This post
will be the first of, hopefully, many postmortems on the games I prototype. I
will focus on things that went wrong, and things that went right.
This game
takes places entirely on a planet, and you, the player, have to either save or
destroy the people roaming the surface from the evil asteroids that are on a
direct crash course with the planet.
Inception
The idea
for this game was kind of a forced result of my obsession spherical game worlds
– i.e. games taking place entirely on/in a sphere. Since I had been messing
with spheres for some time, I had a bunch of ideas in mind that I wanted to
implement, quickly.
For actual
game-play I thought it might be fun if the only interaction the player had with
the game was controlling the rotation of the sphere. This way the player would
be able to basically choose where the asteroids would land, at least until the
amount of asteroids became larger at which point some prioritizing would have
to happen.
What went right
I really
think I nailed the theme with the small hills on the planet, the expanding
shadows on the surface and the comical look that the building has to it. Imagine
this with a classical tune looping in the background, and some horrifying
screams from the people on the surface whenever they get crushed – I think it would
be a perfect a fit.
Besides the
visuals, I have learned a bunch about using a sphere as the game world. I
seriously think there’s a ton of potential in such a world, at least, I have a
bunch of ideas I want to try out sometime in the not-so distant future.
What went wrong
Starting
out, I figured that the toy (the main
game-play mechanic) would be simple to implement, and since it looked great on
paper I did not give it any further thought that it might not be any fun in
reality. Turned out it really wasn’t any fun.
The time I
should have spent on re-thinking the toy was “wasted” on writing code that
mapped a height-mapped terrain onto the planet surface, and some AI for the
roaming dudes. These things were obviously both lovely things to have
implemented; however, their loveliness was hidden due to the frustration of the
actual game-play. It is hard to appreciate such things as a player, when the
game is working against you.
Another game-play
issue became apparent quite quickly during development; how to keep an overview
of the situation as a player. This issue had actually been dealt with on paper
by placing shadows on the surface of the planet as reference points for where
the asteroids would hit.
This solution was great both visually and game-play
wise. But, now imagine that asteroids keep spawning on the opposite side of the
planet. You will never see these unless you navigate around using the camera.
How could this issue be handled? Well, the carebear solution would be to simply
not let anything spawn in places the player cannot see. This however, opens
another set of issues – couldn’t the player just keep buildings/people
somewhere out of sight? The whole game might become way too easy this way.
Conclusion
Ultimately,
this process has been a good experience. I have gained a bunch of knowledge,
and, most notably, learned the importance of developing on the core mechanics
prior to, literally, ANYTHING else.
As a
closing note, I’ll say that I remain confident that this idea could be
successful given more creativity and time. For now, however, it’s time to do
something else.