SIX was a success, thanks to everyone who came out and played the pre-alpha demo. We are in the process of masticating all your delicious user feedback morsels and will be back with more updates shortly!
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@boulderdefends
SIX was a success, thanks to everyone who came out and played the pre-alpha demo. We are in the process of masticating all your delicious user feedback morsels and will be back with more updates shortly!
Brand new logo for our upcoming game Swarmageddon hot off the press!
The Boulder Defends crew will be premiering a demo of Swarmageddon at SIX on Sept. 1st (that's Labor Day) so if you're in Seattle for PAX, be sure to come by SIX on that Monday and check the game out!
We'll also be hanging out at PAX Prime on Sat and Sun, come find us! Look for the giant bug cosplay no cosplay this year, just your average humans handing out flyers.
Not much to report yet, just wanted to show everyone a hilarious bug in this build: mini-versions of the boss forming an uncontrollable conga line across the map right in the middle of the game.
Bugs as features
This is my first time working closely with a team on a gaming project. In the past I've either been doing it solo (and contracting out for the work I couldn't do), or working remotely with someone else. And let me tell you, being able to sit in the same room as your team is really the best plan.
I'm a developer, and like many skilled professions, developers seem to get hyper-focused on the specific project or feature they're working on. This is awesome the majority of the time: I can grow the entire design tree of a game we're working on in my head, knowing what branches I need to change, and what I need to retest when implementing a feature. I can see various ways to implement a feature and the performance hits or usability problems accompanying them. However, in the midst of all this technical botany voodoo, I sometimes forget about this little thing called fun.
Swarm is our current project: a sort-of tower offense, bugs vs humans game for PC/Mac/Linux. As I was implementing bug units dying from human turret damage, I had a lot going on in my head. My plan was that on death, a bug unit would do a couple things: remove its script to release the associated memory and CPU power, remove the collider to prevent taking further tower aggro, and have the corpse of the unit fade from the screen over time. When I got the death animation from our artist Scott Vigil, I dropped that in and then added the "destroy" code so it would be mostly functional, for stable build purposes. And I ended up with this:
Deep in Developer Mode, my first thought was, Hrm, I need to check the Dead flag on the bug and switch targets on the turret. But as I showed the in-progress feature to the team, the immediate response was laughter -- "That guy really wants to make sure that bug is dead!"
So, as bugs become features, we ended up leaving it in the game.
Our team on this project is taking a lot of inspiration from Starship Troopers, so this tower behavior fits right into the feel we wanted our game to have. There will have to be a bit of tweaking around how long they keep trying to murder corpses. (Brevity is the soul of wit, after all.) But this is a bit of flavor in the behavior of the game that none of us would have necessarily thought of -- and would have disappeared had I not been working in the same room as my team.
As a developer, I can always do more to keep fun and the end-user experience in mind. We only have one perspective to give, and it has been my experience that some of the best features are entirely unintentional. All game devs would do well to remember to keep our eyes open as we develop our games and look for serendipitous opportunities to let the game's personality evolve naturally through the development process.
Build and Run
This last weekend was the conclusion of a month and a half of running full steam ahead without looking back, until now. All for the chance to compile a playable demo for a submission to the PAX Indie Megabooth. And running full speed as a whole team has the tendency to look different for each person involved. Here's a peek under the hood at how Boulder Defends works together.
2D Shaders: Dark Wizard Magic
Almost all of the art assets in Swarm were originally done by Scott in Zbrush as native 3D, but Swarm itself is 2D top-down. We wanted to tackle lighting the evironment in a realistic way to match the realism of the bug units, the turrets, etc. Here's a peek at a shader art test we did earlier this week...
All of the above is thanks to the black magic of normal maps and a lot of shader tweaking.
There are some snapping issues on the lights attached to the flamethrower, you can see it mostly on the buildings just on the extreme edges of where the lighting is cast. The overt shininess of everything is due mostly to how close the lights on the flamethrower are sitting on the turret object.
And the lighting within the environment itself will change over time: we'll simulate light cast by the various planets, moons and sun in the planetary system Swarm takes place in, depending on whether it's morning, high noon, sunset, or night time. Lights cast by enemy human outposts, towns and cities will also help shape the light-scape.
Designing a Conceptual HUD for Tower Offense
Once basic gameplay mechanics have been established -- what the player can and can't control -- we give the player 1) a view of the active gameplay area, and 2) a means of interacting with it.
Swarm's basic mechanics are as follows:
Compose custom waves of different unit types
Direct units down branching pathways
Capture new nests that provide access to production of new units
Spend "Rage" to buy upgrades for various game components (e.g. bug units, bug nests, timers(!), etc)
Unleash a big nasty raid-boss bug from time to time
Pretty simple, no?
Tower defense as a genre itself is a derivative of classic RTS, and tower offense is the natural inversion, so now would be the time to take a good look at my favorite RTS HUD for inspiration:
AI Placement in Tower Defense
I have been programming a long time now, but am admittedly lacking in at least one key area: math. I just never learned much past algebra. I was "present" for a few levels of classes above that but nothing really sunk in. Due to this, I'm often forced to find more complex ways around problems I could easily solve otherwise. This is one of those problems.
One of the projects we're currently working on is a tower defense style game, but in our case, the computer is the one placing the towers. The biggest challenge here is instructing the computer how to place towers intelligently. An important factor in intelligent placement (among many) is assessing the point at which the highest amount of path area is covered within the given tower's attack range.
SkyManta and the World of Tomorrow (Ludum Dare post-mortem)
Ludum Dare #29 Entry: SkyManta
Released for: Browser | Windows | Oculus Rift
Idea
For some reason Zite and I were listening to Anamanaguchi's Endless Fantasy on the way back to downtown and that song always makes me feel like I'm flying really fast, so I suggested a runner. It was one of the first ideas we both had, but Zite was trying to overthink it as usual, and while there were other terrible very bad ideas1, this runner game was the one that stuck. I have no idea where the manta ray thing came from, but it seems like a logical leap. They look like they could fly pretty fast, right?
Player Mechanics First (Ludum Dare pt 2)
After you've settled on a compelling idea for your game, one of the first things I like to do is slap together a functional prototype because of one make-or-break feature: mechanics. A game "feeling right" is influenced by the graphics, soundscape, timing of everything, and how the player uses the controls to interact within the game world (among other things).
The first three take time and a lot of iterations to nail, and you might not even know what you need to dial in until you get the feel of player interaction down -- lots of misguided asset creation for a game that will never exist. So, for me, being able to feel my way through the design of a game by interacting with the mechanics is like giving myself a compass that will point me toward good design decisions.
The prototype of SkyManta that Zite put together in the first 10 hours of Ludum Dare was a huge first step in the direction of being able to make informed design decisions based off our own user feedback: do the controls feel right? Does the visual feedback of motion and movement make sense compared against the velocity of various game objects? You make a great playability tester for your own games -- if you're making a video game, it probably means you've also played a lot of them!
Once the world begins to come together, you can go hog wild with the graphics, tweak animations, and flesh out the environment with all the little odds and ends that will give your game a unique personality:
The Iterative Process (Ludum Dare pt 1)
Me: "So what are we making?" Zite: "Dunno. Ideas?" *minute of silence* Me: "So, you're a manta ray, right, and you're like flying in the air above the ocean. Because you're a... a sky manta ray. And you can shoot lasers out of your eyes or something." Zite: "...What?"
The above isn't usually how I iterate. I like to chew on the ideas that pop into my head, turn them over in my mind. But game jams don't exactly allow for being thorough, so how can you quickly settle on an idea? How do you even know if it's worth pursuing?
Figure out what your game idea is derivative of. You were inspired by something: a scene in a game you recently played, your favorite movie, a conversation you had. Go back to where your idea came from and see if additional details jump out at you -- mining what you already know for more ideas will help you elaborate on your concept.
Find your game's limitations. What does the main character do: jump, shoot, fly, swim? Is there lava everywhere? Thinking about the construction of the world your game takes place in and what kind of limitations could exist helps you find tension, and tension's where the interesting stuff happens. Tension can be found anywhere: cliffs you can't climb (without the right shoes), a crumbling bridge (with a massive sword on the other side), the atmosphere is toxic (if you're human).
Ask why. Put yourself in your character's shoes and start asking yourself why anything happens at all. Why am I going on this quest? Why does this city need to be saved? Why should I steal that dude's eyepatch?
Some more things you can do to kickstart the game idea juices flowing:
Accidental conversations are a great creative catalyst. Talk to people about your ideas -- if you're worried about someone stealing your game jam idea (are you kidding me) maybe you should be doing something else with your precious free time!
Draw it out. Even if you can't draw well, get a visualization of what an enemy engagement looks like. Where is everyone standing? What weapons do you have? Drawing out whole scenes helps answer questions you didn't even know you had.
Don't hold back during brainstorming with others. Get all the shitty ideas out. Who knows what ideas you might spark in your game jam partners? Zite and I riff ideas off each other constantly and elaborate on them, even the terrible ones.
Song from the soundtrack of "House Spider", a point & click revenge adventure game :0
Swarm is on IndieDB!
Combat simulation using actual in-game assets for upcoming tower offense game Swarm
First stab at the planet selection screen for Swarm :>