Archive for 2009

The Elegance of Continuity

continuityheader The Elegance of Continuity

Every once in a while, I check out a batch of interesting-looking Flash games. Most of them lose their charm after a few minutes, but here and there an occasional gem crops up. Continuity is one of these gems.

The game’s gotten plenty of publicity so it doesn’t really need my attention, but I did want to talk a bit about its execution. Combining platforming with a tile sliding puzzle is a clever genre-mashup, but it’s Continuity’s overall package that grabbed my attention.

continuity1 The Elegance of Continuity

The first level contains only closed off tiles, with one tile cleverly serving as the controls layout, and the other taking the role of filler to keep the tile sliding mechanic consistent.

The visuals are sparse and abstract, but also very clean. Two music tracks accompany the action, one in the platforming section and one in the tile sliding section, and a quite a few sound effects are used for feedback. Level progression follows a nice, gradual curve, and every time a new concept is introduced (e.g., switching tiles in mid-jump or using multiple keys), the complexity of the layout is scaled back.

And then there’s the interface.

When I first saw screenshots of Continuity, I was half-dreading switching from keyboard controls to mouse controls every time I wanted to move one of the tiles. I pictured dragging the cursor to the appropriate square, clicking the mouse button (or worse yet, holding it and physically sliding the tile), watching the tile glide to its destination, moving the cursor back to the tile with my character, once again clicking the mouse button, and finally going back to the keyboard-controlled platforming.

continuity2 The Elegance of Continuity

The empty spot is in the center, and any of its 4 adjacent tiles can be slid into its position at the touch of a button.

But no, Continuity surprised me with yet another elegant design decision. The spacebar toggles between the platforming and the tile sliding, while the arrow keys control all movement. This includes the player avatar during the platforming sections, and the tile sliding during the puzzle sections.

The platforming is fairly straightforward with the left and right arrows dictating direction, and the up arrow serving as the jump button. Keys and doors are also picked up/activated automatically, removing the need for any extra input.

The tile puzzle uses the arrow keys as well, but in a slightly different fashion. At any one time, there are a maximum of 4 tiles that can slide into the single empty slot. If the player wants to fill the gap with a tile that’s underneath it, he simply presses up and the tile slides into its position. This creates a new empty gap, and the arrow keys get re-mapped to its adjacent tiles.

continuity3 The Elegance of Continuity

Some of the later levels employ rather complex tile-edges that make for numerous valid combinations.

It’s an interface that’s custom made for the requirements of the puzzle section, and it’s very intuitive. The player never has to select the tile he wants to manipulate either, which speeds things up quite considerably. This is especially important since Continuity’s gameplay requires lots of tile sliding.

I don’t think a lot of people take notice of such things, but that’s the way it should be; if it works well, it shouldn’t really stick out. It did for me, though, and it made me spend a lot more time with the game than I do with typical Flash offerings.

Then again Continuity has the polish and depth that many similar titles lack, so that shouldn’t be too surprising.

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Heroes of Might & Magic II Bits

heroesiiheader Heroes of Might & Magic II Bits It’s difficult listing all the notable parts of HoMM II as it’s a game that hearkens back to a design philosophy that’s rarely found these days: depth through complexity. It’s also not considered the best entry in the series — that vote usually goes to HoMM III — but that’s partly why I wanted to give the second game a quick overview.

The bits:

  • HoMM II is a turn-based strategy game with 6 distinct factions. Each faction has its own town/castle type with a unique set of structures. Most of these serve the same purpose, namely purchasing creatures, but some buildings are unique to each faction.

    snap0071 Heroes of Might & Magic II Bits

    Virtually every corner of every map is filled with lush scenery and useful hotspots.

  • Gold and 6 different resources (wood, ore, mercury, sulfur, gems and crystals) are necessary to purchase and upgrade the various buildings and creatures.
  • Heroes are recruited in towns/castles and are required to explore the overworld map and lead creatures into battle. Each hero starts off with a handful of creatures and the specializations of his faction, e.g., barbarians begin with a high attack rating and the pathfinding skill.
  • Heroes can gain levels increasing their 4 basic stats, equip artifacts, learn magic spells, gain temporary bonuses and learn and master passive skills. Some of these can carry over through the game’s campaign(s), but even on small maps all these elements provide a steady stream of upgrades.
  • snap0075 Heroes of Might & Magic II Bits

    The branching paths of the main campaign.

  • Overworld maps contain a fog-of-war mechanic, come in a variety of sizes, and include an absolute plethora of objects. Some of these are purely aesthetic or used as collidable scenery, but others are integral to the gameplay.

    There are collectible goods (artifacts and resources), single-use locations (witch’s huts that teach passive skills and tombs that can be plundered), mines (gold/mineral dispensers that provide a set amount of goods in each turn), multi-use locations (teleporters and marketplaces where minerals can be traded), reusable locations (wells that refill magic points and special hotspots that grant a boost to luck/morale for the next battle), and re-fillable locations (creature recruitment centers and mills that can provide random resources every 7 turns).

    On top of these, terrain types also affect hero movement, and special-purpose locations such as password-protected gateways serve additional gameplay functions. All these objects provide an incentive for the player to explore as much land as possible, but — and maybe more importantly — also give him something to do in the areas he has already conquered.

  • snap0057 Heroes of Might & Magic II Bits

    Ah, the Necromancer's castle. One of my favourite tactics is to send out a scout with expert necromancy and a group of missile-throwing liches, and watch the defeated armies rise up as my new skeleton minions.

  • Obelisks that are scattered around the maps reveal a piece of a jigsaw puzzle. Once fully exposed, this image shows the location of a secret and powerful artifact that can be dug out from the ground.
  • Every 7 turns, towns/castles and creature dispensers get new recruits. However, once in a while a plague will strike and no new recruits will become available (worse yet, creatures that were previously available but were not purchased will shrink in numbers). Conversely, specific creatures can randomly experience a growth spurt. Whenever this happens, their base recruitment numbers will double, and stacks of these creatures will randomly appear on the overworld map.
  • As a CD-based game, HoMM II includes a CD-Audio soundtrack, with an option to use a midi one. A third alternative also exists which uses the CD-Audio with operatic vocals layered on top, giving the game a very distinct score.

    snap0101 Heroes of Might & Magic II Bits

    Those bone dragons are going down!

  • The actual combat of HoMM II is also turn based, with each creature taking its turn based on its speed statistic. The heroes don’t attack directly (aside from casting spells), but their statistics are also appended to those of the creatures, effectively boosting their performance. A lot of the creatures also have unique abilities such as infinite counterattacks, recharging hit points, a chance to cancel magical attacks, etc. Unlike the sequels, HoMM II doesn’t clearly inform the player of these abilities and it takes a lot of practice to get familiar with them.
  • Magic plays a crucial part in the overall gameplay, both in combat and on the overworld map. Being able to scout ahead and teleport around the playing field, or boosting your strongest units while damaging entrenched archers, is vital to the player’s success.

HoMM II has a very steep learning curve that’s practically unimaginable these days, but in many ways it’s this barrier and that makes it such an entertaining title. It might not be impeccably balanced for competitive play, but the sheer amount of variables that must be juggled at any given moment create an experience where the player is constantly adapting and strategizing.

With each move, an overabundance of options need to be weighed; immediate tactics have to be balanced with long term plans. The economy, map control, build orders, hero progression, proper use of units, etc., are all vital to coming out on the winning side, and each turn is different from the last.

The micromanagement of HoMM II gives Civilization a run for its money, but the upside to all these elements is that the game is practically filled with “emergent” gameplay. Creating map chokepoints, playing keepaway with AI heroes, slowly wearing down the opposition through superior use of resources, etc., all fall into a metagame that’s not immediately obvious — or even consciously designed — but one that’s created simply as a result of having so many ingredients in the pot.

It’s a methodology that’s largely avoided these days, but its end results are unique and very addictive.

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How I Got Art For My Game, Part 4

tomart4header How I Got Art For My Game, Part 4

First of all, we finally have a brand new site! It’s where all future Tribes of Mexica updates will go, but since I started these art posts here, I figured I’d finish off the series with one more entry.

In part 3, I finally got a background and all the necessary character artwork, but there were still plenty of missing assets that had to go into the prototype.

TribesOfMexica 2009 19 04 How I Got Art For My Game, Part 4

Our controls/tips screen used stock controller/button images supplied by Microsoft. These were edited a bit and given unique backgrounds to better fit the style of the game.

I asked my younger brother (who’s a graphic designer) to do some menu backgrounds and a custom font for us. Larabie Fonts is a good place to snag these or look for templates, so I didn’t expect it to be a huge amount of work. I gave my brother $100 and figured he’d be done in a day or two, but then the requirements kept on piling up.

Button icons, a tutorial screen, custom battle messages, etc.; none of these had to be done from scratch as there were plenty of references, but the quantity of UI elements grew to be far more than a weekend of work could cover. We didn’t have a lot of money, but I gave my brother another $100 for all this extra work.

icons How I Got Art For My Game, Part 4

Some spell icons...

We also needed some icons for the spells and status effects, so I asked Alice (who did our cover) to help with these illustrations. I also liked the Street Fighter esque health bars my brother did as they gave Tribes of Mexica a fighting game vibe, so I requested a few portraits to accompany them.

In total there were 12 spell icons, 12 status effect icons and 8 portraits, with a bit of palette-swapping/layering to cut down on the work. Alice was quite comfortable with this and we paid her $200 for all the images.

Finally, we needed some spell effects. Initially we wanted to have the same studio that did the character art to also create the spell animations, but they were too busy. We asked some other artists that we knew if they’d be interested, but they either didn’t have the time or were not well suited for the task. In the end, I posted another ad on ConceptArt.

portraits How I Got Art For My Game, Part 4

...and some enemy portraits.

Out of all the responses, I chose to go with Rafa? Kwa?ny. Rafa? seemed like a good fit as he had some impressive CG animations and was willing to do the work for $200. I paid him a $75 advance and we talked over the details of all the spells, but then he simply disappeared. I e-mailed him a few times but never got a response, so I filed complaint with PayPal. Eventually PayPal “recovered” $0.53 of the $75.00 and promptly closed the case.

With just a few days left until the deadline of the DreamBuildPlay competition, we had to scramble to come up with an alternate solution. We bit the bullet and implemented some particle effects which I didn’t think there was time to do, and I paid my brother another $100 to create some static images for this system. This was the part of the game that got the least amount of polish, but I was still quite happy with the end results.

On top of all this, I also messed around with a bunch of art stuff myself. I trimmed, cropped and resized some of the UI pieces, and — having previously asked for our background to be split into multiple layers — created 7 different arenas from one template.

backgrounds How I Got Art For My Game, Part 4

4 of the 7 backgrounds in our prototype which were all based on a single template.

This was done by moving, flipping, scaling and cloning individual layers and altering the level/colour balances of the entire image. These edits were somewhat noticeable if you took a closer look at the final backgrounds, but they were not the focus of the game and the rough spots were worth the extra variety.

Overall we created Tribes of Mexica on a shoestring budget, and the artists involved contributed partly because they were interested in the experience and the project’s visual themes. I wouldn’t necessarily count on the same level of support in the future if we couldn’t raise a bit more money, but it was definitely a positive experience that helped to frame our approach for dealing with contract work.

Previous Tribes of Mexica post.

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Moonstone: A Hard Days Knight Bits

moonstoneheader Moonstone: A Hard Days Knight Bits Moonstone: A Hard Days Knight is difficult to pin down because it plays so much like a board game. It’s based on a hotseat model where each participant (whether AI or human) makes a single move before handing off the controls to the next player. This sort of multiplayer format has mostly been phased out in videogames, but asynchronous games are making a huge comeback on social sites like Facebook, so I figured it was worth a mention.

moonstone1 Moonstone: A Hard Days Knight Bits

It might look bad, but you can actually survive one of these.

The bits:

  • Moonstone can be played solo, but supports up to 4 individual players who start off with 5 lives each.
moonstone2 Moonstone: A Hard Days Knight Bits

The world map, complete with a rather conspicuous location right in its center...

  • The world map paths are entirely predefined, but the events at each stop are randomized.
  • City stops and enchanted places provide the player with unique services. This encourages the player to explore them all in order to gain as many boons as possible. These boons include buying and selling magical items, gambling for gold, purchasing stats upgrades, and healing. Some of these stops can also curse the player creating a risk/reward system.
  • Aside from the shops and unique story locations, most other stops initiate some sort of a real time battle. If the player is victorious, he receives a reward in the form of gold/items/magical keys.
  • Fighting other players is automatically initiated when two players land on the same spot. The victor gains all of the loser’s inventory, including his key(s) which are necessary to complete the game, so quite a bit of back-’n'-forth naturally takes place between all the participants.
moonstone3 Moonstone: A Hard Days Knight Bits

You can actually stab up at the enemy in the tree before succumbing to strangulation.

  • Battles are split into one-on-one encounters, a series of one-on-one encounters, or group fights that force the player to simultaneously combat multiple opponents. All battles are quite gory and serve as a reward in themselves as they contain lots of unique animations and fatalities that predate Mortal Kombat’s (although other games like Barbarian also predate Moonstone on that end).
  • Adding another random element to the game is a dragon that can appear on the world map. The dragon is a tough foe and will randomly swoop down to attack players regardless of their current location.

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Design Roundup #2

articlesheader Design Roundup #2

Things are really hectic here, so it’s a perfect time to take the easy way out by posting some more links!

  • Dunbar, Altruistic Punishment, and Meta-Moderation – A really interesting article with some hard-data on social cooperation and how to encourage and maintain it at various scales.
  • No More Wrong Turns – A great overview of the tools that any level designer should have in his/her toolbox.
  • Imaginary Friends – MMOs might already serve as stand-ins for many real-world social interactions, but here’s why parasocial interactions can be very important for single player games (especially dating sims and titles with episodic content).

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