Thursday, June 29, 2017

Indie Illuminator – 2 Utah 4 U

Cheesy title? You bet. But I hope you’ll allow a groan-worthy title in exchange for two incredible indie illuminations in this week’s post. I’ll be attending Salt Lake Gaming Con next week as a spectator and gamer, but last year Robby and I had the opportunity to show off Alkanaur as developers. We exhibited our demo alongside several other fantastic indie dev teams in Utah, all belonging to a group called the Utah Games Guild.  I’d like to highlight two games from that group of Utah-based developers, both of which are on Steam and on sale as part of Steam’s annual summer shenanigans.

Screenshot found on We Need to Go Deeper's Steam page


The first game is We Need to Go Deeper by Deli Interactive LLC. Do you like Jules Verne? Do you love odd characters in odder outfits? Do you enjoy yelling at your friends as they fail to keep your submarine from sinking? If you do, I’d take a look at We Need to Go Deeper—currently in Early Access on Steam. The gameplay features cooperative play, procedurally-generated environments for replay value, and a fun, hand-drawn art style. 2-4 players frantically run from one task to another inside a submarine, using tools to fight off monstrous sea creatures and keep the submarine from sinking. My wife and I played a round together at last year’s SLGC and had a great time. You can pick it up for $6.49 right now with the current Steam sale.


Screenshot found on Legacy of the Elder Star's Steam page


The second game is Legacy of the Elder Star by Kickbomb Entertainment LLC. I was able to speak with both Kickbomb Entertainment’s lead designer and artist at length last summer, and they taught me a lot about the local indie games scene. But that wasn’t the first time I encountered Legacy of the Elder Star. I remember walking by a demo exhibition of this game two years ago and being blown away by the fun graphics and superb sound design. Legacy of the Elder Star is a fast-paced SHMUP (Shoot ‘em up) that features a unique, elegant control scheme: everything your character does is controlled by your mouse. If that interests you, checkout their Steam page where you can buy the game on sale until July 5th for $2.49.

Tuesday, June 27, 2017

Dev Take Tuesday - Wonder Woman

My wife and I went to see Wonder Woman the week it came out, and we loved the film. I immediately knew I wanted to write a Dev Take post on the movie, but I wasn’t sure about what angle I’d go with. The more I reflect on the film, the more I’m drawn to that pivotal moment when Diana climbs out of the trench and enters No Man’s Land. The filmmakers didn’t hesitate to highlight this scene in multiple ways. (Note: I’ve only seen the movie once, so I apologize in advance if I got any details wrong.)

Image found on Entertainment Weekly

First, the film waits to incorporate Wonder Woman’s forceful, electric cello musical theme—first heard in the Batman vs Superman movie—until this moment, when Diana chooses to truly become Wonder Woman. Second, the lighting and color suddenly change as Diana lifts herself into No Man’s Land. She’s still surrounded by the muted, mostly grey color palette but the color of her uniform is bright, contrasting against the darkness and “moral grey” around her. Last, the narrative choice of her entering a place literally called “No Man’s Land” emphasizes a key theme of the movie: her outsider status as both a woman and a stranger to all of mankind.


Each of those decisions probably merits its own blog post, but the takeaway I ultimately garnered from all this is to do everything I can to boost the pivotal moments in my games and my games’ narratives. I’m sure it’s possible to oversell those moments, but I think it’s much easier to undersell them. As game designers we have a lot of tools at our disposal. We utilize many of the same tools as film, but we also add player interaction and game mechanics to our toolkit. In Alkanaur and any of my future games, I plan on using all those tools to ensure a powerful emotional response to the “No Man’s Land moments” in those games.

Thursday, June 22, 2017

Indie Illuminator - Longsword Tabletop Tactics

I’ve likely put more hours into Heroscape than any other board game. And one of my favorite current hobbies—apart from game dev, of course—is painting miniatures.  Longsword Tabletop Tactics incorporates elements from both! You can check out the Kickstarter campaign here.

Gameplay gif found on Longsword's Kickstarter page
While our tactics game Alkanaur shares some design roots with Heroscape, the physical “miniatures” and hex-tiled battlegrounds of Longsword absolutely invoke that feeling of picking out a team from the available units in your collection and watching the battle unfold on the table. Each player summons units or casts spells turn by turn based on their available mana, and units move, use abilities, and attack based on a flexible action point system. Based on what I’ve seen in streams, it looks like units only have a few abilities each, but those abilities vary quite a bit.

Image found on Longsword's Kickstarter Page


Developer Zero Sum Games also includes a nifty unit-painting system that gives you a chance to adjust the hues of your armies and give them a more customized feel. It seems like a fun feature that adds to the collectible nature of the game. I’m excited to follow the development of Longsword and keep tabs on its progress. If you’re interested in the game, go ahead and check out their Kickstarter page to learn more about the game’s features, monetization strategies (they want to go free-to-play), and its crowdfunding backer rewards.

Tuesday, June 20, 2017

Dev Take Tuesday – Obnoxious Gandhis in Civ 6

Like many gamers, my gaming backlog is so long that I’ll likely never play them all. But recently I have been able to put many hours into one game I had my eye on since its release: Civ 6. The Civilization games are all about taking one small pre-Classical Era settlement and growing in technology, culture, and resources until you’re the top civilization in our current Information Age. You play against several other civilizations, each run by the A.I. and each with their own unique advantages, disadvantages, and tendencies. If you’ve heard anything about the Civilization series, you’ve probably heard about Civ’s greatest meme: Gandhi’s tendency to nuke everyone else out of existence.

Don't let that smile fool you. (Image found on PCGamesN)

What started as a programming error became a staple for every Civ game thereafter. Gandhi eschews war for most stages of the game, but gets nuke happy once the technology is available. As I’ve been playing Civ 6, I’ve seen a different take on this long-running joke in the franchise. In Civ 6, every civilization’s leader has one constant, visible personality quirk (called an agenda). Norway’s viking king Harald Hardrada, for example, loves other civilizations that have a strong navy. England’s Queen Victoria tries to settle on every continent. India’s Gandhi has a fairly unsurprising agenda: He rarely declares wars and generally befriends the more peaceful civilizations. But every leader also has a hidden agenda drawn from a pool of more universal tendencies, such as “explorers” or “money grubbers.” Gandhi was apparently weighted by the developers to get the “nuke happy” hidden agenda most of the time.


The result is a rather obnoxious Gandhi who gets mad at any war you start—no matter how just—but who also won’t hesitate to build up and utilize a nuclear arsenal. So what’s my game dev takeaway from the new approach to A.I. tendencies in Civ 6? I love it. One aspect of game development I didn’t consider before starting work on my first game is balancing fun design with work efficiency. A.I. coding gets tricky quick, but in a strategy game like Civ you really want to make sure the different factions feel unique. The relatively simple inclusion of two specific agendas per leader (one static and one random and hidden) allows the A.I. to have a personality that changes with each game and adds depth to the player’s strategic choices. We’re planning on a similar approach in Alkanaur. Enemies will have similar A.I. logic, but their roles on the battlefield (support, tank, assassin, etc.) will give them distinct “agendas.” We hope that those agendas will add variety and personality to the player’s enemies without adding an overabundance of work on our end. 

Tuesday, May 30, 2017

Dev Take Tuesday - Characters and Causes

I recently started watching The Expanse, a SyFy television show adapted from a series of Hugo Award-nominated books. Interestingly, the sci-fi world of The Expanse originated as a backdrop for an MMORPG, and later a tabletop game. Funny how a narrative spark can travel through so many mediums until it finally catches fire. I adore the show so far and especially its worldbuilding. I think there’s one big game dev takeaway from the show for me, and that is the clear and clever distinction between characters and causes.

Before I continue, I should explain that I’ve only seen the first several episodes of the first season so far. My current opinions of the show and its characters could very likely transform as I watch the rest of the first season and move on to the second. That being said, I doubt that the general principles I see at play in The Expanse will disappear, as they seem essential to what makes the series—and the world—tick.

Anyway, the show makes sure to distance its key characters from any of the causes in the show. The near-future world of The Expanse features three principal factions at odds with one another: Earth, Mars, and the “Belters,” people who live in asteroid belts and whose bodies are fundamentally different from a constant low-gravity environment. Each of these factions looks out for itself first, which leads to a lot of moral gray areas. At this point in the series, none of these factions’ causes seem entirely trustworthy or completely just.

Expanse characters Josephus Miller, Chrisjen Avasarala, and Jim Holden (image found on Ars Technica)


However, there are characters to root for. Like each of the major factions, the show’s main characters— Belter detective Josephus Miller, ice hauler Jim Holden, and UN executive Chrisjen Avasarala—also meander through moral ambiguity, but ultimately they act as independent agents from the systems they’ve been placed in. This agency allows them to follow a personal moral compass instead of a dogmatic creed—a premise that seems to drive the show.


As a game dev, I want to make stories that pair well with gameplay mechanics. I think that the narrative principles at the heart of The Expanse also apply well to the main characters in a video game. It’s fine to include powerful factions in your video game narrative—the power of these types of factions creates a potent friction that advances plot in meaningful ways. A random non-essential NPC can represent a fanatic cult. An enemy grunt can characterize a powerful political machine. But key characters, and especially player-controlled characters, should be distinguishable from their causes. If these characters are freed from your game world’s larger forces, you’ll empower your players and allow them to exert their own force in your interactive narrative.

Thursday, May 25, 2017

Indie Illuminator - Retro Date Night

Today I’d like to do something a little different with the Indie Illuminator. Instead of spotlighting an indie game, I want to spread the word about a Twitch stream that deserves attention: Retro Date Night. The stream features a married couple playing classic games together, and you can expect wild voiceovers (probably my favorite part), good gameplay, and plenty of jokes.

So far, Retro Date Night has been playing Zelda games.


Retro Date Night started off with The Legend of Zelda: Ocarina of Time, and this Friday (May 25th) they’ll finish Majora’s Mask, the second playthrough in their series so far. They interact plenty with their audience on Twitch chat, so if you have a few minutes to spare, stop by their stream—they should be starting around 10:00 EST on Friday—give them a follow, and say hi. You can also watch recorded episodes right on their Twitch videos page or their YouTube channel.

Tuesday, May 23, 2017

Dev Take Tuesday - DFYF

As I mentioned in last Thursday’s Indie Illuminator, indie game Guild of Dungeoneering was free over the weekend. I wanted to get a clear picture of what the game offers, so I played for several hours. I had a great time building my dungeoneering decks, beating bumbling bosses, and listening to the incessantly sarcastic bard who sort of narrates the game.

As is often the case when I play games now, I was also doing research. It’s difficult to play a game now and not think as a designer. One small detail that caught my “designer eye,” was the ability to go back to old completed sections of the game to redo a boss battle. Why include this as a feature? Certainly it’s always fun to go back with new knowledge and kick the trash out of an enemy who beat you several times before. And perhaps that was part of the reason that developer Gambrinous included the feature. But I think its key function is to act as a failsafe.

Since one of Guild of Dungeoneering’s central conceits is that all the heroes are simply dungeon fodder for you to make money, you can’t really get permanently stuck on a level like you might in another game. But if you didn’t spend your money wisely on upgrades to your guild, you might find yourself in a frustrating spot. Instead of forcing you to bash your head against that frustrating quest over and over until you’re fortunate enough to win against the odds, the game gives you a different option by allowing you to fight old boss battles and earn extra money for upgrades. The boss battles provide a failsafe for the game’s strategic layer—providing a way out if the player is caught in an undesirable loop.

Upgrading your guild is essential to reliably progress through new quests. (Image source: Pocket Tactics)

It’s vital for a designer to always consider failsafes, because when a player doesn’t feel like there’s a way out of the situation, he or she will simply quit. In Alkanaur, we’re using one of these failsafe mechanics as a replacement for the “grinding” mechanics in many other RPGs. Grinding (fighting easy enemies over and over to gain experience and/or money) certainly works as a failsafe, but it can also paradoxically cripple players sometimes as they spend too much time fighting repetitive battles so that they feel “safe.” Side note: this is me in every Pokemon game ever.

Instead of random encounters, every city in Alkanaur has an arena that will let you fight a small, randomized battle to gain powerful, one-use items. The arena doesn’t grant experience or cash, so its use is only to gain a one-time boost for a mission you can’t get past. One of the other rewards from an arena battle will provide a different failsafe: a tonic that allows a character to relearn their skills. So if players don’t like the skill choices they made earlier, they can put a little extra work into an arena battle to hit the reset switch. We hope that the arena battles will help our players who feel stuck without the “dangerous” allure of overleveling.

So to our fellow game dev friends we say: DFYF. Don't forget your failsafes.