Brian Crick

Global Game Jam Post #4: This is the Jam that Never Ends

Gonna wrap up my Global Game Jam 2014 writeups by talking about how I’m going to approach my next game jam, which will probably happen this summer. Usually I don’t decide on an approach until the jam is about to start or shortly after the theme is announced, but in this case, it’s relevant that I’m deciding early.

I have tried to approach each of the four game jams I’ve been to with a different mindset. As someone who tends to do game jams solo, I have many roles to fill on my own — programmer, designer, modeler, composer. What I’ll usually do is really push myself and take a lot of risks with one role, and work just in my comfort zone in the other roles. So for example, in this last game jam, I made way more complex models than I usually do, but designed the project in such a way that I’d only have to do programming tasks that I was absolutely comfortable with.

The goal here is to focus on one skill and try to learn as much as I can about it during the jam. It’s basically calculated risk-taking in a controlled environment.

But for my next game jam, I will drastically reduce the amount of risk-taking I will make, everywhere. I will make the highest-quality, most complete product I can, only using skills I’m completely comfortable with. That might sound silly; one might assume that creating a quality product is always the goal at a game jam. But it’s never been my goal before. And the implications of setting that as my goal, now, are kind of huge. It means the game jam is a test, not so much of a learning experience in and of itself.

The learning must happen in the months leading up to the jam: I am going to try to force myself to keep working on all of my skills, on a consistent schedule.

If I want my game to have good music, I need to start improving my composition skills now.

If I want my game to have good graphics, I need to have good, efficient modeling and texturing practices down cold.

If I want my game to have a fun mechanic, I need to get comfortable experimenting with new mechanics in self-contained test environments.

And wherever my skills are when the next jam starts, I’m going to play it safe and do things I am reasonably certain I can do.

I don’t know how I’m going to feel about all this once the next game jam starts. I may very well find it all less exciting than previous jams, less intense, less fun, because of the reduced risk-taking during the jam proper. But I’m willing to try this approach.

Because I think that potentially squandering one game jam by playing it safe is a risk worth taking.

Global Game Jam 2014 Post #3: Trying for Once to Talk About Music

I don’t think I’ve ever gone into specific detail about music in a postmortem, except to say things like ‘I liked this’ or ‘this was hopelessly derivative’… I generally talk about my feelings, but not the music. So I suppose it’s time to start talking about specifics.

I’m not real sure how to talk about this. I can’t even read sheet music, and my musical vocabulary is somewhat limited.

But here’s what I’ve got:

A moody, haunted ship type thing that’s more ambience than music.

A somewhat happier, out-to-sea theme.

(Sadly, the 30 second clips above are not, like, samples of larger works. 30 seconds is all I’ve got.)

Anyway.

You were suppose to be on a spaceship. Can you tell?

Screenshot

Ok, not really. But it was supposed to be a spaceship. With, like consoles and windows into space and blinky lights. So I wanted something that sounded like a haunted ship.

When you were in an unlit area, the first theme would play; when you were in a lit area, it would fade to the other theme. I’ll just talk about the two separately.

the moody ambient thing

Generally, I like it, but I can’t really take credit for how it sounds. I’m using a software package called Garritan Instant Orchestra that includes pre-made instrument combos you can use, and while most are symphonic textures with names like ‘Splatty Ostinatos’ or ‘Sweeping Melodies’, some are more ambient…

…like the combo called ‘Ghost Ship’. I just opened it up and started pressing random keys. That worked well enough, but I certainly could have used it in a more interesting way.

Logically, the next step is for me to take manual control of what Instant Orchestra and my random-keys approach were doing for me automatically. If I want, Instant Orchestra allows me to play individually the instruments each pre-made combo is made of.

Ghost Ship is actually made of four unique instruments. At first glance, most seem to be drum kits, which means that they’re not playable, melodic instruments so much as collections of sound effects, each effect being tied to a different key on your piano. One key on a standard drum kit might be a big floor drum, while another key would be a cymbal crash.

So I should look at each kit, one by one, and listen to the effects, one by one, and try to think of interesting things you could do if you were controlling each kit independently, making the exact sounds you wanted, exactly when you wanted them. I should really get to know these kits, and the other kits Instant Orchestra has to offer.

the more melodic thing

When I think ‘nautical’, I think of music whose volume or pitch (or probably both) rises and falls in a gentle, rocking sort of way. I really don’t know if that would qualify as a musical cliche, but even if it does, I suppose it’s a cliche I really like.

I tried to do that with the arpeggios, trying to go for something like bubbling water there. Sadly, the arpeggios are a little hard to hear. Probably could have emphasized those more and the melody less.

As for the melody, it occurs to me just now that I probably want an instrument with a slow attack and release — meaning that when you press a key on your piano, the volume would start off really soft; as you hold the key down it gets louder, and when you release the key, the note doesn’t stop instantly, but fades out slowly.

Again, this is something I can manually control, though I tend not to.

Luckily, I think I’m kinda close to this already, but I don’t think I was consciously thinking about that whole gentle rocking thing when picking an appropriate sounding instrument.

The melody is a little slow and plodding; lots of whole notes. That goes with the whole slow rocking thing I guess, but I feel like there should be something more dynamic, too. And again, maybe emphasizing the arpeggios over the melody could help with that. I could also play arpeggios for a while, and then have it grow into a full-fledged theme with a more complex rhythm played on the same instrument.

Side note: In general, I think I try too hard to fill up all the space in my music. In visual design terms, there’s no whitespace; there are fine details, but when viewed from a distance, everything looks like the same boring grey.

If I’m having trouble making clips more than 30 seconds long, perhaps it is because I am so focused on the fine details, without a larger-scale framework in which to place them.

Global Game Jam 2014 Post #2: The Great Indoors

I decided before the game jam theme was even announced that I wanted to do a maze-like indoor environment. Like, spaceship corridors or something. Because I’d never done that before.

I’m glad I decided to try it because, this gave me a quick overview of what sorts of problems you can expect while making such an environment.

First off,

indoor levels look weird in a level editor

Interior-Editor

Repeat image from yesterday: this is my level as it appears in Unity’s editor. It’s… dizzying. You’re kind of outside the world, seeing inside things you shouldn’t be seeing inside, and I got rather confused trying to select things and lay them out properly.

i haven’t the foggiest idea how to light this thing

You can’t just slap a directional key light and a fill light on the scene and call it a day. This should have been obvious, but I didn’t think of that before deciding to do an indoor environment.

Well, I suppose I could have had fixed key and fill lights. I’m not much for naturalism, after all, and I would never accept realistic, flat indoor lighting as acceptable. I’m always going to want my lighting to be kind of contrasty and theatrical.

But my mechanics involved turning lights on and off, so I went with multiple point lights. In fact, every single tile has a light attached to it.

I’m sure that’s the absolute worst way to do this.

I considered just baking soft light into my textures, but sort of forgot about that idea as the gamejam wore on.  Probably should have done that. My final build was really, really slow, and I’m sure a big part of that was my lighting.

you can’t see your destination

The goal of the game is to get to this one particular area on the upper right of the level. Which is totally not communicated to the player at all.

In an outdoor level, I’d have some big building or monument or whatever that looks interesting and worth going to. In the indoor level here, I wasn’t sure how to express where you were supposed to go, when you were making progress, or even where you were within the context of the level, since all the corridors look alike.

I thought maybe having collectible items here and there, just out of reach, would be the way to go — something just behind one of my transparent force fields, or at the other end of a chasm you can’t jump over — things that say, hey! you can’t go here now, but you’ll be able to eventually, and you will have made some progress through the game by doing so. I even had the locations for these things planned out, but never got around to modeling them and putting them in the game.

I think this approach has merit, but since I didn’t implement it I can’t say for certain what the challenges here would be or how effective it would have been.

tiles are nifty

This was my first foray into 3d tiles, and I like how modular everything is, how I could notice a bit where a puzzle was unsolvable and quickly rearrange my tiles so things were ok.

Trouble is, I made my tiles in this really inefficient way, fully completing and polishing a straight corridor tile before moving on to completing and polishing a T intersection, and finally completing and polishing an L-shaped corner. It certainly would have gone much faster if I had a more assembly line style workflow, like making all the walls at once, then all the railings at once, etc. I could go into a lot of technical detail about beveling and uv mapping, but suffice it to say that there’s a lot of efficiency to be gained by limiting how often you switch tasks.

My one-time-at-a-time approach was motivated largely by a desire to see a completed hallway made of straight corridor tiles as quickly as possible; it was motivated by being insecure and wanting to prove to myself that the quality of the tile set I would eventually produce would be acceptable. Which is silly. Finishing all the tiles was inevitable. I should have done it in the most efficient way possible.

 

Global Game Jam 2014 Post #1: Planning on Failure

My Global Game Jam 2014 entry is up, and I thought I’d spend a few posts talking about it.

First, I want to talk about failure. One great thing about game jams is, they’re a safe environment in which to fail, and I haven’t really been taking advantage of that. I’ve always been cautious, limiting the scope of my projects in past game jams.

But for this game jam, I rather deliberately set out to make a project that I was certain was outside of my abilities to finish. The question was not whether or not I would fail. The question was how I would fail, which is valuable knowledge to have.

And this the most important thing I’ve learned: at every game jam, and in other projects, you will have a feature you just can’t complete. Because you don’t have time, or the skills to do it, whatever. And… I handle this situation very poorly.

example #1: the embarrassment factor

I always try to compose music pieces with multiple layers that are dynamically mixed together at runtime based on the game state, but for this to work, the music has to play long enough that the player can listen to the music and get used to it before it changes on them, so they can realize something changed.

I tend to make only get around to making a minute or so of music for game jams, and while that’s unquestionably short, that’s not all of my problem.

The problem here is that I always try to hide my short, incomplete music cues because I don’t want to make it that obvious how little music there really is. Allowing my short cues to loop endlessly is the obvious solution here. People do it all the time.

example #2: the coolness factor

In an attempt to make my game tie in with the theme for the jam, I made these ghost things, these swirling vortices, and they were very pretty, well-realized vortices.

They made the game pretty much unplayable. As soon as you touched one, you died, and they were everywhere.

See all this level? You can’t get to a fraction of it most of the time.

Interior-Editor

 

I tried to solve this really quick after the jam by reducing the number of ghosts, but they still just sat there, blocking your path, and weren’t very fun.

A quick solution during the jam would have been to remove the ghosts entirely, but I didn’t want to do that because they were the only thing tying the game to the theme.

why the embarrassment factor and the coolness factor are actually the same thing

These are both symptomatic of the same root problem: when I have a feature that doesn’t work as expected, and a deadline is approaching, I start to make decisions based on whether I want people to see the work I did, rather than making decisions based on the feature’s effect on the game as a whole. And it enters this weird limbo state where I’m unable to fix it properly, unwilling to cut it, and uncomfortable with bringing it to the foreground and looking at it long enough to think of a decent stopgap solution.

I suppose there’s a certain amount of pride at work here. I want to fix these things without allowing myself to experience them in their broken state.

So that’s something I need to watch out for. In my next post, I’ll babble about some more mundane workflow type things.

 

 

Global Game Jam Goals

So there’s another game jam this weekend, and I thought I’d write up some goals.

And as I was writing, I thought to myself, it’s not about goals as in a desired destination as in having having successfully created a project with specific features at the end of the weekend. The goal is to learn. The end product is irrelevant. If I make something cool and fun, great, but the goal is always to learn.

Right now, there are some very specific things I need to learn to do better, and I’m more interested in constraints than goals right now.

So here are a handful constraints for myself:

I will work in an existing genre.

FPS, RTS, platformer, whatever seems most appropriate; I just don’t want to do my usual approach of finding an idea that fits the theme and then trying to invent the perfect mechanic that fits the idea. Instead, I want to concentrate on figuring out how to to add the right tweaks to the tropes of a well known genre to create something that feels fresh. I want, to some extent, to have experience fighting against my chosen mechanics.

I will not make procedural levels.

This is the most important one. Every one of my previous game jam entries has included procedural levels, and while it’s always an interesting challenge to write the code that writes those levels, I really, really need some experience doing more traditional level design and thinking about the overall structure of a game. I want to spend less time writing procedural level-building code and more time visually evaluating and editing levels in Unity’s level editor, learning about what makes a good level.

If there is music, it will be very minimal.

Instead, I’d like to concentrate on creating a sense of place and mood via sound effects. I could certainly use more practice with music composition, but I need even more practice with sound design.

Meeting my ideals may be beyond the scope of this project.

I’ve decided to change Operetta (or Spindle Sun, if you remember that) from 2D to 3D. Mostly because, if there aren’t, like, human characters involved, I’m much more comfortable making 3D models than 2D illustrations. And many of the troubles I’ve had getting this project off the ground have been related to the 2D graphics and interface.

So I started making a model for the spaceship you’ll be flying around. I really don’t like it.

Ship-14-January-2014

Every time I try to design a spaceship, it seems it ends up looking like a Star Trek wannabe or a collection of random shapes.

And I think a big part of that is how small my toolbox is here. Tools are just development environments or new hardware. Tools can also be ideas.

When designing things, I have a toolbox of shapes: saucers, cylinders, Art Deco fans.

toolbox

I’m comfortable with these shapes. I can get them to fit together in harmonious ways. And when I do, I get Star Trek or my usual Art Deco sort of aesthetic, which, honestly, I’m tired of.

But if I don’t use the tools I’m comfortable with, I get a mess, and that’s to be expected, I suppose. Getting comfortable with new shapes, learning how to use them in designs, will take time.

Having new tools is not enough. You need experience using them.

* * *

I’d like to make fun, exciting video games that don’t rely on combat to provide tension.

Combat in games is a known quantity. I have various tools with which to build a combat based game: levels designs and goals based on clearing areas of enemies. Randomly scattered ammo and health kits to keep the player moving. Life and magic bars that keep the player informed of their status.

Some of these tools will work for non-combat situations. Some will not. In any case, I need some new tools here.

* * *

Right now, all this is a bit paralyzing. The tools I’m most comfortable with to build Tinselfly are tools I’m unwilling to use. Even so, it can be much easier to use tools I don’t like than it is to force myself to abandon them and try new things.

With that in mind, I’d like to revisit Gemslinger, my gem-collection as arcade-shooter thing and see if I can get a minimal, workable product that’s fun and not based so much on killing monsters. I’d like to use this as an opportunity to expand my toolbox. Doing so here, with a small project, will hopefully make it easy to explore ideas that I can then apply to larger projects like Tinselfly.

My first few attempts to do this will undoubtedly fail. And by fail, I mean I may end up with something fun and polished… but which is more combat-based than I would like. And that’s ok. I need to fail before I can get better — I can’t just refuse to make anything with combat mechanics on the hopes that I’ll replace my entire toolset, all at once. I need to explore new ideas a little bit at a time so it’s not overwhelming and paralyzing, and that means a couple new, interesting ideas in products with mostly old, blow-up-monsters type ideas.

And maybe, just maybe, whatever I do after Tinselfly and Gemslinger and Operetta will have a higher proportion of new things made with my new tools, and a little less blowing up monsters.

And eventually I’ll get where I want to be. Eventually.

Copyright © 2017 Brian Crick.