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Showing posts with label Empty Chambers. Show all posts
Showing posts with label Empty Chambers. Show all posts

Wednesday, February 24, 2016

February Devlog Update

On Playtesting Monsterpunk


Monsterpunk is the first game I've made where I've put serious effort into playtesting. Most of my jam games are never tested before release due to time constraints. Sufficient playtesting for my student projects was, unfortunately, a low priority due to development conditions. At the time, simply finishing a game was a challenge; let alone making anything playable by a lay person.

While most of my jam games err on the side of being too difficult (but fair), they have generally been playable and enjoyable by most people even without playtesting. Because of the incredibly short development cycle on such games (2-7 days), the mechanics of my jam games are relatively simple. By the end of each game's development, I have plenty of practice playing it, but not so much that my abilities fully eclipse those of a first-time player. Basically, it's still possible for me to imagine what it's like for a first-time player to try the game, and I design accordingly. Even though, as the Bloodjak high score table below demonstrates, I have a very different relationship with my own work than anyone else does (6821 points), many other players were still able to form some sort of relationship with it. I consider the game to be more successful than not.

While Bloodjak's high score table provides an objective measurement of just how better I am at my own games than average players, geoffryb, Raeleus, and DifferentName still scored high enough to experience all of the game's content, and lower scoring players still gave me very positive feedback.
In other news, my niece and nephew ("StRuby" and Huck) are totally destroying the Guest Leaderboard.

Monsterpunk is fundamentally different from anything else I've worked on. I've been developing (and playing) the game for nearly a year and a half. Not only am I exceptionally skilled at the game, I'm also starting to become bored by it. More so than usual, I have an insufficient ability to predict what an average player will be able to understand, what they'll be able to accomplish, and what they'll enjoy in the game. While every video game should be sufficiently playtested, Monsterpunk is both the first recent game of mine for which sufficient playtesting is possible and the game of mine which requires playtesting the most.

Playtesting for the game is far from over - I'm only halfway through the list of people who offered to help - but it has been a thoroughly useful process. The first two playtesters barely lasted 10 minutes in the game. With necessary changes, Playtester #3 was able to play the game for a couple of hours. Further changes allowed Playtester #4 to be the first to beat the game. Playtester #5 not only beat the game, but voluntarily played through the opening 30 minutes of the game twice. The game has transitioned from something unplayable to something genuinely enjoyable over the past few months, and it's been both a pleasure and a relief.

Altering the HUD's color scheme was one of many necessary tweaks made evident through playtesting.

What's left for Monsterpunk? I'm recently begun drawing and adding character portraits to the game, but once that's done, I'll add a character selection quiz, illustrate the game's endings, exaggerate the impact of the player's violence (or lack thereof) on the world, complete the soundtrack, and make various other small mechanical and audio-visual tweaks.



Character portraits

Considering how consistently wrong I've been in predicting the release date for the game (originally December 2014?), I probably should stop making promises regarding it. That being said, I'm currently aiming to finish this game by spring, and I can't imagine that I'll still be working on it through the summer. I don't want to spend more than two years on this project, and I really don't want it to stay in perpetual development hell. I don't want this to be another Waker.

This time, though, I actually have a good reason for extending the game's release date!


On Preparing Games for Festival


I'm intending to showcase my shorter games at Artscape this Summer! Artscape is a massive, free arts festival held in Baltimore each year. Local game developers have been showcasing games at Artscape (through Gamescape) for a few years now, and I want to participate. Monsterpunk is too long, complicated, and R-rated to be showcased at such an event, but Bloodjak and Digital Toilet World are short and simple enough that they'd be perfect for it.



In preparation for Artscape, I'll be making changes to both games to make them more accessible to a festival audience. Bloodjak will mostly receive minor difficulty tweaks, but changes to Digital Toilet World will be more extensive, including some basic animation for the enemies, edited dialogue, and significant changes to the game's difficulty. If possible, both of these games will soon be playable in your internet browser!

I originally wanted to present Empty Chambers at Artscape, but I've begun revising it and realized that the game needs to undergo some very heavy changes to reach the same level of quality as my more recent work. It's the only jam game I've made that hasn't yet had a post-jam revision, and it shows.

In any case, those new versions of Bloodjak and DTW will be out within the next few weeks! I'm pretty stoked about it.

But wait! It gets better!


New Project!


I've been asked by a friend in Athens, Ohio to make a short game for an art showcase he's curating at the beginning of April. The game's inspired by a piece of writing of his - a western story about a Native American woman addicted to morphine who's allegedly trying to rescue her sister from Union soldiers.

Since I'm adapting the story into a video game, I went ahead and added a ton of shooting to it. As much as I'd like to break away from traditional (violent) design sensibilities, imagining the story as a top-down shooter was simply the fastest and easiest way to add a compelling interactive element to the story given the limited development time. Making compelling narrative games requires engineering the entire experience from start to finish; making compelling action games only requires engineering specific elements of the game (enemies, weapons) and then mixing and matching those elements.

Here's an early peek of it, two weeks into development. I'm pretty happy with it so far!


The enemies don't shoot yet, obviously.

The new game will premiere on April 1st at Athensworks, and then will be made available online shortly thereafter. If all goes well, it will also showcased alongside Bloodjak and DTW at Artscape.

Sunday, August 18, 2013

"Empty Chambers" now on Game Jolt!


You can now download "Empty Chambers" from Game Jolt and apparently give me ad revenue or something/whatever. There's also more screenshots and shit. It's nice.
Check it out here.

Friday, August 16, 2013

7DFPS Challenge: Day 7



     "Empty Chambers" was completed at 3:00 AM this morning. You can read the pitch about it and download it on the games page. It's entry on the 7DFPS site is here.

     Before I talk about the game itself, I want to mention that the 7 Day FPS Challenge was a wonderful experience. I really enjoyed reading up on everybody's progress at the end of each day. Even though each team used a different development tools, were of varying sizes, and had wildly different end goals, I felt a lot of solidarity with the whole community. To each of you who completed a game this week, congratulations! Also thanks to those of you who helped organize it.

     Also, this is the first damn videogame that I finished making in three years. This is a really big milestone for me. Most of the time, I don't even get far enough to begin implementing sound. It was a good experience to have gone through the entire development cycle for once. Not only is it good practice, but it's a good reminder to myself that I am actually capable of making and releasing a full game.

     Now, I'm still damn tired from working lasting night and won't write too much else. I have a lot of things I want to say about game violence, shooters and storytelling, and this game in particular, but that discussion will be much more fruitful as I receive feedback on the game. This is in a few ways an experimental game - I made some creative decisions without knowing what the effect would be, and from the little feedback I have received I don't think that the effect was at all what I had intended. So give me feedback. Pretty please? Thanks!

EDIT: Oh, and as far as the last 36 hours of development went, it was pretty hellish. I spent 4-5 hours working out the gunfight at the end, another hour adding the zeppelins and bombs, another hour making and figuring out sound effects for the first time in forever, and still another hour doing boring mundane shit. Totally worth it, though.

     There was a lot I had hoped to get done that I didn't get to: there was supposed to be a section with turrets, and the last level was supposed to be a war zone with civilians under attack from the zeppelins and stuff, and I wanted to add more banter between the player and the fugitive, but it was all low-priority stuff. Perhaps I'll add it later.

Wednesday, August 14, 2013

7DFPS Challenge: Day 5


     Today is the day that "Empty Chambers" actually became a game (by a more conservative definition of the word, anyway). There is now a mini-dungeon with falling ceilings that will result in your untimely bloody death! It's really amazing how much variety there is in falling ceiling trap configurations: one could easily make an entire game out of such a concept.

     Also added player death and made the other character run away from you. Tomorrow is pretty much the last day of development: the challenge ends Friday at 8:00, and I have dinner plans with coworkers. All I have left to do is an optional boss fight, level transitions, bombs, zeppelins, and sound effects. There was originally going to be a section with turrets, and I was hoping to be able to do music, but there will be absolutely no time for those things.

Tuesday, August 13, 2013

7DFPS Challenge: Day 4



     Crap, it's day 4 already? I'm so far behind schedule it's not even funny. I predict that Friday night will be a coffee-filled all-night extravaganza.

     It's not as though I haven't been productive. It's just that I've been working altogether on the wrong things. I spent too much time making fancy health/stamina/ammo bars that disappear at full health/stamina/ammo (because I hate HUDs with a passion and just want them to go away), and I spent way too much time working on the sprite for the game's other character (I had to make sure that she was perfectly anatomically correct. Bah. Actually animating her is going to be such a pain.) I'm proud of my work and all, but pretty much all that I got done today on my to-do list was the title screen.

     Oh, and speaking of title screens, the game has a title now. I'm calling it "Empty Chambers".

Monday, August 12, 2013

7DFPS Challenge: Day 3



     Pretty much done with the levels. Running a little behind schedule - starting off working on a game during the weekend and finishing it during the workweek is really misleading in terms of what you think you can accomplish during a given day. I didn't get much sleep last night, and the game's suffering a little because of it- the level I made today doesn't look as good as the three made yesterday, and I can't find the willpower to populate the levels with the hazards and the game's other character - so I'm going to try to go to bed early tonight. Writing the AI for the game's "enemy" will be interesting - I haven't gotten far enough in an action game's development cycle to needed to have written combat AI in a loooong time.

     The look of the abandoned city that the game takes place in is probably subconsciously inspired by the poorest areas of Baltimore city - rows and rows of boarded up and decaying buildings. A lot of cities I make in games end up turning out that way.

Sunday, August 11, 2013

7DFPS Challenge: Day 2




     I can't begin to tell you how satisfied I am with how the levels are starting to turn out. I hope to be finished with the levels tomorrow, hopefully I'll have enough time to actually start implementing the gameplay by then.

Saturday, August 10, 2013

7DFPS Challenge: Day 1


     So today was the first day of the 7 Day First Person Shooter Challenge: an initiative for game developers to breath new life into the oversaturated, overdone, ever violent, and ever popular first person shooter challenge. Here's a screenshot of what I have to show for the first day of work. I'm working on the game's engine right now, trying to get as much coding out of the way as possible before I work on art and level design. I've mostly been recycling old code and graphics from old, unfinished 3D projects.

Fun Fact: The game on the left is the spiritual predecessor to Waker (see the aesthetic similarities?). I even ripped the text box scripts from it. Mostly ripping code from the unfinished FPS on the right, though.
      One of the keynote speakers for the events, Bradon Chung (creator of Gravity Bone and Thirty Flights of Loving) encouraged developers to questions the fundamentals of the genre. I've been thinking a lot lately about game violence, morality in games, the stories that violent games tell through gameplay, and how the stories told through the violent gameplay synthesize or conflict with the story that the game is trying to tell. In most first person shooters, the player's violent actions are "justified" in that the player character almost always acts in self defense. Whenever you encounter an enemy in an FPS, the enemy will fire first if the player does not. One of the premises of the game I intend to make is that the player is forced to be the aggressor and remove the moral crutch given to most shooter players, making things suuuuper aaaaawkward for them. What will follow the initial act of aggression is essentially a long, glorified chase scene and boss fight - I want to make the entire game focus on the relationship between the player and his victim with as little filler as possible. What I intend to do with this game is explore a new sort of story that can be told through shooter mechanics - hard to do since there are really so few stories that can be told primarily through shooting.
Game Maker really isn't great for 3D. Should have learned Unity... wish me luck!

Saturday, July 20, 2013

The 7dfps challenge

The 7 Day First Person Shooter Challenge is on again this year, and I'm thinking about taking a break from Waker that week to create an entry for it. Hopefully I actually get a game done in 7 days this time (Waker was originally an entry for a one-week compo... oops), but I need to shift gears from making a giant narrative-heavy "notgame" and take a little time to make something short, stupid, and fun. I highly recommend that other devs give this a try!