Flammable Penguins Blog The internet home of Claire Blackshaw

31Aug/102

Chess and Unity

So the big milestone for the Data Driven Dialogue project is in and frankly it needs some time to sit on the shelf while I gather my thoughts for a fresh assault. So I set about learning Unity, something I've been interested in for a long time as a prototyping tool.

The first thing I will say, and I found this with XNA as well, is 90% of the tutorials, resources ect... are worthless to anyone with any base level knowledge. Throw them out, you just need a quick run though the UI, and some quirks pages. All of 10 mins then just use your gathered experience and the reference docs from there on out.

Now when learning new tech two of my favourite test projects are Pong and Tetris. I immediately dismissed these however as Unity made both very easy with its built in functionality, and I knew I wouldn't learn much because I wouldn't need to solve too many problems. I immediately settled on Chess as a well defined game because as anyone who has worked with high level world based tools knows.

  • Using any coordiante system for game logic not directly tied to render space is a pain
  • Object and Game logic conflict requiring you to split things up
  • State based animations and effects can be a pain
  • A simple chess AI is a nice little work-out

So yeah I'm tinkering away with that at the moment. Slowly building more layers of complexity on top of it till I'm satisfied I know Unity well enough for a real project I have in mind.

Oh and if you asked why I'm writing a boring Pong / Tetris / Chess game to learn Unity when I could be making Cool Idea #63? The answer is simple always learn new tech with a pre-defined and tested design. Otherwise you will compromise the design to avoid problems rather than be forced to overcome them. The goal is to learn the tech not to make a super awesome game.

14Aug/104

Turn Based Strategy and Casual Games

As I currently furiously work on my Data Driven Dialogue system for the end of the month delivery and continue my job hunt with furious speed. There is one other project I desperately want to approach! So as a subscriber to Brain Crack theory so I want to get it out there, before I get addicted to it.

Turn based deep strategy games such as my favourite X-Com have really deep systematic strategy. This follows a long history of games like Go, Chess and many other older games. Turn based systems remove time pressure and allow for deep exploration. Not to mention the removal of immediate interrupt and correction bring a deep tension and a wonderful set of game mechanics to the fore.

Casual games tend to be played when it's convenient, the synchronous organised Multiplayer experiences of hardcore gaming have not really taken off in the casual space. While player interaction is key to Social Gaming it tends not to be an active session but instead a series of delayed interactions.

It's easy to think casual gamers have no desire for strategy but possibly we are underestimating them.

So can we merge some of the following

  • Turn based strategy
  • Synchronous Actions
  • Social Networks
  • Play by Mail
  • Meta Game

I think the answer is YES and I'm dying to try bring a team based tactical turn based game to the space, if I get any free time soon.

Great Examples

We are already starting to do it, isn't that great. All those games have the building blocks we need and have proven them to work.

Also did anyone else get pulled into those mid 90s web page based limited action per (day / week) massive strategy games???