Here it is, the first tech demo for The Mole. Let me know what you think in the comments, if it looks boring, or if you think I could improve it in some way. If you’re looking to make something like this for your own project, get in touch with me and maybe I can help. I had to go back and brush up on my high school algebra for this one. I did a lot of research on parabolas, trajectories, and that sort of thing, so if you’re trying to figure out where a grenade is going to land or how much force a rocket needs to barely clear a house, just shoot me an email at firstname.lastname@example.org and I’ll see if I can help.
Secondly, if you are at all interested in game design pertaining to UI check out this post by Anthony Stonehouse over on Gamasutra. I think my first encounter with diegetic UI design was playing Heavy Rain. I thought it definitely helped to keep the player immersed in the game world since there were no 2D HUD elements to flatten out the game space, but a more relevant UI category to talk about is spacial. As I stated in my last post, The Mole will borrow some ideas from Dishonored when it comes to spacial UI design. I intend on developing some sort of system, temporarily deemed “Mole Sense” for lack of a better term thus far, that will allow the secret agent-esqe mole to do things like see through walls, see where his grappling hook will land ahead of time, see sound waves, and other things. Once again, designing this system for a 2D space will take some heavy altering, but I want the UI elements involved with Mole Sense to be as closely integrated into the game world as I can make them. Thanks again to all my followers and any new viewers for checking out my blog.
In my next post I’ll try to…
- Reveal some mechanics for the main character, The Mole
- Have a playable demo featuring the AI for you guys to play around with
- Let you know what else I’m currently playing to study up for the development of Animalia.
That indeed is the question that I’ve been asking myself over the last couple weeks. I’ve been thinking a lot about different game companies that I could possibly work for and considering different articles that I’ve read on working for large game developers. Through this I’ve determined that I would probably enjoy much more being an indie developer for several reasons.
- I get to work from home, in my…. uhhh… ‘PJs’.
- I get to both design and program, both of which I love.
- I have complete creative control over the final product.
- Last and most importantly, I will have a smaller budget and smaller audience which means that I will be able to examine more closely the feedback of my followers and players and factor this into my current or future development cycles.
But enough on that for now, the point is, I’ve decided to Kickstart my first full scale game! The game will be provisionally named “Animalia: The Mole”, and will release on Steam for PCs, Macs, and possibly Linux, with a future possibility of porting to game consoles. Over the next few weeks I will be releasing more info, screenshots, and videos about the conceptual prototype that I’m currently developing, but for now, how about some bullet points for a brief overview.
- This mole guy, unnamed thus far, is a super suave, spy type of fellow
- His main skills include being quite handy with a grappling hook and burrowing underground
- Platformer built with Unity’s new 2D tools
- A blend of classic platforming and modern stealth-based gameplay
Next up, I won’t be reporting on any industry news today to try to keep things short, so I’ll move right on to some comments I have on a game that I’ve been playing. In order to study up on the state of modern stealth games, I’ve been playing Dishonored, and I’ll start by saying that the game definitely nailed a lot of things, but in other areas came up short. Firstly, the AI is very well done, and I have to say that I’ll be borrowing some ideas for The Mole, although converting them into a 2D plane. Next, the game does very well at not giving the player a strict path, but only goals. How the player achieves these goals is wide open, and I feel that this is definitely a fresh breath from the rut of holding the player’s hand that the industry seems to have been stuck in lately. Finally, I’ll conclude with one of the ways that the game disappointed me most. With the recent popularity of open world games, I think that quite a few games have gone open world just for the sake of being open world, and it’s not always for the best. But, I think that Dishonored is definitely the kind of game that would be very well suited for open world, and yet it isn’t. With the openness of choosing how to accomplish goals, I think the openness of roaming Dunwall would have been very well received, but that is just one man’s opinion.
Let me know what you guys think in the comments. What do you like/dislike about stealth games? What do you think of the recent explosion of open world games (even Lego!)? Or just whatever else you may have thought of while reading. I can’t wait to hear from you.