{"id":2794,"date":"2013-03-02T11:59:39","date_gmt":"2013-03-02T01:59:39","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=2794"},"modified":"2013-03-02T23:19:55","modified_gmt":"2013-03-02T13:19:55","slug":"retrospective-on-game-in-a-week","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2013\/03\/02\/retrospective-on-game-in-a-week\/","title":{"rendered":"Retrospective on Game in a Week"},"content":{"rendered":"
I very nearly titled this a “post-mortem”, before realising that that’d have implied that I wasn’t going to do more Game in a Weeks.<\/p>\n
I’d like to talk for a bit about the Game in a Week process;\u00a0 about what it was intended for, and about how it has worked out, and maybe about what I want to do with it in the future.<\/p>\n
From the start, Game in a Week was supposed to be a game design<\/strong> exercise, not a game making<\/strong> exercise.\u00a0 Yes, I was supposed to produce something playable by the end, but the real goal of the exercise was to get more practice at designing games — particularly unconventional, experimental games;\u00a0 I already have heaps of experience implementing games, it’s breaking out of the box that I need practice at.\u00a0 What’s more, it was supposed to be a low-stress activity and have low-impact on my other development;\u00a0 the idea was that I’d do what I could do for a week, and then stop.\u00a0 No matter what state the game was in at the end of the week, I would release it in that state and never spend time working on it or maintaining it again.<\/p>\n One of my unstated goals from the start was that each design for a Game in a Week should be interesting and unconventional in some way.\u00a0 I didn’t want to just create a variation on somebody else’s game design.\u00a0 I definitely didn’t want to make (for example) a fancier version of Asteroids.<\/p>\n With that said, let’s run down the list and talk about each game I’ve made as a “Game in a Week” project.<\/p>\n <\/a>In many ways, Ill-Timed Petition Damsel is my favourite of the Game in a Weeks.\u00a0 It definitely had the best theme statement to select from, and it turned into a really interesting, unconventional game design.<\/p>\n The design here was that you were attempting to get signatures for your petition about road safety.\u00a0 The trick was that each copy of your petition was somewhat cursed — after a certain period of time, an out-of-control car would smash through it and anyone nearby.\u00a0 So your goal was to get the petition close to as many people as possible within the time limit (thus gaining lots of signatures), and then get rid of it again in such a way as to avoid any people being hurt by the out-of-control car.\u00a0 If people did get hit by the car, police would appear and try to apprehend you, one police for each person hit by a car.\u00a0 The game ran until the player was caught by a member of the police.<\/p>\n Stripped of the theme, the game was really a “push your luck” sort of game, where you want to get into a high concentration of pedestrians for as long as possible, and then get far, far away from them before the consequences hit.\u00a0 As pedestrians (inevitably) get hit, you also have to evade chasers, which threaten to end the game.\u00a0 It’s actually a very simple design, but not one that we see used often.\u00a0 I can’t think of another game I’ve played which is structured this way.<\/p>\n I’m very proud of this one.<\/p>\n <\/p>\n <\/a>The second game went just as well as the first — maybe better.<\/p>\n The Muncher’s Labyrinth, at its core (although I wasn’t thinking about this), is a reversal of Pac-Man.\u00a0 It’s a game in which the player must defend the dots in a maze from invaders.<\/p>\n My original design for this game was completely different;\u00a0 it was almost a variant on pachinko;\u00a0 you were attacking an enemy castle by using a cannon to fling a Muncher over the castle walls.\u00a0 The trick was that the user had no control over the cannon’s angle or power.\u00a0 Instead, the player needed to position a series of panels for the muncher to ‘bounce off’ from in mid-air, in the hopes of getting it to land inside the castle walls.<\/p>\n But partway through the week, that ‘pachinko’ approach just wasn’t feeling fun to me.\u00a0 So I switched the design.\u00a0 And this was much better.<\/p>\n One element I really love in this game is the ability to break down walls, which provides a short-term benefit (catch a fleeing thief), but long-term penalty (thieves can move around the maze more freely).\u00a0 The charge mechanic feels really solid to me as well;\u00a0 the time it has to build up before activating just makes it really satisfying when you manage to time a charge right.<\/p>\n The one little issue I have with this game was that while I was developing it, it felt like it dragged on for far too long if you played until every gem was stolen.\u00a0 So I put a five minute time limit on it, and scored the player based on how many gems were left at the end of five minutes.\u00a0 Now, I intensely dislike that choice.<\/p>\n In retrospect, I should have had a positive goal for the player, instead of only negative ones.\u00a0 That is, in addition to “stop the thieves from achieving their objectives”, there should have been an objective for the player to achieve.\u00a0 This probably would have been to visit some number of points within the maze (my instincts say four), and once those four points were visited, the invasions would stop and the game would end.\u00a0 This would have made a much more sensible duration on the game, and put another interesting choice into the player’s hands:\u00a0 charge off to hit his own objectives, or stop the thieves from achieving theirs?\u00a0 This would have been much better.<\/p>\n Trivia:<\/p>\n Overall, I’m extremely pleased with how this game went.\u00a0 The Muncher is still the unofficial mascot for VectorStorm games, often showing up in credit scrolls and elsewhere.<\/p>\n <\/a><\/p>\n This was an interesting one.<\/p>\n The big design question I was playing around with in this one was about whether an arcade game could be made in which a player controlled a process, rather than controlling a specific character.<\/p>\n In the game, the player starts out with one angry storm cloud.\u00a0 In his rage, the player shoots thunderbolts at happy clouds.\u00a0 If a happy cloud is hit by a thunderbolt, it turns into an angry storm cloud.\u00a0 The players controls affect all storm clouds simultaneously.\u00a0 That is, they all shoot at once, in the same direction, and they all move at once, in the same direction.<\/p>\n Happy clouds, controlled by AI, attempt to merely touch the storm clouds, which would calm them down and take them back away from player control.<\/p>\n There were lots of variations of this game.\u00a0 I had versions where hitting a stormcloud with a thunderbolt would destroy the stormcloud, I had versions where you could use mouse control so that all stormclouds would fire at a single position, instead of all firing in the same direction, etc.\u00a0 In the end, I really like the zero-sum, closed-circle feel to the game.\u00a0 There’s always the same number of clouds, and at the title screen they’re all happy clouds.\u00a0 Starting the game just makes one angry, and then there’s a brief swirl of activity of clouds making other clouds angry, until finally everyone calms down again, and then we’re back at the title screen again, where we can start another game.\u00a0 This wasn’t consciously my goal going into it, but I think there are some interesting messages in here about the nature of many modern social interactions.<\/p>\n And there were lots of different reactions from different people about how easily they were able to cope with the rapidly shifting “which clouds do I control right now, and how do I develop a strategy to cope with that?” challenges.\u00a0 I call this game a huge success, in terms of being an interesting game.<\/p>\n Trivia:<\/p>\n <\/a>This was an intriguing idea.\u00a0 I still love the concept.\u00a0 Murder mysteries are good fun, and nobody really makes them any more.<\/p>\n But I made a mistake in doing this as a Game in a Week.\u00a0 See, I’d already been thinking about making a murder mystery game at the time.\u00a0 And so when the theme quote \u201cIn the first room of Mystery House<\/em>, seven people are initially seen.\u201d came up, I decided to use it to make the game I’d already been thinking about — the murder mystery game.\u00a0 Which was too big, too complex a game to actually be designed and implemented in a week.\u00a0 And I think that really showed in what was released at the end of the week.<\/p>\n The core idea — that I could run a simulation of the events of a murder mystery, rewrite the memories of one participant, and that the result would be a compelling game.. well.. I think that simply doesn’t work.\u00a0 And this game really demonstrated how murder mysteries which were constructed this way would often not actually be solveable.<\/p>\n The thing I need to remember is that a “Game in a Week” is not about implementing a game within a week (although that’s part of it), but that at its core, it’s about designing<\/em> a game within that week.\u00a0 When I use a quote to justify making a game which I had already been designing in my head, I’ve completely missed the point of the exercise.<\/p>\n With that said, I’d still like to make a real game like this someday.\u00a0 Make it properly, in a way that each mystery is solvable.\u00a0 I have about 10% of such a game implemented at the moment, but it’s run into the same problems that this GiaW did;\u00a0 how to construct the murder events in a way which makes the puzzle solvable.<\/p>\n <\/a>Oddly enough, this was probably the best design of all the games I’ve done for Game in a Week.\u00a0 And one of the ugliest implementations.<\/p>\n The design is simple and clean and elegant; you control one character on a strict tile grid;\u00a0 that one character must remain adjacent to a second character.\u00a0 If you directly away from the second character, you will move one step in that direction.\u00a0 If you move directly toward the second character, you and that second character will move until the second character hits an obstruction.\u00a0 The goal is to get the second character<\/em> onto a particular tile.\u00a0 (Within the terms of the theme, this is getting the robot to the ice cream machine)<\/p>\n But yikes, this game was visually ugly.\u00a0 Even by my standards.\u00a0 I don’t know what I was thinking, trying to make an isometric view game when I needed a human and a robot, and with my art skills, and using vector graphics which involved typing vertex positions into a text file by hand, with no art tools involved whatsoever.\u00a0 This really, really ought to have been implemented from an overhead view.\u00a0 And honestly, it needed textures.\u00a0 Which didn’t exist in the VectorStorm library at this time.<\/p>\n Of all the Game in a Week games, this is the one which could most easily be turned into a mobile phone game.\u00a0 Just hire an artist and make a lot more levels, and it could actually be quite a clever little game.\u00a0 That would be worth doing someday, now that I think about it.\u00a0 And I dearly love having names and messages attached to levels, as I did in this game.\u00a0 Named levels are a fantastic thing;\u00a0 a direct, explicit communication between author and player, without any attempt at all to filter it through an in-world mechanism.\u00a0 If you are a game developer, name your rooms and\/or levels.\u00a0 Just do it.\u00a0 You’ll be amazed at the difference it makes to how people relate to you and to your game.<\/p>\n <\/a>This is where things really started to go seriously bad for Game in a Week.<\/p>\n I had recently added support for 3D to the VectorStorm library, and so I thought “what better way to stress-test the 3D rendering than to do a Game in a Week game?”\u00a0 Which was me completely missing the point — “Game in a Week” isn’t for testing technology;\u00a0 it’s for practicing game design.<\/p>\n As those who were reading this blog at the time know, it turned out that VectorStorm’s 3D rendering wasn’t actually<\/em> ready to be used.\u00a0 I had huge problems just getting a 3D planet rendering properly.<\/p>\n The design I came up with was a five-phase thing;\u00a0 in essence, five games in one.\u00a0 The game began with a meteor crashing into the planet and the player working to contain a spreading extraterrestrial plant species.\u00a0 Each subsequent phase added a new game mechanic, with the flora slipping through the successful defense the player had mounted in the previous phase, and eventually resulting in the flora creating a new seed pod which would fire another ‘meteor’ off to some other planet.<\/p>\n Have you noticed that many of my game designs work in circles?\u00a0 I like games which end where they begin.<\/p>\n Anyway.\u00a0 In practice, if I had been thinking, I would have realised that no, I couldn’t implement five different games in a single week.\u00a0 I couldn’t even implement five terrible games in a single week, much less five good<\/em> ones.\u00a0 And especially not when I couldn’t even make my 3D camera point at the planet successfully.<\/p>\n To make matters worse, rather than actually end the Game in a Week after a week and just post what I had, and get on with my life, I felt that I could salvage things;\u00a0 if I just spent a little more time on it, I could actually make the game that I had wanted to make…<\/p>\n In the end, I released a substantially cut-down version of Lord after seven weeks, rather than seven days.\u00a0 It wasn’t the game I wanted to have made, it was still very buggy, and it was extremely not fun.\u00a0 And it completely killed my confidence and my motivation for a very long time.<\/p>\nIll-Timed Petition Damsel<\/h2>\n
The Muncher’s Labyrinth<\/h2>\n
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ThunderStorm<\/h2>\n
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The Incomparable Deductions of Police Constable Sir Nicholas Spratt<\/h2>\n
Robot Finds Ice Cream<\/h2>\n
Lord, Save Us From This Horrible Land<\/h2>\n