May 16

Senior Project Week One

When I realized I was going to be working on my senior project, got to work on a few things I knew I was going to need. A game idea, documentation templates, and a plan.

Before the semester even began, I was excited and ready to go.

Gantt Chart

I took advantage of new features available through Google Drive, including the app “Gantter.”

Fun with charts aside, I quickly developed a game concept. Because of the rich history I have been developing with my sandsea setting, I chose it as the setting for my senior project game. The title of the game is “Sandsea: Shadow of Umbri.” It chronicles the journey of an escaped slave as he fights his way out of an oppressive and militaristic country.

For obvious reasons, it became apparent that very few of my classmates were as prepared as I was to get to work. I’ve already penciled down the basic mechanics of the game. Now, it’s time to fill my design document templates.

May 11

Best Script or Play: Sandsea


Sandsea is a setting I originally developed for a permanently shelved, grandiose dream of my own MMORPG. Thanks to developing it further for a table-top role playing game campaign I ran, and choosing it for the setting of my screenplay in my script writing classes, Sandsea has grown into a robust and unique universe. Further development includes my senior project, which is currently being developed.

A eager cabin boy’s accident causes the loss of his Captain, and the boy is determined to lead the crew in the Captain’s rescue.

This screenplay won the 2012 Wilmington University College of Technology Award for Best Script or Play.

Read it online or Download the PDF.

Apr 28

Wayward Passage Proof of Concept

Wayward passage was created in the second half of a game development course. It’s inception sprung from a small idea which I called “GrapPort.”

The grapport was to be a gun that fired a missile-like projectile. On impact, the missile latches on to what it hits. The player can then teleport to where the missile landed, or teleport the struck object to the player. Additionally, the missile could penetrate enemies and objects; setting it up for a use multi-purpose tool/weapon.

Like a spark in an engine, the mechanic exploded into being, and it brought a friend, a story. Monstrous, long-lived, denizens of a strange planet command the short-lived smaller inhabitants, forcing them to labor in the mines where the large don’t fit.

You, an interstellar cargo hauler, get sucked into a wayward wormhole and crash land on this planet with subterranean jungles. The friendly inhabitants are amazed at your technology and ability to teleport yourself and other objects.

Play Wayward Passage Now!

Mar 12

GDC 2012

Apparently, I forgot to actually post this.

My classmates and I got back from a week-long trip to GDC this morning. We each got Summits & Tutorial passes.

On my first day, I participated in the Scrum Essentials tutorial. I learned a lot about managing our game development process. It’s a bit difficult to apply the fundamentals of scrum/agile development to our trio, but the lessons learned will definitely help our process. I learned a lot that I can take with me past this stage of my career.


I spent the second day at the Level Design in a Day tutorial. It was thrilling to be in the room with so many honored game industry vets. I learned a lot about concept and structure of level design. My ears have never been as perked up as they were when I was at the Interesting Decisions talk by Sid Meier.

With all that education behind me, I realized how under-prepared I was for the real reason to be at GDC. Despite not having a portfolio, going around to the developers at the booths in the career pavilion was eye opening. I asked around about what they were looking for in a game designer. I heard so many different answers. Here are some paraphrased quotes.

We want to see that you can add value to existing games, or be a genius. Improve or mod an existing game to get our attention.

We want to see your game documentation.

We want to see game concept summaries and documentation samples. Full documentation is too much for us to want to look at in a portfolio.

Our designers are also story writers, so we want to see writing samples.

We don’t actually have a separate designer role. Everyone has a hand in the design of the games.

The solution is clear. I will do all these things, and more.

Also, swag.

Nov 18

Lost Dimensions Proof of Concept

Lost Dimensions was a proof of concept, made for my Javascript for Unity class. I opted to use C# instead. My responsibilities with this project was to design and develop the game in Unity. My responsibilities did not include assets creation, such as graphics or audio.

The idea behind Lost Dimensions is that the protagonist’s world has been invaded by extra-dimensional beings which have been draining our world of it’s three-dimensionality. Through skill, luck, or destiny, the hero has procured some of the alien’s tech. This allows the player to choose what combination of dimensions to exist in. For short periods, the player can enter all three dimensions at once.

Control your character with WSAD to move, Space to jump, and use the mouse to aim. Click to fire. Right click to change perspectives. Hold down the right mouse button to enter the third dimension at the cost of energy.

Play Lost Dimensions Now!

Nov 05

Introduction to 3D

I always felt a bit intimidated by 3D modeling programs. My first experience with them was in trying to understand blender. I did not try long, I had other things I could be doing.

When I took my first 3D modeling class, using Cinema4D, I was delighted to find the interface was much more friendly to me.

 

 

 

 

 

Oct 31

Neon Prince

Some friends and I at school put have been working hard on a game.  That game is now “done,” and has been submitted to the 2012 IGF Student Showcase. Check out this short gameplay promo. Play the game at GammaGods.com.

In the land of D’enbee, the noble Prince Djon sets off on a quest to curtail forces of the Death Metal army. He is watched over by the patron diety of the land of rave, the great Sky DJ, whom lays down phat beats of inspiration. Armed with the power of magical glowrods, the prince seeks the power of the Prismatic Glowrod in hopes of finally defeating Death himself.

Neon Prince is a side-scroller on rails in a world where medieval fantasy meets the modern rave scene. The player most collect glowsticks scattered throughout the level to overcome obstacles and defeat enemies. When the player finally finds the prismatic glowstick, he gains the power he needs to defeat Death and win the game.

Apr 14

Alone Together: Solo Content in a Multiplayer Environment

Don’t you just hate it when you see someone off by themselves and having fun without anyone else? Yes? You’re not alone, and neither are they in a way. One of the top distinguishing features of an MMO is all the other people playing in the same world as you. So what if one of them isn’t playing with you directly. You play with other people. You’re a group player. Even if you don’t need a group, you like playing together. That’s the way the game was made to be played. Right?

Fallen Earth

More and more players have been playing all by themselves. Some don’t like to ever group up, avoiding “forced grouping” as much as possible. Why? Saylah says, “The reasons why people solo in MMOs is as varied as the players themselves,” and I’m largely inclined to agree. I do, however, think that asking “why” is still a good idea. Why do, or what are some of the reasons that, so many players like to play by themselves?

  • The player doesn’t have the time to group.
  • The player feels that a others would be a hindrance.
  • The player can’t find an adequate group.
  • The player wants to be alone.
  • The player wants to progress at their own pace.
  • The player doesn’t feel a group is needed.
  • The player feels finding a group is a hassle.
  • The player wants to challenge themselves.
  • The player is keeping up with friends.
  • Likes MMO gameplay, but dislikes the multiplayer.

If we can eliminate all the rational reasons for a player to want to not group, it stands to reason that the player will only have reasons to group. Of that list, of which I’m sure is only a fraction of the reasons people avoid grouping, only a couple of the reasons are truly unavoidable.

If the player doesn’t have time to group, we need to make grouping not take up extra time. We could probably solve this in several ways. One way is to make grouping fluid and natural.

If players are grouped together automatically, they don’t have to spend time looking for a group. No one would want this automatic grouping to hinder the player’s explicit choices, so let’s make different kinds of groups and let the player be in both. So if a player decides to go kill some giant snakes for a quest, he’s automatically grouped with allies in the area that are killing the same creatures. Meanwhile, he’s in his regular party waiting for more.

The can design the system around grouping penalties. A robust party forming tool can solve most issues with finding adequate party members. An automatic party system as described above would let players play at a pace they want, with party members coming and going based on proximity and activity. By keeping a group finding mechanic streamlined, simple, or automatic as above, players should find group-making a fairly hassle-free experience.

If a player wants a challenge that he doesn’t feel he can get with a party in his current area, alternate instances of varying difficulties may be a solution. A specially designed open-world difficulty setting could spice up gameplay as well. Maybe an option set at party formation would trigger enemy creatures to always call for backup or seamlessly power up.

It’s important to note that we don’t want to punish the player for opting to play alone. It’s the player’s choice, and the player should have fun playing however they want. Like I said before, some players, some times, just want to play by themselves. That should be okay and supported at some level. As long as an individual playing alone doesn’t hinder the experience of the multiplayer-friendly, it shouldn’t be frowned on.