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

Drag and drop design

A lot of stuff in the GSB campaign UI is drag-and-drop based. For example, if you want to merge one fleet with another, you pick up a fleet icon and drop it on the other one. If you want to move a fleet you pick it up and drop it on the destination.

The trouble is there are some situations where that fleet has moved (and thus can’t move again) but you still want the ability to drop it on another fleet in the same location. That means I allow you to pick up an icon, but only drop it on a next-door icon, which is confusing. I change the icon color to show that it can’t now ‘move’ only be merged, and explain ti with tutorial windows, but it’s not really good enough.

I think I’m going to go for a two-pronged solution. Firstly I’ll restrict the distance you can move a dragged icon if it can’t leave the system, and secondly I’ll change the icon more drastically to have a big red stripe through it to show it can’t be moved right now. That’s still not a perfect solution, but it’s a step  in the right direction, which is always a good step :D

I tried out a competing space campaign style game today, which I didn’t get into at all, but that was entirely due to what seemed a clunky interface. I don’t want people to have the same view of the GSB campaign, so it needs a lot of work. Everything has to be super-intuitive. Lots of work to do.

In other news, we wanted quotes from 3 builders. We arranged 4 to come visit. Only 2 showed up, and 1’s quote was some sort of joke. I’ve now arranged a 5th builder. What the hell is wrong with these people?

Gratuitous Balance Tweaking

I’m back 100% on the campaign tomorrow, I’m at the stage of doing tutorial text for it, then I need some complete run-throughs. Then maybe a pre-order beta release.

I’ve also been drastically improving the games memory usage. And also some baalnce tweaking. This is what I’m likely to be changing:

nomads:
Awazem loses its cost boost, gets 8% armour boost
Duwasir loses its armour boost, gets 10% speed boost
Majali reduces speed penalty from 22% to 12%
Abbadi gets an 8% armour boost
Nomadic dogfight laser damage increased to 8
Nomadic beam laser power usage reduced to 13

general:
guidance scrambler beam weight increased to 147
EMP Shield ecm strength increased from 66 to 82
All frigate armour maxdamageabsorbable increased by 20%
EMP Missile launchers, (both types) missile speed 25% faster. fireinterval reduced 10%, ecm strength increased 10%
Decoy missile launcher weight reduced to 70

order:
Limpet launcher limpetweight increased to 8.2, cost reduced to 110

Feedback welcome. More announcements soon, hopefully.

Nomads

I spent some time today on a new race for GSB. It looks like I’ll release this pack before the campaign is finished. I actually had expected to have finished the campaign and have released it by now, but it’s much more involved than I thought, so I’m still working on it. Once I’ve finished complete bug free playthroughs as 2 different races, I’ll get some people testing it for me, then there will probably be a pre0order beta thing, then release. That is probably another month (best case) of work.

So in the meantime, luckily I have artwork for a new race all complete, and am working on the data and the balance. There is nothing radically different in the race in terms of gameplay yet, but the style is interesting. The backstory is that it’s a very very old race, a bit like the dwellers from The Algebraist (Iain M Banks). Over the years, they have rebuilt their ships from the salvage of their enemies, so you will see that their ships have some rebel engines, some order engines, and various other components. They are also the first race to have multicolored ships. I’m calling them Nomads, and they basically fight out of sheer boredom on their multi million year journey across the universe. They have a cool retro look.

I was lying awake at 2AM this morning unable to sleep, thinking about new weapon and ship modules for that race. This pack will be different, likely no new missions, just the raw fleets for you to use. I had originally thought no new modules, but I think I’ll at least add some variants.

A lot of the more interesting ideas involve a ton of code, which I’d rather not do when I’m so busy with the campaign, but there is plenty of scope for module variants that work within existing parameters. I keep thinking that a very long range sniper laser with high penetration but low tracking speed and low damage could be interesting. Hopefully I’ll do some work on it tomorrow.

Improving the deployment screen in Gratuitous Space Battles

I found this really annoying when playtesting the campaign, and I know people have asked for it before. I want to know if this is an improvement, before I release it in a patch. People were getting vexed because they often had 5 or 6 or 20 cruiser designs of the same race (for example) and the silhouette icons were no help in picking them, so they have to use mouseover tooltips to pick the right one, which is slow. So i have experimented with adding the (cropped) name of the design to the UI: (Please click to enlarge)

Old:

New:

If you play GSB a lot, you might think “yes, I need this!”, but I’d like to know if you think it looks a bit cluttered, or messy, from the point of view of someone just trying the demo for the first time.

Edit: I tried it with a smaller font. Better? or too small?

Newer!:

Size Doesn’t matter

I’m not the only indie developer writing on this topic today, check out the links at the bottom of this post.

There is a bit of a trend, as I see it, an unwelcome one, for the subject of game ‘length’ to be the dominant topic in the reviews of new games. I don’t think this a good direction for the industry to move in.
As an ‘older’ gamer, I recall a time when the whole idea of game length was silly. How long is pacman? how long is space invaders? As long as you have time for, clearly. Now you may argue (and some do) that the only reason that early games worked this way was the artificial constraints caused by a lack of processing power and file storage. These days we can have games with hand-crafted, bump mapped worlds made in incredible detail, and this is clearly better and more immersive and thus games should be measured in this way.
Now I’m not vaguely going to suggest that more-detailed, more immersive worlds are not a good thing. They clearly are. What I’m against is the weighing up of a games value (both artistically and in monetary terms) by sheer length and content.

Firstly, it would be insane to judge movies or books the same way. Andrew Marrs ‘The History of Modern Britain’ weighs in at 602 pages for £8.99, whereas Malcom Gladwells ‘tipping point’ is an all-too short disappointing gameplay experience at just 259 pages for £7.99, representing far worse gameplay for your gaming cash.

Sounds totally bonkers doesn’t it?

Is Halo a better game than World of Goo? Personally, I probably enjoyed WoG better, but I haven’t finished either game, so I have no idea which is longest. Clearly, game length didn’t vaguely factor in for me. And That doesn’t put me in some minority either. A huge chunk of gamers never finish games. I’ve been gaming since pong and only ever ‘finished’ 3 games in my entire life. I got bored with Half Life (yes really) and Half Life 2, and Bioshock, and almost any game you care to mention. When I read about how some l33t haxxor ‘finished’ a game in 8 hours, I find it laughable. Imagine bragging about ‘finishing’ war and peace in 2 days. The idea is to enjoy the experience, not race to the end as fast as you can.

Even worse than paying for games where the effort is spread out over 100 hours, when i know I’ll get bored at 20, is games where, in a desperate bid to make the game sound ‘longer’, the designers introduce tedious sections where you plod back and forth between the same points to get their moneys-worth from the scenery. It’s obvious, it’s tedious, and it’s embarrassing. Please stop.

I don’t judge food purely by quantity. Anyone can produce a ton of bland rice for a trivial cost. We tend not to judge things purely by quantity, and when we do, we can at least admit we are being shallow. So lets stop doing it with games. Tell me if a game is good, tell me if a game is dull, but some meaningless statistic about how many levels, or how big the installer is, or how long it took you to ‘finish’ it is meaningless to me. Size doesn’t matter.

Other blog posts:

http://24caretgames.com/2010/08/16/does-game-length-matter/
http://2dboy.com/2010/08/12/too-short/
http://blog.wolfire.com
http://brokenrul.es/blog
http://gamesfromwithin.com/size-matters
http://macguffingames.com/2010/if-size-doesnt-matter-where-do-you-get-the-virtual-goods
http://mile222.com/2010/08/a-haiku-about-game-length/
http://nygamedev.blogspot.com/2010/08/coming-up-short.html
http://retroaffect.com
http://the-witness.net/news
http://www.copenhagengamecollective.org/2010/08/17/size-does-matter/
http://www.firehosegames.com/2010/08/how-much-is-enough/
http://www.hobbygamedev.com/
http://spyparty.com/2010/08/16/size-doesnt-matter-day/