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Sheep benchmark

Time for a little progress update, eh?

Ok so some more sheep have been done but it’s time to assess the situation and get a firm grasp of where exactly I stand.   But first a picture of the prototype tuckbox that the game will be shipping with (some assembly  required)

tuckbnox

Why Include something as silly as a tuckbox, when it will surely impact the bottom line One might ask.  Well the answer is simple,  with the last couple playtests it’s become obvious that the system of green tokens to track the value of the current place is massively cumbersome.  So I decided to put in a little track sheet that you can just put a couple counters on to track the value of the current place as it is eaten.  And the price difference between a 4×4 board and a board big enough to have a tuckbox to be cut out is negligible. So the tuck box is almost free.

But anyway… back to the current state of the game development process.    So it turns out that 85% of the time it’s taking is art.  That’s right.  It’s taking much much longer to draw silly sheep than it is to creating the game and the cards and exporting them and uploading them and writing / editing the rules etc. etc.

Crazy eh?

As of RIGHT NOW, I have Drawn and Painted 60 of 125 sheep.  Of those 50 have been placed into their final art location in the inDesign files that are the decks.

I have 65 sheep left to Draw, ink, and paint.   A happy estimate would be that if I totally buckle down I can probably do a sheep every 2 hours, maybe a bit more.  So let’s call it 90 min.  So that’s just a hair short of 100hrs of ART work left to do.  Not too terribly bad.

Other than that I probably have 6 hours of editing and tweaking on the cards’ text to make sure they’re clear and are easier to understand.

Then toss in the other little things like re-writing the rules and finalizing the web and packaging art, realistically it’s probably closer to 120 hrs of work.

That’s some really long weekends in my immediate future if I’m to hit my goal of having it launched by my birthday.

Time to buckle up, it’s gonna be one helluva ride to see if I can do this.

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Mutant Sheep Balanced on a Razor’s Edge

Well as promised, here’s a recap of the weekend’s playtesting. It’s gona be a long one.

The good:

It was amazingly fun.  A bit unlike other games, the going strategy seems to be hording your cards in your hand until you can twist the game in your favor, which seems a bit of a hard concept for Parker to grasp.   Really, even the two player game was a lot of fun and not totally skewed which was one of my big concerns.  It was fun for all of us and the base mechanics and strategy work exactly as I imagined they would.

There was a slight issue with the print of my cards, but the super responsive guys (JT) at TheGameCrafter.com explained the issue and how they were going to have the issue rectified well before I finish up for launch.   So no worries on that front.

The colors looked great and the quality of the cardstock is very nice and they shuffle well.

beta1-gameplay

The ok:

Lots of typos and little phrases that need to be tweaked and made into english.  I got some great feedback on the rules on the little bits and pieces that I assumed the player would know.  During the games we played over the weekend I got a dozen or so cards whos’ verbiage either needs to change or simply be clarified as the ability didn’t make as much sense as I hoped.

The instructions need to mention a couple things about adding Event location points to the size of the current area, but that’s minor.

The eh:

This is probably the biggest list of issues that came up, and the good thing is that they are all fairly easily correctible.

The timing of when you can use side effects and sheep special abilities is not clear and some cards contradict each other.  The usage of Blue (sheep is stunned/busy/incapacitated) tokens was not consistent.  These are essentially just going through and making all the cards agree and putting it in the rules.

Keeping track of mutation abilites  and side effects can become a bit of a slog.  Cleaning up the timing and usage of abilites will make it easier.  Additionally I’ve decided to add a card case which will leave me with a board with some spare space where I can print out some tokens for things like keeping track of the Hairless sheep (yes, its a serious issue when the blizzard shows up)

The massive number of tokens for large events (we easily had some places in the mid forties ) makes it hard to see exactly how much landmass is remaining in the location to be eaten (which is how you get victory points).  This makes planning things 2 or 3 turns ahead extremely difficult.   This will be remedied by cardboard tokens with numbers on em.

There need to be more side effects with a variable range so you can tweak the total amount eaten by your (and other player’s) sheep a bit more easily.

The Uggh:

Late game balance is a bit out of whack.  Not in the sense that it’s once sided or anything, just that once each player gets 5 or 6 sheep out and a couple mutations on them there’s not much you can do to stop them from devouring a whole location per turn.  So the amount of luck to winning goes up as the game goes up.   The good part is that this is easily fixable by a combination of minor tweaks to the game.  We’ve got three major tweaks that we’re going to be testing indiviually and in combination.  1. Make Side-Effects permanent.  This would let you permanently alter yours and other player’s sheeps appetites.  2. Increase the size of the smaller locations so they last longer.  This would potentially slow the point acquisition of the early game but make the endgame less luck driven.  3. Increase the bonus/penalty that Side effects give.

The Yay!

That’s it.  The game was fun, and with a bit more testing I’m sure we can get the balance of endgame to luck worked out and then it’ll be awesome!

Ok that’s it for now.  Further updates to follow but for now I’m just painting sheep like mad!

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Mutatant Sheep and other exciting things.

Whoa, I’ve been a bad blogger.  It’s been over two months since I updated this thing.  Time to get back in the swing of things then.

So after finishing the monster of all paintings, creativly, I was a bit drained.  So I spent about a month not really doing anything.. just recharging the old batteries.  Then via Raph Koster’sblog I heard of something super exciting!

A couple guys had gotten together and done a Print On Demand website.. where you can print Games!

Consequently my brain went into hyperdrive and threatened to explode.  I glanced at  one of my little doodles at work ( a gigantic 3 eyed sheep stomping around a landscape) and my next pet project was born.

So here I am, a little over a month later, over 50% of the way there with the final art (drawing and painting in photoshop 125 sheep is a lot of work, it turns out.)  And the cards are 90% of the way defined.  The immediate goal is to have all the cards put in their final state by next Monday, and then order a playtest set, for tweaking the numbers and mechanics while I wrap up the art.

Heres some of the cards
Here's some of the cards

Current statistics:

  • Total Cards: 125
  • Cards Drawn: 64
  • Cards Painted: 44
  • Cards Text Written:  75
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Short update

Its been a bit of a slog to make much progress.  Tons of little ‘try this.. er.. hmm well how about that.. ooh that broke it… humm well then how about ….’

BUT the upside. 

The player now triggers doors when he/she walks across em. (yes the collision polygons need some tweaking but basically it works). This causes a recusive floodfill to determine all the tiles that are available inside the room.  There was an issue where it caused the game to stutter while the fill ran but with the use of some scheduling calls I actually wound up with a smooth and more even area determination.  

So.. why does that make me happy?  

Well, glad I asked.

So now I have a nice and easy way to get all the available tiles in a room, with just some minor tweaks the monster spawner (in the inital Alpha) will be able to find an open spot and start spawning critters.

Esentially  I’m just a few minor tweaks from having a playable core base to work off of.   

Then I can start going crazy with different monsters, powerups etc etc.

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03/03/2009

Well, some development progress.

The in-game map now reflects a proper mow branching randomly generated maze based on Prim’s Algorithm, the trickiest bit was adapting it to do without proper arrays Toquescript is a bit funny about that. After that, I created a basic start for a tileset etc etc and got it rendering properly in the engine.

Alpha 3 screenshot 001
Alpha 3 screenshot, Doors!

Tonight I got the tilesets to properly interpret the door and trigger tiles and render the proper animated tiles for them (after creating said animations of course). Spent a little time trying to figure out why shooting seems to crash the game on the tile based level but didn’t get much beyond making it not crash.. but not showing the shots either..

Alpha 3 screenshot 001

So that’s the next step, and after that activating the triggers and shutting the doors to indicate the start of a wave of enemies.

On the webby front, some minor tweaks galore to the theme with some more changes planned. Over the weekend I put up the site www.wenderflonia.com for GFW and she’s putting it to great use already.

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Further Mapmaking Tools and Integration

Got some good progress done.  The online Map editor is coming along nicely with some new additions such as, saving to a database, generating exportable content files for integration into Torque.  Still I need to do a couple things to it, mainly bulletproofing the submitted maps to make sure I don’t forget to add doors, things are sealed properly etc etc. 

Continue reading Further Mapmaking Tools and Integration

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Painting update – day 8ish

So after a nice little hiatus with the game programmy project its back to work on the behemoth that’s been hogging up the kirchen for going on a month now. 

painting-day-8-002I really didn’t want to do this, which is why it probably took so long.  You see, I didn’t finish the background first… and you always start in the background and make your way closer to the viewer.   That way.. you don’t wind up having to paint over large swatches of the stuff you’ve already painted.  

Which I did.  Which sucks and isn’t a lot of fun knowing you’ve got to do something you were happy with all over again. 

I actually fudged over the planet area fairly well so there’s just a couple small things that are going to need reworking.. so in all reality it could have been much worse. 

So After that I started re-refining all the shade transitions on the gearwork and after I slopped a little shading on the planet guide beam thing I made up my mind to actually render out the gear works instead of the flat blue shapes.  

The base color for 2 of them done and some simple shading on the smaller one and a little detail and it’s a good stopping point.

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A good weekend’s worth of progress.

ss0Made a pretty hefty chunk of progress over the weekend and last two nights.

Some behind the scenes work with putting everything in the level controlled by a manager object that keeps track of what’s going on and what to spawn next.

 

 

 

 

 

ss1

Off the top of my head:

  • WSAD controls work.
  • Money powerup (yellow dots)
  • Magic powerup (blue Sigils)
  • monsters drop money and score interfaces.
  • New guis
  • Basic fundamentals of waves are in place. 
  • Object thresholds are in place so (in theory) it shouldnt crash due to too many simultanious spawns.

 

As always this is an alpha build, play with it at yer own risk.

 Graphics are primarily placeholders.. No there isn’t any sound yet. 

You can download it here www.swiftthought.com/BSDDoD/BSDD0D-alpha002.zip (3.94mb)

Feedback always appreciated.

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Short sharp turn in freetime utilization

Talking a couple days away from the biggo painting..  Kinda mentally stuck on what to do with the blues..

So I’m diving head first into another side project.  Which I spent the all of yesterday working on and plan on spending the evening on (after working out) to hopefully have a workable single level.

It’s all so much fun, it’s hard to pick just one project to focus on… Which, I guess, is why nothing ever gets ‘done’.

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Easy as cake

Hmm so I’m grandually getting comfortable wiht the whole MCV arhictecture of dev elopment.  I’ve decided to more or less just give a pass to Ruby on Rails for now and see about getting cakephp up and implemented to my workflow. 

Having a hard time with the initial mental gymnastics to fully embrace it but it’s gradually starting to make sense.

For now, though, It may be time to just take a break and take a look at some bigger picture items and play around with my paints while things gel.

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The end of the year.

So, It’s been a good year.  Overall… Though I’d say the first 7 months or so really…er.. sucked.. The last 5 have been absolutely spectacular.

The holiday’s are just about gone.  My christmas tree is still up and glorious and the presents are scattered around the house.  The remnants of nerf battles past lie scattered around in the corners.

The amazon wish list was a success Including an awesome score of a copy of Descent: journeys into the dark, Feersum Endjinn, a nice iPod alarm clock and other goodies!

But, it’s about time to start a pet project… and no time like the beginning of a fresh year to do so. Soo… I’ve cracked open some Ruby on Rails tutorials and am gearing up for the start of an actual development.  I need to crank out some milestones and a basic design guideline and then go from there.

But on the other hand… I did get some cool canvas boards that are just itching to get slathered with paint, not to mention my copy of painter has been doing good things.. so maybe that will distract me.. 

Boy, life is hard with too many hobbies… 🙂

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WAR and other GOO-ddies

So at this point Warhammer thoroughly has its claws in me.  Little time to play any of the other things (like The Witcher which was getting really interesting when I got distracted).

The new Brothers in Arms came out last week and my pre-order activated, maybe got 2-3 hours with it so far.  It’s very pretty and the gameplay is just as involving as the previous BiA games with awesome ingame cinematics and storytelling.  Very nice for a Tactical FPS fix.

The world of Goo releases today.  It has been getting spectacular reviews across the world, looks like it’s this year’s Portal.  And it’s supposed to be beatably short and a joy throughout so that’s definatly getting picked up this week.

But the Xmas release avalance is definatly getting underway.

Here’s a few highlights:

  • Oct 17: X3: Terran Conflict
  • Oct 20, Dead Space
  • Oct 21, Far Cry 2
  • Oct 28, Fallout 3
  • Nov 11, Call of Duty : World at War
  • Nov 17, Left 4 Dead
  • Nov 18, Tomb Raider: Underworld
And that’s just the next 30 days…
Well.. Time for the reviewers to get busy cuz Im probably gonna miss most of those.
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Waaaaargh

Yup… I was weak.   Warhammer Online is out and available online at EA’s web store.  Hmm I guess the downside of instant gratification online delivery is that I’ll never ever ever be bored again… or wealthy 🙂 

Overall they’ve done a great job with the in game systems, maps etc.  Pull up your map and quest locations are indicated in a faded red, so you always know where to go.   Quest rewards seem to be fairly varied with public quests being really cool and fun.  Yeah the whole public quests and open group concepts really go a long way as to breaking the ice and meeting people to play with.

The PvP parts of the game (which can give XP) are a blast and full of adrenaline.  I can’t wait to get to start doing the keep sieges etc.  

Class variation is pretty cool and at least the chaos classes are a lot of fun with unique playstyles (duel sword wielding melee healers anyone?) and runor has it they’re looking at putting some of the cut classes back in over the next couple months.

So how it’ll play out in the long run is anyone’s guess but the outlook is pretty good.  If my interest in the game plays out like DAoC / WoW  then I’m in for about 6 months or so before it just gets boring.  Guess I’ll find out.

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Witcher – first impression

Ok, so the initial download is 14gb… ouchy… so that took most of a day.

Wow.. this does not feel like the old Neverwinter Aurora engine. (or look like it for that matter) 

Just about an hour into it, the first 15 minutes were intro videos and cutscenes and some in-game cutscenes.  I didn’t skip any of them, very well done and felt like either a solid introduction to things or tied into the game seamlessly.  Combat is more diablo than NWN but then again I’m not all the way throught the tutorial part so that may change.  

Its pretty, very pretty, and architectually things feel more authentic than most western rpgs’ attempts at a ruined castle. 

If the story is half as good as the reviews make it out to be the enhanced edition is going to put up on hell of a fight for RPG of the year.  (Fallout 3 has got it’s work cut out for it.)