Slam City Skates GDD Week Four – Randomness and Chance

Lecture

This week the lecture focused on chance and randomness within a variety of game types. It was interesting to consider the fact that randomness not only adds to replayability, but can also help balance multiplayer games to make win conditions more achievable for all skill levels. Chance also adds an element of variety and excitement that is unfortunately not present in more linear, authored game experiences. It is true that my most exciting moments in Sea of Thieves (2018) have come as a result of the game’s various random emergent systems working in tandem to create memorable gameplay.

The concept of input and output randomness was also something that I hadn’t considered before. Input randomness (procedurally generated levels, randomly drawn cards etc.) seem to be a more preferable implementation of chance than output randomness (hit chances, loot boxes, etc.) I believe that this is because input randomness still allows players agency in how they respond to their random situations, whereas output randomness takes all choice away from the player, leaving them at the mercy of the game’s systems.

GDD work

Taking this information into account I have begun thinking about how chance could be implemented into my GDD game, Slam City Skates. I would like to use randomness to add a level of emergence to the game that would help to make the game more replayable, and for the world to feel alive. This could take the form of random events that occur while exploring the map, such as street skate battles, tagging opportunities, or chases. There could even be a challenge mode in which you have to skate your way through a procedurally generated playspace as quickly as possible.

Individual challenge

The challenge for this week required us to add elements of randomness and chance to tic-tac-toe. At first, it proved a challenge to come up with concepts that dramatically altered how the game is played. By considering the core aim of tic-tac-toe (to create a chain of symbols), I eventually came up with the premise of chaining electricity to power up generators.

==============================================================================

Taking place on a traditional tic-tac-toe board, players must route their electrical current to it’s corresponding generator.

Players (energy source) start in one of the bottom corners, and must create a chain leading to the opposite corner (generator).

The first player to create a stable connection wins.

Once a chain has been created, it must survive the opponent’s next roll in order to become ‘stable’. This allows the opposing player to have a chance for rebuttal.

In the event that two chains are concurrently powered, the first chain to be broken loses.

Players must roll a d4 to decide their actions each turn:

1 and 2 – Place your symbol anywhere on the grid

3 – Swap one of your symbols with an opposing symbol on the grid

4 – Remove an opposing symbol

Figure 1: My mock-up design for Tic-Tac-Toe: Current Wars.

Above is an example of a late-game board with noughts having established a connection.

The connection is not yet stable, meaning that crosses have a chance to fight back on their next roll.

This could be done by:

Placing a cross in the bottom-left and creating their own connection (roll a 1 or a 2).

Breaking noughts’ connection by swapping symbols (roll a 3).

Breaking noughts’ connection by removing a nought (roll a 4).

==============================================================================

I was very happy with the finished concept, as I think it retains the spirit of tic-tac-toe, while adding in some fun spins on the formula. I received some encouraging feedback:

Responses received on my challenge submission.

One particular submission that I found especially exciting as from fellow student Steven Sizer. He envisioned a tic-tac-toe game using class-based combat, with the middle tile being occupied by a boss with a large health bar. I really like the idea to make the most desirable space on the board also the most difficult to obtain and I can imagine players fighting each other to get to destroy the boss first.

Iron designer challenge

Our iron designer challenge for the week saw us tasked with making a game based around a deck of 100 cards. The game could take on any form, but had to use all of the cards within its design.

My team went for a two-person game in which players race each other to the centre of the playspace and obtain the treasure located there. Titled ‘Sky Bridge: Race Above the Clouds!’ players would be building their own bridges through the sky to reach their goal.

Cards could either be bridge cards (which are used by the player to advance), or sabotage cards (which could be used to sabotage the opposing player’s movements). Players can only hold three cards at a time, allowing for some decision-making, but mostly leaving them at the mercy of the card deck’s random ordering.

I feel that this idea has potential to be a fun competitive game. There are enough elements of randomness for it to be consistently fresh and varied, while still allowing enough player agency to make it so that tactical decision-making is required to succeed.

Further reading

Following on from the topic of this week’s lecture, I watched GMTK’s video (2021) on randomness in games, which elaborated on a lot of points covered in the lecture. It was helpful to see the applications of input and output randomness in popular games. Despite dealing with a lot of randomness, Into the Breach still feels fair due to its use of exclusively input randomness, meaning that the player is still given a chance to respond and pivot. The only time it utilises output randomness are when the results of that chance would benefit the player (potential to ignore enemy damage.)

From there I found my way to episode 183 of the Ludology Podcast in which the two terms were first coined (Engelstein and Hova 2018). It was valuable to hear Geoff Engelstein’s perspective that input and output is “the fundamental difference between randomness that supports strategy, and randomness that undercuts strategy” (Engelstein 2018). I agree with this statement; in that some randomness can work with the player as an aid in gameplay and some works against them as an obstacle to be overcome.

References

ENGELSTEIN, Geoff and Gil HOVA. 2018. Discussion  about randomness on Ludology [podcast]. Available at: https://ludology.libsyn.com/gametek-classic-183-input-output-randomness [accessed 15 October 2021].

Game Maker’s Toolkit. 2020. The Two Types of Random in Game Design [YouTube essay]. Available at: https://www.youtube.com/watch?v=dwI5b-wRLic [accessed 15 October 2021].

Sea of Thieves. 2018. Rare, Microsoft Studios.

Slam City Skates GDD Week Three – Puzzle Design

Lecture

The lecture on puzzle design was a great introduction to the fundamental characteristics of a well-made puzzle. Considering mechanics, goals, catches, revelations, assumptions and presentation is of key importance to puzzle design.

If puzzles find their way into my design document for Slam City Skates, I will need to remember that their inclusion should be intended to make the game more fun, and not feel like an after-thought. They should be an obstacle that supports the core of the game.

GDD work

This week marked the beginning of my work on the GDD for Slam City Skates, my hypothetical open world roller-skating game. I began by looking at the exemplar documents provided on the learning space for inspiration. It seemed that they all started out by detailing the high-level design details and concepts. Taking inspiration, I made a couple of slides discussing the concept, and outlining the core pillars of the game’s design. By putting these things at the forefront of the document, I able to make sure readers are on-board with the idea, before going on to elaborate further in. Next, I plan to discuss target demographics.

Individual challenge

The lessons learnt in our puzzle design lecture led into the individual challenge assigned this week. We were tasked with creating a puzzle based around defusing a bomb, using the techniques and principles introduced to us by Nick.

==============================================================================

A grid-based puzzle similar to Minesweeper where you must find and defuse the bombs on a battlefield.

The player must dig in places to uncover the locations of the bombs. They will be told exactly how many bombs must be found in each level.

One catch: if you dig up directly over a bomb, it explodes! At this point the level will reset.

Each level has a unique layout, with buildings shaping the play space. However, the placement of the bombs will be randomised, to avoid exploitation of the mechanics.

The player always starts by digging the center tile.

Once you dig up a tile, the player will able to hear the ticking of a bomb (if there are any on an adjacent tile), letting them know a bomb is in the vicinity. Depending on the intensity of the beep, they will be able to deduce the number of bombs in the adjacent area. This can only be heard when the player is stood on the dug-up tile.

Through careful and decisive digging, the player will be able to pinpoint the location of the bombs in the level, placing markers wherever they think they are. If the player changes their mind, they can pick up and replace their markers at any time.

Once they are done, the player can click to end the level.

If they were correct in their placement an animation of the character extracting and defusing the bombs will play out, the player will be congratulated, and the level will advance.

If they were incorrect, the whole area will blow up, and the level will restart.

Below is an example of an early level with a step-by-step of how someone might complete it:

Figure 1: Mock-up design for Bomb Defusal: Clean-Up Crew.

Key:

White tile – Play space

Black tile – Dug area

Brown tile – Building (non-playable area)

Pink dot – Point at which you can hear a bomb

Red dash – Placed marker

Spin on minesweeper

Feedback for improvement

==============================================================================

I was happy with the idea, as I think it has mechanical simplicity that allows for tactical complexity. It is something I would like to develop further as a personal project, possibly prototyping it when I can. I got some helpful feedback too, with one peer suggesting that I could even add a limited amount of tiles to dig up per level as a further constraint to the player. This is definitely something to consider, if it can be implemented without being too frustrating it would add an extra layer of complexity.

One submission that I found very interesting came from fellow designer Ryan Minty, who interpreted the challenge less literally. He came up with a ‘social diffusion’ game, in which the bomb is actually an escalating argument that has to be settled. I really like this idea and it shows that you can come up with creative solutions to seemingly straightforward tasks.

Iron challenge

This week’s group challenge tasked us with designing a puzzle system based around electricity. Our team decided to make a grid-based connection game similar to The Witness (2016), however ours had a significant twist – it takes place in first-person and real-time.

Titled ‘Groovin Gaffer’, the game would see players trying to connect electrical nodes on a dancefloor to set up for a 70’s disco. There would be environmental hazards thrown in which modify how players engage with the puzzles in novel ways. For instance, some tiles may have water spilt on them and if the player electrifies more than two adjacent nodes then the tile becomes electrified and unable to be stepped on by the player. Other tiles may drop down to form a chasm that the player would be at risk of falling into.

We were really happy with this concept and felt that it had a good amount of modularity, being able to be expanded on and developed further. We came up with some fun puzzle designs that left some people who playtested feeling genuinely stumped.

Further reading

As with each week, I have been engaging with the Talis resource list. This week I started reading The Art of Game Design (Schell, 2008). It is by far the best book on game design I have read. By breaking down design considerations into digestible ‘lenses’ for us to look at our games through, Schell is able to effectively convey the fundamentals and intricacies of design. There is an accompanying website (Schell) that lists all of the lenses featured in the book, which I will consult whenever evaluating my own designs, to ensure that I make the best possible decisions.

I also watched the GMTK video on puzzle design, as it was referenced many times in our lecture. I resonated with Mark’s point on minimalism in puzzle design, where he says that “a good puzzle is pretty minimalist, with almost no extraneous elements” (GMTK, 2018). I think that this is highly important as difficulty should arise from the player figuring out how they arrive at the solution not what that solution is. A minimal presentation provides a minimal barrier between the player and the actual solving of the puzzle.

References

GAME MAKER’S TOOLKIT. 2018. What Makes a Good Puzzle? [YouTube essay]. Available at: https://www.youtube.com/watch?v=zsjC6fa_YBg [accessed 5 October 2021].

SCHELL, Jesse. 2008. The Art of Game Design: A book of lenses. Boca Raton : CRC Press

SCHELL, Jesse. ca. 2008. ‘Game Design: A Deck of Lenses’. [online]. Available at: http://deck.artofgamedesign.com/#/?lang=en [accessed 7 October 2021].

The Witness. 2016. Thekla, Inc.

Slam City Skates GDD Week Two – Communicating Game Design

Lecture

During this week’s asynchronous lecture, we explored topics around communicating game design. As a designer, communication is arguably the most important skill to have, even more so than creativity. Whether we are writing up a design document or conversing with members of the team, we need to be able to convey the overall vision effectively.

Many key points of effective design documents were discussed. In particular, I resonated with the principle of brevity. A GDD should, at least initially, cover all elements of the game’s design in a brief, bullet-point format. This is because you do not want to overload the reader with too much information early on – they should be able to get a good idea of the desired product at a glance. Of course, detailed writing is important, but that should be reserved for later on in the document when covering individual disciplines and breaking down mechanics. The last thing you want is for your team to be bored while reading about the game they are making!

This directly extends into my team development module for GAM220, for which we are currently undergoing prototyping. There has already been some confusion over what is required of each prototype. To remedy this, the other designers and I wrote up two ‘one-page design documents’, for the team to refer to at any point during this development phase.

GDD work

For much of this week I have been brainstorming ideas for my game design document to be submitted in assignment one. I had a few promising ideas which I couldn’t choose between, so I decided to make mind maps for each.

(Above) Figure 1: Screenshot. A mind map for a game about an employee in purgatory.
(Above) Figure 2: Screenshot. A mind map for an open-world roller-skating game.

 

Eventually I came to the conclusion that the roller-skating game was my favourite. I feel that it has a lot of potential for engaging mechanics. It was also the idea that I felt most excited about. In short, it was a game I would buy and play.

In order to get a better sense of what form the game might take, I did some research into similar games.

Case Study #1 – Jet Set Radio:

The most obvious parallel I could think of to my game idea was Jet Set Radio (2000). The game has a lot of similarities to mine, being based around roller-blading and having an anarchic tone. After watching some gameplay, I made some notes:

  • The environment is set up to be as fun and easy to move through as possible. Ramps and grind rails are everywhere.
  • Great soundtrack that contributes to getting you into a state of flow during skating.
  • I like the incorporation of graffitiing. It lets you make your mark on the city, while also adding to the anti-establishment ideals. Could possibly let players create their own tags?

Case Study #2 – Sunset Overdrive

Next I looked at Sunset Overdrive (2014). While being a post-apocalyptic sandbox game with lots of combat, there is a big emphasis on fun, fluid movement by grinding through the map on rails.

  • Grinding on rails is largely encouraged. Not only does it help you get from A to B much faster, it also is essential during combat when large amounts of enemies are on screen. I need to similarly encourage players to move, even if there is no ‘conventional’ combat.
  • The game has a good sense of humour. I would like this to be prevalent in my game too, incorporating the humour of 90s Saturday-morning cartoons.
  • The HUD is reflective of the game’s punk and comic-book stylisation. My UI should feed into the narrative and style by being reflective of the 90’s cartoon aesthetic.

Individual challenge

For this week’s challenge we were tasked with describing two vastly different games and then reflecting on how we analysed each game. It seemed that I tended to focus in on how mechanics elicit particular emotions, which is unsurprising as emotional response is what drives most of my design decisions within my own projects.

=============================================================================

Sable (2021)

Sable is a lo-fi exploration game about a young woman setting out to find her purpose on an otherworldly planet. Taking cues from games like Zelda: Breath of the Wild (2017)  and Journey (2012), the developers at Shedworks have taken care to give a large amount of freedom to the player; once you leave the starting area, you are free to tackle the game in whatever order you choose. There is an upgradeable climbing mechanic, allowing you to scale almost any surface, if you have the stamina for it.

Much of the game is spent soaring through the desert on Sable’s hover bike, taking in the sights and enjoying the effortless movement it allows you. This, along with Sable’s attire, is widely customisable, with the player being able to express themselves with aesthetic items they have found on their travels. There is also an economy system that allows you to sell items you have found for currency that can be used to buy new customisation options.

It Takes Two (2021)

A non-stop-fun co-operative adventure game all about working together with a friend in bizarre and colourful scenarios. Primarily a 3D platform, the movement and jumping feel tight and responsive, with the characters having dashes that help them cross spaces. Every level introduces new mechanics for the players to experiment and play with. For example, in one of the opening levels, May (player one) is able to use a hammer, and Cody (player two) has a nail gun. By Cody shooting nails in particular places, May is able to swing across areas on her hammer and allow both to progress. This is just one example of many, many unique mechanics, all of which are designed to compliment cooperation and fun. 

Collectibles take the form of hidden challenges that task the two players with working against each other in games such as, shooting ranges, ice hockey, bob sledding, and many more. This addition means that players are able to express their competitive sides, and serves as a break from the core gameplay loop.

Conclusion

I feel that when I analyse a game in terms of its mechanics, I primarily seem to focus on how they make the player feel. I also look at how mechanics work together to see how they help or hinder the creation of the holistic experience of a game.

==============================================================================

Iron designer challenge

The iron designer challenge involved working in teams to attempt to convert a popular video game into a board-game. My team chose Sea of Thieves (2018). It was a fun task, and forced us to compartmentalise the game, breaking it down into it’s core mechanics and considering how each fits within the game as a whole. This is good practice for a designer, who needs to be aware of how gameplay mechanics will fit into their overall vision for a game, and my GDD submission will be greatly benefitted from this way of thinking.

Further reading

My extended reading for this week has largely involved looking through the example GDD’s that Nick has provided us with to accompany this week’s lecture. It is interesting to see how different developers choose to organise and present their design documents, with the presentation being largely informed by the game itself. I particularly like the GDD for Doctor Who: The Eternity Clock (2012), as it feels clear and highly readable. I think that I will use it as a key inspiration for the structure of my own design document, with clearly segmented chapters and subheadings.

References

Doctor Who: The Eternity Clock. 2012. Supermassive Games, BBC Worldwide and Sony Interactive Entertainment.

It Takes Two. 2021. Hazelight, Electronic Arts.

Jet Set Radio. 2000. Smilebit, Sega.

Journey. 2012. Thatgamecompany, Sony Computer Entertainment.

Sable. 2021. Shedworks, Raw Fury.

Sea of Thieves. 2018. Rare, Xbox Game Studios.

Sunset Overdrive. 2014. Insomniac Games, Xbox Game Studios.

The Legend of Zelda: Breath of the Wild. 2017. Nintendo Entertainment Planning & Development, Nintendo.

Slam City Skates GDD Week One – Design Fundamentals

Introduction

As my second academic year begins, I am looking forward to developing myself and gaining better knowledge of my discipline. I am hoping to largely step-up with my practice this year and become a great designer, that can not only conceptualise and design games, but help to bring them to life through effective communication and team work.

Lecture and brief

The lecture going over fundamentals was a great way to ease back into my development as a game designer. While I was familiar with many of the concepts discussed, it helped to reconsider them and refresh my knowledge. In particular, it was beneficial to consider games in terms of Flow Theory, and the MDA Framework; as a designer it is important to break games down and see the individual components working within the holistic whole. I also found the section on circumventing designer’s block helpful, and I am sure that I will refer to it throughout the year as I encounter difficult hurdles in game development.

The main assignment for this module is to make a game design document (GDD) for a hypothetical game. This is an exciting task and the creative possibilities are almost overwhelming. Due to the fact that these games will not be developed (not yet, at least), we can afford to push our scope beyond the bounds of a student project if we wish. I will spend some time brainstorming ideas soon to hopefully land on one that I am confident with developing further.

Individual challenge

This week’s individual design challenge tasked us with discussing a game that we deemed ‘dead on arrival’. By critically analysing what made a game leave a bad impression on us, we can better understand how to avoid the same thing happening to players when we design our own experiences. Here is my submission:

==============================================================================

Wolfenstein: Youngblood (2019) completely upends everything that made the previous two reboot games so fantastic. Where The New Order and The New Colossus were fantastic modern shooters which strode forward into new territory while still having a firm respect for the series’ roots, Youngblood tries to cram in games-as-service practices and artificially lengthens the game with level barriers.

A list of issues:

  • When playing single-player, the AI buddy is more of a hindrance than a help.
  • Protagonists and dialogue that make you cringe.
  • Uninteresting story that fails to be integrated with the gameplay.
  • Level barred missions for the sake of stretching out the game.
  • Confusing, snaking level design that I got lost in many times.
  • Very poor and unforgiving checkpoint system.
  • Bland and unintuitive UI.

I think a co-op Wolfenstein game is a great idea, but unfortunately the execution of this was not ideal. I would’ve much preferred to see a linear game designed for two players to experience, rather than a half-baked semi-open world with generic mission structure and unnecessary grinding. If you’ve never played a Wolfenstein game, please don’t start with this one!

==============================================================================

Further reading

I read a section of Study Skills for Art, Design and Media Students (Mann 2010), which had some interesting points on efficient note-taking within lectures, as well as tips for working in team development projects. I also went to the campus and took out a copy of Game Design Workshop (Fullerton 2004). In particular, I liked the emphasis on improving our design knowledge by endeavouring “to learn to play with the same conscious sensitivity to your own experience and critical analysis of the underlying system” (Fullerton 2004: p. 9). In other words, by becoming a more thoughtful and analytical player, we become a better designer. As the book suggested, I decided to write a ‘game journal’ entry regarding Sable (2021), a game I am currently playing.

Thoughts on Sable:

  • Freedom is a core pillar of the experience.
    • You are free to go anywhere and tackle the game in any order.
    • Once you have obtained a few items you are even free to end the game whenever you want.
  • Empty space and lengthy travel emphasises reflective exploration.
    • Supported by the narrative – you play a lone wanderer in search of purpose.
    • ‘Artificial loneliness’ – feels intimate as it is often just you and the player character.
  • Choices in customisation.
    • You can customise your hoverbike as well as Sable’s clothing.
    • Makes your experience feel more personal and adds to the feeling of agency.
Figure 1: Raw Fury. 2021. Sable in-game screenshot.

 

References

FULLERTON, Tracy. 2004. Game Design Workshop. Boca Raton: CRC Press.

MANN, Stewart. 2010. Study Skills for Art, Design and Media Students

Sable. 2021. Shedworks, Raw Fury.

Wolfenstein: Youngblood. 2019. Machine Games, Bethesda Softworks.

 

List of figures

Figure 1: Raw Fury, 2021. Sable in-game screenshot. Raw Fury [online]. Available at: https://www.dropbox.com/sh/qemoej1eg4pmaj3/AAD8KwPYYEJVwj_UmaUDRG1ga/RAW%20FURY%20Released%20games/Sable/Screenshots?dl=0&subfolder_nav_tracking=1 [accessed 26 October 2021].

 

GAM140 Week 12 – Final Thoughts and Reflection

With both GAM140 assignments completed and handed in, I would like to take some time to do a final reflection. By evaluating the projects and discussing what I have learnt during this module, I hope to consolidate my learning and understand what to focus on in the next study block.

Narrative Game

On the whole, I thoroughly enjoyed creating my narrative game, A Soft and Squishy Dungeon. As the first fully finished game that I have created from scratch, and one that feels personal to me, I am very proud of the results and there has been a great deal I learnt throughout its creation.

One of the main things I learnt through making the game was how to use Fungus. Through a lot of trial, error, and experimentation I was able to get to know the tool through hands-on practice. Across the whole module I became a competent user of the package and able to use many of the commands it provided. This even helped me in my group project for GAM130, in which I used Fungus to implement much of the text and narrative. I intend to continue to learn to use Fungus into the next study blocks as it is helpful for quickly adding in writing to games and useful in a wide range of contexts.

I have also learnt a great deal about writing branching narratives and the amount of work that it entails. Even though for the most part I went for braided dialogue topologies rather than fully branching, writing the dialogue for my game took a great deal of time due to the sheer amount of choices I gave to the player when deciding how to respond to characters. While I hugely enjoyed writing the story, in the future it may be a good idea to reduce scope for solo projects of this nature in order to reduce the amount of time spent writing.

I would also like to further develop the mechanics of the game to incorporate more diverse gameplay and choices. To start, I would like to enhance the stat functionality so that it has more effect on the game state. For instance, a character may address you differently depending on your level in a particular attribute, or it could effect what who you meet and where you go. I could even add a form of turn-based combat using Fungus if it seemed appropriate to the game.

Aesthetically, I am pleased with how the game feels. I think that the monochromatic and grayscale colour scheme creates a mysterious and unique art style that you don’t see in many other games. The music and most of the sound effects fit with the mood. I am particularly fond of the haunting choir music (Migfus20, 2021) that plays during navigation as I think it gives the gameplay a dreamlike, otherworldly feeling. There are some sound effects, particularly The Critic’s (C-V, 2020) that I may think about changing in the future. I was also unable to find an appropriate voiceover sound effect for the barista in the epilogue. I am happy with my character designs as they are each distinct from one another and representative of the character’s personality and world views.

Currently, while some characters have different states (such as The Ghost in the Static‘s screen being on/off), they all have a neutral face. If I were to develop the project further, I would like to draw some additional portraits for each character to give them more personality. These could include any variety of expressions, including happy, sad, shocked or angry. This was intended to be included in the project, however I unfortunately ran out of time before I could draw and implement them. I think their inclusion would go great lengths in bringing the game more to life.

I am happy with how I created and structured The Critic’s dialogue. The way that they analyse the player’s statistics and previous choices and make remarks about each was done to create a greater feeling of meaningful choice, and make the conversation feel more personal to the player, who will likely feel antagonised. This was done as a workaround for having multiple endings, as I already had a plan for the ending epilogue which I thought was strong and didn’t want to compromise that by creating extra endings for the sake of it.

I will continue to develop A Soft and Squishy Dungeon over the summer, including many of the improvements discussed in this post. Once it is at a state that I feel is finished, I plan to release it for free on my Itch.io page. Look out for it on my account @Samson_JayC.

(Above) Figure 1: Screenshot. One of the interactions found in A Soft and Squishy Dungeon.

Annotated Level Design

The annotated level design was a great exercise in not just level creation, but quest design and world building too, parts of narrative design I particularly enjoy. There are many parts of this assignment I am happy with, however I feel there is great room for improvement too.

Many of the issues I found with this assignment came from my lack of knowledge on ProBuilder. Prior to this project, I had very little experience with the package and so a lot of my time was spent getting to grips with it. Because of this, I lost a lot of potential development time following along with tutorials and doing self-learning. If I were to do this module again, I would make sure to start learning ProBuilder much earlier on in the study block so that I would have enough time to create the level to the quality that I envisioned. On the other hand, the 3D Game Kit Lite (Unity Technologies, 2021) was very quick to learn and utilise in my level. I think that I will use it again in for future block-outs as its ease of use allows for rapid prototyping of levels, with many of its objects being able to stand in for game mechanics that will be implemented later in development.

I feel that I was able to effectively apply theories of level design, such as narrow/prospect space and form/void, however I would have liked to add some more examples of light and shade to create a sense of mystery or potential. Furthermore, while I did include some moments of brief ascension, it could have also been a good idea to have more moments of elevation, perhaps to reflect the player’s progression through the space.

Despite not being marked for it, I am really happy with the worldbuilding and quest design behind my level. I think that the world I have created has a lot of potential to be developed further, something that is particularly relevant, with our upcoming world pitches in the next study block. I also find the concept of differing quest objectives, dependent on your alignment in the game world, an interesting concept and would like to explore it further. I think that some more environmental storytelling in my level could have been helpful in alluding to the wider world and story of the game, and this is something I will keep in mind for future levels.

On the whole I think that my annotated document was well constructed. My annotations were clear and colour-coded, and my writing was in-depth. I feel that I was able to get across most of the points that I wanted to, and hopefully able to fill in where the visuals potentially fell short. I am also glad that I spent some time detailing the worldbuilding and quest of the level, as I feel it was able to better set up and contextualise my design decisions better. I could have possibly added more perspective screenshots, or even recorded a walkthrough video alongside the document, to better convey the feel and scale of the level while playing.

(Above) Figure 2: Annotated screenshot. One of the spaces in my finished level, with accompanying annotations.

Conclusion

This module has been highly influential in my ongoing development as a game designer. I feel that through the creation of two wildly different projects, I have learnt a great deal about many aspects of design. I have also been able to reach into other areas of game development such as art and writing, contributing to my efforts to become a ‘T-Shaped’ student. Through regular reflection of these skills, I have been able to consolidate my learning and better understand areas for improvement. I look forward to bringing these skills into future study blocks with an enthusiastic and open mindset.

Refrences:

C-V. 2020. ‘belch.’ Freesound [online audio clip]. Available at: https://freesound.org/people/C-V/sounds/521535/ [accessed 04 April 2021].

Migfus20. 2021. ‘Choir Background Music.’ Freesound [online music piece]. Available at: https://freesound.org/people/Migfus20/sounds/560480/ [accessed 04 April 2021].

Unity Technologies. 2021. ’3D Game Kit Lite.’ Unity Asset Store [online]. Available at: https://assetstore.unity.com/packages/templates/tutorials/3d-game-kit-lite-135162#version-current [accessed 21 March 2021].

GAM140 Week Eleven – Final Hand-In

This week was the final push before handing in my GAM140 assignments on Friday! Having spent a good amount of time on both projects over the Easter break, I was able to take the week at a relatively steady pace.

A Soft and Squishy Dungeon was fully finished last week and so no work was needed to be carried out on the project this week. I did spend some time playing through it multiple times, just in case anything had slipped by during playtesting. To my delight, there were no bugs found, however I did spot a couple of typing mistakes which I was able to rectify immediately. You can never be too careful when testing games, especially ones with branching portions, so I am glad that I took the time to do some final playthroughs.

As I finished the creation of my level design last week, I did not need to spend much time in Unity this week aside from making minor tweaks here and there. Instead, I spent a lot of time taking the appropriate screenshots and writing their accompanying annotations within the annotated document.

I went for a structure somewhat reminiscent of a game design document, initially spending time detailing the world and quest in order to contextualise my design decisions. I am glad that I dedicated some time to setting up the backdrop of the level as I think it helps to clarify my design decisions, as well as filling in the gaps in the readers imagination as the blocky aesthetic does not do a great job at conveying how I would like the finished level to look. I plan to improve my 3D modelling, and by extension ProBuilder, skills over the summer with a new Udemy course on Blender that I just picked up (Davidson and Abbit, 2021).

I then spent the rest of the document going over the level’s design. Starting with the overall topology of the level, I used an image with numbered areas to give the reader a broader idea of the layout (fig. 1), as well as where each space sits in relation to one another.

 

(Above) Figure 1: Annotated screenshot. The topology of the level with numbered areas.

I then went on to zoom in on the individual spaces that the player moves through, using both top-down (fig. 2) and perspective images to illustrate the level. Labels were made with the help of colour-coding (fig. 3) and in-depth annotations were written below each image. In an attempt to better convey my design decisions, I made good efforts to focus in on architectural principles and human instincts, as covered in previous lectures, when discussing these spaces.

 

 

 

 

 

 

 

(Above, left) Figure 2: Annotated screenshot. A zoomed-in look at the initial space that the player moves through, with more detailed annotations. (Above, right) Figure 3: Screenshot. The key for the annotations, to clarify for readers.

After finishing up this task, with the document sitting at about 2000 words, I had finished my GAM140 portfolio submissions. It has been a long road, and filled with a lot of learning and development, and I am proud of the finished products. I will make one last post next week as a ‘post-mortem’ to do a more in-depth reflection of the pieces.

References:

DAVIDSON, Rick and Grant ABBIT. ‘Complete Blender Creator: Learn 3D Modelling for Beginners’. Udemy [online]. Available at: https://www.udemy.com/course/blendertutorial/ [accessed 26 January 2021].

GAM140 Easter Week Two – Playtesting and Level Block-Out

Having finished the majority of my Fungus game, A Soft and Squishy Dungeon, I spent much of this week refining the overall experience. This involved playing through the game multiple times, searching for any bugs or typing mistakes, and ironing them out where found. I also spent some time adjusting volume mixes, to ensure that audio fades in and out correctly at various points.

Based on my previous experience playtesting for game companies such as DONTNOD, I am aware of its importance in creating the best possible experience for your players. I also found an interesting article that highlights the importance of it (Roketronz, 2016), especially with the pretence of using a large variety of people from diverse backgrounds, many of whom may not be familiar with games. Taking this into account, and of course wanting to create the best game that I could, I decided to run some playtesting of my own. I built the game and sent it out to some close friends and family members for them to playtest. I also had some of my flat mates play the game in the same room as me, so that I could assess their reactions to particular moments (this in particular was something we had been taught about in our GAM130 lecture for week nine). Their feedback helped to iron out the game further, as they were able to report on any bugs or issues encountered during their playthroughs. They also gave me their overall feedback on the game. This provided me with some great early impressions, such as how the game made them feel, whether it was too long, if it was well-written, etc.

On the whole, early impressions were positive, although one point raised was that the ending seemed to be slightly abrupt. I spend some time adjusting and slowing it down over the weekend, so hopefully that has been greatly improved now. Another aspect that was raised multiple times was that players unfamiliar with game conventions were often unsure of what the ‘baggage’ stats in the corner of the screen actually meant. To rectify this, I have added a short tutorial message that explains their functionality to the player early on in the game (fig. 1).

(Above) Figure 1: Screenshot. One of the tutorial messages that teaches the player about how stats are affected.

While I have been busy refining the narrative game this week, I have been even busier creating my level design in Unity. I am mostly going off of the initial design that I drew up. In the first iteration of my block-out, I tried to lean more fully into the rigidity of the human settlements by having the level be very rectangular and perpendicular (fig. 2). While I like the look and it certainly conveys the human faction’s aesthetic, moving through the space felt too artificial, with little variation in shapes and flow. Taking note of this, I remade the area to be less blocky and exhibit better flow, while still retaining the rigidity I wanted to get across (fig. 3).

 

 

 

 

 

 

 

 

(Above, left) Figure 2: Screenshot. The initial block-out for my level. This one was much more clinical. (Above, right) Figure 3: Screenshot. The final block-out for my level. This one has much better flow and variation in space.

I am much happier with how this layout looks, and it appears to exhibit good flow between narrow and prospect spaces. I have included a rhizome shaped area that will give the players some agency in how they move as well as an acid pool which will require platforming to traverse. I’m hoping these spaces break up the gameplay and add some variation to the stealth navigation. There are also some examples of optional areas with loot that the player can find if they take the time to find them. This will hopefully promote thoughtful exploration of their environment. I have tried to represent the building as best I can with my limited ProBuilder knowledge, by extruding rectangles out of the main structure, which tower above the player as they move through the area. Ideally these would look much more authentic, however I think this method still gets the idea across.

After that I added in many of the gameplay objects, including enemies (represented by red orbs), cover, doors, crystals, moving platforms and loot (fig. 4). With these objects all included, the level looks far more dynamic than it had before and I think it is easier to see what the finished product would potentially look like. I also had a go at modelling the Spirit Tree (the objective of the quest) to mixed results (fig. 5). I will certainly be brushing up on my modelling skills over the summer!

(Above, top) Figure 3: Screenshot. The final level block-out, populated with the necessary objects.(Above, bottom) Figure 5: Screenshot. The Spirit Tree made in ProBuilder using a cylinder and some low poly spheres.

The deadline for these assignments is next week. I will likely spend much of my remaining time tweaking elements of my level and writing all of the remaining annotations.

References:

RoketronZ. 2016. The Importance of Playtesting [online]. Available at: http://coffeepoweredmachine.com/the-importance-of-playtesting/ [acceswed 8 April 2021].

Easter Week One – Dialogue Finished and ProBuilder

This week marks the start of the Easter holidays, giving me some extra time to work on my Fungus game and annotated level design. I have spent a good amount of time finishing up my dialogue for the final character The Critic, writing an epilogue, and generally going back through all of my writing to polish it and check for any spelling mistakes or general grammatical errors. The Critic’s dialogue was interesting to write as much of what they say is dependent on what the player has done up until that point. In its finished state, the script for the full game is close to 6000 words long. This has been a very big undertaking, and shown me just how much writing can go into branching dialogue, but overall, I am very happy with the finished script and the story as a whole. I am going to spend the next week implementing all of this dialogue in, playtesting and generally smoothing out the entire experience.

I have also created a simple menu (fig.1), featuring the title of the game (now called ‘A Soft and ‘Squishy Dungeon’), as well as ‘play’ and ‘quit’ buttons which will either load the player into the game or exit the application. The title was made in a similar monochromatic style to the rest of the game, to create a cohesive aesthetic feeling throughout. When initially implemented, the menu felt too static and I felt that it needed some motion to add some life to it. To achieve this I added a simple animator component to the image, which allowed me to make it bob slowly up and down.

(Above) Figure 1: Screenshot. The menu that greats the player when they load into the game.

Sound has now been implemented into the game. By going to freesound.com (Free Sound, 2021) I was able to download a number of royalty free .mp3 and .wav files to be used for background music and character speech. I now have a different sound for each character, as well as music pieces for both the menu and gameplay. Playing through the project now, I am struck with how much sound can help to bring a game to life; the navigational sections now have a richer atmosphere, and the characters have even more personality that extends past their presentation and writing. For future projects I may think about adding sound in at an earlier point in development, as it helps to better convey the ‘game-feel’ when playing through for testing.

Finally, I have added functionality in for the various stat variables within the game. If the player wishes to choose a response with a certain required stat, the flowchart will check whether they meet the correct requirements through ‘if’ and ‘else if’ commands. The response will also be greyed out and un-selectable if their stat is too low, giving some visual feedback that they do not meet the requirements to select it (fig. 2).

(Above) Figure 2: Screenshot. Dialogue choices with one option unavailable.

I have also begun preparing for the block-out of my level. While I can make basic shapes and structures, ProBuilder is not a tool that I am very comfortable with. Because of this, I have taken some time this week to follow along with some great tutorials, as well as the Unity Learn resources. A particularly helpful one that was recommended to me by a peer, took me through step-by-step construction of a house (Unity, 2018). I am now more confident with some of the terminology and tools available, such as extruding, mirroring, inserting edge loops, etc. While my level will look far from attractive, I hope that I will be able to get across my design intentions through a basic block out and communicated ideas in the document.

I have started my writing for the annotated piece too, spending some time going over and elaborating on the worldbuilding and quest design that I outlined last week. I hope that by covering these contextual aspects of the level in my submission, I will be able to better convey many of my design decisions. Next week I intend to playtest A Soft and Squishy Dungeon, and spend a considerable amount of time fleshing out my level design and its accompanying document.

References:

Free Sound. 2021. Free Sound [online]. Available at: https://freesound.org/ [accessed 1 April 2021].

UNITY. 2018. ProBuilder Building Structures with Interior and Exterior [online tutorial]. YouTube. Available at: https://www.youtube.com/watch?v=CBa_opm3_GM [accessed 29 March 2021].

GAM140 Week Nine – Level Design Sketch and QOL Fixes

The theory lecture about designing for others raised a lot of interesting discussion points, the most valuable to me being about following a brief. As I have already been able to see in my GAM140 projects, I tend to get carried away with ideas, which can sometimes stray outside of the bounds of the brief. It is important to frequently check your project against the brief given to you to ensure you are not creating something that ends up outside of a clients desires for the project.

This week’s workshop introduced us to the ‘3D Game Kit Lite’ (Unity Technologies, 2021), the tool we are recommended to use in the production of our annotated level design assignment. After just two hours of experimenting with it, I can see that it will be a powerful tool in the construction of my level. Combined with the use of ProBuilder, it is possible to very quickly mock up a level, with many of the package’s objects such as crystals and doors being able to stand in for potential quest objects and pick-ups, as they have broad functionality.

I took some time outside of the lecture to follow an in-depth tutorial for the package on Unity Learn (Unity, 2020), which reinforced a lot of the knowledge I had gained from the workshop. By the end of the tutorial I was able to use the PolyBrush to create natural craters for acid to sit within, attach moving platforms, doors, and counters to crystals, implement checkpoints, and tinker with enemy AI (fig. 1).

(Above) Figure 1: Screenshot. The test area I used to experiment in and follow along with a tutorial for the 3D Game Kit Lite.

Building on from my proposal within the worldbuilding lecture we had last week, I have sketched up a potential level that fits within the world (fig. 2), as well as fleshing out the quest that it sits within (fig. 3).

(Above, top) Figure 2: Picture. The initial sketch for my level design done on paper. (Above, bottom) Figure 3: Screenshot of a word document. The plan for my level and the quest it features in.

The quest involves clearing out an abandoned outpost and placing a quest item in a Spirit Tree at the end of the level to either kill or catalyse the surrounding plant life, dependant on the player’s alignment. The player must stealth their way through this area to avoid being killed by patrolling drones.

The overall shape of the level is circular in its topology, taking great inspiration from Skyrim (2011) dungeons and Dark Souls (2011) areas. This was a conscious decision, as I feel it reinforces the feeling of having actually ‘cleared’ the area that you are moving through, something that may not have been as prevalent if the level had taken on a more linear layout. When sketching out the different spaces that the player moves through, I tried to adhere closely to what was discussed in a Gamasutra article about designing levels around basic human instincts (Totten, 2011). I want the player to be typically alternating between narrow and prospect spaces, with refuge being found in cover and hiding spaces. This will be done to create tension and anticipation in the narrow corridors, before a feeling of awe and potential at the larger areas they will be met with.

Within the Fungus project, I have finished up the dialogue for another character, Memory. The topology for this is still braided but has many branching points, making a lot of the dialogue missable (fig. 4). Having reduced the scope of the game, this now means that I have just one more character to write for, so hopefully I will be able to finish up all of the dialogue next week.

(Above) Figure 4: Screenshot. The topology for Memory’s dialogue.

I have also made some small visual tweaks and quality-of-life fixes. Initially, the transitions between dialogue and menus were quite jarring, as it would abruptly jump from the character portraits to a blank screen which would often break immersion. To negate this, I added some brief pauses of 0.5 seconds between the say dialogues and menus. Although a very simple fix, it goes lengths to make the gameplay smoother. After this, I decided that I would like to give the player some more visual feedback regarding the effect that their decisions have on the state of the game, particularly the ‘baggage’ stats. To achieve this I used the ‘lean tween’ command, to briefly expand and retract the box whenever a stat increases or decreases, alerting the player and drawing their eye to the corner of the screen. I think that this does a much better job at giving the player feedback than what the game did previously.

The Soul Slug encounters have been moved from a prototype stage, and are now fully implemented into the navigational sections. They work as a semi-random event (semi-random because they are actually hand-placed) that the player can stumble upon. When the player comes across one of these the flowchart briefly diverts to another section (fig. 5) that contains the interaction, where they can choose if they want to alter their statistics, before being taken back to the main portion, containing the navigation.

(Above) Figure 5: Screenshot. A portion of the navigation flowcharts holding a Soul Slug interaction.

References:

Dark Souls. 2011. FromSoftware.

Skyrim. 2011. Bethesda Game Studios, Bethesda Softworks.

TOTTEN, Christopher. 2011. ‘Designing Better Levels through Human Survival Instincts’. Gamasutra [online]. Available at: www.gamasutra.com/view/feature/134779/designing_better_levels_through_.php [accessed 20 March 2021].

UNITY. 2020. ‘3D Game Kit Lite.’ Unity Learn [online]. Available at: https://learn.unity.com/project/3d-game-kit-lite [accessed 18 March 2021].

Unity Technologies. 2021. ’3D Game Kit Lite.’ Unity Asset Store [online]. Available at: https://assetstore.unity.com/packages/templates/tutorials/3d-game-kit-lite-135162#version-current [accessed 16 March 2021].

GAM140 Week Eight – Tweaks and Quest Design

Within my Fungus project, I have made some small tweaks that have helped enhance the overall ‘game feel’ of the piece. To start, I have replaced the default Fungus font with a pixel-style one found on DaFont (Tyler, 2010). I really like this look as I think it has a nice cohesion with the pixel art used for the characters and backgrounds (fig. 1), as opposed to the previous one which stood out too much and felt incongruous to the rest of the game.

(Above) Figure 1: Screenshot. The new font used for the dialogue. I think it fits much more with the aesthetic and world of the game.

After that, I spent some time fleshing out the navigation sections, as I felt they were somewhat lacking. Going over my initial GDD for the game, I saw that the main emotion I wanted the player to feel was disorientation. While I think that this feeling is definitely conveyed in the dialogue portions, I wanted it to be more prevalent while traversing the dungeon. To achieve this, I have greatly increased the size of these sections to have more snaking and separating pathways that confuse the player, with the flowcharts topology being much more complex as a result (fig. 2). I have also added dead-ends, meaning that I had to find a way to implement backtracking. To achieve this I have created a simple menu which sits below the navigation buttons, containing a ‘back’ button. Clicking this button simply directs the flowchart to go to the previous block – a simple solution but effective as it feels like you have more agency over where you go, rather than each navigation section being ‘on-rails’.

(Above) Figure 2: Screenshot. The updated navigation with increased size to create confusion, and accommodate for dead-ends and backtracking.

I have now also implemented some colour-coding to my flowcharts (fig. 3). Red and green represent stat increases and decreases, respectively, while blue denotes the beginning and end of a flowchart. I have also added comments under relevant blocks to detail how the player’s statistics will be effected, and where certain events are triggered. All of this means that it is now much easier to understand my flowcharts at a glance, something which I have found to be beneficial with balancing the game. In the future, I will make sure to begin colour-coding my Fungus flowcharts from the outset of a project, to help with clarification.

(Above) Figure 3: Screenshot. Ego’s dialogue flowchart, now with colour-coded blocks.

Our GAM140 theory lecture for this week was focused on worldbuilding. I have always enjoyed getting lost in fictional worlds, regardless of the medium they are found in, but it was particularly interesting to think of them through the lens of games, where the world can be used to facilitate particular elements of the gameplay, and be effected by the choices of the player. Using superstructures and infrastructures as theoretical tools for building better worlds, gives the creator some good groundwork that once laid down can be built upon exponentially.

Following this lecture, we had a workshop in which we were able to use what we had learnt and apply it to our own ideas. We were taken through each stage of the superstructures and infrastructures found in fictional worlds, slowly fleshing out the ideas we had. I ended up creating a world set on a distant alien planet colonised by humans. See below for the document created during the process (fig. 4). Considering that I started without any idea for a world, I am happy with what I was able to create during this workshop. I also feel that, with some refinements and additions, I may even be able to set my level within this world.

(Above) Figure 4: Screenshot. The document written in Notepad during our worldbuilding workshop.

Following this lecture, I went down to the library and picked up Jeff’s book on quest design, Quests (Howard, 2010). While this part of the assignment is marked purely on our application of level design, I want to improve my understanding of the quest that it takes place within as that will greatly feed in to my design decisions. I have not yet finished the book, however I have already gleamed some interesting information from it regarding symbolic objects to obtain, spaces to navigate, characters to meet and challenges to overcome. With all of these working in harmony to reinforce the symbolic nature of the quest, a game’s theme and deeper meanings can be explored through the acting out of a quest’s objectives. I will ensure to take this into account when creating my own quest.

References:

ANDREW, Tyler. 2010. ‘PixelMix’. DaFont [online]. Available at: https://www.dafont.com/pixelmix.font [accessed 17 April 2021].

HOWARD, Jeff. 2008. Quests. Massachussets : A K Peters.