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

Deployment Interface Tweaks

The deployment UI for GSB is not as good as it could be. I’m aware of this, and more acutely aware of it, because this is the main meat and potatoes of the game itself. The battles are great fun, and look cool, but a player who really gets into the game will spend considerable time on the deployment screen. I was thinking recently (and a post by a player on the forums reminded me of it) that I should display to the player the ranges he is fiddling with when assigning shooting orders. I’ve ended up fixing four problems here.

Firstly I changed the wording from ‘max range’ to ‘Move to attack at this range’, which makes more sense. Weapons will always fire at targets the minute they enter range, these instructions are for movement, not firing, and tell the ship to move to range X to attack fighters, or Y to attack frigates, depending on the current target. This was not clear. (It’s still imperfect, but better).

Secondly, I wanted to display the range on the screen as you changed it, and decided to re-use the white range circles to do so, which was fine, albeit requiring me to fix all kinds of other minor quibbles. It meant that I should allow the player to drag that window aside so they can see whats going on ( a good idea anyway), leading to a few tooltip bugs I had to fix. Once I was staring at that window, it became clear that a lot of the weapons module strips on there were redundant. If you have 5 cruiser lasers, you only need a single entry for them, to allow you to check and auto-set their maximum range, so now it says cruiser laser (x5) rather than spamming that window.

Minor changes, but lots of minor changes make for a batter, less frustrating and more fun game. Who knows, it may double sales! (unlikely :D)

Lots of stuff on the way

I’ve been even busier than usual lately, and lost of stuff is in the preverbial inbox. There are two fairly imminent things.

One is patch 1.31. This fixes and improves lots of things, and there is a big annoying bug with the game freezing on startup for some people (very few, thankfully) which it should fix. I need to spend tomorrow on this, as a matter of urgency.

The next is the upcoming expansion pack, which adds a new race. Right now, the plan is for it to add a bunch of things. Graphical asteroid belts (which look l33t), some great new backdrops, likely to be two new missions, and a new race that has limpet mines and radiation guns. wahey!

The problem is that the expansion pack needs some code changes, and I would rather they *all* were in patch 1.31. I don’t ideally want to do 1.31, then in 2 weeks do 1.32 before the expansion, I dont want people to be constantly bugged by patches.

Sadly, I suspect that will be the case, because I want the expansion to be really awesome and it will likely be at least another two weeks of work away anyway, probably more. In any sense, I’m slightly worried that people have seen less frequent updates and wonder if the game is still moving forwards. It definitely is, and it will keep getting better. I just need to focus on one thing at a time. Today it was limpet mines (videos coming soon), tommorow is patch 1.31, and hopefully getting some decent testing done on it, for a mid-end week release.

gratuitous spelling

gratious space battles 585 hits
gratuitious space battles 434 hits
gratuitus space battles 247 hits
gratitous space battles 222 hits
gratitious space battles 110 hits
gratituous space battles 98 hits
gratuituous space battles 62 hits
gratious space battle 57 hits
gratiutous space battles 55 hits
gratuitus space battle 54 hits
gratuitos space battles 36 hits
democrasy 3 hits

Reach for the stars

“Reach for the stars, cause they’re sweeter by far, than the moon, though she’s brighter and closer to you…”

Lyrics from a song I listen to (bonus points for spotting whose), but also my attitude in recent years to my job. The whole idea of ‘lone-wolf’ indie game development is absurd on paper. Activision spent $70 million making COD:MW:2, and $130 million to market it. That’s vs Me, in a spare bedroom.

I am doomed to fail.

Except somehow I don’t fail, but keep going for years on end, even making a reasonable living from it. Clearly, fighting such impossible odds attracts a specific, maybe warped mindset. I’m glad to say that ever since I started work on GSB, I’ve had that mindset in spades. A lot of the reviews for GSB praise the visuals, saying it looks really good, and that’s welcome, and very nice, but when I see it, it looks crap. it looks really cheap and badly done, and old school, and unconvincing. The reason I think like that, is rather than playing other indie games and comparing them to GSB, or other AAA games and comparing them to GSB, my point of comparison is Star Wars: Revenge of the Sith, or any other high quality movie special effects.

You might as well set your sights high…

One of the things I do when I want to improve the graphics is take a huge bunch of screengrabs from space battles on DVD like this: (I’ve got dozens of folders like this). This takes hours…

I then take a look at what those ILM visuals look like in a single frame, which is very helpful for designing visual effects in code. For example take a look at this freeze frame of a laser gun in Revenge Of the Sith, I find stuff like this fascinating.

When I have time to improve the visuals again, I’ll go through a lot of this and study in, and also zoom in and study GSB and work on making one look like the other. I had a number of false starts with the explosions and debris for GSB, and although it’s better than it was at the start, I still need that stuff to be better still. Expect the game to keep getting better as long as it keeps selling.

Press button, get banana

I’ve been playing the star trek online beta (let’s just say I won’t be buying) and I also not long ago experimented with farmville, for research purposes (far too cute  a game for me). I am not a fan of these sort of games, in fact, they depress me…

MMO’s in general (not Eve) and many facebook games annoy me because they seem designed by business types who want to maximise player-time and revenue, rather than real fun. There seems to be a tendency for business types to equate an ‘addictive’ game as being ‘good’. Not fun, enjoyable or rewarding just ‘addictive’ will do.

We are at the very very early stages of research into how people react to games. 50 years ago, I could watch you through one way glass playing a game or watching TV, and make notes. I could maybe ask you subtle questions about your experience, and do some guesswork to interpret the real answers.

These days (if I wanted to) I could log every mouse movement, every delay, every button click, every action, and analyse you along with thousands of other players to work out all kinds of subtle effects.  It’s theoretically possible for a game to auto-adjust its gameplay to maximise revenue, and player time. This isn’t commonplace, but if people arent already working on it, I’m amazed.

Yet this saddens me. I play games for fun, to feel like a President or a Starship Captain. I don’t play games just to kill time or spend money. In short, the aims of the more cynical game developer (Get them to keep playing, tell their friends, and spend money) don’t marry up with my aims (have fun!).

Right now, it’s fairly easy to look at farmville and see it as a cynical viral marketing/push-button-get-banana business, that I stop playing the minute I see how shallow it is. But in 10 years time will it be so easy? I saw a furniture companies ad earlier today that was targeted directly at me, based on items I’d looked at days before on their website. Will Farmville IV be so perfectly targeted, so acutely balanced based on 50,000,000 playthroughs, that my brain is just incapable of letting me stop playing?

I don’t buy anywhere near as many games as most game designers. I get halfway through the demo and find myself having an internal conversation that starts “Am I having fun right now?” and the answer is often no. I might be wanting to see what item I unlock next, or what happens when I reach the next level (often nothing special), but is the actual process, the actual journey fun? often no.

I am not aiming to make addictive games, or viral games, I’m trying to make fun games. They probably aren’t as profitable (nowhere near as much), but it makes me feel better. You press a lot of buttons in GSB, we don’t always give you a banana, but I hope the button pushing was fun in itself.