Merry Christmas! It’s a Resonance poster!

December 25th, 2008 @ 12:06 am
by Vince Twelve

Here it is. This poster comes wrapped in love. And the card is sealed with hard work. And signed in blood. The blood of innocents.

Resonance Poster
CLICKY FOR BIGGY

The first (of… possibly more?) official Resonance poster shows off the four playable characters and the many varied emotions found throughout the game. Like “Surprised” and “Crying” and… “Headache”. So pretty much the whole gamut. Print it up and hang it in your locker!

Eagle-eyed poster viewers will notice the announcement of the newest Resonance team member: Deirdra Kiai, the indie queen of interactive storytelling, who is helping me out with all the dialog in the game. If you’re familiar with her work (all that stuff I just linked…) then you know that she totally rocks.

A super big Merry Christmas hug to Marina “Mash Potato” Siu-Chong who drew these portraits, and who is totally getting paid. (Seriously, how long does it take for Paypal to confirm a bank account?)

And a Happy New Year to you!

Love, Vince Twelve

I’m making a list, and checking it twice

December 21st, 2008 @ 8:29 am
by Vince Twelve

It's a poster...Christmas is on the way. I don’t know if you noticed.

Well, being the nice guy I am, I got you a present. Yup. It’s like the greatest present ever. Well, no, it’s not that. Alright, so it’s like the second greatest… No it’s not that either. You know what? It doesn’t really matter how it ranks on the list of greatest presents, it’s the thought that counts. I’ll bet you weren’t even thinking of me, were you? No? See, I win. And that’s what Christmas is really about. Winning.

Anyways, make sure to stop by here on Christmas to get your stupid gift. Unless I return it or something.

(Yes, that’s a preview up there!)

Looking for an assistant dialog writer!

November 25th, 2008 @ 4:53 am
by Vince Twelve

Edit: Got someone! Thanks!

If you’re interested in helping out for very-little-to-no pay, I’m looking for someone to help me with dialog writing and editing. Full details here.

Where we’re at, and a question for you!

November 16th, 2008 @ 8:43 am
by Vince Twelve

Thanks to the few people who kept checking in during the long silence. To answer Storygamer’s question from the comments, and to update everyone, my wife, daughter, and I left Okinawa at the end of August and moved to the exciting Omaha, Nebraska. Things have been crazy around here getting our lives in order. But now that I’ve got a full time job as a program designer, graphic designer, and .Net developer (it’s a small company, so we get to wear many hats), things are calming down.

I had been spending a lot of my freetime working on Erin’s Wadjet-Eye project, but she’s recently decided to shake things up with a new art direction, so I’ve got some time off of that now, and I opened up Resonance today for the first time in (I’m embarrassed to admit) two months. Arg.

amullook.gifSince Res has been taking so much longer than I had hoped, I have been mulling over the option of releasing the game in three parts. The story is divided nicely into three acts, one for each day of the story. However, I think there are some issues with splitting them up since they were originally supposed to be a single cohesive whole. For example, the first act is extremely linear and fairly short since it’s introducing the characters, setting, and plot. The second act, on the other hand, is the real meat of the game, opening up to more free exploration and allowing the player to do many tasks in any order with lots of multiple solution puzzles. I’d worry that the first act might be unfairly judged if it was released in the absence of the second.

There would also be technical considerations with splitting the game up. I’d have to consider, for example, how to allow the player to transfer their data between the releases so that choices that you make in one part might effect characters’ actions in a later part. Not to mention the point system

So I’d be interested in what you’d think about a three-part release. Would you forgive the shortcomings of one part since it was intended to be balanced out by another part in the original design? Would it be worth me taking some time to rework the game a bit to balance the three releases as far as linearity and length go to improve a three-part release? Or should I just keep to the original plan even if it means that you don’t get to see any of the game in quite a long time? Thoughts?

Hey there!

October 19th, 2008 @ 2:43 am
by Vince Twelve

Thanks Snarky, for kicking me in the pants here.

A bit of explanation: In August, I picked up and moved my family from Japan to America. It was obviously a stressful process. Once here, it was a long period of apartment hunting, car hunting, furniture hunting, and job hunting. I pretty much haven’t had any time to think about stuff outside of getting my family situated since then.

I recently landed a nice comfortable programming job and started working full time this week. Now that all that is behind me, I should be able to start establishing a better free-time schedule in which to work on games and blogging.

Unfortunately, I haven’t had much time over the past two months to work on Resonance, so that has pretty much been sitting in idle for a while. I will get back to work on it soon. Right now, I’m doing some side work for Erin on her still secret Wadjet Eye game. I was happy to have that game helping me pay the bills while I was searching for gainful employment. I hope to help her finish up that game pretty quickly here so that I can move back to Resonance and get that finished up some time in 2009.

So, apologies for the quiet period. To make up for it: a little splash of color!

Why Your Game is Broken, Part Two: The Sierra Operating System

July 25th, 2008 @ 5:12 pm
by Vince Twelve

I’ve posted the first draft of WYGIB, Part Two on the AGS boards. After getting feedback from that thread, I’ll post the final version here. So head over and join the discussion. Or just comment here!

I also edited Part One slightly based on the discussion in that thread.

Why Your Game is Broken, Part One: Cursor Confusion

July 19th, 2008 @ 9:00 am
by Vince Twelve

What’s this?

I love adventure games, I love the way that fans of the genre are keeping it alive with their own homemade creations. And a lot of that is thanks to Chris Jones’ Adventure Game Studio.

AGS makes it so easy to make an Adventure Game, that anyone with an idea and an inkling can do it. Of course, I don’t expect each game to come out of the amateur community to be of high quality. But I do think there are a lot of great ideas that are wasted because whatever potential they had is hidden behind some terrible and frustrating usability issues.

I’m not an expert on usability or Human Computer Interaction, but I did work for nine months with several people who were and some of it rubbed off. I was hired as an independent contractor at the Gallup Corporation doing Flash development and eventually was assigned to GUI design. While doing this, I had to learn lots of things about usability in order to make the software we were working on as easy and intuitive to use as possible. After months of designing, user-testing, and incremental development, I can no longer look at any piece of software, including games, without evaluating it from an HCI standpoint.

I’ve been thinking for a long while about writing some articles about usability as it applies to the creation of amateur adventure games. I’m planning a few different articles each focusing on a common usability slip-ups that I see in adventure games. Each article will discuss the issue and why it’s a mistake, show examples, and suggest how to fix or avoid the issue. Hopefully, reading these articles will help at least a few amateurs such as myself to avoid these usability pitfalls and allow their true intentions as a game designer to shine through.

Ok, on to the issue at hand: your broken cursors!

Ugh. I have no idea where I’m pointing! I have to click four or five times just to use the key on the door. This game is broken!

This is an issue that I see very often in a lot of people’s first games. Doing this usually draws a lot of criticism and thus the problem is usually fixed by the developer’s next game. But I’d like to address it to try and head the problem off before it squeezes into any more games.

When playing a point-and-click game, I absolutely must know where I’m pointing and clicking!

Look at the mouse cursor on your computer. It’s a simple arrow. It points up and to the left and it’s very clear where you’re pointing. The hotspot (the point on the cursor that the computer uses to decide which pixel you’re pointing at) is the obvious pixel right at the tip of the arrow. Usually the arrow points up and to the left, but can be changed on most computers to point up and to the right for left handed mouse users.

The standard cursors

Let’s look at AGS’s standard built-in cursors:

cursorModes.PNG

These cursors come packaged with AGS, so anyone who starts a new game with the standard template, will be using these cursors unless they change them. A lot of first-timers don’t bother changing them, and some who do just repeat the same problem that these cursors have: no clear hotspots.

None of these default cursors have well-defined hotspots. Well, maybe the look cursor has that little white pixel in the middle, but generally, you never want the hotspot to be in the middle of the cursor sprite, since it makes it really hard to line something up to the pixel.

The use and talk cursors are the biggest problems. What are you clicking on? Is it the index finger of the hand? Middle of the palm? Is it the top-right white dot coming out of the guy’s mouth? Right at the mouth? In the upper left hand corner at the part of the hair? None of those are very good options.

In general, you want the hotspot to be clearly pointed out and usually in the upper left hand corner of the cursor. This is familiar and comfortable to computer users and is usually what I try first in the absence of a clearly defined hotspot.

It should be noted that this applies to any cursors, not only the Sierra standard cursors.

Inventory cursors too!

Inventory items often have even bigger issues in games, since inventory items aren’t designed to be cursors, they’re designed to be easily recognizable while sitting in the inventory. I remember playing the first demo of Prototypical which was rocking this issue pretty hard. You had very large inventory items, which were convenient and easy to recognize and click on inside the inventory, but very difficult once they became cursors. You basically had no idea of what you were clicking on. Candall quickly fixed up this issue, however, much to the game’s benefit.

When games do this, I sometimes find it easiest to change to another mouse mode, aim, then right click back to the inventory item and click. This is not good. If this applies to your game, your game is broken.

For inventory items, you really should use AGS’ built in hotspot marker settings, which will allow you to automatically place a little cross hair, or a dot, or even better, use a little arrow sprite, to point to the hotspot. This will make it very easy to see where you’re pointing. And again, big easily identifiable inventory items are A-OK in my book. But using those same inventory items as cursors is unnecessary. With some very simple scripting, you can use one big attractive sprite to represent the item in your inventory and one smaller, iconic sprite (preferably with a big arrow pointing to the upper left hand corner) as the cursor.

An example of bad practice

Let’s look at a recent game that used these custom cursors to frustrating effect: Flux World. In flux world, you have to do a lot of clicking on little 3-pixel wide dudes. Not a lot of wiggle room. Compounding this issue, the author tended to place the hotspots in the middle of the cursors, so you can’t see where you’re pointing at all. I was pulling my hair out trying to talk to these little guys.

talkTo.PNGTake a look at the screen clipping on the left and know that the hotspot of the talk cursor is approximately the pixel below his side-burn. Yeah, I got a lot of “You can’t talk to the ground” messages.

mirror.PNGNow lets look at some inventory cursor misuse from the game. That huge circle thing in the image on the right is the cursor for the inventory item called The Golden Mirror(TM) and you have to use it on the little red guys. The hotspot is somewhere near the center, giving you absolutely no visibility. Good luck.

Since the writing of this article, the author released a new version of the game that, based on some of my bitching, added a few pixel hole in the middle of the mirror. It does indeed make it much easier to aim, but there’s still no reason for it to break with the the ideal upper-left corner consistency. Having a whole in the middle of something still leaves you with a big blind spot while you move the cursor towards what you want to point at, so you may be searching some pixels until you found what you’re looking for. And, of course, there’s absolutely no reason for the thing to be so big.

To sum it all up…

This flaw is found in an unfortunate number of games. It prevents people from seeing the designer’s true intentions because the player is too busy fighting with the interface.

Since the point-and-click adventure formula is based around the same kind of pointing and clicking we do every day on our computers, it absolutely makes sense to keep this consistent with the computer and always make the hotspots in the upper-left-hand corner of the cursors. And always, always have an arrow or some pointy thing helping to show you the exact pixel. This goes double for inventory items.

There are exceptions to anything, of course, for example a crosshair might work better than something with an arrow or pointer in some situations, but in general, these rules should be followed.

And as a final note, some kind of mouse-over indication, like having the cursor change color or animate when you’ve found something, or having some label somewhere show you the name of what you’re moused-over really helps as well. These indications can, at the very least, turn a click-everywhere-on-the-screen pixel hunt into a much more stomachable point-everywhere-on-the-screen pixel hunt.

Now get out there and make some games!

Update 2008.06.25

After posting this article on the AGS boards, I got some really good feedback. Some of which I wish I had incorporated into this article. Instead I’m just going to add this little addendum to the end here.

Poster Le Chuck keenly pointed out that large, easy to click on, room hotspots, objects, and characters can mostly compensate for poorly-defined cursor hotspots. A large object doesn’t require pixel-perfect pointing. And he’s quite right. Really, I think there are three major considerations here:

1) Well-defined cursor hotspots
2) Mouseover indication
3) Large room hotspots, objects, and characters.

I’m not sure if there’s some set rule we can put in place here where a game needs at least two of these to not be broken, but one thing is for sure, if your game has none of these (coughFluxWorldcough) your game is most certainly broken.

Lee enters, stage left

July 15th, 2008 @ 9:03 am
by Vince Twelve

I didn’t know who “Lee in Limbo” was until I read a terribly insightful post by him on the AdventureGamers forums where I really should spend more time.

Forgive the long quote, but there’s lot’s of good stuff in here:

I know that folks who play these games are kind of conditioned to expect puzzles, but frankly, I could live without them. Now, don’t misunderstand me; I’m all for problem solving. By ‘puzzles’, I mean that I could do without what I refer to as ‘arbitrary problem abstractions’, where the designers decide that the logical solution to an immediate problem is too mundane to feel like an accomplishment in the virtual world.

[…]

Personally, I think the reason Adventure Games are still in a sort of cultural ghetto is because the developers don’t trust interactive storytelling. It’s understandable that interactive storytelling has such a bad rap, because a lot of games in the last twenty or thirty years were written by programmers, and thus lacked finesse and narrative shape. It takes a lot of resources to create an interactive plot, and no two gamers can agree point for point on what makes good interactivity in a game. We all like and focus on different things, and ‘good story’ is still this foregone conclusion, but is often treated as an afterthought by game developers.

[…]

[P]uzzles have their place, but I don’t believe that place should be at the front of the line. I think Adventure Game devs need to learn other ways to create conflict in their games, if the story/immersion factor is ever going to win folks over who didn’t come just for the puzzles. I’m not calling an end to puzzle gaming as a whole. I just think it’s a poor substitute for conventional problem solving, and it breaks the immersion for anyone who was actually interested in the story as opposed to just looking for the next puzzle. There has to be a better way to do this.

It takes a well-written post like this to kick a wanna-be designer like me in the nuts and make me reexamine my own games.

Anywho, the point of this post is that this Lee Edward McIlmoyle is hooking up with the fab Deirdra Kiai to work on a new and interesting looking piece of interactive storytelling called Stage! And yes, the exclamation point is part of the title.

Lee has posted two posts so far to their development blog which I will be watching with interest. And so should you.

Everything’s coming up Ivy!

July 11th, 2008 @ 9:14 am
by Vince Twelve

erin2b.pngFirst she releases an awesome game, then she wins an awesome award, gets awesomely interviewed, and now she’s announcing an awesome partnership! Way to go Erin!

I do know a bit more about the game in production than the press release releases, and let me just say that if you liked Nanobots, this one will be right up your alley!

 

Nanobots is released!

June 27th, 2008 @ 10:50 pm
by Vince Twelve

Head on over to Ivy’s site to download and enjoy the goodness!

allbot.gif

Groovy Greg set out to make robots that could love. He created six nanobots: Hotbot, Brainbot, Tallbot, Audbot, Strongbot, and Chembot. Each was designed with one special ability, enabling them to work together as a team to overcome challenges. There was only one problem: the nanobots hated each other.

Now, with the evil Professor Killfun threatening to give him a failing grade, Groovy Greg has almost given up on his experiment. Little does he know that his beloved bots are about to meet an even bigger challenge than they had been programmed for…

“Nanobots” is a classic-style point and click adventure game that lets you control the six different robots as they race to save themselves from being turned into scrap metal. Can they make use of their surroundings, fashion an escape plan, and avoid coming face-to-fist with Professor Killfun? Only if they give peace a chance.

Screenshot1-1.png sposion1.png
Screenshot3.png Screenshot2.png

Go get it!