Posts tagged with “design”

Designing Slam Bolt Scrappers: Iteration 1 (of 5)

Since the Penny Arcade post and Sony video a few days back we’ve been getting a lot of questions about our design process. So we decided to kick off a 5 day series on the iterations behind getting to the final design of Slam Bolt Scrappers! If you are at all interested in how games get made or are considering getting into game design yourself then this is the series for you. Enjoy!

We opened Fire Hose in September 2008. At the time I was working with Ethan and Sharat, two programmers I knew from MIT. We didn’t have any artists so our skill set was pretty limited. We also didn’t have much in the way of tools or resources, so we were working with stuff commonly available on the interwebs.

Our initial goal was to make a game that was about architecture, and ideally taught the player a bit about construction. We were inspired by the fun of playing with legos and blocks as kids, and felt we could probably make a game that had some interesting roots in that while at the same time allowed players to do things they couldn’t normally do in real life. So we decided to spend a week prototyping some gameplay concepts to illustrate these points. I’m going to share two of them with you now.

The first concept we came up with for Ashdown (our game’s code name) was the Tree Prototype. Our thinking was that it would be cool if we could make a game where buildings organically grew themselves (an idea we would later revisit when with growing weapons out of blocks in SBS). In the game you use the mouse to click and the scroll wheel on the mouse to change the color of the “seed” you are planting – yellow for electricity, blue for water, and green for plant. The goal is to get as many leaves (foliage) as possible. Plant seeds automatically grow when placed on the ground, and yellow electricity seeds grow when there is rectangular steel beams for them to grow on. Blue water just stays on the ground unless it touches electricity and beams, in which case the electricity “pumps” it up the tower. Higher water means the plant can grow taller (meaning more leaves), but plants knock out electricity so you have to be careful. The counters on the bottom display game information.

The game also had a level editor, since at the time we were thinking user generated content (like in Little Big Planet) could be a really cool feature to put in. If you entered the level editor you could draw any shape of background beams to play the game on. It was basic but it showed off the functionality we wanted and was testable. The game itself was written in Python, and we borrowed code from the open source games at www.pygame.org, in particular Balloons by Gonazlo Sanchez.

The second concept we prototyped was the T-Rex Prototype, named after T-Rex from Dinosaur Comics (whom we borrowed as our bad guy). In this prototype the player’s goal was to build the tallest tower possible while preventing T-Rex from destroying it by stomping on it (since hey, that’s what T-Rex does!). The player starred as a flying superhero who could pick up beams and place them in the middle, and could also punch out T-Rex temporarily. As you can see there are a lot of core similarities to the final game, as rudimentary as it was here!

After we had these prototypes we invited our friends over to test, and we got lots of good feedback. Here’s what we found:

Tree Prototype Pros:

  • Showed the most early promise for intricate, beefy gameplay.
  • Had lots of potential for replay value and interesting level design.

Tree Prototype Cons:

  • Mechanics were very difficult to understand
  • Lack of clear goals or constraints only added to confusion
  • It wasn’t clear what the actual game mechanics would be, or how much design work it will take to discover them. Therefore it seemed very risky.

T-Rex Prototype Pros:

  • This game provided a great “first five minutes” experience that people latched onto immediately.
  • The narrative was compelling and hilarious, and lended itself well to all sorts of interesting gameplay ideas.

T-Rex Prototype Cons:

  • Seemed to be in danger of becoming a complete twitch game, which wasn’t what we were going for.
  • It wasn’t obvious how to build it into a community game, and there was no compelling case for a level editor or anything like that.

After talking about it a lot we decided that we would start on another prototype, one that would merge the good points of both prototypes. We liked the idea of fighting while building, and from this point onwards we made it a core principle of our game. We also decided we would make a more polished version of the game that we could potentially shop around to publishers if we needed to.

OK, that’s the end of our story for iteration 1! Tune in tomorrow to find out where we went next with iteration 2.

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Japan relief efforts, detailed Slam Bolt Scrappers design posts coming

While we’re obviously ecstatic about the release of our game, there’s some serious stuff going on in the world that is probably a bit more deserving of attention at the moment. By now I’m sure you’re all aware of what happened in Japan the past few days (and what’s going on now with reactor worries). There are some great game led efforts to raise funds going on, and they’re worth a look.

Cat from N4G has put together a good list of sites you can donate to that are doing relief efforts now. Brian Crecente from Kotaku is putting together a concert/auction/party type fundraiser in Denver in a few days too, and we plan on donating some SBS stuff for the auction as well. Definitely a great cause.

Let’s move on to some more fun news now. Our friend Jason McIntosh (the Warbler’s Nest) wrote a great piece about us scrapping (get it? get it?) the early designs for our game here, and it’s a terrific read.

Also, next week I’ll be posting a 5 part series on the design process behind SBS, with each day Monday – Friday exploring in depth a different iteration of the game, what we cut, and what we kept. If you care about game design at all you’re going to love it, so be sure to come back next week! We’ll have videos, images, and lots of details on the tough choices we had to make.

Finally, did you know that there is a fantastic twitter account for Professor Farnsworth? Apparently it’s just a bot that retweets any tweet that starts with “Good News, Everyone!” and it’s awesome.

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Happy St. Patty’s Day, and Fire Hose Design and Story Video

Happy St. Patrick’s Day everyone! This is one of the best holidays of all holidays – you go out, party, and have a good time. And might we suggest playing Slam Bolt Scrappers when you stumble home? The game even has a beverage mode, my friends! Play with one hand!

Something absolutely incredible that just went up on the PlayStation Blog is an incredible video and interview of the steps we went through at Fire Hose to make Slam Bolt Scrappers. I would get into details but really Rey and Sid made such an amazing video that it just speaks for itself. Watch the video below, and check out the full interview on the PS Blog. It’s really amazing.

Over the next few days we’ll be getting into nuts and bolts details of the design phases we went through making the game, and really dive into what we cut and what made it into the final version. It should be a while ride! N4G will be posting these as well, so it’ll be great to interact with that community of gamers.

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Team Steel takes 5th in Heavy Metal Challenge

It may not look like much, but let me tell you, that waterwheel design is BADASS. Why didn't we do cool stuff like this in my high school? Or if there was cool stuff like this in my high school, why didn't anyone tell me?

Last weekend I took part in the Heavy Metal: Amped on Wind Power challenge at the Boston Museum of Science. It’s an incredible one day engineering challenge in which high schoolers from all across the US meet up, are randomly broken into teams, and have to rapidly design, prototype, test, and build a huge mechanical structure to lift a giant metal trash can three stories into the air using nothing but wind power. The competition was a ton of fun, and I was assigned as a mentor to Team Steel, the most hard core group at the event. As such I gave them guidance and advice for what to do, but the team actually came up with and implemented the awesome device you see above. And it’s a good thing too, since they had much better ideas than I would have ever had.

We had few materials (mostly cardboard, duct tape, and pvc piping), and our only power source were two giant fans blowing hurricane gusts. After a lot of discussion and failed designs the team settled on the waterwheel device you see above. The cups on the bottom would catch the wind, spinning the whole device around an axle made out of two cardboard tubes coated with torn up trash bags to decrease friction. As it spun it would wind up a rope which was attached to the trash can through a pulley, hoisting it to the ceiling.

So how’d we do? Pretty damn well! We raised the trash can the full 27.6 feet in only 83 seconds earning us 5th place out of 32 teams. Only 11 teams raised the can the entire distance, so it was quite an accomplishment (the winning team shattered the previous record, finishing in 29 seconds. Wow!). The most impressive part in my mind though was how the team iterated on design after testing, and how quickly they settled on an idea to try instead of debating endlessly. Hopefully some of these super talented kids will wind up getting interested in game development!

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Words of Wisdom: Prototyping – Do it Quick + Dirty

This picture is from the upcoming game entitled "Prototype". In my blog post I claim that prototypes must be thrown away so that you can start work on the real game. Perhaps once this game comes out my post will seem eerily prophetic?

Sande Chen recently asked me to a guest post for her monthly blog on game design. I was happy to help, and honestly a little bit flattered/stupefied that she would even ask me to help. Nevertheless I was happy to help, and I’ve copied the entire post below. It’s a bit of a how to on video game prototyping, with emphasis on getting shit done and why this is important. Enjoy!

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So you’ve got an idea for a game, but you’re missing an artist, you don’t have the design nailed down, you need to find funding, and you don’t know what platform you’re going to develop for, you’re not sure that the concept is even feasible, or you [insert development hurdle of your choice here]. How do you even start? With prototyping!

Prototyping is the process of making a small, crappy, slapped-together version that demonstrates certain key aspects of your final vision. It’s a great way to start making games since it is far less daunting, and during the process you’ll learn a lot about what you should actually do in the full version. Prototypes are throw away, but that’s a good thing since it’ll give you more freedom to experiment in ways you might not normally try.
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