Sunday, December 13, 2009

Idea #8: Political strategy game

Largely inspired by the Ukrainian Orange Revolution and by what Republic: The Revolution should have been, this game would see you in control of a political party in a fictional Eastern European country, with the objective of rising to power via a variety of methods (popular support, military force, etc.).

Wednesday, November 18, 2009

All gamedev currently on hold...

... due to premature birth of our son. :-)

Work on a shoot-'em-up in the style of 1942 will resume at the earliest opportunity.

Wednesday, October 28, 2009

Motivation Fail!

Well, the point of this blog was (among other things) to motivate me to do more game dev, but with two more exams to go, and a baby on the way, it's been tough. Must do better.

Saturday, September 5, 2009

AI Algorithm

Thanks to Forge (at Computer Programming and Magic: The Gathering) for the heads-up on this article on Temporal Difference Learning, a way to get an AI to "teach itself" to play games (in this case, Backgammon). I'm still getting my head around the math, but the possibilities are fascinating.

Friday, April 24, 2009

Game Competition

Dr Dobb's Journal and Microsoft are running a competition, Dr Dobb's Challenge II. I might enter, if I can get my Robot Sumo Wrestlers in a Maze assignment done.

Tuesday, March 31, 2009

Idea #7: Flight simulator

Anyone who knows me knows I love things-with-wings (a few months ago I spent several hours drooling at planes at the RAF Museum at Hendon). So naturally, I like flight simulators, especially combat-oriented ones. Most modern flight simulators are very accurate representations of air combat.

And therein lies the problem.

I like a realistic flight sim as much as the next prop-head, but after a long day at work/university, there are times when I just want to load up a sim and go blow stuff up. I don't want to be dealing with a highly complex flight engine -- I want something that takes some of the work of flying away, and lets me concentrate on the fighting.

I suppose this is partially a nostalgia kick. The flight sims that I most fondly remember -- F-29 Retaliator, Fighter Bomber, F/A-18 Interceptor, FalconBirds of Prey on the Amiga; F-19 Stealth Fighter, Their Finest HourGunship 2000, A-10 Tank Killer, LHX, Harrier Jump Jet, Strike Commander, US Navy Fighters, ATF, USAF, WWII Fighters and even Falcon 3.0 on the PC -- had varying degrees of realism, but all were immensely fun while being realistic enough.

Now days, you have the über-realistic games like Lock-On: Modern Air Combat and Falcon 4.0, or the arcade shooters like Ace Combat 6.0. The middle ground is gone. Don't get me wrong, I like all three of these games, but sometimes I want something that's realistic enough (i.e., the F-16 can't carry 150 Sidewinders) but also fun (i.e., I don't have to spend 10 minutes flipping switches before I can even start to taxi).

I also believe that this failure to publish for this middle ground is slowly strangling the flight sim market. The market is currently serving the simulation fanatics or the arcade jocks, without doing anything to entice new players deeper into simulation territory. It's like you've just finished learning to crawl, only to be told that the next step is to run a marathon while wearing a 100 lb pack. Most newbies come in with the Ace Combats, will take one look at LOMAC, and stick with the arcadey games. Some may make the leap, but of those, how many will bail before reaching the top of the difficulty curve?

So this idea revolves around a flight sim that serves the middle ground: accurate enough, but not sacrificing gameplay to the point where it stops being a game and starts being a second job. I definitely like the idea of dynamic campaigns -- Falcon 3.0 did this particularly well -- and providing a catalog of aircraft for the player to choose from -- though maybe the 40 aircraft in Birds of Prey was a little excessive.

And having the sweet, sweet graphics of Ace Combat 6.0 wouldn't hurt...

Idea #6: Shoot-'em-up

R-Type horizontal-scrolling or Xevious vertical-scrolling shoot-'em-up. Nothing fancy: shooting baddies, collecting powerups and points, scrolling over a variety of backgrounds, and a boss baddie at the end of every level.

Monday, March 30, 2009

Idea #5: Epic fantasy game

I love the two Elder Scrolls games that I've played, Morrowind and Oblivion. The open worlds, the RPG mechanics, the stories... all combine to form games that really suck your time away (I've lost count of the number of times I've been playing one of them, and suddenly finding that it's 3am).

But the one thing that does annoy me is the lack of continuity between the games. Oblivion makes the assumption that the main quest from Morrowind was succesfully completed, but all references to events of the earlier game are very generic.

What I would like to see is an RPG series, where each chapter checks to see if earlier chapters have been played, and adjusts the game world appropriately. For example, if chapter 1 had the PC doing some heroic deed, in chapter 2, you'd find statues to your character that actually look like your character from chapter 1. Instead of vague references to "the Nerevarine" (to take an Elder Scrolls example), you'd find references to "Jim the Bosmer, who was revealed to be the Nerevarine".

Another example could be a strategic fortress, where the player in chapter 1 had a quest to (help) capture it. How well the player completes the quest (right down to abject failure) affects the strategic position of the world in chapters 2+.

Obviously, you would also need a "default" position, for those players who don't start the series at the beginning.

You could use the opportunity to create a true epic arc, for example, the little fishing village you start at in chapter 1 could be the capital city of a huge seafaring empire by chapter 5. Which does raise a salient point: how far apart should the chapters be set, geographically and temporally? I do like the idea of setting the chapters centuries apart, which gives a reasonable explanation for why you have to create a new character at level 1 each time, and gives you the opportunity to show how the world has changed since the last chapter. Geographically, you could take the Elder Scrolls route and set each chapter in a different part of the world, but I also like the idea of showing the change in the world between chapters. Possibly one solution would be for each chapter to be set in an area adjacent to a previous chapter's, expanding the world while showing the changes in the older parts.

Mentioning levels also reminds me of another problem in Elder Scrolls. In order to remain a challenge for the player, creatures level up along with the player: the wolf that gave you problems at level 1 still gives you trouble at level 10. This is whacked. At level 1, the wolf should give you problems. By level 10, the wolf should sense that you need to be left alone. By level 20, the wolf should be actively running away from you.

Saturday, March 28, 2009

Urk

Urk.... between university and all the things that needed doing around the house, I haven't had much chance to either update this blog or do any gamedev. Heck, I haven't played a game more challenging than Freecell on my PC or X-box.

In the meantime, there's an interesting couple of articles on Wired about the length of computer games.

Monday, March 16, 2009

Idea #4: Detective game

There haven't been much in the way of police procedural games with lots of replayability, at least as far as I can recall. The Police Quest series has some -- mainly because of the easter eggs scattered through the game -- but other than that, what's there been?

Using a similar open world approach like Grand Theft Auto, I see this game as being set in a small North-Western American city. The game would dynamically create crimes, seeding the clues throughout the game world (but logically, of course), leaving the player to determine when and where they go, who to talk to, etc.

The player would assume the role of a newly minted detective who, because of the parlous state of the local police department, investigates all manner of crimes from car theft to homocide.

While most of the crimes would be dynamically generated, there would also be an overarching plot -- not necessarily crime-related, or maybe some dynamically generated crimes would hook in to the overall plot -- linking the beginning to the end.

Saturday, March 7, 2009

Idea #3:1930's game

One of my all time favourite games is Illusion Softwork's (now called 2K Czech) 2002 game Mafia: City of Lost Heaven. Taking place over the course of the 1930's, it charts the rise of the protagonist, Tommy Angelo, in the ranks of the Salieri crime family in the fictional American city of Lost Heaven. The game map is huge, and the attention to detail is superb. It's filled with references to the Godfather movies (the Corleone Hotel, etc.) and other Mafia movies. But what really gets me is the level of immersion: it feels like a Prohibition-era city in the United States.

This idea is, I think, the most ambitious one I have (at least, at the moment), and really comes in two phases.

The first phase is to build a working 1920's/1930's city and surrounding countryside. I envisage this as being many times larger than the Mafia map, and including many things not seen in that game (for example, a working railroad that the "player" can use to travel long distances).

The second phase would be not a game per se, but the development of tools that would allow other people to build games (or even machinima) using the map developed in phase 1.

I imagine this will be some way away, as I need to improve a number of skills before I tackle a project this big, but I'm keeping a little notebook of ideas related to it (it's amazing how many ideas you get when you're just drifting off to sleep).

In the meantime, Mafia II is due this year, so that'll help with the mafia fix. 

Friday, March 6, 2009

Idea #2: Robot game

The next idea is for a third person shooter type game. The frame is that the player is operating a long range reconnaissance/combat robot in a war against some alien species. Each level would gradually ramp up the difficulty level, and there would be a number of boss battles every nth level.

The landscapes wouldn't be the nice, smooth landscapes we're used to these days. I'm thinking more along the lines of The Sentinel or Marble Madness. The level is a rectangular shape, divided into squares. Each square is either flat at a discrete altitude, or sloping between its neighbours. Any square below a certain altitude would be underwater (or lava).

Gameplay would vary between stealth and combat -- how much so would be largely up to the player. Once the player attacks the enemies, every mobile baddie on the level would start converging on the player's position. However, if the player can destroy a communication node located somewhere on the level, then they can attack a baddie with impunity without attracting everything else.

Each level has its own objective for the player to complete: blow up the power station, destroy all enemies, locate 5 whatevers, etc. To help the player in acheiving the goal, powerups would be scattered around. The robot would start with a basic laser weapon, and powerups would continue from one level to the next until the robot is destroyed (whereupon it gets reset to the basic configuration).

Control would be the standard WASD key combination from the robot's point-of-view, while the mouse would control the gunsights. This way, the player can blast away at any angle while driving in a different.

Thursday, March 5, 2009

Idea #1: Star Wars Customizable Card Game

Back in 1995, Decipher Inc. made a card game based on LucasFilm's Star Wars licence.

I loved this game. It had elegant mechanics, was easy-to-learn-but-difficult-to-master, cool looking cards, but most of all -- it was Star Wars! I never got into WizardsMagic: The Gathering. The only other card games I played were Iron Crown Enterprises's Middle Earth: The Wizards, Precedence's Babylon 5 Collectible Card Game, and Decipher's The Lord of the Rings Trading Card Game, and of those I only really seriously collected Babylon 5 and Lord ofthe Rings. But the Star Wars Customizable Card Game (or SWCCG) was my favourite.

These days, though, it's difficult (if not downright impossible) to find people to play against. So this idea revolves around writing a game to play SWCCG against the computer.

Ideas

Of course, before I can blog about writing a game, I need to have a game to be writing. Ideas are a dime a dozen, and I've got a few that I'll detail over the course of the next few posts.

In the meantime, I've been fiddling around with Microsoft's Visual C++ 2008 Express Edition and the Irrlicht 3D library. I'm rather chuffed that I managed to get them working without too many problems, and have gone through the Irrlicht tutorials at a reasonable pace.

VC2008EE is the free version of Microsoft's Visual C++ 2008 compiler. Most of the functionality is there, although it's not designed for commercial use (in fact, the terms-of-use forbid using the express editions for commercial use). I know it's fashionable in geekdom to sledge a product simply because it's from Microsoft, but I like VC2008, and now that I'm getting used to it, I think I'll finally bid a fond farewell to Visual C++ 6.0.


Irrlicht is a very nice 3D engine, that runs very fast, and has loads of features that I'm dying to use. The website has a number of tutorials that go through the various features of Irrlicht (the name is German for will-o'-the-wisp), and give a good overview over how the library is organised.

Welcome!

I've decided to create a new blog for all my gamedev stuff, so I can use this as a sort of "development diary" (which should also help me motivate myself to do stuff). I'll try and keep it updated as much as possible, so I've got a good idea of how well I'm doing.