Tuesday, 25 July 2017

Game Maker Progress 43: Project Update Prior to First Group Play-test

Hello everyone,

Preparations are more or less complete for the group play-test which is scheduled for next Saturday (29th July 2017). I feel both excited, and nervous; as the project makes it's first step towards being tried by players as a game. 

The last few days have been quite the joy when it comes to Foundation of Civilisation. The project has made huge strides since it's planning, concept, and the hours of work that have been put into it until this point. There are still hours, days, if not months of work left before the game can be anywhere near what I believe it could be ready for public release - however progress is being made. The most exciting feeling from play-testing the game came from it actually feeling like a game - like a game I would play. 


With so many ideas still left to be tried and tested, both exciting ones, and ones focused on making the project just that little bit better of an experience; in terms of optimisation, and in terms of game-play. 

Until next time,
Dylan

Tuesday, 18 July 2017

Game Maker Progress 42: Preparations for Play-Test and Next Step

Hello everyone,

As I begin preparations to have some play-testers try out the project - I started working more towards usability by fixing the tool-tips and working on the interface. The play-test will help offer a few insights on what's already been done and what can be improved, and changed. Aside from a few parameters being tuned, and fixing a few basic bugs - the game for the initial play-test. At the moment - most of the parameters have been set with testing in-mind; as such they need to be adjusted to what they could be for game-play purposes.


I have a number of ideas on what to change, add and remove that could help the game's experience. Thinking on how to go from the early-game to the late-game and ensuring the game remains compelling was one of the more important considerations as I continued thinking on could be added next, after the play-test.

Two ideas that came to mind is to have an underground-map which the player can dig-out to create underground structures. The second idea is to allow the player to have certain decisions and choices that will influence their nation. These can range from trade deals, to large immigration, to dealing with issues and so on. Following the play-tests - I will begin planning out the next build, plan out what features to implement, fix issues, and adjust elements based on feedback!



Until next time,
Dylan

Tuesday, 11 July 2017

Game Maker Progress 41: District and Workpost Upgrade Plots and the Production Menu

Hello everyone,

This week I worked on two fairly work-load heavy elements. Both still have work that need to be done beyond simply tuning - however, since one depended on the other; it meant that I could not focus on one to completion before moving onto the other. The most work-load heavy is the new Upgrade System for the various Districts and Work-posts. 


Plots represent a space in which a structure that has a certain functionality can be built within a district or work-post. Previously - the Artisan District was the only structure that would have had these types of structures - the sawmill for instance, refined logs into timber. However, moving forward each structure will have plots where upgrade structures can be built with functionality ranging from increased efficiency and productive, to different resource production and a number of other ideas. The idea of 'Plots' came as I intend to make the menu as shown above, a small map of the area - with plots of land along roads being available for structures. This helps give a more tangible feel to the districts and work-posts as being actual places within your civilisation. 


The production menu - the more incomplete of the two systems listed here - will be able to show the amount of resources being produced 'per game tick' so to speak. Each tick - represented by the temporary clock-like indicator above the season and weather indicator - represents around a week for instance within the game world. So based on the production rate - we can see that 9 logs are being cut per week for instance. The production limit listed here will be adjustable by the player to limit production of resources. This is mostly important based on feedback of previous play-testers about artisan structures using so much raw material to produce refined resources, that it became difficult to have enough raw resources to do other actions. 

I have also replaced a few of the UI backdrops - in particular the ones used for both menus - the plan in this account is to have these menus appear on paper-like material; that you as the leader of these people are looking at whilst making your decisions on a day-to-day basis so to speak.

Until next time,
Dylan 



Tuesday, 4 July 2017

Game Maker Progress 40: Workers and Real-Time Game-Play

Hello everyone,

This week - two more critical components of the project have been implemented. These being the ability to add and remove workers to and from work-posts, together with the relevant code to ensure that if a population loses a member who contributing as a worker - the working population reduces; and the second component is that of real-time game-play. 




The ability to add and remove workers has been a major element of the project which has now been taken care of. Ensuring that the player does not somehow end up with a large amount of workers, when residential districts only have a few workers, as well as ensuring all the correct figures are shown, was a small head-ache. Thankfully - much of the work to ensure the system works was done with the concept build, which now only meant I needed to refine it and re-implement a new version. 

There does need to be a lot of adjustments to parameters based on the fact that game now operates in real-time. The real-time element in essence functions by having an 'Alarm' on-going during game-play which triggers a set of functions and resets the alarm; to signify time passing by. The way this has been implemented allows for a fairly simple way of allowing the player to choose speed - be it slow, normal and fast - which will be implemented along the line. This is a major change from the concept build - but a necessary one based on the type of game-play I am offering. Some of the feedback on the concept build described the game-play to be too slow; this might be the solution for this, this remains to be seen with play-testing however. 

There remains a few other tasks before I can begin refining the current build to a form to allow play-testers to test the game. More specifically is adding the Artisan District's functionality, possibly add the ability to save and load, and add the Production Menu to allow for better management of resources. Following this - I will be focusing my attention on the User Interface and the place-holder graphic elements. I will be keeping most of my efforts on the UI and the place-holder graphics in a more general form - for instance - attempt to have a single button graphic that can be modified using code and scaling to perform multiple tasks. 

Until next time,
Dylan

Tuesday, 27 June 2017

Game Maker Progress 39: Weather and Seasons

Hello everyone,

Two key systems were implemented in the last week; weather and seasons, together with a resolution manager. 

The weather and seasons are two of the most basic or fundamental obstacles that players will need to contend with and plan for. They do not necessarily pose negative effects - for instance, farms produce far more during rainy weather - they do however, suffer a production hit during winter time. 


For the moment - the only way the player can tell what season and weather it is currently is by looking at the indicators at the bottom left of the screen - with the left showing season and right showing current weather. This is, for the most part, temporary as I wish to reflect the changing weather on the tiles themselves - as well as provide a better indicator to show the current season and weather. I also have plans to have area-specific weather events, for instance rain in the north, and clear skies in the south, these are however in the back-log; as the priority is to have a playable prototype using these new systems.

The resolution manager is an addition which I find to be quite enjoyable and pleasing. The resolution manager calculates the optimal resolution based on the width and height of the display that the game runs on. The game's resolution will then adjust based on this figure - allowing it to be played on various screen sizes fairly well. That being said - I hope to implement a way for players to choose the resolution and aspect ratio they wish later on. For the moment, this does aid in providing play-testers with a build that can adjust as required based on the display they utilise.

Everything is progressing nicely - the game's systems are nearing a stage where the game can be played, however there are still a lot of systems, code and elements that require attention before I can begin to play-test the game, and begin thinking of more advanced systems to put into place.

Until next time,
Dylan

Tuesday, 20 June 2017

Game Maker Progress 38: Continuing Foundation of Civilisation Project

Hello everyone,

After a fair amount of time focusing on other work; it's time to continue on Foundation of Civilisation. One of the first steps after the fair amount of time being not working on the project was to re-adjust back into the work I had already done - and seeing how to adjust to the new schedule now that University work is for the moment complete. 

I have chosen to move the project onto Game Maker Studio 2. The new work-flow and features have already proven to be extremely valuable - the most key of which being the new layering systems within the room editor. This has made layers the interface, various instances of objects and so on - far simpler and intuitive. 

Whilst Game Maker Studio 2 did allow for a very simple import of a GM1 project - I have slowly been adjusting the project to not use any of the compatibility elements that come with importing the project. Eventually, I aim to make sure that the project is a GM2 project rather than a GM1 project. Now moving forward what are the priorities? 

The first priority will be getting the project to a playable position and to begin testing in that way. As I have previously spoken about - getting the core of the game-play working is urgent. As such - the first milestone will be that - having the project to a state where the core game-play is functional. After this is done, other game-play elements will be added to add depth, and ensure the user interface is intuitive and convenient. 

Much of what I've achieved in the past week has been hidden system components - such as getting the population code working, the work-posts code working, and changing old systems to fit into GM2 in a way I can work with GM2's workflow easier moving forward. I have begun working on adding the UI elements needed to play the game.


One of the key pieces of the UI elements was the selection of structures. I had a few ideas on how to achieve this in a way that does not take over most of the screen, but also relay the information needed in a manner that both clear and readily available. The above image shows one of the structures available to be built, the Artisan district; by selecting it, you open a few interface elements that will fit as shown on the right image. 

I will also be adding At-A-Glance [AAG] elements that give the player information on specific tiles that they can access during game-play quickly. Depending on what type of structure, the AAG elements will differ - for work-posts, the players will be able to quickly see the workers set and maximum amounts, the efficiency and the current production of that work-post.

It's good to finally be working on this project once again - I plan on getting the playable version ready as soon as I can so that I can begin getting feedback on the new way the game plays - and work with this new feedback to improve the project.

Until next time,
Dylan


Sunday, 11 June 2017

Types of Resources in Games

Hello everyone,

Things have begun to settle down and I can begin thinking on continuing the blog and progressing on my personal projects. Something that during my research has come to mind, as well as when I continued reflecting on how to better design and develop Foundation of Civilisation was regarding Resources. Something which I will be discussing today.

As I researched certain concepts of Economics, and began to reflect on their application when talking about digital game economies, I began to think that it may be worth distinguishing between different types of resources. A possible way to distinguish these is based on their ability to impact game-play;

Short Term [Here we talk of Execution]
E.g. Consumables
Ability to affect game-play now. Whether it is by affecting specific parameters such as Health and Mana, or by apply certain effects such as Invisibility or curing conditions.

Medium Term [Here we talk of Tactics]
E.g. Currency
Ability to affect game-play outside of now. Such as the ability to purchase items like potions to prepare for combat.

Long Term [Here we talk of Strategy]
E.g. Attribute Points
Ability to affect game-play after a long period of time. Such as the ability to specialise the player character in specific ways.

One does need to look at the game in question - for instance, a sword in a game where upgrading equipment takes a very long time - might be considered a Medium or Long term resource; if a game however uses durability, and the sword needs to be replaced regularly, one might consider it to be a Short term resource. Why would making such distinctions be useful one may ask? Simply put - it can allow you to make better informed decisions on design choices and what players will likely be thinking about when they are planning their characters. This can help you guide new players, or offer better choices and alternatives to existing players. 

Another reflection was the idea of how do resources behave in game economies? Resources can be consumed, they can be Exchanged or Traded, or they can be Refined into other resources. This is nothing special per se - it's pretty straight forward. However, when dealing with resources is such a prime activity within Foundation of Civilisation - this will likely allow me to better optimise my code, and think along the lines of what players could potentially do with resources - opening up opportunities to use the resources in a variety of different ways, and ultimately providing players with a more interesting experience whilst playing the game!

Until next time,
Dylan