Archive for the 'game design' Category

Review: Pixel Junk Eden - Silkworm acrobatics

Pixel Junk Eden

Pixel Junk Eden

Ok, maybe the creatures featured in pixel junk eden are not silk worms, but rather “Grimps”,  but I beleive that the association is not without merrit.

In pixel Junk Eden, your Grimp has to tend to the various flowers and plants in the Garden or Eden. You do so by collecting Pollen by coming into contact with it as you swing through the air with the greatest of ease. Or you would be, if Pixel Junk Eden was “easy”. Not that it is hard, but Pixel Junk eden has a deceptive level of complexity that really sets it apart from other games in the physics game catergory.

When you collect pollen, the pollen finds a way to the nearest seed, once the seed is filled with pollen it will grow into a flower in a very organic (funny yes?) and at the same time caligraphy influenced way.

Growing flowers isn’t the only goal, you also have to collect spectra, which open up new gardens for your eden.

Because your silk tether only has a limited duration period before you go flying into the stratosphere or depending on your actual size (the game is short on character background) Troposphere.

Shoddy silk isn’t the only thing you have to worry about, there are always enemies in the game that can cut your tether or shoot at you, stunning you for a period, thankfully these enemies are pretty easy to take care of by purposely touching them using either a direct jump at them or by spinning or diving through them. They then break up into useful pollen which can then use to complete seeds so that you can grow them into flowers.

Tending to flowers isn’t the only goal, though it is a necessary chore if you want to reach the Spectra, which are lotus looking icons that once collected open up paths to new Gardens that you can explore and pollenate.

I was impressed with Pixel Junk Eden, just as I was with Pixel Junk Monsters, another in the line of deceptively simple games from Q-Games out of Japan. Whether you greatest aspiration in life is to tether yourself to giant produce and collect pollen or not, It’s an interesting diversion that more people should divert themselves to.

4.85/5 - There is no such thing as a perfect game.

Asshole Physics: Sometimes you just want to be a jerk

I was just Perusing the vaguely videogame related Something Awful when I saw this recent article by Hassan “Acetone” Mikal. It is written in a Tongue and Cheek style. Strike that, its written in the Something Awful style, but it still raises some interesting questions about the way Physics are used in games. He goes as far as to differentiate Asshole physics from mere violence. Here’s a sample.

Because most people can’t read and comprehend at the same time, there is some confusion as to what Asshole Physics really is. The basic recipe is composed of the following ingredients.

* A realistic physics engine such as Havok
* A living, breathing interactive world that has some order
* Uppity NPCs who are performing some kind of menial task such as homemaking and react to your presence
* A bunch of objects you would find in an everyday setting, such as lamps, trash cans, and hookers
* A method to pick up and throw objects

I have seen some games such as Saints Row and Skate incorrectly identified as games with Asshole Physics. Both however, miss the mark. Saints Row may feature a physics engine, NPCs, and numerous objects, but the world is anything but orderly. Running over a guy and sending him into orbit is hilarious, but a little more than assholish. You can’t elicit an irritating reaction from a dead man. Believe me, I’ve tried.

I think its interesting that developers use physics all the time in order to crush, pulverise, sever and other wise maim NPCs, but not to merely annoy them. I see this as a whole other level that is worth exploring.

[Read Article] 

Tip: It’s ok to like games you would never design yourself

I can’t believe this, but I just now discovered that Warren Spector has a blog. I was scanning through the various postings when one in particular caught my eye. “Am I a gaming hypocrite?” In the article Warren discusses both the shortage of games of a similar play style to his own, and also the virtues of not having to think to play a game. Heres a preview.

So it’s a fair question, why DON’T I make games like that? Why do I spend so much time playing and ranting about stuff that doesn’t give players much to think about or much control over their experience? Why do I love games with no story at all? Why do I spend hours and hours staring at a screen until my eyes bleed trying to figure out how to beat some boss monster in some dungeon in some fundamentally silly game that’s nothing more than a way to pass some time? And why oh why did I spend all that time fighting some dude named O’Chunks?

It’s an excellent read, check it out here.

Digital Extremes calls the kettle black

The Australian site Gameplayer has an interview up with the Director of Dark Sector at Digital Extremes, Steve Sinclair. In the interview he talks about how UE3 is causing games to be delayed.

“A lot of promises were made about the Unreal III engine, particularly on PS3. But as we see now, the time frames haven’t been met and now a lot of games using it are being held up.” Digital Extremes wanted to dictate its own release schedule.”,

I personally find this hillarious as Dark Sector was originally announced in Feb 11th, 2000 way before Unreal engine 3 was available or considered yet they somehow choose not to use it anyway. It’s bad enough that Dark Sector was originally a Massively Multiplayer FPS with space travel (a wicked sweet concept) and now its a Sci-fi stealth game but Digital Extremes takes 8 years, making a game using their OWN engine and they cast judgement on Epic? Maybe Digital Extremes should have used the unreal engine. Maybe then they would have released the game already.

An overview of the alien brain

My good friend Rick Stirling has put up another in his series of “Game Art for Beginners”. This episode in the harrowing journey from polygonal wimp to digital maven is called “Introduction to Alien Brain”. For those that are not in the know, AlienBrain is a revision control system or “Asset” control system in this case, since it is aimed primarily at artists.

There are free alternatives like Subversion, which while free are not designed specifically for art assets but do work pretty darn well for versioning and reverts and the various things you do with such a system.

So go ahead and click on the article and enlighten yourself to toys the big boys use.

[here]

Project administration

When you are often working in a virtual office, project administration becomes incredibly important, but what is an independent game dev to do? Thankfully, there are several options that make this a bit easier.

Communication -

I find that IRC and IM serve the needs of my team well enough however I can see how others might need more than that. For those that do, there are services like Basecamp or freely available products like PHPCollab.

Once you have everyone communicating, it becomes time to share assets.
We use Subversion and Subversion client TortoiseSVN. Frankly, its the best thing to ever happen to the independant game developer. While it is true that it doesn’t have the features of an AlienBrain or PerForce, it handles code sharing and versioning, as well as artistic assets. Best of all its free AND easy to use.

If anyone else has any other project management tips, feel free to post them in my comments.

Originality is over-rated.

I was having a conversation where someone said that Gears of War was Un-original. Now, truth be told, I have yet to play the game, do to my lack of personal funds, however, if the feverish rantings of my friends are to be any inclination of its quality, then I am to suspect that it is “fun”.

People love to credit games like Ico and Katmari Damacy when they want to give an example of originality. These games are few and far between. Simply put when you try for something original, you are trying for something unproven, you take a chance, that doesn’t always work out.

If you know that people like candy, give them candy. I am not saying this to deter people from creating original games and new genres, only because I think too many people judge games by originality, instead of quality or fun factor.

You have two options in game design, make something original, or make something better. Better always wins, original is a shot in the dark. Hopefully, you’ll hit a franchise.

Genre Busting

Genres are a way of describing the gameplay of a game, in an efficient manner.

here are some examples.

Platform
- originally consisting of your character jumping from platform to platform ala Mario. Though now-a-days it basically means any action game featuring a stylized character. Crash Bandicoot, Jak and Daxter and of course Mario.

Action - not so much a genre in itself. However it used as a descriptor for other genres, Action RPG, etc.

Roleplaying - any game where you assume the role of a character in a plot, generally accruing experience which you use to upgrade your characters abilities. Example games would be Final Fantasy, Dragonquest and Ultima. I used to have issues applying the RPG moniker to games like Diablo which have a large emphasis on action, but Action RPG, is a perfect way of describing them.

First Person Shooter
first person shooters are any game that you control from a first person perspective, usually using all manner of firepower to make your way from A to B. This genre has changed a lot since its inception with Wolfeinstein/Ultima Underworld. Adding elements from other genres such as RPGs and even sports titles. Quake, Unreal, and Halo are prime examples of this ever evolving genre.
What about everyone’s favorite genre created by Grand theft Auto? GTA spawned a genre that has changed gaming more than any other one. Yet, it still doesn’t really have a uniform name.

Its been called Sandbox gameplay, but that isn’t really accurate, and does a disservice to the genre, sure you can do anything you want, but there are goals and requirements which you would surely fail.

Its been called Open World, but I dont think that is an accurate term either, because again, it only centers on a single element of the genre, that being you can go anywhere. Surely other games would have done this, had the technology allowed it.
That is why I propose that we universally call the genre Free Roaming Action. It does a good job of quickly summarizing the gameplay that games like GTA, Saints row, and Just Cause have so successfully exploited.

With all of this confusion, why have Genre’s at all? word of mouth for one. You can not rely on the eloquence of your customer to get point across. Not to mention publishers generally like to hear how your game compares to other games in the same genre. It also gives people an immediate and clear impression of your game for whether that be for better… or for worse.