Website work, and a new project

For the past two weeks I’ve been doing a mix of website work and programming.  My site at peltastdesign.com was quite rough looking, so it was about time that I put more effort into it.  This involved more seriously learning HTML/CSS than just the previous dabbling, which turned out to be extremely straight-forward.  The result is a cleaner and snazzier, if still minimalist, layout.  If you check the site out and have some feedback on it, feel free to shoot me a message.

As is though, the website feels a bit bare under the “Projects” section.  That’s because I’ve spent my time working on only a few very time-consuming projects; Mandate was/is a hugely ambitious project, and I spent more time polishing Why Am I Dead than I did programming it.  And I can see the strategy game that I’d mentioned beforehand becoming just such a huge, time-consuming project, so I’m putting it on the back-burner.  I may still work on it here and there for fun, but it won’t be the focus of my attention.

Instead, I’d like to shift tracks and work on smaller projects which take less time, are inevitably less polished, but still demonstrate a game concept successfully.  Not only will this make it easier to keep momentum, but it will be far better practice for me; while there is something to be said for really polishing and smoothing out a game, it doesn’t teach me as much about the artful design of game mechanics.  When an artist is starting out learning the human anatomy, do they spend their time inking and coloring their studies, or do they just sketch it out and then move on?

So, since last Wednesday I’ve been working on a smaller idea.  It’s a bit of a blend between lots of different things, but could be summed up as a turn-based action game, I guess?

Terrible placeholder graphics, ho!

As you can see, it centers around two people duking (or stabbing) it out by selecting different actions during their turn.  It draws influences from games that in my opinion make turn-based combat work, such as the Persona series, a Flash game called Sands of the Coliseum, and Pokemon.  My brainstorming also involved some very non-intuitive sources, such as Dark Souls, the fighting game genre in general, and Poker.  I find that this format (which is usually seen in RPGs) is satisfying because it’s good at abstracting action and making it purely an exercise of decision-making; but usually it ends up hiding behind number-crunching rather than making actually interesting decisions.  So my goal was to make a game somewhat reminiscent of back/forth RPGs, but with underlying mechanics more akin to fighting games, which can stand on their own.

The core mechanic is something of a rock-paper-scissors; attacking beats dashing, parrying beats attacking, and dashing beats parrying.  Unlike a lot of turn-based games, the results happen simultaneously, so there’s no situations where the first person to move wins.  You also submit two actions per ‘turn’, so you have to guess what your opponent’s two actions will be.  For instance if I feel pretty confident that my opponent is going to attack me the very next turn, I would submit a “Parry” action to counter his attack, and then submit an “Attack” action to take advantage of my parry.  But there’s also the possibility that he waits for his first action and attacks on the second!

You’ll notice the graphics of a body at the top left of my prototype screen; there are five different parts of the body that are separate targets: the head, torso, left arm, right arm, and legs.  When you take damage, rather than simply losing “health”, one of these parts of your body is damaged.  And if one part of your body gets damaged too much, you lose.  Likewise with the opponent.  And depending on which part of your body is damaged, certain actions will be restricted.  For instance, take too much damage to the legs and you can’t move.

You also have to keep track of stamina, which automatically regenerates and is used for physically taxing actions.  You can put down as much stamina as you want on an attack, for instance, and in the case that you and the opponent attack similar targets, the attack with the higher stamina investment wins out.

There are more details about the exact rules of the game, but you get the idea.  I expect some of the mechanics to change as I finish the prototype and see which ideas work and which don’t.

All’s well that ends well

Today, “Why Am I Dead”  is locked in at 100% complete.  It isn’t currently online because I’m trying to get a sponsor for the game, and releasing it to the public would totally defeat the point of that; however, it means that I can totally shift my energy onto other projects and endeavors.  I can also say that I’ve completed, from start to finish my first real game!  Mandate was a far more involved project, but at the end I can’t really say with confidence that it’s a game; at least, not in its current state.  So this is an important step for me.

I’ve spent the past month or so polishing the game, fixing things that bugged me or (more often) problems that I heard from player feedback.  Even so, I feel that there’s tremendous room for improvement; in the writing, in the gameplay, in the music, and so on.  And while part of me is tempted to spend more time fixing all the flaws I can see, the lager part of me is just tired of working on the game, to be honest.  Really, some of the issues are simply the result of the fact that on the outset, I wasn’t planning on making a game of this quality; I was doing a quick experimental game, and so I didn’t use a great amount of foresight with the game mechanics and writing.  So, if I want to satisfy my impulse to fix these things, I’d rather simply create a more well thought out sequel than endlessly postpone this game.

So, while I can’t put up a link for the game, here’s a trailer that I made mainly for fun!

Some other stuff I’ve been doing.  I took part in the 24th Ludum Dare competition!  It was my first one, and given that fact I feel that I held up pretty well overall.  If you aren’t familiar with it, well first of all, why not, and second of all, it’s a competition to create a game based on a given theme in 48 hours.

For my submission I made the weird and stubborn decision to just go on a clean slate.  No frameworks.  No old code from WAID.  While it definitely hindered my progress overall, I have to say that I actually enjoyed this decision.  Surely, I ‘wasted’ a lot of time programming simple things like collision detection, but I got to return to doing these basic tasks with a lot more experience in AS3 than when I first did them, and so in some cases did them more cleanly or efficiently.  There’s also something oddly satisfying about knowing that I physically typed out every little thing in the game in only two days.

The end product is admittedly ugly, obtuse, and unforgiving.  I literally did not open a single other program outside of FlashDevelop; it’s all just code.  No bitmaps, no tilemap editor, no sounds, just code.  And no instructions either.

You can play the game HERE, but if you actually want to try and enjoy the experience I would highly recommend looking at my LD page first, which attempts to make what’s going on in the game a bit more clear.

And lastly, about a month ago or so I had mentioned starting up a strategy game.  While a lot of my spare time has gone to finishing up WAID, I’ve chipped in here and there and have progressed a  little ways.

The first main thing that I want to do is create a map-editor for a polygon-based map.  This is something that I’ve seen people suggest for Risk-style web games constantly, but rarely see implemented.  And as a feature it holds a ton of promise.  So, I decided that I’d make it the first thing that I do.

A boon which I hadn’t actually anticipated for the project was this: I have escaped the TYRANNY OF TILES!

I’m done with tiles for now

Now that I think about it, the last three games I’ve worked on have been dominated by tiles.  In WAID’s case it isn’t quite as visually obvious since I go out of my way to break the grid and use some non-tile collision detection, but it’s still dominated by tiles.  With the move to this strategy game, I get to program a whole different set of stuff and challenges.  For instance, last week I spent some time coding a triangulation algorithm so that you could draw any shape you wanted and then have a 100% accurate hit-test for clicking and dragging that shape around.  The result:

Not tiles!

I’m pretty happy with how the editor is coming along.  The fundamental concept of drawing provinces, moving them around, and creating links between them is done.  My next step is to add other functionality like deleting shapes, selecting multiple ones at once by clicking and dragging, and so on.  Then after I’ve gotten the editor to a more satisfactory place, I’ll be working on writing the map into a file stored locally on the player’s computer, and being able to read that map back into the game.