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

Nomads

I spent some time today on a new race for GSB. It looks like I’ll release this pack before the campaign is finished. I actually had expected to have finished the campaign and have released it by now, but it’s much more involved than I thought, so I’m still working on it. Once I’ve finished complete bug free playthroughs as 2 different races, I’ll get some people testing it for me, then there will probably be a pre0order beta thing, then release. That is probably another month (best case) of work.

So in the meantime, luckily I have artwork for a new race all complete, and am working on the data and the balance. There is nothing radically different in the race in terms of gameplay yet, but the style is interesting. The backstory is that it’s a very very old race, a bit like the dwellers from The Algebraist (Iain M Banks). Over the years, they have rebuilt their ships from the salvage of their enemies, so you will see that their ships have some rebel engines, some order engines, and various other components. They are also the first race to have multicolored ships. I’m calling them Nomads, and they basically fight out of sheer boredom on their multi million year journey across the universe. They have a cool retro look.

I was lying awake at 2AM this morning unable to sleep, thinking about new weapon and ship modules for that race. This pack will be different, likely no new missions, just the raw fleets for you to use. I had originally thought no new modules, but I think I’ll at least add some variants.

A lot of the more interesting ideas involve a ton of code, which I’d rather not do when I’m so busy with the campaign, but there is plenty of scope for module variants that work within existing parameters. I keep thinking that a very long range sniper laser with high penetration but low tracking speed and low damage could be interesting. Hopefully I’ll do some work on it tomorrow.

Improving the deployment screen in Gratuitous Space Battles

I found this really annoying when playtesting the campaign, and I know people have asked for it before. I want to know if this is an improvement, before I release it in a patch. People were getting vexed because they often had 5 or 6 or 20 cruiser designs of the same race (for example) and the silhouette icons were no help in picking them, so they have to use mouseover tooltips to pick the right one, which is slow. So i have experimented with adding the (cropped) name of the design to the UI: (Please click to enlarge)

Old:

New:

If you play GSB a lot, you might think “yes, I need this!”, but I’d like to know if you think it looks a bit cluttered, or messy, from the point of view of someone just trying the demo for the first time.

Edit: I tried it with a smaller font. Better? or too small?

Newer!:

Size Doesn’t matter

I’m not the only indie developer writing on this topic today, check out the links at the bottom of this post.

There is a bit of a trend, as I see it, an unwelcome one, for the subject of game ‘length’ to be the dominant topic in the reviews of new games. I don’t think this a good direction for the industry to move in.
As an ‘older’ gamer, I recall a time when the whole idea of game length was silly. How long is pacman? how long is space invaders? As long as you have time for, clearly. Now you may argue (and some do) that the only reason that early games worked this way was the artificial constraints caused by a lack of processing power and file storage. These days we can have games with hand-crafted, bump mapped worlds made in incredible detail, and this is clearly better and more immersive and thus games should be measured in this way.
Now I’m not vaguely going to suggest that more-detailed, more immersive worlds are not a good thing. They clearly are. What I’m against is the weighing up of a games value (both artistically and in monetary terms) by sheer length and content.

Firstly, it would be insane to judge movies or books the same way. Andrew Marrs ‘The History of Modern Britain’ weighs in at 602 pages for £8.99, whereas Malcom Gladwells ‘tipping point’ is an all-too short disappointing gameplay experience at just 259 pages for £7.99, representing far worse gameplay for your gaming cash.

Sounds totally bonkers doesn’t it?

Is Halo a better game than World of Goo? Personally, I probably enjoyed WoG better, but I haven’t finished either game, so I have no idea which is longest. Clearly, game length didn’t vaguely factor in for me. And That doesn’t put me in some minority either. A huge chunk of gamers never finish games. I’ve been gaming since pong and only ever ‘finished’ 3 games in my entire life. I got bored with Half Life (yes really) and Half Life 2, and Bioshock, and almost any game you care to mention. When I read about how some l33t haxxor ‘finished’ a game in 8 hours, I find it laughable. Imagine bragging about ‘finishing’ war and peace in 2 days. The idea is to enjoy the experience, not race to the end as fast as you can.

Even worse than paying for games where the effort is spread out over 100 hours, when i know I’ll get bored at 20, is games where, in a desperate bid to make the game sound ‘longer’, the designers introduce tedious sections where you plod back and forth between the same points to get their moneys-worth from the scenery. It’s obvious, it’s tedious, and it’s embarrassing. Please stop.

I don’t judge food purely by quantity. Anyone can produce a ton of bland rice for a trivial cost. We tend not to judge things purely by quantity, and when we do, we can at least admit we are being shallow. So lets stop doing it with games. Tell me if a game is good, tell me if a game is dull, but some meaningless statistic about how many levels, or how big the installer is, or how long it took you to ‘finish’ it is meaningless to me. Size doesn’t matter.

Other blog posts:

http://24caretgames.com/2010/08/16/does-game-length-matter/
http://2dboy.com/2010/08/12/too-short/
http://blog.wolfire.com
http://brokenrul.es/blog
http://gamesfromwithin.com/size-matters
http://macguffingames.com/2010/if-size-doesnt-matter-where-do-you-get-the-virtual-goods
http://mile222.com/2010/08/a-haiku-about-game-length/
http://nygamedev.blogspot.com/2010/08/coming-up-short.html
http://retroaffect.com
http://the-witness.net/news
http://www.copenhagengamecollective.org/2010/08/17/size-does-matter/
http://www.firehosegames.com/2010/08/how-much-is-enough/
http://www.hobbygamedev.com/
http://spyparty.com/2010/08/16/size-doesnt-matter-day/

Campaign Battle Frontiers

My latest playtesting has convinced me to change the way ai attacks happen in the upcoming GSB campaign. Previously, there was a complex system involving local threat levels, which changed over time based on the strength of your fleet combined with the number of enemy-controlled systems linked to your world by hyperspace warp tunnel thingies.
And that works fine, and its cool, and mostly staying.

But what was happening was that you would conquer a system, push forwards and conquer the next system, and there was still a threat ‘behind the lines’ to recently conquered worlds. That was fine too, but I also coded a little ‘unlikely but possible sneak attack’ system whereby any of your worlds could get attacked at any time. If you didn’t have a big fleet sat there, this would be unopposed, you would lose the system, and maybe now have a gap in your supply lines.

Frankly, in game terms, this is a pain in the exhaust-port. It’s frustrating and annoying to lose a system behind the lines, and it’s wasteful to keep a fleet in every system just in case. The good old ‘pushing-back the frontier’ system is better.

I’ll keep the gradually lowering threat level thing, but ditch the sneak attacks. Once you have conquered a world, and parked a big-ass fleet there for a few turns, you can mvoe on and not fear losing it. It is, after all, a big map to conquer.

On an unrelated note, can whoever codes the cursor stuff at ATI get their shit together please? Multiple monitor setups in windows 7 are basically chaos with an ATI card. Random cursor corruption when swapping monitors, and an invisible cursor if it goes into text carat mode and back again on the secondary montior… These are not new bugs, from what I read, so why are you tweaking drivers to get an extra 1 FPS on starcraft when you should be fixing basic windows functionality? Bah!

Strategy game specs are going mad

I just saw the recommended system reqs for Civilisation V.

  • Operating System: Windows® Vista SP2/ Windows® 7
  • Processor: 1.8 GHz Quad Core CPU
  • Memory: 4 GB RAM
  • Video: 512 MB ATI 4800 series or better, 512 MB nVidia 9800 series or better
  • What?

    WHAT?

    512MB video cards and quad core, for a turn-based strategy game? The min specs…

  • Operating System: Windows® XP SP3/ Windows® Vista SP2/ Windows® 7
  • Processor: Dual Core CPU
  • Memory: 2GB RAM
  • Video: 256 MB ATI HD2600 XT or better, 256 MB nVidia 7900 GS or better, or Core i3 or better integrated graphics
  • That’s still crazy. We are talking MINIMUM specs here, for a geeky turn-based game. GSB has high specs (for me) because of the real-time battle playback shinyness, but I’d still think they are lower than this.

    I like games like CIV, but ultimately these games are not about the graphics. I just cannot imagine where the processing power is going. This trend to make the campaign maps of strategy game run at 10 FPS just boggles my mind.  What about all the strategy geeks with old PCs or laptops and no interest in buying new ones? Don’t people want their money?

    Someone with the min spec above, tell me how GSB runs for you. Please tell me it runs fine or I’ll look a right dork :D