Website

Please visit www.kyncreations.com for more official info on my projects!

Tuesday, August 1, 2017

The Game Development Checklist

One thing that I actively looked for and wished to have was a game development checklist: a simple almost one-page document that outlined what I needed to make a successful game from the ground up.
  • Title: The name of your game should be short, and don't forget about what the acronym for the name might be. For example, "Age of Empires" is "AoE."
  • Subtitle: This is the one-line description. For example, "7 Days to Die is an open-world game that is a unique combination of first person shooter, survival horror, tower defense, and role-playing games." This is also the line you use to start your elevator pitch, and if you have your audience's attention, you can keep elaborating.
  • Full Description: This is a full-detail explanation of your game, including some contextual story information. This description is so you can fully relay the concept of the game, without your audience actually playing it. For example:
Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire...
  • Game Type: This can be slightly vague, if it has to be. The genre is there simply so prospective buyers can find games that appeal to their personal preferences, and so you can help people understand it when your pitching it to them.
  • Feature List: What are the primary mechanics of your game? You can be vague or extremely specific here; it's up to you. I like to be more specific, with things like, "full 3d character movement, jump, crouch, pick up, activate, aim, and shoot; full inventory, pick up items, drop items, item physics, and item weight, value, and category."
  • Asset List: Try and list out each individual major asset - as many as you can. This way, you can keep track of what needs doing, and what gets done. For Tower Seven, that would be: "Ground Enemy, Air Enemy, Salvage Drone, Wall, Machinegun Tower, Cannon Tower, Chaingun Tower, Flak Tower, Flamethrower Tower, Rocket Tower, Artillery Tower, Missile Tower, Laser Tower, Gauss Tower, Lightning Tower, Radar Building, Power Plant, Drone Pad, and Salvage Refinery."
  • Game Icon: Make a 1024x1024 pixel image to use as a nice-looking icon. Compare it side-by-side with other icons and make sure it looks the way you want.
  • Game Cover Art: This image can be as big as you want, but it's primarily so you can catch peoples attention - it needs to look amazing! You will also end up using this for various images for community, marketing, and store pages (usually with some minimal editing).
  • Trailer: Video trailers are slightly more difficult, and require some time, but once you have a 1-2 minute trailer, it becomes easier to market your game. Trailers can be made by making a recording of you playing your game, then going back to edit, add some music (remember to credit the artist!), and make the trailer play through enough clips of your game to make people want to learn more or straight-up buy it. Try to edit in all of the features you listed out above.
  • The Game: Don't forget that the build of your game that people play will definitively determine whether or not people recommend it to their friends, want to show it off, or simply give it a decent review. Make sure that there is at least one really epic quality to your game that even the most dejected player can remember for later.
  • Languages: We live in a big world, with lots of people who speak different languages. While English does cover quite a good market portion, many games don't have much to read anyways, so why let that market potential go to waste? At the very least, pick a few localities, translate the game text, and make a build for that locality. If the game is small enough, it might even be possible to create a drop-down list in the game with ready-to-go text conversion.
  •  Marketing Plan: Last, but never least, is how you intend on reaching your audience, and how you intend to sell them your game. Generally, start local, with friends and family. Tell them about the thing you did, and work to sell it to them. Humility and tact go a long way here - keep moving to new potential customers - eventually one of them might even help you sell a few copies!

Sunday, July 23, 2017

AVIT and T7 Milestones


Hand-painted by Jordan Black

My artist for A Village in Time, Lance, has completed 95% of the card art, and the game is now in its beta form. Soon the proofs will arrive and I'll be able to playtest at Animefest in August! Exciting! If I time it correctly, I might even be able to sell a few copies. So that is monumental progress. Once Lance is back from his Summer gig, I'm hoping he'll be excited enough to continue.

Box art coming soon!
I'm also at the point with Tower Seven where I'm getting close to an alpha build, which is insane because I have reworked the entire game in a little less than three months. I have a Steamworks account, which is awesome because they've outlined the whole process for me, and I will spend the next few months going down the checklist to publish the game on Steam.

Monday, May 22, 2017

Game Design Case Study: Factorio

Factorio is a game in which you build and maintain factories.

In the spirit of most early city-building/simulation games, it's a top-down view over a player that runs around the surface of an alien planet, mines for resources, assembles parts, and automates industrial manufacturing.

The end goal (currently) is to build and launch rockets and satellites. The developers plan on extending that beyond just the scope of just a single planet surface, such as colonists coming there, or having you go underground, or having you go with the rocket to another planet or moon.

At one point, there was even a mod that had the player collecting and sending food and resources back to a home world via a portal, which gave the game a sense of purpose and connection to things other than just the player.

The game does have multiplayer, which is an incredible feat on its own since the game is designed to be hundreds if not thousands of small animations - the primary benefit of the art style. The sense of purpose is bolstered by other players joining in on the design process, however, there is no progress tracking system in place. When new players join a game that has already advanced through the first stages of the research tree, there's no easy way to see what has been done and what needs doing. Players spawn around the same area. There is no trade system between individual player inventories or owned property. There is the idea of property, in the sense of the game tracks who built what, but no rules as to who has access to what. There are no team nor competitive mechanics, and no trade systems between teams.

The thesis of the game is an exercise in exponential industrial consumerism. Aliens are hostile, as they should be, since you're senselessly polluting their environment. All resources are mined - nothing is sustainable other than solar power. The player is expected to gather resources at an increasing rate, process them into usable parts and materials, and consume that to create research.

Research is to improve the technology the player uses to mine and process resources. Far enough in, the automation becomes efficient enough to allow drones to do most of the material transport and construction for the player. Trains, a major component of the long-term game, allow for an interesting mini-game to help the player move resources to the central factory area from long distances. Research, however, is largely arbitrary and a massive time-sink. The ingredient requirements and ratios of manufacturing alone is enough to make the game interesting and time-consuming. Technology research should be a game mechanic, but not so demanding as to be the game's primary immediate goal.

Specifically, the grid system is misused. Single cells are capable of storing thousands of resources, including full-sized vehicles and structures. There is no spatial relationship at all. I would much prefer if at least the storage mechanics used something closer to 1:1 ratios; right now they average around 1:64. I even made a modification to the game that reduces the storage to around 1:4, as well as utilize another mod that adds storage and warehouses that are 9:32 and 36:64 (altered to be much lower, of course). The game has no grid (also known as entity) representation of items, so mods cannot yet be made to achieve 1:1 storage of resources.

Power production is messy. Electrical lines are short, on tall wooden or metal poles, and distribute power in a square around them. A better method would be to have electrical power assumed for all electricity-using entities within a certain distance of each other, and then only need to use poles to transport electricity over long distances.

Conveyors and water pumps don't use electricity, while just about everything else does. There's no wind turbine, no geothermal plants (no lava on an alien planet? ...come on), and no flowing water, which means no dams or water-wheels.

There is no production waste, and so no recycling methods are included either. Recycling even older technology would be beneficial to the game design.

Why would I use trains when conveyors are drastically cheaper to produce, and provide a constant flow instead of a large, periodic flux?

Impassable or non-flat terrain could add challenge to the game in the place of making research less arbitrarily time and resource-consuming. Also, more environmental events, such as dust-storms, rain storms, and fog could make the game more interesting and challenging.

In conclusion, the only reason that I took the time to study and analyze Factorio's design is because I enjoy the concept and the game greatly. All of the items I mentioned are possible, and most are, dare I say, easy to implement. The framework is present, with exception of item storage, to build Factorio up to a game that easily beats out the competition in an otherwise flooded market of computer games. If the game can be modded and made better, to the point where most players play with a collection of specific mods, the developers (which includes me, for my own games) need to seriously consider and implement mods as realized game mechanics.

I want to urge future game developers to strongly consider the thesis, or the message, of their games in the scope of how people perceive them. I perceive Factorio as a manifestation of the industrialization of our civilization. I strongly desire Factorio to become a game that is aware of its own message, and to give players the option to play in sustainable ways. In the future, I hope, such destructive resource exploitation is looked down on and laughed at as wildly naive and wasteful. We can utilize minerals and materials fully, we just have to learn how. Factorio can help!