?
- fix the bug causing characters to snap back under the climber if they try to step out from under her whilst she's climbing and they are not on the ground?

ENJOY =]


Monday, 8 September 2014

Game 05 - Sinking Ship Game: Now with credits!


Many thanks to Skullbeatz for permission to use his track 'Press Pause Part 2' in the game.
Check out his Newgrounds profile here - LINK



Since the last update I've added:
- UNDO - with the 'O' key (you can currently only undo movement of characters, not cables or water) and only once too (It's tough to program okay).

- Credits - still a little unfinished. Get there via completion of level 3.

- Settings still does nothing. Maybe I'll switch it to 'credits'.

- bug fixes.
    eg. stopped flashing 'drop' macro.
    eg. doesn't charge you time for trying to step into an occupied place.

- other stuff probably


I might have to go and buy Gamemaker: Studio Professional + html5 export so I can embed this game in webpages and stuff.
Money is expensive

Tuesday, 2 September 2014

Game 05 - Sinking Ship Game: Still Sailing



Menu's, levels 'n bug fixes. Also, cables now work slightly differently (and a bunch of other stuff)


Although I haven't updated the blog in a little while I've been working on the game every day. I've been really pushing to "Actually finish a game". My previous projects have been arguably finished if not haphazardly but I think the reason I've been so reluctant to stop working on this project is because it's simply not finished yet. I want something I can put in a portfolio and show proudly to people (not that my other games are any less important).

This game's shaping up to be just that. I have 2 weeks until I move away and I am planning on getting the game finished in just 1 week. If time spills a little then spending another week is of no great expense, although I would like to spend that week preparing for the move and potentially working on another project if at all possible.

Meanwhile
I smoothly like how the new cables feel. This new design fixes a couple of prior gameplay problems also. I've redesigned parts of Level 2 and it's honestly my favorite of the 3 levels (+2 tutorials) now. The 2 tutorials btw is because I still haven't decided which one I'd like to use yet (Skip the with 'P' if you like (or navigate the menu's)).

But yeah, I'm currently loving the game. I've found myself in so many interesting scenarios whilst trying out different strategies that I've really had to think through. It feels strangely satisfying to sacrifice a character to save the other two.


Controls:
change character - '1','2','3'
move left and right - left and right keys
move up a step - up AND left/right (move up 2 blocks with 3 block high characters)
climb ropes - up 'n down 'n up 'n
'USE' - 'Z'
'DROP' - 'X'
'ROPE' - 'A' for left side, 'S' for right side, (or click the relative macro)
reset the level - 'R'
make the walls checkered - 'U' (easier to work out distances)
open the menu 'ESC'


One new thing I forgot to mention is the ability to 'staircase' with the Hacker. Stepping up whilst crouched allows him to climb zigzag like wall patterns (as shown on the right side of the above image). It gives him quite a unique way of moving past obstacles which the other characters cannot do.

Once I 'finish' the game I might consider making it again with more general systems to allow for more characters, procedural generation?, level editor? 
Just a full game really =] I'm expecting it to take about a year. 

Of course this is only IF I decide to work on it full time =P

Monday, 25 August 2014

Game 06 - Microsystem (LD30)

Here is a link to my Ludum Dare entry; Microsystem.


 CONTROLS:
arrow keys - movement
R - restart
esc - exit

I was pretty busy this weekend and I only really had the final evening to work on the game. It's honestly not great but it was an interesting experiment nevertheless. All the organisms move around randomly and do different things under different conditions. The small purple creature is the player and the game system is much like a sandbox to explore and interact with stuff. There is no real goal but I was hoping that the player would get some enjoyment out of learning about the system and all the different conditions under which the organisms do different stuff. Similar to Starseed Pilgrim.

I think with more time and more polish the game could be interesting but it's not really an ecosystem at this point.I wanted everything to play off everything else in order to survive, so that changing something small would make a huge difference, like when they introduced rabbits to Australia and they had to kill them off again because they ate all the other animals food.

A big plus is that I learnt some very useful Gamemaker functions from this game.
I now know how to correctly use the 'floor' and 'random' functions.
This was also the first time I've been able to address a specific instance in one of my games rather than all of a type of object. Vary basic gamemaker logic that I should've learnt ages ago but never really had to until now.
Using this knowledge, my games should be better and faster to make from now on. From that angle, this game was very successful.


Saturday, 23 August 2014

Game 05 - Sinking Ship Game: Now with music!


Pretty much just bug fixes and music since the last update.
Oh and the base for a tutorial. (Skip it with 'P')
Many thanks to Johnfn on Newgrounds for giving me permission to use his song 'can't move past'.
Check out his Bandcamp
and his Soundcloud

Since Ludum Dare is currently occurring I'll be channeling my time and creativity to that this weekend.
Level 2 (still needs couple of changes but an interesting level nevertheless)

Tuesday, 19 August 2014

Game 05 - Sinking Ship Game: New controls again


So I spent all of today working on the new control scheme trying to make it as slick as possible. In the process I managed to cure ALL of the massive bugs my game had previously so I am very happy with today's  work =]

I'm not 100% sure I like the new controls yet, they take a little while to get used to and require switching between the mouse and keyboard but it is much quicker to get around (arguably worse) and feel generally very smooth and 3block characters can now step up onto other characters (which makes the game way easier so I've added a limit on ropes now too).

Controls:

- Use 1,2, and 3 to switch between characters
- Move left and right with the arrow keys
- use Right+Up and Left+Up to step up to the right and left sides respectively (Engineer/Hacker can only step up 1 block whereas Swimmer/Spelunker and Gymnast/Climber can step up 2 blocks)
- Use the mouse to place and remove cables whilst using a computer with the Engineer.
- Use the mouse to select which side to make a rope (as the Swimmer.Spelunker)
- Use Z to 'Use'
- Use X to 'Drop' (down ropes) (and off the ceiling for the Climber)

Tomorrow I will consider adding back the option to click 'Use' and 'Drop' as an alternative to Z and X. I will also work on level 2 and a tutorial style level/section of a level. I will also do other stuff probably.

Monday, 18 August 2014

Game 05 - Sinking Ship Game: Ice see holes in my boat

But I know how to fix them.
I think I've FINALLY found the cause of the obscure glitch stopping the player from moving too the far left or top of the room. The solution is going to require a complete rewrite of the control scheme. Yay -_-.


I have a HUD and everything

Controls are the same as last time.

The girl/gymnast/climber now climb along ceilings (although not very useful on this level).

'Jump' is now 'Drop'. You can use 'Drop' to drop from the ceiling as 'The Gymnast' and to drop down ropes as any of the characters.

I've included a (currently very minimal) score room for each level and currently have just one completed level + the very start of a second level.

This 'first' level is entirely possible without a single character losing any oxygen and with using only 4 (maybe 5) ropes.

I'm very happy with the direction the game is going. It's honestly exactly as I envisioned it when I first came up with the idea (minus the bugs). I'm starting to consider audio now. I'm thinking something similar to the 'Gods Will be Watching' OST or perhaps some 'Harry-Gregson Williams'. Maybe something a bit more minimal though to reflect the artstyle...

PS. Due to this game being kinda ambitious and having missed a couple of days due to that wrist pain thing (and also because there's less than a week until Ludum Dare 30), I'll be working on this game through till Friday (and I may even continue with it after Ludum Dare if I think it still holds up).



Saturday, 16 August 2014

Game 05 - Sinking Ship Game

I did almost no work on the game yesterday due to my wrist pain. It actually hurts in the elbow too. I think it may actually have something to do with the time I smacked my funny-bone really hard into a chair.

Done some work today though =]

LINK to Version 0.4

Since adding the ropes, the game has actually become playable (although still very buggy). That's a nice milestone.

I recommend watching (if not one then both of) these clips to get an idea of what stuff is and does in the game.

These videos are super low quality. The game itself looks much nicer =]



 Some things are still quite inconsistent:
eg. only the engineer can step up onto another character. The other two can only step sideways onto another character.
eg2. only the engineer can go up steps while crouched.

These are both annoying inconsistencies which, just for the sake of player understanding are worth solving. It's quite difficult to program for the 3block characters though because there are a lot more variables to consider with various wall heights etc...

You can see in the clips how climbing ropes works in the game and how multiple routes and solutions are available to the player.

PS. The level has evolved in 0.4 from these clips
PPS. Soon I will add a limit on ropes (or maybe a total rope length?) and give the characters oxygen + oxygen bars.
PPPS. There are a bunch more (some more efficient) ways of solving the puzzle shown (try and find them).

Thursday, 14 August 2014

Game 05 - Sinking Ship Game: Fish Fingers

It's amazing how long it can take to make something you thought was so simple. I've put in a good 10 hours of work today. It feels good to be so productive although my fingers hurt a bit.

Fun with cables
The game is slightly playable now. There are a few fun things you can do in it but not everything works still. I've implemented the new control scheme into the engineer/hacker and the swimmer/spelunker but not the woman/climber yet.

The engineer/hacker can now successfully hack the computer and rewire the cables spanning the walls (although he cannot delete cables yet) but be careful and each addition he makes will cost time and cause the (currently not a danger) water to slowly rise.

A few bugs still exist but fortunately they're not a big problem and could be solved simply by designing the levels carefully although I will do my best to fix them.

One particularly strange bug is one causing a character to jump back when the get too close to that left wall on the bottom layer. I think it's something to do with the low ceiling but the characters should never even come in contact with it so?...

anyway, I feel like I'll need to spend 10 hours everyday for this whole week if I want the game to be what I initially hoped it would. I'd like to do that if I can.


CONTROLS:
engineer + swimmer:
left click the character once - movement buttons
left click the character twice - special actions (jump still isn't a thing)

using the computer(engineer only):
left click - add cable
right click - exit computer mode
left click 'use...' button - exit computer mode

woman:
left click and drag - movement
right click - special actions

general:
R - restart
esc - exit





Wednesday, 13 August 2014

Game 05 - Sinking Ship Game: Good Start

All three characters huddled together
LINK to the game
Initially I tried to make the game genuinely out of pixels. So each character was only a couple of pixels in size. Game Maker didn't like that one bit so instead I just faked single pixels by making everything out of 32x32 blocks of color (with a few exceptions). It looks great. I'm very happy with the graphics so far.




I've spent about 9 hours working on this game today alone.
The programming has been quite problematic. This game is my most ambitious yet and it's all quite shaky. The characters teleport through walls and stuff but I'm getting there. I think If I changed the control scheme I could actually fix this problem quite easily but it would involve rewriting a bunch of hard work. I'll probably make a branch and experiment with it to see if I can get it to work well.




















The aim of the game is to try and get all three characters to safety at the top of the room. Currently the water rises slowly every second but ideally I'd like it to be relative to the amount of 'moves' taken. This means that the game will become turn based rather than action but I think it will benefit from the change (I THINK it might actually fix two massive bugs too. I hope so).
Each character has their own traits. The guy on the left is 'slower' but he can hack computers (white squares) and build ladders whereas the woman in the middle next to the button is a fantastic climber and can scale vertical walls. The guy up the top right is a professional at swimming and can hold his breath for long amounts of time. his height and strong thigh muscles means he can jump high too.

I am very quickly starting to doubt how viable procedural generation for this game is since it's very strategy/puzzle based it could render some levels unbeatable unless executed very finely.

Controls:
left click and drag each character to move them. They automatically fall to the floor so you shouldn't be able to pull them up a level (although you can).

right click a character to see their available options. 'Jump' is currently not implemented and the swimmer only is partially implemented.


PS. It's currently impossible to do much more than move side to side and push buttons but I honestly do feel like I've made a ton of progress.