December 28, 2009

Aurora

It's about time for an official introduction to this game.

First of all, it's very much inspired by Dyson (which was evidently renamed Eufloria). Dyson is (was?) a slow, relaxing RTS that boiled the genre down to some essential elements. Your troops are your spending resources. You can spend troops to either add static defenses or increase troop production. Certain locations in the game were more valuable than others for production. These are really basic elements that combine into tactically interesting choices. Elegant complexity from simple parts. An ideal of game design!

In Aurora, I'm trying to strip down the genre even more. Defensive upgrades are gone. All locations produce troops of the same strength before upgrades. Combat is a simple matter of mutual annihilation. I'm also trying to see if I can make it work without an exploration element, i.e. all enemies in Aurora are visible from the start. It may be impossible to include this and still keep it a game of strategy rather than memorization and mouse dexterity. We'll see.

I wanted to recapture the feeling of moving large bodies of troops across the field of battle. In Dyson, your troops moved from point to point in an orderly line. I like seeing my soldiers clashing in a wider battle, or moving out to intercept the enemy. Aurora encloses the battlefield, but your troops can move anywhere within that space.

The visual style is far from complete, but I'm trying to use abstract space-imagery. Troop production buildings look like suns. Troops look like tiny stars: points of light floating on a black background. I'd like everything to move smoothly, even gracefully, until the climactic moment of destruction. I'm also trying to add a synchronized-music aspect to the game, where the soundtrack and game actions compromise just enough to sync up in an entertaining way. Hopefully it will make music out of the game's events.

Right now I'm adding in the first bits of AI. The game will be playable after that. Hooray alpha!

Here's what it looks like right now. No laughing.


December 18, 2009

Aaaaand I'm Back

Just got back from a trip to Spain, Morocco, Ghana, South Africa, Mauritius, India, Vietnam, China, Japan, and Hawaii. It was pretty crazy. I'm also pretty sure it will make me a better game developer, if only because I learned and saw a lot of interesting stuff.

I had a lot of time on the ship in between ports and made good progress on Aurora, the stripped-down RTS I wrote about earlier. All the basic systems are complete, except for a decent AI. The code (which was wholly rewritten at one point) is clean and in good shape to expand. At one point I was really worried about performance issues. I think I've got it in a good spot now, though. Each army can have a lot of troops floating around, and it's only when several hundred converge in battle that things get choppy. We'll see if that ever becomes a problem.

I'm also seriously planning to spend a weekend revising Azure. The text idea didn't turn out as well as I'd hoped, and the game gets boring pretty quickly. I'm thinking that if I add another handful of patterns of movement for the player to follow, the game might remain as engaging and hypnotizing as I want it to be. The game could switch between them in random order after every minute or so of success.

I also really want to get MUTE up to speed... sigh. So much to do!

September 8, 2009

World Travel

In an attempt to make myself into a more interesting person, I've embarked on a journey around the world. I'm spending this fall in the Semester at Sea study abroad program, so please forgive the lack of posts on this blog until early next year. Right now, I'm typing from Cadiz, Spain.

I'm equipped with an underpowered netbook for the voyage, but that's enough for me to continue programming in-between the ports. I ultimately passed over the revisions I ought to make in favor of building a new game. The working title is Aurora; it's an RTS stripped down to its essential elements, inspired by the indie RTS Dyson. I'm hoping to have it totally finished by the time I get home.

July 20, 2009

2nd Place

I'm the first loser of the 2009 Imagine Cup Game Development competition!

But seriously, I'm very excited and proud. This is a thrilling victory.

More about the IC.

Now I'm trying to figure out my next project. I still need to start getting my hands on some commercial game engines, but there are a lot of other things I want to do. For a school project last term I built the prototype of MUTE, and it would be nice to flesh that out and write some significant content for it. I'm also considering revising Alternex (I got a lot of good suggestions at the Imagine Cup) and maybe submitting it to the IGF. Plus, I really want to iterate on Azure; I think it could do better if I had multiple levels and dropped the text.

Decisions, decisions...

June 17, 2009

Destination: Cairo

Against all odds, my one-man team and it's three-week game has advanced to the finals of the 2009 Imagine Cup Game Development competition. In a few weeks I'll be flown down to Cairo, Egypt to present the game and get a shot at the grand prize with five other finalist teams.

I actually found out over a week ago, but it's taken until now for the initial shock to wear off, and it's time I started working on my presentation. As with the other stages of this competition, I'd be completely satisfied if I didn't progress any further... but it'd be really, really cool if I did.

Of course, now that I'm a finalist, I'm a public figure! And so I won't spoil the details of the final presentation by giving up all my internal brainstorming as I usually do. Hopefully, all will be revealed in about two weeks when I can share some video of what I've cooked up.