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Gameplay #3

Posted by Andrew Czarnietzki
Mar 01 2010

New Gameplay Video! Taking some of the inspiration from Gamecamp, I’ve captured a new gameplay video! A lot of the fine control adjustments really don’t translate to a video presentation, but some of the points to look for include: compass arrows for off-screen enemies, enemies that shoot back / different enemy types and alternate worlds:

Two points with this video: the first, the compass arrows are an interesting experiment. I’m not sure if I like them or not, but from a gameplay perspective they make a huge difference (and are more successful than alternate solutions including rendering enemies through the geometry (which only works in a select few cases) and an overlaid radar which doesn’t map well to the 3d space). The second point: for the alt worlds, the idea is that when in the red world, the white world enemies are shadows (and otherwise unable to see or touch you). While you can see the red enemies in the white would, you can’t hurt them and they can’t see you – but if you go to the red world, they now become quite violent and aggressive. Note that the red enemies are converting the white coins to red (which slow you down in the normal world but become collectable in the red world) – the radius by which they affect them is currently too small, but I will change how all that works as soon as I get back into the code.

I tried having a pickup trigger alt world switch ability (as well as specific portals in the world), but ultimately the push-button switch seems to be the best. Provided the user is prevented from getting into the alt world before the red enemies and coins, the switch allows for an easy option to escape as well to strategically attack / avoid larger enemies. Watching my Fiancé’ play last night, she made huge use of this feature without any prompting – I’m not quite sure where it will end up, but that first initial test is encouraging.

I’m going to continue to refine this, but I’m also going to start looking at what sort of changes multiplayer will require. I’ve kept half a brain to the netcode requirements (and I am familiar with Unreal’s networking system) but I also haven’t done any multiplayer development in about 5 years… which should make this interesting. Fingers crossed though!

Categories: Design, Development, Gameplay, Testers, Video

Gameplay #2

Posted by Andrew Czarnietzki
Feb 19 2010

I’ve now had a chance to start putting these fundamental pieces together and it’s time to show them off in another video! (music the Hanging Gardens track curtsey of dj://spaz)

I hope you can see where this is progressing, if only compared to the first few samples. Here we see the new map (“light” world only though I do have a few other colors ready to go), simple enemies spawned in waves and a basic weapon. (The controls and camera are also a little more friendly). Before I start musing about some of my gameplay concepts and critique on this first version, here are the “rules” as they exist now:

- Your power (both health and ammo) is represented by the white ring around your disc. This also defines your influence on coins, and the point at which you repel enemies. You gain this power back by collecting coins.

- The weapon does damage based on the current lighting you are in – if you noticed, the beam intensity and color changes to reflect this. When in the direct sunlight you do massive damage, and when on the underside, you are comparatively weak.

- Boosting into an enemy does damage as well – boost results in a loss of control though, and can break you free from some parts of the map.

- Enemies also collect coins (except for the enemy type that “corrupts” them) – when an enemy is destroyed, it spawns coins based on how many it had collected. (note that corrupt coins don’t do anything yet).

Some parts of this are proving really fun – the abstract surface navigation is a huge hit for my testers, as is the surface hugging laser beam, the fluid interaction with the coins and the general aesthetic (note simple textures and normal maps while keeping the surface clean and lighting friendly). I still want to add a lot of ambient flem (particles, crazy background, etc) but I think this is narrowing in on a general aesthetic that is easy and fun to produce yet visually stimulating and interesting. (even though it relies on high res lightmaps, the size of these maps is fairly small as well – I know it wouldn’t run as-is on the iPhone, but I want to avoid needing a super high powered computer to run what is really a glorified arcade game)

Other parts are a bit questionable though – the “lighting = weapon power” feature is mostly ignored by the testers, though my Fiancé learned (without prompting!) to lure the enemies to the top side where they were more vulnerable. Still, this needs to be more clear and I’m wondering if that’s simply a visual cue or something more drastic – I have a wonderful way to sample lighting at a given point, but making this lighting relevant to gameplay is harder than I thought!

The influence ring is a big hit, but using it as a health meter breaks down… it seems backwards almost, in that you have an easy time collecting coins (and thus health) when you don’t need them but have difficulty when you do. You also repel enemies when you are your strongest, they are all but attracted to you just when you have the most to lose. I need to explore this more and find a way that is clear yet perhaps a little more reasonable from a gameplay perspective.

I also want to work in the means by which you can switch to the alternate worlds (colors) – aesthetically I love them but I’m still not sure how to activate them. I did some test with “portal” meshes, but that was just confusing to the testers.

Besides these gameplay questions, I also have a lot of ideas where to keep adding development. Concepts for enemies, powerups, weapons, and affectors are practically writing themselves (affectors being things like bumpers or force fields that spawn in the world and shake things up). The way the one enemy type can corrupt coins has also been a big hit – now to figure out which of the dozen or so directions I should go to making those corrupt coins matter from a gameplay perspective.

I could add these little parts all day, but I think the next step is to try and resolve some of the fundamental gameplay questions. I’m going to try and nail some of that this weekend, as well as hookup a gamepad as a controller (the lack of strafe was bothering a few people) and perhaps another weapon, enemy or two. I want to be a little careful as it’s easy to get distracted at this point and I’d rather have as strong a beginning as possible without having to rewrite large sections down the road. After this next stage I also want to look into adding multiplayer support – though despite almost 10 years working with one form of Unreal or another, netcode still scares me. Should be an interesting experience though – half of this project is to try and stretch my skills a little… (and if I didn’t start thinking multiplayer, I fear my testers would probably lynch me, so it’s not like I have much choice!)

Categories: Design, Development, Gameplay, Video

Gameplay Test!

Posted by Andrew Czarnietzki
Feb 01 2010

In a flurry of inspiration and code this project (which I holds the uninspired working title “disc game”) came to life this weekend. There is still a long way to go, and admittedly the parts are still rough around the edges, but I my instincts say there is a seed of something really interesting here.

So without any more preamble, here is the first video:

Now that you’ve had a chance to watch the video, let me break down a little of what is going on there. The basic idea is that the player is controlling a dist that is hovering a short distance above a surface. You could think of this like a magnet over a superconductor or an air hockey puck. The controls give a small force to the puck (forwards / backwards / turn) and while there are some limits to prevent extreme cases, you essentially coast without friction. The puck also has extremely high restitution, meaning it will have a fairly pronounced kickback against collisions (not unlike an air hockey puck). For all intents and purposes, gravity for this world follows the normal of the playable surface.

The interesting part in all this is that the surface can be any abstract shape (though things like sharp corners would understandably cause problems). This “surface hugging” approach makes what is really a very simple 2d control schema into something rather wild. The system I have here works on a sphere, inside of a tube, all over any sort of wildly twisted geometry… I’m even interested in making a mobius loop at some point!

I don’t want to get to much into the code of how this works – suffice to say it’s a rather odd interpretation of Unreal’s PhysX. Despite quite a few more quaternions than I’d ever like to see again, this implementation is entirely in UScript (which is a real testament to the capability of UDK). I’ll also point out that the system works for not just the player’s disc, but potentially dozens (if not hundreds) of discs active at once. (with only a few minor optimizations, I maintain a solid 60 fps with over 1000 live discs floating about the world).

This brings me to the second half of the video – now that I have a discs on a surface, where is the “game”? My first test involved randomly spawning 100 “coins” onto the surface – which can be physically influenced by the player (or potentially each other, enemies, etc). I see a whole library of possible surface-bound objects that range from small health-style pickups (like the coins in the video) to enemies, pickups, projectiles, weapons, etc. I also see this game as a potential multiplayer experience – so while it could be “hungry hungry hippos on acid” I see I’m seeing something a little more aggressive – with plenty of explosions and particles to go around. (Mario Kart battle on non-rational geometry?)

I also want to incorporate pureLIGHT into the gameplay. As part of this, I have a small object that (through a little development black magic curtsey of my co-worker Jason) reads the current color of the world under the player’s disc. This has performance limitations (I couldn’t sample hundreds of points at the same time) but it does allow me to (with more development black magic) read the pureLIGHT result for the world at the given location… meaning I could have the color or intensity of the light affect the player. One of the original inspirations in all this was a “physics game where light of the color blue was slippery”. I’m not quite sure how to integrate all this yet (the first test where you’re speed / power was based on lighting was confusing to my testers) but an idea is that the light you are in will affect your influence – shown in the video as a white ring around the pawn. I have to do some testing on this still – I’m interested to see where this will go.

(I also have ideas for switching the lighting state for the scene – going from this white light to something high contrast black and red, etc. I love the aesthetic possibilities in this, but I don’t know how this will relate to the gameplay yet – I have to do some more thinking on the subject)

As for the world, this first test has a few notable parts – I really like the distortion when you go around the fold in the world or get close to the sloped ground at the “red” end of the track. I also really like the bounce, but if anything, I find the environment a little constraining – I’m not sure if this is an arena type battle game or a linear puzzle game like Marble Madness. The more I think of it though, I wonder if it’s both – the movement mechanics would make for a very interesting linear game… but a spatially distorted combat game like Geometry Wars could also work. For ease of testing I think I’ll start with more of an arena focus, but I definitely think there is a single player puzzle / navigation aspect to this as well (all based on the same gameplay mechanics). In the short term though, I do think the current world breaks down. While it has some really interesting pieces, I’m not sold on the scale or layout. I have a few thoughts floating around for a more appropriate world test (I may revisit this first one in the future) – I’ll post some screenshots as that one comes together.

Categories: Design, Gameplay, Physics, Video