Leap 4 Blue – Preview 2

Okay everybody, today I put together a new gameplay video, featuring levels 20-25, and some awesome music by Alec Holowka

 

 

Keeping your focus on

Game development is awesome, we can all agree with that. Sitting down, and thinking up amazing ideas to tell stories, in a visually interactive way is fun. It’s creative, it’s enjoyable, and it’s awesome to get feedback from people who play your work, whether they say it’s “awesome”, it “sucks”, or “wtf was that?”.

 

However, for me, personally, I find it hard to keep focus on a game for a long period of time, even if the game is small. I’ve been making games since I was 11, so that’s what? Almost 7 years of game making. And what do I have to show, after spending endless hours programming, making graphics, the occasional song, level design, artwork, and discussing design? 8 finished games, and in the hundreds of unfinished (literally). Now, take a look at those finished games. Are they very big? No. They’re almost all short games, with few levels, or automatically generated levels (Pixel Runner, Pixel Runner 2, The Plunge, AGOSS).

 

Why is this so? I’ve started many projects that have “potential”, look “cool”, are “fun to play”. Yet, after a few weeks of working on them, I (and I know many of my fellow indie game develoeprs) stop working on them. I stop working on a game when things begin to get even a little bit repetitive. Oh, it’s time to make the 10th level? I’ll work on this game instead. Coding the 8th enemy? I’ll work on this game instead. Making the 5th tileset? I’ll work on this game instead. The game I work on instead is something new, where I get to experiment with different coding, graphics, or level design, and as soon as any one of these becomes repetitive it essentially becomes boring, uninteresting. I can’t keep my focus. Oh, I can make another level like this, or make another level that’s entirely different!

 

I don’t know if this is the same for all developers. I know some people who can settle down and finish a game no matter if it takes a week, a month, a year, or several years, without getting distracted by other possible ideas or experiments. I wish I could do this. I can’t. I’m finding it extremely hard to finish up the last few levels of Leap 4 Blue. The game is incredibly close to the finish line, but it’s taking me longer and longer to finish levels!

 

For the time being I’ve basically decided that I’m going to force myself to sit down and finish up my game… so far it’s not working. I say, “I’m going to work on the game for the next hour”, and find myself at the end of that hour having been working on a website, experimenting with code, or reading interesting blogs on the internets. And sure, every few days I do sit down and add a few more levels, but it’s not at the pace I want.

 

Anybody else find this problem?

New Website

I decided to update my portfolio today. I thought it was in need of a change. So, I recreated it from scratch. Also note that the entire website now uses WordPress 3.0 (where as before only the blog and contact page(s) used wordpress). I’ve recently been working with WordPress a fair amount due to my job, and have learned quite a bit about it, so was able to (relatively easily) make the entire site, including the game, art, and website portfolio pages run under wordpress.

Opinions?

Pixel Runner II

Pixel Runner 2 is a remake of one of my older games, Pixel Runner (which you can see on the games page). Pixel Runner 2 is being created in Flash using the Flash Punk Library, Flash Develop, and AS3. The general idea of the game is stay alive for as long as you can without being hit by all of the enemies and objects that fly/move around you.

The Plunge

The Plunge is a small arcade game I made in a few days. The goal of the game is to go as deep into an endless tunnel, collecting as many gold stones as you can, while avoiding rocks and the tunnel walls. The game is currently functional with the Pointed System (created by Dangerous Dave), and the highscores are hosted there. How deep can you go?

Pixel Switch

Pixel Switch is a small game with 12 levels I created in 2 days. The thing about the game is that you can’t jump. Instead you are able to flip the gravity 180 degrees at any time by pressing X. This leads to some interesting and challenging gameplay.

Red n Blue

Red ‘N Blue is a platform puzzle game, where you control two players, but only one at a time. You must get both Red and Blue to the Green exit door, avoiding traps, hazards, etc. The game has a bit of a twist, to make the game a little more challenging. Red cannot touch anything Blue, other than Blue himself, and Blue cannot touch anything Red, other than Red herself.

AGOSS

Agoss is a simplistic abstract shooter in which you control a little ball, out to shoot all the crazy shapes that are flying towards it. The game contains 4 different types of enemies (although they all basically look the same), online highscores, and interesting abstract graphics.

Chimpventure

ChimpVenture is a game for the fourth YYG competition. We have been working on it for about 3 months. In ChimpVenture, you play as a Chimpanzee through 20 levels, filled with platform puzzle and challenges, as well as a few enemies. The game contains 4 bosses, 3 different items, and lots more. Your goal in ChimpVenture is to stop the humans from polluting the world more than they already have.

Zymo

Zymo is a small arcade-like retro game where you control a little character who must make it to the flag at the end of each level, however there’s a twist… To make the character preform actions (jump, duck, run, switch direction) you must actually type the commands into a command prompt. This creates a really interesting form of gameplay that I haven’t actually seen in many games before. Though the game is quite fun, it isn’t very well polished as, to be honest, I wasn’t all that great at making games when I made this particular one.

Pixel Runner

Pixel Runner was originally created for a 3 hour competition, meaning the game was created in just 3 hours. You basically run around and try to dodge the different objects and hazards that come running at you. I got some great responses to this simplistic game, and I was quite proud of it when I first created it in 2008.

Adventures of WordPress

A little while ago I got a job doing some web development for a history website, that was basically going to be listing a bunch of different historically significant news articles, publications, pictures, letters, etc, according to the Canadian standard for.. documenting this stuff, I guess. Anyways, it was decided that WordPress would be the best approach, since it already contains many things the people wanted for this website, such as searching, posting individual items (posts), commenting/addition of notes to items, and the handy dandy admin panel.

 

So, it was my job to go searching around figuring out how we were going to be able to “attach” about 25 extra columns of data to these entries. Each item (post, entry, w/e) was going to have all the same fields in them. I searched around for quite a while for a plugin that could do something like this, but didn’t find anything suitable.

 

I mean, sure, there were plugins that added extra fields to the posting page, but the problem was they just added the data to the metadata table. And have you seen that table? It’s not suitable at ALL for storing 1000+ posts containing the same 25 different fields of data. It’s laid out somewhat like this:

 

ID post_id key value
1 1 monkey a
2 1 banana b
3 2 monkey c
4 2 banana d
5 3 monkey e

 

OK, so, now make each post actually have 25 different things (not just two like in the example above) and repeat 1000 times (literally). That’s not going to look very nice at the end of all that, is it, especially if they ever want to export that data from the mysql table. For normal uses, like the every day average blog, where it doesn’t really matter how the data is stored, that’s A-OK. But in this case, it definitely wasn’t what I needed. I needed a seperate table that contained columns of whatever the hell I wanted

 

I needed something more like this:

 

item_id post_id monkey banana
1 1 a b
2 2 c d
3 3 e f

 

 

Which, as you can hopefully see, is far cleaner.

 

But, no one seemed to have made anything like this (Well, I’m sure somewhere out there someone has, but I couldn’t find one that was suitable). So, I decided to dive into the unexplored depths (unexplored for me) of wordpress plugins, excepting some kind of monster to appear and slap me a few times before I finally figured it out and strung together some half working thing that could be called a plugin if you only used it in a very specific way.

 

I’ve had this grudge against wordpress for a while, and I don’t really know why. Actually, I’ve had a grudge against any software on the web that does stuff for me. I used to make my own blog “software” (one actually turning out OK), and my own forum software, because I couldn’t stand using someone else’s. I think it’s kind of like I wanted to be cool, you know, making my own stuff, feeling that these engines were too full of extra crap to make their functionality and ease useful.

 

The last little while though, as I’ve dived into wordpress more and more, that’s definitely changed. From the admin panel alone, it feels like something that’s over complicated and full of junk I don’t need. This, is false. As I was reading page after page on their wonderful codex, ripping apart their source code and going through parts I probably don’t even need to explore, I realized that the software was built quite well. The organization seemed really great, and I loved how the plugins worked. The Actions/Hook idea is brilliant, high-five with whoever came up with that. It’s something I hadn’t considered before, but once I figured it out, I had my plugin done in a mere 2-4 hours.

 

The actions/hooks allow you to, essentially, stick your code in wherever you like, without actually modifying any of the original code. You can say “when someone saves a post, run my function”, or “when the admin logs in, run this function”, or “when the admin page loads, also load my plugin settings navigation”. It’s so smooth and easy to use.

 

So, my expectations with Word Press were low, not going to lie. I knew it had a lot of awesome functionality, but I thought it was a beast that had been worked on to the point where stuff was overflowing. And yes, it does have a lot of functionality, but nothing’s overflowing, it’s kept organized, clean, and everything is just right. It’s not too built up to make it hard for plugins/themes to work, and also not empty enough to make plugins have to do all the work.

 

So, that’s my adventures with wordpress, for the moment. I’m actually not totally done my plugin yet, I have to make a full “preview” of it in action for next Monday, so that’s going to take a bit more work (on the theme + plugin), but I think it will be a pretty smooth ride.

D&D Online Attempts

So, as I mentioned in one of my previous blog posts I’m currently attempting to run some online D&D sessions with some people. So far, I’m running two groups, and I’ve GMed (Game Mastered) one session with each of them.

 

I thought I would write a bit about the differences and similarities between the two groups, and how the adventure went along. Each one varied a surprising amount.

 

So, a bit of background. The adventure starts off as so. One of the players (in both cases, a fighter) have been caught doing something illegal (which isn’t specified) by the Senate Guard. The Senate of the country the players currently adventure in are pretty corrupt, and the average person knows this, though almost none care to admit it. Anyhow, a rich politician, a representative of this Senate, hires some mercenaries (the other players) to go on a “mission” with this one player who’s been caught. This politician is portrayed as a snobby, slightly corrupt, fat guy who’s far more rich than he should be. I don’t think I got this accross as much with the second group (from this point on referred to as Group B). So, this politician has given the caught player a choice – live in jail for the rest of his/her years, or go and exterminate a group of violent protesters, with the help of the other (hired) players.

 

Group A started off by paying high respect to this politician, as they really didn’t want to offend him. The tough fighter who was caught restrained himself from doing anything rash, and let the snobby guy explain what he wanted. The other group did things a bit differently. The caught player acted out, yelling a few times, calling the politician scum. I was a little surprised and didn’t have time to make a good reaction for the politician. Realistically, he should have been angered, but instead he became flustered. Whatever, that’s how it rolls sometimes (not actually rolling of dice, just, how the events transpired).

 

The players are told that they are to go to a place in the city where these rogues (the protesting group) are supposed to make an attack. They have a number of hours to travel to this spot. Group A decided to go to a bar and get some food, and then head on their way to the attack location, where they waited out for the rogues (protesting group) to attack a caravan carrying a friend of the politician.
Group B decided to go get some more equipment. They went into a small, rundown store, where they bought some arrows, and stole a sword from the shopkeeper, the fighter acting quite aggressive to the shopkeeper, while one player stole, and the other player apologized. At this point, it was obvious the group didn’t cooperate quite as much – which is fine, it made the game a bit more interesting!
Anyways, after they travel to the spot, they basically waited in an empty building for the caravan to come and the rogues to attack. Earlier on, the rich, fat, snobby, politician told them not to interfere with the events that would happen below. Only to watch and wait for the rogues to disperse, at which point they were to follow.
The rogues eventually did attack, the guards guarding the caravan were knocked aside (stunned/startled) and the politician was killed. Both groups did not interfere, even when they saw the politician was about to die. This was actually what I hopped for, as if they DID attack, the adventure could be ruined if they whipped out the rogues then and there (well, not ruined, but quite a quick ending).
So, the rogues kill the guy, and then run off down an alleyway. Group A decides to follow immediately, dashing around the corner without being too careful. Group B waits a while, while their party regroups (they had all split up to watch the fight from a different angle), and then went around into the alleyway.
The alleyway was a dead end, with two doors on either side going into peoples homes. One side, contained a faimily eating supper, the other side, a dark building with no one within. Group A searched both buildings, before finding a trap door in the dark one. Group B, using one of the players tracking skills, went directly into the dark room, and found the trap door.

 

At this point, Group A and B immediately lunged down the tunnel (well, it was a ladder going down). They didn’t check for traps, and both times the first two players heading down were hit by arrows that shot out of the wall. Group A, having a rogue in the group, then found a way to disarm the trap, and continue down. Group B, however, did not have a rogue, so they continued down, hoping the trap would only happen once.

 

At this point, both groups entered into a sewer like area, which is where we had to stop for the night. This all took about 3 hours of playing for both groups (Group B was slightly faster).

 

GMing-wise, I definitely explained and gave more details as to how the game transpired, explaining failures in a more detailed ways, and successes in a more exciting way with Group A. Group B I found it a bit harder to explain – I’m not really sure why though.

 

So, some final notes:

 

Group A definitely seemed to work as a party better – they cooperated more effectively. However, they didn’t seem to know quite as well what to do next. I mean, they found what they should do, but it took them a bit longer than Group B.
Group B was a bit faster paced, and bit more evil (stealing from the shop keeper, acting out to the politician). They didn’t interact with each other as well, however they ended up in almost exactly the same situation as Group A, so both “methods” seemed to work.

 

 

Anyways, When I next play with both groups, I’ll keep you updated and explain what happened.

 

 

*Note to players in the groups. If you’re reading this, I mean no harm. I’m explaining this for the enjoyment ant interests of others, and I think that you yourselves may find it interesting to see what the other group did differently (you should be able to tell what group you were in if you read this entire post).

 

 

** Also, to the people interested in playing D&D in winnipeg (like face to face) I’m going to talk to a few people who might be interested in the near future (they’re away on vacation atm, so I still need to ask them about it).

 

Cheers,
Noel.

Leap 4 Blue Concept Art

I’ve posted this everywhere else (Twitter, Facebook, TIGsource) but I thought I would post it on my personal site as well (since one of the reasons for a portfolio is to… well, show off your work).

So, this some concept art I did in a bit over an hour last night for my game, Leap 4 Blue.

Roleplaying : West Marches

As you may or may not know, besides making games and websites, I’m really into pen and paper roleplaying games (such as the Dungeons and Dragons, GURPSs, etc). Recently, I’ve created a website so that a few friends and I can play some D&D over the internet, as most of the friends I know who are interested live in different parts of the country (and some in the states). The actual tabletop playing of D&D I was doing a month or so ago has stopped for the summer. I’m currently DMing two different groups, and kind of experimenting with the whole “playing a social game that’s supposed to be played face to face on a table with lots of paper over the internet”. It took me a few weeks to get an engine that I thought was suitable up, but I did and have started playing, and thus far, it’s working out wonderfully well.

 

If you’re interested in experimenting with the engine yourself, you can check it out here.

 

 

Anyhow, that’s not where I’m actually going with this blog post. That’s the introduction.

 

 

The last few days I’ve been reading a blog called Ars Ludi, which, as the subtitle says, is all about the art of the game, roleplaying game theory. It has some really good articles about playing role playing games in general, and it’s been a really useful resource for my own games. One of the really interesting things on the blog is an experiment that the writer had done a few years ago, which he called the West Marches.  West Marches is a very interesting take on role playing games which I had never thought about, though I think it would be a very good experience to try sometime.

 

In case you are unfamiliar with most role playing games, here’s how they basically work: There are several players, who go on an adventure that a Game Master (GM) (or in the case of Dungeons and Dragons, a Dungeon Master (DM)) controls. The GM creates a world, and then creates adventures that the players partake in. The GM controls all of the environments in the world (creatures, people, etc), while the players play through it. Each roleplaying game has it’s own particular set of rules on how to interact with the world, but generally the characters can do whatever they want, within reason. Read up more on them here, they’re super interesting.

 

Anyhow, what West Marches does, is instead of having a GM that creates adventures for the players to take part in (ex. An evil Wizard has taken over the town, and is raining terror over the country, or there is said to be a secret lair of treasure in a forgotten castle, now crumbling away, said to be full of ghosts), the players choose what they want to do. Basically, you have a city, and all around the city (or in this case, all to the West of the city) is wilderness. The players themselves decide what they want to go and explore next, what treasure to hunt down, what they want to do. The GM basically acts as a person who controls everything around the world, and explains what happens. They’re totally neutral, instead of writing up stories and dungeons that the players take part in (and then acting as the game master).

 

In the West Marches that Ben ran (the author of Ars Ludi) he actually had about 16 players, but he didn’t play with them all at once. Instead, they had a big e-mail list, and players would basically say “Hey, on Tuesday, who wants to go and explore [area] with me?” and then they’d get together with the GM and explore that area.

 

This way, you have a number of parties out exploring at the same time, which are switched up now and then as players ask “Hey, who’s interesting playing Thurs. and searching this particular area?”. Over time, the parties explore more and more of the world, and create a map and info on each area of the wilderness that they share with the other players.

 

This is a really interesting way to play roleplaying games that I haven’t really thought about. I really want to try this in real life sometime now (I guess I need to search around in Winnipeg for players that are as interested in this as I am).

 

 

Anyways, if you’re interested, you can read waaaay more about West Marches here. Really cool stuff.