Offline
My brain has been offline for a few days now that I got ill. I've been trying to do some programming etc. but can't really concentrate on that. I have mostly done some more "research", ie. played Super Mario Galaxy, Supreme Commander and Tron 2.0, watched some movies, read books etc.
I hope it's just a cold and not flu or something more serious, so I can be back soon!
Hiatus
My lack of posting for a while has absolutely nothing to do with the fact that I bought Wii this week. That's just nonsense. In addition, me playing Super Mario Galaxy and Eve Online too much is actually just for research. You see, they are space-themed games, so it's relevant to my game design.
Seriously though, I have made some progress even though the paragraph above has a grain of truth in it.
After scratching my head for far too long, I finally have my material system more or less figured out. I say figured out instead of working because I don't have a fully working rendering system yet, but the material system is based on my previous experience and lots of research, so I think it will be just fine now. It will support both fixed pipeline and shader-based materials, multiple passes and alternative techniques for materials (used for different levels of hardware, LOD etc).
Not that much work on design this week. I have read Fundamentals of Game Design a bit, but haven't written anything new. I guess I have alternating phases of implementation and design. But as long as I have interest in either design or implementation, it's progress.
Red Nebula, take two
Here is a second take on the Red Nebula game concept, after lots of polishing. Please keep in mind this is the concept for the whole game, and Milestone 1 will be just a part of it. I have also made progress in the coding department, but nothing cool to show yet. The engine is slowly progressing, but I have concentrated more on game design.
Slow-paced strategic / tactical science fiction game of space exploration. Space is empty, cold and hostile, information and resources are always scarce. “Survival horror in space.”
Features
- Procedural game world: no predefined species (except for Earthlings), stars, planets…
- Emergent behavior: instead of predefined behavior, most interesting events should dynamically result from underlying mechanics
- Scenarios: exceptions to above, static content such as starting condition, story and scripted events
- Semi-realistic: or plausible sci-fi; no Star Trek -style humanoid aliens, slower-than-bullet lasers etc.
-
Exploration: information is usually very limited (and the world is a complex place), so recon and exploration are very important
-
Morale: it's important to keep the morale of the crew high
Genre
Strategy game with role-playing elements (player avatar).
World
The world is fully 3D with no borders at the edges of the world. Scale ranges from galaxies to planets and space ship fleets, with focus on the star and fleet level.
Perspective
The game is always viewed from the 3rd person in 3D.
Gameplay
Gameplay consists of scenarios and a sandbox mode, where you can play freely in the world.
Gameplay is in real-time and can be accelerated, decelerated or paused at any time.
Style
Ambience is generally really dark, with the exception of large settlements such as Earth, which are “beacons of hope”.
Graphical style is clean, dark and minimalistic.
In other news, I kinda got hooked on Eve Online. Actually I just tried the free 14-day trial because I wanted to see how the game had changed during the years. I used to be in the beta and liked it very much, but when the game was released I just lost interest for some reason. Still, it's the only MMO game I have ever liked. I have tried Horizons, World of Warcraft, Neocron and probably some others I don't even remember, but I never liked them. The style of Eve is something very unique, and I have always absolutely loved the visuals and music (though I have no doubt I will get sick of them if I play for a couple of months). Anyway, I'm now thinking of buying an account and playing for at least the month that comes with it...
Sid Meier sucks
Now, before you start flaming, let me elaborate on the deliberately flammable title. I love Sid Meier's game designs. Heck, I just bought Railroads and the Civilization series is among my favorite games ever. It's just that every game of his has had a more or less bad user interface. I'm saying Sid Meier sucks as a UI designer. UIs in his games are always a bit unorthodox and it's always a bit too hard to get all the information you need to play.
While unorthodoxy can be great in game design, it's almost always the opposite in user interfaces. We instantly know how to use a new program or game, at least to some degree, because it's similar to programs we've used before. In UI land, convention is king. While there aren't as many conventions in games as in "regular" programs since games tend to go for unique visuals, having a completely unique look-and-feel isn't a virtue. Haven't we all seen games where "artistic" or "clever" user interfaces have made the experience horribly confusing and unusable? Ok, Meier's games aren't that bad, but I've always felt there's something subtly wrong with them.
And about getting information. I'll take Pirates! (the new iteration, I haven't played the original) as an example because it has some obvious flaws. The game includes a decently written encyclopedia about everything relevant in the game, but it's made almost worthless by some stupid mistakes. First, no search! If you want to find out about something you just found, you first have to find the encyclopedia in the menus, then manually find what you're looking for by slowly scrolling the cumbersome list of everything in the game. Second, no topic categories! If you want to compare two ships, say Barque and War Galleon, first you have to scroll the list of everything to find Barque. Then, either remember or write down information for the ship, because to compare it to War Galleon, you have to go back to the list of everything, click your way to the very last page and find the second ship there! If you forgot what Barque was like, just go back to the list (of everything), click your way back to the beginning and find Barque again! If you're lucky, the ships are similar and hyperlinked, but usually that's not the case. That's not the only mistake I can think of, but it's one of the worst and should have been found by any usability test.
Granted, there's no saying who's actually designing the user interfaces of Meyer's games (I couldn't find a UI designer in credits), and if Meier has any say in how they look, but I'm thinking they must be at least mostly designed by the same guy (or gal) because they are all somewhat similar. For example SimGolf and Pirates! make a lot of the same mistakes. Also, Meier's games aren't anywhere near the worst in the UI department. Maybe it's just the contrast between awesome game design and bad UI design that's bothering me...
I doubt Meier's ever going to read this rant, but for your next game, please, please hire a decent UI designer.
