All





Games





Music





Television





Films





Personal





Happiness




 

Portal 2′s beautiful and fun level editor just came out, and already there are 1,787 player-built puzzles for it, and already the simple rating system has lifted some incredible ones to the top. My favourite is Gate: very focused, only a few elements, but genuinely baffling for just the right amount of time. And unlike a few of the other tricky ones I’ve tried, you have to ‘get it’ to solve it, giving rise to the familiar “I’m a genius!” moment.

Let PCG’s Chris Thursten talk you through how to make a needlessly complex level for it.

 
 

delusionsofnoir: If anyone's interested in playing my first Portal 2 level here it is.
http://steamcommunit... ...d=68476714
-It's only my first and knocked up in ten minutes so please be nice!
 

Another Ludum Dare, the competition to make a game in a weekend! Another weekend I can’t really do so! Instead, I worked on Gunpoint. But as before, I’ll tell you what game I would have made. The theme was Tiny World, and my game idea is called… Launch Craft.

Top-down, space. You control a vast mothership, bigger than any sun, drifting through a dense system of planets and stars. Hovering your cursor over tiny planets scans them, and after a short delay, reports whether any of your people are captive there or not.

As you pass, the tiny planets launch even tinier capital ships at you, zapping at you with tiny weapons but doing no actual damage. You can destroy these with your giant main laser, but it’ll also obliterate any planet in its path, so you have to be a bit careful.

Once you’ve found a planet with some captives on it, you’ve got to wipe out all the capital ships, then you can right click on it to “Launch Craft”.

A tiny pixel of black leaves the body of your ship and flies towards the planet. When it gets there, cut to:

Top down, globe view. You control a vast black disc of a ship as whole nations drift beneath you, their cities and roads sparkling orange at night. (It’s night because you attacked from the opposite side to the sun.)

The cities launch squadrons of fighter jets against you, which do a little damage to your craft if not destroyed with your main laser. Holding the cursor over a city scans it for captives. When you find some, and you’ve cleared the skies, you can right click on that city to “Launch Craft”.

A tiny pixel of black leaves the body of your ship and flies towards the city. When it gets there, cut to:

Side-on, cityscape view. You control a large black dropship zooming above the rooftops. (The sunset’s orange because that’s the colour of the nearest star.)

Soldiers shoot homing missiles at you from their rooftops, which do significant damage if they hit. You can fry them with your main laser, and burn missiles out of the air, but the beam soon destroys any buildings behind. Hovering the cursor over a building slows your ship for a moment to scan it for captives. If you find some, and the soldiers are all dead, you can right click on it to “Launch Craft”.

A black missile shoots from your ship, slamming into the wall of the building. Cut to:

Side-on, building cross-section. You control a small, flying, baby-squid-like alien, hovering through the building’s floors. (The building is purple. That is random.)

Security personnel fire automatic weapons at you, which kill if they hit. You can fry them with your brain laser, and burn holes through the floors of the building.

On one floor, you see the Captives: others of your species kept in glass jars for military experiments. Once you get to them, you have to destroy their tanks with your laser, then blast your way through the wall to get out.

If you die at any point up to here, we cut back to the previous stage and another craft is launched. If you die after this point, we cut back to the mothership and the captives on this planet are lost.

Assuming you get out, we cut to:

Cityscape. The dropship picks you up from the building, but now the streets are crawling with soldiers. You have to shoot down incoming missiles from all directions while you lift off to the top of the screen. Cut to:

Globe. Fighters have scrambled from all over the planet to intercept you, and their combined fire is lethal if you don’t cut their numbers down with your laser. As long as you survive, the disc of your ship grows larger and larger until it fills the screen and we cut to:

Space. No sound but the quiet hum of the mothership. The planet launches more capital ships if you don’t destroy it, but they can’t scratch you. You drift on, scanning for more captives.

A bunch of people asked if they or someone else could make this – yes! I hereby waive all rights to this thing and chuck it into the public domain, anyone can do anything with it.

CC0
To the extent possible under law, Tom Francis has waived all copyright and related or neighboring rights to Launch Craft. This work is published from: United Kingdom.

 
 

lechip: What an awesome idea man, love the concept of changing the gameplay mechanics.
 

UNITED KINGDOM – April 1, 2012 - Intense creative re-focussing has led Gunpoint to be re-invented as a 3rd person cover shooter.

“We’re going to make a lot more money this way”, says morally bankrupt CEO.

(Full credit to our artist John Roberts for this startling change in direction)

(This was an April Fools)

 
 

Noblaum: Wow. Imagine if they ruined Deus Ex by doing this... oh wait.
 

Played Proteus yesterday, then again last night, and finished it. An extraordinary experience. It’s half game and half song, and the feeling of crafting music through the way you explore a shifting and beautiful world is wonderful, totally unlike anything else I’ve played.

 
 

Pentadact: There's an end, an appropriately strange one.
 

Gunpoint’s current save system is rough, but functional if you know how to use it. The game autosaves every ten seconds, and when you die, a message pops up telling you to press L to load the latest one, O to load the one before, or R to start the mission completely. It’s just placeholder, but it’s close to what I want: you should never have to repeat a chunk of progress you’re happy with, only the bit you actually screwed up.

But watching people play at GDC revealed a weird problem. Many people would get a long way through the level, die, and restart it completely. If they want to do that it’s fine, of course, but some of them seemed pretty frustrated. I’d tell them, “You can just press L and it’ll put you back much closer to where you were,” and they’d say “Ah!” and use that from then on.

Obtuse hotkeys are not how the final system will work, of course, but here’s why it’s weird: the message that tells you to press L to load the last autosave is the same one that tells you to press R to restart. If these players hadn’t seen that, how did they know to press R to restart the level?

I discovered they knew the key, they just didn’t know what it would do. Last save? When was that? I’m not gonna hit a button that might take me back three levels.

I could have an on-screen notification every time it saves – maybe a big sign that says “Saving content – please don’t turn off your PC, because apparently there’s some kind of epidemic of people randomly doing that in the middle of a game.” Much as I love patronising bullshit, Gunpoint saves a lot – any notification would be a constant distraction.

I already knew what I wanted, I just hadn’t built it yet: a small menu showing the last few autosaves and how old they are:

I wanted that just because it’s nice, but the GDC problem made it an actual priority. Hurray!

It gets tricky when you think about where to store that data. If you store it as a variable in-game, then how does the game know which one is the most recent when you start it up again? It won’t have that data until it loads one of the autosaves, and each of them thought they were the latest one when they saved.

I tried messing around with renaming savegames so the latest one always had the same name, but it got awkward fast. So did the times themselves. Even seemingly simple systems get complicated to think about and test when you’re dealing with savegames, because loading a savegame is essentially time travel. You’re going back in time, then creating a new parallel timeline from there.

I was handling it, keeping it all straight in my head, until this happened:

Minus what. What.

I had a savegame created 47 seconds in the future. I tried loading it. It was the past – about 15 seconds in the past. And now it claimed the last two autosaves were made at the same time.

I ended up drawing a pen and paper diagram that started to look like the plot of Primer in an attempt to understand how repeated and overlapping backward time travel could create a paradox like this.

It couldn’t.

Sure enough, I eventually found a bug in Game Maker’s time-keeping code that causes the number of seconds since the game started to occasionally reset. I made my own clock, but that behaved strangely for savegames too. It’s just super hard to keep track of time when the player is time-travelling, and the filenames he’s creating and loading can mean different things in different contexts.

The system I settled on picks a new filename for each successive save, so it’s easy for both the code and me to see which one is newest at any given time. And if it has trouble figuring out the save times, it can just look at the numbers – if the save interval is 10 seconds and this one’s 2 saves ago, it’s 20 seconds plus the time since the last autosave.

The last change it needed was one I didn’t expect to have to make. I’d had this great idea, throughout all these systems, to avoid Groundhog Death: the problem where an autosave happens just before you die, so when you load it you instantly re-die. It’s less of a problem with multiple autosaves anyway, but I thought I had a clever way to avoid it completely.

The game would save every 5 seconds, but assume the most recent save was ‘bad’. Only once the player has survived more than five seconds since the last autosave does it become a valid one to load. So with a 10 second save interval, the latest autosave will still be 10-15 seconds ago, but it’s guaranteed to be at least 5 seconds before you died.

Once the rest of the issues were ironed out, I discovered this system sucks. It’s possible, and actually pretty common, to load a point in your game when you did survive beyond five seconds, but you didn’t this time. Maybe you had a guy at gunpoint, or were in the middle of a tense situation, and when it loads you’re disoriented and screw it up.

My instinct as a gamer is not to think “This save sucks, take me further back!” It’s “Let’s go again, I can do this!” But now that we’ve time-travelled, that savegame is the latest one. And the latest one is always left off the load menu to be sure it’s not gonna screw you.

Instead, you feel extremely screwed. You deleted my savegame? The one I just loaded? I get one chance at this, with no knowledge of what I’m getting into, and then you take it away? Fuck you, Tom Francis. You are a shitty, shitty designer.

So I backed out of that: now you can load any save you like, and I give you three just to make sure you’re not screwed in all of them. You can even hammer the ’1′ key to repeatedly retry the same tricky situation if you want to.

Saves are tiny, take no time to create, and load instantly too. I’ve noticed that Gunpoint’s incredibly sudden, sometimes shocking deaths are often a positive thing – a lot of players at GDC would laugh when they got shot. So I never want that buzz to be dampened by the pain of having to repeat stuff you don’t want to, or being screwed by the save system.

 
 

LongShad: I think - best use save-triggers in safe areas, like in "Stealth Bastard".
When player enter in safe-trigger (they place level-designer) - game is saving and safe-trigger destroying (saving run once).
 

I never went to the Game Developer’s Conference as a journalist, but this year I took a week off and flew out to San Francisco on my own dollar to attend it as a developer. I was mainly there to demo Gunpoint for the expo crowds at the IGF Finalists Pavilion, but I was also invited to give a five-minute talk as part of the closing talk of the Independent Games Summit: the Indie Soapbox Session.

It’s a rapid fire sequence of ten indie devs giving quick talks about what’s getting them fired up at the moment – rants, new ideas or advocacy. I was honoured to be asked, then completely terrified when I saw the room I’d be speaking to, then totally calm milling around on stage beforehand, then debilitatingly nervous when I actually had to speak.

The GDC photographer also managed to capture three extraordinary and bizarre pictures of me on stage.

I’m told it went well, by several nice people who ran into me later in the week, and a few others have asked for the slides. I can actually do one better than that – correctly predicting that I’d be unable to form sentences on stage, I wrote my notes for the talk as a full script. Here it is, updated slightly to reflect what I think I actually said, and with a few notes on context and how people reacted.

-

My day job is to write about games, but I’m also making one in my spare time called Gunpoint. It’s in the IGF, actually, so I feel good about that now.

(The act I had to follow was the creator of Solipskier explaining that “Nobody gives a shit about the IGF”.)

It’s my first game, and it’s not finished yet, so I don’t feel qualified to lecture anyone about development.

I want to talk instead about explaining games. It’s easy to screw that up when it’s a game you’re close to, but it’s also really important to get right if you want anyone else to play it. And I had a headstart with this, because I’ve been explaining other people’s games for eight years.

When you’re trying to describe your game – for its website, in an interview, or in a trailer – you can’t assume the reader is a reasonable, interested, intelligent human being. Because in the worst case scenario, your reader might be me. And I’m an asshole.

(I wasn’t sure if people would notice the slide change here, it was funny to hear a delayed laugh in a few parts of the audience)

The current methods of explaining games don’t work for assholes, and I’ll explain why. Then I want to show you how I’ve used my first hand experience of being an asshole to explain games in a way that even an asshole can understand.

The first bad way to explain your game is to not explain it at all. People often put out some raw footage or a screenshot and let it speak for itself.

The trouble is that doesn’t. It probably speaks for itself if you know what it says, but you have no way of imagining how little sense it makes to other people. Sometimes we can’t even tell which thing you’re controlling.

 
Mistake number two is thinking that to explain your game, you should explain your artistic intent.

So you might describe it as “a game about loss.”

OK, but what the fuck does that mean? For all I know Off-Road Velociraptor Safari might be about loss. I think Minotaur in a China Shop actually is.

(Matthew Wegner, from Flashbang, is the one who invited me to speak. Flashbang made both these games)

But your message, your theme, and your artistic intent don’t tell me anything about how I play the game or what I can do in it that’s interesting or different.

 
Mistake number three is thinking that explaining your story explains your game. “The people of Darksun are under threat from the elder Gods…”

If you ever catch yourself writing something like that as an explanation of your game, just stop and delete it. No-one gives a shit about the people of Darksun except the person who made up the word ‘Darksun’. And in this case, he doesn’t either.

I’m sure your story’s good, and I’m sure it’s important to your game, but it’s not going to be good in ten words. And if you write any more than ten words, no-one’s going to read it.

(I heard some people bristle at this)

 
Mistake number four: stating that your game is good, as if this will persuade us that it is.

No-one has ever read a developer describing their game as “innovative” and thought “Wow, that sounds innovative.”

We have read developers describing their game as innovative and thought, “Wow, he sounds like a tool.”

Those are the ways that don’t work. So how do you explain something nuanced and cool to an impatient asshole like me?

You have to get to the point, incredibly quickly, in plain and simple language.

In fact, you have to get to four points, in about three sentences, or we just stop reading.

 
Point number one is to tell us what type of game it is.

You don’t have to stick to traditional genres, but try to use a word that reflects what you actually do in the game. Maybe it’s not a platformer, but it’s a “2D exploration game.”

 
Point number two, before you even finish your first sentence, is to tell us the coolest unique thing about it.

And you can summarise drastically. We don’t need to know how it works, but we want to know why it’s cool.

The main mechanic in my game is hard to explain in eight words, but if I say “you can rewire its levels to trick people,” you get an idea.

 
Point number three is to give us some context: who am I, where am I, what am I trying to do?

The plot will never sound good in ten words, but the fantasy might. You’re a spy? You’re a god? You’re saving kittens? You’re a kitten-god saving spies? All those things are cool.

 
By that point we should have an overview, but it might be a bit dry. So point number four is to give us an example of how it plays.

Describe a moment the player can experience that’s typical of the game, and illustrates the best of what you’ve just told us.

If you say it’s a game about possessing your enemies, I’m interested. But if you tell me I can possess an enemy, throw him into a friend, and knock them both into a landmine before I switch back to my own body and watch them blow up… at that point I’m throwing money at the screen.

If you can do that, you’re done.

And when you read it back to yourself, it doesn’t actually sound like it was written for an asshole. It just sounds like it was written with a respect for the reader’s attention.

And the truth is that most of your readers aren’t assholes like me, they’re intelligent, reasonable people. But reasonable people still respond better to writing that values their time, and doesn’t waste it to gratify the writer’s pretensions.

This isn’t really about indie versus mainstream, or arthouse versus commercial. It’s just about communicating efficiently enough that everyone who would like your game ends up playing it. I think it’s a shame when that doesn’t happen.

Thanks!

 
 

Freelancer: I fear I'm behind the curve with this, but I'll have a go with the game I'm developing:

OreSome is a 2D strategy game about ore – exploring space for it, fighting aliens for it, blowing up planets with it. Build a network of frames and bots to defeat your enemies – or just throw a sun at them. In a dying, decrepit universe full of foes, build up your forces and mine your way to the top of the food chain to explore further and further out into the void.

By the time you’re ready, you’ll be powering light speed jump drives with stars, building Death Star style super weapons with black holes and in charge of the largest scale mining operation ever known to man – all working for one of humanity’s least scrupulous corporations – and there’s a lot of competition. See http://www.oresomega... ...me.com for more...
 

I’m giving a talk at GDC! It’s part of the Indie Soapbox Session at 16.30 on Tuesday, in Room 2003, West Hall, 2nd Floor. Ten of us will give five minute talks, and mine is called:

How To Explain Your Game To An Asshole

It’s aimed at anyone who makes or writes about games they need to explain.

Also, you can play Gunpoint at GDC! All the IGF finalists are playable in the IGF Pavilion on the main show floor, Wednesday to Friday. You can play Gunpoint there any time during show hours, and if you’d like me to talk you through it or ask me anything, these are the best times:

Wednesday:   10:00-11:00   12:00-14:00   15:00-17:00
Thursday:   10:00-11:00   14:00-16:00   17:00-18:00
Friday:   12:00-14:00

If you see me around anywhere, say hello! I look like this:

I’ve been prepping frantically, and now that I’m almost ready, I have time to think about what’s about to happen. I can’t believe you can just half-make a game for nothing, in your spare time, and end up on stage with your heroes. The talk I’m giving, I’m alongside Raigan Burns who co-created N. The Gunpoint kiosk I’m staffing, I’ll be next to Terry Cavanagh and Mode 7. The award I’m up for, I’m against Spelunky, the game that inspired me to make games.

I feel like I skipped about ten years of hard work, failure and frustration and got straight to the bit where all your dreams suddenly happen at once. Six years of analysis and a few strokes of luck have done something freakish to this trajectory, and it feels incredible. Thanks, everyone. I’ll try to make this good.

 
 

turtle: and his hair.
 

I drew up a more specific and honest to-do list at the weekend, and realised Gunpoint is going to be done later than July. I’ve also set up a mailing list called Just Tell Me When Gunpoint Is Out. If you sign up, you’ll get two e-mails now, to confirm it’s your address, and one when the game is released.

Thanks to all who suggested this, I haven’t seen many games do it without wanting to spam you in the meantime, but it’s a great idea for both of us.

Here’s an incredibly misleading shot of a story sequence I got working last weekend:

At this point, you might wonder why I even bother to guess when Gunpoint will be done. Plenty of developers have a “When it’s done” policy, which always makes me want to say “I know, I was asking when that will be.”

What they really mean, of course, is “We have no idea when it will be done,” a position I have a newfound sympathy for. But it’s still annoying. It still feels like secrecy. You’re the developer! You must know more than we do about when it’s likely to be. We’re not asking for a contract, we just want an idea.

For Gunpoint, I can give you an idea! I can even tell you what’s left to do, how long I think it’ll take, and how much free time I have to do it in. Between now and the start of August, I have about 38 free days – i.e. most weekends. And if this to-do list is comprehensive, I have about 39 days work left to do on Gunpoint.

This calculation assumes I’ll get nothing done in the evenings, that nothing will run massively over or under its estimated time, that I’ll be free every weekend and that there’ll be no business stuff to take care of. None of these things are true, but they might all cancel each other out.

Scripted sequence test – done

Made a scripted scene last weekend, and it looks great. These are no harder than I thought they’d be, so the other few should be relatively smooth sailing.

Rating system – 1 day

Giving you feedback on impressive aspects of your performance on a mission. I have a sense this is going to add a lot, so it’s high priority.

Laptop data – 1 day

How you read the data you steal from laptops, which are optional objectives in each mission.

Dynamic music working – 1 day

I have Ryan Ike’s multi-layered music mostly working, but it vanishes if you load a savegame and it doesn’t support a few more tricks we want to try. It needs a proper system.

Actual script – GDC Plane Journey

Yes, I’m going to write the whole game on the plane. It’ll be fine.

New gadgets and devices – 2 days

This probably sounds like feature bloat, but some really strong patterns are emerging in feedback. One gadget people find almost completely useless, and I have an easy idea to redesign that. And another idea I can easily add will build on your ability to manipulate guards, which is one of the most common key positives people list. A couple of simple new devices (crosslinkable electronics) are needed to support more puzzle ideas, which’ll help with the next step.

Gadget Tutorials – 2 days

It’s really hard to train a gadget without knowing what level the player will be playing after they first buy it. I have a dynamic prioritised system in there that queues up all the info you don’t have yet and trains it at the earliest chance. It’s not working. Everyone’s still baffled. So I’m gonna make little controlled test environments for you to try a new gadget before you take it into the field, if you want to.

Make worst levels good – 4 days

Man I really hate some of the levels right now. Not worth redesigning them until I’m a) less burnt out on level design, and b) have these new elements in.

[Classified] – 4 days

An idea I won’t talk about yet, because I’ll cut it if it doesn’t work or is going to take too long. It’s targeted very specifically at people finding the game too short or too easy.

Final art integration – 4 days

There are still a few more tile sets, animations and backgrounds to come from John and Fabian – putting those in takes time, and that’s something I’ve failed to account for in the past.

Scripted sequences – 2 days

Only two or three of these to do, and I know how to do them now.

Conversation and shop interface tweaks – 2 days

I’d like to make all the menus look better and make conversations feel nicer to navigate. It’s all a bit amateur hour right now.

Guard dialogue – 2 days

I want guards to have speech bubbles to articulate what they’re doing sometimes, particularly when a gunshot goes off. If one of them fired it, the police aren’t summoned – there’s a reason for that and I want it to be clear. There’s also a lot of fun to be had with this in less critical situations, so if it’s easy, I will.

Esc menu – 2 days

Mostly a basic options menu, but I also want a plot recap on there and will need to figure out how the mission skip option works.

More sounds – 1 day

So much more to do here, and it’s going to add so much to the feel of the game. Luckily it’s generally very quick to find a good sound and put it in.

Tweaks/performance – 4 days

So many tiny usability tweaks need making, controls need revising, mechanics need altering.

Bug fixing – 4 days

Haha, 4 days? Here’s where the game will slip again.

[Classified] – 2 days

[Classified] – 3 days

[Classified] – 2 days

More things I won’t talk about in case they don’t work out.

In terms of knowing when to stop, my rule is that anything I add to my to-do list has to be more efficient than the last thing I got done. It has to be likely to add more fun to the game and take less development time. If I’m always getting more efficient, any delay is worth it. At the point of diminishing returns, I’ll lock it down, polish it up and release it.

 
 

Pentadact: It's not, but that's an idea I come back to every now and then to check if it's feasible yet. The difficulty is that Gunpoint is quite puzzle-driven, and the challenge of creating obstacles that are interesting but not impossible is one I don't have a formula for yet. I could have it piece together hand-built puzzles, but then the randomisation element wouldn't keep it fresh.
 

    Older posts