Author Topic: About mechs (dev notes).  (Read 3999 times)

Offline x4000

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About mechs (dev notes).
« on: December 21, 2015, 03:38:56 pm »
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The one is more avant-garde, but still potentially very interesting, the other is safe, and isn't going to ruffle any feathers. Is that a benefit?

I think it is.  Like I said, people get freaking strange about this.  "It looks like a ship/plane but it doesnt zoom around like one!  WHAT A RIP OFF I WANT MY MONEY BACK".  You know people think that way, and it seems damn silly to me to lose sales to that.  I wish they WOULDNT think that way, but they often do.  A small detail like that, creating a conflict between appearance and player control, is enough to throw some people off (who WOULDNT be thrown off by problems that actually made SENSE, sigh...).

This.  So very very very much this.  I love the control scheme in Valley 1, for instance, but since it feels very gravity-less (aka, like classic games), but looks more like characters from more modern games where people expect the "realistic" (ha) physics of Havok or whatever, and the ability to grab onto ledges and whatnot, people complained that the controls felt wrong.  Versus something like super meat boy or gunpoint or various others which use the gravity-less systems but have the visuals to match.

Same deal with SHMUPs: put in momentum = death.  So we have space ships and giant insects and so on that move with incredible precision that would make Mario jealous.  No problem, though, because it's understood "that's how the genre is, and has to be."  But if a game is in space, it had better have some sort of momentum, right?  Right?? ;)  Personally I disagree, but I do like that in some circumstances.  The problem is that people will complain and moan about it.

Grand Theft Auto is another interesting example.  The controls in GTA5 are freaking amazing for cars, although it's more arcadey.  But the main thing is they are so precise I can dodge through thick traffic, make cool turns, and generally feel awesome and have great fun with it.  GTA IV I never played much, but the controls were more "realistic" and so people griped a lot about that change.  Now, I like somewhat-realistic racers as well, and the handling of cars in Burnout: Paradise are fun to master.  However, just making turns in that game can be a challenge depending on the car you have.  Not to mention the speed you move at makes it so that the turns come up so bloody fast that you have very little reaction time.  So there's almost no traffic.  If there was significant traffic and I was trying to use a GTA5-style minimap and run from the cops and whatever else, it would be a freaking nightmare.

So we have the problem of expectations of people, and smaller games can only absorb so much flak before going down in flames.  I need this game to be a success.  I'll have taken a loss of something like $40k this year when all is said is done.  We'll basically be out of money when this is done.  So am I playing it safe?  You bet.

But also, I'm playing it fun.  I want this to feel how I want it to feel.  Period.  I'm not opposed to other ship models or mods or options or whatever else that make it feel how someone else wants it to feel, so long as it doesn't then make the game unplayable for them and they complain (aka, if they put in Burnout physics and then complain about the near-constant wrecked cars they create in heavy traffic -- errr, yeah, that's why the physics weren't like that to start with).

Having a bit of momentum to the character makes the game feel surprisingly better, so I'm really pleased that was able to be added.  But too much just felt... wrong.  It doesn't feel like the game I was hoping to make.  And people still felt like it wasn't space-ship-y enough in feel.  It was already coming through in the youtube comments a bit, with very little exposure.  And that sort of lack of proper feel makes the game feel "cheap," which is the last thing we can afford with impressions.  Well, "bad" is the last thing, but "cheap" is up there.

Oh: and not to mention the people going "why are you a ship flying around in a larger ship?"  It's hard to convey scale of that sort, and art-wise that was proving to be a big challenge in 2D.  So the shift to a smaller scale (of assumed character size) was good as well.

Anyhow!  So I want it to control how I want it to control.  And having it control that way doesn't match up with it being a spaceship without people griping.  But it does match up with the feel of walking around.  But I don't want to make non-mechanical characters.  So, add that up and the solution is mechs.  I don't care about being avant-garde.  I just want to make a good game, and I want to do it without bankrupting myself or laying off staff or not seeing my family over the holidays.

So this is my last comment on this discussion, and hopefully it's comprehensive enough.  I understand the other point of view, but the thing to understand is that there are a variety of luxuries I don't have.  I understand that this choice won't sit right with everyone, but it's so blindingly obviously right from the company's point of view that it's not something I can really discuss with any productivity at this point.  If that makes sense?

As for how far along the art is already beyond what's already been used, that one I have no answer to.  All I know is that recent new enemies have no new art associated with them, which to me says that there might not be any ready yet.  I just assign them temporary sprites taken from older enemies when I add them to the game; Chris gives them new ones later on when they're ready to be used.

There's actually like another 90 enemies of art done, but I just have had NO TIME, blah.  I will get to integrating more of those today I hope.  In terms of new enemies, it takes about 2 days for another set of 30ish.  We won't be using them all, because in each set of 30 we have a lot of variants in shape and size but one central theme, and then three color schemes for them.  But anyhow, having some with legs is no big deal.

And the idea that if all the enemies are flying that's a problem I find kind of questionable.  It's a lot easier to accept than a spaceship in a spaceship, I think.  A huge number of enemies in the original Metroid are flying, for instance.
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Offline Pepisolo

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Re: About mechs (dev notes).
« Reply #1 on: December 21, 2015, 05:33:12 pm »
I super appreciate the response, thanks. I think I've pretty much said everything I needed to on this issue, and my opinion hasn't changed about this being a bad move for the quality of the game in the long run, but I'm not going to argue the issue any further. Personally, I had minimal problems with the latest iteration of the ship, it controlled and felt good, and with a few more tweaks would've probably been awesome. I'm having less fun as a mech now than I was then, the game seems less original, and I'm already getting a feeling of dissonance while playing. I can see that this change should make the development process a little easier as well as being a theoretically safer move in terms of commercial appeal, as long as the end product isn't significantly compromised by the change (which I think it will be, but hopefully I'm wrong).

You do make an important point, though, if the game wasn't feeling the way you want it to feel, then you pretty much have to make changes -- I think the change made was a bit drastic, but if that's what you think you needed to do then fine.

Pretty much everybody but myself seems to like the change, so let's just move on, I guess. I'll just mod a ship back in at some point for my own personal use (great mod friendly engine btw).
« Last Edit: December 21, 2015, 05:34:50 pm by Pepisolo »

Offline x4000

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Re: About mechs (dev notes).
« Reply #2 on: December 21, 2015, 05:36:11 pm »
Cheers. :)

I do want to someday have some outer-space sections that are entirely ship-based and use really heavy momentum and so on.  I feel like that would be really fun.  It's something for an expansion or post-1.0 or something, but it can easily be done.
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Offline Pepisolo

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Re: About mechs (dev notes).
« Reply #3 on: December 21, 2015, 05:43:47 pm »
Cheers. :)

I do want to someday have some outer-space sections that are entirely ship-based and use really heavy momentum and so on.  I feel like that would be really fun.  It's something for an expansion or post-1.0 or something, but it can easily be done.

Sounds interesting. This game has a ton of potential and the engine is really shaping up nicely, so I'd love for the game to be a success, not just monetarily for you guys, of course, but also so that we can get expansions or other games based on the same engine. I'm sure you could do lots of cool stuff with it.

Offline Misery

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Re: About mechs (dev notes).
« Reply #4 on: December 21, 2015, 05:54:14 pm »
There's *90* more enemy sprites done?!?

Since I always figure that art takes forever to make (sure seems complicated as heck to me!) and there's of course been other types of art that need making,I figured you were going to say there was like, I dunno, 5 or so.  Not... 90. 

And yeah, I remember some of those complaints from Valley 1.  Despite that it controls just freaking fine.  But it didn't match the visuals perfectly, oh noes!!!  Ugh.  Both that and the second game got a ton of complaints that I really felt they didn't at all deserve.  It was irritating to see.


On a side note, final boss #1 is about halfway done.  It's gotten a TON of testing already, more than any of the others.  I'm guessing I should just go straight into making the other final boss once that's done?  Not really counting the, uh, "other" boss yet.   That one... will be done later on.  Sure as heck aint a priority right now, I should think.

Cheers. :)

I do want to someday have some outer-space sections that are entirely ship-based and use really heavy momentum and so on.  I feel like that would be really fun.  It's something for an expansion or post-1.0 or something, but it can easily be done.

Sounds interesting. This game has a ton of potential and the engine is really shaping up nicely, so I'd love for the game to be a success, not just monetarily for you guys, of course, but also so that we can get expansions or other games based on the same engine. I'm sure you could do lots of cool stuff with it.

Nice part is, the extremely moddable nature of the game might make it alot easier to deal with expansions, maybe?  I mean, I bet most of the people here would be capable of coming up with some content of their own, so there'd be no shortage of possible candidates to work on it.  And I always have time to make more rampaging robots, myself.

It's too bad the outer-space bit cant make it into the initial release though; I remember the full description of the idea and it sounded like it'd be pretty interesting.  Very, very different than the rest of the game and my own influence would not be seen there, giving everyone a break from the pain, probably...

Offline x4000

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Re: About mechs (dev notes).
« Reply #5 on: December 21, 2015, 06:17:43 pm »
Awesome!

And glad to hear on the new final boss, I'm super excited about that.

As far as the enemy sprites in queue, I actually just looked and found out I was wrong with it being 90.  Turns out there are 592 images in there waiting.  Some of those are just guns or mounting plates, though, so let's say 400ish to be conservative about it.

Blue cranks these out in sets.  She has this whole process mapped out, and they arrive to me with about 50ish different images for a set.  So far we have 10 completely from-the-ground-up designs, and then all their various variants and sub-sets within those.  Out of those 10, only 6 (possibly 5, I'm not 100% sure about Typhon) actually have ANY presence in the game so far.  I am just very, very behind on that area.
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Offline TheVampire100

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Re: About mechs (dev notes).
« Reply #6 on: December 21, 2015, 06:55:10 pm »
I super appreciate the response, thanks. I think I've pretty much said everything I needed to on this issue, and my opinion hasn't changed about this being a bad move for the quality of the game in the long run, but I'm not going to argue the issue any further. Personally, I had minimal problems with the latest iteration of the ship, it controlled and felt good, and with a few more tweaks would've probably been awesome. I'm having less fun as a mech now than I was then, the game seems less original, and I'm already getting a feeling of dissonance while playing. I can see that this change should make the development process a little easier as well as being a theoretically safer move in terms of commercial appeal, as long as the end product isn't significantly compromised by the change (which I think it will be, but hopefully I'm wrong).

You do make an important point, though, if the game wasn't feeling the way you want it to feel, then you pretty much have to make changes -- I think the change made was a bit drastic, but if that's what you think you needed to do then fine.

Pretty much everybody but myself seems to like the change, so let's just move on, I guess. I'll just mod a ship back in at some point for my own personal use (great mod friendly engine btw).
I actually find the Mech more original than the ship. Almost every SHMUP has Ships. But how many have Mechs? Currently i couldn't think of a single one but I'm pretty sure some exist. But that's the point. SOME. Not many.

I think this was a very good design choice for the future of the game. Also, Arcen Games has so many games with Space Ships and people would just say "What? Antoher one?". See? This would've been the bad choice there.

Offline Pepisolo

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Re: About mechs (dev notes).
« Reply #7 on: December 21, 2015, 07:26:38 pm »
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I actually find the Mech more original than the ship. Almost every SHMUP has Ships. But how many have Mechs? Currently i couldn't think of a single one but I'm pretty sure some exist. But that's the point. SOME. Not many.

I think this was a very good design choice for the future of the game. Also, Arcen Games has so many games with Space Ships and people would just say "What? Antoher one?". See? This would've been the bad choice there.

My thinking behind mechs being less original is that having a man machine walking around a dungeon seems less original than having ships that are navigating vast structures. Now the game is even closer to the Binding of Issac.

My main problem with the mechs is that it was a late switch. Arcen already made the choice of ships, many, many months ago. It's the abrupt change that worries me. I wouldn't really have had that much of a problem with the mech idea itself, if that was the original design, but it wasn't. I do get your viewpoint, though, and as I said before, I'm really the only one that doesn't like the change, so hopefully I'm wrong about it being a bad move.

Offline crazyroosterman

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Re: About mechs (dev notes).
« Reply #8 on: December 21, 2015, 07:38:02 pm »
personally I always liked using the ship but honestly I like the robot as well but with all things considered the change is definitely for the better I just wish we could have the option between the 2 in game but sadly that's not possible(at least I presume it isn't for you or else you would have just made the robot enougher visual choice of ship) all things considered though I really hope this game sells well enough for you other wise I cant imagine stars ever getting finished. ps I've been wondering a good long while what you do with old art assets that's been replaced with something different does the art that's not being used get stored away or something? if you don't mind me asking.
c.r

Offline Misery

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Re: About mechs (dev notes).
« Reply #9 on: December 21, 2015, 07:52:45 pm »
Awesome!

And glad to hear on the new final boss, I'm super excited about that.

As far as the enemy sprites in queue, I actually just looked and found out I was wrong with it being 90.  Turns out there are 592 images in there waiting.  Some of those are just guns or mounting plates, though, so let's say 400ish to be conservative about it.

Blue cranks these out in sets.  She has this whole process mapped out, and they arrive to me with about 50ish different images for a set.  So far we have 10 completely from-the-ground-up designs, and then all their various variants and sub-sets within those.  Out of those 10, only 6 (possibly 5, I'm not 100% sure about Typhon) actually have ANY presence in the game so far.  I am just very, very behind on that area.

Dont get too excited just yet, I could still manage to screw it up somehow.  Though it hasnt really happened so far I guess.  Except for the Mirror, I really dont like that thing.

Though I will say, the second phase pattern that's in place right now for the final boss, there isnt really anything else in the game that looks quite like that.

On a side note, I experimented with trying to get flashing/flickering/blinking bullets by doing weird things with spawning.  Instead it had an aneurysm at me, apparently "recursive" isnt a good idea.  But there had to be some mad science at some point, it was inevitable.  I'm not doing the game engine justice if I dont occasionally try to make it do something bizarre.  Reminds me of making things in LittleBigPlanet, that time I crashed the console after reducing the game to spawning error sprites.  Fun times!  Well, fun for me anyway.

I tell ya though, the more I do this the more impressed I am with the engine you guys have made for this game.  This really couldnt be easier, aside from Visual Studio occasionally getting a little strange.


And here's hoping the game sells well....   I just spotted that bit about bankrupting in your original post, please tell me it's not that critical here...  the idea of me working on something really important is a tad scary.  Well, scary to me anyway.

Offline x4000

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Re: About mechs (dev notes).
« Reply #10 on: December 21, 2015, 08:02:57 pm »
Few notes:

1. "Late switch" is kind of an interesting concept, because this game has only been in true development for like 8 weeks or something along those lines.  And during all that time it controlled like the mech except for part of a week.  But the switch to a visual mech instead of a visual ship is a pretty minor cosmetic thing, compared to the truly late switch of making the ship controls be nutsy floaty compared to the way it controlled all the rest of the time.

2. I do get the point about walking around being more similar to BOI and more common in general.  I don't think that the idea of "small ship in a vast structure" is something we were visually pulling off to satisfaction, though, anyway.

3. Old art assets we hang onto, yeah.  We have gigs and gigs and gigs of every piece of art, code, etc, we ever did for any game.  Music and sound, too.

4. In terms of bankrupting, it's not quite that bad.  But I may personally take on about $30k of debt to get this finished, and have about $0 at the end of it.  This was known before we started on the project, and it was part of why it was such a hard choice between doing that or trying to (poorly) finish the massive SBR game with that same budget.  I'm glad we made this choice, as I think it was better for the company and for both games.  The company actually going out of business is extremely unlikely because we do have reasonable cash flow, but we've had to do layoffs twice in the past because of not being able to maintain cash flow at a level that supports that level of staff.  2010 and 2014 were those times.  I really don't want to do it a third time.  It's a pretty important game to us, anyhow.
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Offline x4000

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Re: About mechs (dev notes).
« Reply #11 on: December 21, 2015, 08:03:47 pm »
Oh -- and regarding blinking and animated shots, I can create those via just art much better.  I wouldn't imagine that the bullet xml would handle that well at all -- can't imagine what you did to even try it!  Heh.  Just email me on what you need.
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Offline TheVampire100

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Re: About mechs (dev notes).
« Reply #12 on: December 21, 2015, 08:22:42 pm »
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I actually find the Mech more original than the ship. Almost every SHMUP has Ships. But how many have Mechs? Currently i couldn't think of a single one but I'm pretty sure some exist. But that's the point. SOME. Not many.

I think this was a very good design choice for the future of the game. Also, Arcen Games has so many games with Space Ships and people would just say "What? Antoher one?". See? This would've been the bad choice there.

My thinking behind mechs being less original is that having a man machine walking around a dungeon seems less original than having ships that are navigating vast structures. Now the game is even closer to the Binding of Issac.

My main problem with the mechs is that it was a late switch. Arcen already made the choice of ships, many, many months ago. It's the abrupt change that worries me. I wouldn't really have had that much of a problem with the mech idea itself, if that was the original design, but it wasn't. I do get your viewpoint, though, and as I said before, I'm really the only one that doesn't like the change, so hopefully I'm wrong about it being a bad move.
As far as I'm aware of the game was first intended to be something like a Steampunk ship-based game. Seeing it was yet another Space Game I was already disappointed (no offense Chris but you have to admit, you do this WAY too often). The Mech eases this a little up, it's at least not another space ship that we've seen already a dozen times. The only mechs, that Arcen has made so far, were in Bionic Dues. And those floated. Now, Arcen could do the same here (it looks already a lot liek Bionic Dues) but I think the legs are a nice change for an instance. It also looks better animated to be honest. Bionic Dues was to some point poorly animated. Well designed in terms of sprites but almost no animations.

And I cannot say it often again: It's another space game, goddammit! SBR will also be one/is also one and do you want to labeled as "the guys who make Space games"?

Offline x4000

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Re: About mechs (dev notes).
« Reply #13 on: December 21, 2015, 08:29:06 pm »
and do you want to labeled as "the guys who make Space games"?

Kinda?  It's an underserved market and having a non-fragmented playerbase (aka having more repeat customers rather than fewer) is a pretty good thing.  I don't want to just be known for that, but having that as a major part of our reputation is a good thing.
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Offline TheVampire100

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Re: About mechs (dev notes).
« Reply #14 on: December 21, 2015, 08:37:54 pm »
I acutally have the feeling that the market of space games is overstated. Probably not like war shooters or horror games (god, there are SO many horror games, how should I play them all?!) but there are really a lot of space games.
However, it comes to the definition. if you talk about the theme space itself, it's quite a lot. If you think about strategy, than there aren't SO many (but some well known are often played).
You are good at pickuing niche genres that are popular but rarely developed (AI War one of the most massive hits ever created).
My library is full of space games and I'm don't even INTO that theme. I like grotesque and irrational games more.