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STARTING FROM SCRATCH OR HOW GAME DESIGNERS CAN AVOID FAILURE By Gregor October 13, 1999 note: This is The Column, a part of Apolyton where anyone can write about whatever he/she wants :) If you feel like writing, submit your article via the article submission page
The fun, of course, is designing the intricasies of the game. What techs you can discover, what units you can have, what the wonders of the world may be and what you can stick in your cities. Leave this all until last. The hard work is creating not just a scenatio editor, but a Modpack Designer. Do this in the beginning. Make it simple to use with a nice interface, because the designers will be using it. Annoying things about the original games are limited amounts of tech, terrain, units, city improvements, wonders, and map sizes. They should be unlimited. If using static sprites on the old .bmp or .gif files, always allow them to be linked to another one if you need more space. If it can only hold 25 sprites, allow a second to be linked. Then, think of every possible thing that a unit could do, whether they be used in the game or not. Do not worry about game balance at all. Think of everything that a wonder or city improvement could do, and as well, do the same thing for technology. When I say everything, I mean it (well, nearly), and this would require a lot of brainstorming. Can a technology cause all horseman to receive +1 attack? Can a wonder change all grassland to desert?!!
Can a city improvement render a city invulnerable to missile attacks?
Now, at this point, not one line of code should be written, not one graphic drawn,
indeed, graphics should be last on the bill of tasks. Once you have this inventory of
comprehensive lists, then combine them, for units, terrain, city improvements and wonders
should be able to do the same thing if you want them too. So, now you have a huge list of
stuff that anything can do in the game. How should they be classified? Are their more
categories of things which the player could use to implement the usage of things on the list?
There sure are.
1. City Improvements affect the city in which they are built. Is there any other categories that we need? The answer is yes, of course. So, why break things down into just those 6 categories, make the unlimited. You can have set categories for ease of development, but allow new category templates to be created. There are so many combinations to list, I’ll make it simple.
In the Mod Pack Designer, you create an Object.
You have a few initial options when you create the Object: (these are PROPERTIES)
At this point, you can take that collective list, and allow them to be used for each object.
You can assign attributes and properties to each Object. If you want a wonder that moves
around, has combat stats, has production like a city, and can change terrain, then so be it.
Now you have unlimited creation over all of the objects in the world. Remember, things like
units and cities are now just objects, so the city object might be OBJECT 44 or something. All things would either be OBJECTS or ATTRIBUTES. It is the Attribute list which needs to be extensive. Of course, the Object list may become extensive in time as you create them. The Categories are Objects which have the same properties but not nessecarily the same attributes (get it?).
The next thing to do is create a great map generator. I’ve already outlined a great one for
Clash of Civilization, but I shall redo it for here. Make the Map generator with crude
graphics first and just get it right before worrying what mountain look like, etc. Perhaps
just have a tile (or hex, etc) that has an M on it. A note on AI. The AI opponents should play the game like chess, meaning that they don’t really need to explore. They should know everything about the players- where their armies are, what they are building, etc. They should re-analyze the map every so often (based on difficulty level) and base their next moves off of that analyzation. Now you have the map generator and the Modpack designer. Decide what kind of game you want to create. Is it 4000bc to 2500ad? Fine, define the tech tree, city improvements, wonders, units, and whatever other objects you want to create. Here is where you design the game, the prgrammers are really done at this point, and the designers can make the game. Of course, no Art or Sound is created at this point. So, if the desiners decide that they want an "assassin" unit, then the artists need to go and make it. Decide how the game should look and add the art. Considering the marketing angle of this, you can make a bundle off of the mod-pack and scenario designers as well. Since from the beginning you would already have an excellent editor with in depth documentation, the living room designers would be most pleased. You could sell a separate "Game Creation Work Shop", as you would have a lot of power with a Game Editor like this one. Hundreds of games could be created. After that is on the shelves, put some animators (artists) hard at work to make additional graphics, also movies and sounds, and put out a quarterly Media Expansion Pack. Nobody can complain about these things, as they are not patches or remakes of the same game, but exactly what they are- expansion packs of art and sounds.
Various ideas for packs:
I believe that if you tackle the project from this angle, it will reduce bugs, allow greater
balance of the game (in the end), and allow you to work much faster to your deadline and still
pump out a high quality product.
The opinions expressed on this page do not necessarily reflect those of Apolyton CS or GameStats. They are just the personal opinions of the writer.
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