Showing posts with label Blog. Show all posts
Showing posts with label Blog. Show all posts

Saturday, February 8, 2014

Boatventure: Getting Bloggy

Boatventure! Basic movement implementation!

[Re-post from acpcproductions.com] Hello everyone, it's Ryan Huggins, a game designer here at ACPC Productions and I'll be running the Boatventure blog. We've just *really* gotten into working on the game after finally settling on Unity after having built several prototypes in Game Maker. I'm currently busy working on the first iteration of the game and am taking a break to set up this blog. To begin this blog, I'm just going to throw up a few pictures, but I'll be updating periodically every time I make visual progress on the game; and sooner or later, I'll actually talk about the gameplay... The .gif at the top of the list is an example of the basic movement implementation and the current (rudimentary) system for cycling through your boat modes.

Some Boatventure and some Railwar! Two games being developed by ACPC Productions crossing over. Art by Meghan.

Screenshot Mock-ups

A mock-up by our artist, Meghan. Boatventure has gone through a ton of artistic revisions these last few months. This is an example of being at the surface of the water.


Another mock-up; Meghan and I have been doing a bunch of work trying to figure out the style for Boatventure. We've got a lot of work to do, but the style's finally getting to a place that we like. This is an example of underwater exploration.



Character Art

This is the original concept art for Wynona. A main character (but not THE main character) of Boatventure.

This is a grandma. She is also a pirate.

Tears and blood. We're not sure why she's crying, but Meghan felt compelled to draw it. Classic Ghibli-style tears.

Thursday, August 1, 2013

Student Developer: Microsoft Surface Pro - Log 3 + Boatventure 2013

WHO IS SHE? She is the co-lead of BOATVENTURE 2013!
Boatventure 2013 Dev Log located below the Surface Pro: Wrap Up.
The Surface Pro: Wrap Up

It's been roughly 2 weeks since I decided to use the Microsoft Surface Pro as a tool for game development and in these two weeks I've decided that the Surface Pro is a great tool for developers on the go, but not yet a perfect replacement for a desktop development environment. Most of the problems stem not from the internal hardware or the power of the system itself, but in the available software and the size of the screen (which surprised me in how much it could hinder productivity). The Surface Pro did a lot of great things for me--it ran pretty much everything, let me draw and sketch ideas like I was using paper, connectivity was solid and the type cover made it comfortable to program for hours--but there were a few issues that slowed me down and helped me determine that, for a software/game developer, the Surface Pro is a stellar secondary device, but only a decent primary one.

For a primary device, the screen size was much too small for me to easily multitask, especially when it came to managing 8+ code windows at once. That was probably my biggest issue and it ended up inhibiting me more than I would like to admit. A few other smaller issues, like the length of the charger and the quirks of Windows 8 also, upset me, but it was definitely the screen size that convinced me to return to my desktop for big projects.

However, where the Surface Pro truly shines is in its ability to be an amazing portable device. If I was to go out for a few hours--an example would be a class--where I needed a light device that could power through all of my college activities, let me sketch ideas, and make code edits (or even create full programs in a reasonable amount of time), the Surface Pro would absolutely be the device I would choose. It's just when you ask it to become a primary device that it may fall short for heavy developers.

Do I recommend it? Yes. And I already have to several people. It's just important to ask what you want the device to do before you purchase it.

Boatventure 2013: Development Log 1

A great example of prototyping in action.
These five silhouettes are no longer part of the game.
Today marks the beginning of the weekly (or occasionally bi-monthly) development log of Boatventure 2013 (20XX)! I was working on the first draft design/prototype of the game during my two week test of the Surface Pro as a development device, but sadly (or wonderfully), that prototype bombed and helped us to determine that our core mechanic just wasn't fun! First, here's a bit of background
After many years of global warming, the majority of planet Earth has found itself submerged beneath a torrent of rising sea levels while much of mankind has been wiped out by the resulting influx of superstorms. In recent years however, with humanity at the brink of extinction, the Earth has finally begun to stabilize itself. The majority of those who survived this global warming-related apocalypse have taken refuge on what little dry land remains, while others have taken to the seas themselves, searching valiantly, for any remains of civilization until the depths claim their lives as well. Thrown into the fray without any hesitation for adventure, you play as a boat scouring the ocean world, searching for a way to kickstart a new civilization, and somehow resurface the world that now lies beneath the tides.
If you take a look at the images above, you'll see five ships and a submarine. In the first design of the game, the player would be able to unlock new, larger ships and then cycle through them at will during the gameplay in order to solve puzzles or just lay down the law to other ships. The system was based around a mobility-power dynamic, where the smaller ships were more mobile, but the larger ships were more powerful. Luckily, it became apparent during prototyping (and prior to that, in some arguments with the musician, Jack Yeates) that the system might not be fun, or at least be terribly difficult to balance. (On that note, check out one of our MANY concept songs and maybe let us know what you think!)



In a true designer fashion, I don't like really like scrapping cool conceptual systems without testing, so I insisted that we prototype it out; and for a few days, I thought it would work out, but it quickly become more and more apparent to me that cycling through different boats was a fun mechanic, but that the power vs mobility dynamic was not. At all.

In the end, we got rid of the different sized boats, but kept the idea of cycling through multiple specializations of ship. This means that you can unlock new ships with a new type of weapon (like how Megaman unlocks new weapons) and cycle through them in real time. In addition to this, we're considering a Cave Story-esque mechanic where each ship can "tier up" by doing well, obtaining a more powerful weapon in the process. Like Cave Story, however, they can also level back down.

It's important to note, that unlike both of the mentioned games, we plan to make sure that every type of weapon has some sort of gameplay purpose (akin to The Legend of Zelda's items) to aid in the exploration! So cannons might be able to break down certain walls, torpedoes can destroy underwater rocks, and battering rams could maybe let the player push objects that would normally damage them. Each different weapon corresponds to a different specialization. (We're still coming up with more like an anchor grappling hook.)

A bit of a very basic platforming scenario. TAKING PLACE AS A BOAT!!! :D
In addition to the combat, it's important to remember that the game is an exploration-adventure game where the player is literally a boat. We've spent a lot of time thinking about how the player can get around (and we have a lot of ideas!) Though, one of the tested mechanics that was really positively received, was the submarine mode. Since your boat has the special ability to change into different ships, it can, naturally change into a sub to explore the deep-sea depths! In addition to this, the player can unlock a lot of other cool tools for exploring and getting past obstacles that they couldn't otherwise get past.

Submarine mode is my personal favorite though. It literally and figuratively adds depth to the game and will let us design some really cool areas to fight in, explore, or solve puzzles in, whereas the other ideas are more combat orientated with the added bonus of increasing mobility (Castlevania-style).

So, hopefully, you like the idea of Boatventure! It's really shaping up to be an amazing, beautiful, stylistic adventure game that we can be proud of; and our secondary protagonist at the top of the page, is shaping up to be a great character. More on the main character in the coming updates. :)

More sketches of our super cool co-lead! 

Tuesday, July 16, 2013

Student Developer: Microsoft Surface Pro - Log 1

The Microsoft Surface Pro on my dad's table.

Roughly one month ago, I decided to sell my laptop. This is an important part of my technology cycle and usually, I purchase a new one within a few days or so. Disappointingly, this time I was a little lower on money than I would have liked and was forced to default to strict desktop development for a few days. Coincidentally, it was at around that time that my friends and I decided that it would be a great time for me to visit them roughly 200 miles away in New Jersey; and so, without a laptop for the first time in years, I was forced to remove myself from the development equation and just chill out for once.

It was an amazing time and a needed break from all the stresses of life (I ended up going to a lot of parties...), but, sadly, all things come to an end and I was in dire need of a new portable computer to develop on during my travels. After a lot of research and inquiry from Internet dwellers, I decided to look into the Microsoft Surface Pro as it was an interesting device that did a lot of things well, but not perfectly. Despite this issue, I believed that the device was one that would fit the needs of a game designer in a lot of important ways.

The Microsoft Surface Pro

The Surface Pro is small, so it'd be portable for those designers who like to travel a lot. The pressure sensitive pen would allow art-focused designers to draw with it on the go, creating prototype and even complete art in much the same way they would with a regular tablet; while the type cover (not the touch one) would offer a pretty solid experience for the programmer-designers. In addition to this, it could (seemingly) run pretty much all of the development tools that you could throw at it (with a few obvious exceptions such as heavy 3D modeling or video editing tools that you'd be best working with on a desktop). With all of this in mind, I purchased the Surface Pro 128 GB version for roughly 1400 dollars ($999 (the device) + 130 (type cover) + $150 (complete warranty) + tax).

Now, with my, relatively new (I've had it for a week or so) Surface Pro in hand and two weeks away from home at my dad's house, I'm going to test the device as a portable tool for game developers while I begin development on Boatventure 2013. I hope to update frequently during the week, but I will primarily be tweeting about my experience so follow me! @TheRyanHuggins.

Expect Greatness~
Ryan Huggins.