The World in a Grain of Sand

To see a world in a grain of sand, And Heaven in a wild flower,
Hold infinity in the palm of your hand, And eternity in an hour.

That's what we do.

Links: Group Project Page : Module Blog : GameMaker

Monday, August 28, 2006

Another game idea attempt

Ok, after taking a short break (by playing games), here’s a game inspired from “diner dash”, top downloaded game on playfirst.com and some other casual game websites.

Working title(s): Cropped out/The Incredible Harvester/Harvest Frenzy/Grow grow grow

Concept: Fast paced harvest game where you need to grow your crops, harvest them, ship them out, all while knowing how to crop rotate, adding the correct amount of pesticide, keeping pests away and prevent crop withering.

Game: You are farmer (insert whatever stereotyped farmer name here) and you have found the most incredible way to grow your crops at a fast pace. Problem is you’re the only farmer around. So get your hoe and tractor ready and harvest some incredible crops!

How the gameplay works:

  1. You start with pieces of empty field ready to grow crops.
  2. New seeds arrive! Either you accept them or reject the seeds (but rejecting will lose potential income)
  3. You take the seed and grow them (and in this game world they grow VERY fast)
  4. You need to take steps in ploughing and watering the plantation.
  5. Certain plantations cannot grow side by side else they wither.
  6. Certain plantations can grow together and they will give you bonus income.
  7. Once they’re ready to harvest, gather them and take them to your warehouse. (where you get your income)
  8. Repeat steps 1 to 7.
  9. Game continues until the ‘season’ (game time) ends.

Winning condition: Meet the certain income quota.

Losing Condition: Lose the certain income quota.

As the level progresses new elements would be introduced. Bonuses like improve harvesting machine, even faster growth, better pesticides etc.


Obstacles would include pests, locusts, and certain conditions where certain plants cannot grow next to each other.


If think about it this is very much diner dash but in a crop harvest setting. But at least right now I feel this should be alright for the programmer now? But as you can see I just keep throwing ideas to see what works and what not. Just so that we all can learn about the difficulty of game design yah?

Sunday, August 27, 2006

Ideas versus Technical limitations: A note...

Yes, I realize all of us are very excited on this project, and yes we do have some very nice ideas, but before we get any more excited, I think for the benefit of this project, we need to limit the scope of this project as far as the technical constraints are concerned.

I would like to put it through a programmer's point of view, since we don't have much technical people in this project, unless someone else is profficient in object oriented programming concepts such as Java / C++ which is the fundamental skill based to use Game Maker efficiently.

Whatever core mechanic of whatever game we might think of, if you cannot explain it in simple terms using a straight forward verbs, then most likely the algorithm to implement it will be a bomb.

For instance, say a simple scroller like mario brothers.
Mario can:

- Walk in two directions (left and right)
* If keyboard is left, then move left, draw animation
* if keyboard is right, then right, etc
- Jump in three directions (upper left, up, and upper right)
* if jump + left is pressed, then upper left jump
* etc
- Dash while moving left or right
* if dash + left is pressed, then draw dash animation, increase speed
* etc
- Dash while jumping to get extra height
- Shoot fireballs (if you get the powerup)
- Jump on enemies,etc

Now for each actions, the game engine needs to check:
- Collission detection with walls, empty space, enemies etc
- Collission detection of fireball
- Coliission detection of Mario's Jump on the enemy, etc etc

As you can see, even for a simple scroller with "walking around and jump" as the core mechanic, when it comes to actually implement it, be it with game maker or from scratch, it requires a lot of work and polishing up.

Now imagine if we have a writing recognition as the core mechanic of the game. Game maker only provides simple keyboard/ mouse events, such as key pressed, mouse pressed etc.
While we can use the mouse events for drawing, the algorithm for writing recognition involves comparing each pixels drawn on screen with the intended matching object, for instance if you want to draw the letter A on a canvas sized 40 x 40 pixels, then for each of the pixels drawn, i have to iterate how many percent of it lies within the area I consider necessary to form the letter A. If the percentage is more than say 90%, then i consider the drawing as the letter A. If not, I will reject it. Also, for each objects, we need to keep a database of how they made up the 40x40 pixels for comparison purpose. Everytime the player draw something on the screen, this whole process of calculating the pixels drawn and comparing each pixels with a database of objects, could be quite expensive in terms of game performance. Now in case you don't understand what I am talking about, then you get the idea how complex it is to write a seemingly simple action into a fully functional program algorithm.

But isn't writing recognition just another way of input? I mean, Instead of writing recognition, the same effect could be perfomed by, key sequences.
I remember playing tekken with their 10 hit combos, involved a very long key sequence like XXOXOXOXOXOAAALRLR etc. That puts me off, and I stick to my simple 3 hit street fighter combo. The mechanic of kicking and punching is the same in any fighting game.

What I am trying to say is that, whatever ideas we put, please keep in mind that at the end, we need to actually program it.
Programmers are not Magicians that can pull rabbits out of the hat. In other words, if you can write in paper step by step how each actions are to be performed as detailed as possible, then the programmer's job is to convert these steps into mathematical formulas necessary to simulate the process and come up with the results. This is the very reason why computers are not good for tasks that require human senses, like cooking, face recognition etc, and I won't go into that in details.

So yeah, although Game maker brings us back to the age of SNES, I believe that even with the time and manpower constraints, we can still come up with nice, simple, innovative gameplay, which is sellable, event if it doesn't have superior graphics, story, or innovative control systems. In fact, If we can pull it off, it'll be quite impressive i guess?

Just my two cents =)

Meeting

Seems like all of us have quite various ideas. May I suggest we meet up before Friday to settle what we want?

For me, I am free before 2pm on Tues and Thurs. Wednesday after 12 but not confirmed yet cos I need to bunk in at UCC hall for my performance. How about the rest?

An alternative is to meet up online tomorrow night at 9pm. Do reply which one is preferable okie?

And I am working on our logo...hopefully to be out by this coming weekend.

Cheers!

A simple idea

Ok....I know this sounds absurd but here is another game idea. There isnt really any storyline but it's a game that points towards games like Tetris, Loco Roco etc, which make use of simple game mechanics.

1. The main thing is a rocket/spaceship. The only controls are the arrowheads. Often, what we do is to use the arrowheads to contorl the direction of the rocket. So in this game, instead of controlling the directions directly, you control the fire from the rocket in order to control the rocket.

That means to move to the left, you have to press the right hand arrow key to activate the right side fire of the rocket. The longer you press, the faster the rocket moves.

The aim of the game is to land the rocket/spaceship safely in one place. So if the rocket/spaceship lands too hard, meaning that you didnt press the down arrow so that it will 'float' and land gently, the rocket will crash. Or if you fly too high, the rocket goes missing.

Of course, there can be obstacles in the game to make it more challenging, like there are huge rocks where there are people you need to save/ you cannot crash into/ have a force that attracts the rocket/ have gems to unlock a transportation door or something. I have only thought of the main game core mechanic, so many details are not out yet.

Marketing wise, I am not sure if people will be attracted to playing games like this. The only thing I can think of here is that people learn simple physics from this game.

Just one more idea

I went about thinking of a casual market this time that probably will not be so controvesial... it will be cutesy, and even suitable for the nintendo DS.

Working title: Magic Crayons ( Yes, cutesy to the max this time)

Game mechanic: Essentially a 2D platform game, but the character will gain item via you the user, by using the mouse to draw things (the cursor is the magic crayon you see). And now you see that nintendo ds can be a very good platform to this.

Story:
There is a world called the land of crayonia. The people there lived in peace and harmony. The cayonians (that's what the people there call themselves) are blessed with the sacred/wonderful/fantastic/(insert whatever bombastic word here) magic crayons. They are able to draw buildings, transports, whatever. ONE FINE day... just like every other game world, some big bad (and often ugly) evil robots decide to pay them a visit and show them what it means to have a metallic knuckle sandwich (oh the horror of industralisation!)

So here comes your typical whiny weak looking hero, bestowed with the most powerful thing on crayonia... the magic crayon! (and for some reasons other villagers are either captured or too scared to be out) ahh... and of course your dear princess (whom every game hero would fancy) has been kidnapped!

So off he goes in search of the boss robot to beat the crap out of him and get the dame... and of course save the world. But how???

Features:
Now comes the magic crayon part. As this hero is just some apprentice, he cannot just draw anything he wants. In fact the crayon doesn't work that way. Instead he has to "write" various insignia of a particular item on his magic board, and poof, out comes the item! He would know some insignias at the start of the quest and as he progress he gets to learn more "spells". Well if you guys want he can even draw monsters and summon something!

Anyway this is unashamedly a typical platformer. But as you can see it has included another interface, another input option --- the mouse for PC and the stylus for Nintendo DS.

Graphic wise I believe this can be done on the gamemaker. And you can make a full game out from it. The theme is very cutesey in nature so will appeal to girls. The artwork will go towards the anime/cutey kind of nature so it's gonna look like some japanese game (and sure get approval from nintendo to adopt the game)

I gotta have a disclaimer first... I only played one nintendo DS game and that is nintendogs. This type of game may exist already in the DS market (but probably not in the pc market).