Game Design, Programming and running a one-man games business…

Tutorial

I’m doing the tutorial for Gratuitous Tank Battles over the next few days. In format, it is similar to the one in Gratuitous Space Battles. I have thought quite a lot about tutorials, and the best approaches to them when i make my games. My starting points come from ym own experiences with game tutorials which are thus:

  1. I hate tutorials that are slow. I learn FAST. If your game has a tutorial that will take more than ten minutes, then I’m likely going to skip it and not bother, and then try to wing it. Sorry, but I have little free time…
  2. I hate tutorials that rely on spoken voice. I can read. I can read faster than you can speak, even if you are some sort of entertaining rap-singer with extreme vocal dexterity. Plus, the accent and acting will often make me snigger or groan. Text please. (also some people game with the sound off, especially in a room with family members).
  3. I dislike tutorials that attempt to be too cute or funny. Save it for the games characters, or the manual, anything but the bit where I am purely after information, not flavour or atmosphere.

With these thoughts in mind, my tutorial is split into different parts of the game, and triggers when you hit them. Its basically text windows with the odd interactive prompt to click a button, and flashing rectangles that highlight which parts of the UI are being referred to. In a sudden outbreak of common sense, there is now a ‘reset tutorial’ button on the options screen, which resets it all and shows it again if you missed something.

There is a lot more to the tutorial than actual modal pop-up windows though. I also think that an effective part of a games tutorial is distributed elsewhere, for example:

  1. the website, and it’s forums
  2. The manual
  3. Videos showing how certain stuff works, linked from the website.
  4. Tooltips on everything

I think this works well, because it means you don’t burden veteran GSB and RTS players with forcing them (like FPS games do) to look left and right and click all the buttons before you let them play. Real gaming newcomers can read the manual, and every tooltip and tutorial window, but I’m hopefully not applying the brakes too much for gamers in a hurry who want to plonk down an army of mechs RIGHT NOW and watch things go bang.

Thats’ the plan anyway. I’m looking forward to the manual. Should be fun to do. Most game manuals suck. Hopefully this one will not.

Gratuitous Influences

I’ve uploaded a new video blog thign about the influences on GTB, with me rambling about Dr Who and Blackadder. Here it is:

 

Obviously it’s on youtube. if you have a second, and you thought it was worth watching, please up-vote it on the youtube site. better still, share it on facebook or twitter. That kind of thing is really helpful, and it doesn’t take much effort to do it. I really appreciate it. Also, does anyone have any good ideas for sites to submit/notify about this sort of thing? I’ll post it to the GTB moddb page, and also nervously submit it to reddit, but I’m not sure where else it should live.

It takes a silly amount of time and effort to make a video, in comparison to a normal blog post. i want to get into the habit of promoting GTB through video though, because it looks so much better in motion.

I started early work on the tutorial today. yay!

Edit: here is the reddit submission:

Me nervously talking about the influences behind my humble indie game (Gratuitous Tank Battles)
byu/cliffski inIndieGaming

A game devs thoughts on skyrim NPCs

I bought skyrim, partly because I did enjoy oblivion, partly because skyrim got great reviews and any decent game dev should know what people are buying and enjoying.

So far, It’s pretty good, but I’m not bowled over. I don’t see it as any major (or even minor) change or improvement from Oblivion. Maybe I haven’t played it enough yet? There are a number of minor things that make me smile, more than disappoint, such as all of the guards sounding like schwarzenegger, and all the women assuming I want to sleep with them. That’s my normal expression, I swear!

More seriously, the game does not seem to have moved on at all, in the field of interaction with NPC’s, which is a big surprise. It’s 2011 now (nearly 2012), so we still need almost static NPC’s that act pretty much like ‘gossip+quest+lifestory vending machines’.
Coding a much more adaptive and context sensitive system shouldn’t be hard. I find it very unlikely that there is a major problem from either a game design or code POV, in having every NPC store some data abut their attitude to you, plus a list of recent events, plus reaction to your appearance.

Almost all games have NPC’s that are staggeringly stupid. You can sneak up to them at midnight, having never met them, with your sword drawn, wearing a black cloak and holding a two handed sword, and as long as you press ‘E’, they will say something like
“My name is zarg, I’ve been farming here all my life, things aren’t so bad really.”
WTF?
We *can* do better than this. On an indie game, with a tiny budget and one coder, we can do better, so why a game with the budget of skyrim cannot, is beyond me. Unless….

It’s voice acting isn’t it? Lets be honest. We cannot afford to have 500 different lines fo dialog for that character, because the assumption is that all games need to be ‘fully voiced’. This is CRIPPLING to AI. I bet the
AI coders on skyrim grind their teeth like maniacs, knowing that the simplest and cheapest text adventures can have twenty times more immersive character interaction that the trillion dollar AAA hit game skyrim.

Is it *really* so vital to have voice acting for all NPC’s? I find most acting in movies to be tragic, let alone acting in games. I would be much happier if ‘lesser’ NPCs had just text, (maybe some simlish mumbling?) but they actually said something relevant and believable.

Immersion is NOT just graphics and sounds. If it was, who would buy books? Sometimes dialog really matters, and in an epic RPG it is vital. Skyrim has (like most games) prioritised screenshots & trailer clips over actual immersion, at least when it comes to AI.

You probably all thing I’m wrong, the game scored massively highly and sold by the crateload. What do you think? Is it just me that wants to smack the NPC’s and say “I only just met you, you f**king robot!”.

Repair bonuses and how they should work

I’m dithering a bit about how some of the ‘support’ units in Gratuitous Tank Battles should work.

Right now, you have dedicated command vehicles and buildings, and repair vehicle and buildings. The command ones give a rate-of-fire bonus to every unit in range, and repair units reduce the damage that units take.

I’m not happy with either of these. The main problem is they just aren’t intuitive enough. What would you expect them to do? I assume you would guess command units give a boost to accuracy (like spotters or radar would) and repair units actively repair damage done over time.

I changed from repairing, to reducing damage because the ambulance module and hospital ones (for infantry) were useless, because the minute infantry got injured, they probably shortly afterwards got killed, so the modules were rubbish.

I guess with infantry, I could apply a damage reduction, and have repair modules (for vehicles and turrets) work differently (actively repairing damage done, at regular intervals). That makes more sense right?

That still leaves command units. Would a hit-chance modifier possibly be overpowered? Maybe… it obviously needs balancing like crazy, but I suspect it makes more sense than a rate of fire unit.

And even as I type this, I wonder if if would make more sense to have a new type of deployment slot on maps, one which can *only* be filled by a support unit. It might make for some more interesting tactics and map design. Ho hum…

Gratuitous Tank Battles Challenge Browser

I’ve been working on the challenge browser for GTB. There is still more to do in terms of making it look pretty but there is a clickable screenshot below. Basically there is a scrollable list of challenges just like in GSB, some of which will be user-made maps, some just armies and deployments on existing maps. Clicking any of them brings up the details window from which you can play attack or defence with that challenge,

Unlike the simple username in GSB, GTB shows you the posters emblem, their username, general and regiment name, and the idea is to build up more recognition of especially good map designers and players. You can immediately tell if the map is made by a newcomer, or someone who clocks 500 hours in the game :D

Also, the details shows a list of comments that players of the challenge have left as feedback for the poster, and hopefully as a bit of explanation for other players. With luck, there should be some good, lively debates about the pros and cons of new maps here :D

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It needs prettying up, for sure, but this is the layout, and the content. Thoughts?