Monthly Archives: July 2012

Introducing the Dinofarm Podcast!

 

Hi everyone!  Tonight, we’ve finally launched the Dinofarm Podcast.  In this very first episode, myself, team artist Blake Reynolds, and friend Benjamin Loxley talk about the need for a show like ours.  We hope you enjoy.  If you’re interested in subscribing, here’s an RSS link (which I hopefully set up right).

In this episode, we talk about:

- The current state of affairs in terms of game design discussion

- What’s important for a game?  Developing guidelines for game design

- The difference between appeal and design

- Hilariously bad voice acting is also mentioned

Enjoy!

The iPad is The Best Digital Game Console

Right out of the gate, know that I am not a big fan of Apple.  I’m not crazy about their computers, I think everything they sell costs two to three times what it should, I despise their immoral vendor lock-in approach to just about everything they do.  A lot of people probably wouldn’t think so given that my first game, 100 Rogues, was on iOS only.  The reason it was an iOS-only game, as opposed to an Android game, was because back in 2008, Android didn’t really exist, and there seemed to be a lot of demand for new iOS games.  Which ties nicely into my main point here.

I got an iPad 2 a few weeks ago, with two major purposes.  The primary purpose was for playing digital boardgames.  If you weren’t aware, there’s been a wealth of great digital boardgames coming out over the last two years or so.  Puerto Rico, Tigris & Euphrates, Le Havre, Caylus and a ton more (I’ll provide a full list later) have all appeared in digital versions on iOS.  The secondary purpose was for testing our upcoming game, Auro.

I want to make super clear that the games I’m talking about are not the games that most people think of as iOS games.  Shit like Angry Birds, Temple Run, Cut the Rope and Where’s my Water are all bullshit memorization/execution puzzles that are only marginally above “twiddling one’s thumbs” in terms of their level of interest for an adult mind.

Now, I of course already had an iOS device from my 100 Rogues-testing days:  a 2nd generation iPod Touch.  This device is actually still super solid, doesn’t have anything wrong with it, and should be fully capable of playing digital boardgames (which have the graphical intensity of a website).  Unfortunately, Apple basically screwed me and everyone else who bought that generation, and locked us off from getting some OS updates.  This means that fewer and fewer (now approaching zero) new games that are coming out can even be downloaded on this machine.

Now, I’m sure they have some technical justification for what that is, but I’d be extremely surprised if I found it convincing.  The truth is that they simply said “okay, it’s time for people whose devices from 2008 still work are FORCED to buy a new device.”  It’s an advanced form of planned obsolescence:  forced obsolescence.  They can basically just shut off updates for any device they want at any time, and then everyone with that category of devices is basically screwed.  Great.

Back to the iPad

I realize that I’m not doing a great job of convincing anyone to buy any Apple products so far.  Here’s the unfortunate truth, though:  if you like games (and by games, I mean contests of ambiguous decisions), there is absolutely no better place to be than the iPad.

I hate touch screens.  They’re OK in a turn-based game that doesn’t force you to click on small individual things (in Auro, you’re only ever asked to click on 6 huge direction-based areas or 7 large circular buttons below), but a tiny screen also puts a huge limitation on what kinds of games are possible.  Any game with cards with text on them is rough, and any kind of “moving units around a map” type of game is also rough.  The iPad solves these issues by having a big screen.  It still sucks for real-time games, but in terms of turn based games it’s honestly as easy as using a mouse.

In case anyone wanted to accuse me of basically making a “sunk costs fallacy” – that I’m saying “hey everyone, go buy an iPad because I bought one and now I’m forced to think they’re great”, I hope I’ve quelled that fear.  I paid just as much for my 2nd gen iTouch actually (I got my iPad used), and I never really said anything good about it to anyone (in fact, I remember saying that the iTouch is probably the worst product Apple sells, and I still stand by this).

I’m arguing that the iPad is right now sadly the best digital game console in existence (not counting PC).  This is a combination of the other consoles being almost totally horrible, and a quickly increasing number of actually good, actually interesting games on the platform.  So without further adieu… read more »

Roguelike Radio Episode 41: Score Systems

Hi everyone!  I don’t usually post this sort of thing here on Dinofarm Games, but I thought that this episode went really well, and it kind of serves as a Dinofarm article in a way.  It compliments my two articles on score, I think.  Check it out, over at Roguelike Radio!

Big AURO Updates for July

Hey everyone.  Just thought I’d drop in to update people on some key things about AURO’s progress and how it’s going.  Firstly, a couple of general progress notes, and then some more interesting stuff about new directions for AURO.

Now Entering “Finish The Game Mode”

After almost two full years, we’re finally ready to enter a formal “finish the game” mode.  What I mean by that is, until now, we’ve really been in a constant state of flux.  Almost everything that we’ve done for the game so far has been sort of “temporary” or “placeholder” stuff (one of the notable exceptions being the pixel art, which is simply way too expensive, time-wise, to do over).  Now, I think that the fact that we spent this much time in that state is one of the things that’s going to make the finished product be something really special.  I’m glad that we didn’t enter this mode six months ago, and I’m really glad we didn’t a year ago.  So, it is a positive thing, but there comes a time when we simply gotta nail things down and go, and that time is now.  Basically, the only time that we’ll be doing anything over, from here on out, is if something is severely game/presentation breaking.  Small adjustments will of course always be made to the game, including after release.

Release Date / Beta Phase?

We’ve been talking about it, and we want to shoot for completion in three months, plus one more month for polish/bug-fixing/balance.  So, we can give an extremely tentative and penciled-in release date of October 15.  Of course, we are not guaranteeing that we’ll actually be able to release on that day, but that’s what we’re shooting for.  I think that it’s useful for us, the developers, to have a date like that in mind, and I think it’s also useful for you, the fans, to get some kind of idea of when you could possibly be seeing this product.

This means we’ll probably be ready for our Beta phase as soon as next month.  You’ll be hearing more about this in the coming days.

We Need Alpha Testers!

We’re in need of some serious alpha testers who can meet with us daily to test new builds and give us feedback.  We only need a handful, but if you’ve got a lot of time on your hands and would like to help us out, we’d love to hear from you.  Sign up to be an alpha tester over here.

AURO Development News

So, you may be wondering how development’s actually going.  Here’s a few updates:

  • The disciplines have been through the grinder so many times at this point now that we’re finally at a point where we’re happy with all of them.  This isn’t to say they’re all perfect, but they’re all close enough to what they need to be that we’ll be able to make them work by tweaking them.  We’ve now decided on a set of nine individual spells, each put into a discipline (here‘s a forum post laying out a little bit of information).  The three disciplines are now Fire, Ice, and Air.  Air used to be called Elude, but we realized that it was sort of the odd-man-out, being that the other two were elemental, and nouns.  Expect a more in-depth write-up on the skills soon, but for now just know that there are nine of them and they’re really great.
  • Lots of mechanical stuff has been sorted out.  There have been quite a few weird mechanical details floating around that we hadn’t considered.  Stuff like “what happens when you jump on an actor’s head?”  or “when does a sliding object hurt a monster it collides with?”  Everything has been pretty much laid to rest now, though (again, there may be small tweaks, but we’re pretty much solid).  Check out the forum posts here, here, and the manual page on game mechanisms for more.
  • HUD Re-vamp, new skill selection.  I’m embarrassed that we were going with the old “folder” setup from before.  Now we have a hard limit of 5 spells that Auro can learn throughout a game (which is plenty) plus two scrolls that he can hold.  Here’s a mockup of the “skill-selection” screen.  You can see, shadowed out, a hint of the new HUD (which also has not yet been rendered).

 

On this grid, the selected ability will be animating in a loop so that it's completely clear how the ability works.

So what are we up to next?  Well, finishing the game!  We have about 4 or 5 more monsters to do, plus several characters that we need to do for Kickstarter fans.  We need a logo for the game.  We have a lot of bugs that have piled up over the past few weeks.  We have to implement saving of scores.  We have to implement story mode, and possibly puzzle mode.  We have to write the rest of the music.  And we have to do it all in the next 3-4 months!

In the next couple days, I’ll write up a new post about some of the crazy, cool ideas I have for scoring for AURO.  We really want to make this game revolutionary when it comes to its scoring system.

Thanks everyone!

Why People Think Turn-Based is “Boring”

I started playing a bit of the expansion for Civilization V (Gods and Kings) recently.  I will say that it brought Civ V mostly up to the level of the other Civ games.  Combat is a little better than Civ IV, but some other things are a little worse.  The new system for spies seems very cool, at least on my first impression.  I’m pretty certain that vanilla Civ V did not have “quick move” and “quick attack” feature (even though every Civ before it did have that), but it’s been “re-added”.  Is this the pattern Civ is going to take?  Release a new game every 5 years stripping away various features, and then re-add them in an expansion?

But anyway, that’s not what I wanted to talk about.  Most Civ players know that there’s an option in the game setup screen called “game speed”.  It’s one of the things you can configure for your game;  things like map type, map size, how many civilizations are playing, difficulty level, etc.

Now, there are four game speeds:  Quick, Normal, Slow and Very Slow (I’m not sure if those are the names of the slower ones, I haven’t even clicked on them for reasons that will become obvious in a few more sentences).  Each of them has a description.  Here’s a screenshot I took of the description for “Quick” mode:

Let me ask you:  how much do you like to “wait around”?  I’m going to guess that even if a million people read this blog, nobody answered “too much”.   I know, I know – they meant “too much” in a different sense of the phrase than I’ve just implied.  Either way, let’s cut out the “too much”.  Do you like to wait around at all?   I’m going to dare to guess that most people don’t like to “wait around” AT ALL.  Waiting around at all, pretty much universally, almost objectively, sucks.

Let me quickly clarify what I mean by waiting around.  In games, the thing that really makes them games is the decision-making.  Time where the user is not making any decisions is therefore wasted time.  One exception might be if the user is watching an important cutscene, or something, but that brings up a whole separate issue. read more »