Archive for the 'Development' Category

Advice to self: stay away from the internets!

November 11th, 2008 by Michael

I hate how distracting discussions like this can get. One of the reasons why we make our work is that we can’t communicate the things that interest us in words. Words are so tiring. And always wrong.

Back to work! :)

I’m not a game designer

November 10th, 2008 by Michael

I was adding a new feature to the game in response to some of the test results: guides to finding things in the game world, presented in the form of unlockable functionality. We would even remove some guiding systems from the beginning of the game and unlock them as the players makes progress. Rationally I know it makes perfect sense to do this, and it will almost certainly improve the experience for almost all players. It prevents frustration and it allows for communicating play instructions bit by bit. But implementing the feature made me feel so dirty. Withholding information from the player, even if it is for their own good, is not something that comes naturally to us as designers.

Though it does to us as storytellers. So maybe that’s a way to approach the problem…

The Path —— Status Report November 2008

November 2nd, 2008 by Michael

Where did October go? It flew by! Looking back, though, I feel like we have made the transition from a game under construction to a game that is nearly finished.

The overall structure was cleaned up and the last remaining design issues were resolved, completing the gameplay aspects of The Path. We tend to design a game in broad strokes and some of the details are only filled in at the last moment. Which was now. It feels good.

Halfway through the month we put together a super-tight schedule for asset creation of all the remaining things. It’s amazing how quickly you can fill up a month with things that all seem relatively simple by themselves. But it helped us feel more certain about our ability to achieve our production deadline. As long as we stick to the schedule, we’ll be fine.

We also finished the remaining Red Girls this month and published pictures of them. That was an important milestone. There’s still some work to do on the other characters in the game but at least the avatars are finished. And they look lovely! We’re very proud of them. Auriea, Laura and Hans did an excellent job! Thanks to the pictures -and the girls’ Livejournals- they already seem to have started a life of their own in the imaginations of the public.

Towards the end of the month, we invited people to come and test the game. We would sit them in front of a computer and observe how they play, slowly giving more guidance as they get deeper into the game. The results of the tests had significant impact on the priorities of our to do list. Especially on the “process” side of things, the schedule got rearranged quite a bit. We wanted to fix problems that came up in one test and then see if our solution worked in the next test. So responding to the test results suddenly became my priority.

As a result some of the things I had planned to do in October, remain unfinished as they were moved to next month. The tests made us realize that our game was indeed nearing completion, as the testers really did look they were playing a game, and not just testing some interactive processes, like Auriea and I tend to do all the time. A lot of very interesting things came up during the tests. Some serious bugs. But also issues relating to gameplay, interface and communication within the game. I believe that our response to these issues will greatly increase the enjoyment of many players. So we should all be very grateful to the testers!

We had scheduled three months of what we call “authoring”, to fine-tune the game after all assets and systems are created. But it looks like we won’t have such a clearly defined period. On the one hand, there simply is no time. But on the other, it feels a lot more efficient to coordinate this authoring effort with observing and talking to people who test the game. Rather than simply following our own artistic instincts. At this point, we may be too close to the game and unable to tell the important things apart from the less important ones. Seeing how other people play with our game really helps to put these things in perspective.

We have also discovered some annoying technical problems. Installing software on Vista is apparently not the same as on XP. For some reason, a newly installed game is able to access saved data that I thought was uninstalled. We will need to look into this. And then there’s some serious issues with the game either taking a long time or plain crashing on exit. Luckily the game engine’s main programmer is helping us to resolve the issue.

We want to have The Path done by the end of the year. So that there is sufficient time for the creation of marketing graphics, a trailer, perhaps a demo, for communicating with publishers and distributors and organizing a launch event. It’s going to be tough. We’re probably in what is called a crunch period now. And while we do make tangible progress and it’s really nice to see the game flower, I think this period is too long. We’ve been crunching for two, perhaps three months now and there’s another two months to go. We’re going to need a serious vacation after this!

Just looking

October 23rd, 2008 by Michael

Thanks to Drama Princess, the characters (or “Actors” as we call them) in The Path are aware of their environment. This allows them to look at objects in their vicinity. The picture is made of several super-imposed screenshots taken from a tool external to the game, where we visualize the Actor’s activity with lines and blocks, so we know what’s going on in their heads.

The Making of Scarlet

October 17th, 2008 by Auriea

Scarlet-polaroid2

I feel responsible for her. Someone has to. She is always looking after the others. First born but last made. I think some of my weariness rubbed off on her. She was made in such a lazy way. Forced to grow up before she was ready.

This is not to say that I don’t find her perfect. I sketched her after being inspired by the films of Ingmar Bergman, the mannerisms and characters of his actresses, especially the lovely Liv Ullmann. It is hard to say if what I felt I learned by watching his movies has been injected vertex by vertex into Scarlet…. but I believe a little bit remains.

6_Stern Red-concept sunshineplaysamajorpartinthedaytime darkly superhyperworkinprogress-scarlet

She is a serious young lady. More images of her are shown in the gallery and on flickr. She’s looking a bit frightening in the wallpaper, but i think it’s just her way of dealing with a frightening world. Let us all wish her well.

Good week

October 12th, 2008 by Michael

After a slight bit of panic and thanks to canceling a feature I had planned to work on, this week turned out pretty well. I was able to correct a few major show-stopping bugs and tweak some smaller nagging issues. I have also reconciled myself with the fact that we will not be able to do everything we want, that that’s not the point. The point is to make as good a game as we can within the given constraints. Gotta keep reminding myself of that.

The game not quite ready for the preview that Eurogamer Benelux want to get next week. But at least things seem under control now. At least for the part of the game that I have been working on lately. Next week I will be working on the other part. Hopefully the optimism remains…

Correcting virtual mistakes

October 10th, 2008 by Michael

In regular software development, a large part of the work consists of dealing with mistakes that a user can make. In a game like The Path with a lot of semi-autonomous elements, a similar thing seems to occur. Only we’re dealing with the mistakes that our artificial creatures are making, not the user. A large part of the work that I’m doing these days is correcting the mistakes that our virtual characters and other generative systems are making. Or at least trying to build systems that prevent them from making those mistakes. Of course, unlike the mistakes that human users make, anything that the characters in The Path do is entirely a result of our own doing.

Opening Pandora’s Box…

October 9th, 2008 by Michael

Our understanding and respect of the games industry is growing every day. How they can ever create these immensely complex AAA games is beyond me. The Path is only a fraction of the size of such a game but there is so much to do! Today I discovered that the absolute minimum time it takes to finish the game is 2 hours. And that’s when you’re either very lucky or use some cheats only available in the development environment. And of course if you skip over everything that is not absolutely essential to make progress (which, in a Tale of Tales, means most things in the game ;) ). To do everything in the game will take several times that amount of time. And we need to do everything in order to check it and make sure it works. And when it doesn’t (which is often at this point), we need to fix it. Where are we going to find the time to do all that?

It’s fun to play around with the game in its current state, if you’re careful and know what you can and cannot touch, or know what errors to ignore, or have special cheats to get you out of tricky situations. But as soon as you start lifting the lid of that pretty colourful box, it’s like hundreds of bugs swarm out! And fixing one of them produces ten new ones. It’s like they use being fixed as a form of procreation :lol: . The amount of work to do is staggering. Most of the new issues I encounter, I take a note of. Because I don’t want to be distracted from the task at hand. This way I am producing a gigantic to do list. Several lists, in fact.

First of all there’s my schedule of the month, which is basically composed of the most important issues discovered the month before, divided in one or two day packages. The things that didn’t make it to the schedule are arranged in four lists entitled “Essential”, “Optional”, “Desirable” and “Very desirable”. My schedule is extremely tight so there’s hardly any time to do anything outside of it. In fact, there’s always things that I can’t get done on time. This produces another list: things from the schedule that weren’t done in time, divided in “Essential”, “Optional” and “Weird bugs” :? . And while I’m working on other things, new problems present themselves. These are mostly added to the “Desirable” list, unless they are “Essential”.

There’s also a list called “Removed”, but so far it’s very short. The Path is a very minimalist design. So there’s not much that can be removed. We just need to get it done. Somehow. There’s no way I will be able to take care of all the things on my lists. There’s just too much. So it comes down to smart prioritizing. That’s one of the good things about not being able to deal with problems immediately: it gives you some time to think and decide carefully what is important and what is not. Perfection is something we’ll leave to the experts. ;)

Forcing myself not to work

October 6th, 2008 by Michael

When looking at the game, it’s so tempting to try and fix each and every little thing that could be improved. It’s really hard to resist. “Let me just fix this little thing and get it over with. Instead of thinking about doing it every time I see it.” But I know that if I start down that path, there’s no end to it. And the game will never get finished as a result.
That’s why I make prioritized to do lists. I need to take care of the really important issues first. And at this point in the production, those are issues that can literally break the experience. Really serious bugs or logic errors. Those need to be fixed no matter how much cooler the game would look if that one particle effect was a little bit more orange…

The Making of Ruby

October 3rd, 2008 by Auriea

Well, well, well, now we’ve come full circle. She’s the one you’ve seen the most, if you’ve been paying attention round here. But what do you *really* know about dear Ruby, eh? “You think you know me?” as she is fond of saying with a sneer (okay, at least in my imagination.)

When we had to decide which character to make first, I said it immediately, Ruby is the one! Through working out her character and style we solidified what all the characters would be…. how can I say, Before her, we had no idea what we were making. Ruby helped us figure all of it out. What’s more, she’s the girl who, for me, totally epitomized what I felt about my time growing up. What happens to her, could have happened to me. She’s like a friend I never had but still remember… or a long lost sister of my dreams…. Anyway, all that is to say, she’s been through a lot during the long process of getting here. To a final image.

Ruby-polaroid

gothred ThePath-RubyBillboard

The process started with lots of looking around on the Internet for images and inspiration. I found her absolutely in the short skirts and red knees of Fuco Ueda’s girls and the undulating necks of Audrey Kawsaki’s fantasies, pretty and distant. But, what kind of girl was she? Had to figure that out. Then I sketched around on paper and in computer til I had her.


Ruby_paper_sketch_1 ref-gothred ref-gothred_inspirations gothred02 2007-01-06
superhyperworkinprogress-Ruby 20070209-in_quest-15

Ah, nostalgia ;)
There are the usual beauty shots of her in the gallery, and some other things will be showing up on flickr. I made a strange and unusual image of her for your desktop, hope you like it!