Monday, January 16, 2012

Projects...



So. This month sees the release of 2 old projects of mine (^_^ and Fragment) and the release of a new one. Does this mean I need to find something new to work on?

Absolutely not. That image up there shows all the games I consider "Current projects". The number may have dropped by three in the last week or so, but I've already added one back to it, and I don't doubt another couple more will get added at some point.

It's not that I won't get around to finishing these games though (although some probably will collect dust forever), sometimes it takes me a year or more to turn an idea into a proper game. It's just that instead of writing ideas down, I sketch them out as scenes, introductions, playable sections, that sort of thing. That way, when I go back to the project, I have a totally clear idea of what it looks like.

Yes, I work on too many different things at once.

No, that isn't going to change any time soon.

Saturday, January 14, 2012

^_^



Around the end of 2010 I was working on a silly little game that I called "^_^".

After finishing up all the Bake Sale stuff that I had to do, I went back and had a bit of a dig through my old files and found it, and realized that I probably only needed to spend a day or so to get it finished up. I went ahead and did this yesterday, and the result is that the game is finished and available for you to play.

It's quite odd, was a little bit of an experiment to build and at the time had the nicest background I'd drawn. The weirdness might put some off, but perhaps some of you will enjoy it anyway.

If you're interested, you can download the game: here

Cheers!

Monday, January 9, 2012

2012

Holy potatoes! No new post since July?

Did I even do anything in 2011? Well, sure, it was a great year! We got to release the first ~airwave~ game, made <3 for a Mags competition, released a demo for City, saw the release of Blackwell Deception (the first Wadjet Eye Games release I've helped out on) and also made a couple of Oceanspirit Dennis games, one of which managed to get into that funny old Pirate Kart that was put together for the IGF.

But surely that's not all that happened?

Of course not!

For the last couple of months of 2011, we were working furiously away at our keyboards putting together games for something called the AGS Bake Sale. What is it? A fun idea where a whole bunch of AGS developers jumped in and made games with the aim of raising some money - money which will be donated to a charity called Child's Play.

So what did Ben304 and friends put together for your entertainment pleasure?

Two very different, but hopefully very interesting projects!

The first one is a game that I'd built quite a while ago and handed over to my Long Term Wingman of Funk Sebastian Pfaller. He has finished it up and glazed it and baked it freshly for you, dear reader, and I really love how it turned out! Graphics by me, writing by the both of us (most of the words I wrote have been improved by him, and most of the worst he wrote are better than the ones I wrote!), and enough puzzles to keep you playing for a while. I played through the finished game the other night and had a great time, so I think you will as well! Here's a preview:



The second project was baked from scratch specifically for the Bake Sale! With twice the fiction but only half the science, I put together (with some great audio help from both qptain Nemo and Kenneth Hyde) a surreal outer atmosphere scavenger hunt with a few feelings and a lot of talking called Falling Skywards. It was quite a stressful project to make, but we finished right on time and I'm pleased with how it turned out in the end. A small preview:



It's an exciting start to the year, and man, do I have some cool plans for what I wanna do next. Some people tell me that they can't find enough ideas they like to work on - my problem is that I have far too many ideas and wish I could work on them all at once!

The AGS Bake Sale starts around January 20th (if all goes as planned), and there are a stack of amazing looking games put together and all ready for your playing pleasure. I hope you'll peruse our wares and take home a bundle of delicious digital delicacies in exchange for a donation to charity.

It's gonna be a great year, ladies and gentlemen, and I look forward to seeing you when we open our bakery!

Sunday, July 10, 2011

Something!




With the last day of the AGS release something activity upon us, I have released the demo of City. I've never released a demo before, so it's certainly an interesting time, and I have to thank qptain Nemo for writing some music for it for me, Sebastian Pfaller for writing me some Neo Cyber-Goth poetry for it and a whole bunch of people for testing it for me and pointing out my bad decisions and mistakes.

For you, though, there now exists the option to try out this little slice of the game and see what you think. Your feedback is most definitely welcomed!

Saturday, June 25, 2011

Control scheme experiments...

When I started making City, I wanted to do things differently. I had made a whole bunch of games where the control method was "Left click uses/talks/walks, right click looks" - a comfortable, effective control scheme that is very common for modern adventure games. However, I thought I should try to experiment. I had made a couple of short experimental games without inventory or right clicking for their puzzles (Heed and !) and I wanted to try to expand on the idea of having only a single mouse button with which to interact with the world, while still keeping inventory items.

My reasoning was this: For items that players can use, I always write a boring "It's a door" description for the look function, and for items that they can't it's always a detailed description of that thing with a "I can't pick that up" response for the left click. My idea was that I could get rid of the boring descriptions for the things that you can use, and remove the standard "Can't do anything with that" responses for the things that you can't. I would eliminate all pointless feedback - after all, I can *see* that it's a door. I don't need the player to say that aloud, it adds nothing to the game at all.

To counter the fact that some things I wanted to have both responses for, I developed a multi-purpose card that would unlock doors, allow you to buy things and the like. It almost became a sort of additional verb, albeit one that was stored in the inventory and only usable in a few spots.

The problem, however, was that every time you wanted to make a call now, or open a door, you had to mouse up to the inventory, click, mouse back down to the hotspot and then click again. This doesn't sound like much, but doubling the amount of clicks needed for simple, common interactions is pointless. I wanted to keep the look response, and yet I wanted players to be able to do these things (after the first time) with a single click. It simply wasn't working in a way that wasn't frustrating.

Another thing that made me realize the unsuitability of this type of interface for a game where I am trying to put in as much detail as possible was that, in order to have items in my game, I either need to make them automatically used by a player once they have them (not an option I was happy with in this case, though I've used it before), have a hotspot you can mouse over/click to clear the currently selected item (I've put this in an interface as an additional method, but don't think it is intuitive/simple enough to use as a primary one) or, the old standard, use right clicks to clear inventory items back to the standard cursor.

This meant that, although I'd removed right clicks from one part of the game, I still had to have them for this part, meaning that players still had to use the right mouse button. I hadn't actually streamlined my interface... I'd merely made it less consistent with itself and more frustrating.

And so, I went back and put in the right mouse button as the look button, and reworked the whole lot. To counter my initial issue of bland, meaningless feedback for various things, I'm doing my best to write more interesting descriptions for unused functions. It's not a perfect solution, but it's better than having a frustrating interface.

I've experimented with a few different interfaces in my time - selecting specific actions from a list when you click something, using a verbcoin, single mouse button without inventory items - and I still find the "left click does things, right click makes the character comment on them" one the easiest to design around.

I still plan to keep experimenting with them, but for now, this works fine.

Wednesday, June 22, 2011

Colours of the World



When I first started working on City, I had been playing quite a bit of Metroid Prime, and one of the things I wanted to use was an idea that was directly inspired by such action based games. In a lot of platformers and the like, each world is presented with a unique colour scheme which, aside from giving each world their own theme, also helps to break up the monotony that comes with 2d side scrolling graphics.

As you can see above, I planned to give each of my different areas a different colour scheme. The style I created for the graphics is an extremely simple one in terms of colour palette - I use a single base colour (dark purple) to start with, then work with 2 different highlight colours to paint the scene. It's a 3 colour palette, blended together to create the scene. This still allows plenty of opportunity for different ambient and focal lights, while allowing me to keep the scenes of each area looking very consistent.

When I went back to look at the game after over half a year, however, the first thing that I decided needed to go was this idea, and for several reasons. Firstly, it's hard to get a colour palette balanced just right, especially if you're trying to match it with older scenes. That means that I was spending ages each time I wanted to sketch out a new area just to get the colours right.

Secondly, I based my user interface graphics around the colour palette from the first area. This means that it looks great and matches everything in that area, but as soon as you go to the next area it looks quite out of place. Having an interface that matches the rest of the game stylistically is important, and so this was an issue for me.

The final problem was that it didn't feel exactly like going to a part of the same city, and I really want to keep a consistent feel between areas. There will be a bunch of different areas, but I very much want them all to feel like a part of the whole city.

This means that I'm back to painting backgrounds with a mere 3 colours. I still feel that there is plenty of potential for variety in the scenes - how successful I am with this remains to be seen.

Monday, June 20, 2011

To Hide or Reveal?

As I receive testing feedback from players and start putting together the first parts of the next part of City (the second part, seeing as I have completely ditched what existed as the second part earlier), I start to get the opinion that I have absolutely no clue at all how exactly to build what it is I am trying to build.

Initially the game existed as a linear adventure game with lots of bonus stuff to do just for fun, but the more I've worked on it, the more I've given these bonus things *effect* in the game world, and what once existed as strange easter eggs for the player to find now have real gameplay and story consequences.

But then I realized how well some of these things are hidden, and I realized that some really major subplot stuff depends on players following some pretty well hidden clues.

Now, I love putting little easter egg jokes in games. Absolutely adore it. Nothing pleases me more than somebody saying in a comment or an email that they noticed a little joke I've hidden in the game and knew what it meant. There are some jokes in my games that I doubt a single person has actually found yet, and some that I completely forget about until someone tells me they found it.

But the things in City are no longer just little jokes to make you smile. There are actual *reasons* for these things now, aside from a little wink to the player. And I worry that I've hidden them too well.

Test reports have been interesting so far. It's fun to see someone's reaction when they try something and find a secret and let me know about it - it makes it feel like it's actually worth putting these things in the game. But I think, going forward, rather than making one main path with a bunch of hidden stuff, I'm going to focus less on hiding things and more on simply making more choice for the player. A lot of the choice stuff I've added in so far happens quite subtly and so you may not even realize that an element was triggered by your actions, which I think is in some ways a good thing and in some ways a bad thing. I want players to be aware that the things they do in this world have consequence, but at the same time I want it to feel as organic as possible.

In any case, this morning I added another subtle hint to a thing that provides hard to discover hints for two more things in the demo, one of which makes you a bit of extra cash and one of which (if you make a certain choice) could lead to you changing a character's life later on in the game.

And to think this was originally just a way to hide a fun animation in the game. The possibilities here for additional content are beginning to overwhelm me, and as daunting a prospect as this all is, it's also very exciting.

Once again I find myself with the feeling that I'm not trying to just build a game anymore, but a whole world of which you are allowed to see and influence a part of. That's a very powerful feeling, and one that fills my mind with concepts that I want to try.

Anyway, enough of my rambling, it's time to get back to painting. This world won't build itself, and I have so very much of it I want to let you experience.