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

When does the sci fi realism bubble burst?

This is prompted partly by the slight debate over whether or not mechs would have lights in their cockpit during night-time battles :D

Obviously they wouldn’t, but that’s nitpicking in comparison with everything else wrong with the situation. If World War I was being fought with mech technology, it would be fought with nukes, from thousands of miles away, and the mechs themselves would certainly not be manned. Why bother? we already have unmanned drones fighting in wars today.

Many Many years ago I remember playing a PC game, it might have been called EF2000 (edit: it was see here!) And although it was fairly accurate and technical and probably very ‘realistic’ it was dull as hell. You never *saw* an enemy plane. The onboard computer identified it, locked the target and you just said “yeah… go on then”. Realism++, fun–.

Most games these days do not take that approach, but more of a laughably shallow and innocent view of what we wish the future would be like, but secretly know it won’t be.  When the black and white flash gordon serials were filmed, they *might* have been able to say this will be the future with a straight face, but not now. Star Wars was world war 2 navy battles, inexplicably in space. Star trek was a western, inexplicably in space, but it almost made sense. There was enough stuff that *did* make sense, and come true, such as hyposprays, communicators, voice recognition and translation in real time, cloaking devices… etc.


Also, there was some stuff we haven’t cracked yet, like time travel, teleporting, blah blah. But that doesn’t mean this can’t be done one day…

Where it all goes wrong is weapons. The Star Wars / Flash Gordon / Star Trek weapons are laughable. Which would you rather have in a fight? An AK47 or a phaser? An Uzi or han solos blaster? The weapons are woeful, doing laughably poor damage, over hilariously short distances. The phantom menace battle droids are truly rubbish. Mechs make no strategic sense. Helicopters are better in every way.

We stick with this, for entertainment purposes, because we suspend our disbelief and remember being 7 years old and ‘buying in’ to the idea of the laser rifle, but for how long will this laughable fantasy work? A kid these days won’t have any innocent years where the whole world believes in laser pistols and space fighter planes dogfighting. These days sci-fi isn’t flash gordon, it’s Iain M Banks and his amazing worlds of smarter-than-us AI fighting battles between self-aware starships millions of kilometers apart using invisible weapons in battles that last fractions of a second. Awesome stuff, but shit for games.

So what do we do? will the belief-suspension bubble burst for sci fi weapons? How long can we keep re-fighting the battle of stalingrad with lasers and shiny space robots? A long time, I hope :D

The Gratuitous Editor and UI flow

I’m working on the GTB map editor.  Editing the maps won’t be just for modders, but for everyone, so this is a very important part of the game and I need to get it right. I’m going to really encourage custom maps as a big part of the game, with the singleplayer campaign maps acting purely as examples and tasters of what can be made.

Here is a Work-In-Progress screenshot with some old GSB UI still in place:

Given my plans for it’s use, it’ s important that the editor looks easy to use. I’m wary of making mistakes in terms of UI flow. Essentially, the editor works in 3 modes, which I’m currently calling ‘normal’ ‘prop’ and ‘ground’ which is a bit rubbish, but I need to split things up somehow.

Normal mode, lets you edit individual tiles, by setting up routes, toggling them as attacker or defender-deployable, and placing ‘whole-tile’ items like trench sections, emplacements, or sections of path.

Prop mode is basically where you add, move, rotate and scale decorative items like barbed wire, trees, tank traps, and other fluff that exists to make the world look interesting

Ground mode lets you edit the background tiles, which is again, purely visual.

The window on the right changes with each mode to display the relevant items (tiles / props / textures).

A right click menu, mainly for normal mode, lets you carry out actions on all the selected tiles. The editor supports zooming in and out with the mouse, WSAD movement, drag-selection and ctrl-selection.  It adjusts ( a bit) to different resolutions.

The thing that concerns me is the UI ‘flow’ of those three modes. I wonder if I can somehow squash all 3 modes together. Hmmmm.

Planning out Gratuitous Tank Battles Development

This is one of those brain-dump blog posts where I just use the blog as a public todo list…

Major Things I need to do for GTB (still remaining)

  • Support for creating new custom maps from scratch and saving them to your local disk as new singleplayer maps. (includes final work on the map editor, and support for browsing custom maps, rather than the campaign maps)
  • Support for uploading new maps as scenarios for other players to download. (system for describing a map, verifying it is valid, ensuring no content is modded, listing it in the online database, and for clients to refresh that database quickly and smoothly).
  • Code for online profiles and stats checking, player friends lists, messaging and leaderboard stuff. (Possibly including regimental banners and descriptions, and integration of that into loading screens).
  • Code to support auto-updating for direct-bought copies, with registry-enabled paths so we don’t need to tell installers wheer the game is any more.
  • Tutorial, and method to reset it in the options screen.
  • Manual
  • Re-checking the unlocking system and choosing unlocks.
  • Support for modding. Allowing new unit variations, new hulls, new ground and prop textures, new sounds.
  • Integration with steam achievements (assuming steam approves the game) and maybe other steam features.
  • Integration of final art assets for battles, and construction of the singleplayer campaign maps, enemy units.
  • Integration of final, improved menu GUI to remove all that GSB placeholder stuff from the unit design screen
  • Optimisation
  • Bug testing
  • Play Testing and Balancing

The list doesn’t see quite so terrifying when I list it like that. Maybe things aren’t as huge as they seem. I should probably start thinking about releasing some screenshots at some point.

Stripping back the game to a simple start

I’ve been having a few days of angst (ok a few weeks) regarding game design and ‘fun’ in Gratuitous Tank Battles. I guess I was panicking at the intangibility of ‘fun’ and thinking I might be constructing a huge and very elaborate ‘system’ and ‘simulation’ rather than a game. Essentially, it became clear to me that the game was a bit too much like company of heroes and not enough like chess.

Now COH is a great game, but I think it suffers a bit from unit-balance hell. This is something GSB really struggles with, especially for new players. Chess, on the other hand, is awesome in this regard.

Chess only has a handful of unit types, and their capabilities are simply explained. Chess is all about the complex interactions between simple units. This is a good game. COH and GSB are about the super-complex interactions between complex units, and a huge number of them. This is a deep, but also hard to learn, and possibly frustrating game.

I’m pretty sure I’ve sorted it all now :D. Essentially, GTB needed the starting game stripping back to very few unit types. Maybe 9 units to attack with, 9 to defend. That already makes it a fairly complex tower-defense style game. The joy of GTB is that there are so many more layers for the player to explore beyond that basic game. For example:

  1. After the player has got the hang of the basic UI and mechanics, we can flip things and make them the attacker instead of the defender. yay!
  2. After that, the player can unlock extra units on top of the starting nine. Yay!
  3. After that, the player can start to customise his units, choose different modules for them, and also edit their colors to look distinctive. Mega yay!
  4. After that, the player can try different game modes (Rush, or possibly waves rather than continous attack). And also try online challenges (eventually).
  5. After that, the player can fiddle with the built-in level editor and design their own maps either to upload and share, or to play against the AI. Woohoo!

So, if I can get that basic 9 types vs 9 types defence game working just great, then I am pretty convinced everything else will fall into place quite nicely. It just needs a ton of work, but that doesnt bother me at all. I’m just keen to get the initial mechanics of the early game to be perfect, and I made decent progress on that today :D.

 

Considering multiple attack path mechanics…

Soo… one of the things about doing a reverse tower-defence mode in my game, is that suddenly you care more about the route your troops take. In tower defence, the fact that enemies may seem to mindlessly go off on a tangent doesn’t matter. If they act dumb then yay! if they act clever then yikes! but it’s never frustrating.

As attacker, things change. if a left turn goes to certain death, you expect your units to take the right turn. But is it that simple? Maybe left is lethal to infantry, but right lethal to tanks. Maybe you want to send the infantry to their deaths as a decoy etc. Consider the following map:

In terms of general design and gameplay, I love this. it makes for huge flexibility, unpredictability, and variety. As a player, I can find it frustrating when attacking because the troops may take a route I don’t want them to take. I’ve been mulling over various GUI ideas for issuing orders. None are perfect, and in any case, I’m keen to have GSB-style hands-off play for challenges, which means too many mid-battle controls are going to be a pain.

I can’t yet decide whether it really is frustrating as a player if the routes are chosen by each unit, or if that’s just me as designer panicking. The instinct is to add all sorts of options or UI controls, but I don’t want this game to be complex to play. Hmmmm…..

On a lighter note.