Troll Encounter Tutorials

February 23rd, 2010

Forest Troll Encounter has been updated to include a couple rough ideas for tutorials. All in all, this took me about 30 minutes to flesh out, which isn’t bad. The engine supports some high level operations that I can chain together in different ways, so I made a new SuccessObjective and spawned a couple placeholder units (the tree). Maybe I’ll continue to add new encounters like this to teach the player how to play, which I think also adds a certain level of gameplay fun too.

Here’s some code for the curious:
This code spawns the controllable BlockMan
var blockMan:BlockManRed = new BlockManRed();
blockMan.Abilities = [];
blockMan.SetAnimationState(AnimationName.IDLE_NORTHEAST);
SpawnUnit(blockMan, new Point(160, 485));

This code creates the tree unit that becomes the Target to touch in the new objective
var tree1:Tree1 = new Tree1();
SpawnUnit(tree1, new Point(511, 228));
ObjectivesForSuccess.push(new SuccessObjectivePlayerReachTarget(tree1));

And the code for the SuccessObjective? Kinda simple, but cool to object-orient it this way.
public class SuccessObjectivePlayerReachTarget extends DungeonEncounterObjective
{
public function SuccessObjectivePlayerReachTarget(targetUnit:Unit)
{
_target = targetUnit;
}

private var _target:Unit = null;

override public function EvaluateObjective(encounter:DungeonEncounter):Boolean
{
for each (var unit:Unit in encounter.Units)
{
if (unit.NPC || unit.Neutral)
continue;

// A playable unit has reached the _target unit's hit shape
if (_target.HitShape.hitTestObject(unit.HitShape))
return true;
}

return false;
}
}

If I put more effort into this, I think it would come together a lot faster, but I’ve lost some steam.

Also in serious need of syntax highlighting if I’m going to be posting code…Alex help?

Defrag from NoDiceRequired

February 8th, 2010

Ever actually wonder what defragmenting a hard drive does?
Ever have the urge to actually defragment a hard drive?
Think you can defragment better than your computer?

My good friend Alex over at NoDiceRequired just published his Defrag game to Kongregate.  It’s a fun little journey through the mind of your computer, filled with commentary trying to defragment a hard drive.

Give it a go on Kongregate and give it an honest vote!
5/5 for me.  Nice job Alex.

The Learning Curve

January 27th, 2010

I’ve been reading, and thinking, and evaluating feedback from people about Encounter so far and I wanted to express my thoughts on a particular topic that I think can be generalized to most Flash games.  In fact, I think many flash game developers deploy this tactic to keep people interested, but I haven’t invested the time in Encounter to deploy it.

The aspect I’m talking about is the Learning Curve.

Too flat and people stop playing because quite frankly, they’ve seen it all done before.  There’s nothing new.  Too steep and people are confused and quit because it just doesn’t make sense or they didn’t know how to play.

I’ve read this in several blogs, but in the flash game community, players are very quick to close the window, down-rate a game, or find something else if they are not immediately captivated.  There must be some form of motivation to keep them enthralled and keep them playing.

There are several things with Encounter that I’ve noticed or been told:

  • Only 1 player (aside from myself) played through Endurance Trials to the finish and achieved a high score. (that’s 1/700 plays)
  • The controls are hard to understand.
  • Watching people play, they don’t use abilities.
  • I broke the number 1 rule and reason why I usually close complicated flash apps.  Big. Wall. Of. Text for instructions!

Now, I have a lot of ideas to resolve some of these major issues, and I’ve had some of them planned from the beginning but in the interest of time, I pushed releases without them, so it’s time to start looking at them.

Teaching Players How To Play
So how do we teach a new player how to play a game?

As I mentioned before, one of the biggest peeves I have with flash games, is getting hit with huge amount of text that I have to read to learn how to play.  I am a hands on learner, so I like to play with things I’m trying to learn.  I also think pictures are worth 1000 words (to be cliche), so providing a visual cue would be much more beneficial to me than a wall of text that I may choose not to read.

Point #1: If you have to use text to explain the game mechanics, keep them brief or use visuals instead.

So referring back to the learning curve, the current learning curve of the released Encounters is so steep it’s like walking into a brick wall, instead of climbing a small hill.  The player is immediately thrown into a scramble where they have to learn the controls,  learn the  mechanics, and survive the encounter at the same time.  Now my initial concept was this:  Let the player keep trying over and over again until they defeat the encounter.  Poor design choice.  This translates to frustration and immediately giving up, which you cannot afford in the flash community.  The only place in gaming that this holds merit are for hardcore, dedicated fans that are familiar with the mechanics already.  Consider being thrown into a new MMO with a max level character and told to survive.  You know nothing about the abilities, the mechanics, or the controls for the given game, so it’s going to be very frustrating.  It takes a very dedicated person to really learn all of this, just to play the game.  This is simply unacceptable in the casual game community.

Point #2: Introduce concepts gradually.

So instead, a slow progression should be used to ease the curve, introducing new concepts, controls, or mechanics slowly, 1 at a time.  This sounds easy, but I think the key to making this work, is to make it fun.  Learning should be a fun part of the game, not a boring book to read, just to be able to play the game.

So one of the future goals for the next Encounter is to do this.  Teach the player how to play the game in a fun way.  Fortunately, the architecture of the game will easily support this.  At this point, it’s a design problem where I have to create fun, isolated encounters to teach the player how to play the game, preparing them for the final challenge.

Point #3: Make learning fun.

I think I have a few more points to discuss, but the cold I have is slowing me down and I’m growing tired.  Look for some of these new concepts to be implemented in the next release of Troll Encounter.

Visual Progress

January 19th, 2010

One of the biggest things I enjoy about developing my own game is the artistic aspect. I love playing with Blender and even though I’m certainly not a pro, I have fun modeling simple objects. I’m also quite partial to the Cell-Shaded style of graphics, if that wasn’t apparent by previous images.

Anyway, tonight I made some progress on the visuals of the encounter design. Check out this side by side comparison of concept sketch to current implementation! We’re getting there!

Concept Art Coming to Life

Concept Art Coming to Life

Troll Encounter Sketch

January 11th, 2010

Enough roots…here’s a new conceptual sketch of the troll encounter I’m designing for the next Encounter. Check back for a playable demo!

ForestTrollSketch

Roots

December 27th, 2009

Over the holiday break, I’ve been thinking of several game designs, capturing a few of them in google docs, updating some old ones, and I thought of one that I think might be interesting. I have to work out lots of the details, but I put together a visual to drive my creativity and design.

More to come on this design later, but for now, enjoy the visual.

Roots Screen 1

Encounter is live!

December 21st, 2009

Well, I didn’t get all of the features I would like to have in the first game in the Encounter series, but it’s live in time for Kongregate’s Stride Long Lasting Game Challenge. If nothing else, this will give me some feedback to churn on for the next game.

Everyone check out the game here: Encounter: Endurance Trials on Kongregate
Make a Kongregate account, log in and give it an honest review!

A huge thanks out to Alex at NoDiceRequired for play-testing and providing great usability feedback.

Cheers to everyone following this blog… this is just the beginning!

- Josh

Encounter: Endurance Trials Beta(?)

December 20th, 2009

Check it out.  The contest end is approaching quickly.  I don’t have much time for bells and whistles, but I needed to add some things that make a flash game a flash game, like menus and things.

2 more nights of coding left!  (~8 hours).

If anyone that visits this, plays the demo and sees something obviously missing or horrible, please comment.  I’m going to wrap this one up with a few more encounters and ship it Monday night.

Enjoy!

Encounter: Endurance Trials Beta

Encounter: Endurance Trials Beta

Road to Endurance: Day 1

December 16th, 2009

So after day 1 and 4 hours of coding/designing, we have a small update.

New features:

  • Ability: Priest Heal works.  Select the priest, click Heal, and select a Unit.
  • Ability: Ranger Provoke psuedo-works.  Don’t expect it to do much, but you can throw some meat around!
  • 2 new encounters: 3 bats & Super Bat. (horribly scaled)

Goals for tomorrow:

  • Aggro/Target management logic for the enemy units.
  • Finish Ranger’s Provoke ability.
  • Give the Warrior an ability.
  • Add a new Enemy with new AI.
  • Add 2-3 new encounters.
  • Fix the Ranger’s “East” walking animation.

Enjoy the demo!  Feedback is appreciated.

5 day marathon

December 15th, 2009

A contest has been posted on Kongregate to make a game that features the theme of “Endurance” in some way. I’ve been contemplating whether I should try to make something worth while for several weeks now and it’s down to the last 5 days. Like the procrastinator I am, I think I’m going to give it a shot… 5 days before the contest. If I fail to make the deadline, Red Clover will have gotten a swift kick in the rear to bust out some new development anyway, so it’s a win-win situation. ;)

In any case. The “Endurance” theme will come from having to endure wave after wave of enemies, requiring the player to learn the unique mechanics of each enemy, or perish. I’m thinking somewhere on the order of 30-50 waves, but it depends how many assets and abilities and unique scenarios I can crank out in 5 days. It’s going to require a lot of tuning, but I might be able to crank something out.

So here’s a quick update with some visuals and a bit of an idea about the way the “Endurance Trial” will work. This prototype features 3 waves. Abilities are not fully implemented (even though the priest has a heal ability).

Give it a shot, let me know what you think. More to come in the next 5 days, so stay tuned. ;)

Note: This time the flash widget is embedded right into the post, give it a minute or 2 to load.

Edit: Removed Flash object.  See the latest post for updates.