Game Design, Programming and running a one-man games business…

On the beta version of the GSB2 ship visuals editor

Sooo. this is a post about the feature in Gratuitous Space Battles 2 that lets you edit the design of your ships. The game is in beta now, and I’m getting people actually playing it properly, so I thought I’d talk a bit about this feature, and ask for some feedback.

Personally, I think this is one of the coolest things about the whole game. It’s one thing to fight a battle with lots of cool looking ships in, but it’s another to actually design you own and then send them into battle. For the seven year old me who first saw Star Wars at the movies, this is a dream come true. I can spend a lot of time tweaking the position of a radar, or pipe or fin or spinning widget on a space battleship. That’s what life is all about.

For those currently without the game here is a screenshot so we are on the same page:

gui_ship

What I’m asking for is some feedback about how you find the editor. I know it has it’s bugs. The composite creation stuff can lose Z-values, and I’ll fix that soon. I know people also want a snap to center feature, and type able values. I guess I’m wondering how people are using it. Are you using the mouse wheel and shirt/ctrl to do the rotating and scaling? it’s TONS easier and faster. Are you using the arrow keys to nudge items a set amount around the screen? Do you mirror items one at a time or design half the ship then drag select and mirror them all?

Do you think there are enough components? if not, what is missing? are you actually using the composite functionality much? I should point out today’s incoming patch fixes a lot of issues, such as hiding unavailable color-tint layers, and fixing the rotation speed of objects being represented wrong. It also fixes loses your design by hitting the ‘shouldn’t-be-there’ main menu button. I know people would like to place components ‘under’ the hull, which may be technically problematic, but I’ll have to investigate.

I’m definitely looking forward to running a few ‘who can design the best ship’ competitions once the game is released, and I also look forward to one day having some free time and getting a chance to really play with this feature a bit more myself. Also…modders will hopefully use it a lot :D. In the meantime, pre-order the game to get access to the beta on PC right now…

 

Give me your GSB2 beta feedback

Sooo… lots of lovely nice, attractive, charismatic and generally awesome people have pre-ordered GSB2 (THANKYOU!) and are playing the game right now. Obviously in a beta, the key aim is to get as much feedback as possible. People always assume game designers are of the same mind as they are, as the players, but the problem is, we get ‘too close’ to our games, and often can’t see design issues that are staring you in the face. For example, it shocked me to see so many people field ships that were just naked hulls. I thought I’d made it really obvious how cool and new and fun the ship visuals designer was, but I clearly need to signpost that a LOT more. Here is some stuff I’d love to know from people playing:

Performance

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How is the game running for you? on what settings and what hardware? I have had no negative feedback, and some great feedback, but you have *no idea* how much I sweated over performance. This game does a lot more than GSB1 graphically, and I was terrified of performance issues. Am I right in thinking it runs ok for everyone?

GUI

gui_ship

I know there have been some glitches here and there, with alt-tab in particular, and some people quitting the ship visuals design assuming that saved the ship. I’ve also fixed a few errant pieces of text, typos etc. Generally how is it? does i flow ok? do you have all the information you need and does it make sense? Has everyone worked out you right click a friendly ship in the battles to get in-battle info? I suspect not. What can be improved here? Someone on facebook suggested ‘radar charts‘ for modules which does sound extremely interesting.

Balance

gui_1

This is always the big one, because nobody ever agrees! But I suspect dreadnoughts are too cheap and too easily self-defending, and that possibly frigates are not fast enough. I think we also perhaps need a few more modules in general in terms of variety. Have I got the mix of power/crerw right in most cases? Are some of those hull bonuses maybe a bit too good? are they apparent enough from the GUI (something I suspect needs tweaking). The game currently only has easy difficulty enemies. Too easy? To hard.

All feedback is great. I want to ship the best game I’ve ever made, one that looks great, plays great and runs great. The more feedback the merrier, there is already a ton of feedback on the forums.

In other news, don’t forget to check out the latest big pharma video blog. And of course you should tell your friends they can pre-order and play the GSB2 beta right now.

Finally realized I need to explain the core mechanics

Gratuitous Space Battles was a relatively big hit game (at least for positech), but it managed it despite some hilariously bad decisions. The lack of any decent explanation of how the core game mechanics work has to be one of them… For example the whole thing where some beam lasers bounced off shields, and some did damage, and you had no idea how or why probably upset some people. It was all explained in the manual, which obviously nobody read, because it looked like an RTS or an arcade game and thus such things aren’t necessary…bah.

The mechanics in GSB2 are slightly different, in that weapons have a fixed ‘damage’ but the effectiveness of that damage varies by hull/armor/shield. So a weapon might do 100 damage, at 50% if it goes straight to hull, 75% to armor, and 200% to shields. That makes it an awesome shield-hammering weapon, but not one you’d want to deliver the killer blow.

At least now a new part of the pop-up tutorial stuff does this:

shields

Which should at least mean a higher percentage of people pay attention to that stuff. Now I think about it, I should probably add some code that encourages weapons to select targets based on their effectiveness. ARGHHHHH.

 

Why your game design is generic, and rubbish

Ok, it’s just a theory, but hey, if you don’t come to a guys blog to hear his personal take on things…you are doing it wrong…:D. And to be fair, it’s not just mine, I don’t recall where, but I recall once reading someone make the point that if you could go back in time and remove the movie ‘aliens’ and the book ‘the lord of the rings’, you would basically eradicate modern gaming. Obviously that is a huge generalization, but I think a decent point is being made. I’ve also noticed it in personal experience, I’ve been in a design meeting where the designer has described big sweeping changes to the way the game should look, and it was obvious to absolutely everyone that he saw ‘The Fellowship of the Ring’ the night before.

The problems with that is we have ALL seen Aliens and we have ALL seen The Lord Of the Rings. I’m serious in suggesting 99% of you readers have seen both. You have all seen Star Wars too.

Now there is some decent mileage in saying that you are making a game that appeals to your demographic, and that this is a sensible thing to do, and that yes, lots of people like space monsters, laser guns and orcs. The trouble is, EVERYONE ELSE is doing this too. As a result, you need to bring something else to the table if you are going to compete. The problem is, you are stuck, creatively speaking inside the prison of your own experiences.

gandalf

Game developers tend to be young, sometimes shy, introverted indoors types who can be a bit obsessive. As a result, they tend towards having knowledge and experience in depth, rather than breadth, and from a game design POV that is stifling. Game design works well (in fact I’d suggest all creativity works well) when you bring multiple influences, hopefully really diverse ones into the mix. Saying you like both Star Wars AND Star Trek does not count. I mean really diverse.

I’d never heard of Ayn Rand before Bioshock. Since then I’ve even bought a book of hers (out of curiosity, don’t hate me, I’ve read The Communist manifesto too, I’m open minded…). I really liked Bioshock (up to a point), and I think the atmosphere and story was what made it great. When I play Bioshock I feel like I’m experiencing ‘Alien’ ‘20,000 leagues under the sea’ and ‘Doom’ combined with a (to me) fairly obscure Russian philosophers writings, with a strong background in art deco. This is why it works. This is why it is cool. This is why Bioshock is not just another corridor shooter or RPG.

bs

Nobody who really does any proper game design thinks they are gods gift to game design. I certainly do not. But sometimes people *do* ask me for advice, and the advice I give is nothing to do with games. If you want to be a better game designer, Read a book you would never normally read. Sit through a movie you would never normally watch, Go somewhere amazing, try something weird. Build up as many experiences as you can. I’ve tried tons, from helicopter/fixed wing flying to horseriding, archery, clay-pigeon shooting, guitar & piano playing, and lost more. I’ve read a fairly bizarre range of books from War & Peace to Chuchill’s War Diaries to Kurt Vonnegut to A.S.Byatt and Naomi Klein.

Kudos (my life sim game) was inspired by a film (Donnie darko…don’t ask), Democracy inspired by a book about cybernetic chimpanzees, GSB by a book about D-Day. It’s probably hard to tell any of those connections, but there are there, and they make a difference.

Don’t stay in the geek bubble, don’t just read science fiction and fantasy, don’t just watch the blockbuster movies. There is a huge range of amazing culture out there that can act as your inspiration, stop sticking to the same few movies.

And yeah…I get the total irony of a guy making ‘Gratuitous Space Battles’ typing this stuff :D