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878483 Posts in 32924 Topics- by 24336 Members - Latest Member: BeefJack

May 22, 2013, 01:42:54 AM
TIGSource ForumsDeveloperFeedbackDevLogsSTASIS -An Isometric SciFi Adventure Game
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Author Topic: STASIS -An Isometric SciFi Adventure Game  (Read 14080 times)
Chris Bischoff
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« Reply #30 on: February 19, 2012, 11:54:59 PM »

From my blog:

http://www.stasisgame.com/level-design-2/

I think its important when things make sense. Ive spoken before about level design before ( http://www.stasisgame.com/building-spaceships-the-hawking/ ) and making sure things work in a connected way.
Here is another example of that, and also a little glimpse into how I plan out and design the different areas of the game.



Each area starts out with the game script. A written description of the area, and how it sits in the story. When I wrote the game script, I kept the writing very ‘fluid’ , and reads very much a story treatment for a film, or a novel. There is nothing specifically ‘game related’ in the game script-its JUST the story.

From the script, I go into each area of the game, and design the flow of the rooms. I really want things to feel interconnected. If you enter one room, and leave through another door, where does that door go? Where does that corridor lead? Does the placement of the elevator shaft make sense in relations to the floors above and below? Now its important to note that quite a bit of this detail is ‘invisible’. The player will never notice where the elevator shaft enters and exits, but I think that on a subconscious level, if things aren’t flowing properly, it can take you out of the experience.
This is something I worked on this weekend, specifically ‘Crew Deck 14 F’.



From the hand drawn sketch, I fire up MAX, and build a very quick proxy of the area. Each room is represented by a simple square, and a label. I set up really quick cameras for each room, and position the cameras so that I can see how each room exists in relation to each other. This also allows me to add in the doors, and check that the flow of the particular area is working.



Then I start working on the bases for each area. Floors, walls, doors, etc. The advantage of working on multiple rooms at the same time is that I can very easily share assets in the scene. There are 2 Sleep Blocks which share assets. To double up the rooms, I just copied the completed room over, and started to alter the layout.



Once the floors and walls are in, I can start to add in the details in the rooms. Blood, bodies, papers, screens….
Interestingly, when I first to the layouts of the room, I start off creating the room as it would exist in its most ‘pristine’ state, and then I start to mess it up. I try to keep the flow of the story with the rooms. If there was some sort of carnage, where did it start? Would most of the damage be concentrated by the doors? Wouldn’t the surrounding rooms hear what was going on? If they did, would they have baricaded themselves into their room, or gone out to investigate? If they barricaded the room, what would they use? Would the dead bodies still be in the room? If they aren’t, where are they?
As I said before, I think that many of these details are invisible. They aren’t noticed by the player directly, but they all come together to create a believable world for the player to explore!



Then comes detailing, lighting, and colour correction. And here is one of the finished rooms, without any interaction elements rendered out (opening doors, steam, flickering screens, etc). Once all of the rooms in the area are completed, I go to each one and start inserting the puzzle elements into them.



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Franklins Ghost
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« Reply #31 on: February 20, 2012, 05:43:49 AM »

That's a really in depth process, interesting to read and see how you've approached the game and story. Definitely feel that it'll pay off in making things seem real and balanced and not all artificial and sterile. Something you can definitely feel in games sometimes.
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C.D Buckmaster
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« Reply #32 on: February 20, 2012, 05:51:00 AM »

I agree with the kickstarter idea, I would definitely support it if one got started.
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« Reply #33 on: February 20, 2012, 06:11:05 AM »

From my blog:   ...

Epic post. Thank you for showing us your process in such detail. It is really inspiring!

Absolutely consider a Kickstarter. This is an ambitious project that many would LOVE to see finished.
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godmoney
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« Reply #34 on: February 20, 2012, 06:34:53 AM »

I think KickStarter would be a cool option. I know I would back you up.
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Squid Party
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« Reply #35 on: February 20, 2012, 08:21:34 AM »

really like the graphics and the whole colour scheme, it kinda reminds me of a noir comic Smiley
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Chris Bischoff
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« Reply #36 on: February 20, 2012, 09:00:58 AM »

Thanks guys. I have looked at crowd sourced funding, but really for where I am with the game it would be a last resort. An 'only if I had to' thing. I have enough personal funds to keep the game production going to the final product.

I also don't know if Kick Starter is available for us in deepest darkest Africa!

That's a really in depth process, interesting to read and see how you've approached the game and story. Definitely feel that it'll pay off in making things seem real and balanced and not all artificial and sterile. Something you can definitely feel in games sometimes.

Thanks man. Adventure Games are a genre that is VERY reliant on environment, and making the game isometric, its perhaps even more so. The environment, the world, is as much a character as...well, the characters themselves, so it really deserves as much attention as possible!

When the environment tells its own story, separate from the main spine of the game, I think that the player will have a more in-depth, and rewarding experience.

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Chris Bischoff
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« Reply #37 on: February 23, 2012, 11:40:42 PM »

Worked this week on a few new areas of the game, and expanded on some of the existing puzzles.

My plan is to work on content during the week (so I can render when Im at work), and then game logic on the weekends.
Its a little bit backwards, because honestly weekends are when I feel most creative, but the content generation takes MUCH longer than the coding, and the coding requires a much clearer head than the content generation (which can actually be helped by a little...wayward thinking!).

When do you guys get your stuff done? Or is usually 'spare time...must work!'
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Christian Knudsen
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« Reply #38 on: February 24, 2012, 12:49:08 AM »

I probably get most of my work done in the wee hours of the night. But I also squeeze in a bit of gamedev'ing whenever there's time. I work from home as a freelancer, so I can easily switch over to working on my game when there aren't any assignments I need to complete.
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Chris Bischoff
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« Reply #39 on: February 24, 2012, 01:12:10 AM »

Ive set up a TWITTER feed for those interested. Smiley

https://twitter.com/#!/StasisGame
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Derek
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« Reply #40 on: February 24, 2012, 01:16:28 AM »

Impressive stuff! Definitely looking forward to more updates. Hand Thumbs Up Left
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Franklins Ghost
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« Reply #41 on: February 24, 2012, 06:04:54 PM »

I seem to get most of my work done late at night. Seem's to be when my thinking kicks in.
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Chris Bischoff
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« Reply #42 on: February 27, 2012, 01:13:27 PM »

Hey guys. I've updated the site with new screen shots, and a slightly new layout. Wink

http://www.stasisgame.com/
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caiys
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« Reply #43 on: February 27, 2012, 01:17:02 PM »

This is looking so bloody incredible. Keep it up dude can't wait to play this thing. Hand Thumbs Up LeftSmiley
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Chris Bischoff
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« Reply #44 on: March 05, 2012, 11:00:50 PM »

From my blog:

http://www.stasisgame.com/distilling-your-ideas/

I was browing around the UNITY forums on the weekend, and took a good look at the forums where guys are looking for collaborations. Something ive noticed is that many of them fall into the same trap.
They start off with the idea that they want to create the next *insert AAA game here*, and want to either copy, or expand on what they see as the successful elements of those larger projects. Now I do understand the want to create something like that. AAA titles can be very inspirational…but you are trying to compete against something with a 4 year development cycle, and 200 constant staff members-many of whom are at the top of their game.
So what can we do?

Play to your strengths!

I’m personally driven by stories, so for me it was natural to come up with a story, and then wrap a game around it. I didnt start with the idea to create an adventure game. I started off with the desire to explore this incredible environment I had in my head. To really look at what a huge, abandoned space ship would look like. In fact, initially I just wanted to do a series of envionments to explore, and then through the natural evolution that art goes through, the story of John came into being.
Wrapping that story in an adventure game came about when going back to my original idea. How to tell a story in this world. But no matter what genre I chose, the core idea would have remained the same.

Now when people come through with massive ideas, and the want to create a ‘Zombie MMORPG’, they are really missing the point. A large company can work backwards…come up with ‘Large Zombie MMORPG’, and then start to create test builds, experiment, and see what works. They have the manpower to build multiple prototypes before choosing one. BIOSHOCK was originally set in a twisted WW2 hospital. Then evolved into taking on the role of a Cult De programmer, sent into a cult to find a girl. From there, they started to build the game into the one we love, by pushing forward the idea of codependent relationships between enemy characters (the Big Daddys and the little sisters), and then pushed the game design in that direction.
But they have that luxury. We don’t. So how would I go about it? Well, work backwards.

Distil your idea.


Strip your idea down to its absolute core. Lets say you want to do a zombie game (which seems to be the rage). You arent going to create the CALL OF DUTY of zombie games-but what you can do is take ONE element, one FUN element, and build your game around that. As I said, start off with a single core idea.Lets say its survival.
Suddenly your massive zombie game, is a zombie survival game. It has some set boundaries that you can work around. Now you can distil your idea even further. The survival of your family. Or rather, the survival of you, and a single family member. Now you have a really nice CORE idea.

Now we need the mechanics.

You have your core idea. You need to survive in a zombie infected world with a single family member. Lets say its a father and son. Build a simple mechanic AROUND THAT SIMPLE IDEA.
Your son is helpless, and you have to protect him. If that is the core idea, the game has to do everything it can do put up obstacles to prevent that. To me that says a frantic click fest…zombie coming from all angles, as you shield your son from them. Perhaps its a case of trying to move from cover to cover, hiding your son in cupboards/holes in the wall/anywhere he can fit. Suddenly you can see where this type of game could go.
Ive spoken before about designing reusable systems, and keeping things SIMPLE. Its something that I have been guilty of, and something that has cost me many weeks of development time, which for an Indie is a MASSIVE thing.

Now go forth, and come up with awesome shit!

-Chris
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