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

Big Vision Games

A frequent piece of advice given to indie devs is to work on small games, and to concentrate on the gameplay and the balance, and then add some shininess later. This is pretty much good advice. It’s good to caution against biting off too much.

Increasingly though, I am finding myself making games where this advice just does not work. My games have become about a general ‘feel’ and ‘atmosphere’, and based on a lot of things all coming together to have a cumulative effect.

Gratuitous Space Battles obviously had some cool ideas mechanic-wise, but it also had a ‘feel’ of ‘epic space battles’. The problem with this, as a design aesthetic, is that it takes a year of coding and artwork and polishing and tweaking before you can say “yup, that’s an epic space battle alright”.

This is the problem I currently have with LB. The game is awesome in my head, and I have that big vision in there for how it should come across, but it doesn’t feel like it yet. Not vaguely. Mostly this is due to crappy coder art (for 95% of it). I’ve got another 2 weeks or so before I start getting more proper artwork for it. I have to admit, it’s tricky to stare at something that looks so messy and maintain the big vision for the game. The good news is, I know I can do it, because GSB turned out alright.

I am, however, developing enormous sympathy for people running a studio with 150 people working for 2 years on a game, telling themselves every day that “don’t worry, it will be awesome when it’s done”. Talk about stress…

Gratuitous Modding Awesomeness

Because there are only 24 hours in the day, and I sleep at least 7 of them, it means I can’t do everything or keep up with everything, so it sometimes takes a while for me to spot totally awesome GSB modding efforts like this:

http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=5906

There is a community-run ship modding competition, basically, and some really cool designs have been submitted. People on the positech forums are voting for the best one, so feel free to go take a look.  There are loads of cool entries, I especially like this one:

I need to ensure LB has better support for modding. GSB is a bit flaky in that regard, in terms of having a lack of easy ways to turn mods on or off. At least it has separate mod folder support, so it’s not too bad.

In other news, I’ve picked my map-designer for the Galactic Conquest bonus maps and emailed them. I simply do not have the time to email everyone who applied, so I’m sorry to not get back to everyone, but there was a lot of really good entrants and it was very difficult to pick someone. I’ve never employed anyone to work on game design stuff before, but I need to start doing this if positech is to make the quality and size games that I want to make in future. I need to be dedicated to LB, and I hate to leave anything in GSB unfinished, so this is a step towards achieving that.

Thanks for everyone who expressed an interest in the idea.

Considering combat mechanics

I’m thinking out loud here.

New game (codename: LB, previously G4). Involves military units shooting at each other. One of the mechanics I quite like is heat, where you would have heat based weapons, like flamethrowers, or incendiary bombs. I like the idea of units being vulnerable to, or impervious to, heat as a weapon.

I also still want the idea of armor, and of shields. I like the amount of variety that gives, all before you worry about actual hitpoints and structural damage. What I am unsure about, is exactly how to put all this stuff together.

GSB had a terribly complex system hardly any casual players got their heads around, so I’d like to avoid that. Things I did like was:

  • Shields had to be taken down by different weapons to those that did major internal damage.
  • Concept of different payloads for each weapon, especially missiles.
  • Shields could be taken down, then would not come back.
  • Shields could recharge over time, but armor was finite, without external repair modules.

I had some overcomplex stuff, like individual shield modules being down, rather than the whole thing, of shield-disruptors and the uber-complex shield-reflection and penetration mechanics.

With the new game, I like the idea of overheating a unit until it explodes. You can optionally add heat-sinks, of course, and I could even have environmental factors, so in some scenarios, losing heat is harder than others. However, there are a number of mechanics I’m unsure about.

  • Firstly, Do I have a three tier system like before, where you have to down shields, then armor, then do internal damage?
  • Can heat based weapons just go straight through shields?
  • Do heat based weapons have any effect on armor? and can they go direct through armor? They need to be as good as other weapons…
  • If heat dissipates over time, and shields recharge, aren’t they just 2 flavors of the same mechanic? and if so, does that really matter?
  • Is it worth having dual mechanics? For example, energy-based weapons obviously damage shields, and then armor, but do they also generate some heat?

I want a system that has some depth, but I want it to be understandable to someone who grabs the game for 10 minutes to see what it’s like. Obviously I can ‘drip-feed’ stuff in, so maybe the demo level only has shields,armor  and energy weapons, and I could introduce heat-sinks and flamethrowers later.

But forums are great (bring a dagger)

So jeff thinks game devs should rarely read their forums. I disagree, although he makes some good points. The best point, is about taking things personally, and getting angry. I often get angry on forums, but rarely my own :D.

I’ve found my forums to be fantastic for four reasons:

1) I find out about bugs quickly from people who won’t email me

2) Other people find solutions to their problems really easily in a sort of self-updating FAQ method.

3) People who are considering buying the game can see it’s popular, and read real opinions on how it plays from actual buyers. As long as your game is good, this is a win.

4) I get great feedback on what works, and what doesn’t, and find out how people want the game to expand and develop.

That last point is vital. When I designed GSB, the challenge system was a bit of an afterthought. it wasn’t the core of the game, which was supposed to be offline. Eventually, that challenge system got vastly expanded and improved based on forum feedback. I also improved a number of things that people had asked for, but which had not bothered me, such as the ship design hull picker.

The big danger, and Jeff mentioned this, is that you can’t get too swayed by the forum posters into switching design decisions. There is a big temptation to do this, but be wary. If I look at the percentage of GSB buyers who are forum posters, it’s pretty small. They are a tiny percentage of the playerbase, and not the group that I should really take design cues from. Some of their ideas are truly cool (someone mentioned fighters that could repair other fighters recently), but the key is to knowing when you have spotted an idea that really is good, and when you are following the crowd.

There is a solution:

You develop a huge, planet-sized ego such as mine. This solves everything. That way, you can easily brush aside 5 page forum threads saying how you need to change the game to do X, because you know you are right and they are all wrong. It’s pretty much essential as a game designer working on an original design, to be pretty full of ego.

Most really good design decisions seem pretty insane. A turn-based life simulation game doesn’t sound like a top hit, nor does a politics game with a complex charting system of icons as a GUI. Nor does a space battle game where you can’t control anything. They all seemed to work for me. A virtual dolls house worked well for one guy, as I recall. You need confidence and ego to push those ideas through.

The only problem is, if you *do* have that frame of mind, you will not work well as a team. You need to be indie, or promoted rapidly to lead designer. Otherwise you will go mad. I was in a meeting with Peter Molyneux once, where he was explaining how the game would work, and I interrupted him mid-flow with the phrase “surely it would make more sense to do it like this…”

It was briefly, like that moment where Worf Challenges Gowron for control of the klingon empire. Sadly, my Daq Tagh was next door on my desk. Bah.

That was the last design meeting they let me in :(

In retrospect, I see that I am exactly the same sort of person myself, so no wonder I ended up as an indie developer. Also, let me be clear that I’m not saying you need to be a total bastard, and angry, or difficult. You just need to have the confidence to know when you are right. My aim is to do that, but to still be nice to people. I still manage it, 9 days out of ten :D

Conjured enthusiasm

I’m a bit of a fan of Neuro Linguistic Programming. One of the ideas within NLP is you can effectively ‘reverse’ the way behavior and emotions work. Generally, you think that if you are sad, you look sad, you slouch, you look down, you speak low and slowly, your face has certain expressions, etc.

NLP suggests you can reverse that process. You can effectively ‘act’ happy / enthusiastic / confident and so on, and by adopting the posture / voice, actions of someone who feels that way, you actually *do* feel like that, genuinely as a result. I am 100% convinced this can work. I’ve used in hundreds of times, probably thousands. I can assert to the world that I am motivated and energized, and magically it works. If you get the hang of it, it’s an amazing technique.

It’s also something you really need when you start work on a new game, which is what I’ve been doing lately. It’s very easy to look at a few blobs on a screen, with missing text, missing functionality and tell yourself that this game will suck, and you should abandon it. It really doesn’t help if your last game looked nice and shiny, and I think mine did :D.

Apart from weird freaky new-age NLP nonsense, I also find that explaining the game to someone else works wonders. I strongly recommend drawing a diagram on a big chalkboard in your office, and waving your arms about a lot whilst pointing at squiggles and saying how awesome it will be.

The plan is to keep that sort of thing going until you have enough of a game to *really* know if it is going to work or not. My usual strike rate is one in three, meaning there is a 66% chance o me dumping this idea for another one before it goes into full production with artwork etc. I do have an especially good feeling about this one though.