ID:91916
 
Keywords: design, game, motivation
You realize I've been here since August of '08 and I've still yet to release a game? I've produced perhaps about a dozen incomplete prototypes, but nothing playable has been released. I'm a bit disappointed in myself.

School, which started 6 weeks ago, is the current problem. Dropping Calculus helped but senioritus, stemming from facing an uncertain existence head on, runs deep in me. I've been burned out for well over a year. I've fallen heavily on quality entertainment as a coping mechanism. That doesn't leave a whole lot of time for development. It barely leaves enough time to skim my homework.

All things considered, it's not too surprising that not much has changed since the beginning of the month. In fact, much of last weekend was spent locked into playing a 13-year-old game I mentioned in that entry: X-Com Apocolypse.
X-Com Apocolypse Screenshot

X-Com Apocolypse is a fairly staggering achievement, really.

That's not necessarily a bad thing. They just don't make enough games like that anymore: deep, with the right kind of micromanagement, with a difficulty curve that feels satisfying to overcome. This is a problem I'd like to solve, and spending time in the company of the right kind of games is a good start.

I've even been trying to pull inspiration from Anime/Manga lately. The Melancholy of Haruhi Suzimiya, Nagasarete Airanto, Negima!, Negima!? - these and other series browsed lately primarily because I'm interested in the specific comedy/supernatural/action/slice-of-life mixture involved. I'm not looking to make a game like the animes, but rather to find a better understanding of the human nature entertained by each.

Incidentally, the entire Negima!? series is up on FUNimation's YouTube channel here.

The main snag I've run into with Project Shock is trouble fleshing out the RPG core of it.
  • I don't want to just set up a weak Skinner's box. I want this to be a reasonably deep and satisfying game.
  • I don't want just a reasonably deep and satisfying game, I actually want to promote an immersive online environment/virtual world.
These two core tenants alone make designing the RPG mechanic a whole lot tougher than sticking to the basics. I've had this idea that the player avatar actually wears a futuristic suit that fabricates its own equipment on the fly from the player character's skills, but lately I've been considering that hurts the immersion...

I often waffle between wanting a single unit perspective and a multiple unit perspective. The goal is to give players enough to do. If I can't cram enough meaningful choices into a single unit, giving the player multiple units is a way to accomplish this end. Lately, I'm wondering if maybe this qualm is insubstantial: there should never reach a point where the choices offered even to a single unit could not suffice.

BYOND does provide some engine limitations that partly makes this decision for me: line-of-sight cannot be generated from multiple units at once. Well, okay, you could do some cumbersome softcode jury-rigging along the lines of:
var/turf/turfsNotVisible[] = GetPlayerTurfsInView()

for (var/turf/thisTurf in turfsNotVisible)
for (var/atom/movable/thisAtom in thisPlayer.myUnits)
if (thisTurf == null) break
if (thisTurf in view(thisAtom))
turfsNotVisible.Remove(thisTurf)
thisTurf = null
continue

// Add screen objects blocking view of all turfs in the TurfsNotVisible array.

However, that's problematic if I've got to run this code every time a player or one of its units makes a move. Nested loops are about as machine intensive as you can get. It'd be much better if this were supported in the hardcode.

To an extent, I'm grateful: that eases my decision-making responsibility somewhat. Single unit (or multiple unit with each unit having its own perspective active at a time) it is. Here's what I'm currently thinking I might do:
  • Keep the single-unit perspective, but allow players to customize their avatars every time they leave the game map based off of overall resources available.
  • Maps are claimed by the players by restoring power to critical devices. Claiming maps makes more resources available.
  • The player shifts into a map-wide perspective if they move their avatar to a central control room point. This also empowers them to make permanent changes to the map.
  • All maps are dynamically generated and must be defended from an escalating level of threats.
Something like that.

So it's not exactly that I've been doing nothing on Project Shock lately. I've definitely been putting some thought towards it. Perhaps I'm finally getting used to my school schedule and will be able to find a way to leverage some time towards development soon.
The Negima opening is the best thing ever.
Only because of 1:01 to 1:02.

Dat footstomp/hip shake. I could watch that all day, and it would still be awesome.
Toyoko Gore Police. Look it up. It could make a good game.
The Negima opening is the best thing ever.
Only because of 1:01 to 1:02.

An interesting thing about the Negima!? intro is that they do little variations of the intro in most of the episodes. That one I linked is one of the later ones where they replaced the first part of the lyrics with quotes from the individual girls. Most of the other ones have the color palette swapped or introduce new characters here and there.

The best one, in my opinion, is the humorous spoof for the episode where the girls spend most of it in their "dud" forms. You go through 16 episodes of seeing that cool intro, then you see this:

http://www.youtube.com/watch?v=S8p8ODS6QXw

Toyoko Gore Police. Look it up. It could make a good game.

Aside from all the sadism and gore, I can see some definite similarities in this Project Shock concept in that I'm trying to spin it as a bit of a situation where the players are authorities with exceptional powers maintaining order (or defying it) in a chaotic world filled with monsters.