It's been nearly a week since Shifter's Box was released, and to my delight it has been incredibly well received. I had a feeling that this was a good game, but there always remains doubt when it comes to release time.
I believe it is important to move on and not dwell on the one release for too long, but I believe also that it is important to learn from past efforts, so I am going to share my thoughts with you about Shifter's Box. Please feel free to comment on any of these points or any of your own if you had something to add...
(a quick note - the following entry is long, dull, and contains spoilers for the game)
Shifter's Box started out very different to how it ended up. The first couple of rooms and the main character sprite I had laying around on my hard drive intended for a very simple, basically puzzle free game. I had set that idea aside (because it was pretty bad) and so the scenes were just sitting there, however I liked the concept I had built the story around (of a box that exists within itself) and decided to take another crack at it.
My first big decision when making the game was to use a completely different colour palette for every different location in the game. With Annie Android I pushed myself to adhering to a limit of just 6 colours - what this meant was that once I had the colour palette down, all the scenes were very quick to draw and animate. I basically got 80% of the graphics down for that game in one weekend.
Because I was doing the complete opposite for Shifter's Box, it took me a lot longer to produce the graphics. Some of the palette ideas I threw around were quite terrible and needed redoing, and some of the ideas I had for a world just didn't look any good when I drew them and so I had to start all over again. Rochelle was initially going to live in a giant tree, in a grassy place. Longblow Tower was initially without walls (just columns) and had a pink sky (which I ended up reusing). I had drawn one scene that was basically all bile coloured. Thankfully I took the time to redo these ideas ;).
Doing all these colour palettes was a big push for me as an illustrator and encouraged me to experiment a lot more. It also meant that I spent quite a bit of time sitting staring at a blank screen thinking "Where can I take the game to next!? I've run out of colours!".
The next big decision was to focus a lot more on puzzle design than I ever had before. I find most of the puzzles from the previous three games quite unsatisfying both in concept and execution, and wanted to put puzzles into the game that I felt were well designed. My two favourite puzzles (spoiler alert here) are the island with steam pipes and the one with the lamps and the floating door, which seem to be the most popular puzzles with other people as well. I was quite proud of the cat + jellyfish puzzle as it took me some time to design and put together, but I feel it is a lesser puzzle than the other two for a couple of reasons. The first is that the clue to solving the puzzle is not as clear as with the other two, therefore it could be seen as a task of guessing and checking to get it right. The other is that it is quite illogical... who would expect a cat to jump up at a floating jellyfish?
Another thing I tried to do with the puzzle design was to keep a nice feel of diversity between the puzzles. Someone commented that there really wasn't anything to do in the tower, and that it was quite easy. This was something I purposefully strove to do - I wanted to throw a simple puzzle between two more complex ones to stop the player from feeling like they're just going from getting stuck to getting stuck. I feel it works quite well, however I can understand if this is up for debate. I also designed the beginning of the game around this concept. Before throwing you straight into the steam platform puzzle, and instead of making you watch Sally open the box, I thought it'd be fun just to have a really simple puzzle to get players used to the game mechanics and what they'd be doing through the game.
Story wise there really isn't much to the game, but I did try a few new things. Sebastian gave me the idea of using a narrator, which I took and completely ran away with, creating Colonel Slimbritches (who was thankfully renamed to Ebenezer Leary by Sebastian) mainly because I wanted the severed, framed head of a 19th century hobbyist scientist in the game. Writing his lines was enormous fun for me, and he really is my favourite character in the game. I also felt like he finally added some story to the game (he was one of the last things added) and added a bit of humour to an otherwise quite dull story.
Animation wise, I put all the basic animations in and realized that most of the worlds looked very lifeless. I wanted to give a nice feeling of life to all of them, and so I added a whole bunch of background animations in, which I think work quite well. There's quite a bit of animation in the game (I think the sprite count is somewhere around 830) and I feel that it was a very good decision.
When it comes to the game's story, I did something very different from my past efforts, and yet with hints of the others still in there. It shares a common theme with Man Boy and Shoot! of being in a strange place and needing to return home, but if you look at all of the games I've worked on in the past I've always created a very obvious villain character. When I wrote Shifter's Box (and I didn't realize this until all the story was in place) I didn't have a 'bad guy' - in fact, if anyone is to blame for events, it is the main character, who is certainly not a bad guy. Considering I had got to a point where I was worried that all of my games would always be 'Good vs Bad' I'm pretty happy with the way it turned out.
The last thing I'll analyse is the actual construction of the game. I've always been fairly poor at putting games together (if any experienced scripters ever saw the game source file for Man Boy vs Doctor Sock they'd probably weep bitter tears) but I did my best to cover as much scripting ground as I comfortably could without getting myself into a situation where I simply could not put something together. Things like the cat puzzle saw me writing a very clear list of things that needed to be done and ticking them off bit by bit when I'd completed each milestone. I also got to be creative in very small ways that help the game - when you ride the hoverboard over to Kadin, you have a shadow underneath which disappears when you are over the air, which I initially thought I couldn't do. Small things like this add to the game, even if nobody notices.
And yes, there are a number of bugs in the game. But I'm quite proud of the things I did manage to script, and hope to use the knowledge I gained doing this game to make even better games in the future.
As a small point of interest, when 2009 started and I looked at what I wanted to achieve for the year, one of the big ones was "I want to make a game that gets a 4 blue cup rating". 2 months in and I've managed to do this, which is very exciting for me.
The first week of Shifter's Box has been a very exciting time for me, and it's been awesome to see all the nice responses. Let's just hope I can get another game (or maybe two ;) ) out before the year is done!