Sunday, November 25, 2012
Experiments with isocron maps
Friday, November 9, 2012
Frogs and lotuses
The latest build of Chalo Chalo will be playable at Copenhagen's first Local Multiplayer Picnic on November the 18th, and at the Versus event in WORM, Rotterdam on the 24th of November.
To business: Between races, Chalo Chalo players get to see their scores. Up until now, the scores have been indicated by solid blocks of colour. Something like this:
The trouble is that players can have negative scores (losing a race loses you one point), but the scheme above doesn't display any score below zero. One solution we've been talking about is to use a special symbol to indicate negative points. I've been fiddling with this approach. Visually, as soon as a symbol was introduced to indicate negative points a couple more problems became apparent: the positive point indicators were less interesting to look at than the negative indicators, and the discrepancy between abstract and representative indicators was annoying. Here's the work in progress as it stands now, using icons for both negative and positive icons. A lotus flower for positive, the frog for negative.
I'm not happy with it yet. I don't like the tension between the icons and the rectangles they inhabit. The grid of rectangles, on its own, divides up and 'activates' the screen space in a pleasing way, while the irregular outlines of the icons work to deny that grid. The two tendencies are battling with each other too much at the moment. Also, the dark, but coloured, backgrounds of the 'inhabited' rectangles are too similar in tone to the uninhabited squares, making the image feel fiddly. That's a bit better.
Saturday, October 20, 2012
Stupor becomes Stupify
Here's my slightly wordy in-game description of one of Chalo Chalo's power-ups:
On pressing an action button the nearest competitor is targeted. On release their ability to change speed or direction is temporarily removed.
Single use. Hold button to target nearest player, release to activate.
This power-up began life when Richard entered the idea into our mighty power-up-ideas-spreadsheet under the name "Steer Stealer (Tomasz please think of a decent name for this one)".
I did my best, and renamed it Stupor. Since it causes another player to fall into a 'stupor'. It turns out it could be better still.
A seemingly relevant detour: My naming strategy for power-ups has been to choose terms that are short, somehow descriptive of their function, and obscure. In that order of priority. Certainly among my favourite names at the moment is Richard's Remi: the player travels faster in proportion to haw far away he/she is from the other players. The name is a reference to the lonely protagonist from the 1878 novel Sans Famille (Alleen op de wereld in Dutch). In second place for me is Safa, an as-yet unimplemented power-up that, upon activation, causes the goal to slowly move towards the empowered player. Safa is a reference to the mountain that Mohammed commanded to come to him. According to the legend, the mountain didn't come to Mohammed in the end. In Chalo Chalo the goal will be more obliging.
Anyway, Stupor. It turns out it's not ideal. We noticed that everyone ends up calling it Stupify. It makes sense: Stupify is what you do, from the perspective of the user of the power-up, you stupify another player. You don't enter a stupor yourself. And this feels a much more natural way of referring to it.
This is one of the many cases that the iterative approach we've been taking to developing the game has been valuable. These days most of the development decisions happen after playtesting. Recently that's been at the Local Multiplayer Game Picnic events, and at the Indigo 2012 game event.
I think of renaming this power-up as analogous to paving a path that people have already trodden through the grass. I don't think there's any shame in admitting that spontaneous order is smarter than I am. In fact, whether appropriate or not, I feel almost proud of that!
Wednesday, October 17, 2012
Refining the color pallet
The current pallet functions pretty well, except for color blind people. They are having problems distinguishing the players' colors. Also the pallet looks rather prototypish. Which in a way it is, but it would benefit from some refinement.
The current colors:
The good:
- The player colors are easily communicated. "I'm red, you're blue and we need to stop that green dude".
- Ice is white and the slow tar is black. Also this is easy to explain to the players.
- The speedy terrain (yellow) is easily spotted. Which helps planning your path quickly.
- All player colors are different from the colors used in the terrain. This prevents players from thinking their color is connected to the terrain behaviour.
The bad:
- Color blindness prevents clear distinction between the players' colors.
- The color pallet feels like it is still a placeholder. It lacks refinement.
A
What does work well is to have the ice and neutral terrain have a blueish hue and contrasting that with the reds of the tar and speedy terrains. All terrains are very easy to read.
C
So far I like this one best.
The colors seem fresh and unfiltered. Will have to still test it for color blindness.
I guess this means the speedy terrain becomes grass : )
~
Richard
Wednesday, September 26, 2012
Missile on ice exploit
Friday, September 21, 2012
Chalo Chalo on show at Indigo in Utrecht
More about the event here:
http://www.dutchgamegarden.nl/indigo/hoofdpagina/
Tuesday, September 11, 2012
Intense dot steering. Photo: Annika Vos |
Chalo Chalo thoughts after Multiplayer Game Picnic #3.
- Amp visual feedback for explosions even more with very brief display of: rays, dark screen overlay.
- Power-up: Ranged blast weapon with kick-back for the launcher
- Power-up: Horizontal mirroring of the terrain (can be interpreted different ways). Thanks to Jan Willem.
- Trinity: avoid ice 'exploit' by making the direction that clones appear always perpendicular to a line towards the goal. (Many don't 'get' trinity at the moment, underpowered?).
- Lassoo: ranged weapon. when opponent is hit, firer and opponent are pushed towards each other (proportionally to the distance between them).
- Stun gun. Add slight 'homing' behaviour to projectiles.
A big thanks to everyone who played, and gave praise, constructive criticism and suggestions.