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Showing posts from November, 2016

Making the game fun

The real trick for Spacey McRacey (as I'm calling it now) is going to be making it fun.  And that's what I'm rather unsure about at this point.

I have a game design that basically works. The technical issues are mostly sorted out, I just need to get a few more implemented before I can seriously play test it.

But fun? It's hard to know if it's actually going to be any fun to play.  With a 4-player party-style game, it's seems like it might be hard to hit that fine line where everyone is close and competing, where everything feels exciting and tense, as opposed to tedious and boring.  And despite envisioning my game as fun, it might just be boring to play.

Some of that comes down to tweaking it. Tweaking the speeds, difficulties, etc, will make a difference. (If it's too easy to shoot people from behind, then it will be nearly impossible to hold a lead for very long, which could ruin it and make it no fun. If it's too hard to kill the guy in front, it wil…

Killer Queen

So at PRGE, I played an arcade game that just left me amazed.  Killer Queen.

It's a 10-player game. You have 2 cabinets linked together, and 5 players huddled on each one. Each one is a team of 5 people, working together to play a simple one-screen 2d platformer.  But what made it work was the high quality game design.

First, the game is relatively simple, yet there is a lot going on at once.  One player plays the queen, the most important and powerful character on the team. The others start as workers, but can become warriors who can fly around and attack in a very joust-like flappy contest of height.  The real trick is that there are three completely different ways to win: either collect a bunch of berries and bring them back to your base, or ride a REALLY SLOW snail across the screen (while other people try to kill you, and you hope your team protects you), or kill the enemy queen 3 times.  There's some other things going on as well (using berries to upgrade, capturing upgr…

PRGE

I couple weeks ago I had the chance to go out to the Portland Retro Games Expo, where Al from AtariAge had Anguna set up to demo.



What an amazing time. I could talk for a long time about how cool it was, but a few highlights:



Getting to see my game on display, and see people try it outMeeting people who had played previously Anguna and enjoyed itMeeting other homebrewers that I've interacted with on the forumsHearing from and talking to the developers of the old original Atari games, hearing about what it was like to make those games, and how they dealt with many of the exact same technical issues that I do now.  (At one talk, they started drawing out how the display kernels work, and talking about how you can use the RESP0 register to set up your kernel to reuse sprites on multiple scanlines....I'm not sure how many people in the crowd enjoyed that level of technical detail, but I had a blast)Playing Killer Queen, a ridiculously well-designed 10-player arcade game.  I'm go…