diary of an indie game developer

 

Designing for Poverty of Attention

August 1st, 2008

This excellent post on games for 10% attention brought my attention to a blog that’s a bizarre combination: photography, volleyball, and games.  I say it’s bizarre not because those three items don’t match, but because it’s an almost perfect match for one particular reader of this blog.

If you are not that reader, I apologize for this post.

In-Progress Burning Man Mosaic

July 30th, 2008

Bonus points if you can guess the theme of our camp.  Hint: it’s a camp.

Cougar

melon

Astro Gaming A40 Headset

July 25th, 2008

My “A40 Audio System” arrived a couple weeks ago. It’s hard to find an in-depth review of these things, and I’m not going to give you one either– I’m not your qualified gaming audiophile.

I love the sound from the headphones.  They take an optical cable directly from the back of the 360, put it through a mixer, and give you full surround support in the ‘phones.  The XBL integration isn’t going to improve the quality much over the standard headset– that signal comes through the controller– but on the plus side it’s actually mixed with your game sound.

I tried a couple wireless XBL headphones before giving up on the whole idea as a failure, so I didn’t manage to avoid cable hell.  Aside from that, and the price, I’m loving these.  They’re comfortable enough that I wear them even when I don’t need headphones, just because they sound so much better (for gaming, anyway) than my normal sound system.

Cable Hell

Paradigm Fatigue

July 22nd, 2008

So, you say you’ve got even more levels than the other guy?  I don’t want them.  You’ve got things that’ll boost my stats?  Look: I don’t care which slot, which stat, or by how much.  I don’t even care about your intricate combat systems, 30 layers deep, each excruciatingly balanced against painfully large spreadsheets full of melee attacks, ranged attacks, AoE attacks, damage types, probabilities, and resistances.  I don’t care if your strikes cause DoTs, and your nukes are cones, and every last one of your buffs has been hand-tuned down to a short duration because of the incredibly high percentage by which they boost my whatever.   I don’t want my weapon to gain an increased chance to proc– I don’t want it to proc at all.

I’ve got RPG burnout, and now these castles in the sky– these ethereal monuments to pure mathematics– have lost their thrill.  Sorry, but your leveling bonus gives me +10% to who gives a shit.  And my new points to allocate into… whatever?  Here’s a D20, roll to see if I care.  (Here’s a hint: your modifier is 0, and the DC is 21.)

Why now?  I think it’s the absence of palette cleansers.  In the past, I’ve shot people in the face (Quake), stolen their flag and then shot them in the face (Tribes), or stolen their flag, shot them in the face, and then driven over their face (Halo).  Now, my competitive fix comes from WoW’s arenas– not exactly the sharp cheddar counterpart to my complex, RPG-bodied cabernet.  (That analogy failed on both the literal and metaphorical levels.)

RPG systems are a near-perfect way to feed the gaming addiction– a constant low-level feed of new information to incorporate into use.  At some point, though, my brain simply loses the need to consume that next systemic nugget.  Maybe the problem isn’t the paradigm, maybe it’s the systems in question.  Are modern RPGs really giving my brain new toys?  I know what knockback is.  I know how DoTs work.  I can intuit the advantage of a +1 to hit.  We’ve been over this ground before, and a simple rearrangement of the objects on its surface doesn’t create a sufficiently new experience.

Photoshop, Working Spaces, and Game Asset Creation

July 19th, 2008

I recently ran into a problem where an exporter I’d written was creating output that wasn’t what the artists were expecting.  In particular, the output from the automated tool looked brighter than the by-hand process they’d been performing.

The mismatch originated from use of the single channel view.  When you view a single channel of an RGB image in Photoshop, it uses its grayscale working space (working space being gamma, more or less) to display the channel.  This can cause problems if you weren’t expecting to author anything in grayscale, and hadn’t bothered to set that working space to something compatible with your output.  In this case, the color space was set to Dot Gain 20%, which is a calculation explicitly intended for print work!  It was very noticeable: if you selected a single channel to view, even the white areas would appear much different than the RGB view.

Copying data from this single channel view into an RGB image, or vice versa, causes a conversion between your RGB color space and your Gray color space, which in this case were sRGB and Dot Gain 20%, respectively.  That means that Photoshop will actually change the color values to maintain something that looks visually identical– remember, they’re displaying at different gammas.  So you’re inadvertently changing your image.  In this case, it caused different than intended behavior in a variety of single channel applications (specular term, emissive term, etc.).

The problem, fortunately, is quite simple to fix: if you’re going to be taking image data back and forth between RGB and grayscale color spaces, just make sure your color spaces are compatible.  In this case, we wanted to work with sRGB– it’s a logical choice for game development– so we picked sGray to go with it.

I didn’t see sGray documented anywhere, but it turns out my guess was correct: it’s simply sRGB’s gamma calculation, but for a grayscale working space.  sRGB’s gamma calculation is already well-documented, so I won’t go into it here.

Dr. Horrible

July 17th, 2008

Joss Whedon+Musical+Free+3 Act Web Movie = Watch Now!

It doesn’t stay free for long, so get it while the gettin’s good.

A Few Charming Indie Games

June 27th, 2008

2008-06-02-screenshot1.jpgTIGSource’s procedural game competition has just ended, and there are some very clever and charming entries.

Rescue: the Beagles creates a fun platforming mechanic using procedurally generated landscapes plus three parallax levels.  If you need to jump up to the next level, you’ll have to find a small enough gap to do so: but if you’re too slow, the different scrolling speeds will have taken your opportunity away.

Dyson is a miniature RTS in which you send your seedlings from asteroid to asteroid, attempting to take over the entire asteroid belt by growing trees.

They’re small games– the competition period was fairly short, and these are indie devs– but still fun.  I was surprised, especially, to see that Rescue’s mechanic felt new.

Designing Your Respawn System

June 17th, 2008

trurob-51.jpgProper respawn system design requires a depth of understanding of your game and your goals that is difficult to accomplish. (I believe “respawn system” is more accurate and “save system”, because it addresses how the user gets back into the game after death, whether it’s through loading or continuing. Maybe it should be called reentry system?)

Escape Velocity’s system on certain tricky edge cases. Bioshock’s system broke frequently because of incompatibilities with the game’s carefully-balanced inventory model: it made the resource of health infinite, while not replenishing gameplay items, resulting in non-strategic and anti-immersive zerging tactics. Mass Effect’s system functioned as a perpetual annoyance because of a lack of consideration for where players might spend their time, encouraging compulsive saving. Halo’s system, on the other hand, succeeded in almost all areas, revealing the obsessive lengths the designers went to to understand every last minute of a player’s experience.

It’s a surprise that respawn systems are as good as they are. Aside from designer masochism (”They should thank me for a save point every hour!”), there’s the simple problem that you can’t really understand your game until it’s almost complete– at which point you’re crunching, addressing critical bugs while you try to get the damned title out the door. The more ambitious your game, the worse the complexity and deadline factors become.

Conversely, the simpler your game… well, here’s a one-minute game that demonstrated a thorough understanding of the user’s play-through behavior, including the crucial out-of-game portion of the experience.

Yet Another AoC Update (YAAOCU)

June 12th, 2008

Scott Jennings over at his Broken Toys blog has a fairly dead-on writeup about AoC, I think. I’m not quite as fired up about it as he is (then again, my character can’t set stuff on fire), but he does capture the joy of playing a totally fun, unbalanced, buggy, exploitable game. It reminds me of early City of Heroes.

If full PvP was randomly enabled on WoW PvE servers, if they drastically changed my character’s power level from week to week, if core abilities were just randomly broken and fixed, I’d probably be pretty upset. (Although I did love the plague.) Age of Conan is new enough and rough enough that they can still do that kind of stuff. As Scott points out, at some point it may have to grow up, but for now it’s good fun.

Update:  one of the links on Scott’s writeup leads to a post describing, well, that female melee characters do something like 2/3 as much damage as males.  In case I hadn’t driven home “buggy” yet.

Updated Conan Impressions

June 6th, 2008

I was going to write my updated AoC impressions, about how I was really enjoying their twitchy melee combat, even more so the more abilities I got. Then, I had to update those impressions, because somehow on my PvE server I ended up in a free for all PvP zone (where all the starter quests send you). It was stupid fun: no death penalty and a respawn point just down the street. I just started attacking everyone in the zone while they tried to quest.

As this amazing video shows (via Zen of Design), I’m not the only one who thinks the best and worst thing to come out of AoC is its bizarre PvP.