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Monday, 31 October 2011

Initial game research/ideas.

According to the data found at this site, games apps currently make up 16.80% of the total App Store market. The data was last updated 2011-10-31 06:00:27 -0700 PDT.

Having had no hands-on experience with an iPhone, my initial ideas looked toward successful DS games I've played for inspiration. While the two platforms are not overly similar, they both use a touch screen. One game that caught my attention was 'The World Ends with You'. The World Ends with You merges action and role-playing genres to create a hack-and-slash style battle system merged with heavy doses of JRPG story. While the latter isn't necessarily something I want to incorporate, the battle controls allow for flawless touch-based input.

To move a character, a dragging motion is used -- starting from the character and moving around the screen. Finally, to attack, a player is required to tap an enemy, or draw shapes upon the screen depending on which type of attack the player wants to use. The way the game uses the touch screen during battle is almost flawless, and something that could easily be transferred across to an iPhone/iPad format. Below are two pictures of different attack types being used within the game; the first activated by dragging across remote empty space and the second activated by tapping the target enemy from a distance.

Barbed wire is cast across the screen, where it remains for a set amount of time to damage enemies.
Attacking with bolts of lightning.

Additionally, gameplay videos where the different kinds of attacks are demonstrated can be found here and here.

With this in mind, the sort of game I want to create will merge hack-and-slash controls with a roguelike inspired dungeon replayability. One recent and successful 'roguelike'-esque game that captures the simplicity I wish to aim for is The Binding of Isaac; featured on the PC.

The Binding of Isaac follows a boy's journey through the dungeon-like basement of his house. Rooms are randomly generated, allowing for huge amounts of replayability. The game isn't heavily story focused aside from an introduction to set the scene, and much of the game's appeal are the many, many items a player can retrieve in order to improve their offensive and defensive capabilities. Each item modifies the player avatar, often with amusing results visually.

As well as rooms being randomly generated, entire dungeon 'floors' are also made at random. Each floor contains a boss which must be defeated in order to move to the next floor. At the end of the chain of floors, the player must face Isaac's Mother, who is attempting to sacrifice him in order to prove her faith to 'God'.

In contrast to The World Ends with You, which allows multiple attack methods, the main way to attack in The Binding of Isaac is ranged. The player is able to shoot Isaac's 'tears' at enemies. While there are special weapons that occasionally allow for other methods of attack (such as one that turns you into an invincible boy with a unicorn horn), the main method remains very much the same throughout the game. Strategic use of bombs is also a valid tactic.

The game mixes a very simplistic artstyle with often disturbing concepts (travelling through Mom's womb to attack her heart) and themes in order to create a distinctive and memorable visual style. The Binding of Isaac is very much a pick up and play game -- permadeath is used and runs are often cut very short by a spree of bad luck. This is a very suitable gameplay style for an iPhone or iPad game, as many of the games on these platforms are timewasters during periods of downtime. There are no save functions; items gathered and items unlocked are saved automatically upon game end/death. The only thing retained between runs is information on the items a player has unlocked and is able to obtain on their next run.
Randomly generated room. From left to right: Map, coins bombs and keys remaining, arrows, special item and health remaining.

The Binding of Isaac boss battle.
 
Another interesting little feature of the game is the inclusion of items such as 'Brother Bobby' and 'Sister Maggie'. These are items that can be picked up in much the same way as any other, but float beside your shoulder and attack with you. These are 'familiars' and are able to attack, defend and perform other tasks for the player. 

Sister Maggie

As I do within many games, I felt a little comforted by the presence of a 'helper' I could use to go through the dungeon.

This brought me to a game I'm playing currently; Rune Factory. A spin-off from the long-standing Harvest Moon series, Rune Factory combines the farming and social bonding aspect of HM with dungeon crawling. However, as an extension of farming, the player character is capable of taming creatures found within the dungeons they traverse. These creatures are capable of picking their own target and different creatures have signature attack styles and skills.


These monster companions are not necessary or gamebreaking; they are useful assistants but will not make or break the tide of a battle.

My initial game parameters so far would be:
  • Hack-and-slash real time combat through touch screen attack input.
  • Dungeon crawling replayability through randomized rooms and floors.
  • Stat increasing items.
  • Optional companion system.
  • Simplistic but distinct art style.

Friday, 28 October 2011

New project, new labels!

With the majority of the work on the board game project out of the way (bar some document compiling), we've received the second brief. I am to design a game for Apple's App Store. Having never so much as held an iPhone, iPod or iPad, my research started at the very beginning; examining the technical specifications of the devices.

All of the devices mentioned feature multi-touch technology, allowing for 'multi gestures'.
  • One finger touch:
    • Generally used to move objects from one place to another, via dragging. One finger touches are also used to tap objects, like a button or an app.
  • Two finger touch:
    • Also called a 'pinch' and most comfortably done with the thumb and finger. This is done to zoom in on images. Reversing the pinch enlarges an image.
  • Three/four finger touch:
    • Mostly used on Macbooks, three finger swipes allow navigation back and forth between webpages. A four finger swipe activates Expose (application switch menu) or shows the desktop, depending on which way the fingers are swiped.

iPhone - iPhone 4 Specifications:

Display and resolution: 
  • 88m (3.5in) glass LCD, 3:2 aspect ratio.
  • 480 x 320 px (HVGA) at 163 ppi.
    • 960 x 640 px at 326 ppi from the iPhone 4 and onward.
Storage:
  • 4, 8 or 16 GB on the original iPhone.
    • 8 or 16 GB on the iPhone 3G.
    • 8, 16 or 32 GB on the iPhone 3GS or iPhone 4.
    • 16, 32 or 64 GB on the iPhone 4S.
CPU Core:
Apple iPhones utilize underclocking of more poweful CPUs to preserve battery life. It was found that slower processors caused worse battery performance than a more powerful, but underclocked, processor.
  • 620 MHz (underclocked to 412 MHz) ARM 1176JZ(F)-S in the iPhone and iPhone 3G.
  • 833 MHz (underclocked to 600 MHz) ARM Cortex-A8 used in the iPhone 3GS.
  • 1 GHz (underclocked to 800 MHz) Apple A4 used in the iPhone 4.
  • 1 GHz (underclocked to 800 MHz) Dual-core Apple A5 used in the iPhone 4S.
Memory:
  • 128 MB DRAM in the iPhone and iPhone 3G.
  • 256 MB DRAM in the iPhone 3GS.
  • 512 MB DRAM in the iPhone 4 and iPhone 4S.
Features:
  • USB 2.0/dock connector.
  • Assisted GPS, including earphones with mic (added with the iPhone 3G).
  • Voice control, digital compass, Nike+ camera tap to focus. Includes earphones with remote and microphone (added with the iPhone 3GS).
  • 3-axis gyroscope, dual-microphone, noise suppression, microsim, rear-camera LED flash (added with the iPhone 4).
  • Siri (beta) voice assistant and GLONASS support (added with the iPhone 4S).
All later iPhones retained the features from previous iPhones as well as their newly added additional features.

Camera:
  • 2.0 Megapixel, f/2.8. Still images only. iPhone and iPhone 3G.
  • 3.0 Megapixel, f/2.8 VGA video at 30 frame/s. Added with the iPhone 3GS.
  • Rear 5.0 Megapixel, f/2.8. 720p HD video at 30 frame/s. Added with the iPhone 4.
  • Rear 8.0 Megapixel, f/2.4. 1080p Full HD video at 30 frame/s. Added with the iPhone 4S.
    • Both iPhone 4 and iPhone 4s have a 0.3 Megapixel (VGA) 480P video at 30 frame/s.
Power:
  • All iPhone models use a built in, nmon removable, rechargable lithium-ion polymer battery (LiPo).

iPad/iPad 2:

Display and resolution:
  • 9.7 inches (25cm) multitouch display. 1024 x 768 pixels with LED backlighting and a fingerprint/scratch-resistant coating. 
Processor:
  • 1 GHz Apple A4 system-on-a-chip. Used in the iPad.
  • 1 GHz (dynamically clocked) dual-core Apple A5 system on a chip. Used in the iPad 2.
Memory: 
  • 256 MB DDR RAM built into Apple A4 package. Used in the iPad.
  • 512 MB DDR2 (1066 Mbit/s data rate) RAM built into Apple A5 package. Used in the iPad 2.
Storage:
  • 16, 32 or 64 GB.
Environmental Sensors:
  • Accelerometer, ambient light sensor, magnetometer.
    • Gyroscope added in iPad2.
Camera:
  • 720p HD still and video camera 0.7 MP, 30fps still camera, 0.3 MP. iPad 2 only.


iPads and iPhones as gaming devices:

Two of the clearest advantages the iPad has over the iPhone are the screen size and resolution. The iPhone 4S, being the latest iPhone model, has a resolution of 960 x 640 px at a ratio of 3:2. The iPad, however, sits at 1024 x 768 in a 4:3 ratio. Physically, the iPad is much larger; 9.7 inches vs the iPhone's 3.5 inches. The iPad's build also renders it faster than the iPhone 4, allowing for the development of more advanced and taxing apps.

However, apps designed for the iPhone can be played on the iPad, while iPad exclusive apps cannot be played on the iPhone.

The features of the iPhone and iPad are actually well suited to gaming. The multi-touch screen in particular is very responsive to different kinds of touches; in a hack and slash game a single finger drag could move the character, while a tap on an enemy could be used to indicate a sword slash.

Thursday, 20 October 2011

Caillois.

Caillois' ideas in regards to waste are not incorrect. Play, especially with video games, is not inherently productive. While the player can accomplish something within the video game and even have something (within the game) to show for it, outside of the game it rarely amounts to anything of worth. An exception to this would be online games, wherein items procured can actually be sold for real currency. This is most common in MMOs, and also in Valve's game 'Team Fortress 2'. While the sale of game items for actual currency is not actually officially sanctioned, transactions do occur and these salesmen can actually claim that their play has gained them something valuable in the outside world.
However, the argument could be made that those using a video game to farm for real profit have changed play into work. When one plays a video game for any other purpose than to enjoy that game, it ceases to be play.

Wednesday, 19 October 2011

Everything so far.

http://www.sendspace.com/file/5s42fr

All my research so far is in the link above. I've warned the group that I may have to stop there, as I'm still ill and haven't really been able to focus on anything in the last few days. This is the last week, so I probably need to set a point to top writing anyway.

Monday, 17 October 2011

Bit of a delay.

After some unpleasant news and general ill health, I'm back on track. The group have been playtesting their game and generating ideas to throw around and take a look in to. Currently, my research covers;

General overview of board games,
A more in-depth look into abstract strategy games,
A history of influences (chess, checkers).
Bibliography.

Monday, 10 October 2011

A look back.

I've moved most of my research activity offline now, to create a more document-suitable version to include in our final submission. The team are still playtesting the game. Tomorrow we are required to present our ideas to the rest of the class and also the tutors. Logicially, the best way to do it would be to go through as following:

Overview -- A very brief description of the game without any mechanics details. Probably given by the team leader.
Research -- Inspirations and a general look into what we wanted to achieve with the game and which previous board games influenced our idea.
Games Mechanics -- Moving more into detail with how the game works and rulesets.
Visuals -- Concept art and descriptions of how we want the game to look and feel.

Wednesday, 5 October 2011

Day three.

The group has decided to stick with the first idea. In terms of research, I will look into successful strategy games throughout history and note their common traits. A general overview of the history of board games seems unnecessary if we look at the document and design process as though we were designing something for an actual company. An employer would not want to look through eight pages of unfiltered board game history -- they would be more interested in specific evidence that our type of game has been successful in the past, and will be successful again.