Monday, April 7, 2014

Post 27 - Can't Sleep Games Will Eat Me

You read it in the title, and it was true.

I attended the 2014 Game Developers Conference (GDC) and it was amazing! The number of booths to visit, people to talk to and interactions with other industry groups were astounding.

I was able to attend a two day game design workshop specifically headed by Marc Leblanc. It was an intense hands-on event, involving group discussion, analysis of theme and mechanics, and critique. It was focused on the Mechanics-Design-Aesthetics (MDA) game design approach. We iterated on the base game mechanics of Sissy-Fight 3000, focusing on how the games is viewed as a system, in terms of its mechanics, dynamics, and aesthetics. We discussed what worked, and what didn't work. We discussed if it was fun, and if that fun helped meet the theme of the game. It was wonderful!

And that was just part of Day 1!!!

I'm not going to describe every piece of each day, but GDC was worth the trip. I met many people looking for jobs, internships, long-term game veterans, start-ups, and general software developers. Hell, I even met the Space-X team who builds reusable rockets, and how they are trying to go to Mars.

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As with this trip, I have lost lots of sleep and focus. I'm tired, and beat up mentally and emotionally. It was a great trip, but everyone knows that "vacations" are a lot of work. With this being true, then "work vacations" are double, if not triple, the total amount of work.

We came back to our group discussions on the game engine to focus on for our Master Thesis Game: Hostile Territory. During this discussion everyone was very interested if we could make the character run up walls in the Unreal 4 Engine. I spent over an hour at the Unreal booth at GDC discussing with one of their head engineers, and he explained that with the three-dimensional nav-meshes, as they are currently built, it would be very difficult to do this. If we had five engineers and a few months, we might find a way to get it working.

I explained this hardship to the group, so gravity/wall walking is not the main focus right now. There was much discussion as to how the game is changing in design. Lots of "talking" occurred, but not a lot of "testing" occurred. I explained about the design workshop I attended at GDC, and if we are going to change anything, we should playtest it. This includes not just code, but paper-prototypes.

And that was the week back from GDC. More to come!

Thursday, March 6, 2014

Post 26 - New Territory

Moving forward from here, may be more difficult than first thought.

We had presentation with our industry panel, and I feel like our presentations went fairly well. After enough feedback and discussion between group members, we decided to continue moving forward with Hostile Territory and not continue with Regenesis. I wouldn't say it was an easy decision, but what's done is done.

Now, the reason we made this decision wasn't pushed from me. I have expressed in the past my concern with how that prototype was being developed, and I didn't hold any punches with it. It was brought up by our producers, artists, and engineers. Not everyone was in agreement, but we discussed the pros and cons of each. The general interest for the game had waned, and we discussed that for Regenesis to continue forward, we would need another five weeks of prototyping to move forward with it. As a group, we decided to not do this.

Now, don't believe that Hostile Territory is without issue. The game's theme was hammered to death, and it was thought to be "space-marine-shooter-forty-two". It would be lost in the crowd and completely ignored.

The theme can be retooled, and we will be rebuilding the entire game. We have discussed what to move forward with and we are going to attempt it in CryEngine. I am overjoyed by this! I have experience using CryEngine for short cinematic features. I can't wait to use it for actual games!!!

So, I will be working with Sam on setting up the current build in the best state of the current prototype, including character controller, movement, and base structure of the level in the game. Moving parts, camera, etc. We will only be currently using in game assets, so no imports as of yet.

I'm ecstatic!!! We may have some gameplay features to use from Regenesis as well...We'll see shortly!

Sunday, March 2, 2014

Post 25 - Midway Stretch

The rough presentations were complete, and we received feedback.

This was good and bad.

It was good, in that we were informed we did very badly. Aside from two presentation hiccups, with video and pausing, I don't believe the presentations were as poor as the professors described.

As for engineering tasks, regarding the structure of the games, I have been moved towards the Hostile Territory game, as the demo structure was complete for the Regenisis game. We have more than enough game structure ideas to complete multiple levels for a final build. We played with altering gravity as well, and are looking at additional features to include. We are not sure how the gravity alteration fits the game overall, but we'll see (maybe) in the coming future.

Hostile Territory is a third-person competitive shooter, where the environment is hazardous, shifting, and changing. There is nowhere to camp here. Be on your toes, or you are dead.

Regenisis is a third-person exploration game, involving digging and moving through piles of garbage to recover lost memories of yourself and the world. What awaits in the depths of trash? Dig, and ye shall find.

I think these short descriptions do some things our presentations did not. They directly describe the games in one to two sentences, and get right to the point. You have a sense of what is initially fun and has impact, and they describe why you would want to come back for more.

My hopes are shooting for the Hostile Territory game. I feel that the Regenisis game has take a step backwards, by focusing less on exploring through the pile of trash, and tried to move more into the platforming element of what the game appears to be. I think if we pushed forward with it, we would need to be prototyping more on the digging mechanic, and what is fun about it.

As for Hostile Territory, it is a level designer's dream and nightmare. We have multiple structures to play with, gravity to alter, environments to destroy, and different features to test out. We don't have different weapons, character classes, perks, or complete networking done. But, the prototype is damn fun.

We'll see what the feedback is provided by our industry panel on 3-3-2014. It is going to be great!

Sunday, February 23, 2014

Post 24 - Short and Sweet

The team communication improved slightly, as the game pitches are in two days from now.

I was assigned level design, which was completed on Friday, in actual design. Implementation had to wait until late Saturday evening... Late late.

So, level design was complete early Sunday morning. Features were not used or shown in the demo level, because I couldn't use them as is.

I'm trying to be positive about the process. Honestly though, I'm done with the process.

Blog post is over.

Monday, February 17, 2014

Post 23 - The Castle that Bowser Built

Our group officially has structure.

After a long discussion with Jose (Professor), I explained that without structure we don't have firm direction. We also lack additive productivity and accountability for the materials we are working on.

Then, Bob and Jose (Professors) showed up at the next class explaining they feel our groups lack structure. This motivated our group to decide who is leading certain areas, and will have accountability for those pieces.

Done and done.

I was nominated to be the lead Wasteland Engineer, and I declined. I nominated Shelwin to be lead Engineer and the group agreed.

I don't want to lead the Engineers, I want to focus on design. So I have been discussing things with Peijun and what direction we might need to focus on. She wants me to focus on a switch involved in throwing trash at it, and it activating a platforming block.

I don't agree this is the direction to go. But, I'm not lead designer and will do my work.

On to the next piece of the project.

Post 22 - Delayed

Prepare for brutal honesty.

Our game prototype has halted. Not literally stopped being worked on, but the aspect of finding "fun" is going nowhere.

That's all I really have to say.

After our course of work the prior days the previous week, we stalled, had no direction and no one appears to either be communicating, or interested in any of the work. Well, at least for the Wasteland game. Technically, work is being done, but it doesn't appear to be making the game more interesting or entertaining.

The digging mechanic is interesting for a few moments and then immediately becomes old. Without any iteration on this, I don't believe there is a game.

There ya go. I have expressed my concern and it did nothing.

End of post.

Sunday, February 2, 2014

Post 21 - Paths Forward

Onward and downward...?

When I say "downward", I mean that the team's project isn't moving in a negative direction, but that we are digging. Literally, digging and searching and sorting through garbage.

Sound like fun?

That is part of the prototype we are working on for our upcoming game "Wasteland". The name may change, but we will see what happens there.

There isn't much to discuss regarding our project this week. We had a team member choose to leave, and we had a discussion about alterations from our prototype for "Blink". I am not currently working on that project, so I don't have much to discuss to regard it.

That's it! Digging through trash, objects, blocks, etc. That is our state, and we are testing it for fun and if it makes you feel like you are searching for items. I think we have something really great to start with.

Great week, and great stuff coming. Yeah!