My plan to have this game made by the end of the calendar year is not off to the best start. It has been months since I had done any work on the game.
However, I have just recently continued my effort on making an "area editor" for the strategic, overhead view. Besides dialog and final game art, this is the biggest content chunk of the game, since there will be lots of objects to place in the overhead-view game areas. Most, if not all, exploration will take place by having the main character roam the countryside, which will include fields, forests, rivers, etc. It is hard to describe, so I will start with a screenshot:
Right now, the area objects are just placeholder art, but I think it gives a good idea of how the game will work while playing in overhead-view mode. In this image, I have placed trees, rocks, bushes, and a road. Again, since these are placeholder graphics, all of the trees and rocks are seen from the side (that just the way I drew them), where as I hope to have the final graphics appear from ~30 degrees from overhead. This can be done using a tool for creating 3D models, and then rendering sprites at the necessary angles (and animation frames for moving objects/characters).
In a previous game-making attempt, a friend of mine made some objects and characters using Maya. I have included some examples (I hope he does not mind). I have been looking for a reason to try out Blender, and adding final art (if I ever get to that point) would be the perfect excuse.
This is also when I learned first hand about the practical difference between true perspective and isometric projection. I had known about the conceptual aspects, but I only realized the practical issues that would arise when I first tried putting per-rendered 3D objects into a game (think Heroes of Might and Magic 3 as compared to 1&2 (hand-drawn sprites) and 4&5 (full 3D)). Since the perspective was set and unchangeable in the bitmap sprite, I could not line the bricks up next to each other:
The Unheralded Game-Maker
Saturday, June 30, 2012
Wednesday, May 23, 2012
Mini Games
I have always been intrigued by
mini games. For me,
the hard-core games that contained the most memorable mini games were Final Fantasy 7 and
Sid Meier's Pirates! (most
recent version released in 2004). The reason that these games were so
memorable, was because they had so many well-placed mini games (FF7) or were
just a blatant combo of mini games making up the entire game (Pirates!).
I was very fond of FF7's mini games. There was the normal game screen that allowed for exploration of the local area, moving between rooms, and talking to people. The overworld could be considered a kind of mini game, as could combat. But the game was most unique in its obvious mini games: snowboarding, chocobo racing, underwater submarine battle, and others. Even the use of 3D sequences broke up the gameplay in a way that supported the storytelling well. I'll never forget the first time I saw someone playing FF7, as the diversity of views and gameplay really touched me.
Possibly my all-time favorite game, Quest for Glory, had mini games, too! Erasmus' Mage's Maze was an obvious one, and combat another more subtle one. However, the largest portion of the game was played in the same "screen," which included gameplay elements such as exploring, training, dialog, and even puzzles. There were certain "areas" that might have felt like mini games (exploring caves, overhearing the brigands, dealing with the meeps), but they were actually treated the same way as the rest of the main gameplay. In fact, I remember feeling very surprised and yet very satisfied the first time I defeated a brigand entirely outside of the combat screen using ranged attacks! It always made my day when I could damage or kill monsters with rocks or flame darts before engaging. I think this counts as an example where NOT automatically moving the player to a combat mini game added to the depth of the game!
While mini games are not ideal for all RPGs or Adventure games, I think they provide an interesting way to mix things up. Adding mini-game elements to certain tedious parts might backfire, but fixing an awkward plot sequence might best be accomplished by thinking of a mini-game-like distraction that could make the overall game more memorable.
I was very fond of FF7's mini games. There was the normal game screen that allowed for exploration of the local area, moving between rooms, and talking to people. The overworld could be considered a kind of mini game, as could combat. But the game was most unique in its obvious mini games: snowboarding, chocobo racing, underwater submarine battle, and others. Even the use of 3D sequences broke up the gameplay in a way that supported the storytelling well. I'll never forget the first time I saw someone playing FF7, as the diversity of views and gameplay really touched me.
Possibly my all-time favorite game, Quest for Glory, had mini games, too! Erasmus' Mage's Maze was an obvious one, and combat another more subtle one. However, the largest portion of the game was played in the same "screen," which included gameplay elements such as exploring, training, dialog, and even puzzles. There were certain "areas" that might have felt like mini games (exploring caves, overhearing the brigands, dealing with the meeps), but they were actually treated the same way as the rest of the main gameplay. In fact, I remember feeling very surprised and yet very satisfied the first time I defeated a brigand entirely outside of the combat screen using ranged attacks! It always made my day when I could damage or kill monsters with rocks or flame darts before engaging. I think this counts as an example where NOT automatically moving the player to a combat mini game added to the depth of the game!
In Pirates!, mini games ARE the game. Sailing is similar to combat, and
actions in port are similar. Yet the rest of the game really involves
many smaller games that are totally disjoint. You can dance, sword fight,
fight land battles to capture ports, sneak through town, and hunt for buried
treasure. I think Pirates!' use of mini games is the best example in
support of their use. I think that a great many games could take
advantage of this approach, as not every part of a game looks best or work best
with the same "view" or "screen." For my game, I
really want to have 2 different "views" for playing, one that is more
strategic (overhead view that shows the ground in proportion), and one that is
more artistic (side view that shows the horizon in the distance). If I
can provide meaningful gameplay that fits both approaches, it could be a major
selling point for the game. I really like strategy games, but the
aesthetic elements of games are what really get me connected to them.
It's one thing to avoid guards through an urban maze, but an entirely different
thing to be playing, and then wander into lovely artwork depicting a view of a
mountain-and-forested-hills landscape (or some other beautiful sight) during a
meaningful game sequence. (One could argue that 3D games improve this,
since any view is possible.)
If one looks
at RPGs and Adventure games from the perspective of mini games, many game could
be said to have them. If there is a combat interface that is separate
from the travel/story part of the game, then that combat can be considered a
mini game. If there are any puzzles in a game that take the player to
another "screen," then that is another mini game. Baldur's Gate, for
example, tries to keep as many gameplay elements in the main view, but I would
say that things like the inventory are really small mini games.
|
While mini games are not ideal for all RPGs or Adventure games, I think they provide an interesting way to mix things up. Adding mini-game elements to certain tedious parts might backfire, but fixing an awkward plot sequence might best be accomplished by thinking of a mini-game-like distraction that could make the overall game more memorable.
Friday, March 9, 2012
What Do These Have In Common?
What do a phoenix, a spider, a mobile military academy, an archangel, a giant meteor, and some strange walking squid creature have in common? (You know, besides all being fantasy or science fiction elements.)
Well, Harry Murrell decided to learn to play music on his guitar from each of the games that contain these elements. He made these videos available to the world. Check it out:
Baldur's Gate - The Friendly Arm Inn
Baldur's Gate 2 - Main Theme
Heroes of Might and Magic 2 - Grass
Heroes of Might and Magic 3 - Rampart
Final Fantasy 7 - Holding My Thoughts In My Heart
Final Fantasy 8 - Balamb Garden
I really enjoyed all these games, even though they are all rather different. It was very interesting to see that one man decided to figure out the music for all of them, on his guitar no less. He must have a good taste in games! Of course, looking back on those games now, one of the things that stands out is that I frequently listen to the music of all of them. In fact, I find much of the music from those games relaxing while I work. Therefore, it may not be so rare that he likes music from the same games as I do, as all those games are popular successes. However, it still made me fell a connection to him for liking the same things as me.
The only way Mr. Murrell's set could be more complete, would be if he added some Quest for Glory music to his collection of music played on his guitar. Then he would have the quadfecta of WRPG, Strategy RPG, JRPG, and Adventure RPG!
Well, Harry Murrell decided to learn to play music on his guitar from each of the games that contain these elements. He made these videos available to the world. Check it out:
Baldur's Gate - The Friendly Arm Inn
Baldur's Gate 2 - Main Theme
Heroes of Might and Magic 2 - Grass
Heroes of Might and Magic 3 - Rampart
Final Fantasy 7 - Holding My Thoughts In My Heart
Final Fantasy 8 - Balamb Garden
I really enjoyed all these games, even though they are all rather different. It was very interesting to see that one man decided to figure out the music for all of them, on his guitar no less. He must have a good taste in games! Of course, looking back on those games now, one of the things that stands out is that I frequently listen to the music of all of them. In fact, I find much of the music from those games relaxing while I work. Therefore, it may not be so rare that he likes music from the same games as I do, as all those games are popular successes. However, it still made me fell a connection to him for liking the same things as me.
The only way Mr. Murrell's set could be more complete, would be if he added some Quest for Glory music to his collection of music played on his guitar. Then he would have the quadfecta of WRPG, Strategy RPG, JRPG, and Adventure RPG!
Monday, February 27, 2012
A Tribute to Hero6
I would like to make a tribute to all fan games out there, especially those that were inspired by the King's Quest and Quest for Glory series. It has been a long road for fan games, independent of the levels of success achieved. And for the first fan game project (at least, the first that I ever heard of), Hero6 has had the longest road of all, as it never officially died until his past fall. On October 30, 2011, the final active Hero6 member decided to make a final farewell speech, which would probably count as an official goodbye as well as anything.
The project started in 1999, and I found out about it very early on from the Sierra message boards. I got involved for a brief time. The project grew quickly. There were lots of people wanting to be on the plot team, and plenty of people on the dialog, art, and programming teams. I was interested in programming, so I spent time talking with the other programming people involved in the project. The project (myself included at the earliest stages) toyed around with many ideas and game engines (both formal engines and ideas for custom engines). At this point, I don't really know or remember how many different variants were considered. Ultimately, the group settled on the AGS system, which was probably a good choice considering the organizational difficulties that the project had.
The group did release an early demo that looked really good. I also remember thinking that the members of the project were well connected to many other projects. I thought that this was a good sign of creative potential. I wondered how much influence the successes and failures of Hero6 affected other fan game attempts, and vice versa. I remember Ancient Frog Games, Struggle for Life and Honor, Tierra (now AGD), Project Katrina (no, not the hurricane), Infamous Adventures, Solar Crescent Studios (now Crystal Shard), Silver Sphinx Studios :), etc. In fact, I have only just realized that the Heroine's Quest project has been picked up by Crystal Shard, which used to be Solar Crescent Studios!
Remakes of past games came quickly, but original games did not come so easily. (In fact, the only new titles that I can think of that came from these groups were Al Emmo and the Lost Dutchman's Mine (2006) and A Tale of Two Kingdoms (2007). That is quite a long time after Hero6 started in 1999.) There were many titles that were proposed but never completed, and many were abandoned. Hero6 definitely fell into both categories. The Hero6 project had its ups and downs, and then it really had its ups and downs. For years I waited around for news from Hero6 and other fan game projects. However, I stopped checking once I had a family and less time to play computer games. It was only by chance that I heard the news about Hero6 so soon after that final announcement. (On a somewhat related note, I am happy to see that Infamous Adventures is still working on their Project X, but I also remember them having a Quest for Infamy game project that I no longer see on their website. I also found Crystal Shard's Quest for Yrolg to be quite fun.)
In any case, I salute the fan game movement! I doubt that the indie game world of today cares too much for that short-lived fad, but I do wonder how much the two have played off each other. In fact, I am curious when the term "indie game" became widely used (and what about freeware and shareware?!). I'm sure that those Spiderweb Software games from the 1990s were never called indie games! I also know that indie adventure games will continue the thread of the fan games of the 2000s, and we are all the richer for it.
The project started in 1999, and I found out about it very early on from the Sierra message boards. I got involved for a brief time. The project grew quickly. There were lots of people wanting to be on the plot team, and plenty of people on the dialog, art, and programming teams. I was interested in programming, so I spent time talking with the other programming people involved in the project. The project (myself included at the earliest stages) toyed around with many ideas and game engines (both formal engines and ideas for custom engines). At this point, I don't really know or remember how many different variants were considered. Ultimately, the group settled on the AGS system, which was probably a good choice considering the organizational difficulties that the project had.
The group did release an early demo that looked really good. I also remember thinking that the members of the project were well connected to many other projects. I thought that this was a good sign of creative potential. I wondered how much influence the successes and failures of Hero6 affected other fan game attempts, and vice versa. I remember Ancient Frog Games, Struggle for Life and Honor, Tierra (now AGD), Project Katrina (no, not the hurricane), Infamous Adventures, Solar Crescent Studios (now Crystal Shard), Silver Sphinx Studios :), etc. In fact, I have only just realized that the Heroine's Quest project has been picked up by Crystal Shard, which used to be Solar Crescent Studios!
Remakes of past games came quickly, but original games did not come so easily. (In fact, the only new titles that I can think of that came from these groups were Al Emmo and the Lost Dutchman's Mine (2006) and A Tale of Two Kingdoms (2007). That is quite a long time after Hero6 started in 1999.) There were many titles that were proposed but never completed, and many were abandoned. Hero6 definitely fell into both categories. The Hero6 project had its ups and downs, and then it really had its ups and downs. For years I waited around for news from Hero6 and other fan game projects. However, I stopped checking once I had a family and less time to play computer games. It was only by chance that I heard the news about Hero6 so soon after that final announcement. (On a somewhat related note, I am happy to see that Infamous Adventures is still working on their Project X, but I also remember them having a Quest for Infamy game project that I no longer see on their website. I also found Crystal Shard's Quest for Yrolg to be quite fun.)
In any case, I salute the fan game movement! I doubt that the indie game world of today cares too much for that short-lived fad, but I do wonder how much the two have played off each other. In fact, I am curious when the term "indie game" became widely used (and what about freeware and shareware?!). I'm sure that those Spiderweb Software games from the 1990s were never called indie games! I also know that indie adventure games will continue the thread of the fan games of the 2000s, and we are all the richer for it.
Friday, February 17, 2012
Another Way to "Sell" Indie Games?
I have been a fan of Spiderware Software games since I was young, but I never knew it! I remember playing Blades of Exile at a friend's house, and I really liked it. I did not own it myself, and I never managed to find a way to get it. Later, in college, I became connected to fan games, and I was always looking for free games made by adventure game fans. I stumbled upon the Spiderware Software website while I was surfing the net trying to find more fan-made games. I found Blades of Exile under "older games." It was a major lightbulb moment. I still get goosebumps seeing the screenshots, reminding me of the good old days.
Since then, I have been learning more and more about indie game developers. Two in particular have become my favorite bloggers (in any category). One is Jeff Vogel of Spiderware Software (a.k.a. the Bottom Feeded). The other is Jay Barnson of Frayed Knights fame (a.k.a the Rampant Coyote). Their blogs are great, in part because they frequently talk about indie game development in a way that helps me learn more on the subject. I also like their taste when it comes to games in general, especially since they talk about retro computer games and stories about retro games.
I see myself as an indie game maker, too. It's just that I have never really released or sold any game that I developed. I have made Tetris clones and other games with about 5 minutes of gameplay each. However, I am on the move to change that.
Right now I have a secret project going: a small to medium-sized adventure game that I hope to release in the next year (we will see how long it really takes!). My original plan was to release the game for free. I did not expect it to be a high-quality game in terms of graphics, and I was sure it would be rough in other ways. Therefore, I was opposed to asking someone to pay in order to play it. (Also, I would be happy enough to just have a game released. The "fame" that I would gain in the indie adventure/RPG game-maker and game-player crowd would be enough food to keep my ego satisfied for years to come! For that purpose, I don't have to sell it.)
However, I recently read some articles about indie game making by my two favorite bloggers (from now on I will call them the Big2), and I began to wonder if I should think about charging for my game. I changed my mind, and started considering a price. I thought to myself, "Self, perhaps I should sell my game for a few dollars, just to see how much interest I can generate. I know that there are at least a few thousand gamers in the adventure/RPG gaming community willing to pay for indie games." I found out that titles made by the Big2 usually go for $20-25. I settled on the idea that it would reasonable for someone to drop a couple bucks for my debut game (after all, $2 is not what it used to be!). And later, for one of my better games, I could charge in the $10-20 range and probably be successful. But in the back of my mind, I still felt that there must be an even better solution.
Then came my newest idea for "selling" my games. I would release it for free, have a webpage with ads, and ask for donations. If the game was free, I was hoping that I would at least get most of the traffic for those who would download and play my game. Overall, a free game would reduce the incentive for others to distribute it for free using torrents or other means. I would also appeal to each downloader to donate at least $1 for my time and effort to make this game, and to encourage me to make more.
Then came the latest indie game headline. (Of course, I heard about it from the Big2.) Double Fine raisies millions for an adventure game using KickStarter! When I heard about this from the Rampant Coyote, I was intrigued. Then I found this article by the Bottom Feeder while searching around the net in response to this discovery. Soon after I came up with the best idea yet. Why not use KickStarter to "pre-sell" my game, but not as a per-copy type of thing. Simply, ask for N total dollars for the creation of the game, which would then be released for free once the game was complete. I could start a new fundraising campaign between each release, and I could think of the money raised as some combination of the sales for the last game and the funds needed to make the next one.
Now I have a more definite plan! I will make this adventure game, release it for free, then plan another game and start a KickStarter campaign. Another great feature of this plan, is that the strategy will also remove any distinction between people getting the game legitimately vs. people stealing the game. Everyone gets the game for free, and those who like my games can "vote" for me making another one with a small donation. My financial support will come from people's generous donations, and I can give the game away to the world for free! What do you think? Could it work? (And no, I am sure that I am not the first person to think of this, but perhaps I can be one of the first to see if this model works.)
Since then, I have been learning more and more about indie game developers. Two in particular have become my favorite bloggers (in any category). One is Jeff Vogel of Spiderware Software (a.k.a. the Bottom Feeded). The other is Jay Barnson of Frayed Knights fame (a.k.a the Rampant Coyote). Their blogs are great, in part because they frequently talk about indie game development in a way that helps me learn more on the subject. I also like their taste when it comes to games in general, especially since they talk about retro computer games and stories about retro games.
I see myself as an indie game maker, too. It's just that I have never really released or sold any game that I developed. I have made Tetris clones and other games with about 5 minutes of gameplay each. However, I am on the move to change that.
Right now I have a secret project going: a small to medium-sized adventure game that I hope to release in the next year (we will see how long it really takes!). My original plan was to release the game for free. I did not expect it to be a high-quality game in terms of graphics, and I was sure it would be rough in other ways. Therefore, I was opposed to asking someone to pay in order to play it. (Also, I would be happy enough to just have a game released. The "fame" that I would gain in the indie adventure/RPG game-maker and game-player crowd would be enough food to keep my ego satisfied for years to come! For that purpose, I don't have to sell it.)
However, I recently read some articles about indie game making by my two favorite bloggers (from now on I will call them the Big2), and I began to wonder if I should think about charging for my game. I changed my mind, and started considering a price. I thought to myself, "Self, perhaps I should sell my game for a few dollars, just to see how much interest I can generate. I know that there are at least a few thousand gamers in the adventure/RPG gaming community willing to pay for indie games." I found out that titles made by the Big2 usually go for $20-25. I settled on the idea that it would reasonable for someone to drop a couple bucks for my debut game (after all, $2 is not what it used to be!). And later, for one of my better games, I could charge in the $10-20 range and probably be successful. But in the back of my mind, I still felt that there must be an even better solution.
Then came my newest idea for "selling" my games. I would release it for free, have a webpage with ads, and ask for donations. If the game was free, I was hoping that I would at least get most of the traffic for those who would download and play my game. Overall, a free game would reduce the incentive for others to distribute it for free using torrents or other means. I would also appeal to each downloader to donate at least $1 for my time and effort to make this game, and to encourage me to make more.
Then came the latest indie game headline. (Of course, I heard about it from the Big2.) Double Fine raisies millions for an adventure game using KickStarter! When I heard about this from the Rampant Coyote, I was intrigued. Then I found this article by the Bottom Feeder while searching around the net in response to this discovery. Soon after I came up with the best idea yet. Why not use KickStarter to "pre-sell" my game, but not as a per-copy type of thing. Simply, ask for N total dollars for the creation of the game, which would then be released for free once the game was complete. I could start a new fundraising campaign between each release, and I could think of the money raised as some combination of the sales for the last game and the funds needed to make the next one.
Now I have a more definite plan! I will make this adventure game, release it for free, then plan another game and start a KickStarter campaign. Another great feature of this plan, is that the strategy will also remove any distinction between people getting the game legitimately vs. people stealing the game. Everyone gets the game for free, and those who like my games can "vote" for me making another one with a small donation. My financial support will come from people's generous donations, and I can give the game away to the world for free! What do you think? Could it work? (And no, I am sure that I am not the first person to think of this, but perhaps I can be one of the first to see if this model works.)
Sunday, February 12, 2012
Hello, [Indie Game] World!
The tileset for my Run Away game. |
So, here I am now. I am ready to actually finish a game for once. I will make myself do it. I even have a blog to prove it! (If only a blog guaranteed success like that...) Of course, I do have a real job (boo!), but someday I WILL make a game that brings in the cash! Then I can quit my job... OK, so I will probably never make enough creating computer games to get to that point, but it is still a good goal. I will finish a significant computer game project. As life goals go, that shouldn't be too hard, right? I have children.
My project idea this time is to make a computer adventure game. It will have everything I first loved about computer games: a fantasy setting, a nobody as the main character, lots of beautiful (8-bit) scenery, an epic story, an evil villain, a gushingly happy ending, and talking animals! To keep me from dreaming too big, I will create an adventure that is smaller than the average title (think King's Quest) but larger than an April's Fools adventure game. If nothing else, it will be a lot of fun.
The only thing I am worried about are the graphics (and music, if I decide to go that far). However, if I can get the game working with placeholder graphics, my artistic side should have room to blossom. And after completing one game, who knows what else I can do?!
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