Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Saturday, March 11, 2017

Presents Panic Unity 1 - Project plan

I have been trying to decide what to do as my next project. As tempted as I am to use libgdx or Haxe I have found that when looking at my CV rather than saying 'wow, this guys has lots of finished projects in multiple different engines/languages' potential employers say 'bah, I want someone with lots of experience in the one I am using'. Unfortunately apart from Flash that's not something I have and I am not comfortable with blagging. It seems Unity is a good way forward so I have decided to do another Unity project. I want it to be a small project so I will just port another of my old Flash games that I think will work well on mobile.

The game that I have decided on is Presents Panics, a game I created about 10 years ago as a mash up of Tetris, Super puzzle fighter and Same Game. At the time I really liked the game - it has depth and multiple ways you can play and win.

Of course the game has issues and it didn't set the world alight when I originally released it. I am hoping that I can keep what I view as the original game's strengths but fix or at least smooth over the problems it had. In my view the two main problems it had were the controls and the progression.

The controls: In the original version the game used both the keyboards and the mouse. The keyboard to move and rotate the pieces and the mouse to remove them once they had settled in blocks. Obviously as the creator I had gotten used to this and had no problems with them but new players often didn't understand or like them. Since I don't have access to a keyboard on a mobile I couldn't keep the old controls even if I wanted to. I will experiment once I have something running but I think it will work well with swipe to move, tap to rotate or explode. It will be simpler and more intuitive, I hope. Of course until I have a version up and running it's hard to say for sure.

The progression: The original game goes for a very Tetris style progression. You play until you lose with the game gradually getting faster and harder, whilst the score multiplier increases. It's pretty basic and unsatisfying. There are no concrete challenges and it ends up feeling like a slog. It's not just of it's time, it's of 10 years earlier and when you compare it to the scientifically engineered addictiveness of something like Candy Crush it feel positively stone age. I am not sure what I will do here, I just know that I need to do something. Some ideas I have:
  • Have discreet levels with a score players need to reach and a limit on the number of presents they get to reach the score. Maybe  predefined starting presents already present.
  • Change the number of blocks sent down from 4 in an L shape to just 2. This would mean that if I could make sure that you always get on colours present the level should always be clearable. this might make it too easy though. This would open up the types of game mode available - I haven't player Dr Mario in 15 years but I think this is close to what they do.
  • Bombs and other power ups that destroy rows and columns. Spawned when you destroy larger presents.
  • Still have a 'rush' mode that is like the old one.
  • I could go full candy and have a currency that you collect in games that you can spend on boosts/power ups.
  • Make it less Tetris twitchy and more of a strategy game. This would mean that instead of speeding it up I would give the players less blocks to achieve the objectives so you feel like it's about planning rather than just being fast.
The only other question I'm asking myself is, should I bother? I have no illusions on whether this will be popular or successful. It won't be no matter what I do unless I am willing to spend some serious time/effort on both the polish and on marketing/pr and even then I don't think it has enough to it for it to be successful. I have to look at it as being 90% a portfolio piece so maybe I should just bog a fairly bog standard version with limited additions.

The other remaining questions is how much effort I am going to expend in trying to monetise the game. I feel like if it's going to be a portfolio piece it needs to look and feel like a real pro game and that will mean extras, though probably not iaps. In the end I will probably just stick some ads and maybe if I do boosts I will offer them for reward ads. It has to be easy and quick. 

I have all the assets, though they will need some work to export them for unity. I will need to redo the ui as the aspect ratio has changed and I want it to look more sparkly. I am hoping to complete the project working part time in 4-5 weeks. If it takes longer I won't mind too much if it genuinely improves it.

Thursday, September 06, 2012

Lottery abilities



This is a follow on form my post on removing random from combat. In that I said I wanted to remove most random chance from my games basic combat. I also said I wanted to keep some positive random events that help the player and give them a 'wow' factor. I call these lottery abilities, and by this I mean abilities that have a low random chance to fire, but that are very powerful when they do. The most common ones I've seen are dodge, critical hit and counterattack.

Critical strike

A crit is where an attack causes extra damage, usually double. The first I became aware of it was way back playing D&D and rolling a natural 20, but it's in a huge number of games and it's very popular. There's just something hugely satisfying about getting the aforementioned CRITICAL STRIKE and decimating your opponent. It's also easy to produce cool visual and  audio effects to go with it. In some game is only applies to melee attacks, not to ranged or magic, to give melee attacks a boost. There can also be spells or abilites that give you an increased or guaranteed critical chance.

Dodge

Dodge is simply where a character completely evade another character’s attack. It’s present in a huge number of rpgs and roguelikes. Usually whether the attack is dodged or not it worked out by rolling the old random number dice depending on the attacker’s skills and the defenders skill levels. Sometimes it will be taken off of things like dexterity or agility, sometimes there’s a direct ‘dodge’ or ‘dodge reduction’ stat.

The fact that dodging completely negates an attack makes it hugely powerful. Care needs to be taken because if a character has too much dodge it can be completely game breaking.

It also has an additional problem in that it's difficult to make it exciting, in effect it's an action not taking place. You can't really have the cool blood splatter CRITICAL STRIKE excitement when all you're effectively saying is 'nothing happened'. A critical strike can end the fight but all a dodge does is prolong it, abait in your favour.

Counterattack

A chance that an attack will immediately trigger an attack out of turn in revenge from the character who was attacked. This can be cool when it works but can also be confusing. Again it can be hugely powerful and almost game breaking in excess.

The problem with these abilities

These abilities can completely change an encounter when they go off. This can feel great when it happens in your favour, but on the other hand it feels horrible and unfair when it you're on the receiving end, so care needs to be taken. They can easily break pvp games, but luckily in a pve game the npcs don't mind you dodging all their attacks then critting them for half their health with a counterattack.

There's also the argument that too much random ruins fights and takes the skill out of them. Players can play a slow game just hoping for a lucky crit instead of playing tactically, then get frustrated when the crit doesn't happen or goes against them.

What to do about them

  • Soften the effects by having gradations. It's quite common for games with critical strike to have ways to either increase the damage a critical strike does or to reduce the additional damage an enemy crit does. This leads to more predictable damage incoming with less likelihood of the player losing because of an unlucky spike. This is especially important in a game with permadeath. Dodge can also have an idea of only dodging portions of the attack – glancing blows.
  • You could also add extra stats that directly counter these abilities, reducing an enemy’s chance to dodge your attack or crit or counter you. 
  • Remove the lottery element and just have them as status effects that give an effect for a duration – for example a skill that means you a have a very high chance to dodge the next X attack.
  • Make it so the enemies can't do them to you, or at the least do some very infrequently.
  • Make sure the chances to trigger the attacks stay very low. Once you get a high enough chance that you can reliably expect one of these effects to go off in a fight they stop being lottery effect. If the player is think 'shit I was so unlucky not to get a crit in that fight' I know the chances are too high.


Friday, August 31, 2012

Really basic level generation

Level generation is, in my opinion, one of, if not the most important element of a Roguelike. Different methods of level generation produce levels that feel very different, ranging from box stamping to more organic tunnelling methods. To take advantage of this I want my game to use several different methods to generate the level, giving different areas different feeling that go with their theme.

This is my first, very basic attempt at level generation. All it does is stamp boxes into a grid map randomly, with no logic. It then tries to create corridors to connect up all of the room, simply by tunnelling through from one box until it reaches another. After that it cycles through the tile and creates doors in places where there are two tile between walls.

It doesn't do the interesting things yet, like place mob, item, treasure etc. Also I'm planning on using a tile editor programme to create a load of bespoke rooms with interesting layout which will then be randomly place. Still, I'm quietly happy with it so far and I'm hoping I can add to it and make something that can create genuinely cool dungeon layouts..

Give it a play, though be warned that it's all brute force computing, completely non optimized, so if you choose a huge map with lots of small boxes it may take a long time to finish. (the text on the top left is actually a button)


Thursday, August 30, 2012

Why I'm cutting random out of my game's combat.


Roguelikes are built on the good old random numbers generator. It runs from the level generation all the way to the combat and loot. The levels are randomly generated, the monsters are randomly spawned and then when you fight them the damage and whether you hit or miss is often worked out by the equivalent of rolling a dice.

My view is that some of the randomness is really cool, and it's a large part of what make Roguelikes so interesting. It means every game is different and you'll never have the same encounter twice and it can add uncertainty to combat. I just think that for casual gamers it can be a negative experience especially when the dice roll against them several time in a row.

To give some examples:

  • In DCSS (Dungeon Crawl Stone Soup) every time you cast a spell you have a chance of spell failure, which you can reduce by increasing your skill levels or increase by wearing armour. It's obviously calculated using a random number generator. I had a slightly promising venom mage and he had a spell called Mephistic cloud, which produces a cloud of gas that confuses and damages enemies in an area. Due to it's difficulty and my skill level it had a failure rate of about 10%, so nine times out of ten I should have been able to cast correctly. Except the very nature of random numbers means that you'll always have spells where they go against you. In this case I came up against a group of orcs bunched up. It should have been fairly easy to have confused them then taken them out one by one with a different spell, except instead I miscast Mephistic cloud 3 times in a row. It meant they managed to reach me and a fighting retreat led to my death. What are the chances of that? 0.1%, in case you were wondering.
  • In Dungeons of Dredmor you can enchant your items on an square called the anvil of Krong. There's a 70% chance of a positive enchantment and 30% of a negative curse. I had a game where I had my items cursed 4 times in a row, making what was a fantastic item useless. You actually get an achievement for just 3 times.


In both cases it felt like my whole run was ruined by forces beyond my control. This isn't a fun experience and I think it's something that could really put off a casual player, or even someone who's simply new to the game. Don't get me wrong, I play table top games and I've lost them based on rolls of the dice. It's just it's one thing rolling triple ones in Risk and having a laugh with your friends at your bad luck. It's a whole other thing playing a single player game against a computer where you can't see the dice so you have a sneaking thought that maybe the computer just took offence at something you did in your last run.

This is why I'm removing most negative random effects from my games combat, and from the game in general

I still want there to be some randomness, so you players don't always know how an encounter will play out before it's happened, I'm just going to mostly keep it to cool 'lottery' abilities that help the player, with only a few minor negative effects that can happen against them. This means no spell failure, no missing your attack 5 times in a row, no enemies resisting you spells completely. I want the players to know that if they try something it will either work or not, and if it does how much effect it can have. If an enemy has a high resistance you'll just do less damage to them, but it will be broadly predictable with no wild fluctuations of fortune.

It also needs to be recognised that players remember the times where the dice went against them as 'the game screwed me', whilst when the rolls go in their favour they either take it for granted or think it's cool. I'm still going to keep some random stuff that work in the favour of the player, just not the other way round. The npcs aren't going to ragequit after the player crits them twice in a row whilst dodging their attack. Thie same can't be said of the other way around.

Tuesday, August 14, 2012

Who's turn is it anyway?

I'm building a reasonably traditional Roguelike so it's going to be turn based. That sounds straightforward but there are different ways that turn based can go.

Different models


Player then mobs

This is probably the easiest way to go. The player takes their turn, be it movement or action, then the mobs or npcs take their turn.

Pros


  • This has the huge advantage that it's very straight forward for the player and easy to keep track of.
  • It makes AI pathfinding easier since the mobs always know where the player is when they move.
  • It gives the player an advantage over the mobs, since if they player can kill the mob in his turn, the mob won't have a turn to react, because it will be dead.

Cons

  • Difficult to simulate different speed of movement or attack, since it's very binary. Adding extra actions in a turn is hugely powerful and potentially game changing, as Baldur's gate/Icewind Dale players will remember when their fighters got multiple attacks per round.
  • If the player moves next to a mob one square away, since it's the mobs turn next the player will be attack with no chance to defend. This happens in Dredmor and it's very annoying. If a mob is one square away I find myself hitting space to wait a turn and let the mob come to me, which feels like cheesing.

Movement then action

First everyone moves, then they perform their actions.

Pros

  • Again fairly straightforward for the player.
  • Feels fairer than players then mobs.

Cons

  • Again can't simulate different speeds easily.
  • Slightly more complicated. Mobs don't where the player will be until he moves, so needs some logic. Ditto for players chasing a fleeing mob.
  • Possible for a character to make and action and die on the same turn.

Character speed based

The best example of this kind of system would probably be Final Fantasy. Imagine each character has an individual timer, and they can only perform and action when that timer finishes, then with each action it resets. Different characters have slower or faster timers to make different characters feel faster or slower.

Pros

  • The most flexible and the most 'realistic'. It means that you can have faster characters moving faster and attacking more often.
  • More avenues to build your character in different ways. Do you want a fast character and to use a kiting strategy or maybe a slow attack speed high damage build.
  • You could have different actions take different amounts of time, which could be part of their balance. For example spell which take longer to cast but are much more powerful.
  • Actually could be easier for pathfinding since instead of everyone moving at the same time there is a definite list of who moves when and only one character will move at a time.

Cons

  • A bit more difficult to understand for newer players, and even for for seasoned player might be more difficult to plan around. This could maybe be compensated for by having most characters in similar attack speed at the start and to ease the players into the concept.
  • Much more complex to implement, especially with many different mobs, all with potentially different speeds.
  • Balancing would be more difficult as speed is just another factor to consider. I dislike how in any turn based game with haste, haste always becomes the number one must have spell.
  • It slightly breaks the whole turn based thing. If a player can take more than one action a turn is each action a turn? What should I call it? What if I want to make a scoring element turn based?

My intentions

I would love to do the speed based. It just opens up so many different options for builds and abilities. I'm just worried that it's another layer of complexity on top of what is already a very complex project.

In the end I'm going to experiment with the movement then actions model, which feels nicer to me than player then mob. I'll see if I can get it to work well, then if I get problems I can fall back on the player then mob model.

Thursday, August 09, 2012

Features and creep



Given my time and resource limitations I’m going to have to try to be strict with myself as to what I’m trying to accomplish and what features I’m going to try to include.

One of the reasons my previous attempt at a roguelike stalled early on was because I tried to do too much. I was trying (and failing) to play Adom and I was really impressed by the open world feel of it, so also influenced by games like Baldur’s gate and Morrowind I tried to make an open world/dungeon crawling sandbox. Cue lots of bloated design documents and a model/data object directory with over one hundred different objects. It’s didn’t go very far.

To avoid this fate I’m going to try to keep a tight rein on the list of features I can support.

This is a list of some of the features I want to include in the game.
  • An easy to use, casual friendly interface. Gameplay should also be simple enough, at least initially for players who have never played a roguelike to understand and enjoy the game. This is the number one, non-negotiable feature.
  • A tutorial to get new users into the game.
  • No open world. It will be a pure dungeon crawling game, though I would like there to be some route branching.
  • Levels will be randomly generated, but I want to use several different methods to give different levels different feels.
  • Traps, chests, teleporters, switches, keys.
  • Auto explore. This could be a biggy, but I believe it will make a huge difference, especially in a mobile game.
  • Multiple different play styles and build paths possible, even if they’re just variations on the standard rogue/wizard/warrior builds.
  • Abilities that can reposition or add status effects to characters, to add tactical choice.
  • Card based abilities/stat system.
  • Tile based art. I’m thinking more DCSS than dredmor. I don’t have the time/funds to have animation but it has to be more immediate and intuitive than asci.
  • Cool items and equipment with different stats and abilities that make the players make a choice – no best items. Also some abilities target tiles with traps/status effect/dots etc. 
  • Only basic potions and scrolls – mostly ‘oh shit’ crutches.
  • Enough different monsters to be interesting and varied.
  • Monsters that don't either just come up to you and hit you, or stand back and shoot you.
  • Different damage types, with corresponding resistances and themes.
  • Must have some pathfinding, since it will be in effect mouse controlled.
  • Some kind of online scoreboard system.
  • No religions/races etc - another thing to balance and I'm already so low on time.
  • No crafting.
  • I would love to have multiple languages, so I'm going to try to build it in a way that would make this possible at some point without too much pain. I'm not planning on have more than English in my initial build though.
Actually, looking at all this, I'm clearly crazy. I probably can spend 2-3 months on this full time before I'm going to have to start whoring myself out for freelance work, and this is a list that I wouldn't feel comfortable promising a client given double that time. When you add to the fact that I haven't done much mobile work before and time for testing/balancing etc I'm going to have to cut this all down drastically.

I think what I'll do it carry on with my spare time planning and groundwork so that when my contract finishes and I start on it full time I have a running start, then see how I'm doing 4-6 weeks in. Then I can make some difficult choices and try cut it down to something I can actually finish. 

I hope.

Sunday, August 05, 2012

What kind of Roguelike am I trying to make?

And who is my target audience?

In my 'what is a Roguelike?' post I briefly wrote about the different types of Roguelikes there are. More or less I am aiming to make a fairly traditional Roguelike. A turn based dungeon crawling rpg with experience and character progression.

In terms of how hardcore and complicated it is my decision was probably made as soon as I decided I wanted to make it easily portable to mobile. Making a game playable on mobile means no keyboard commands and much smaller screen space for information, feedback and controls. This means for it to function the game needs to be relatively simple, and that pretty much rules out a super-complex hardcore Roguelike, which to be honest is probably a good thing anyway since I don't think I would have the time or resources to build something like that anyway.

This all lead to the fact that I'm looking to make a decidedly casual Roguelike. By this I don't mean something dumb or with no depth - it's definitely got to have more to it than your standard bump to attack 7 day rogue. I just mean that you have to be able to play it without reading a manual, and all the stats and information you need to be able to understand it need to be accessible within one click, or two clicks if it's not core information.

I also want there to be more instant gratification, from items and increase in power, than in most Roguelikes. I want players to think 'Wow loot!' and 'Ding!, level up!' and for it to be exciting and really cool, something that doesn't happen so much in a lot of traditional Roguelikes, which tend to have flatter power progression. This is great for getting people initially hooked on your game but could have implications later on for the longevity of the game. We'll see how it goes.

So, the answer is that I'm making a casual, small to mideium size, high power curve Roguelike without the complex systems seen in many games, and with a simple, easy to use interface.

This will almost certainly alienate some hardcore players who are looking for something deeper, but the success of casual Roguelikes like Dredmor, 100 Rogues and Cardinal Quest show that there are enough casual players to make up for it. As long as you make something good.

The answer to who my target audience is, is someone who enjoys classic Roguelikes but who sometimes finds them often overly obscure and difficult to play. Someone who loves games like BG, FF and Diablo, plus fast paced combat and strategy focused games like League of Legends and DOTA. Basically, my target audience is me, and if I can make a game that I enjoy I'll be happy, and I'm sure lots of other people will enjoy it too.

Wednesday, August 01, 2012

Why I'm doing it in Flash


I'm planning on creating the whole game using Adobe Flash, with the mobile versions being publish with Air. I may even do a downloadable desktop version, also using air.

I would be lying if I didn't admit that a major reason I'm using Flash is because I'm a professional Flash developer, so AS3 is a language I'm completely comfortable with. I know that I can build complex engines with it and I know it can take it.

The other reason is that I'm using Flash, and a reason why I personally think Flash it one of the best choices for building apps, is that I can produce an android, ios, web and desktop version with the same unified codebase. I'll obviously have to do some different UIs for the mobile vs the normal size version, but hopefully nothing too onerous as long as I enforce some strict apis. For me this is a huge deal. Even if I spent the time learning objective C or java, like lots of people have suggested I should 'for when Flash dies' there's no way I'd be able to do multiple versions in different languages. Flash means that for the main game elements I can develop for the flash version then just rebuild the other version without having to worry about getting all the changes carried over, because there will only be one codebase.

The only thing that remotely worries me about doing the game in Flash is the saving the game aspect. In theory it should be easy - I can use sharedObject, which should be able to save whole complex data objects. In practise in a previous project I've found sharedObject to not be %100 reliable. I managed to fix that issue by converting everything to primitive data type before the save, then back again, but it's not something I want to do if I can help it, and I'm hoping the issue has been fixed (it was infrequent enough it may have just been one flash player build.)

I briefly toyed with the idea of learning, then doing the it using HaXeNME, but in the end I decided I'm probably already biting off more than I can chew, so best not compound it by adding in a new language, especially one that's so niche and new. If I run into problems I'd be worried about finding answered, and anyway I don't see myself getting more work on the basis of knowing it.


Monday, July 30, 2012

Why am I writing this blog?


4 main reasons:


To solidify my thoughts.

I’m having trouble ironing out some of my systems/ideas and putting them down in blog posts is a way of getting them in order and to sort them out without actually having to do the huge step of actually putting them into the game and making them work. I find it’s also good to just write down your reasoning for your decision to be able to look at them from afar. I find this is even more important if you’re looking at them from more than a week or so’s time difference.

Improve my communication skill.

I don’t do much writing and if I am genuine in my desire to move away from the Just A Programmer thing I do need to improve my ability to communicate. Writing more is a very good way to do this and I’m hoping I can clearly communicate what I’m trying to do and why I’m making the decisions I make.

Publicity

At the moment literally no one reads this blog. That’s cool. It’s not something I’ve put any time into and I don’t regard it as an avenue to get work or talk to clients. However if I am serious about trying to make an indie game and actually do something with it I need somewhere to talk about it and make announcements, etc. Once I decide on a name I’ll probably create a site, but it will link to this blog and this will be where the major info goes out. (unless at some point it’s not). I’m also going to have to start actually using my Twitter account, though I’m sceptical about whether I’ll have anything interesting to say.

I also think that if I’m even mildly successful there will be people interested in my creative process and thinking. One thing I’ve learnt is that no matter how bad your game is there will still be someone who thinks it’s amazing, gets obsessed and spends hours playing it. If this is you, ‘Hi!’.

To make it more difficult to quit, then skulk away

In a similar way that getting up in front of all your family and friends and proclaiming your love for someone makes it less likely you’ll split up when the going gets tough, I’m hoping writing a public account of what I’m doing will make it more difficult for me to just quit and go and do something else. This blog is like marrying my roguelike, even if to carry on the metaphor, at moment no one has shown up for my wedding and I’m going to have to pressgang/hire some people off of the street to be my witnesses.

Wednesday, July 25, 2012

What am I hoping to get out of it?


What I would love is that in the end I’ll have a great game that is good enough for me to be able to charge for on the app store/google play, and that will sell enough copies to justify me taking a few months out from contracting. I'd quite like to look into trying out some form of micro payments if I don't charge for the app, so some sale that way if I do this would be nice.


This may be unrealistic so I’d like at least to have a finished, decent game that works, and that I can put out on google play as a free download, and that it will interest a few people, and a flash version that will get some portal interest.

It’s important for me to get the mobile app version because this is an area I can see a lot of on-going growth, and an area I don’t have any experience in. I want something that I can show prospective clients that will make them think ‘this is someone who knows how to code and design for mobile’. The market for browser focused flash is still pretty good but the writing is on the wall and I realise I’m going to have to move onto something else. I've had a few recruiter ask for people with mobile experience, so hopefully getting some mobile stuff under my belt will help me get work. If I can see this through I'll definitely learn some new skills and get some better perspective on mobile/game design.

If it’s even mildly successful I’d like to leverage that to get more indie game work with less of the boring ‘pays the bill’ work I seem to end up doing so much work of these days. Maybe even some pure games design work. Wannabe games designer are 10 a penny, people with finished products under their belt are much rarer.

Sunday, July 22, 2012

Why a roguelike?



Why am I making a Roguelike game, as opposed to some other type of game?
  • I really like roguelikes. This in itself is halfway to being a good enough reason to do one. 
  • I’ve wanted to do a roguelike for a long time. I have the beginnings of one that I started >5 years ago sitting on my computer so I don’ t have to start from scratch.
  • As I said I want to do something that will work on a mobile and a roguelike is ideally suited to playing on a mobile device since it’s turn based and therefore can be paused/restarted at any point. Since having a baby I've become a big fan of games that you can turn off immediately without losing any progress.
  • Roguelikes are generally very data/code heavy with minimal art and animation, and that means I can do most of it myself. I’m not bad at design and fairly decent at art but my core is the coding, and I’d like to think game design. This means I can concentrate on what I’m good at. I want to do it in Flash as an air for mobile app. Air seems to work pretty well even on low-mid range smart phones but it’s worth planning something that’s not going to be too graphically intensive.
  • There are several big communities of people making Roguelikes, so there are lots of resources I can access for help and in some situation for actually code for specific problems.
  • Roguelike have some really, really interesting decisions to make, and I have some of what I think are great and new ideas that I haven’t seen before in the genre. I think I have something to add.
  • There's lots of things you need to do for a roguelike that have use in other game types, so it will be nice to get a version working and to understand them. I think I'll learn a lot! Examples: pathfinding, level generation, line fo sight, ai.

Saturday, July 21, 2012

What is a roguelike?


Wikipedia says ‘The roguelike is a sub-genre of role-playing video games, characterized by level randomization, permanent death, and turn-based movement. Most roguelikes feature ASCII graphics, with newer ones increasingly offering tile-based graphics. Games are typically dungeon crawls, with many monsters, items, and environmental features. Computer roguelikes usually employ the majority of the keyboard to facilitate interaction with items and the environment. The name of the genre comes from the 1980 game Rogue.’

There are Roguelikes in many different genres, from fantasy to sci-fi to crime and realism, though fantasy is by far the most common. I toyed with the idea of doing a space marine themed game, but in the end decided on fantasy, largely because I want to make a big deal out of magic and that makes more sense in a fantasy setting. I was also told that there is a bigger audience for fantasy than for sci-fi games.

Frequently all it takes is for a game to have one or two aspects for people to call it a roguelike. I’ve heard Terraria, The Binding of Isaac and Diablo called roguelikes because they  feature randomly generated levels with at least the the option of permadeath. I guess this would mean that my really old (AS1!) game Doomed could be considered a Roguelike since it plays like a low rent version of binding of Isaac.

My game Doomed has randomly generated levels, character progression and one life.
It's a Roguelike!


For me the critical aspects are the randomized, tile based levels, the turn based gameplay, the character progression and the permanent death. I’m not going to have asci art, though my art will be functional and it’s got to be entirely mouse driven, since it has to go on mobile which has no keyboard.

Thursday, July 19, 2012

My Roguelike indie project


I’m a flash developer with more than 10 years experience making web games and other rich web application type stuff. Previously I’ve been able to find time to create my own games in my spare time but in the last couple of years I’ve been too busy to do my own stuff, due to work/family commitment, plus also playing too many games when I do have free time.

This has meant that more and more I feel like I’m being defined by what I do for my job, and though I do get the occasional games project where I get to exercise some creativity I’m increasingly finding myself doing jobs where I am Just A Programmer. It’s kind of depressing, and also it leads onto more of the same dull technical work.

I know quite a few people who are doing indie games and it just seems much more interesting a fulfilling and long term I really, really want to move in that direction. I just need to find the time to do some of my own work and the mental toughness to turn down freelance work when it gets offered. As much as now may not be a good time, what with a new baby and the expense of living in London, I’m can't see when there ever will be a good time, short of winning the lottery, and I’ve been putting it off for years. I’m allowing myself to coast until my current contract finishes, trying to do some groundwork in my meagre spare time, then I’m hoping to take 1-2 months off to try to get something done, with more time allowed if what I’m doing is promising.

I’ve been weighing up which project to go forward with and I’ve decided to go with a Roguelike, specifically one tailored to mobile devices using Abode Air to publish it. I’m also planning on doing a cut down pure flash version for the web, mostly to try to drive traffic to the app versions.


Friday, August 28, 2009

Bug Squad post mortem




I made and release this game a month ago, but I've only just had time to write it up here.

It all started about 4-5 months ago when there was the first swine flu scare. I had an idea for a dumb game about shooting pigs and got it as far as being able to shoot circles with other circles. I then got a contract and forgot about it. After that was finished I had a bit of time off and finished it off. I decided to keep it as a dumb game about shooting pigs and concentrate my engergies on the production values.

I think I succeeded in making a game that looks really nice and has rocking music, but I'm not so happy with the gameplay. It works to a point, but I think that I may have over-simplified it. I was aiming for a combo building high-score game and it's works as that, to a point. The mistake I made was than I didn't make it short and snappy enough (check out Boomshine for a good example of this) to work as this type of game. Also it has a huge problem in that if you don't go for the combos it's possible to survive for a really long time just by being click happy, but that if you do this it's a fairly boring game.


I did put it on the forums at flashgame license and I got some good feedback, but no-one picked up on the last point, and I was too close to the game to see it myself. I only realised after the game had been released when I was showing it to my family, and I actually got to watch them play. I'm absolutely gutted about that because it would have been fairly simple to have cut down the shot speed and thereby eliminate this as a viable mode of play. This just shows the huge limits of bedroom development. I'll have to make sure I can watch people play any subsequent games before putting them out.

Given it's drawbacks I can see now why I was unable to get what I would consider a decent payment for the sponsorship, and I'll just have to take it on the chin a try to learn the lesson for my future projects.