Monthly Archives: September 2011

On “Diablo”

If you take roguelikes, and change the design in one direction, you get Auro.  If you move in the completely opposite direction, you get Diablo.  This is a great example of how philosophically different Dinofarm Games is from a mainstream game developer like Blizzard.  Allow me to explain.

First, let’s start with roguelikes – games like Rogue, Nethack, or Dungeon Crawl.  These games are turn based dungeon-crawls that evolved out of D&D and the early CRPG era – games like Wizardry and Ultima.  These games, themselves were a blend of “game” and “high fantasy simulator”, and so a lot of that stuck around for roguelikes.  These games are most certainly more complicated than they have to be as pure games, but a lot of this complication is there to help support a “fantasy” of being a wizard or paladin fighting hordes of monsters in an underground lair.

I love roguelikes, but they all have huge problems stemming from this somewhat undecided purpose.  Some of them have an “auto-explore” key, and anyone who plays these games enough will want this feature in just about any of them.  This means that the big, expansive levels (of Crawl in particular) are entirely wasted.  The UIs are arguably needlessly fiddly, with the player constantly needing to remove his “+2 sword” when he gets a “+3 sword” and other such situations that are entirely the result of a “loot drop” mentality, a mentality which is inherently illogical from a classical game design perspective but makes tons of sense in a high-fantasy simulator.

If you’ve read about Auro, you already know that we’ve taken careful steps to look at what our game is fundamentally about, and then erected only the mechanisms required to express that concept.  I intentionally started it from scratch; a blank canvas, to avoid exactly those kinds of pitfalls, while focusing hard on one element I love about the genre. read more »

Open Range is Under-way!

Excitingly, the Open Range project seems to have actually been a success!  We’ve got three-four coders working on it, and a few other people have joined in on the forums contributing to the game design and writing.

I’d like to take this time to briefly announce our first project:  100 DUKES.  Set in the same zany universe as 100 Rogues, 100 Dukes aims to be an extremely efficient, lightweight Civilization-building roguelike.  Build a civilization and raise an army to become the only Duke left alive in the world, or forget about the other dukes and try to Go Kill Satan!  Turn-based tactical combat and an interesting set of Tactics which you can research mean that the gameplay is constantly interesting and difficult.  Random monsters and dungeons are spawning all over the place, and if your last city is destroyed – it’s game over!  No loading your game allowed – like 100 Rogues, 100 Dukes is about seeing how high a score you can get in one run.

That’s merely the “elevator pitch” for 100 Dukes.  I’m excited to give a more formal, in-depth announcement about it later.  It’s an open-source game, so there should be something for anyone who wants to to check out pretty soon!  We’ll keep you posted.

And for those of you who might be interested in helping out, come join us on the Forums!

 

To remind everyone:  100 Dukes and the Open Range project will not affect the schedule for Auro.  We’ve just hired a very smart guy to be the Auro’s programmer, and that project is going to commence full-force shortly.  More updates on that to come.

 

Dinofarm: Open Range

I’d like to introduce everyone to the Dinofarm: Open Range project – an exploration of digital game design (click here to get involved!).  Open Range is to be a long-running project that will produce and maintain a series of light, efficient, and most importantly, awesome freeware digital games.  I think that what’s interesting about games is making interesting decisions, and these games will be nothing but interesting decision after interesting decision!  Anyone who wants to be involved can!  Here are the goals of the Open Range project, specifically:

  • Freeware Licenses – All Open Range games will be completely free for anyone to play, download and share.
  • Highly Efficient -The games will be unique in that they will be strictly games – not simulators, not toys, not interactive fiction.  They will embrace what’s great about games in a classical way.  These will NOT have cutscenes, they will not have tutorials, they will not have load times (on any kind of modern machine, at least).  They will be: you ran it, now you’re playing and making interesting choices, one after the other.  Because making interesting choices has always been what’s fun about games.  Having trouble imagining such a thing?  Tetris, Panzer General and Galaga all qualify, as well as countless board games like Puerto Rico and Chess.
  • Simple and Clear – It should be extremely easy to play and understand these games.  These are not to be obtuse or uninviting the way that many roguelikes and other somewhat obscure independent games have a habit of being.
  • Strong Game Design Philosophy – I will be personally overseeing the design of the first few titles in the Open Range project.  I believe I have a very strong philosophy on what games are and I can apply this to the Open Range games.
  • Code is Open-Source – Anyone can come along and help out with any of the Open Range games.  Code can be re-used and is free for anyone to use in their own projects.
  • Representational, Re-usable art – The visual philosophy of the Open Range games should be “utterly dominated by function“.  They shouldn’t be ugly to look at, but they should only contain information that is important for the player to know.  Seeing that a character has a sword may be important information, but seeing his haircut has absolutely no bearing on the game and so that would not make it into the art.  We should seek to re-use as much of this representational art as possible in other Open Range games.  Finally, this art will also be free for anyone to use in their own projects.

 

Miltary Units (in assorted flavors)

The above icons are a basic example of what I have in mind.  They could be used in a war-game, a tactical RPG, even a real time action game perhaps.  We would build upon the Open Range asset library whenever new assets are needed, and re-use ones when they’re not needed.  They can be updated at any time by anyone – I wouldn’t have a problem with them looking prettier, so long as they stay utterly dominated by function.

You might be thinking, “anyone can make open source freeware games whenever they want!  Why does it matter that this has the Dinofarm name on it?”  It’s true – anyone can make open source freeware games whenever they want – and they should!  But even with hundreds of thousands of indie developers out there pumping out so many titles every year, I find it very difficult to find quality digital games.  Quality digital puzzles are easier, quality digital toys and digital interactive fiction are all easier to find.  But games, let alone games with a strong philosophy of game design behind them, are nearly impossible to find.  Further, most indie games I have found seem to emulate the mainstream industry’s habit of being extremely inefficient with regards to “decisions the player gets to make per minute”.  I hope that by providing the community with these code-bases, assets, and most importantly, philosophies of game design, Dinofarm Games can help make life a little better for those of you who just really love games.

Stay tuned for updates on the Open Range project, and please contact us (jobs@dinofarmgames.com) if you’d like to help out in setting the project up.  Please note that this will not affect Dinofarm’s commercial release schedule – Auro is still due for this coming Winter, and there may even be some more 100 Rogues stuff on the way.

 

**UPDATE**  Get involved HERE:  http://dinofarm.forumbuild.com/viewforum.php?f=21 (it’s a link to our forums!)

Android Developers: We Need You!

Dinofarm Games is looking for a programmer for our next game, “Auro“!  You can read more about the design of Auro here, but in short, it’s a turn-based, hex-based dungeon-crawling strategy game for the Android OS.  To get this out of the way as quickly as possible:  this would not be a paid position;  you’d be paid an equal share of the profits with the rest of the team.

 

Project Goal

To create a original, beautiful, simple and interesting game for Android.  Our hope is that by combining my principled game design with our lead artist Blake Reynolds‘ evocative, classic illustrations, we can make something special.  Something that’s not only marketable, but also fun in a way that makes you, between play sessions, daydream about what you might try next.

Portrait of Quillsh, Auro's mentor.

Project Scope and Time-line

We’d like to shoot for finishing Auro in four months.  The game design is already completed and laid out in full;  every detail is already accounted for, mockups made, etc.  A lot of content has already been created as well, such as the main character’s sprite, a few monsters, and heaps of concept art.  Here’s what has to be done:

  • Hex-Grid – because the game is hex-based, we need a functioning hexagonal grid that Auro can move about on (there’s also a walls system devised by Blake which incorporates rectangular walls that go around the hex system, but it’s not too crazy, we’ll explain it when the time comes).
  • Random Generation – Maps should be small, randomly generated, mostly linear.  Monsters and a few items (don’t worry, there’s 3 items in the game and no equipment or anything) should be placed.
  • Game Structure – There are ten game-levels in Auro.  Each gets slightly larger and is populated with both more types of monsters, and more monsters in quantity.  The final stage has a special final battle.
  • Skills – Auro is about using player-skills in intelligent ways against monsters (who all have their own skills).  Because this is the core mechanism of the game, the bulk of the work will probably be done here.
  • “Cutscene”/Dialogue system – Cutscenes will all happen using the in-game assets (not a separate movie file or anything like that).  There are only about 4 or 5 “cutscenes” in the entire game.  However, there’s a lot of random dialogue that can happen in-game, so it would be good if this stuff was stored in external XML files just like monster & level data.
  • Beta Testing – It’s important that when we launch, we’re bug free and we’ve already had at least a small group playing the game for awhile.
  • Demo Version – We’d like to launch with a separate free version of the game that allows you to play the game in a more limited way.
  • IAPs – Extra playable classes and other content can be purchased through in-app purchases.  Would also be nice if we had a “donate” button.

 

A Few More Notes

We’re making Auro because we really believe in it.  We hope that, by seeing the artwork and reading the design pitch, you’re starting to believe in it, too.  For that reason, we’re developing the game for free, without being paid until we make money ourselves.  As a side note, we are going to be pitching the game to KickStarter as a $15,000 dollar project.  If that ends up happening, you’ll get a third of that, but we obviously have no way of knowing if that will happen.  For now, we simply need someone who believes in this game, wants to make a game, have a great game on their resume, and is happy making an equal share of profits with Dinofarm.

If you’re interested, please contact jobs@dinofarmgames.com with your name and a brief description of your experience – a link to a past project or two would be great.  Thanks, and we look forward to hearing from you!

Good Points, Bad Conclusion: The Game Shame of “Cracked”

I recently read this article by David Wong & John Cheese over at Cracked.com titled “5 Ways to Tell You’re Getting Too Old For Video Games”.  To point out the “game shame” (my terminology for the widespread cultural disrespect for games) of this statement is almost trivially easy;  by making such a statement, he’s saying that games are inherently and necessarily “for children”.  However, that’s not the reason I was inspired to write a reactionary post; far more egregious examples game shame can be found in almost any article written about video games from any source you can find on the internet.  The reason I want to write about this particular article is that the author starts with a bunch of very legitimate, solid complaints, and then comes to woefully incorrect conclusions.

Point #5 – You Think Multiplayer Is Bullshit

The author points out, correctly, that most games have an extremely lame single-player experience that’s all really just a training for the multiplayer, and yet his kids don’t mind this.

“…my own kids can head-shot me on the run while jumping off of a building and switching weapons in mid-air.  And you know what? Not once do I hear them complain about what a fuckjob move it was for the industry to focus on multiplayer.”

Firstly, the problem is not the focus on multiplayer, the problem is, if anything, not enough focus on multiplayer – in other words, adding a lame, lip-service single player is the problem.  Further, he strangely compares a game like Final Fantasy VI to multiplayer games like Call of Duty, and then complains about Call of Duty‘s single-player.  Obviously, this is not a fair comparison, as Final Fantasy games are completely, entirely focused on providing an interesting single-player experience with no multiplayer features whatsoever.  The problem is, simply, lack of focus in modern games.  And by the way, it’s true that kids don’t complain about even the most obvious of bad things, because they are kids, and kids aren’t that critical.  We’ll come back to this later. read more »

On Pixel Art

We love pixel art.  It’s our favorite way to do art for games, because it is the most direct relationship that the visual artist can have with what the player ends up seeing – pixels.  In pixel art, there is no algorithm or computer approximation getting in between what you see and what the artist made – he literally manipulates individual pixels one at a time.  In some other types of digital art – particularly vector art 3D modeling – the artist simply places vertices and curves, and then the computer has to figure out what pixels go where based on that information.  We feel like that while any form of art can be great, those types of digital art are “less direct” than pixel art.
For those reasons, we’d always planned on doing pixel art for all of our games in the future(and we have quite a few planned).  However, the Android platform presents us with an interesting problem – non-standardized displays.  When you’re writing a game for Android, you simply have no idea what the display resolution is going to be.  I mean, there are four or five that are common now, and they vary greatly.   One of them is more popular than the others, but we don’t know what will be the most popular a year from now, let alone five years from now.  The resolution is a moving target and so, for this project, we have to be flexible.

Well, as much as we love pixel art, it’s not all that flexible.

The problem with pixel art is that if your sprite is 64×64 pixels – your sprite is that size in pixels, no matter what the display resolution is.  On a 320×200 display, this sprite would be pretty big.  On a modern 1920×1200 display, it’s absolutely tiny.  So the sizes of things is relative, and that means we either have to scale the sprites, or best-fit a multiplication of the sprites (which usually involves leaving some black bars or something for the remainder screen area left over).

Scaling sprites is awful;  it completely kills the whole point of pixel art (which is, again, the direct relationship between the artist and the screen, manipulating individual pixels).  Actually, you can scale sprites just fine, as long as it’s by a factor of itself.  So, it could be 1x, 2x, 3x, 4x without any damage to the sprite.  All it does in those situations is make one pixel become four pixels, nine pixels, and sixteen pixels, respectively.  This simply has the effect of making pixels bigger, and isn’t changing or approximating anything.

However, as you can see in the far right example, the beloved hero of Metal Slug, Eri Kasimoto has been increased in size by an unusual amount.

I need to quickly go on a short tangent here, so apologies in advance:  Some of you pixel-phobes may be as extreme to say that you think he looks “better” there.  But if he looks better, then why in the world would anyone wear glasses?  Regardless of what you may think, on the far right example, the art is simply blurred.  There’s no two ways about it.  Ask yourself if you really think using a “blur effect” on artwork makes it better, or worse.  And to the pixel-phobes I say this:  no matter how much blurring is going on, you’re still seeing pixels.  I have bad news for you:  screens are made up of, and only capable of displaying, pixels.  So you can look at pixels that were chosen by a computer based on boring algorithms, or you can look at pixels chosen by an artist based on exciting artistic insight.  Up to you.

For Auro, the game design requires that the player can see three tiles around himself in all directions – no more, and no less.  It’s a bit of a digression to get into all the details in this post, but just trust that this is something that cannot change without damaging the usability and gameplay of the game.  In short, then, we have two options if we want pixel art:

1.  Proceed with pixel art, and make the pixel art scale (as shown in example 3 above) dynamically depending on the device.  We definitely don’t want to do this, for the reasons we’ve explained.

2.  Proceed with pixel art, multiplying the art by a factor of two for the higher res devices, hoping that it will fit, and probably having to include a lot of black bars or somehow add some extra blank HUD (not much better than blank bars).  We don’t think anyone wants this, either.

So, our conclusion is, despite how much we love pixel art, we might not be able to do it this time.  The Android platform is simply too varied in its hardware.  This is actually something I really like about the platform in general, but for pixel art, it causes the problem above.

So, we’ll be doing somewhat high-res photoshop paintings for the in-game art.  This will be easy to scale to whatever size we want, including higher resolutions for PC or tablets or future handheld devices.  The downside is that it’s always going to be kind of blurred.  The upsides are that it’s much easier than pixel art and way more versatile.  We want Auro to be on as many platforms as possible, and it will be nice to know that it will look consistent across all of them.

What do you think?  Do you have any solutions for us that we haven’t considered?

Games Hurt Stories, Stories Hurt Games

A quick note to readers:  I’ve been writing for my game design blog, Expensive Planetarium, for over four years.  I’ve now decided to do most of my game design-writing over here at Dinofarmgames.com, in an attempt to consolidate my video game writing.  So, you should go check out Expensive Planetarium if you haven’t read it before, but stay tuned here for more articles and updates from me and the rest of the team.

Since digital game technology has allowed for games to include stories, more and more of them have chosen to do so.  Some of the “greatest video games of all time” not only include story, but are even based on story.  Games like The Legend of Zelda: The Ocarina of Time, Final Fantasy VII, and Metal Gear Solid set the standard for the modern video game.  Very few in the game development world are willing to question these sacred games, which I think limits us to only ever being as good as them.  The real question I think we have to ask is:  is the presupposition that “games should have a story” helping, or hurting digital games?  From the title of this post, it should be clear that I think the latter is the case.

 

Defining Terms

In order for us to be able to discuss this at all, we have to define “game” and “story”.  I hear game developers quarrel about how to define “game” in particular, but I actually think all of the fighting about the word game is somewhat dishonest.  A clear definition for “game” does exist, and we all know what it is.  We understand from a young age what games are, but when it comes to the digital realm a lot of people put up arbitrary mental blocks about the term, and get defensive when something is called “not a game”.  Keep in mind that whether or not something is or is not a game is not a value judgmentMinecraft is also not a game, but that doesn’t make it any less great.  Similarly, James Pond II: Codename Robocod isn’t any better for being a game.

With that out of the way, here’s the definitions as I see them:

Game – a system of rules in which one or more agents compete by making meaningful decisions.

Story – a composed sequence of events.

To elaborate on each a bit:

A game is a system of challenges built to force the user to increase his/her skill.  They are skill-building machines.  Games are good when they force the players to make interesting decisions – ones where the right answer is not totally clear.  A good game is simple to learn, but has deep mechanisms whose complexity emerges through play.

A story is a carefully composed series of conflicts and resolutions, wherein forces of antagonism get between characters and their objects of desire.  Stories build to a climax and then resolve in a way which, in good stories, does a good job of illustrating a controlling idea or thesis.

 

read more »

Our new site!

Oooo… touch that top bar, it’s all fuzzy!  Anyway, we have a new website.  It’s still based in WordPress, but vastly improved from the previous version.  What do you think?  What does it need?

Here are a few of its features:

  • New design & logo – Do you like our new logo?  I hope you do.  We worked hard on it.  The idea is that it’s a “brand”, as in an image seared onto the side of a dino, at a farm.  This will be made more clear later on.
  • Site no longer forwards to WordPress.com – that was pretty lame, but we now appear somewhat like professionals!  Somewhat!
  • Pretty good social integration – Facebook buttons ahoy, which hopefully makes it easy for people to follow us on Facebook.  Also twitter feed’s comin’ in on the right there.
  • Forums – These forums, while a bit on the small side, are the best forums that can incorporate into a wordpress page.  I’ve looked!  Go check them out.
  • Site’s pretty optimized – At least, given that I’m not at all a web developer.  Google Page Speed says:

So give us feedback!