ID:76140
 
Keywords: design, motivation
Ho hum. The wheels in my head are heavily gunked up with various matters of disillusionment at the moment.

My Teen Years And Giant Robots

After viewing a certain trailer, I have been playing quite a bit of Mechwarrior 4: Mercenaries over the weekend. (I hear it will soon be released for free.) In much of my teen years (and perhaps into my early twenties) I spent a lot of time hanging around on Battletech MU*s. I've still a bit of a flame for the idea of being a pilot behind a death-dealing vehicle out there in a shared virtual space...

The lesson that burnt me out from the Battletech rules was that it was a tad too random. While you could improve your odds by operating at ranges that grant you a favorable BTH (base-to-hit - odds of hitting) versus your opponent, there was really nothing you could do to stop your opponent from lucking out on their roll and sniping off the head of your Battlemech. Even if your head weathers the game in tact, shots may well simply distribute where you don't want them.

There's something fundamentally wrong with a game where you could land 200 damage while your foe lands 12 damage and you still lose. (The odds of dice rolls dictate this would happen over 2% of the time, in fact. Even 20% of the time if you had the audacity to try to use partial cover.)

Of course, the nice thing about BYOND is that this is my game that I'm working on, and consequently I could very well come up with my own rules which aren't nearly as random. Which got me thinking...

The Next Big Project...

Unfortunately, I have a tendency to overcomplicated things. What I actually come up with during the first half of the weekend was a game that was built of these parts:
  • Personal Level -- Plays as a fairly standard BYOND model RPG, hopefully interestingly executed.
  • Vehicular Level - Plays similar to a RTS (in BYOND terms the control scheme is similar to Space Castle/Gold Guardians). This is my Battletech-like game. Or maybe make it play more from a driver-like perspective, like Fire Power. I'm not sure how BYOND's Tanks looks like, but I imagine the execution is similar.
  • Space Level - I did away with the idea of modeling solar systems and instead space travel plays out a bit more like Gyrus with a pinch of Psi-5 Trading Company. Space travel happens in instanced maps, but nary without incident. In BYOND terms, presentation of this stage would be similar to Skywurm.
  • Cash In - The "Escape Strategy", whether through death or retirement, you cash everything you earned - you essentially start over again - in exchange for points. These points aren't just spent upgrading your equipment for your next outing (though that's certainly a possibility) but rather to make actual changes to the game world. Why have a score board when you could impact virtual history instead?
Overall, that's a relatively complete game right there. Lots of interesting times to be had, just have to stitch it together with a lot of fancy instancing. (Maybe 15x15 grids with view=7 and the eye stuck in the middle for the space level instances, for example.)

...Probably Won't Be Coming Any Time Soon

So, why ruin my motivation by tipping my hand early? Because this way too much. There's no way I'm doing all this. The devils being in the details, it's just way beyond me to try to tie this mess together. I haven't even delivered one game yet, why do I think I'm going to deliver four in one?

More importantly, I don't feel there's an overall purpose to it. This still seems somewhat inherently unsatisfying on some important level, like I'm throwing in everything but the kitchen sink on a wild goose chase in an entirely wrong direction.

So the reason I'm not worried about psyching myself out by tipping my hand is because I've already psyched myself well out of range just considering the sheer scope of the thing.

Again: ho hum. My cognitive dissonance is at an all time high. A compelling theory as to why is that, as a Mastermind, I seem to want to research everything and find a sure bet before forging out, and game design is one field you cannot. As Jesse Schell was saying in The Art Of Game Design, our Mendeleev hasn't come.

And Yet...

What if I were to work on something much simpler, and change my expectation from developing the perfect game to simply creating a mildly fun game that actually operates more on the personal level of being a homage to happier days?

For example, lets say I simply rip out #2 from the list above: the vehicular layer alone, resist all temptation of complicate it, and create it in mind of all those excellent days I spent in the Battletech MU* of the past - what then?

Then... perhaps there's hope yet.
For example, lets say I simply rip out #2 from the list above: the vehicular layer alone, resist all temptation of complicate it, and create it in mind of all those excellent days I spent in the Battletech MU* of the past - what then?

Sounds like your best bet right there. Then there's no stopping you from picking out one of the remaining ones once you've finished. Eventually, you could finish them all! ;)
There's an idea. I'm not banking on being able to do this the first time because it takes quite a bit of foresight, but imagine if I made all 3 games (the cash out phase being really more of a logistics thing) and then made a fourth game that combined the 3 games.
Just make sure you make everything as modular as possible. Else I see combining them being harder than having wrote them all at once.
Well, you seem to be heading in the perfect direction if you ask me. You had a high level concept and you broke it down into 3-4 smaller chunks. Now you just need to break your game up into even smaller chunks (milestones).

I recommend coming up with really short term milestones. Release often and get some of us to play test and provide feedback. With short milestones and early feedback, you can easily change directions as needed and nailing down usability and quality should be much easier.

I also realized I forgot to mention something the other day. If you find yourself talking more about game design than coding, this could be a sign of "coding fatigue" or "burn out". This happens to me when I don't set and/or follow proper goals for myself. Projects without specific goals tend to pile on the "TODOs" and its usually to the point you get overwhelmed just by the thought of your ever growing TODO list.

As an example, this just happened to me (again). I hit a magic wall that came out of nowhere and I lost ALL motivation to work on Cathedral. It was really weird. Cathedral was just a whim but it grew into tons of needed features which in turn grew into tons of new project ideas. The TODO list for all these other projects got so big that I think it avalanched back on my head and buried my motivation to do anything else including Cathedral. Cathedral is nearly done to. It's just a weird thing and maybe it's just me.

Anyway, my point is, you seem to be on the right track but make sure you take some time to set yourself up for success. Everyone does it differently so consider your limitations and your motivations and then try to design a plan that will keep you going.

ts
Hmm - setting milestones, you say? That may indeed be where I'm stuck.

What usually happens to me on a project is I get to a certain point and suddenly I'm brickwalled. I run out of obvious things to do, and flounder about brainstorming the big-picture concepts so I'll actually have some idea where to start.

The bottom line is probably that I just keep to stick to it. Keep practicing, and perhaps I'll grow dendrites in the right places to grok putting together a big project.

I like the scope of this Battletech-like game I'm working on in that it's just one map. That's much easier for me to wrap my head around than what I was previously shooting for, which was dynamically generated instances which are supposed to be automatically pared off when not needed.
Geldonyetich wrote:
Hmm - setting milestones, you say? That may indeed be where I'm stuck.

What usually happens to me on a project is I get to a certain point and suddenly I'm brickwalled. I run out of obvious things to do, and flounder about brainstorming the big-picture concepts so I'll actually have some idea where to start.

The bottom line is probably that I just keep to stick to it. Keep practicing, and perhaps I'll grow dendrites in the right places to grok putting together a big project.

I like the scope of this Battletech-like game I'm working on in that it's just one map. That's much easier for me to wrap my head around than what I was previously shooting for, which was dynamically generated instances which are supposed to be automatically pared off when not needed.

heh.. if you can get a mech walking, jumping, and/or flying around while shooting stuff, that would be pretty impressive as is. Everything else is a bonus. ;)

If I were to milestone something like it...
V1
1. Walking mech
2. Jumping mech
3. Strafing mech
4. Flying mech
5. Punching mech
6. Kicking mech
7. Obstacles course (hit detection testing) for mech which turns into my V1 map

Release V1 to select group of folks and have them try to beat the course which you made into a bit of a game albeit, trivial. Once the bugs and feedback are logged and fixed for V1, V2 scrubbing and planning can begin.

While I would drop most ideas into an appropriate milestone, some ideas have no home so I throw those into the next milestone for further consideration. Once V1 is done and done, I scrub V2.

V2 might be all about taking damage. Add turrets to test map that players have to dodge. This is important. You want players to feel good about the movement controls and force them to maneuver a lot.

V3 might be about giving damage. Adding weapons.

V4 might be about multi-player but it should be as easy as allowing it now.

V5 is about a story where you start to script and build an environment around your mechs.

Anyway, something like that.
ts
I forgot to mention, at each milestone, you release a little something for your fans to play test. Don't add much if any "game" logic, just give them an obstacle course and ask how many made it across?

The multi-player release could be about 1 on 1 mechs. Keep the game logic super simple. One dies, both reset. You want players to play test the crud out of 1 on 1 battles. Small arena with a few random blocks.

... I just realized that I have no idea what I'm talking about but it currently beats what I have going on...

ts
Hehe, don't sweat it. I like what you're saying here.

In the past, I've hammered together some pretty good code in that I've managed to get up to about V4 (movement and attacks resolved okay, with some flexibility of options). However, I haven't really brought together what I felt to be a completely playable game with good multiplayer support.

For whatever reason, my confidence has been shook lately. Too many encounters with Designer's Block. But today, I was thinking to myself, maybe it's a good thing that I end up paralyzing myself with choices. It may indicate I've so much awesome to deliver that the only trouble is deciding which awesome to go with. ;)

Whatever I've got to tell myself to get back to work, right?
Geldonyetich wrote:
Hehe, don't sweat it. I like what you're saying here.

In the past, I've hammered together some pretty good code in that I've managed to get up to about V4 (movement and attacks resolved okay, with some flexibility of options). However, I haven't really brought together what I felt to be a completely playable game with good multi-player support.

Well... it could be really simple. Get people trying basic stuff in limited scope. :) However, I can tell you want to release with a big bang. Your not here to release an "oh" game. You want to release an "ooh" and "ahh" game that people praise you for. Heh, that's why you are more susceptible to some of these hardships. Expect it and handle it.


For whatever reason, my confidence has been shook lately. Too many encounters with Designer's Block. But today, I was thinking to myself, maybe it's a good thing that I end up paralyzing myself with choices. It may indicate I've so much awesome to deliver that the only trouble is deciding which awesome to go with. ;)

Whatever I've got to tell myself to get back to work, right?

Absolutely. Your ideas are far too good to let slip. Find a path with the least amount of resistance and just go.

ts