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

Minimum Reqs. We just pull it from out of somewhere

Have you ever bought a game based upon the minimum reqs, and found out it doesn’t run? or it’s a slideshow? have you ever pheared the min reqs, but bought it anyway, and be surprised how well it runs?

Here is the inside track:

WE  (the devs) HAVE NO IDEA. WE MAKE IT UP.

Now obviously as an indie dev, I have less ability than Actiblizzard to tell you if the game will run on a 1 Gig RAM, 64 MB video card rig, because quite frankly, I don’t own one. I currently own 3 working PC’s, 1 Sony vaio laptop, 1 ultracheap dell netbook, and my main Mesh uber-dev PC.  That’s it.

Now when I release a game, I check it on all 3, then on my mates PC, my brothers PC, and a few other peoples PC’s. (other indie devs mainly). Then I take a rough guess, and we call it the min req. You might be thinking that this means it’s just me making it up, and that big publishers have 100 different PC’s and they can be scientific about it. I call bullshit.

Lets laughably assume there are only 10 different video cards on earth, and that there are only 5 different drivers for each of them. lets assume there are 5 different sizes of RAM, and 10 different hard disks, 10 different processors and 5 different flavours of windows. That gives us:
5 X 10 X 10 X 5 = 2,500 combinations. Now lets assume 10 types of soundcard and 10 different configurations of other software running (p2p clients, messenger clients, CD burning stuff, antivirus, firewalls, rootkits, viruses and other malware). Thats 250,000 setups even with these stupidly conservative estimates.

When people ask me if GSB will run on their PC (A very understandable question right now, as there is no demo), I give as honest an answer as I can, and here it is:

“My dev PC is a core 2 Duo 6600 2.40ghz with 2 gig of RAM running Vista on an 8800 GTS video card. The game runs silky smooth at 1920×1200 res with all options at Max. If you have a PC that in any way gets close to my spec, it’s a no brainer. The game also ‘runs’ on my sony vaio which has an intel onboard chip, but I have to disable the shaders for it to look right. It also runs well on lots of people’s PC’s with a lower spec, but if you have on-board video and a maximum screen res height of under 768 I really would wait for a demo”.

I’ve heard some surprisingly good things about GSB performance on MACs running emulators, even under WINE, and on very low-spec PCs, but I honestly have no real idea of min spec. So here, as a service to people on the fence considering the pre-order, if you have bought and played GSB, feel free to post your specs, and the games performance in the comments. (Note that its frame-locked to 60FPS so you won’t see it go faster. It uses any spare ‘headroom’ to do a few fancier effects if it has time)

The metagame

Gratuitous Space Battles right now is probably best thought of as a very complex, expanded and pretty versions of the space battle segments of a 4X game.

In other words, these are just battles, fought out between similar fleets with similar objectives, in the same way. It’s kind of like chess. In chess, the map never changes, the pieces are set in stone.

It takes a loooong time to perfectly design and balance the ‘sandbox’ that allows games like this to remain fun over a long period, nd its definitely my aim to get to that point. Howver, I’d also like to introduce a lot more variety and options to keep things interesting. I can always describe more ideas than I have time to implement but here are a few:

1) More unlocks, and modules in general. Although I sympathise with those people who dislike the whole unlock concept, I think there is some good middle ground. People who are very good at the game have lots of spare honor, and as long as there is nothing too game-brekaing, I think some extra, expensive modules might be a good idea

2) Scenario variety. Right now the ‘terrain’ options are quite limited. They aren’t really major in terms of changing tactics (25% range reduction isn’t really earth-shattering), and there are many more possibilities. Maybe a nebula where plasma weapons just do not work? or one where radiation levels mean that no fighters can survive?

3) Modding. There has been little in the way of formal mod support so far. I have some very primitive tools, instructions and general information on how to do stuff like add ship hulls. I should write this up and make it available.

That’s what I’m currently thinking of, and hope to add to the game. So if you think the missions are a bit samey and the ship design options too limited, this will change. If people have similar suggestions, please throw them out there. I love hearing peoples ideas.

Patch 1.08, ratable challenges

I’m just uploading version 1.08 now. It fixes a numebr of bugs and minor issues, but the two big things in terms of gameplay and usability are these:
Firstly all of the variables associated with ship modules now have fairly extensive tooltips which explain their gameplay significance a bit more. This was needed because a lot of people just Escaped out of the tutorial windows, didn’t spot there was a manual and thus had no idea how ship design worked or the components interacted. Hopefully this improves that a bit, and I also stuck a big button on the main menu to launch the manual, although if you for some reason have no PDF reader on your PC, that will seem like it just quits the game. Almost all PC’s now come bundled with the bloated crapware that is Adobe reader (try this instead), and people who self-build their PC’s know about PDF readers anyway.

The second change of note is the introduction of ratable challenges. Basically I stuffed some more data in the challenge database, and you can now sort challenges by map (only for new uploaded ones sadly) and by difficulty or enjoyment. Once you finish playing a challenge you can rate it out of five for these two variables, and the average score is presented in the slightly nicer challenge browser. There is also no longer any ‘auto’ challenges, which were crap anyway, and you can instead now filter to see just your posted challenges, to see how many people have beaten your fleets :D

This is what it looks like:

I’m aiming to work today on configurable ship orders for each ship design, to make laying out those big fleets much less of a chore.

Video blogging

Fellow indies dejobaan recently did a video reponse to questions about their game, and I thought this was a great idea and shamelessly copied it replying to all the stuff people ask me by email and on the forums, then spent far too much time today playing with sony vegas movie editor. I needed to get my moneysworth didn’t I? For some reason I started ranting about star trek:

Tutorial and help rewrite

I have two big areas of gsb to fix. Challenges (adding features) and tutorial stuff. My straw poll of friends suggests that the initial mission and tutorial are what needs more urgent work. I was going to scribble this in my default ‘working.txt’ file, which is where I cache my brain, but I thought what the hell, why not just do it in public via the blog?

Current problems with the tutorial/learning stuff

  • Nobody notices the manual, or reads it
  • The timed ‘helpful’ popup windows are annoying and interrupt the game
  • The tutorial windows are often ignored or deleted, and cannot be recalled once skipped
  • The tutorial stuff breaks immersion, and interrupts what should be fun
  • The game is initially overwhelming for some players, and they have no idea what to do or how to do it

I don’t want to spend weeks fiddling with this right now, but it’s clear this needs fixing. I think the first item is a lost cause, it’s a PDF manual so not easily integrated into the game, especially as I’m too stupid to have integrated a built-in web browser for stuff like that (which would be ideal). The only possible tweak would be to have the manual mentioned by a hint when the game is first run, or maybe in a loading-screen tip?

I think just ditching this silly idea of popping up windows when I notice someone hasn’t used a certain feature might be the best idea. Ideally I’ll come up with a less intrusive way to deliver that information. Maybe an easily ignored little scrolling message at the bottom of the screen? The problem is that ship design mode uses 100% of the screen on minimum res…

Maybe the tutorial windows could be a little flashing question mark window that you can click to get help, which the first time player could ignore? (until they realise they need it). That might work much better.

One of the major things I need to do is flatten out the learning curve right at the start. Possibly give the player some starting ships which *can* actually win the first battle, write off the first battle as a tutorial (or add a new ‘trainer’ mission with just one level of difficulty). I could disable  the ‘new ship design’ button at the start, and let the player just learn the basics of the deployment screen for the first battle. Battle #2 could come with a different tutorial window which pointed you at the ‘new ship’ button. If I wanted it REALLY basic, I could also grey out all of the ship orders here too…

In fact I wonder if that is 90% of the learning curve sorted? I guess that people got overwhelmed with setting up orders and designing ships? My idea is that people learn the game like this:

1) learn how to add ships to a fleet and position them (could be mission #1)

2) learn how to use orders to control ship behavior. (could be mission #2)

3) learn how to design new ships (this could be unlocked after mission #2 with extensive popup and tooltip help for that screen)

I think I’ll address the tutorial stuff with this plan in mind. For now, I’ll go through the current system and remove everything that doesn’t fit this ‘new model’.