Hello there, dearest friend!

What’s that?

Why, thanks for asking! Shadow Field development has been coming along swimmingly – each of the four main characters now have a (rudimentary) version of their special ability that they’re able to use upon incoming foes, and the camera and combat controls have been improving day by day. Planning-wise, we’re starting to really nail down a lot of the core design elements such as the structure of the player progression throughout the game. Next on my list is the task of actually programming up a dynamic world for the player to explore, complete with “inhabitants”.

One thing that is really a focus for us in Shadow Field is creating a world that feels complete and as real as possible – not necessarily graphically (we are a 2D topdown game after all), but structurally and societally. One of the games that I look to as a shining example of what feels like a living, breathing ecosystem is Bioshock.

It's OWN!

Between the creatures who inhabit it there exist relationships that make sense, and that may not necessarily involve you – it doesn’t feel like a “game”, with a bunch of enemies placed around a level, but rather an existing habitat were entities actually live their lives, unrelated to the player or the protagonist. Rapture is definitely a key inspiration for us in our approach to world design.

I’m hoping to get a video prepared sometime in the coming weeks – the gameplay is coming together nicely, but we want to make sure to have something to show you that will reflect how the game will play in the final version – the only major thing left for that really is setting up the dynamic world.

Wish me luck!

- Jason

This weekend (after collectively enjoying Iron Man 2 – it’s research somehow, I promise), we sat down and forbade ourselves from playing Street Fighter IV until we’d spent some time thinking about the nitty gritty of the game’s combat systems – the moment to moment gameplay and feel.

It’s difficult to get on the right track, particularly when trying to brainstorm a particular element of the game – we had a few false starts as we went off on random tangents, having ideas about what to do in different parts. But fortunately we kept refocusing, and kept attempting to approach the task in a different way.

We finally scored a hit on the “First Five Minutes” approach, which I have to credit to Dan (my boss at my day job). It’s a great approach where you simply say: “Okay, we begin where the player starts in the game. Lets write out, moment by moment, everything we want that player to experience in the first five minutes of play.” It ends up feeling a bit like playing a pen-and-paper roleplaying game, where you’re making up the rules as you go.

Once we made it on track we were blazing ahead, and we came up with some great stuff – I’ve scanned a couple of the less spoilery pages of my (terribly scrawled) notes below to give you guys a sneak peek at what we’re looking to implement. After a mere hour or so, we had set up concrete ideas for each of the workmen’s strengths and weaknesses, and had created a clear mental picture of how we want it to play out – a picture I’m now in the process of breaking down to figuring out how to get there code-wise, system by system.

No, that isn't ancient Vedic Sanscrit, it's just my handwriting. Man. I wish I could write Vedic Sanscrit.

This week will be focused on getting as much of that moment-to-moment gameplay in as possible, with the eventual goal of being able to play, dynamically and in real time, the scene that we’ve constructed. I’ll let you know how it goes!

- Jason

Hello everybody!

The titles of the most recent protected posts may have hinted at the process that we’re going through at the moment – which is in a nutshell changing the genre of the game. It’s been a while coming – the thoughts and ideas that led us down this road kind of began a few months ago, when we brainstormed some actions the characters could do on top of their tower-building duties.

Last weekend, during a talk to expand these actions, we all ended up realising/admitting to ourselves that we weren’t really making the game that we wanted to make. Our initial idea for a 360° tower defense game was cool, and it probably would have made a pretty good game eventually. But it doesn’t have the gameplay spark that we were banking on, and a lot of our core goals for what we want the game to do, such as bringing life to the characters and making them feel like the core of the experience, are subverted and muffled by the tower defense gameplay.

There are a few other reasons for the switch, but I won’t go on too long – suffice it to say, we’re pretty excited about the ideas we’re having at the moment for the game, it has a lot of potential, and it’s a lot more focused toward what we’re directly interested in, which will inherently help us make a better game overall.

All said, it does mean a delay for the game’s eventual release. But the advantage that we have is that a lot of the existing systems that we created for the TD gameplay can be reused for the new game… it shouldn’t take us all that much time to get as far along in the new genre as we previously were. Not only that, but the existing story, dialog, art and etc. will not need to be modified greatly. The plot is still the same – it’s the way the characters interact with the world that has changed.

As for what the new gameplay is, we haven’t nailed it down enough to reveal too much yet, but you’ll be controlling the characters more directly in combat, and it’s going to be more action- and exploration-oriented. The new orientation mentioned is landscape (as opposed to portrait, which we were), and (I think) I’ve mostly finished the code for it! Once I’ve got the bones of the new gameplay started, we’ll post a video that will hopefully clarify the direction we’re going in. Until then, thanks for your patience, and sit tight!

- Jason

Current build of Shadow Field

Thanks to some gentle prodding by an eager fan (you know who you are ;) ), here’s some new Shadow Field content! It’s been a while since we made our last video – the game’s progressing along quite well, although a major content pass is still forthcoming before we’re ready to move into alpha.

Shadow Field – Indie iPhone Game – Pre-Alpha Build!

As you can see, we’ve done away with the extending/retracting menus for a sidebar with drag and drop functionality – a great and much needed simplification for the interface. I’ve also recently put in the base  entrance closing/opening functionality. The player can open the “hatches” of the base to attract more enemies, which dynamically increases the difficulty (and, of course, the score multiplier).

It’s an idea that I’ve had for a while, and so far it seems to work pretty well. The game gets crazy difficult when all four hatches are open due to the fact that I both increase the difficulty of each wave and divide the wave timer by the amount of open hatches… Fun!

If you enjoy the music in the video, you can grab an mp3 of it here. Bonus screenshot (with never-before-seen enemy type!) after the jump:

Continue reading »

Just three weeks until IGF Mobile submissions end, and we’re frantically trying to get stuff done.

As you’ve probably seen from the videos, a few of the systems are in place, but the game isn’t really balanced yet, and doesn’t really have a narrative or game flow. So that is what I’ll be working on this week! That, and a save manager, because we don’t want to inflict a non-saving iPhone game on our poor judges.

While initially I was hoping to just throw the player into the world and do a slow reveal of what is going on, I think that requires a bit more subtlety and nuance than we can conjure up in three weeks, so (on the helpful advice of some friends) I’ll probably set up an initial text crawl that roughly explains the events that have gone on leading up to where the game starts. We may remove it again before final release depending on how it feels, but at least at this point I feel like there is (read: will be) enough mystery and interesting events within the game itself, without having to resort to the “unfolding the backstory” method of storytelling.

This act of forcing at least an iteration of the game’s narrative to get done is really the reason why we’re submitting to the IGF – progress has been good, but we need (or at least I need) a motivator to stop working on the small picture, and start doing some big picture laying out of the game flow, just so that there’s an initial version in there that we can then critique, analyse, and then iterate upon.

The good progress mentioned earlier has been work on the UI.

DF UI Update

There are a few elements in play here:

- The grey gradient box on the bottom of the screen is a speech box for the characters – this week the temp graphic there will be swapped for something more resembling the rest of the style. Also, Ban’s begun work on some portraits for the characters – the one in the green box is a work-in-progress Dr. Akira.

- The panel labeled “Akira” is the “command panel” – each character has one. The command panel is how you control the characters, and it extends and retracts depending on which character you currently have selected. The buttons on there are Build, Walk, Repair, Upgrade and Cancel.

- The red outline tower  in the top right of the screenshot is displaying where your current tower will be placed – it snaps to the grid of the gameplay.

- On the top and bottom edges of the screen we’ve done a bit of nudging to allow some space for various UI elements – along the top bar will be your current game stats (at the moment there’s Light Capacity, Health and Wave No.), and along the bottom will be some system buttons (pause, menu, volume, etc).

If you’re a discerning and good-looking person you may have noticed that the red outline tower is actually quite a ways above the mouse pointer in the emulator. While playtesting yesterday something wasn’t feeling right about the outline display, but I couldn’t put my finger (hah!) on exactly what it was – it just felt wrong.  So I did what all game developers secretly do when they’re stumped on an interface problem – I loaded up a good game in the genre (in this case, Fieldrunners), and checked to see how they do it!

Of course, if your finger is on the iPhone screen, it obscures your view of where you’re about to build – so what Fieldrunners defaults to (and what we’ll most likely default to) is to place the outline around 32 pixels above the finger’s “point of contact”. After implementation it felt blindingly obvious, but that’s often how these things go. Anyway, cheers, Subatomic Studios!

Back to work now! I’ll try to keep this updated with some smaller updates with how we’re going as we near the deadline.

- Jason

© 2010 Shadow Field Suffusion theme by Sayontan Sinha