Little Pandium In the Sun

Free Thought Game Design

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I sleep. I eat. And I do stuff from time to time. Check out my website at

www.clumsyfingers.net

Tuesday, November 29, 2005

Amorphite

A strange idea I devised but never expounded on some time ago was a metaphysical game where the player starts out in this sort of amorphous void, as less of a shape and more of a force. The player moves through layers of existence, starting out as a force, then maybe getting some sense of form, then maybe some depth, cause and effect, and finally a detailed vision of reality. The purpose of the game was to expand on the idea that we shape reality around us actively, not passively. The forms and forces controlled by the player are less a total picture of him/her, as in the case of an avatar, but more the physical existence of the player in the game world, where the player him/herself acts as the mind. The mind's job is to construct reality, and so that is the player's job. The avatar moves in reaction to the player's formations. It is the player's job to solve puzzles that allow the avatar to navigate more coherently.

How would such a game be programmed or designed? The player must first be thrown into a total sense of chaos, as the first step in cognition is perception without form. But how to represent this chaos and make it something playable? This seems almost as absurd as literature's conundrum in being unable to describe infinity or anything outside of the experience. A game has a well-ordered set of rules, but in order to produce a feeling of confusion in the player it will be necessary to not have a well-ordered set of rules, but a very loosely defined one. All we have are these two premises to start on, that first, the game in its initial state should be formless, and second, there is the immediately understandable objective of creating form. There should be some observable pattern out of the seemingly formless state that will lead the player to conclude a rational course of action. And this is where I'll leave off, unless this type of game is to be persued in the future.

Another slightly more ordered version of this game might be an adventure game where certain objects/forms become visible as the player collects something, building the puzzle up, sortto speak. Take the example of a single room where all one has to do is move blocks around to get to the first piece. Some blocks move and some don't and only through expirimentation will the player solve the puzzle. When he/she gets the first piece, however, some blocks change to a different color, making it clear which ones can be moved and which cannot. A second piece might reveal elevators leading up on top of ledges that make for a new puzzle and so on and so forth for each level.

A similar idea to the puzzle game but not the metaphysical game is one I came up with for Shells before it became the game described below (Bruit de Puille, with the 3x1 tiles). In this game the finishing playing board would be used to play another game of a similar variety, and then that finishing playing board would somehow be used to play yet a third game. The winner of two games emerges victorious. But this never got implemented.

That's enough brainstorming for today.

Monday, November 28, 2005

Not so much a game

As a level. Being a big fan of algorithms I've been reading up on this new class of functions called genetic algorithms and I think to myself, "A genetic algorithm would make for an exceptionally dynamic level tool." The first (and most obvious) example that came to mind would be a Zelda type game, where the player has to navigate a dungeon full of doors. The doors only appear after the player has slain all of the monsters in a room (giving a lot of freedom in making puzzles). But the same doors don't always appear, or even lead to the same places. No, in truth, the performance of the player as he defeats each puzzle will determine which doors he is presented with. So think of it this way, each puzzle/monster has a standard that it perscribes, be it how quickly it is defeated, how many moves it takes to defeat, or how much damage is dealt before it is conquered. After all of the puzzles/monsters have been beaten, the puzzles/monsters with the higher/lower scores are "mated" via genetic algorithming. One or more doors are then created from their offspring, leading to rooms that are not precomputed, nor computed at random, but contain different variations of the puzzles/monsters from the previous room.

Another example might be an RTS with a similar idea. Each "stage" has certain foes, maybe each of them has a different ai or some different strengths/weaknesses. Whichever foes seem to be the most effective against the player will have their AIs and or strengths/weaknesses crossbreaded with others that show similar strength. Or let's even forget about the player altogether and assume the enemy has some goal that is not to destroy the player, the player is just sort of a nuisance that gets in the way. Maybe a simple turn based strategy where the enemy is trying to reach a certain point and the player's job is to stop them. In this case the enemies would keep coming, but the more successful ones would mate, lending them more powers to trick the player with.

Yes, I do believe this genetic algorithm stuff holds some interesting developments in game mechanics. It kind of takes the idea of emergence out of the player's hand and puts it into the computer's fist.

Saturday, November 26, 2005

This might actually get done

Thanksgiving Break was nice. Back to work.

I'm tired of trying to be original. Let's face it, nothing is original, nobody's original, everythings just rehash. So I've decided. To sell out. That's right. Out. O. U. T. I'm going to make a 12 oz. mouse game. The show, in its fifteen minute brilliance, is ideal for turning into a simple action game. I'm going to go check and see if it's already been done...

It has. And it's a fine game. Here. http://www.adultswim.com/games/12ozmouse_stagger/

A clever game. Really, the guy who designed that has got some ingenuity. A simple action game will no longer suffice. It'll have to be some sort of... super action game thing. Maybe a cross between an action game and an rpg. But not with the stats and stuff so much as the characters. You could just sort of play as the mouse. And... well... do stuff. Like the mouse does. A plotline? Maybe. Probably not. Wild dude with the crazy hair? Definitely. Maybe not. The shark? Well, can't have the mouse without the shark. It's brilliant I tells yah. 2D too. Makes it easy to program. Love this show. Peace.

Tuesday, November 22, 2005

Viva La

Revolution! There's no doubt in my mind this game has been done before, it's too obvious not to have been done. Such a game would combine diplomatic tact with strategic usurping. You begin in a country at the cusp of revolt, the old regime is losing hold over its people, the peasants are poor and pissed, the upper class spends most of its time kissing ass. The game works in three stages, pre-revolt, revolt, and post-revolt. In pre-revolt you must tactfully establish your party through diplomatic persuasion and whatever means necessary, avoid being found out by the ruling party, make contacts, use terrorism to get a foothold in a hostile social structure. When opportunity comes you strike! This becomes a physical war, where you command your followers and aid in the collapse of the old world. There will be other parties competing for dominance and not to mention the current regime will want to see you crushed. You've got your work cut out for you. If you're strong willed and clever, however, you can emerge victorious. You then have the post-revolt stage, in which you have to establish some sort of order amongst your people. Establish the wrong kind of order and you may find yourself the target of the masses' fury. Three games in one that can be played, single player, over the course of a month. The replay value would be limitless.

Monday, November 21, 2005

3D Robot Games

Wow, those last two posts sucked. Geez.

I talk alot about complicated network games, huge systems that would require massive amount of network coding. But I myself have never written a network game (aside from a lousy Go Fish simulation) so today I feel it's time to reflect on what would be an easy game to program networkwise. Consider this, you are represented as a 2D avatar and there's all kinds of minimalist art, sort of a 12 Oz. Mouse deal. And everytime you speak your words are highlighted and you get points. You can get positive or negative points based on a system that is almost entirely arbitrary. Maybe key words could be given and players have to talk about that key word, they get points when they include the key word in their phrases. It's not so much a game as a chat program with a wierd point system that doesn't make sense. To reward players different doors will be opened to them. Might as well give them hats and other neat stuff to carry around so they can customize their 2D character. Maybe there'll be a princess or something. But either way, some crazy stuff will be going on in this world and words will serve as the resource. Of course, since words are both the resource and the weapon, it would make sense that people's chat privaleges should be limited based on their performance. So maybe newbies can only start out saying fifteen characters at a time while more advanced players can use a whole screen. And those who run around spamming "tralalalalala" will have their speaking privaleges quickly revoked. This game idea sucks almost as bad as the sharks. Forget it. How about this, a pen and paper game I used to play back in high school was one in which there was a hunter and a hunted. The hunter always had special powers, either they were super fast or had two or three hunters or whathave you. With each turn you could only do one of two things: turn to the left or right OR move forward. hunters had the additional option of firing. So yeah, an easy network game would be to program that in and set it to see who can survive the most turns before being shot. Play goes back and forth until the players get tired of trying to shoot each other. This game idea sucks as well. I need to take a nap, get the juices flowing.

Hey Man, Slow Down

Kensey thought of a good one. A one on one fighting game where instead of simply using melee attacks, each player can use the environment around him/her. It has potential. Especially if the stages were outside, like on plains and deserts and tundras and rain forests and ocean floors. Instead of being confined to a single screen, combatants would run around in giant landscapes and use their environment to defeat their enemy. I'm going to have to give more thought to it in my dreams, however, as I am exhausted.

Friday, November 18, 2005

Bruit De Pillule

Trapped on a desert island. In the streets of Boston. Waiting at the bus stop. A cabin in the woods. Doesn't matter where you are, you can play Bruit De Pillule. Bruit De Pillule comes with a 13x13 board, counters, 1x1 pieces, one six-sided die, and a bag of runes. The game supports 2-4 players. Play goes as such:

Roll the die and take as many counters (represented by beans) as presented. If you have collected 20 bean counters, you may trade them in to draw a rune from the bag of runes. This does not end your turn. You then have two options of play:

1.) You can place three of your pieces (no more, no less) on the board either vertically or horizontally. That is, assuming a center piece, you must place one piece to the left and one piece to the right OR you can place one piece above and one piece below. You MAY NOT place one piece above and one piece to the right or any other combination that results in anything but a vertical or horizontal move. You must place 3 pieces. If there is no place to put 3 pieces down vertically or horizontally, beans are all you get for this turn and you'll have to pass.

2.) You can use one of your runes. Runes do a variety of things and the symbol in them describes their action. A rune may wipe a vertical column, a horizontal column, both vertical and horizontal columns, "every other piece" and so forth as described in the ruleset. A chart will be provided with diagrams that clearly detail what each rune has the power to do. You cannot place pieces after you have used a rune.

After one of the above is done, play passes on to the next player in a clockwise direction. Who goes first is determined by a die roll. Play continues until one of the players manages to connect his/her pieces all the way across the board from either left to right OR top to bottom. The player must notice this before she passes his/her turn and must point it out to win. Once this is done, a game of Bruit De Pillule is over. Board sizes can also vary, so long as the height/width is the same and their square root is not divisible by 3. This is an excellent parlor game mixing strategy and chance.

Thursday, November 17, 2005

Monk Life

The pious of the Shemb-lah monestary in theYu Mountains have awaited your arrival. You are the Emissary of Shra, the long awaited Child of Awakening. You come to them through adventure, you learn their ways through dedicated training in a Sims fashion, you explore the beautiful gardens, trails, statues, art, and architecture surrounding your newfound purpose. Become a leader of the community alongside the ancient Master. Aid in preparing your brotheren for the foretold Day of Judgement, when all the monestaries will come together to fight? No, too predictable. How about battle the forces of darkness cooperatively? Yes, that sounds more probable. So for a week you live amongst your chosen monestary, give them a name, a purpose, a Way, a Being. There are shrines for good, evil, and neutral and it is up to you to choose your path. Choose different types of monestaries or nunneries, be they oriental, western, tribal, or what have you. After the week is up you will find you and your finest brothers/sisters on the Ethereal Plane in an ongoing struggle between good and evil. This struggle will last one night, and it will be your responsibility, alongside your allies, to bring down the demi-gods of the other sects.

Many will die and be sent back to their monestaries after a valiant struggle. Others will succeed and be given trophies and spiritual relics to take back with them. Nightly conflicts will be held, players needn't compete when they don't want to. Players who have proven themselves in conflict can visit the Ethereal Plane whenever they desire, to meet up with their respective Demi-Gods and other players also visiting there. Relics will not directly help the shrines, but will empower their Demi-Gods to be more resilient against opposing forces. A clever blend between single player adventure, single player Sims-style, and MMORPG/RTS.

Wednesday, November 16, 2005

A Familiar Place

You wake up in your house, groggy after a bad dream. You walk to the kitchen, make yourself a pot of coffee, get in the shower, clean yourself, put on a suit, make a cup of joe, and head to the station. In the newspaper you read about biochemical spills, natural disasters, Hollywood scandals, kidnappings, murders, and the weather. You check your watch. The train is late. Maybe it was derailed on the way to the station? Maybe it stopped running altogether. You wish this were the case. How nice it would be to call in and tell the bossman "The trains are down, I'm going to walk it, I'll be several hours late." From the distance a familiar rattling eminates. Soon you find yourself wading along towards the open doors of Tram 27. In your inventory there's a newspaper and a black, empty mug. You feel familiar amongst these people, you've ridden with them countless times, they are like sisters and brothers, people you've lost contact with but know would never aggress you. A bum approaches you and asks for a couple of bucks. You politely decline. You get off at St. Peters, climb the stairs out of the tunnel and find yourself looking at the dark reflection of yourself in the towering windows of an office building. You go inside, the receptionist greets you warmly, you smile and nod as appropriate. Up to the fifteenth floor, you find your office. You sit at your desk and look out to see your office building reflected in the building opposite it. There's a knock at the door. One of your employees walks in. You ask him to sit, but instead he crosses behind the desk and begins attacking you with his newspaper. Has this guy lost it? You attack back, using your black, empty coffee mug to parry. He bum rushes you and you retaliate by breaking your mug across his jaw. He takes a pencil he'd found and jabs it into your left shoulder. It breaks off and he loses it. He kicks and misses. You run to the corner and pick up a plastic tree. You use it as a flail and knock him unconcious. What the hell was that all about? You cross over to the phone to call security, only to find the phone line's been cut. Outside you hear glass break. You open your door to investigate and are elbowed from some unknown source. You stagger, blood temporarily covering your eyes. In your inventory there's a newspaper and a plastic tree. You grab up a few pens from your desk and head out into the fray. This is no longer an office, but a warzone. There's no going down, only up, up to the boss' office where the winner of the last game resides. New players start out at the bottom floor and each day there's a new war with new weapons and new possibilities. Explore the building, form allegiances, and maim as many of your coworkers as possible. The goal is to rise to the top and stay there as long as possible.

Tuesday, November 15, 2005

A Foreign Place

A new idea for a game. This is an expirimental MMO which has no description or help files. Players are thrown into the world as shapes, the whole look and feel of the game is very ambiguos. There are no NPCs save for a very few choice "Masters" which teach skillsets, some combative, some not. Players are randomly placed with a "race" (i.e. a shape) and are unable to communicate with other "races." So when a square player comes across a triangle it might choose to attack it, unknowingly attacking another player. The player being attacked will also reason that he/she is being attacked by an NPC. Each of the "races" speaks a different language, and at first not even the player speaking the language will be able to interpret the symbols. As the game progresses, of course, things will begin to fall into place, but in the beginning there was chaos and so in the beginning of this strange new world there will be chaos. The first realization, for instance, will be when players die. They will find themselves "reborn" as another race, with some of their former skills still in tact but in a different shape. Players grow old and die also, whither from age. A player could not stay in a form for more than two months because they would grow old and die. Great epidemics will sweep the peoples. They will find themselves dying and being reborn in an alien world. As one can guess, many will give up. Which is why it will be necessary to allow tomes to be left behind. Players will find sacred tomes and be able to write their own and, some day, some brave individual may figure out the puzzle by exploring every inch of the world. What does one call such an epic game?

Monday, November 14, 2005

First Post

Hello world?