Saturday, May 18, 2013

Mind The Gap

When someone sent round a link to Mind The Gap at work, work ceased for a short time. I would have told everyone to get back to work, but I was too busy playing it. 

The game starts off simply enough - there are three stations and you can connect them by dragging train lines between. Passengers appear at these stations in the form of different shapes, and their shape matches one of the stations. All you have to do is provide a network that's good enough to allow passengers to hop on the trains that move along the tracks to get to a station that's the same shape as they are. And the passengers are smart enough to hop on and off different trains to get to where they want to be.

Easy.

One of my rail networks, shortly before I become overwhelmed and made everything insane...

It is easy, at first, but each station can only have a total of 10 passengers waiting at it before it becomes overloaded and it's game over. Also, you only have five different train lines, so only 5 trains trundling around at any given time.

Just as I was getting really into the game Peter Curry, one of the game's co-creators, popped into the office and we (I mean me) all started throwing ideas at him about how it might be improved. Although we all conceded that all such ideas were incremental, considering the fact that the game is already brilliant in it's fiendish simplicity.

In conclusion, go play Mind the Gap, it might be the best game ever to come out of Wellington, and that's saying something because, for a little city, Wellington punches hard in the video games stakes.

Friday, May 10, 2013

Zombie Sandcastle

For far too long (6 years in fact) I've been playing around with a piece of software called Scratch. This little piece of wonder is made by smart folk over at MIT and is designed to get kids into programming. I've never learnt to program so instead I use Scratch.

Zombie Sandcastle, because this is the way the apocalypse plays in my head...

It has many problems, being a bit slow being its major one, but I can't get out of the cycle of having ideas and then trying to work out how to do them in Scratch. 

But then I had an idea that was actually pretty well suited to the environment, a game I like to call Zombie Sandcastle. I was actually trying to think of something along the lines of Minecraft but better suited to touch screen. 

The proof of concept that I've ended up with has no crafting in it, or any of a whole bunch of ideas I would put into a fully working game but you can do the fundamental action of digging up sand and putting it down somewhere (anywhere) else. And you have the pressure of zombies trying to eat your survivors and your survivors having to look for something to eat!

If you want to know how that works then play Zombie Sandcastle

Monday, April 1, 2013

Tilt Left, Tilt Right

The 14th of March saw the release of Ridiculous Fishing, and despite looking forward to its release and counting down the days I got completely distracted by cricket. (England vs New Zealand in Wellington, a total win win for an English ex-pat who's lived in NZ for 5 years. And literally a win win, as rain stopped play and it was a draw.)

Anyway, come Monday 18th, and just a few days after the release I got an email of my former colleague, PikPok art director and superior game design mind Peter Freer, telling me how much he loved Ridiculous Fishing and had completed it.

Comp-What!


Naturally, I scurried home at the end of the day and set it downloading on my iPad. I then proceeded to play it for an hour, despite being pretty hungry when I arrived home.

Two nights later I was up late submitting an app to Apple and couldn't sleep when we wrapped up the process around about 1am, so I played some more Ridiculous Fishing. Two hours later I thought it might be best to get some sleep. 

The next night I completed the game, well, sort of.

I'm being deliberately vague because I don't want to spoil it for anyone.

The controls for the game are pretty simple - you tap to cast your line which then your hook descends through the water in a one screen wide gully. You tilt your device left and right to move the  hook left and right dodging fish, for as soon as it touches a fish it starts going up again, and you again can tilt left and right to hook as many fish as possible before the hook gets to the surface, whereupon all the fish launch into the air and you have to shoot them.

The further down you can get your hook without colliding with a fish the more fish you can have the chance to hook on the way up. There's also quite a variety of fish in the game, and the deeper you go the more different fish you will see and catch. To complete the game you also need to get the hook all the way to the sea floor. So, whichever way you look at it, depth matters.

I'm not particularly keen on tilt controls, so for me to like a tilt controlled game so much takes some doing. For one, tilt controls can be extremely frustrating and making them feel good is not a trivial thing. The most common type is the form seen in Doodle Jump, where tilting in one direction sends the protagonist arcing off in that direction, and the more you tilt the faster they go. Return the device to vertical and the protagonist returns to moving in a straight line.

Doodle Jump is an old game, by iOS standards, but it's still an excellent example of making such controls feel good. The most important thing to get right is the inertia on the player's character, which defines how quickly you can make it change direction, either switching the direction of travel from left to right or right to left. PikPok's Bird Strike suffers from too much inertia in the turn, which seriously hampers the feel of the game. As I was the senior designer at Sidhe (PikPok's parent entity at the time) I have to accept some responsibility for this, as I didn't spot the problem at all, although I don't understand why PikPok doesn't fix it in an update.

But Ridiculous Fishing doesn't work like that, instead each angle of tilt corresponds to an exact x coordinate on the screen. Holding the device vertical sends the hook along the centre of the screen, and any tilt to the left or right aligns to an exact path, not a drift in that direction, as shown in the diagram below.



Temple Run uses these controls too, but it's hard to appreciate on the narrow channel you run along. Again, inertia plays a part, the hook doesn't move instantly from one x co-ordinate to another, but the speed of manoeuvre that's possible is incredible, allowing me to thread the hook through the slenderest of gaps more easily than I could possibly imagine normal inertia controls. 

So, even if you, like me, don't usually like tilt controls, I strongly recommend you play Ridiculous Fishing.

Friday, March 8, 2013

Badges Come Full Circle

Over a hundred years ago Robert Baden-Powell launched the Scouting Movement. It's a fine institution, and I say that as someone who has never been part of it. Part of it is the rather neat factor of awarding Merit Badges for doing various things, like camping, canoeing, carpentry and game design. 

Yep, they've just introduced a game design merit badge. 

Boy Scouts - now enjoying the great outdoors activity of game design...

I don't know if the Scouts invented badges but they certainly popularised the concept. Now badges are everywhere, most notably in video games and a wide variety of gamified systems - some good, some best ignored.

Funny how things come full circle.


Thursday, January 17, 2013

Abilitease

Of all the terms in video game design there is none I like more than "abilitease". This is a portmanteau of "ability" and "tease" and normally refers to the design trick of giving the player lots of powers at the beginning of the game and then taking them away a short way into the game. The player then has to earn back these powers to once again become awesome.

In the right circumstances this gives the game a cracking beginning, like the start of a James Bond film, which hooks the player in the delicate first few minutes when you must impress them most. But, of course, you need to be able to give the player new cool things as they progress through the game. So you take the toys off the player and then drip feed them back to them. As the player knows what they're missing, from their experience at the beginning, they also know what they're working towards.

Assassin's Creed did this and there was some chuntering about the significant downgrading of Altaïr's abilities after being awesome at the beginning, but I certainly think it's worth doing if it gives you a genuinely spectacular opening to the game.

Social games do it in a different way: They give you a whole load of whatever their hard currency is (the currency that you have to spend hard cash get in any significant quantity) which allows you to build things rapidly and progress in leaps and bounds and get yourself a nice stake in the game. Then you run out of this precious currency and your progress slows down. However, even if you don't buy some more hard currency there's still a good chance that you're sufficiently invested in the game to keep grinding along.

However, over the past couple of weeks I've been playing Supercell's lovingly crafted Hay Day. It's a farming game, and I've had a soft spot for farming games ever since I was introduced to Harvest Moon on the Game Boy Color. However, FarmVille never grabbed me and I was wondering if I'd just had enough of virtual crop growing, now that I have my own real life lemon tree to worry about. Nope, said Hay Day, you're still a digital dirt addict.

Naturally I've been playing it with the intention of not spending a single penny of my hard earned cash on the game, despite the extreme temptation. Around about Level 15 things were starting to take quite a long time to complete and I was starting to feel my progress becoming a little too slow. That's when a little errand boy turned up in the game and offered to go out and find things I needed to complete certain tasks. Brilliant, that was just what I needed. So I sent him off, and he found stuff and even though he needed to rest for over an hour after each errand he massively accelerated my progress.

Then, all of a sudden and without warning, I had to pay to use him. And his rates are steep, costing 15 diamonds a day. I can accrue diamonds without paying hard cash for them, but I probably earn about three a day, at most. 

So far I have managed to trudge on without the errand boy, even though he still stands on the road outside my farm, reminding me of the power he once gave me, and still could if I was prepared to get my credit card out. This, of course, is an example of abilitease and it's the finest example I know of because it very nearly made me do the thing that Supercell need me to do - pay. Expect to see a lot more abilitease, liberally sprinkled throughout the full length of your play experience of a game.


Sunday, December 30, 2012

Game Masters!

Earlier in the year I was in Melbourne, Australia, and there was an animation festival on at ACMI, the Australian Centre for the Moving Image, which led me to go along there. What baffled me was that this place wasn't already on my itinerary. It's an amazing place, a feast for the senses, with interactive exhibits galore, including one that takes images of you from multiple camera angles like the Matrix and another that turns the shadow puppets you form into digital monsters, in real time.



However, coming soon at the time was an exhibition charting the history of video games. It was coming soon, but not soon enough and I left the country before it arrived. But as luck, and I daresay  proximity, would have it, the Game Masters exhibition has come to Wellington, to reside in Te Papa, New Zealand's national museum.

Shortly before Christmas I got the chance to go to the opening night, where we got to drink for an hour before being unleashed on a whole welter of games, covering pretty much every year of my own lifetime. Right at the beginning of the exhibition there are classic arcade games, like Tempest, which I'd never actually played in the arcade before,  and the Angry Birds of its day, the infinitely merchandised Pac-Man.

And, frankly, it was this section that held most of my attention. I also realised something I hadn't really appreciated - when I think of old arcade machines I think of conversions or rip-offs on home platforms. Some of these were excellent, but none of them ran as quickly as their counterparts in the arcade, and boy do they run quickly in their original format. Seriously, if you get chance to play a classic old arcade machine you will find a game that was designed within the limits of the hardware, something that is incredibly responsive to your inputs, which it has to be because the rest of the game is pretty hard.



To amplify the sense of satisfaction the controls on these machines are part of the game. Paddles might have been common back in the day, especially at Atari from whence Tempest came, but the feel  of this paddle is utterly unlike anything I used on a Binatone or VCS. Its weight is perfect, it's resistance to movement is low but there's just enough to make you feel in control.

But it was Missile Command that impressed me most. It doesn't use a puny small radius trackball, it has a big fat one, probably exactly the same as the first ever trackball invented for the Canadian military, which used a five pin bowling ball - until recently I thought they used a full sized ten pin bowling ball, which was a stupid thought in hindsight. Again, the weight is great, allowing for precise controls as the game gets harder and harder at just the right rate. Of course, I still lost all my cities to nuclear strikes fairly quickly, but I really enjoyed trying to defend them.

And I got all the way through this post without mentioning that Shatter is on display there. Oh, last second fail.

Tuesday, November 6, 2012

Baby Snakes!

Long before mobile phones were automatically expected to double as gaming devices, even long before I started making games for mobile phones (which was 2001, in case you were wondering) there was one embedded mobile phone game that ruled supreme - Snake.

Baby Snakes! Back it on Kickstarter!

A couple of years ago I was at GDC Europe, and between attending talks, giving a talk and falling asleep while waiting for my boss, I met a guy called Eric Prince. Eric was working on an RPG at the time but he told me about a game of his called Baby Snakes, which was a massive re-imagining of Snake.

Then I was on Kickstarter, and what should I see there amongst the projects but Baby Snakes.

I've actually played a version of this game and will definitely be making a donation so I can get my mitts on the latest, most fancy razzle dazzle version. You should too.