Thursday, September 8, 2011

Ramparts idea #2

To start off this post I would like to mention that after we came up with our first idea on Tuesday, we decided we liked it so much that nothing else we could come up with would be better than it.  However, then we brainstormed today and I can tell you that we know think this second idea is awesome and there is no way we can come up with something better.

Do you see a pattern?

With our original concept our negative feedback was that the game would take too long to play, and that the game may be too complicated.  With a new brainstorm comes a new genre.  This time we decided to create an action game rather than a strategy game.

The core concept for this game is another defend your castle game.  Instead of strategically upgrading your castle to defend it, you instead control a knight on top of the rampart.  Attacking forces will try to climb to the top of the wall via ladders, and will try to run to one of your two towers (one on each side).  Your goal is to prevent the enemy from entering the tower for as long as possible, by attacking them with a sword and destroying their ladders.  There is a catch that makes this game unique, but I don't want to spoil it until our artists have the concept art done (sometime tomorrow).

The controls will be as simple (tilt to move left/right, swipe screen to attack) and should be much more fun and fast paced than our original concept.  Also we shouldn't have to deal with the awkwardness of having almost the same concept as the RTS team.

Check back Saturday for the concept art reveal.

Ramparts idea #1

Our first idea for a rampart game was a real time strategy game.  In this game you have to balance creating troops (which then run to the enemies castle) while defending your castle from the enemies offense.

Below is our one-pager:

Sunday, September 4, 2011

A Game Concept? Why yes.

During class Thursday we split into groups and picked a game concept that we would like to make into a game.  There were two catches though, the first being that we will create this game as if we are creating it for the mobile marketplace. The second catch was that we had to choose from 8 different game concepts that our overlord Marty Clayton had come up with.

There where several different concepts to choose from, some where based off a genre, others off an existing game, and one extremely weird concept for a balloon cargo game (best of luck to that group).  In the end I ended up picking 'Ramparts'.  When I picked Ramparts I had no idea what the original game was, but I know that ramparts is a defensive wall of a castle, and castles are kinda cool.  So assuming that you also have never heard of 'Ramparts' here are two videos one showing the singleplayer and core gameplay, the other showing the multiplayer game mode.

Singleplayer:

Multiplayer:

Its a fun little game, but one that was released before I was born, and since I am not much of a retro gamer I have never played it.  While my group does consist of some pretty cool kids, it turns out that none of us are really retro gamers, and only one of us had ever heard of it.  So being the brash kids that we are watched a minute of gameplay and then immediately started brainstorming.  During our brainstorming session Marty graced us with his wisdom and reminded us that our group was more likely than any other group to want to remake the original game, and that we shouldn't be doing a remake we should instead do something completely different.  After taking note of Marty's wisdom and 30 more minutes of brainstorming we decided to split for the day.  Everyone would come up with 3 concepts that we would then pitch to the rest of the group, at which point we would pick our favorite idea and run with it.


Fast forward to Saturday afternoon, I am at work and decide that it as a good of a time as any to start tossing around game ideas in my head (hell why not, I have to be there for 10 hours, might as well multitask for some portion of my shift.)  Even though I was still not 100% sure what 'Ramparts' was, I knew that I wanted my 3 concepts to be something completely different from the game that we had brainstormed ideas for in class.

Each of the concepts I came up with has both positive and negatives to it, much like any idea.  I can say for sure though, that my 3 concepts are nothing like 'Ramparts'.  I decided that it would be okay to change the gameplay as long as the game revolved around a castle of some kind.

Concept #1:
Metroid/Castlevania like game.

Why: I have always wanted to make a metriod style game, they are extremely fun, and the world is so in depth and detailed.
Positives:
+A actual full game.
Negatives:
-A lot of work, as in too much work.
-This is the wrong kind of game for the mobile marketplace, a marketplace based on pickup and play for 5 minutes at a time, not sit down and play for several hours til completion.
-The touch interface will result in abysmal controls for a game like this.

Concept #2:
Hack n Slash

Why: During class we were talking about a defend the castle against hordes of enemies kind of game, I decide why not turn that around.  Make the castle like a transformer, and instead of having to protect the castle, the castle goes out into the battle and kills everything hack and slash style.
Positives:
+The kind of concept that is completely different from what the original game was.
+Hack n Slash is a more viable gametype for the portable medium as it is mindless killing with no story.
Negatives:
-however, if there is any kind of progression in game, then it still won't work very well as a pick up and play for 5 minutes.
-The game will either be very repetitive, or will take a large amount of assets to have any kind of variation in environment/enemies.
-controls can still be muddy since this is an action game on a mobile platform.

Concept #3:
DOTA style game

Why: much more interesting than the basic defend your castle.  We talked about a DOTA like game in class, but I think we should change it so that rather than having the user directly control their hero(s) the hero(s) will sit in the castle and their powers can be cast down on the field to change the battle.  This will add some depth to the game without making it an action game that the player has to control in real time using a touch screen.

Positives:
+The only controls are clicking and scrolling, so the controls are simple and viable to use on a mobile device.
+Not as many art assets are required for this game.
+A game that can we can make as deep strategic wise as we want too.
Negatives:
-Still misses the casual market.
-Will have to deal with either AI or Networking for the game to work.

Obviously these ideas aren't fully formed, and still have to be fleshed out.  But they are a couple of ideas that are very different from the first game, and are concepts that I think would be fun to make.  It just depends on whether my teammates agree with me and if we have enough time.

Wednesday, August 24, 2011

Project #1: redesign a porta potty? Why yes I will.

So our first project in game development was to redesign an object along the lines of IDEO's work.  We drew a fabulous item in the porta potty.  Now you may think that is a horrible object to have to redesign, but I am glad to have it because I personally think there is no way not to improve the porta potty. 

The last two days have been planning days meaning that we formed a group and brainstormed, determining ways in which the current object could be improved.  After this brainstorm we came up with a list of about 20 ideas, we then grouped most of the ideas into 4 categories that we thought the were the most important to fix and assigned 2 people to come up with more ideas for each category.

The 4 categories that we wanted to improve were:
Smell
Safety
Disposal
Transportation

Now I took one for the team and picked the category that I honestly thought was the least exciting, but I feel like I came up with some good ideas anyway.  I guess I will find out if my teammates think I had good plans tomorrow.

While doing some research on transporting porta potties I realized that the real issue was not transporting a single porta potty to a construction site, but rather the massive setup times required at larger events such as state fairs and festivals.  For instance, during the 2009 Lollapalooza music festival they had 654 porta potties on the festival grounds.  To set up that many porta potties it requires a lot of time, and a lot of trucks worth of porta potties.  So I decided that my main focus would be to increase the effectiveness of transporting porta potties in large quantities rather than transporting 1 or 2.

Idea #1:  The first idea I had to help increase transport ability was to reduce the size of the porta potty when not in use.  The area where the toilet sits had to remain in tact, but the extra area around the toilet can be reduced.
Pros:
Reduces space.
Should be easy change the shape.
Con:
Doesn't actually offer that much of a size reduction.

Idea #2: My second idea was in the same vein of reducing the size, but in a direction that should be easier to accomplish and offers more size reduction. 

Pros:
Reduces size by half.
Height locking mechanism also doubles at a way to effectively lock the porta potty when leaving the site.
Cons:
Porta potties are somewhat heavy, so they may be difficult to stack.
I am not sure if it is possible to build something like this.

Idea #3:  For my third idea I decided to switch to a different concept of saving space.  Instead of reducing the size of the porta potties for transport, instead make them fit together better.  I took my inspiration from shopping carts on this one.
Pros:
Saves the most amount of space.
The wider base offers more stability making it more difficult to tip.
Cons:
Inserting one porta potty into another for transport is more difficult than reducing the size.
Is the least efficient way to transport in small quantities.

Tuesday, August 23, 2011

A new semester, a new class, a new medium.

School is officially back in session.  I know, I don't believe it either, but with two days of classes under my belt I have realized that I can't keep denying it.  For one of the classes I am taking this fall I have to start and maintain a blog chronicling my adventures in Game Development 1.  My initial impression of the class leads me to believe that it will be a very fun and creative experience for me (lets hope it is).

Now I have never blogged before, but I am familiar with the types of blogs you see today.  From what I am familiar with there are three kinds of blogs: the developer blog, the 'let me tell me about my life' blog, and the opinion blog.  This blog is going to be more similar to a developer's blog more than anything else, most posts will detail my weekly progress on projects in the class.  Of course I was as excited as everyone else when I learned that our first assignment was to start a blog (I don't mean that sarcastically).  So of course rather than creating a blog to let it sit blank I immediately had to write a post.  So while this post doesn't contain much of a 'progress report' know that more are coming.