Simoroshka & games

Nov
30

My first game

I was supposed to start my blog with this game post. But I didn’t and now it is time to fix it.
This project is important, because it is the first game that I have finished. After making this I was absolutely sure that this is what I want to do with my life. Games. Also for the first time in my life I knew that it is what I can do, and not something from a parallel universe where awesome people create new worlds with some sort of magic. I had my preconceptions about the whole game development thing, I admit.

But back to the game. Take two nerdy girls with a shared love for Doctor Who, put them in a game project course, and let them do whatever they want. Advise them to use Unity or something similar. And leave them for a few weeks. By the set deadline you might get this.

Nana, my project partner, was a game-designer. She proposed the initial design, made the 3D models, got sounds, wrote texts and came up with a name.
For me it was easier to play with code and game logic, and I did just that, solving problems one by one. I never opened Unity or any other game engine before. With a help of some official video-tutorials I have put together something that resembled the idea we had in mind and on paper. It wasn’t all too easy and I spent days and evenings and a weekend during the last week, but it definitely was fun.
The game is a collection of tiny and big bugs and problems but it does what we wanted, at least partly. We had so much more in mind, but simply didn’t know how to do it, nor did we have the time with all other courses and exams. But we loved it. It was ours. It was the first.

One awesome thing that we did was the progress log. We couldn’t meet too often and had to work separately, so it was easier to track our progress this way. And it the end it was much easier to reflect and write the required postmortem. I still love to re-read it. It is inspiring to see how we went from “we have no idea how to do anything” to “I’ve done these things and am doing these”.

I look at our game, see all the imperfections and you know what? I have a sudden but a very strong urge to re-make this game with my newly acquired knowledge about game physics and unity. I will make a separate post with an analysis and plans. Aah, excited!

Nov
17

ProcJam 2015

ProcJam is an online game jam which is all about procedural generation. It is organized by Michael Cook, who is an awesome researcher and who accidentally inspired me to choose a particular topic for my thesis. Since I am now all about computational creativity in games, I couldn’t miss this event.
The tagline that is supposed to guide people through this relaxed 1-week long game jam says “make something that makes something”. Participants were to create a game or a tool that would make use of any procedural generation algorithm. No other theme, no constraints.
For me, it was yet another chance to try something new. I didn’t have much time and the week was rough, so I ended up implementing in Unity3D a depth first search algorithm for labyrinth generation. Very simple and the result is not very exciting, but still it is a new experience.

My inner game designer is not happy with the game and refuses to call it such. There is no winning condition, just endlessly generated labyrinths of increasing size. The controls are not very responsive and the ball player annoyingly bumps into walls. The labyrinth itself is not very suitable for a labyrinth game: of course, it is a proper labyrinth with no loops and closed rooms, but going through it is very straightforward and poses no challenges. Maybe it would be better if the labyrinth weren’t visible from above.
It would be cool to add collectables, or enemies, or both. Or to make it first-person and add a possibility to leave marks on walls. Or inverting the labyrinth and moving the ball on top of the walls. Or tilting the board instead of controlling the ball. Or making the labyrinth transformable with walls appearing and disappearing here and there. Or adding portals (I like portals). So many options, so little time…

As for the jam experience… I find it more difficult to be completely on my own. I like constraints: a particular place where you have to be, a theme, a team, a strict time frame. I like to be all in the project, without juggling it with studies, theater rehearsals, home errands and other very important things. I really want to participate in Ludum Dare, but I need to think how to organize my life around those dates (like finding a local event place and saying no to everything else).

Sep
30

Quantum Cat – patched

While making a game prototype can be done in 16 hours of pure team focus, fixing all the tiny fixes took more than 2 weeks. Thereby I announce the project completed and case closed. All planned changes are done: you get a random level, everything falls where it should fall, game pauses and exits like a normal game, timers go, and even most of the grammar mistakes are eliminated. There is even a secret feature of row deleting.

qcat-logo-patched
The game can be played online (no Chrome though) and on Windows.
Web | Windows

Takeaways and postmortem

  • Don’t name gameObjects and scripts the same in Unity. At some point I managed to make the whole editor to crash on play without explanation, and only careful renaming solved the issue.
  • If you want some text in your 2d game to appear at an exact place on the screen, don’t use 2d-text, use 3d. Counterintuitive.
  • One needs to think more about game balance. It appears that opening the color of the block is always a better strategy and the other option goes unused. I added the normal tetris mechanics starting from the second row (although it goes unmentioned anywhere in the game), but anyway, it feels quite pointless most of the time.
  • I love finishing things and to call them done.
  • Chrome doesn’t do all the things and therefore cannot be considered a superior browser anymore.