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		<title>seven day project &#8211; Post Mortem</title>
		<link>http://ihavetheprincess.wordpress.com/2011/06/28/seven-day-project-post-mortem/</link>
		<comments>http://ihavetheprincess.wordpress.com/2011/06/28/seven-day-project-post-mortem/#comments</comments>
		<pubDate>Tue, 28 Jun 2011 05:56:32 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming in Australia]]></category>
		<category><![CDATA[PC Gaming]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=800</guid>
		<description><![CDATA[After a week of hard work, I have released a small game (or a prototype and proof of concept if I act further on the idea). The game is a puzzle/strategy hybrid, revolving around the player directing units in an efficient and ordered way to defeat the enemy. The game doesn’t have a title, so [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&amp;blog=4779700&amp;post=800&amp;subd=ihavetheprincess&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>After a week of hard work, I have released a small game (or a prototype and proof of concept if I act further on the idea).<br />
The game is a puzzle/strategy hybrid, revolving around the player directing units in an efficient and ordered way to defeat the enemy. The game doesn’t have a title, so feel free to call it whatever you’d like.</p>
<h3><a href="https://docs.google.com/uc?id=0B8YM2bqzZhmbNzA1NTAzMzgtYmUzZC00YjY4LTgwZDUtMDMwYWYyMzllNzU1&amp;export=download&amp;authkey=CPeYnuMB&amp;hl=en_US">Download for Windows</a><br />
<a href="https://docs.google.com/uc?id=0B8YM2bqzZhmbM2JiYmI2NzYtMGUwMi00YjEzLWFhMzEtYjJjMGI4YmU5NzY4&amp;export=download&amp;authkey=CP_AmNoF&amp;hl=en_US">Download for Mac</a></h3>
<p>The following is my post mortem of the project &#8211; an overview of what went right and what went wrong. If I expand the project or continue to explore some of the game’s mechanics and concepts, addressing the grievances below will be my starting point.</p>
<h2>What Didn’t Work</h2>
<h3>Balance between the different unit specs was broken.</h3>
<p>Although Armour and Attachment Level were directly related (the balance between these two worked fine), I made little attempt to relate Speed and Range to these specs, or each other.</p>
<p>This would result in players generally deploying units in a ‘1 speed, 1 range, 3 armour, 3 attachment level’ configuration.<br />
Given that enemies would never autonomously path Speed was generally useless, with the exception of one puzzle, and for attempting to improve completion times.</p>
<p>Range, although having practical implications, generally played a very small role.</p>
<h3>The UI was horrendous.</h3>
<p>Entering the Unit Deployment screen for the first time presented the player with a wall of tutorial text that was very difficult to scale. Generally, the UI had very little work put into it.</p>
<h3>Level content was rushed, and suffered for it.</h3>
<p>Creation of level content didn’t begin until midnight the final day &#8211; which explains the delay in release.<br />
After revising my schedule and requirements, I had planned the entire 7th day for content creation. This was continually pushed back by the appearance of major code bugs, as well as some complications with the ‘Zapper’ Attachment Type behaviour &#8211; which ended up being cut 4 hours prior to release.</p>
<p>Rushed level content resulted in a small number of levels, created at an inconsistent level of quality. I failed to achieve sufficient difficulty scaling and concept introduction through the progression of the levels.</p>
<h2>What Worked</h2>
<h3>Unit creation and modification, and visual design system.</h3>
<p>The unit creation system was the first developed, primarily because it was something fun and visual, allowing me to remain easily motivated when starting off. The original concept called for a higher number of discrete upgrade levels and a rewards system that tied into this. The player was to be awarded additional upgrade points at the conclusion of each level, penned as a way to give meaningful gameplay rewards to the player based on their progress.</p>
<p>In the final release this system had been simplified to just three levels for each stat, capable of being tweaked on a per unit basis. This scaled back version both limits the player’s options and creates greater distinction between each specification level &#8211; making the system better suited to the decisive nature of a puzzle game.</p>
<p>I had initial concerns that giving the player only indirect information about their opponents &#8211; via the units’ visual profile &#8211; would be frustrating. To an extent it is, the player must use observation both visually and through experimentation in interaction, to determine the strengths of their enemies, in turn, determining the units the player must deploy to defeat them. It requires a level of investment on the player’s behalf to learn these systems &#8211; but as this game is based on the interaction between units driven by abstract rules that the player must work to understand &#8211;  building that investment early was important.</p>
<p>Having the player rely on the units’ visual profiles conveys to the player that the game deals with ambiguity and obfuscation, and that use of observation and experimentation skills are required to succeed at the game. This obfuscation creates room for the player to genuinely learn and empower themselves as their understand of rules of the game world increases.</p>
<p>Just as an enemy unit’s specifications are not displayed, the solution to a puzzle is not displayed &#8211; the player must rely on their accrued knowledge to deduce the solution.</p>
<h2>Changes in Direction from Initial Pitch</h2>
<p>On Day 5 I approached having functional game systems. This allowed me to play around with unit interactions, and get a feel for the player experience. Getting to this stage allowed me to take stock of what I had created, and adjust my expectations for the outcome in scope and direction of the project.</p>
<p>One of my biggest disappointments was to not change directions sooner, allowing me more time to focus on features and functionality directly complimenting the core experience. I have doubts this could have been assessed prior to having the game in a functional state, although I believe by taking some more time earlier I could have eased the process.<br />
One contributing factor to these difficulties is that of the brief time I put into designing the concept. The entire concept from start to finish was conceptualised in less than a day &#8211; in fact no actual programming or ‘game creating’ took place on Day 1, this was reserved for conceptualising and documenting the game.</p>
<p>Although this was ample time to come up with and flesh out a simple concept, this tight time-frame did not allow for much exploration of parallel or alternate ideas &#8211; which is what I would describe the final product in relation to the original design document (<a href="https://docs.google.com/document/d/1ce3G-F6tQ3ebJMKXKAMhZiHTWtiKmhyP1iSkaivUjYs/edit?hl=en_US&amp;authkey=CJeSuc8N">which is available to read here, for those interested</a>).</p>
<h2>Improvements to the Concept</h2>
<p>The following is a very brief list of some additions to the game I would have liked to see, had I been given more time.</p>
<h3>The introduction of autonomously pathing enemies.</h3>
<p>This would have made the Speed and Range specifications far more valuable, as well as improved the usefulness of the Cannon’s ability to continue pathing even when being attacked. Complex puzzles to do with timing and movement could be created, adding variety without venturing from the existing mechanics.</p>
<h3>The introduction of environmental obstacles that can either help or hinder the player.</h3>
<p>Traps, or areas that damage units when entered could be used to restrict or add strategic weight to player unit movement, while also having the potential of being manipulated and used against the enemy.</p>
<h3>The introduction of additional enemy units, with strange or extreme behaviours.</h3>
<p>Much care needs to be taken when introducing new player units, but a variety of enemy units could be created that follow strange rules. These could have large strategic consequences for the player in levels they are placed within, creating additional variety and giving the player new scenarios to use the existing knowledge and understanding of the game.</p>
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			<media:title type="html">dartmerc</media:title>
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		<title>seven day project &#8211; day 7</title>
		<link>http://ihavetheprincess.wordpress.com/2011/06/27/seven-day-project-day-7/</link>
		<comments>http://ihavetheprincess.wordpress.com/2011/06/27/seven-day-project-day-7/#comments</comments>
		<pubDate>Mon, 27 Jun 2011 11:12:15 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming in Australia]]></category>
		<category><![CDATA[PC Gaming]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=792</guid>
		<description><![CDATA[What a week it’s been. Some purists may try to tell you I missed my deadline to complete the project within 7 Days, but I hold firm that while I remain awake, it remains Sunday. So given that I haven’t slept in 36 hours, I’m going to keep this brief. The game, proof of concept, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&amp;blog=4779700&amp;post=792&amp;subd=ihavetheprincess&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div>What a week it’s been. Some purists may try to tell you I missed my deadline to complete the project within 7 Days, but I hold firm that while I remain awake, it remains Sunday.<br />
So given that I haven’t slept in 36 hours, I’m going to keep this brief.</div>
<p>The game, proof of concept, prototype or whatever you are determined to call it, is now ready for consumption.</p>
<p>You can <a href="https://docs.google.com/uc?id=0B8YM2bqzZhmbNzA1NTAzMzgtYmUzZC00YjY4LTgwZDUtMDMwYWYyMzllNzU1&amp;export=download&amp;authkey=CPeYnuMB&amp;hl=en_US">download if for windows by clicking right here</a>, or <a href="https://docs.google.com/uc?id=0B8YM2bqzZhmbM2JiYmI2NzYtMGUwMi00YjEzLWFhMzEtYjJjMGI4YmU5NzY4&amp;export=download&amp;authkey=CP_AmNoF&amp;hl=en_US">download it for mac by clicking over here instead</a>.</p>
<p>Anyway, I’m starting to shake uncontrollably, so I’ll wrap this up with just a couple of points.</p>
<div>
<p>I’m pleased with my progress over the week, although there were a lot of issues I encountered that gave me trouble and a few things I would definitely try to approach differently.<br />
The game that you will play differs in a lot of ways from the originally pitch &#8211; on day 5 it became fairly obvious that the requirements I had outlined weren&#8217;t entirely feasible given the timeframe (and some unexpected complications), so something had to change.<br />
The game is simpler and more puzzle based than initially pitched, but I think it works quiet well and seems like a concept that with some more time and energy, could have legs. If one thing disappoints me it is that I didn’t evaluate my position and make this change in direction earlier. I could have given myself more time for content creation, and maybe an opportunity to explore a little more of the territory opened up by the new direction.</p>
<p>That’s all for now, but I’d love to hear thoughts from anyone who decides to click the link, and tomorrow I should have a post mortem together where I’ll detail what went right and what went wrong, and give some insight as to where I would like to take the concept, if I ever were to decide to expand on it.</p>
</div>
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		<title>seven day project &#8211; day five</title>
		<link>http://ihavetheprincess.wordpress.com/2011/06/24/seven-day-project-day-five/</link>
		<comments>http://ihavetheprincess.wordpress.com/2011/06/24/seven-day-project-day-five/#comments</comments>
		<pubDate>Fri, 24 Jun 2011 09:52:55 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming in Australia]]></category>
		<category><![CDATA[PC Gaming]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=783</guid>
		<description><![CDATA[Any progress made today has been hard won, but I guess that’s Friday for you. I feel like I’ve spent the day tinkering with existing code, it’s difficult to see what has improved since yesterday. Apart from some preliminary UI stuff and the introduction of zones into the gameplay mix (more on that below), I [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&amp;blog=4779700&amp;post=783&amp;subd=ihavetheprincess&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div>Any progress made today has been hard won, but I guess that’s Friday for you. I feel like I’ve spent the day tinkering with existing code, it’s difficult to see what has improved since yesterday. Apart from some preliminary UI stuff and the introduction of zones into the gameplay mix (more on that below), I don&#8217;t know what actually has.</div>
<div>Looking at the list of things still to be done, I am falling behind &#8211; and I can’t find the time to update my documentation, which frustrates me. I have a few ideas to get me back on track, hopefully without sacrificing too much.<br />
The procedural level/round generation system will be cut &#8211; but after having playing around with the units and really starting to get a feel for how things work, I’m certain it wont be missed. The game has a real puzzle vibe just below the surface, and I think with hand crafted scenarios it could really shine.<br />
This apparent puzzle feel brings some new challenges, but we’ll discuss that another time. Some features are sure to undergo changes, and I’ll actively be looking for simpler and less time consuming alternatives.Anyway, enough doom and gloom. I’m going to keep this incredibly brief, but I can offer some simple explanation of a few of the gameplay concepts, as well as a screenshot or two of the game in action.</p>
</div>
<div>
<h2>Play Area</h2>
<div>Gameplay takes place on a 4:3 area (currently locked at 1024 x 768) known as the play area.<br />
The play area is completely bare, with the exception of zones and player units and their range indicators.</div>
<div>
<h3>Range Indicators</h3>
</div>
<div>Although I enjoy the ambiguity and uncertainty resulting from displaying unit information to the player only through the visual design of the units, unit ranges will be displayed on the play area.<br />
This decision was made based on the reactive nature of the unit interaction, and so much of that weighs on the order or units spotting each other. Due to the nature of the ‘commitment’ mechanic associated with attacking and being attacked, being able to see enemy range limits represents territorial borders in a way. By encroaching into this territory, the unit will be engaged, and depending on attachment type and the rules dictating it, may become committed to the skirmish unable to retreat.<br />
If range indicators overlap at any point, the player’s indicators take precedence.<br />
Units utilising the Stealth Attachment are granted a unique range indicator colour in order to more clearly identify their cloaking range (as visible in the image below).</div>
<div><a href="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-24-at-7-33-31-pm.png"><img class="aligncenter size-full wp-image-784" title="Screen shot 2011-06-24 at 7.33.31 PM" src="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-24-at-7-33-31-pm.png?w=655&#038;h=384" alt="" width="655" height="384" /></a></div>
<h3>Zones</h3>
<p>Zones come in two varieties, deployment zones and capture zones.</p>
<h4>Deployment Zones</h4>
<p>Deployment zones are small zones that determine the position the player can spawn their units at the start of the round. Each zone allows one unit to be deployed, effectively allowing the level designer to place limitations on the size of the player’s force to ensure balance within the round. By limiting the player’s force to different sizes (and different positions), the designer can create varied and challenging scenarios, rather than having to achieve progression through simply throwing more and more powerful enemies at the player.</p>
<h4>Capture Zones</h4>
</div>
<div>The player’s goal is to have a unit placed on each capture zone simultaneously, and defeat all units on the playing field.<br />
Placing a unit on a capture zone raises a red flag for the enemy &#8211; if the closest capture zone to an enemy unit is being captured, the unit will attempt to path directly there and defeat the unit attempting the capture.<br />
The screenshot below shows a player unit on a capture zone (the green circle), and three enemy units en-route to destroy it.</div>
<div><a href="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-24-at-7-30-46-pm.png"><img class="aligncenter size-full wp-image-785" title="Screen shot 2011-06-24 at 7.30.46 PM" src="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-24-at-7-30-46-pm.png?w=655" alt=""   /></a></div>
<div>And for your viewing pleasure, here’s an image of a unit sporting the improved Shield Attachment being harassed by an excessively powerful rocket launcher unit. The little dude looks a bit worried.</div>
<div><a href="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-24-at-7-36-28-pm.png"><img class="aligncenter size-full wp-image-786" title="Screen shot 2011-06-24 at 7.36.28 PM" src="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-24-at-7-36-28-pm.png?w=655" alt=""   /></a></div>
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		<title>seven day project &#8211; day four</title>
		<link>http://ihavetheprincess.wordpress.com/2011/06/24/seven-day-project-day-four/</link>
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		<pubDate>Thu, 23 Jun 2011 16:30:31 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming in Australia]]></category>
		<category><![CDATA[PC Gaming]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=766</guid>
		<description><![CDATA[Hump day! Today was spent nailing down combat rules and developing a balance between the different Unit Specifications and the different Unit Attachments. The game isn’t playable yet in the sense that there are no goals and no way to achieve victory, but it can handle spawning units and having them interact and battle it [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&amp;blog=4779700&amp;post=766&amp;subd=ihavetheprincess&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div>Hump day!</div>
<div>Today was spent nailing down combat rules and developing a balance between the different Unit Specifications and the different Unit Attachments.<br />
The game isn’t playable yet in the sense that there are no goals and no way to achieve victory, but it can handle spawning units and having them interact and battle it out, which is actually pretty entertaining to see.</div>
<h2>Specification Balance</h2>
<p>The unit specification system works on the principle that all specification types are balanced and equal in value. When the player is given the opportunity to upgrade a specification, there should be no optimal choice &#8211; no one specification should be overpowered, and none should be useless. When the player spends currency to upgrade a unit specification, the decision should be driven by their strategic agenda for that unit.<br />
To tackle this problem Unit Specifications are paired, and balanced to complement each other.<br />
The Armour and Attachment Level specifications are paired &#8211; with Armour acting to make the unit more resilient to attack, and Attachment Level actively improving the effectiveness of the unit’s weapon.<br />
Likewise, the Speed and Range specifications are paired &#8211; increased Range offers a unit the opportunity to get the slip on a target, with Speed working to limit that range advantage.<br />
These relationships between the specifications compound the importance of each, and give some much needed relevance and a point of comparison.</p>
<h2>Attachment Balance</h2>
<p>After determining the relationship between specifications, balancing the attachment abilities was straightforward, although there were some balance issue inherent in the attachment ability design. Specifically the Shield Attachment, which required a major rethink.</p>
<p>Due to the nature of the shield attachments ability &#8211; blocking projectiles and attacks &#8211; the range specification was useless, armour played only a minor role, and the intended motivation for improving the attachment level was extremely weak. Seriously, it’s disgustingly sloppy design.<br />
This had implications on balance in two ways. Firstly, the mitigating effects on the usefulness of the aforementioned specs knocked the Specification system off balance &#8211; a player could effectively ignore range and attachment level specifications, focusing those points elsewhere without feeling the corresponding trade offs &#8211; and secondly, much the same as Specifications, all Attachments share the same ‘cost’, meaning that their abilities need to be comparable for the attachments to remain balanced.</p>
<h3>Shield Attachment Revisions</h3>
<div>As appose to blocking all attacks, the Shield Attachment is now only effective against rockets, and is no longer guaranteed to deflect attacks with 100% proficiently. The shield’s effectiveness is determined by Attachment Level &#8211; the details of which are included in the chart below.<br />
The unit is no longer limited to deflecting attacks from a specific unit or direction, and can now deflect rockets from any number of units. The (what would have been functionally useless) ability to shield additional units has been removed.</div>
<p>To balance this reduction in the unit’s primary ability &#8211; and to make use of the Range specification &#8211; the shield attachment is now capable of ‘cloaking’ friendly units within it’s range radius.<br />
A cloaked unit will not be fired upon automatically, and can be attacked only after first engaging an enemy. These revisions make the unit far more strategic and supportive, effective use of the cloak ability can allow units with short ranged attacks to safely move within range of dangerous long range enemies.</p>
<p>The following table displays the scaling of attachment abilities as the Attachment Level specification is increased. For comparison, the Armour value for the corresponding armour specification level is also displayed. Below the table you’ll find a brief explanation of each attachment’s offensive ability.</p>
<p><a href="http://ihavetheprincess.files.wordpress.com/2011/06/balancechart.jpg"><img class="aligncenter size-full wp-image-781" title="balancechart" src="http://ihavetheprincess.files.wordpress.com/2011/06/balancechart.jpg?w=655&#038;h=491" alt="" width="655" height="491" /></a></p>
<div></div>
<h3>Armour Points</h3>
<p>Armour is analogous to health. As attacks are launched against a unit, armour points are deducted from the unit’s pool. The unit is destroyed when its armour points are depleted. The damage values on the above chart are equal one-to-one with armour points.</p>
<h3>Rocket Launcher</h3>
<p>The Rocket Launcher attachment is capable of firing rapid rocket volleys as the attachment level is improved. Each rocket has a payload of 1 damage, and as such, the values on the chart can also be read as damage per second.</p>
<h3>Machine Gun</h3>
<p>The Machine Gun attachment maintains it’s rate of fire, but increases it’s damage output as the attachment level is increased.</p>
<h3>Zapper</h3>
<p>The Zapper Attachment deals a flat 1 damage per second. The Zapper is able to engage multiple enemies simultaneously, sharing this damage evenly between each.<br />
The figures for the Zapper detail the total percentage of the damage available to be spread between all targets. For example, at level 8 (400%), if the Zapper were to engage four enemies simultaneously, it could deal the full 1 damage per second to each.<br />
The Zapper is never able to deal more than 100% damage (1 damage per second) to a single target.</p>
<h3>Shield</h3>
<p>The shield attachment is capable of deflecting a number of rockets each second. An advanced rocket enemy is able to engage and overwhelm a low level shield unit, dealing damage to the unit with any rockets the shield is unable to deflect. Likewise, a shielded unit can be overwhelmed by multiple rocket enemies engaging it simultaneously.</p>
<h2>Examining the Chart</h2>
<p>Examining the chart reveals the relationship between Armour and Attachment levels.<br />
Armour and damage values scale linearly, allowing armour and attachment levels to effectively cancel each other out.<br />
For example, a unit with a level 2 rocket launcher attachment will take the same amount of time to destroy a unit with level 2 armour as a unit with a level 6 rocket launcher will take to destroy a unit with level 6 armour.</p>
<p>The chart also allows us to examine the relationships between different attachment types.</p>
<ul>
<li>A rocket launcher unit can destroy two machine gun units of the same level.</li>
<li>A shield unit is capable of deflecting rockets from two rocket units of the same level.</li>
</ul>
<p>Pairing this information with other rules and abilities (for example, we know that a machine gun unit is capable of easily destroying a shield unit) reveals a scissor/paper/rock relationship between the attachments, help to build a strong profile of each attachment that will resonate with the player.<br />
The player is able to grasp the strategic functions of different attachment types, and with the unit specification system, is empowered to capitalise on these functions.</p>
<p>The information displayed in the above chart is only one aspect to the balance and function of attachments. Speed and Range specifications are free to be modified to handicap and further  improve balance, and unique abilities offering strategic advantages &#8211; like the Zapper’s ability to attack multiple enemies at once &#8211; also play a major role in defining each attachment’s strengths and weaknesses.</p>
<p>We’ll pick up from here tomorrow, taking a look at how these special abilities and strategic functions come into play during gameplay.</p>
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		<title>seven day project &#8211; day three</title>
		<link>http://ihavetheprincess.wordpress.com/2011/06/23/seven-day-project-day-three/</link>
		<comments>http://ihavetheprincess.wordpress.com/2011/06/23/seven-day-project-day-three/#comments</comments>
		<pubDate>Wed, 22 Jun 2011 15:42:25 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming in Australia]]></category>
		<category><![CDATA[PC Gaming]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=753</guid>
		<description><![CDATA[Day three, otherwise known as Wednesday, or the day I fall hideously off schedule, is complete. I certainly have some work ahead of me if I wish to have this project finished by Monday, and sleep deprivation is beginning to take its toll. I’m weak, I know.Today I have focused on completing the code for [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&amp;blog=4779700&amp;post=753&amp;subd=ihavetheprincess&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div>Day three, otherwise known as Wednesday, or the day I fall hideously off schedule, is complete.<br />
I certainly have some work ahead of me if I wish to have this project finished by Monday, and sleep deprivation is beginning to take its toll. I’m weak, I know.Today I have focused on completing the code for unit generation, and have written the code for generating art for Unit Attachments utilising a system similar to that used to change unit component dimensions in relation to a unit’s specifications.</p>
<h2>Unit Attachments</h2>
<p>To recap, a Unit Attachment is basically the weapon attached to the unit. The attachment defines the abilities of the unit (allowing the unit to attack with, for example, rockets or machine gun fire), as well as specifies a number of rules which the unit must respect.<br />
Attachments play a major role determining the way units interact with each other. The number of different attachment types has been limited to four, ensuring the player can easily learn the function of each attachment, retain this knowledge, and be able to use this information during gameplay to determine and predict how units will interact.<br />
The following is a breakdown of each attachment, with an image displaying a typical unit with attachment.<br />
The units shown have values of 3 for the speed, armour and range Unit Specifications. For those just joining us, <a href="http://ihavetheprincess.wordpress.com/2011/06/22/seven-day-project-day-two/">Unit Specifications were discussed in yesterday’s post</a>.</p>
<h3>Rocket Launcher</h3>
<p><a href="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-23-at-1-11-15-am.png"><img class="size-full wp-image-754 alignleft" title="Screen shot 2011-06-23 at 1.11.15 AM" src="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-23-at-1-11-15-am.png?w=655" alt=""   /></a></p>
<div>The rocket launcher attachment allows a unit to fire volleys of rockets at an enemy. The rocket launcher is the most powerful weapon attachment available and allows the unit to deal heavy damage to a target.<br />
Despite being the strongest direct attack, units with the rocket launcher attachment are prone to becoming “committed” to a target. If a unit with a rocket launcher engages an enemy, the unit becomes unable to take additional commands or resume pathing until either itself, or the enemy is destroyed. This has strategic implications and players must be careful how they deploy their rocket launcher units, or risk having them become unwillingly committed to a target, unable to pursue other goals.</div>
<div>While a rocket launcher unit is committed to a target it will remain stationary and unable to attack another target, making it extremely vulnerable.<br />
A rocket launcher unit will automatically engage enemies within range, and will automatically counter-attack an enemy (moving within range, if required).<br />
Increasing the unit types attachment level improves the rocket launcher’s rate of fire.</div>
<h3>Machine Gun</h3>
<div><a href="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-23-at-1-11-48-am.png"><img class="size-full wp-image-756 alignleft" title="Screen shot 2011-06-23 at 1.11.48 AM" src="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-23-at-1-11-48-am.png?w=655" alt=""   /></a>The machine gun attachment is less powerful than the rocket launcher attachment, but has the advantage of allowing the unit the freedom to continue pathing while attacking. If a machine gun unit were to, for example, attack a unit with a rocket launcher attachment, it would retain it’s ability to move &#8211; allowing strategic options such as forcing the committed rocket launcher unit to path within range of additional powerful units (by attempting to remain within attack range of the machine gun unit).</div>
<div>As the attachment level of the unit is increased, the machine gun attachment deals a higher level of damage.</div>
<h3>Zapper</h3>
<div><a href="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-23-at-1-12-19-am.png"><img class="size-full wp-image-757 alignleft" title="Screen shot 2011-06-23 at 1.12.19 AM" src="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-23-at-1-12-19-am.png?w=655" alt=""   /></a>Don’t let the uncreative title fool you &#8211; the Zapper attachment is a versatile and useful unit attachment.<br />
The zapper is the only attachment capable of attacking multiple enemies simultaneously. While an enemy is within range, the zapper will target it with a sustained attack inflicting damage over time. If additional enemies enter the units range, the zapper will also engage those, spreading it’s damage load evenly between the targets.<br />
The zapper attachment excels at defensive roles, and can be used by a player to engage and commit multiple enemies. When the zapper engages enemies, it is also committed, unable to path.</div>
<div>By improving the unit’s attachment level, the zapper is able to direct a higher percentage of the original damage amount to each targeted unit, making it a fearsome weapon.</div>
<h3>Shield</h3>
<div><a href="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-23-at-1-10-50-am.png"><img class="size-medium wp-image-758 alignleft" title="Screen shot 2011-06-23 at 1.10.50 AM" src="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-23-at-1-10-50-am.png?w=299&#038;h=174" alt="" width="299" height="174" /></a>The shield attachment is a defensive attachment, serving to deflect attacks launched against the unit. When a unit with the shield attachment is engaged, the unit becomes committed to deflecting fire from the attacking unit. The unit deploys a shield, blocking projectiles and attacks from the attacking unit’s direction. If the unit is attacked from a direction it is not shielding it will receive damage as per usual. Shield units are great for soaking enemy damage and committing dangerous enemies.</div>
<p>By upgrading the unit&#8217;s attachment level, the shield is projected further from the unit and wider, deflecting weapon fire from a wider range.</p>
<p>As each attachment has it’s own sets of rules, units with different attachments can be used to handle a situation in various ways, allowing the player to experiment with and develop their own strategies. Coupled with the Unit Specification system, the player (and enemy formations) will have freedom in creating and deploying units with varied abilities, while maintaining a core understanding of the rules dictating unit interaction.</p>
<h2>Unit Demonstration Application</h2>
<p>The following link will download a vary simple application that I have been using to develop and test the unit visual design system. The application will allow you to adjust a unit’s specifications and view the affect they have on the unit’s visual profile.</p>
<p><a href="https://docs.google.com/leaf?id=0B8YM2bqzZhmbMWVlMzBiZjAtZmFhYy00YzJhLWIyZjMtODM5YmUyYzQ2ZmQ4&amp;hl=en_US&amp;authkey=COep1I0O">Download UnitDemonstrationWIN for windows</a> &#8211; Unzip the files and run the executable.<br />
<a href="https://docs.google.com/leaf?id=0B8YM2bqzZhmbZDcxOWFkMjEtN2M2Ni00YTUzLTk5NTYtYjNmMTZiOWE1NGM5&amp;hl=en_US&amp;authkey=CPKLrckD">Download UnitDemonstrationMAC for OSX</a> &#8211; Unzip and run the file.</p>
</div>
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		<title>seven day project &#8211; day two</title>
		<link>http://ihavetheprincess.wordpress.com/2011/06/22/seven-day-project-day-two/</link>
		<comments>http://ihavetheprincess.wordpress.com/2011/06/22/seven-day-project-day-two/#comments</comments>
		<pubDate>Tue, 21 Jun 2011 18:22:03 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming in Australia]]></category>
		<category><![CDATA[PC Gaming]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=724</guid>
		<description><![CDATA[Day two down, and still close enough on schedule to claim I am. Today has been all about developing units, and considering the focus of the game is on units and the interactions between them, that seems like a reasonable place to start. We’ll take a look at how some of the systems I&#8217;ve been [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&amp;blog=4779700&amp;post=724&amp;subd=ihavetheprincess&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div>Day two down, and still close enough on schedule to claim I am.</div>
<div>Today has been all about developing units, and considering the focus of the game is on units and the interactions between them, that seems like a reasonable place to start.</div>
<div>We’ll take a look at how some of the systems I&#8217;ve been using to implement units, and I’ll offer some commentary on the decisions I’ve made.</div>
<p>&nbsp;</p>
<div>
<h2>Unit Specifications</h2>
<p>Unit Specifications is a term coined that refers to the statistics of a unit, roughly analogous to an RPG character’s stats. Within this project (I really should give this thing a title), all units are built from the same DNA. There are no tanks, no jeeps, no motorcycles &#8211; but simply units of different spec, each with their own strengths and weaknesses, derived from the combination of specifications that define them.</p>
<p>This system allows a player to develop their own ‘unit types’, and gear them specifically for any strategy they would like to explore. Want a fast unit capable of rushing in and damaging enemies with a powerful short range attack &#8211; or would you prefer a slow moving unit with heavy armour, ready to soak up enemy damage? The player is free to experiment and come up with combinations that work for them.</p>
<p>Unit Specifications are used in this same way to populate enemy forces, and I’m looking forward to implementing this in the next few days.</p>
<p>&nbsp;</p>
<h2>Unit Attachments</h2>
<p>Unit Attachments play a large role in determining how a unit behaves and reacts to other units, and what actions it is capable of executing. Simply put, a unit’s ‘attachment’ is the unit’s weapon.<br />
Each attachment has certain ‘rules’ associated with it, for example, a rocket launcher attachment will have the unit automatically attack a enemy unit within range, as well as automatically move into range and counter-attack a unit firing upon it. A unit with a rocket launcher attachment must be stationary before attacking.<br />
As such, selecting different attachments is more than just selecting different sized guns &#8211; attachments determine how a unit will behave in a situation.<br />
The Unit Attachment system is also utilised by enemy units.</p>
<p>&nbsp;</p>
<h2>Unit Visual Design</h2>
<p>Now, it’s all well and good to suggest that the player create a faster unit, or a more heavily armoured unit than that of the enemy &#8211; but without a language to convey the strength or weaknesses of enemy units, it’s an impossible task.<br />
The Visual Design for units uses a procedural process, taking advantage of the fact that all units are based on the same initial structure, and the inherently programmatic nature of unit specifications.<br />
The design of a given unit consists of a number of components, the dimensions of each related directly to various unit specs. The player is able to determine roughly, a unit’s specifications based on the unit&#8217;s appearance alone.<br />
The following diagram (which is about 16 hours out of date) depicts a typical unit. The unit is displayed side and front on, and each component has been labelled.</p>
<p><a href="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-22-at-3-52-29-am.png"><img class="aligncenter size-medium wp-image-735" title="Screen shot 2011-06-22 at 3.52.29 AM" src="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-22-at-3-52-29-am.png?w=300&#038;h=195" alt="" width="300" height="195" /></a><br />
The standard unit structure somewhat resembles that of a tank.</p>
<p>The following diagram contains the same depiction of a unit, this time with the addition of labelled outlining the relation between component dimensions, and a unit&#8217;s various specifications.<br />
<a href="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-22-at-3-52-52-am.png"><img class="aligncenter size-medium wp-image-736" title="Screen shot 2011-06-22 at 3.52.52 AM" src="http://ihavetheprincess.files.wordpress.com/2011/06/screen-shot-2011-06-22-at-3-52-52-am.png?w=259&#038;h=300" alt="" width="259" height="300" /></a></p>
<p>To demonstrate some of the variation possible, the following are images of a number of example unit types (displayed without attachments). Listed next to each is a breakdown of the unit’s specifications.</p>
<p><span style="color:#808080;">(It&#8217;s a quarter past four in the morning and wordpress doesn&#8217;t want the following table centred. WordPress wins this round)</span></p>
<div dir="ltr">
<table class="aligncenter">
<col width="*" />
<col width="*" />
<tbody>
<tr>
<td><a href="http://ihavetheprincess.files.wordpress.com/2011/06/333.png"><img class="aligncenter size-medium wp-image-729" title="333" src="http://ihavetheprincess.files.wordpress.com/2011/06/333.png?w=180&#038;h=125" alt="" width="180" height="125" /></a></td>
<td>Speed: 3<br />
Armour: 3<br />
Range: 3</td>
</tr>
<tr>
<td><a href="http://ihavetheprincess.files.wordpress.com/2011/06/621.png"><img class="aligncenter size-medium wp-image-728" title="621" src="http://ihavetheprincess.files.wordpress.com/2011/06/621.png?w=180&#038;h=110" alt="" width="180" height="110" /></a></td>
<td>Speed: 6<br />
Armour: 2<br />
Range: 1</td>
</tr>
<tr>
<td><a href="http://ihavetheprincess.files.wordpress.com/2011/06/252.png"><img title="252" src="http://ihavetheprincess.files.wordpress.com/2011/06/252.png?w=180&#038;h=136" alt="" width="180" height="136" /></a></td>
<td>Speed: 2<br />
Armour: 5<br />
Range: 2</td>
</tr>
<tr>
<td><a href="http://ihavetheprincess.files.wordpress.com/2011/06/324.png"><img class="aligncenter size-full wp-image-730" title="324" src="http://ihavetheprincess.files.wordpress.com/2011/06/324.png?w=655" alt=""   /></a></td>
<td>Speed: 3<br />
Armour: 2<br />
Range: 4</td>
</tr>
</tbody>
</table>
</div>
<div dir="ltr">The values assigned to specifications for each of the above units add up to nine, which is the base value I&#8217;m currently working with. As the player progresses and is given the opportunity to further develop their unit types, variation between unit appearances will greater increase.</div>
<p dir="ltr">
<h4>To summarise, there are three pillars driving the design behind the units.</h4>
<ul>
<li>Unit Specs &#8211; determining unit strengths and weaknesses.</li>
<li>Unit Attachments &#8211; determining unit behaviour.</li>
<li>Unit Visual Design &#8211; communicating this to the player.</li>
</ul>
</div>
<div>Between the Specification and Attachment systems, the hope is to allow enough variation and customisation as to allow players to specialise units for their own strategies, while retaining a enough familiarity and predictability to facilitate in the player’s understanding of the interactions taking place.</div>
<h2><a href="https://docs.google.com/document/d/1ce3G-F6tQ3ebJMKXKAMhZiHTWtiKmhyP1iSkaivUjYs/edit?hl=en_US&amp;authkey=CJeSuc8N#bookmark=id.fmtqckfljepc">Feel free to browse my design document for more structured coverage of unit specifications and attachments.</a></h2>
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		<title>Seven Day Project &#8211; Day One</title>
		<link>http://ihavetheprincess.wordpress.com/2011/06/21/sevendayproject-1/</link>
		<comments>http://ihavetheprincess.wordpress.com/2011/06/21/sevendayproject-1/#comments</comments>
		<pubDate>Mon, 20 Jun 2011 16:48:34 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming in Australia]]></category>
		<category><![CDATA[PC Gaming]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=704</guid>
		<description><![CDATA[So, here we go. It looks like it’s been over two years since I’ve posted anything here, and reading back, thank God I have that excuse. As a warning, if you do browse back further than this post, I likely denounce whatever crazy things I had previous said, and I send my apologies for my 21 year old sensibilities. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&amp;blog=4779700&amp;post=704&amp;subd=ihavetheprincess&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div>
<div>
<div>So, here we go. It looks like it’s been over two years since I’ve posted anything here, and reading back, thank God I have that excuse. As a warning, if you do browse back further than this post, I likely denounce whatever crazy things I had previous said, and I send my apologies for my 21 year old sensibilities. Disregard all, well, except any praise I&#8217;d heaped onto Resident Evil 5 &#8211; I’m still willing to argue my admiration of that game.</div>
<div>Regardless, welcome folks, and now onto the main event.</div>
<div>In an effort to keep myself occupied this week, I plan to design and develop a small game or prototype in seven days.</div>
<div>In an effort to keep myself motivated, I plan to share my progress with you all, right here.</div>
<div>I’ll aim to write a piece like this each evening, tracking the progress I make during the day. Hopefully I’ll have pictures in the next few days, there are none today.</div>
<div>
<p>So, here we really go, let’s dive in.</p>
<p>&nbsp;</p>
<p><span id="more-704"></span></p>
<p>I woke up this morning intending to waste no time in coming up with a concept to tackle through the week. Seven days is really not a lot of time, and I have no plan on wasting any of it.<br />
No doubt a product of what I have been playing, but lately, when I think design, Strategy is always the first place my mind goes.</p>
<p>This project will be a form of Strategy Game.</p>
<p>I have concerns about tackling a Strategy Game for a project of this sort. Don’t get me wrong, I am passionate about Strategy, but in this space I would like to create something fun, lighthearted and compelling &#8211; and as much as I love Strategy &#8211; it ain’t that.<br />
Strategy is all about rules, it takes time to learn and understand &#8211; not exactly the traits you’re looking for when frantically throwing together a pet project that you’ll be lucky to have people spend more that 5 minutes with.</p>
<p>Regardless, seven days is really not a lot of time, and this is where we’ve found ourselves. Besides, maybe I’m being a little close-minded.</p>
<p>The strict time restriction will govern the majority of decisions I make during development. I will need to avoid taking on anything difficult or overly time consuming, as well as avoiding breaking any new ground.<br />
Although I am competent with Unity3D and JavaScript, I’m certainly no programmer, and will need to be very aware of my limitations and what I am capable of achieving during this timeframe.</p>
<p>The following are some things I wish to avoid in my design.</p>
</div>
<div>
<h2>Project Constraints</h2>
<ul>
<li>
<h4>No Multiplayer</h4>
</li>
</ul>
<p style="padding-left:30px;">For two reasons, both good ones.</p>
<p style="padding-left:30px;">I have never experimented with network or multiplayer code within Unity, but more importantly, as a playable demonstration, a single player product is far more useful.</p>
<ul>
<li>
<h4>No Complex AI</h4>
</li>
</ul>
<p style="padding-left:30px;">Or any AI for that matter. I simply do not have the time to design and write complex systems for the game’s enemies.</p>
<ul>
<li>
<h4>No Complex Pathfinding</h4>
</li>
</ul>
<p style="padding-left:30px;">Pathing is the bane of my existence. I want to simplify pathing within the game as much as possible. This is going to have far-reaching consequences.</p>
<ul>
<li>
<h4>No Heavy Level Design</h4>
</li>
</ul>
<p style="padding-left:30px;">There is simply no time to hand design levels. Some kind of procedural or random level creation needs to be developed, but this is also time consuming and concerns me.</p>
<ul>
<li>
<h4>No Art</h4>
</li>
</ul>
<p style="padding-left:30px;">My art skills simply don’t match my standards.</p>
<p>Having constraints, and knowing them, is fundamental to design. You can’t expect to design an elegant solution if you don’t first outline the problem.</p>
<p>We’re going to search for solutions to each of these ‘problems’, and with any luck these solutions will work cohesively together.<br />
So lets delve a little deeper into each of these constraints, and see how we can create a functional design that plays nice with ‘em.</p>
<h3>Saying no to Multiplayer and Complex AI</h3>
<div>These are really two sides of the same coin.</div>
<div>We’re going to create a single player experience, but one without complex AI.<br />
This is a strange space for Strategy Games to find themselves in, although the (sub)genre of Tower Defence is a great example of strategy manipulated to fit within this constraint.</div>
<div>Enemy hordes blindly follow predetermined paths, but more interestingly, the player has some nice and simple AI working to assist her. The player places towers, and when an enemy is within range, the towers automatically attack &#8211; that’s some very simple AI, springing to life in reaction to the enemy.</div>
<div>Puzzle elements may also be worth exploring, as puzzle games are often ‘Player vs Environment’ in nature, with the player tasked with defeating the challenge of a usually static, but reactive game world. Obviously puzzles and the challenges they pose are extremely abstract, but we can take some cues from this.</div>
<h3>Saying no to Pathfinding</h3>
<p>Attempting to write complex pathing code is completely out of the question. I’m simply not skilled enough to write this kind of code in the brief time I have available, so we’re going with the bare minimum. I plan to write pathing code that will allow the following:</p>
<ul>
<li>Allow units to path in a straight line, directly to a point.</li>
<li>Additionally, allow the player to give more complex paths to units, by drawing lines for units to follow.</li>
</ul>
<p>Now this is incredibly lazy, and not elegant design at all. I believe limiting pathing to the above specifications will be limiting to the project, and will likely be felt in the final product.<br />
I will not be able to include any of the following, which I would have liked to.</p>
<ul>
<li>Obstacles for the player and enemy units to avoid or navigate around.</li>
<li>Interesting terrain, with variation in levels.</li>
<li>Smart unit collision avoidance.</li>
</ul>
<p>Goodbye perfectly functional design! But we are on a tight leash here, and sacrifices have to be made.</p>
<h3>Saying no to Level Design</h3>
<p>I don’t have time to create levels or scenarios by hand, and I’ll also be pushing my luck attempting to design a procedural/random level generator that is sufficiently functional.<br />
Luckily, at this point I have a pretty clear idea in my mind of what direction the project is going to take, which makes this potentially daunting constraint a little easier to handle.</p>
<p>It might be worth a quick recap of a few of the concessions we’ve made to fit within our constraints.</p>
<ul>
<li>Flat terrain</li>
<li>No obstacles</li>
<li>No complicated AI</li>
</ul>
<p>Given this, it seems obvious that the game can not revolve around complex terrain or navigation. The focus of the game must be on the interaction between player and enemy units, and the focus of each ‘level’ must be entirely on the positioning of static enemy units, ready to spring to life in reaction to the player &#8211; which if we refer back to our argument against complex AI, all sounds very familiar.<br />
This dramatically simplifies what is required for a procedural level generator, hopefully putting it into realistically achievable territory.</p>
<h3>Saying no to Art</h3>
<p>I don’t have refined art skills, and I do not plan to waste my time and effort on art that will serve to disappoint and frustrate me.<br />
As such, art will be abstract, created using simple geometric shapes. This is actually a positive, and fits with the abstract themes that seem to be presenting themselves throughout this document.<br />
Featureless terrain, unrealistic unit movement, enemy units that appear unintelligent, but interact with the player’s units based off a set of ubiquitous and meaningless rules &#8211; these are all starting to sound like solutions that complement each other.<br />
It does however, make me think that the player could benefit from having some clear and concise goals, something to offer direction without hurting her head.</p>
<p>To summarise, we’re looking to create:</p>
<p style="padding-left:30px;">A single player experience containing strategy and puzzle elements, focused on interaction between player and enemy units, presented in both an aesthetically, and functionally abstract way. Despite the abstraction, the game will contain straightforward goals.</p>
<p>Great, now we have a real starting point. We have a direction to take the project in, and a pretty good idea of what we’re capable of achieving. It’s time to create some documentation to give us a clearer idea of what the game is going to become.</p>
<h2><a href="https://docs.google.com/document/d/1ce3G-F6tQ3ebJMKXKAMhZiHTWtiKmhyP1iSkaivUjYs/edit?hl=en_US&amp;authkey=CJeSuc8N">Click Here to view the Concept Design Document.</a></h2>
<p>This link will take you to my google docs document. This document is living, and will be updated throughout the week. Anyone with too much time on their hands is free to take a look now, and again later in the week, to see what progress and changes have been made.</p>
<p>Tomorrow I’ll create a task list outlining what I wish to get done each day during the week, and begin some actual work on the project.</p>
<p>And with any luck, I&#8217;ll also have some pictures.</p>
</div>
</div>
</div>
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		<title>Crafting relationships in-game</title>
		<link>http://ihavetheprincess.wordpress.com/2009/05/11/crafting-relationships-in-game/</link>
		<comments>http://ihavetheprincess.wordpress.com/2009/05/11/crafting-relationships-in-game/#comments</comments>
		<pubDate>Mon, 11 May 2009 07:13:38 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[gtaIV]]></category>
		<category><![CDATA[NPC]]></category>
		<category><![CDATA[rockstar]]></category>

		<guid isPermaLink="false">http://ihavetheprincess.wordpress.com/?p=686</guid>
		<description><![CDATA[The video game industry is at a point of creative growth. Games like Grand Theft Auto 4, Fallout 3 and Farcry 2 have pushed the barriers of what games can achieve as far as creating a living world and the people that inhabit it. But these games are really just the beginning, merely the foundation [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&amp;blog=4779700&amp;post=686&amp;subd=ihavetheprincess&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The video game industry is at a point of creative growth. Games like Grand Theft Auto 4, Fallout 3 and Farcry 2 have pushed the barriers of what games can achieve as far as creating a living world and the people that inhabit it. But these games are really just the beginning, merely the foundation for the next big thing. It’s only a matter of time before a game is released that brings it all to the table, a game that immerses the player in the world, it’s characters and it’s narrative in an unprecedented way. </p>
<p>There is no <em>right</em> way to reach this lofty goal, and each developer aspires to their own ideal on how this should be achieved. There are numerous hurdles to overcome, some of which will require a dramatic rethink of the core mechanics we take for granted.</p>
<p>We’re in the midst of a video game arms race as developers push forward to realise this vision.</p>
<p>One issue at the forefront of my mind that must be overcome is crafting and reinforcing meaningful relationships between the player and in-game characters.</p>
<p>Grand Theft Auto 4 introduces each character and we follow their interaction with Niko. Some of these relationships last forever, some end at point blank range. My point is, there isn’t a single throwaway character in the game. As for the ones that appear to be, well we’re simply seeing the bookend of their story. It’s obvious Rockstar have gone to effort to really introduce each character as a meaningful addition and allot the player the greatest opportunity to connect, no matter how brief a role the character may play. From a narrative standpoint Rockstar have achieved their goal, but believable characters alone are not enough to create a meaningful connection with the player.</p>
<p>So how do we create a meaningful connection between two people? Well, the best place to start looking for clues is our own world.</p>
<p> In our daily lives, we surround ourselves with the people we care about, because the people we care about add something to our lives. But what exactly do they add? Friendship, company, love? What are these things and how do we define them; how do you translate love into 0s and 1s?</p>
<p>Follow along as I define some things I know about relationships.</p>
<ul>
<li>When you meet someone you begin a relationship.</li>
<li>The more you interact with that person, the greater impact they have on your life.</li>
<li>When you lose someone you care about, you feel loss.</li>
</ul>
<p>Now obviously this is an incredible simplification. There are plenty of wildcards &#8211; sometimes that girl at the store counter you shared a brief conversation with manages to stick in your mind for days – and it will take a lot more than three assumptions to paint an accurate picture of the mechanics of relationships.</p>
<p>But hey, it’s a start.</p>
<p>Lets look at how we can implement emotion in our game, by attempting to emulate this ruleset in a purely logically way.</p>
<ul>
<li>By spending time with an entity, the player builds a relationship.</li>
<li>A relationship acts as a stat buff/debuf to the player, and as the relationship grows so does the stat effect.</li>
<li>The influenced stats are determined by the type of relationship (friendship, love etc).</li>
</ul>
<p>By implementing stat effects, the player is given incentive to create and maintain positive relationships. It is up to the player to decide which relationships to pursue and how far, and the player is also free to direct the relationship (should they remain just friends, or become more intimate?), therefore direct the stat effects tied to the relationship.</p>
<p>Our player is given the motivation and freedom to invest time with the characters of their choice.</p>
<p>If the player puts the time and effort into cultivating a strong relationship and the relationship disintegrates, the player will feel genuine, personal loss as the stat boost disappears.</p>
<p>Looking at the flip side, a character who may become the enemy of the player will reduce the player’s stats in a relevant way, giving the player <strong>their own motivation</strong> to <em>take care of the problem</em>, rather than require the game designer to script the event or fabricate a motive.</p>
<p>By integrating the mechanic deeper, networks of relationships can be created. For example, <em>my friend is my enemy’s acquaintance</em>. Having this enemy is a bane on my stats, and having this friend is a boost to certain stats. By eliminating the enemy I’ll eliminate the stat debuf, but I’ll also upset my friend – damaging our relationship and reducing the effect of that stat boost.</p>
<p>I’ll take a moment to note that the explicate value of each stat boost should remain vague. The player must be aware of the effect, but it is important that (just like real life) no tangible value can be placed on these ‘emotional’ boosts. When making the decision to act, the player need not know the exact outcome (ie; gain 15 from eliminating the enemy, but lose 10 by upsetting the friend), there must be a grey area and the player must make the decision for themself. </p>
<p>I’m not suggesting that this is the right or only way to motivate the player to interact with the world’s characters, but the added weight of stat boosts does create a strong motive that works within traditional game design theory,  is a feature easily understood by players, and giving the designer additional leverage over the player that can be used to increase the significance of narrative events.</p>
<p>The obvious risk is that the opportunity for the player to greatly affect their own stats will overpower other areas of the game design and will place greater focus on the relationship mechanic than initially envisioned.</p>
<p>But in our world, you can’t get by without a little help from your friends – should our protagonists’ have it any different?</p>
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		<title>Umm fuck yes.</title>
		<link>http://ihavetheprincess.wordpress.com/2009/03/27/umm-fuck-yes/</link>
		<comments>http://ihavetheprincess.wordpress.com/2009/03/27/umm-fuck-yes/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 01:55:24 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Classic Gaming]]></category>
		<category><![CDATA[DLC]]></category>
		<category><![CDATA[industry news]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[call of duty]]></category>
		<category><![CDATA[cloud gaming]]></category>
		<category><![CDATA[infinity ward]]></category>
		<category><![CDATA[OnLive]]></category>

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		<description><![CDATA[When EA announced Battlefield 1943 I was pretty excited. A digitally distributed multiplayer remake of an existing property with a more casual friendly approach; sounds like something I’d suggest. I have an unwarranted fondness for digital distribution, allow me to summarise. I like to own things, and having disks and shit is nice – but [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&amp;blog=4779700&amp;post=679&amp;subd=ihavetheprincess&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal">When EA announced <a href="http://en.wikipedia.org/wiki/Battlefield_1943">Battlefield 1943</a> I was pretty excited. A digitally distributed multiplayer remake of an existing property with a more casual friendly approach; <a href="http://ihavetheprincess.wordpress.com/2008/12/08/an-open-letter-to-ea-part-1-please-reboot-cc-renegade-ill-make-it-worth-your-while/">sounds like something I’d suggest</a>.</p>
<p class="MsoNormal"><span>I have an unwarranted fondness for digital distribution, allow me to summarise.</span></p>
<p class="MsoNormal"><span>I like to own things, and having disks and shit is nice – but having a hard drive packed with games is nicer – I prefer to navigate the XMB rather than the living room.</span></p>
<p class="MsoNormal"><span>So how do I react when potentially given the opportunity to forgo a physical console? Sceptical, and a little scared. </span></p>
<p class="MsoNormal"><span>I’m referring of course to <a href="http://www.onlive.com/index.html">OnLive</a>, which might as well be called <em>the future.</em> This is cloud gaming <span> </span>- no need for a console or gaming PC in front of you, simply log on to OnLive and their machines do all the work, and stream the audio/visual to you. Xbox, PS3, Mac, PC &#8211; doesn’t matter. Pick a game from whatever platform and play it on your low spec PC or television. </span></p>
<p class="MsoNormal"><span>It sounds good if not a little fanciful, but I’ll reserve my judgement until I see it in action and see what they expect to charge for the service.</span></p>
<p class="MsoNormal">Now for news that inspired this post’s title, I&#8217;m happy to say some of my dreams came true this morning.</p>
<p class="MsoNormal">It’s not official yet, but the original Call of Duty is coming to PSN and Xbox Live. Nostalgia ahoy, I’d had some amazing time with that game and I can’t wait for the excuse to jump back into some multiplayer action.</p>
<p class="MsoNormal"><span>I’ll admit I am a little concerned how the game will fare without a keyboard and mouse, and considering the scoped Mosin Nagant was my weapon of choice and I rolled with the handle <a href="http://en.wikipedia.org/wiki/Vasily_Grigoryevich_Zaitsev">Vasily Zaitsev</a>, I may have trouble returning to my prior awesomeness &#8211; sniping with an analogue stick is a skill I’m yet to master.<br />
</span></p>
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			<media:title type="html">dartmerc</media:title>
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		<title>Resident Evil 5 taught me to share, and to care.</title>
		<link>http://ihavetheprincess.wordpress.com/2009/03/17/resident-evil-5-taught-me-to-share-and-to-care/</link>
		<comments>http://ihavetheprincess.wordpress.com/2009/03/17/resident-evil-5-taught-me-to-share-and-to-care/#comments</comments>
		<pubDate>Tue, 17 Mar 2009 04:38:17 +0000</pubDate>
		<dc:creator>Dean Longmore</dc:creator>
				<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[co-op]]></category>
		<category><![CDATA[re5]]></category>
		<category><![CDATA[resident evil 5]]></category>
		<category><![CDATA[tag]]></category>

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		<description><![CDATA[Narratively, Resident Evil 5 is no more than a fucking pikelet. There is preciously little to comprehend, but like the pikelet, it’s consumed fast and with ease. It’s easy to look at Metal Gear Solid and Resident Evil comparatively, so I guess a food analogy is required for the former. The Metal Gear Solid storyline [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ihavetheprincess.wordpress.com&amp;blog=4779700&amp;post=675&amp;subd=ihavetheprincess&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Narratively, Resident Evil 5 is no more than a fucking pikelet. There is preciously little to comprehend, but like the pikelet, it’s consumed fast and with ease. It’s easy to look at <em>Metal Gear Solid</em> and <em>Resident Evil</em> comparatively, so I guess a food analogy is required for the former. The Metal Gear Solid storyline is a four course meal. It’s a fucking investment, and you’re not going to want to eat afterwards – although you could probably still fit in that pikelet.</p>
<p class="MsoNormal"><em><span>Resident Evil</span></em><span> began as a B Grade type horror story, and although the dialog has been smartened up a little, subsequent releases have still retained the simplism and slight absurdity the original title built it’s narrative around.</span></p>
<p class="MsoNormal"><span>It’s a hallmark of the series, and it’s good to see it hasn’t been lost in the 5<sup>th</sup> instalment. </span></p>
<p class="MsoNormal"><span>Don’t get me wrong, I’m not giving the game cookies for it’s basic storyline &#8211; it’s just incredible to see what happens when you make a <em>triple A</em> title and put gameplay above storytelling. Yes, Video Games can challenge books and movies as far as crafting a mature, thoughtful, immersive story; Resident Evil 5 just shows you don’t have to – you can have massive boss fights and crazy locations instead.</span></p>
<p class="MsoNormal"><span>Don’t pay too much attention to the storyline&#8217;s details, it just hurts your head. Instead, take a drink every time you see something Capcom have hand altered to remove any ammunition racists (you know, those ones who hate whites, wont get off our back about it and almost come off as <em>colour envious</em>) might have over the game.</span></p>
<p class="MsoNormal"><span>I don’t know why Chris looks so worried, having white skin is your ticket to survival in RE5. No black character would dare to attack a while character – every time someone white gets attacked or dragged off it’s a white or random Hispanic dude that is the aggressor.</span></p>
<p class="MsoNormal"><span>But you do have to giggle at one of Shiva’s early dialog lines, as she explains to Chris she’s accompanying him just to appease the Africans. Personally I would have removed that one, and because I don&#8217;t have a segue lets talk about Wesker. </span></p>
<p class="MsoNormal"><span>I guess Wesker’s steroids don’t shrink his balls, but his brain. </span></p>
<p class="MsoNormal"><em><span>I should have killed you years ago Chris! </span></em><span>He yells out as the finale begins to play out.</span></p>
<p class="MsoNormal"><span>Yeah Wesker, years ago.. <em>or</em> last chapter where you had us owned but decided to just run off instead.</span></p>
<p class="MsoNormal"><span>I could poke holes in Resident Evil 5’s story for a thousand more words, but I think I should stop now. Stop now, and begin explaining why despite it&#8217;s absolute disregard for storytelling, Resident Evil 5 may find it’s way into my top 5 games list. </span></p>
<p class="MsoNormal"><span>RE5 offers the definitive co-operative experience. Sure, Dead Space 2 will attempt to topple it, and with hindsight and a couple of years over RE5 it <em>should</em> succeed, but until then I have hopes RE5 will be the go to game. What makes it so great? Well obviously Capcom’s risky decision to include co-op from the ground up plays a big part. I say risky, not because adding co-op is a risk per se, but limiting their access to many of the series fundamentals (scripted scares, feelings of isolation etc) is a big call. This decision was spring cleaning in a way, anything that doesn’t work with co-op is out, ready to be replaced with something that does. What we are left with is more simulation than game – the simulation of surviving this fucking bizarre scenario. </span></p>
<p class="MsoNormal"><span>When you’re playing with a friend sitting beside you, the game’s narrative dissolves. What is left is two friends trading ammo and items, looking for the smartest way out and the most efficient way to survive. The weapons you have determine your situational strengths and weaknesses &#8211; instead of feeling like two players in a single player game, you&#8217;re both given a role, and a chance to shine. I guess there is a lot to be said for ineqality between co-operative players.<br />
</span></p>
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