Friday, August 31, 2012

Ludum Dare 24



I took part in the 24th Ludum Dare competition last weekend and produced a computer game in 48 hours (well, more like 15 hours - I had to sleep, eat, celebrate my birthday, and perform in two improv comedy shows at the Idiot Box).  The theme (revealed Friday night at 9pm) was Evolution.

I've now rated around 40 of the other games, and there's a huge variety of ideas, themes, game styles, and choices, and also skill levels at putting games together.  I've gotten some nice comments from mine; like a lot of my stuff, art isn't the strong part (especially with only 48 hours to work), but the gameplay is pretty fun.  Give it a try if you like; it's at:

http://planktongames.com/ld24

The Ludum Dare page for my game is here.

Saturday, August 18, 2012

BGDF Contest for August - Grow Up!

I'm waiting for the results of this month's BGDF Game Design Showdown, with the theme of Grow Up!  I haven't entered much in recent months; the restrictions and themes haven't really fit my interests for a while, and I've been working on my novel and other projects.  But this month, the restriction was to include a theme of growth over time and to include game pieces which grew in function as the game progressed, which was interesting to me.

These restrictions were actually pretty tough for me, and although I think I met the requirements in a technical sense, I didn't do so in a particularly inspired way. Reading through the entries, I see that other folks had some trouble with this too.  I'll be curious to see how it comes out.

I made a prototype of my game and tried it out with friends and family; seems to work pretty well, and I was able to tweak and balance it some after testing.  I was inspired enough by this to go ask on DeviantArt for somebody to make some art up for the game.  After re-theming the game towards space/sci fi, I offered up $100 for images for the various buildings and cards I need.  I've got some leads; I hope they pan out.  I hope to work it up on TheGameCrafter.com in not too long, and if more testing is promising, maybe I'll enter it in Hippodice this fall.

Monday, August 6, 2012

Picture worth 1000 words

FatherGeek's kids playing Diggity
From FatherGeek.com
I have to say, one of the neatest parts of the modern world is the ubiquity of pictures.  Nearly everybody has a camera; nearly everybody has the ability to share photos.  This hit home when reading the FatherGeek review of Diggity which featured a picture of his two young kids playing my game.  Regardless of what the review said (and it was positive), the part that was totally awesome was seeing some folks I've never met enjoying the game.

Yay, 21st century... :-)

Saturday, August 4, 2012

Good post on principles of game design

Here's a post from IrregularWebComic.net with some great principles of game design.  The beginning of the article goes into a historically-sourced explanation/defense of modern games, which is interesting, but not the most salient point for me.

What did ring true was later on, when the author (I couldn't find a name) laid out seven principles of good game design, which I quote here:

  1. Don't knock players out. 
  2. Don't make it easy for the leader to increase their lead. 
  3. Make catching up to the leader relatively easy. 
  4. Avoid kingmaking. 
  5. Give players important decisions to make. 
  6. Give players difficult decisions to make. 
  7. Give players something to think about constantly.
A game that does all of these things at once would be a good game indeed.  The article points out at some length, correctly, that while decisions should be important and difficult, this does not mean they should be complex, and they should especially not be iterative, such that there's a branching tree of possibilities that you need to track down.  The author suggests that randomness is a good solution for this; I think that's generally true, but you need still to obey rule #5.  If there's too much randomness, then the decisions become unimportant, and luck reigns.

Anyway, good things to keep in mind.  Maybe we designers should make a motivational poster with something like this on it to hang over our workbenches.

Friday, August 3, 2012

FatherGeek reviews Diggity

A terrific review of Diggity by FatherGeek!

FatherGeek looks at games from a family perspective, so that's why there's the multi-generational aspect to the review.  I was really thrilled by the detailed discussion of strategy that he got into.  I've always thought the game was pretty deep for having such simple rules, and FatherGeek's testers really seemed to pick up on that part of it.  I'm also really glad they had fun with it!