Monday, April 16, 2012

Game Over!

Another semester has now come and gone, and, with that being said, our game is now finished! Okay, so I sort of lied there :P The game is finished in the sense that we have submitted the game already so no matter what changes we make to it will not be graded now; with that in mind, that doesn't mean that we aren't free to go and keep working on it over the summer. Here is a trailer for our game:



Most of us probably aren't going to continue working on the game though (wildmagic is a terrible terrible terrible engine to work with in my opinion), and I think most of us are now stressing over final exams, and once that is done, most of us will probably enjoy the summer and take some time off to do something relaxing.

As for me, I will not be working on this game anymore. Instead, I will most likely be working on a new game over the summer/next year so that we can participate in the game con next year. And of course, now that blog posts are no longer mandatory this blog will probably be less updated until the next school year starts again.

Monday, April 9, 2012

Last Week!

With the GameCon coming up this week (Thursday), everybody is working hard to finish their parts so that they can be put into the game. For the most part everything is good and it is all coming together now. There are still bits and pieces missing and my biggest concern is still the networking portion of the game.

A lot of the networking stuff is there and works for the most part, but it seems everything is coming together so slowly that I can't predict whether or not we will be able to actually finish it on time. Of course since this is for marks not finishing this is not an option so I will be working really hard these next few days trying to finish the networking portion and make sure it integrates smoothly into the final game. It is rather unfortunate that I ended up being the only one to work on this for the most part so the end result will be rather far from what I originally had in mind when we planned the game earlier in January.

Other than that I will spend my time working on the postmortem for the group. This way, we can avoid writing this last minute where everybody is confused and scrambling to put the game together before the presentations. Doing the postmortem as well as planning for the presentation ahead of time is always a good idea.

Later this week (or early next week) I will post the end result of the game as well as some links to trailers and/or pictures and also possibly a release version of the game. Hopefully everyone will enjoy the game!

Sunday, April 1, 2012

Balancing The Endless Game Economy

In this blog post I will talk about the game economy in Endless (which was the topic of the last game design lecture).

The currency in 'Endless' is gold and player's earn these through killing enemies. The only purpose of gold in the game will be to upgrade the weapons that the players have. Normally, when you think of any game out there what usually happens is a player earns money from killing monsters, and whoever kills the monster can pick up the gold (unless they decide to pass on that and let someone else pick it up). In our game, however, things are going to work a bit differently. To keep in the spirit of teamwork, we are going to try a system where the money is shared between the team. Instead of having gold individually for each player, the money will be the team's money. We are working on getting a few things sorted out first before we will go with this idea. Basically, in a multiplayer game, the person who started the game (aka team leader) will get control of the money, and will have to spend them on appropriate upgrades for each member. Again this may or may not work out, but I am curious to see how this will turn out in the end if we go through with it.

Here I discuss some of the points relating to a balanced game economy:

Fairness: With this system it may be possible for a player to get an unfair advantage. One scenario would be the team leader decides to keep all the gold and only spend it on himself, therefore giving him the best weapons against the enemies while leaving his teammates with only the default weapon and no upgrades. In this case the player may get a bit of an advantage in the early to mid game but I believe this will eventually fail as enemies will not drop enough gold for the player to keep upgrading his own weapon leaving him with no choice but to upgrade his teammates weapon in order to stand a better chance. Teamwork is key here in this game.

Challenge: Since the game will have the player losing eventually, that means that as the game progresses, getting the money needed for upgrades will be come harder and harder. There won't be a weapon upgrade that will be overpowered and provide for a clear advantage over everything else.

Choices: I believe the game is a bit limited here for choices since the only way to earn money is to kill enemies and the only place where they can spend the money is on weapon upgrades. Maybe if we have time we will throw in more choices and make the game more fun.

Chance: Earning money in this game will be more chance based. Killing an enemy (especially in the early game) won't be too hard provided that everyone in the team is focusing on that enemy. The money however, will most likely be randomized. Each time the difficulty or "level" of the enemy goes up, the gold drop cap will increase so that they can earn more money later on and it will also limit the amount of gold the team may receive from killing a weak enemy.

Cooperation: I think how the game works speaks for itself here. Only one person controls the money so it will be important for cooperation and the team leader needs to ensure that everyone has the appropriate upgrades so that they are able to support their teammates.

Time: I would say the way it is right now it sits between earning money too fast and being just right. Again players earn money through killing so earning money will not be a difficult task in this game where there are hoards of enemies. However, I believe that the game compensates for this by only allowing players to upgrade in between levels. This will prevent the team from earning money in between levels and makes the upgrade opportunities more valuable.

Rewards: It can be rewarding earning/spending money, as this would essentially lead to rewards in the game in general. The more powerful the characters are, the longer play time they get.

Punishments: If the team does not cooperate and one player ends up losing early on, then the team has essentially lost one person to help them gain income, and the team also has less choices now as they will not be able to spend money on upgrades for the dead person.

Freedom: There isn't really much freedom in the economy in terms of choices as players are limited to spending the money on only the 4 characters and they are only upgrades. However, if we look at freedom as 'being able to buy the upgrade that you want', then the team leader has a lot of freedom as he can choose to upgrade anyone's weapons as he see's appropriate.