Archive for May, 2008

Game Design vs Development

Developer's Cave, Potential RPG 2 Comments »

There have been no posts for a while, as I have retreated to my cave of solitude to contemplate game design.

I’ve found game design to be more mentally exhausting than software development. When building software, my mental process is all about separation and isolation of responsibility and functionality. The computer science terminology is high cohesion with the pieces loosely coupled.

Since my mind is wired this way, I naturally apply the same process to game design. That is, I try to break down the overall gameplay into small, independent components. However, I’m starting to wonder if this is not entirely appropriate.

A game can be divided into sub-systems (characters, items, combat, etc.). Certainly they all play off one another, but I’m finding that I cannot design these systems with any degree of isolation. For example, weapons cannot be designed without considering the direct impact on both characters and combat.

Consequently, delving into game design requires a great deal of focus. The entire game system must be continually reviewed from top-to-bottom, while refining each sub-system. This explains why game design is so mentally exhausting.

From my software design background, I’ve become adept at breaking down large problems (this project, for example). With more experience, I expect to discover more mentally efficient game design techniques.

For now, I am left with these questions to ponder:

  • Is game design a fully artistic process; something that cannot be engineered?
  • What type of process do other game designers follow?
  • In larger game studios, how is game design managed as part of the overall development process?
  • When will my game actually be fun to play?

Terrain Rendering Test

Potential RPG No Comments »

This article is mostly of interest to RPG Alpha Playtesters. Characters, creatures, some surface features (trees), and sprites are being painted as on-the-fly effects, atop the underlying terrain. The underlying terrain was still being background rendered to an off-screen image, rather than on-the-fly.

As a performance test, I’ve added an (internal) switch to paint the underlying terrain with the new effects system, short circuiting the (soon-to-be legacy?) background rendering altogether. The latest test release (labeled 2008-05-02-1442) renders the terrain in this fashion.

The concern is that the effects-based on-the-fly painting system will not be fast enough to handle painting all 256+ on-screen terrain tiles, plus surface features, characters, creatures, as well as other special effects sprites. Nonetheless, it seems to be working for me, on my non-graphics-accelerated Linux development machine.

There are some known issues and glitches. Items, towns, corpses, and other surface elements will not be drawn during this test (they’re still bound to the legacy rendering system).

Surface Feature Layering

Potential RPG No Comments »

The recent significant graphic performance improvement inspired me to tinker with a few new rendering tricks. Surface features (such as trees) now stand atop the underlying terrain. Characters and creatures
can walk behind these features. The goal is to provide a more dimensional perspective to the world.

For alpha playtesters: There are some known issues with the new feature rendering, but I’ve released a new alpha version anyway.