Mid Year Break 5: Lost to history

Hey, so I did some messing around with the site over the weekend and managed to lose last week’s post completely.

BUT: the site now has a proper security certificate so I’m gonna call that a win.

I can’t really remember what I wrote about, but I do recall that there were links to the new website and twitter for our group’s new game, so here are those links again if you wanted them:

LVL2

Twitter: twitter.com/LVLsquared

Web: lvl2game.com

 

Mid Year Break 4: the Break Down

The last week was rough.

(And I know this is a bit of a theme of late, but this one was particularly rough).

We’ve been plugging away trying to come up with a new game idea, following the failure of our previous effort. There have been some interesting mechanics floated, and there have been some good efforts from some group members to find a new path forward, and that has been great.

However, during our time at The Arcade this week we spoke with Ken Wong, who has been tutoring us this semester.

Ken was interested in the mechanic that we had, but pretty much tore all of our game ideas apart.

And this really knocked me for six.

Hearing Ken say that we were again heading down a road to a rubbish game just left me questioning everything that we were doing. I was basically unable to do anything productive for the rest of the day, because I was just left unsure that anything that we were doing was any good.

And that’s pretty much where I have been all week.

I’m not sure that the new idea that we have is super solid either, but we don’t have any time to work through any other ideas. So we just have to hit this one as hard as we can and try to learn from this whole experience I suppose.


Now that that cheery reflection is done – what’s coming up for the next week?

We need to get our web presence up and running again. This is going to need a whole new website, as well as twitter and facebook accounts.

We need to really bed down our new design documentation, and work out precisely what is required in order to have a proper game up and running for open day at the end of July. This will include artwork, mechanics, levels built and tested, new UI, menus, the lot.

Time to get cracking.

Mid Year Break 3: Start Over

We’ve had a bit of a rough week. A few of the group have gone missing over the semester break, and the rest of us have been trying to come up with revisions, re-imaginings, or reinterpretations of our idea.

We had a meeting with the group members who were present and tried to do some rapid iteration, working through ideas to try to find a new ‘nug’ that we could build the game around.

We were in a position that the game we had was A) not fun, B) not a challenge, and C) didn’t really have any fantastic central mechanics.

Our use of shadow casting was interesting, and we heard consistent feedback that the shadows were cool and interesting. But the only thing that we ever managed to do with the shadows was to build a bridge over a gap to allow the player to ‘run as fast as they could to get to the next obstacle’.

Another element that never really go to the point of being interesting or fun was the use of various animal shadows. It took us a llooooooooonnnngggg time to get these up and running. And in the end, the shadows didn’t really do anything beyond change the pace of the player’s movement, or change their jump height. And once you did have the shadows, there wasn’t any reason to return to using the girl’s shadow.

And finally there was the use of the girl and a Victorian mansion as the setting. The art style was never really unified or particularly exciting. It was very ‘busy’ without adding anything to the game-play or informing the player in any particular way.

So – we got medieval. We cut away absolutely everything that we deemed unnecessary.

In the end, all we were left with was the shadow casting mechanic.

So we had a session of trying to work out what we could do with those shadows, and what sort of gameplay we would end up with.

Following that, we went away and tried to put together some prototypes showing the new game-play.

And here are some examples of what we came up with:

ShadowPlay
ShadowPlay
LensFlare
LensFlare
Project-o
Project-o

 

It’s fair to say that these are nowhere near complete or polished, but we do have some playable prototypes, which is something that it took us a long time to get to with the previous game.

So overall, I’m feeling a little more hopeful at the moment. Fortunately, I can temper that by recalling that we have VERY LITTLE TIME TO MAKE THIS INTO A GAME.

So the next few weeks is going to involve us hitting our straps in a big way to get a proper alpha ready to go for open day at the end of July.

 

 

 

Mid Year Break 2: Take the Lead

I’m going to talk a little bit about what we are focusing on this week, as well as some things that I think our team needs to think about over the longer term. I guess these could also be looked at as things that need to be considered when forming a team, but that we have not done up to this point.


This week: We are continuing our mission to break everything into component pieces and try to find out where our fun elements are. Early contenders are moving various pieces of the world around to solve puzzles and allow progress.

Up to now we have been building a fairly basic platformer in which the player moves through the world and avoids bad things and so on. Think Mario Bros, Donkey Kong Country and those sorts of games.

But with our new thinking, we end up with a game that has more in common with Monument Valley or Echochrome in which all of the elements of the world are there to see, and your mission as a player is to manipulate all of these elements into the correct positions to allow the character to proceed.

This style of game is potentially more at home on a mobile device than a PC, and that will be something that we will need to discuss if we end up following this path.

All of this is still up in the air of course, this is just my latest thinking.


The other thing I wanted to discuss this week was defining group roles and using that as a way to convey ownership.

So far we haven’t had much of a structure within our group. As I have discussed previously, I took on a decision making role, but that was the only real defined(-ish) role that we had.

This coming semester, I’m keen for everyone within the team to have a role and title that they can take on and clearly state that that is the part of the project that they are responsible for.

There are two reasons for this:

  1. I think it will help to have each group member to have ownership of a particular element of game production.
  2. It will take some of the load off me!

OK, that second point is a bit of a laugh. But, I think we will be better off if there is more than one person making all of the calls in development, and having a go-to person for different elements will help, I hope.


Finally: back on schedule for this week! Not a whole lot of actual game stuff to discuss, sorry, I seem to be focused more on team dynamics at the moment. I’m going to try to have some proper game news for next week.

I see that there are people looking over these, which is cool. If you have any feedback, disagreements or just want to make fun of me for writing a development blog, feel free to hit me up on twitter @kipslife.

Mid Year Break: Break it Down

First of all – an apology. Clearly I wasn’t able to get a post done at the start of the week. I was thrown off by the long weekend, and I’m still trying to get a proper rhythm going with these things…


That said, our game alpha has been submitted, and Uni doesn’t go back until early August, so there’s nothing really going on now, right?

Well, not so much.

It would be fair to say that we are not 100% happy with the game that we have built to date. While there are elements that work well, the game isn’t really … fun.

Which is not ideal.

So we are going to use the first few weeks of the break to really tear the whole thing apart and try to work out what we can do with it.

A problem that we had last semester was that we never had a lot of time to play around with our mechanics. We took a long time to get them up and running, and as a result pretty much had to build the first idea that we had, without much iteration.

Here is a little example of the alpha that we submitted:

Alpha1Alpha2

You play as a young girl who can shift into a shadow and then interact with shadows as if they were solid. she can also change into various animal’s shadows.

Our basic problem was that we over scoped. *Cue no-one in the games industry being surprised at all*

And the result of this was that we never really got anything working particularly well.

So we’re using the break to right back to first principles.

We had a discussion with our tutor yesterday about the feedback that he had, and we realised that we really needed to pull all of the guff out and try to find the fun mechanics, then rebuild around that.

So out go the girl, the animals shadows, the shifting.

Now our game looks like this:

Prototype1

And the next few weeks will be rebuilding and rapid iteration.

Let’s see how that goes…

 

Week 13: Submission

Bit of a celebration of a major benchmark this week: We submitted an alpha of our game for grading!

Cue fireworks!

But before we got to that, there was a whole lot more work that needed to be done.

I was kept pretty busy getting various game elements into order (mainly relating to UI elements and audio). The other thing I was doing was playing through the game, and getting other people to play through the game, trying to find as many bugs or problems and correct them before submission on Friday.

On the bright side, we didn’t reveal any huge gamebreaking issues. There were a few level corrections, some strange character behaviours, but nothing that we couldn’t handle.

On the less-good-side, we only really managed to get character animations running properly on Wednesday. This took way too long to get up and running, and they never really got to a standard that was really great, just because we never got any time to iterate on them.

This has sort of been the running story of this semester. We take far too long to make a decision, or to get an element running, so once we DO get it running, there isn’t any time to improve or test. So, while we did well to get a functional game submitted by the deadline, I wouldn’t say that we made a particularly great game.

All-in-all it’s a little disappointing.

So now the semester is over and we have a bit of a break before we get back into it. We’re going to take a little bit of a rest from working on the game, but there is going to have to be a fair bit of work still done over the semester break.

This will be anything from improving on the submitted alpha to re-working game elements to totally starting over and questioning everything that we have done to this point.

At any rate – there should be plenty more for me to post about…


In other news: I’m still trying to work out the best day to write these posts. Friday night wasn’t working out so well, and Saturday didn’t seem to be the best option either. So I’m going to try writing on Monday for a few weeks and see how that goes – even though it will be writing about the previous week.

And: I got myself some business cards!

Week 12: Testing, testing…

As you might have guessed from the (totally original and almost certainly never used before) wordplay in the title – this week we did some play testing of our game.

Last week we’d had a pretty rocky play test with our class. What we learned from that was that our game was a long way off being properly ready to test. Movement was janky, levels hadn’t really been tested, and a lot of the ‘juice’ was missing.

To add to the problems. we didn’t really manage to set up very well, or run through our game properly before getting anyone to sit down and play. As a result, sound wasn’t set up properly, there were a number of bugs that we didn’t know about, and basic things like controls were different to what we had expected.

So that went about as well as we expected.

Following that, the rest of the week was a pretty hard slog by a few of us, to get into a position that we were actually happy to show to our peers.

Credit to two of our programmers, who put in a huge effort to implement an entire new movement system, and sort out a whole bunch of bugs, and our level designer, who built three serviceable levels without being able to play through them.

The reason for all this extra effort was the planned play test for Tuesday of this week. We held a play test session at The Arcade (http://thearcade.melbourne/) – a collaborative workspace for indie game developers, and invited the resident developers to check out our game and give feedback.

I took some time off work to go into the Arcade early and run some levels before the play test. There were a few little changes to make to get everything in order, and I wanted to make sure we had our sounds and controls set up properly. (I then promptly changed computers without pushing my changes to the repo and lost them all, but you can’t win them all…).

Anyway – in the end it all went pretty well! we had three levels that could be played through from start to finish, and nothing was stupidly broken. A real improvement over the previous week.

We got some really useful feedback from the developers who played through the game, and they all seemed to not hate it, which is good, right?

Since then, we’ve been going through the feedback received, and getting everything ready for our final submission on Friday.

We had a team meeting on Wednesday and talked over everything. There had been some negativity following the previous test, so we took some time to highlight some wins that we had, just to make sure that we acknowledge good work and keep people feeling positive.

I think we are in a position to submit a reasonable alpha version of FourShadow at the end of next week. I don’t know that I think it is the greatest game ever created, but I do think we have some interesting mechanics that we can turn into an interesting game with a bit more effort.

As Andy (our tutor) said this week: Semester one – make the game. Semester two – make it good.

Bring on semester two…

High Score: Composition and Sound Art for Gaming

Yesterday (Saturday) I attended this pretty excellent series of talks put on by APRA AMCOS (A music and musicians representative body – learn more about them here: http://apraamcos.com.au/).

The day involved a series of four talks from musicians and composers that work in the games industry and was all about informing music creators what they needed to know/learn/find out in order to start getting involved in games.

I attended as a game developer hoping to learn a bit more about sound design and implementation. So I didn’t really end up getting what I thought I was going to get out of the day.

But, what I did get was super informative and totally worthwhile.

The first talk was given by Meghann O’Neill. Meghann ran us through a series of games showing progressively more complex music management systems that reacted to the player’s actions in more creative ways. These ranged from simple stings that were triggered by player death, all the way up to systems that would track the game state and play specific pieces of music in response. It was really cool to see some of the examples that she showed using sounds and music in different ways to give feedback to players.

Meghann also went into a fair bit of detail about the Australian and Melbourne gaming scenes. This included statistics of what roles are usually within game development teams (lots of programmers and artists, few producers and audio people).

After morning tea we heard from Jared Underwood and Ash Ringrose of SMG Studios. Jared is a musician and composer who creates music for Ash’s game development studio. Ash described it as a ‘monogamous collaboration’. This talk covered some really great info on creating a brief for a composer, as well as how to respond to a brief and how to work through the feedback process.

It was great to see this conversation from both sides. Ash made it pretty clear that he wasn’t really across all of the musical lingo, and Jared emphasised how much more useful it was to receive a brief that referenced a mood. As someone not trained in any sound design, it was good to hear that a useful brief can still be generated without requiring any particular level of knowledge.

They also covered how important is was to be honest and open in the feedback process. Responding to a brief is an iterative process and it is extremely rare to get the exact sound you are seeking on the first go. It’s important that you give honest feedback to get the best results.

Following lunch we heard from Maize Wallin. Maize went over a lot of the software programs that are used to implement sounds into games, as well as the programs usually used within game development teams. I was particularly interested to get an idea of the third party plugins that are used to provide greater functionality for audio in Unity. I’ve only worked Unity’s built-in audio functions before, so seeing what could be done with the plugins was an eye opener! I’m definitely going to dig a bit deeper into these.

Talking with a few of the other attendees afterwards it became clear that the majority of the programs that Maize had discussed were totally new to them. I gave a couple of people quick run downs of Slack and Trello and very basic explanations of Unity and Unreal. It was interesting to see how these tools (which I kind of take for granted now) were completely new to the rest of the audience. Maize pointed out how beneficial it was to have at least a working knowledge of all of these tools if you wanted to work within game development. Being able to sit in a job interview and say that you already know how to use all of these programs would be a huge benefit.

We ended the day with a Q&A session with Neal Acree, a composer of video game soundtracks. This talk was more about his experiences working to make music for games and game trailers and his history within the industry. It was interesting to hear about the various briefs and instructions that he has been given over his career, and the degree of freedom or explicit direction he had been given to develop music for games.

All-in-all this was a really good day and I learned a lot from it – even though it wasn’t exactly what I had expected it to be going in.

If anything, I would have to say that this event was a real lost opportunity for the game development industry. I was one of very few game development people in the room, and as a result I had a whole bunch of people wanting to talk to me in the breaks about game development and how I talk to, and about, music and audio.

It is clear that there is a huge pool of audio people who are keen to make contact with and work with game developers. If something like this happens again I would highly recommend that game development folk attend.

As a final note – it was great to attend a series of talks where half of the presenters were women. Great work APRA  AMCOS.

End of Week 11

So, this is probably a pretty odd time to start writing a devBlog. It’s already almost the end of the semester, and I have plenty of other work to be doing.

Maybe I should back up a bit.

I’m currently doing my capstone project for Game Design at Swinburne university. I’m in a group with seven other students, and we are all making a game together that is going to be on display at PAX Australia in late October.

As you can see from the title, as I write this post, it is the end of week 11 of semester 1.

There are 161 days until PAX.

We .. are not having a smooth run so far. There has been considerable difficulty in deciding on a direction for our game, and I have ended up in a leadership role that I don’t think I’ve done a particularly great job in so far.

Now, there has obviously already been 11 weeks of development, so I’m going to write up a post soon that will detail what has happened so far to bring you up to speed. But, to be honest, I only really started this cos I was waiting for something to download.

I’m going to use this devblog to write up reflections at the end of each week, and record/share the experience of putting our game together. I’m going to do my best to stick to a schedule, and provide an honest and open reflection on what has happened each week.

Stick around.