So. Many. Projects.

March 24th, 2012

So, I’ve been thinking about this blog a bit. Currently I update only when I have enough time to put some thought in to a semi-serious topic. This is a rare occurrence. An original part of the motivation behind this blog was to write more regularly & thus improve my writing skills.
Clearly, that is not work.
So, after Sewnerd suggested to me a few weeks ago that we be “Blog Buddies”, I came to the conclusion that maybe I should stop trying to be so serious all the time and let the blog just be about what I’m up to at any given time.

I’m sure I’ll still write the occasional serious piece, but hopefully there’ll be more “Hey, I saw this cool thing” sort of blogs in the near future.

So, I thought I’d start by listing all the things I’m currently working on.

  • Secret Project A – shhhh! it’s a secret
  • Potential Secret Project B – shhhh! it’s also a secret
  • Project2011 – that game I blogged a bit about last year is still kicking around. Progress has been slow but good. I’ve learnt a lot about coding.
  • Learning to play the piano – I have a new teacher. She recently emigrated from Russia. She is… kind of… insane. In a good way. Perfect teaching style for me, manages to always keep me just past the limit of my abilities. Which seems to be where I learn the best.
  • Computer Games. My List of Shame grows long. I hope to finish these this year, I’ll be surprised if I finish them this decade:
    • Skyrim – yes. I know.
    • Fallout: New Vega – what can I say, the world gripped me, the story didn’t.
    • Amnesia – I’ve been meaning to set a weekend aside for this since it came out. Maybe this year.
    • Deus Ex – All of them. Let the ridicule commence.
    • Mass Effect – All of them. Let the ridicule grow.
    • Civ V – I’ve obviously finished this many times (I’ve now sunk over 200 hours in to Civ V according to Steam), but I’ve yet to win a game at every difficulty level and as every Civ. I will have all the achievements… Also, there’s the Gods & Kings expansion coming /me tries not to salivate too heavily.
    • Magicka – I really should finish that campaign.
    • Portal 2 – Finished the single player the day it came out. The co-op, it does languish.
    • Orcs Must Die! – can’t believe I’ve not finished it.
  • I also want to play more BF3, Cities in Motion, Crusader Kings, EUIII, Elven Legacy, Blur, the list goes on quite a ways.
  • Re-watching all of ST:TNG and ST:DS9. I’m currently halfway through seasons 6 and 1, respectively.
  • De-Wallpapering the rest of my house
  • Painting my house
  • Training for the City-to-Bay
  • Getting my Java certifications

I’m sure I’ve forgotten something. Finding it hard to work out what to do at the moment. Clearly I need to drop a couple of projects and focus more carefully on one or two. Or I could quit my job.

Expect somewhat regular updates on progress with all the projects. My third secret project been to bore all my reader’s in to leaving… :P

Games of 2011

January 1st, 2012

It would seem that in 2011, I bought (or was given) over 30 games on Steam, plus at least another couple off-Steam & a few mega-awesome-packs on Steam… So, I figured, given that I must’ve spent well over $1,000 on games, I should write about the highlights, lowlights, and such. So what follows is my take on the best and worst games I experienced in 2011. It’s not a Best-of-2011 list. For a start, plenty of the games weren’t released last year, I merely happened to play them last year. More importantly, there are some games that likely strongly deserve a position amongst the best or worst that I simply didn’t get around to playing & thus can’t comment on. Read the rest of this entry »

Project2011 is a No-Go

October 23rd, 2011

Sadness!

It’s become increasingly apparent to me with my current level of knowledge it is impossible for me to get Project2011 to a playable state any time in the foreseeable future. I’m not even sure where to start with some of the key skills I’ll need to learn and others I just have no desire to learn (e.g. anything that would normally be the purview of an artist).

So, I could keep bashing my head against Project2011 and make a game that’s no fun and barely even playable or I could take an entirely different route.

In many ways, Project2011 has already met its goal. I wanted to learn Java well enough to pass the SCJP exam to improve my ability to get a dev job. I’m confident that I now know Java well enough to do that.

So, I’m putting Project2011 to the side for the time being. I love the game concept and will return to it in the future, when I know more about games development.

To that end, I’ve downloaded Unity and started learning it. I plan to complete at least two games between now and the New Year. These will, of course, be quite small games using whatever art assets I can get my hands on for free. The idea being that they will be a bit of fun to throw together and will teach me a lot about Unity and the common approach to games development.

I’m also going to start looking for some other Adelaideans interested in games development, especially of the arty variety. If there’s one thing that Project 2011 has taught me, it’s that games development is a team endeavour. Hell, I already knew that. At the very least, you need someone to actively bounce design concepts off.

Anyway, that’s enough rambling.

I’m spending three days next week working on a short, not-at-all-shiny, somewhat-shabby game. I’m doing this as a 72-hour challenge, so all I’ve done thus far is think about some possible game concepts.

Today, I’ve been working on the 3D Platformer tutorial that Unity make available. Given that next week’s challenge will be my first actual game, I’m leaning towards sticking somewhat close to the principles covered in the tutorial and making a 3D Platformer. Ideas are welcome…

Oh, and next week’s game will feature a troll…

Project 2011: What’s in v0.3.0?

July 31st, 2011

As promised, below the fold there’s a snapshot of what I’m considering including in v0.3.0:

Read the rest of this entry »

Project 2011: First Release

July 26th, 2011

Huzzah! I have released v0.2.0 of Project 2011!

I’ll try write up some more details about it and what I’m going to do next sometime this week. But for now it’s way past my bedtime.

If this blog post is too short for your tastes, I strongly recommend wandering off and reading the entirety of the Urban Jungle webcomic. Disclaimer: It’s not my fault if you lose the next few hours of your life reading through the entire comic.

Project 2011: Design Process Contemplations

June 26th, 2011

When I sat down to start Project 2011, I planned it out in much the same way I run a table-top RPG – a lot of up-front thinking about where I want to accomplish, a few pages of quickly-ignored scribblings, and then diving head-first in to running the game.

I don’t know why I chose that system, in retrospect it was quite foolish. The outcome is highly variable when you’re running a table-top game in a system and setting that you’re familiar with. The times that I’ve run it in a system I don’t know (especially a rules-intensive one like D&D or Dark Heresy, as opposed to something like the World of Darkness) or in a setting I’m not intimately familiar with (especially a half-cocked homebrew)… well, those times the results have been incredibly consistent in their abject suckitude.

I knew enough Java to comfortably pass a first year Java-as-a-Second-Language course at uni (let’s ignore the fact that I did it as a second language without having a first under my belt. Yes, I know that means there were (are?) some key gaps in parts of my knowledge) and I’d poked around with a few bits and pieces here and there. It was a fantastic learning experience and solidified a lot of my understanding of some fairly fundamental programming concepts, but ultimately I coded myself in to a position where it was going to be far easier to start afresh than to make enough changes to have the game work.

So, I sat back and thought about the design process somewhat more. I considered the obvious idea of sitting down and designing the entirety of the game from the ground up on paper before starting. A few things turned me off this idea – firstly, it sounded like a lot of not-fun which would increase the likelihood that I lose interest. Secondly, even a cursory amount of time spent thinking about it made me realise that I just didn’t know enough about how to structure programs to actually completely plan it out in advance. At best, the plan would get re-written ten thousand times as I discovered that you can’t do things a way I thought you could or that there are vastly superior ways to do it. Thirdly, I didn’t have a strong idea of how the final game should look. I had a small set of traits that the game had to possess, but wanted to keep it open beyond that. My experience with homebrewed table-top RPG systems and settings is that you need to playtest early and often and that you need to be constantly prepared to throw out even in the most fundamental of mechanics if they don’t work near-perfectly with how you want the players to experience the game.

I also started thinking about how the best table-top RPG campaigns that I’ve run were planned and organised. The two greatest campaigns that I’ve run were very different in how they played out but surprisingly similar in how I prepared for them. Notably, there was no real plot. There certainly wasn’t a road-map of where we were going. There wasn’t even really a end-game goal in mind. Instead, I had an initial idea for a mood or theme for the game, found out what sort of characters my core players wanted to play, and then designed the stage that they’d play on. The NPCs were heavily fleshed out with goals and a personality, though there back-stories and resources were left largely unstated. The city itself was fleshed out in loose detail at first. A very high level overview of the city as a whole and then a moderately detailed view of the area that the characters would start.

Most of the design though wasn’t done until the game was already substantially under way. As the players took their actions and considered their plans, I would flesh out those characters and areas of the city that they were likely to encounter a bit more. I’d add back-story as needed, invent new rules where required. Sometimes there were contradictions and inconsistencies. Quite regularly actually. They were rarely noticed – I think this is because every time I designed another piece of the tapestry I had the overall theme and mood of the campaign foremost in my mind, so it always felt like it fit together even if it didn’t.

Now obviously a PC game is quite different to a table-top RPG. For one, inconsistencies will be far more noticeable in a replayable PC game than in a table-top game that can never again be played in quite the same way. However, I do think that the fundamental approach is still valid – work out what the over-arching player experience that you’re looking for is, work out the theme and the mood, and design your game to that. No massive design document at the start of the process, just a list of unchangeable objectives. So, that’s what I did. I guess we’ll see how it turns out…

I’ve also started doing a lot of reading around games design and development and one of the blogs I’ve been paying attention to – Games by Design, written by Christopher Park, the founder of Arcen Games (AI War, A Valley Without Wind) – had a post today that discusses a design process that sounds like a much better variant on what I’d come up with myself. Today’s post is actually a follow up to one from late 2009 in which he describes Iterative Design as he sees it. Well worth checking out.

His work has led me to thinking that I need a little more formality in my design process, so in the next week or two I’ll be posting an article or two about Project2011’s immutable design goals and my secondary design goals.

In other news, v0.2.0 now has a functioning UI – you can end turns and everything! I just need to add an End-of-Turn Summary screen and write the code for one more activity and then there’ll be a little bit of playtesting whilst I decide what gets included in v0.3.0 – at this stage I’m leaning towards adding at least 10 or 12 new activities that a character can undertake, implementing some very basic traits that actually do something (currently, they’re all place-holders), and maybe adding some basic support for buildings. Milestone 2 (multi-character support) will be waiting until the character class is a little bit more stable and until I’ve worked out a few design issues around how characters will be able to work together and share inventories and the like.

Project 2011: Lesson One

June 13th, 2011

Thus far Project 2011 has taught me a fair bit about coding and has re-taught me something that just never seems to stick: Big projects do not make for a good way to get in to something.

I’m quite enjoying the coding, but re-writing the same class for the third or fourth time because when I first did it I had too little idea what the hell I was doing is not exactly a productive way to do things.

v0.1.0 came and went without any play-testing owing to a complete rethink of how I was coding the UI. The new UI approach in v0.2.0 is definitely working better, but it’s not fantastic. I had been hoping to release 0.2.0 this weekend, but that now seems quite unlikely. A little bit of feature creep (adding a very basic version of character creation now rather than forcing everyone to play an identical character for the moment), the need to completely rebuild the inventory system (which, admittedly, I’d known was going to be necessary when I first coded it, but thought it’d suffice until a later milestone), and then some rethinking on how character’s attributes should be handled and if the current set of them is sufficient. (At the moment each of the three attributes (Athleticism, Charm, and Intellect) has a final score made up of two components, all of which are simply stored as ints or doubles in the Character class. I’m re-considering if this is the best data model.)

Now, I imagine a lot of that meant nothing to most of you, what with there having been minimal discussion as to exactly what this game is…

So, here’s a very brief overview. More details will follow later, but a lot is highly subject to change at the moment.

In Project2011, you play the role of the patriarch or matriarch of a Family. Initially, this Family consists of yourself, your spouse, and your new-born child. For any of a number of reasons, you have come to a section of Frontiers-land with few possessions and little support. Here you’ll set up a camp and try to survive, hopefully meet some more people and, maybe, if you’re lucky, form a Community. This is a turn-based game where you queue several goals for the next Season and your character will attempt to accomplish them. As the head of his/her Family, you also get to set some Family Goals. Members of Families will put a portion of their time towards both their Personal Goals and their Family Goals. Depending on how your Community works, there may also be Community Goals which Families or Individuals may be required to work towards. Initially, most of your character’s time will likely be spent hunting or gathering food, but as your Family grows, or you find other Families to trade with, or a Community to work within, someone will likely start farming. Getting the same amount of food for far less labour will of course free up some labour time (hopefully, your characters) to pursue other activities. If a Family grows large enough, it can split in to multiple Families under a Tribe.

There is no specific end-goal in mind at this point. It’s sort of an open-ended dynasty building game – like SimCity or the Sims. Though at some point I will add some scenarios with specific objectives in mind.

I’ve also been looking at some key Milestones that the Project will be working towards on its way to the October Alpha release. They are listed below. Note that whilst this is the order in which I currently intend to work on them, it is not necessarily the order in which I will end up working on them… that’ll be dictated by my know-how and interest at the time, and by what my play-testers start clamouring for (here’s to hoping they clamour for something…)

  1. Single-Character realm- Player Character only.
  2. Multi-Character realm- Hot Seat support for multiplayer, no NPCs/bots at this point. Though, the world will be able to support any number of hot seat players. Each player will control a single character. There will be a simple trading system. Characters will not belong to the same Family. The hot seat support will be *very* simple, partly aimed at allowing me to set-up a realm with multiple characters to speed the testing process.
  3. Simple Family support – for spouse and children, but not beyond that. Some support for combined Inventories. NPCs will be limited to the spouse and children of player-characters. They will cleave very closely to the Family Goals. They will have some basic Personal Needs which they will also pursue – things like eating and recuperating if injured (assuming I’ve developed injuries by this point).
  4. Simple Realm Map – Until this point the Realm itself has no real characteristics beyond what Season it currently is. This will add a very simple mapping system and environmental regions (e.g. plains, woods, rivers, coastlines) that will have an impact of the efficiency / permissibility of various activities in those areas. Effectively the realm will be divided in to squares (or possibly hexes). Each representing an area that a character can readily traverse in a day and still perform their activity. To move between areas will decrease the total number of actions you can perform that turn. Exact details will be sorted out much closer to reaching this milestone. The idea is that a single tile is quite large and could hold an entire Community – travelling would be somewhat costly.
  5. Further NPC support – for NPCs / bots that are the heads of their own families (and, if necessary, expanding the Milestone 3 support for their spouse / children). These bots will be substantially more sophisticated than the spouse and children – capable of deciding what Family Goals to pursue and developing a strategy to get there. At this point they will still likely be quite stupid. Making them smart will be a key milestone in the Beta project.
  6. Support for Communities – ability to form Communities of various governance structures and ability to set Community Goals. These will work much the same as Family Goals, though instead of being set by the Head of Family, they’ll be set by the Community Government. The Community Government may be controlled in a number of ways. Initially it will be a straightforward first-over-50% democratic system (with each Family having one vote and successive rounds until a clear victor emerges) to determine who is mayor for a given term (from 1 turn to “until the mayor’s death”). But there will also be support added very early-on (and certainly in the pre-alpha stages) for other basic forms of government (such as a triumvirate or a senate or a monarchy).
  7. Support for LAN-play – ability to play across a local network. Turns will have the option of being time-limited. If all players finish their turn before the time-limit is reached, it will end the turn.
  8. Support for Internet-play – ability to play across the internet. This will be by way of a dedicated server which can be set to the same time-limited turn style as Milestone 7, or can be a fixed-time server. This is the intended form of gameplay – where turns are every 24 hours (or as set by the server) and the idea is that people can check in for 10 or 15 minutes a day and set their instructions for the next turn. Support may also be extended for the non-fixed-time version to be playable across the internet via a local server rather than a dedicated server.

If time allows, more milestones may be added to this list for inclusion in the Alpha version. I will be very annoyed with myself if I have to cut any of this functionality in order to get the Alpha version out on time, but I will definitely be releasing an Alpha version on the 16th of October. (If only because my opportunities to code for the month or so following that will be… minimal…

If anyone is interested in playtesting or has any ideas about what could or should be included in the game, I’d love to hear from you – drop a comment here or send an email to project2011 (at) danielobrien.net

Not This Year

May 10th, 2011

This will be the first year in about as long as I can remember that I haven’t watched the Federal Budget.

I don’t even plan to follow it on twitter or read the numerous analysis pieces that will litter my feed reader for the coming days.

Basically, I plan to ignore it completely.

I just don’t care anymore. I know that regardless of the specifics, nothing good will actually happen. It’ll be full of half-measures and middle-class welfare rorts. It will be full of fake crackdowns on segments of the population that don’t need any more government-funded hardship. It won’t do anything to actually help anyone or improve anything. It sure as hell won’t be based on anything resembling evidence-based policy.

It’ll merely be a vote-grabbing farce.

And I’m sick of it. I can’t be arsed watching any more. We don’t have political leaders. We have cardboard cut-outs driven solely by focus groups and opinion polls who care only about keeping their jobs. What happened to real leaders? Men and women of principle and ideology? Men and women of action?

I’m done with it all. I choose to join the apathetic masses. It’s that or live a life of misery, helplessness, and constant disappointment.

And so I’m done.

Announcing: Project 2011

April 9th, 2011

Somewhere between my 25th and 26th birthdays, I decided that every year for the forseeable future I would undertake one grand project of some sort. Last year it was to run from Tea Tree Plaza to the City (along the Torrens, a little over 19k all up). This was a fairly tall order for someone who hadn’t been involved in any sort of physical activity since I was on the school soccer team’s bench in ‘96 (from memory, I played two halves all season and never actually touched the ball). Nonetheless, it was accomplished. I’ve spent several months now thinking about what the next big project would be. There have been a few non-starters and many more false-starters. Eventually, it became obvious to me that I should use the project as a way to learn to code. Of course, before I could do that I needed to know the fundamentals of coding. Two courses in to a Grad Dip of IT later and I’m ready to start the project.

For the moment it’s working title is simply Project 2011.  As the year progresses I’ll reveal more and more about it, but for the moment all you get to know is that it’s a competitively co-operative multiplayer long-form game.

The part I expect to prove the most challenging is finding the necessary artwork, but more on that in a later post.

Oh, and you get to know the alpha-release date: 16 October 2011. I will release a playable alpha-version of the game on or before that day.

Quick Concept: Superannuation Take 2

March 29th, 2011

Quick Concept is a recurring set of posts, each of which is effectively a raw idea for something – be it social policy, a business concept, a game, or something entirely random. The basic idea is to set out the raw concept in a short piece with minimal research and not a lot of consideration of the wider impacts it might have. Hopefully, it’ll get a few arguments going. And hell, you never know, maybe a halfway decent idea will come out of it one day.

A few days ago I posted the first Quick Concept, suggesting that people with a moderate level of superannuation for their age should be able to opt-out of paying their compulsory super in to a fund and instead be able to receive it is part of their general income. Read the rest of this entry »