Showing posts with label AIF. Show all posts
Showing posts with label AIF. Show all posts

2014-04-01

Where did March go?

So much for Plan G. After 10 months of working on this as a side side project, I think it's time to elevate it to full side project status to get it done. First step is to pin down a name for the system. I'm thinking 'Naught' could be pretty decent. Runners up are 'Rue' and 'Darkness'. 'Regret' might work too, since that matches the result of most of my decisions. Before I go getting overly positive, here is a feature list for the system along with my progress.
  • Works with Win, Mac, Android, iOS (pretty much implemented in that order)
Unity does the heavy lifting for this one. Unity also has Linux export which I'll try out. There are some platform issues on mobile that I have to figure out so as of now I'd say I'm 50% on this one.
  • Games from this system should look a lot like the stuff I was doing in Twine
This is not that difficult because I wasn't exactly doing all that much unique stuff in Twine. I recently decided to take a saw to the interface code that I had working, so now I'm at 30% on this one. It is my primary focus right now out of all the features in this list.
  • Non-parser world exploration along side of choose your own adventure options
I'd like to create games that are like bastard children of parsers and cyoa. I have no idea how well this will work, but that hasn't stopped me before. After experimenting with environment exploring in chapters 2 and 4 of Midnight Room, I found that it was fun but difficult to implement. I ran into issues with something I wanted to do in chapter 4 and that was around the point that I lost hope in using Twine. Anyway, I'm ignoring adding a parser in this system for now so instead the world is explorable via buttons. I know what is lost without a parser but I'm not entirely convinced that it is worth it to me to have one.

Part of the interface redesign I'm working on is to see how an infinitely scrollable list of nouns and another for verbs works for exploration. This is currently around 60% given the interface construction.
  • Easily handles lots of text and variables without needing hacky source code
This is a super important thing and it's working very well. I've spent the majority of development time getting this part of the system running so it's at 90%. This feature just means that I can store variables for anything and change them based on what happens in the game.
  • System allows state driven responses based on rules with criteria
This is tied to the previous feature and is also at 90%. What this basically means is that there are potentially lots of responses to a given command, but only the response that most closely matches the state of the world will be displayed.
  • Requires no coding to build games aside from any special functionality
Currently building a game means setting up a scene in Unity by dragging in prefabs that represent the different objects of the world and the various responses that result from selecting actions on those objects. After giving up the horrible editor script route I was on, this has become much simpler to implement and making games is actually very fun this way. There are some more ease of use things to do like creating context menus in the scene view that create preloaded prefab sets for objects. Those types of things aren't needed to just get the system working, so I'd put my progress at about 80% on this one.
  • Designing games is done in the Unity editor and using one or many txt files for writing
This is tied to the previous feature and is also at 80% Once the world is setup you click bake then get back a text file that you can use to write stuff. Then you import the text back in and repeat as needed.
  • Games support Undo/Redo/Saving/Loading
This one is a requirement because people like to change their minds during games and of course save and load progress. The functionality is mostly there, but the interface for saving and loading is up in the air during the interface overhaul, so I'd put this at 60%. I'm really also interested in being able to load saves across games so that for example something that you did in one game could matter in another. Another neat thing is that saves are shareable files.
  • Games can be modded by me or others (who are brave)
This is the last feature I'll list and it's probably the most important. I think that games should be changeable by players if they really want. I envisioned it would be cool to have the ability to write entirely new branches to stories, add new characters and add new environments without needing Unity at all. The nature of Unity games makes it difficult for modding without planning for it, but for a text based game I figured the barriers should be a lot easier to overcome. To make this possible in my system the text that makes up the story and the world structure of the game are both loaded from txt files at runtime. I plan on having a directory set out for where these files could be placed and then loaded in along with the default game when it's run.

The biggest problem here is that the structure of these files is very specific and any typos would just crash the whole thing. Also a lot of things in the system are represented numerically so it would be a mess to edit by hand. I'll have to write out a lot of guides to make the world system and dialogue systems make sense. This entire thing is still in heavy development so I haven't even begun any documentation for this kind of stuff. This is all assuming that there is any interest in modding anything I make in the first place, so I'll see about it later on. As it stands I'll put this at 80% because it does work, but is undocumented.


And there you have it. Without checking the percentages above, I'd optimistically say I'm around 95% done. I'm reluctant to set another monthly deadline even for just a small game test because this is turning into a huge endeavor. I have no shortage of games I'd like to build, but until this system is ready I can't do a thing. Well not entirely true, I've been writing a bunch of random stuff for 3 different games because focusing on one thing at a time is for squares.

2014-03-24

Different approach

Here are some images from my new setup. I'm still working on making things as simple as possible to go from these visual objects to a usable output.


The nouns come in a variety of shapes and sizes depending on what they might be sized like in relation to each other. The spheres are all verbs for each particular noun. Its a little crowded but there are various ways to filter out game objects in the scene view. Layer filters can hide entire groups of things pretty easily. Also there is a useful search field that can drill down on names, tags, types etc. within the scene. Here is a zoomed out view of this level.

2014-03-10

Plan E, possibly F

As it turns out I've decided to push all my focus into a single delivery to be the game rather than several deliveries. There is more than enough good stuff within this delivery I'm working on to serve as a demo of the system that I'm building. It's probably better to keep things as simple as possible any way. If I can get this first part right then I'll be in a better place to expand into the events before and after the delivery later on.

One thing that I have to figure out is how to work around the choices that could have been made that influence the main character's state during this delivery. I don't think I can avoid talking about how the player's day has gone, but I also don't want to rely on specific past events to drive the story. If I can't make this work in a good way, I'll have to stick to my old plan but extend my deadline for sure.

[spoilers ahoy]

2014-03-04

Plot

Do you like development updates? Interested in spoilers? Than do I have a blog post for you...

2014-02-15

Adding features

Here are few that are pretty nice and implemented for the most part. Starting with support for screen resizing/resolution changes, for mobile and desktop.





2013-09-14

Midnight Room 1 - 024 .. er 025

Changed a few things in chapter 4; updated how emails are displayed and fixed a few passages that I had excluded somehow. Also I made a change to the way the game will be saved in local storage.

I was having some issues with saves in Firefox but they were solved by moving volume 2 to the same location on my local drive as volume 1. The change I made means that saves from version 023 won't work in volume 2. There have been about 40 downloads of 023 so this won't effect many people. For those whom it will effect, I've heard nothing in terms of feedback so ... well ... shrug.

[update] Also stopped the prompt display from showing every back button hit

Download: The Midnight Room 1 - 025

 

2013-09-01

The Midnight Room - Volume 1





I've decided to release the first part of The Midnight Room. I've had no testers and I am not entirely sure that saving between Volumes of the game will work properly with all the popular browsers, but I've decided to throw the game into the universe and see what happens.

Download The Midnight Room - Volume 1 - 023 Here!

2013-08-12

Midnight Room Dev Update


Hello, thought I'd make an update post about my current project The Midnight Room. I'll keep this post spoiler free, but I will discuss some of the technical stuff about the game. My primary goal is to improve the way I made Next Door Girl April. There were a lot of lessons learned making that game, and hopefully I will be able to make better games because of it.

NDGA stat system


The first thing I thought about improving, was the stat system in NDGA. So stats, or stat, in NDGA was really simple to manage for players and me developing the game. With just one thing to keep track of, there wasn't much difficulty in playing the game. Every choice that you made had a single effect on this stat, raise it, lower it or do nothing to it. The problem with this is it was just too easy, especially since I didn't prevent using the back button to change your mind. In order to add challenge, I put in a few tricks that rewarded following up on 'bad' choices with higher gains than you would have gotten had you made 'good' choices. The tricks worked, but they were only bandages to cover up a structural problem. So for Midnight Room, I knew I would need more stats.

MR stat system


One option is to just break down sex appeal into different stats, like attraction, physical attractiveness, mood, etc. The problem is some of those things are difficult to change with player choices, or just mundane like taking a shower. The addition of taking a shower in NDGA v 035 was kind of a joke, and I don't think it added anything to the overall experience of playing the game. What follows is my new approach, so don't continue reading if you'd rather wait to see it in the game.

2013-06-15

New project

After a lot of work on Next Door Girl April, I have decided to put it on hold.
I honestly thought I could rebuild the story in 3d, but it turns out my assumptions were wrong.
It just wasn't fun to play and building it felt more like a chore than I'd like.
The core of the issue is finding out what the game should actually be.
Displaying all of the text of the original story along side of characters acting it out is just strange.
Removing the descriptive part of the text and leaving only the dialogue felt very empty.
Having the models just act out various sex scenes isn't really a game at all, but more of a simulation.
It is incredibly easy to criticize sex scenes in video games, until you are actually the one trying to create one yourself.

2013-06-03

Version 28 of Next Door Girl: April

Download Here

This is a minor fix of some of the rules towards the end of the story.

What is this exactly?



I forgot to actually talk about the project ... here goes.


Next Door Girl April


Widowed after a loving marriage, Donald Hardeman leads a quiet secluded life in a big empty home. Donald maintains a small electronics import business to fill his otherwise misery filled days. He wakes to a large empty bed, goes to his home office to tend the daily orders and then cries his memories away at night. Donald longs for the feeling of a woman's warm touch, but he hasn't yet recovered from the tragic loss of his wife Nellie and subsequent disappearance of his adult son Raymond. Donald's world turns upside down with the sudden appearance of a familiar face from the past, that of the next door girl April, who has blossomed into a beautiful young woman.


2013-05-26

Version 27 of Next Door Girl: April

Updated things: DOWNLOAD

So the poll results are pretty clear, art is the winner. Most of the feedback that I have gotten is about making art so I guess that will be my next step. Part two of the story along with other tasks are going on hold for quite a while.

I am likely going to use a lot of freely available resources from various places online. I welcome any artists that would like to contribute to the project, but I don't anticipate lots of interest. There is a lot to be done and I don't want to talk about how long the process will take.

I'll just go step by step. First, the environment. Here is a quick look at what I have mocked up so far. NOTE: you will need the Unity web player to view this demo. I am only posting this because ... well ... not sure, but here it is. As a side note if anyone knows of a place to host the game online, I'd appreciate a tip.

[experimental thing removed]

Thanks!

2013-05-19

NDGA 25 Twine graph

Here is a look at the twine graph of NDGA. You can see part one on the top and part two near the bottom. The story follows a single branch, with lots of options along the way (Especially around the end). Organizing all of the passages is actually kind of fun for me, and it paints an interesting picture.

NGDA graph 1
Twine graph for NDGA