Showing posts with label Game design. Show all posts
Showing posts with label Game design. Show all posts

Tuesday, March 25, 2014

The Case of Tuesdays

I was wondering a lots about stuff, and discussions from IRC have led me to actually bother writing an article, here on the blog, apologies on the slower content, but things in the community are a bit slow for my interest.

So I've been spending much time working on Troll Song, mostly working around the interface fixing and adding snippets for easier implementing of future actions. Thus I came up with a small list of things to do on the game you make AFTER actually making/working on a complete game. And by complete I mean a game that has been rendered under the shower of several polish, that when someone shows you the first version of it, you say "wow, it was bad back then".

Anyhow, when you've bothered working your ways around your first actual game, you learn to do things, but as most of them are a first, you end up doing several mistakes. What I've noticed whilst working on Troll Song, is that I'm transfering skills/snippets and knowledge from previous efforts/projects, thus improving my current workflow and result. Practise makes perfect, and it's no lie, it extends to game design.

So the promised list follows:

1) Do re-use stuff that can actually be re-used. Like that pretty cool Savegame UI, don't go porting the same characters for crying out loud, think generalization and masking. What feature of your previous game can be transfered and adopted by your new project? Then port it properly. Copy-paste won't work 100%, you'll either discover mistakes/omissions, or you'll realize it can be improved in certain ways, thus you'll enhance it. This is the utter realization, that you've evolved from the time you created that thing till today. And you should get yourself a tea for that, it's a good accomplishment.

2) Split your work, give it extensibility. Always, and I mean always don't create considering this is the final version of your creation (regardless whether it's a code, a background, a character, an animation, a story element/plot). It's not. I've seen spectacular backgrounds get replaced by even more spectacular ones, and other backgrounds completely redrawn cause they couldn't work that way. You need to project into the future and replicate the same result hastily without much effort, even if the idea of you re-doing this, puts you down. And it probably does.

3) Spot patterns and use them to your advantage. This is huge but do treadlightly, otherwise you'll end up having the same animation for 12.000 things. Basically translating from gibber to english, if you see an animation proving to be practically the same for some other situation, without breaking the uniqueness factor, go ahead, be courageous and use it elsewhere. If you see a code behavior being repeated make a global method/function out of it, and be a man of yourself.


Sunday, November 27, 2011

That Butler Finally Did It!! *Fist Shake*

On the AGS forum, a relatively new member (only 4 posts) made a post about adventure games being dead. He claims that the 'Butler' did it. We all know if anyone was responsible it would be the maid, not the butler. But I digress... It is a thought provoking thread with lots of thought put into it, and has induced a bit of discussion on both sides of the line. Since I enjoy these kinds of posts, ones which bring forth discussion while not causing flame wars or arguments, I decided to post here so you can check it out and maybe put in your two cents if you feel so inclined.


EDIT : Looks like the thread got out of hand and the moderators on the forum deleted it. :(

Wednesday, November 2, 2011

Character Development

Greetings everyone, and welcome to my first post on the AGS Blog!

I was brought on board to help with the general game, industry and forum based stuff, but also to do articles about game development and writing a good game. I’m going to focus this article on a very important aspect of writing/creating a good adventure game: character development!

Without characters that are well developed, the game becomes tedious for the player. Who cares whether Jack climbs the beanstalk and defeats the giant if he has the personality of a cardboard box? It is when the player builds a ‘relationship’ with the characters in the game, and come to actually care about what happens to them, that the most immersion happens and the game seems to take on a life of its own. It is in these instances that an adventure game can really shine.

I did a lot of research on this topic in 2009 when I released Murran 2 and a lot of the reviews come back saying the game lacked any real character development. I made sure when the sequel was released this year that I had spent as much time as possible trying to turn the pixels on the screen into a living, breathing person with feelings, desires and motivations. I would like to think I accomplished this task, and here are some tips I can share for developing a character:

Make sure before you begin writing any dialog that you plan out each character. What are their back-stories? What happened to them in the past to make them the way they are now? What motivates them? Do they desire money? Fame? Power? Are they just a drug addict willing to do anything for their next fix of drugs? Make sure the back-story for the character SUPPORTS and helps along the flow of the game.

Delve further into the character… Do they have any pet peeves? Does something really irritate them? What is their daily schedule like? If they are a busy person, maybe their character will always be in a rush. Maybe they will be forgetful because they are always rushing around.

When you write dialog, write it “as” the character. Put yourself into the shoes of that character, and design the speech and behavior as that person would. Keep in mind their history, desires, quirks and their feelings on things.

Make your character question themselves. Some good drama can be had by introducing a twist which can cause the character to question who they are.

One arc or two? There is the arc of development which comes over time as the characters experience things and learn. There is ALSO a more subtle arc that characters can experience as they SEE the other characters doing things. A good example of this is character A getting jealous of character B when they are seen going to visit character B’s ex-girlfriend. Character A is developing through the outer arc as he learns about the stolen jewelry she has, and Character B is developing through the inner arc as he perceives some kind of affair going on. It is unfounded, but he doesn’t know it.

Emotions. Learn the five stages of grief : http://grief.com/the-five-stages-of-grief/ Nothing ruins the immersion in a good game like characters who don’t have realistic responses to events. We all know that if someone is killed during a moment of high drama, the main character shouldn’t laugh. But what might not be so obvious is that the character, to be believable, should follow a staged and set path of dealing with this event. It shouldn’t be “I’m pissed off! “, then 10 minutes later be acting like nothing happened.

So to sum it all up, there is a lot that goes into character development, and well developed characters will make for a more fun and immersive game for the person playing it.

The Star Trek team gets a new member

Well, I believe we were always like the USS Enterprise. Just, well not that awesome. So if SSH is Scotie, I am probably and definitely Captain Kirk, then we just got our Spock. Yes, so please all welcome our newest addition:

POC301

We are very happy to have him aboard, and he'll be doing some very interesting blog posts. You'll see. I joined this blog on 26 of November 2008, so yeah, that's a nice sign.
Also not to forget the man, made the Murran Chronicles, so you should check them out, like now!

Anyhow, I'm sure he'll have some great content here as well.

Monday, June 28, 2010

Game Review: Polly want a Crack-er?

Last night I spent some time playing this game by R. Michalski, famous for Downfall. Having actually the chance of talking a lot with him, he told me that he released this game, and I actually will be honest, I didn't bother to play it.

The story starts with Lucas Zerko (you) losing your dad and parrot by a cult. You don't really care about your dad being dead, but more about your parrot being kidnapped, so your quest starts to find your friend Grim, and have him help you out. The whole town is one hell of a bizarre characters, all of them greatin my honest opinion.

The graphics have a charm and the animations mostly get by. The music and ambient sounds work rather well for me, and I loved the usage of some songs. The enjoyable factor is great especially if you're into Nirvana, Fool's Garden, Raemonn, Coldplay. The writing and dialogues will definitely appear to be rather crazy and random, but damn, the innuendos I could catch made me laugh badly.

The randomness and crazyness is where this game actually excels, and the very reason why I suggest it. It's also the only horror comedy you'll ever see from the author. It's not the best game around, but so far its number 1 in my list of AGS games for 2010. It lasted 1-2 hours top, but its very enjoyable, and the puzzles have a certain logic (even in crazy ways).

So yes, stop crying that you can make better games, and Go play it.

Tuesday, April 13, 2010

Monday, December 14, 2009

Thursday, November 19, 2009

Monday, November 16, 2009

Normal service resumes

Apologies for the lack of updates... I was on my hols at Disneyland Paris with the family and forgot to ask Dual or Leon to hold the fort. Anyway, while I've been away, this fabulous postmortem of the making of Blackwell Convergence came up on Gamasutra.