It’s time for the first official video check in for the 59DaysOfCode 2012 Competition. This is a two minute summary of the project, and it features your first look at character design for “Sky”. I can’t wait to bring you guys more developments, and I especially can’t wait to show a test run of the prototype in June.
Also, I’ve prepared my material for part 2 of my level design posts. Be watching for that this weekend. Thanks for tuning in!
59 DoC Video Check-in & Update
Level Design Part I: Personification (environments are characters too)
In this first of a three part post, I detail my process of characterizing a level’s environment. This is a great way to dial in a clear vision for a game, and ensure each environment is unique and entertaining. Read more
TLoS Progression

The Forgotten Cliffs
This morning I’m updating you fine folks on the status of Step 2’s game project “The Legend of Sky”. Level development has taken a significant portion of time, but that time is paying off. This weekend I will begin a three part post (with pictures and video) discussing the anatomy of good level design, and how that is being applied to TLoS. Topics will include:
- Character development of environments (environments are people too)
- The purpose of everything (what we can learn from Castle Grayskull and the Cat’s Layer)
- A look at how the design and art comes together from concepts, to assets to the finished level
Quick Project Update
It’s finals week, and I’ve had to reroute my time this weekend towards finishing a final project. It was for a business class and the final project was to develop a business plan. Naturally I developed a business plan for Step 2 Digital Production; so, my time was still focused on Step 2, just not the “fun” stuff.
Other notes:
Programing has begun, my first code commit will occur soon and contain the scripts I’m developing to manage the level environment.
Level design is still in production. Posts will come later this week on the topics of elements of playful level design, and intuitive camera controls.
I look forward to featuring the demo level in these posts, and I’ll get my character art out just as soon as I have some basic animations locked in.
TLoS First Look – Level Art Development
Let’s try some A/V this time. Check out this screen cast demonstrating level art development for “The Legend of Sky”.
Crossroads | Play Gimmicks v.s. Play Mechanics
“Marketing took forty dollars from me; however, they lost out on a couple hundred more I would have spent over the years, had they not punked me with a gimmick.”
“With entertainment titles Step 2 aims to develop games that are enjoyable to gamers first, followed by monetization. That in mind, the play mechanic of the mech and solar charger had to be cut.”
Over the weekend while designing my concept level, I reached a major crossroad in how this game plays. The issue is that while being a key character to the story, the mech has become a cumbersome concept. Here is a breakdown of where this went wrong:
- It is necessary to keep the mech with the player, as it is both a vehicle and its AI is a “player guiding friend”
- The player should spend most of their time outside of the mech
- The player has no reason to be outside of the mech, unless it needs to be recharged
- The mech will have to rapidly drain energy in order to prompt the player to exit
- The player will constantly be jumping out of the mech, running ahead to collect energy, and then running back. This process of “three steps forward, two steps back” will quickly become frustrating.
Good mobile/casual play should offer fun through a combination of challenges based on quick progression.
If the mech and the solar charger isn’t fun, why keep it?
The initial answer is obvious, because it is important to the game story and needs to be with the player to develop the characters. The second answer is a bit more evil. *hint – marketing =)
The concept of the solar charger always being used by the player presents me with opportunities to monetize this game. I won’t reveal the full extent of my plan in this article, other than to say that the strategy is solid; however, this strategy relies on the solar products being present and useful.
At this point in game design, the solar charger has become a gimmick. It is obviously not necessary, and has even become a dreadful player handy cap. This will cause loss of player emersion and ultimately disinterest in the game.
In-game marketing can be done successfully. For this to happen the materials must be threaded into the game in a way that makes sense to the story, the world, and enhances the player experience. If the marketing component falls short of these elements it will be seen as nothing more than a gimmick.
Gimmicks equal less repeat players
The Nintendo Wii provides us with a number of gimmicky game examples. Personally, I enjoy this system because it did usher in a new way to interact with games. The first party titles are almost all well received; however, third parties often fall flat. The reason for this is that games were not developed with the player in mind, but the new control system. The new controls offered another way to market old games.
One particular title that stands out to me is the port of “Far Cry” to the Wii. The console version is already a lesser version of its PC big brother, and the Wii version is even further stripped. While offering less, the game sold because it boasted hand gesture controls. This sounds cool on the surface, but execution was horrible. The gestures didn’t seem to work as intuitively as advertised. Beyond the first few minutes of “wow I’m actually throwing a grenade”, I was left longing for my trusty old controller. This is a mechanic that was developed only to re-market the game. It ended up hindering the player experience and ultimately was branded a gimmick.
A marketer might say “so what, you bought the game and that’s what we wanted. We made our money”. That’s true. Marketing took forty dollars from me; however, they lost out on a couple hundred more I would have spent over the years, had they not punked me with a gimmick.
Players do not like gimmicks. Players especially hate when they feel they’ve been had by one.
Step 2 strives to turn gimmicks into enjoyable mechanics
With entertainment titles Step 2 aims to develop games that are enjoyable to gamers first, followed by monetization. That in mind, the play mechanic of the mech and solar charger had to be cut.
While these elements in their original form are scrapped in favor of player experience, I don’t want to lose the opportunity to monetize that element. I’ve developed a plan to re-introduce the robotic character and solar charger in a way that makes sense to the story, the world, and enhance the player’s ability to interact and progress.
I look forward to revealing how this gimmick has turned mechanic later this week when I begin releasing screenshots and video.
Stay tuned for media, articles, and be sure to drop your email on my list if you would like to be first to know about developments.
Thanks for reading.
*the original description for play mechanics can be found here.
“What’s that? Game Development can be profitable?”
Gaming is a hit based industry. Historically games tend to fail, because there isn’t a direct need for them; so, why is it that an entertainment title should be given consideration in a contest such as the “59 Days of Code”?
First I would like to say “because it will be awesome”. This game will be fun, and pretty. Now that I’ve established this fact, let’s move on to reality as business minded individuals will see it.
While full effort is put behind the success of an entertainment title, Step 2 does not plan for its revenue to be generated in the entertainment industry. The focus will be put on serious game development. “The Legend of Sky” and other entertainment titles will be used as show pieces to gain interest and provide discussion points with potential serious games clients.
Let’s look at what the “serious games sector” is:
This subcategory of the industry is focused on developing games and simulations for the purposes of training, teaching, and advertising.
An example of one such company is Visual Purple. They have developed their own decision engine and their software is employed by corporations and the military. Founding members of this developer originally worked with Sierra Online Entertainment when it was still located in Oakhurst California – just outside the Central Valley. When Sierra left our region the individuals that did not go used their experience and product developments from entertainment titles to build a reputation, and attract serious game projects.
When a serious game project is secured, it is as profitable as any other software program. There are milestone deliverables and payments. The profit is not based on whether or not the consumer chooses to embrace it.
An entertainment title will help secure serous game clients:
Again, looking to Visual Purple as an example, they had a start in entertainment games. That provided exciting titles that demonstrated proficiency to deliver an outstanding product.
I’ve been collecting a list of companies that could benefit from a serious game project. When we are a few more weeks into this contest, my demo will be looking good and offer playability. At the point that TLoS is presentable, I will begin making contact with companies on my list. I’ll present them with statistics and how a game would translate into either sales, or more efficient training/education. I will present TLoS to demonstrate technical ability, as well as skilled art production and story crafting.
What the Step 2 zero code entry really is:
Step 2’s entry isn’t really meant to be the game, it is the company itself. Using the entertainment title, Step 2 will begin securing interest in serious game projects. A successful outcome of the 59 Days of Code would be to end the contest with projects in talks and even scheduled for production.
Of course, I do believe the game will be awesome. I’m excited to create it, and I have high hopes that it will be marketed into financial success.
If you would like to find out more about the serious games sector, check out this section of gamasutra.com.
Tell me of “The Legend of Sky”
I would venture a guess that it is about time for me to let you know what “The Legend of Sky” is all about. The following is an overview description. I will be posting more detailed game documents with specific information over the course of the 2012 59 Days of Code contest.
At its core TLoS is a 3D platform adventure game, with game play and level design inspired by the likes of Super Mario 3D Land and the newer Zelda titles.
Mobile gaming is best delivered in short quick bites. There often isn’t time to wait for cut scenes or re-familiarize with the controls. The player expects to load a level, intuitively know how to play, and not wait. This presents a challenge to a good story.
With this in mind, Step 2 aims to deliver major story elements through play mechanics.
A brief explanation of the game world:
It has been over one thousand years since human civilization as we know it initiated our extinction event. It was an all out war between nations, resulting in simultaneous nuclear detonations on an unimaginable level. Life as we know it was destroyed; however, in the wake of this disaster, the Earth was not left to recover itself. Instead, the fabric of space time and reality was shattered and our universe has been threaded with another. The few human survivors have slowly been building a new civilization amongst this land, now filled with a multitude of intelligent species.
Our story picks up following an eight year old girl named Sky. She is far from civilization and lost from her people. She encounters an old military mechanized vehicle used for combat and engineering operations. The mech has been operational and alone for so long that its AI routines have developed into a full functioning sentient being. The mech has a problem though; it’s solar powered. The panels it has been equipped with barely work, and the mech can hardly collect enough sunlight to survive each day.
Sky presents a solution. She explains that her human settlement has a solar farm, and she carries a small solar battery pack and panel with her. If they leave together, the mech can help her brave the path home. If it runs out of energy, she can collect more to refuel it.
A brief explanation of play mechanics and player objectives:
This is our first play mechanic. As an eight year old girl, Sky needs the mech to complete most of the first levels. Every action the mech takes has an energy cost. When positioned in sunlight, the energy will auto generate; however, if enough action is taken out of the sun shine, the mech will power down. At this point Sky must disembark and collect energy with her solar pack to recharge it.
Each enemy destroyed and special objective completed will reward Sky with experience points. When enough experience is reached, and she returns to the human settlement, the first act will close.
On the opening of the second act, Sky is now fifteen years old. She has grown to become a grease monkey, and likes tinkering with her old friend the mech. She is quickly called out on adventure once more. At this point she will have access to all previous levels and a new set of levels. Throughout all of the levels will be challenges that require Sky to be of a specific age to complete. This is designed to add fresh replay value to old levels.
Again, when enough experience points are reached, the act will close. The third, and final act will now open. Sky will be twenty years of age. This will unlock the final story arch and villain chain. She will still have access to all previous levels and a new set of levels. She will have also gained combat abilities with projectile weapons and sword play.
The age difference with Sky serves two important purposes. One purpose is a status indicator. If we look to most Mario games as an example, we quickly note that the state of Mario’s health is indicated by his physical appearance. There are three. The first is a special state (fire power, raccoon suite, etc). When he is dealt damage he reverts to his non-powered self. And finally, another round of damage makes him small. Beyond that is game over.
As Sky becomes older and her enemies/obstacles increase in difficulty, her age will revert with damage. For instance, if she is 20 years old and takes a blow she will be 15 again. Another blow will make her eight. The collection of “courage” points will help build her age back up.
In summary:
- Enough “experience” points will allow her to grow up
- With a new age comes a new set of more difficult enemies
- When older than eight, damage will cause her to become younger
- Enough “courage” points will allow her to regain her proper age
Game mechanics are used to tell a story:
This system also serves as a story telling device. It will be rewarding to grow up. Life will become more difficult, but Sky will have new tools and knowledge in her arsenal to face it. When challenges get the best of her, she will revert to a younger age, simulating insecurity; however, by continuing to face her enemies, she will gain courage (“courage” points) and return to her proper age.
Showcase presentation:
My expectation is to deliver a three level concept demo at the 2012 59DoC showcase. Each level will unlock with the corresponding age, and each level can be played at any age.
There is more to follow, including detailed game documents and media updates; so, stay tuned and sign up for my news list.
Thanks for reading.
Media Updates
There is a lot of text on this site and not much media… Would you believe that I’m aware of that?
Whatever your sarcastic response may be, rest assured that screenshots and video will begin flooding in towards the end of the second week of the 2012 59 Days of Code competition.
To find out about media updates and other exciting news, drop your email in my “First to Know” news letter sign up.
“Won’t Someone Think of the Children!?!”
I have been asked a number of times in the last few years to demonstrate web, animation, and game development in school programs. I’m also currently on an advisory committee for the game design program at CART. Tonight I’ll be attending a meeting to discuss digital media industry trends, and to validate the continued existence of this program.
I recently had to ask myself why it is that I advocate these programs; I mean let’s face it, game development in not a thriving industry in the Central Valley. In fact the industry seems to be taking a hit at large. Personally, I’ve found my income in web development – and even that is challenging. As much as I enjoy gaming and game design, does it really seem wise to invest educational money and our future workforce’s efforts in something that is not likely to pay the bills?
I’ll save you the suspense of my answer, and just tell you that it is a big “YES”. Do you find yourself surprised? Probably not; however, I’m sure you want some explanation.
Last year I was invited to speak at a career day event for Edison High School in Fresno CA. I was their speaker in the field of web development. I started off by excitedly talking about my day to day professional life. The concept of a server side language and how that is used to pull information from a database and programmed to build HTML & CSS to create the specific webpage you are on. I even had basic examples of how a programming loop works, and discussed the education they would need to pursue. They were not amused.
After a bit of this I got as bored as they looked; so, I had other projects I decided to show. One was a game project and the other a live action CG composite. I brought up my game engine on the projector and began demonstrating how user interaction can be created, the processing of 3D modeling, rigging, and animation. There was a sort of quiet “whoa” that swept as across the room. Hoodies slid back, and I could clearly see the faces of all the jawas. I had their interest. Our session ran long, and a number of students hung back with questions of where to go for further education.
What was it about game development that was easier to understand than web development, or other technical fields? The answer is nothing. They were simply more excited by the idea that they could make games, and so development concepts began clicking.
Students that would typically not get too involved with education, and even avoid advanced topics for a variety of reasons, end up gravitating towards game design.
Here is the great part. The concepts taught in game development range across many technical skills. For example, I have been professionally employed in web development for the last three years. I’m competent in a number of disciplines, and up to date with coding for W3C validation as well as new trends. My education is a two year degree in game design. My previous supervisor is also a highly capable web developer and general IT service provider. His education is a four year degree in game design.
Game design in our education system means that more individuals will graduate with the technical mind and confidence to become skilled employees in the IT sector.
Fresno needs a successful game development studio to help validate the continuation of these programs. Without a local example of success in game development, and light shown on the more reliably profitable endeavors that game development can be used towards, it is possible that our education system would stop seeing value in these classes. This would leave many young individuals with lack of future direction, and without the benefits that a fun and challenging technical program can offer.
With the success of Step 2, I hope that in the next couple of years the studio will be positioned to offer paid internships and even scholarships to the most skilled of young adults graduating from these high school programs. It is time for Fresno to begin turning out more technically competent citizens. An exciting move in that direction is for our community to embrace the entertainment, and serious games industry.
Stay tuned to the Step 2 blog for upcoming posts on serious game development and the opportunities ahead.
