Friday, December 30, 2011

Tool chosen, storyboard written...

A lot has happened.

Bill and I met with Tiffany McVeety. Bill worked with her years ago. Now, she's an entrepreneurial mentor, and she's written two books. She gave us some good advice--some for Bill and some for me.

I started looking for learning games that were similar to ours. There aren't many, and they're all designed quite differently. I also found the http://www.elearningguild.com/, and through them, found a line on other resources to find more learning games. In short, I came away confident that the learning mechanisms I have in mind are pretty unique.

I also started looking for an "advisory board", or just a collection of mentors that could help me with game design and implementation. Bill started building his advisory board too, but in the business arena. I found GameMentorOnline, and signed up with a mentor. Since my hubby is making his own game, he's now on my advisory panel too. Thirdly, once I have a prototype, I'm going to pay for a review and advice from Clark Alrich Designs, since I've become a huge fan of his books and ideas.

My GameMentorOnline mentor helped me choose a tool by suggesting questions that I needed to prioritize. I was looking at tools in terms of what would be the most prevalent/popular in the coming years (hint: HTML5 and Javascript). I was also omitting 3D tools because Bill and I got some rather curt feedback from a Game Startup Bootcamp judge, "the very subject matter is naturally 2D". Uhm, what? I must've written the game description very poorly, then. Anyway, my mentor said I should be focusing on these high-priority questions:
- What tool will help you make your game faster and closer to your mental picture?
- How do you intend to distribute it?
- Do you want to ship it on multiple devices?
The answers for me were: Torque 3D, stand-alone install, and no.

To answer those questions, my hubby said, "You need to make a storyboard. How do you know what you need in a tool without making a storyboard for your game to expose issues you don't yet know about?" I resisted at first, because in all the game design books I read and courses I took, none talked about making storyboards. Then I realized, of course they didn't! They're based on FPS games! Mine's a mystery-driven learning game. So, I made a storyboard for my ideal game, but keeping things very simple, and WOW, progress!! Some issues with gameplay came up, but then so did some spontaneous solutions that I never would've thought of otherwise. Plus, gameplay patterns started to emerge that will define our mechanics. Plus plus, I realized 3D is the way to go. It's how you get deep immersion in a story.


It's so strange, but now that the storyboard and tool decision are done, they're like the framework to hang other stuff on. Like, when I get an idea about the visual design of the world, I now have a way to record it and judge if it'll work. If I think of a challenge for the player, or a cool aspect to add to the game, I can see where/how it'll fit in.

Cool. Onward and upward. I took another contract with Garage Games so I need to drop the game for a week to get a strong foothold on the project there, but hey, my job is symbiotic with the game. :) Can't wait to start building the world. Oh, but first, the next challenging task is to design the database of game and player data, cause that'll tell me if the structure of events, prerequisites, clues, etc, that I pictre is going to work.

Wish I'd gotten together an "advisory board" sooner. :)

Friday, September 23, 2011

Game v1 -- HOGs rule

Bill and I had a long chat. He's done some market research about the types of games that are appreciated by the main demographic that buys his presses. They like HOGs and other minigames. If we test out the backstory and game mechanics and learning mechanics in a simpler-to-develop game like that, that's a pretty good way to go. Then, we might have some minimal revenue to support making the 3D version.

I found a tutorial for Silverlight. So I made a demo HOG here, http://www.godreaming.com/emeralda_v3/default.html, in about 2 hours.



Now, all we have to do is wrap it in the backstory, add some more minigames that are targeted at learning what we want to teach, and add language support. (Bill sells presses to people all over the world.)

This is pretty do-able. Not sure how easy it is to publish a Silverlight game though. When Bill and I spoke with Scott Kirk from GameGurus.com, who specializes in bringing people's game ideas to life, he said that the most popular engines were Flash and Unity. Ick. Unity. But those are your choices if you want to have some other distributor sell your game for you. I guess there's also Shockwave.

But I digress.

Onwards and upwards!

Tuesday, August 30, 2011

There's always an excuse not to work on a personal project

Wow. I looked at my last post from when I worked for the Microsoft Surface team. Now I work for Garage Games, creating tutorials for Torque 3D. I keep saying, "Once this contract is over, I can focus on Emeralda." Riiiight. I've said that for 6 contracts now. As soon as I stop working, I panic about money, and find another gig.

Time to start working on this in the evenings. We've got no kids yet, so now's the time, before my stupid inherited 24/7 defacto maternal responsibilities come into play. (Grrrrr. Let's face it, as egalitarian as my hubby is, who's going to be the one assumed to be on-call?)

I went to a Serious Play Conference last week that provided me with some awesome nuggets of info about where to go from here, so now I'm all inspired again. I found out about a book that is already giving me good guidance, Unschooling Rules by Clark Aldrich.

I also came across an article, How to Build a Game in a Week from Scratch with No Budget.

Nope, not going to be done in a week, nor from scratch, but it gave me an idea. One of the things I learned at the conference was that a game demo is perceived to be a good demo if the art is near-production quality. If you want to get people emotionally invested in a game, have the art up-to-snuff. I'm not sure how true that is. I mean, I met the students at DigiPen who created the game that was purchased by Valve and turned into Portal. Their game had completely different graphics--sort of a medieval dungeon. The Valve people zoned in on the portal gameplay mechanic and saw its potential. So, what's true? Is art quality important or not?

I figure I'll take art completely out of the equation by purchasing it all. I'm gonna use the art packs at http://www.garagegames.com/products/browse/artpacks and assets from http://www.turbosquid.com/ and http://www.frogames.net. My internal compass will be, "How Fast Can I Build a Serious 3D Game Demo with a Middling Budget". :)