Game Design Megathread

Author Topic: Game Design Megathread  (Read 442466 times)

I saw your stuff on the gamemaker discord hi

I saw your stuff on the gamemaker discord hi
If you were on today you'll recognise this as well


*menu intensifies*

I fixed it later on:

forget I keep having dreams where I'm playing some driving game that I made myself (all always have really good and realistic modeling and design too, something I'm not able to do yet) and its inspiring me to hell / giving me so many ideas

too bad I suck at modeling and have zero idea how to use any game engine so frick this will take a while before I'm able to start

too bad I suck at modeling and have zero idea how to use any game engine so frick this will take a while before I'm able to start
Just keep at it bud, practice makes perfect.

im just getting unity and im thinking about making something any ideas

im just getting unity and im thinking about making something any ideas
honor student sim

This is probably nothing to most people but I finally finished making the camera (you have to make your own in monogame). I hate matrices and vector math but I think this was definitely worth it as I understand it completely now.

I was just gonna use somebody else's camera code but 3 loving examples that i used were just wrong and had many problems. this is working flawlessly for me.
Wait, you just coded that yourself from scratch? That's amazing! How long did it take you?


now listen here you little stuff
nu i mean compared to the dreams

In tha dreams its high poly and shaded gud compared to my current modellin which is ultra low poly

Wait, you just coded that yourself from scratch? That's amazing! How long did it take you?
Not from scratch, it uses the Monogame framework which pretty much handles all the low level stuff. You still have to handle vertex buffers, effect passes, cameras, etc, but once you have it set up it's pretty easy to use. It's actually a really simple to use framework for 2D, but I wanted to check out how 3D worked. It only took a day although you could have done it in minutes if you knew what you were doing (I did not lol).

Warning: I had to split this post in two because I went over the 20,000 character limit.

Can you believe it's been almost a year since I wrote the original preliminary report on what LEGO Investigations was supposed to be? Turns out that getting a full-time job (and having an existential crCIA) can really derail you.

After a very long time away, I moved on to design a secondary project; a Mad Max-inspired combat racer (born out of me poking around into LEGO Racers 2/Drome Racers a bit). As I began fleshing out mechanics, I really wanted to use the investigation mechanics from LEGO Investigations as a means to give the player bonuses and direction, but it wasn't long before I assessed the depth and realised that I would need to prototype the mechanics separately to the other massive component (the car combat). Here we are again.

A lot of my writing and rambling has been in a bunch of unrelated Discords with Game Design channels. To save you going on a long, painful journey through the history of how everything has changed, I'm going to format the current state of the design and the key things I've been working out. This isn't a formal document; merely a write-up of the crucial aspects to understand what this thing is.




Summary of Story

The meta-goal of the story is CHANGE. NON SUM QUALIS ERAM; you will not succeed unless you can progress.

A dark, cold night. The city bathed in impurity. Crime is rampant, and the citizens are struck with fear and grief. Eye for an Eye is not a philosophy, it’s an instruction manual. The streets wheeze and sputter a dark smoke reflecting all else. Even the rats turn away from the trash. The town oozes with the decrepit stink of the 1940s; a place begging for change. The only people can help are running with their tails between their legs. This is hell with a fancy suit on. This nameless, faceless cesspit will be your beginning. It will be your end.

You were murdered days ago. The trail is cold; the killer unidentified. You feel mostly intact, rebuilt as any LEGO person can be, but the only fateful thing you remember about that night is that red tie. The crime rate hasn't moved anywhere; the city still festers with degeneracy and illegitimacy. Moreso than before, evidence of police corruption is showing. Unsubstantiated rumours are spreading of a criminal syndicate looking to take all power over the city; shake things up a bit. Leading investigators are reporting that a recent string of fresh crimes are linked; your experience is nagging you otherwise. It sounds like a bit of sweeping under the rug, and you're on the case to find out why.


The game's first few cases are linear; these serve the purpose of acting as a progress tutorial, but also to tie into the meta plot-point of Change. After a certain mission, you die in an extremely similar fashion to the prologue. It's from this point forward that the player can really take control and change things up, and rightly so. Past the Point of Linearity, the game needs to be hardcore hard. The ending of the game reveals that the protagonist is permanently dead, his inability to pass on previously due to stubbornness and an unwillingness to change and accept facts.

A smart player should be able to dig under the hints and determine the true killer (The Commissioner, acting to protect his job security), and evaluate that all of the cases are linked together to the killer.




Summary of Mechanics

Looking back, the original mechanics list was a rough, rushed approximation of the design goals I was going for. It only continued the dialogue issues I identified in modern detective games, and it placed a lot more challenge in the seeking of evidence, as opposed to the logical thinking of connections. It was too Point-and-Click like. This new set of mechanics should address that, adding a wider variety of player choice and fixing the problems that annoy me most when playing detective games.

Camera Controls
By default, the game will be in First Person perspective. The player must walk around the level to look for clues and to approach witnesses. As per Social/Streamer mode (see the Game Modes section below), there is also a static camera mode available, which acts as a bunch of Security Cameras focusing on all the evidence and witnesses within the scene, to reduce the amount of physical control required to play.
 
Evidence/Event Collection
Evidence Items, which can be anything from junk on the streets to known facts, are used to unlock Events, potential happening which give context to why the crime might have happened. The ultimate goal of the game is to prove the exact sequence of events that occurred, thereby proving the innocence or guilt of the suspects. Evidence can be collected in three forms; physical items lying about (such as a gun), unique details on a location in the scene (such as a bloody spray), or talking points from witnesses and suspects (such as a confession of guilt to firing the weapon). Collected Evidence is used as below to create Event Items, and both are stored inside the player inventory called the "Notebook".

While Evidence Items are simply kept in a big pool, Events are categorised. Every level's sequence has a different number of "slots"; each slot represents a different type of Event, such as one slot for explaining how a suspect arrived on the scene while another showing how they procured a specific item. Every player is automatically granted 1 Event Item per slot at the start of the level (what the "official police report" has turned up), and the Beginning and Ending slot Events are always correct and cannot be changed (you are focusing on figuring out how the scene changed from A to B).

As per the Skill System outlined below, tools such as object highlighting can be available with a purchase.

Evidence Crafting/Management
In order to actually get new Events, you must demonstrate how Evidence fits together by "crafting" multiple relevant pieces together. Evidence Items have lengthy descriptions about their context and known facts; within the descriptions are keywords, highlighted in set colours. You must link together not just evidence with keywords of the same colour, but also where the keywords match a set theme (such as getting red keywords which are all computer part names). Generally, the keywords are relevant to the Event they unlock, as a bit of foreshadowing. Evidence Items can have more than one set of keywords in their description (colour and/or theme), which indicates that specific item can be used to produce multiple Events.

Furthermore, as a helpful management aspect; Evidence and Event Items can be "ruled out"; this effectively disables them and puts them on another tab in the Notebook. If an Evidence Item was used to generate an Event and gets ruled out, then the Event Item is by proxy also ruled out. Ruled out items will not show at all in the Question Time screen, but can still be used in interrogations.

Event Simulation
Once Events have been unlocked, they can be previewed. The Previewer works like a video player, with a reverse, fast forward and pause. You control the scene a bit like the camera system in any modelling package/LDD, where you can click and drag to rotate the scene, and you can zoom in and out to focus on details. The Event will appear as a hologram over the top of the actual scene, allowing you to double check if evidence items end up where they should, and if certain witnesses/suspects were present or not.

Jotter
Players have a space in the Notebook to record their own notes and thoughts.

Interrogations
As is the rest of the game, the focus of the Interrogation System is to either prove or disprove "facts" by using what knowledge you've acquired. Players can talk to witnesses/suspects in the world and ask them questions. The responder will then give their response, at which point the player must either agree, disprove it, cancel out with no penalty or use the Disturbance Mode option (detailed below). If the player is correct, they will be awarded new evidence, otherwise, the evidence reward is lost. Once a question has been asked, unless if the "Cancel" option was selected, that question cannot be asked again.

Questions are not pre-determined, only answered. Players generate questions from a basic syntax, designed to focus on what the player wishes to know. The first two elements of the syntax are mandatory, whereas the second two are optional (but must be used together).

  • The Mode [Who | What | Where | Why | How].
  • The Primary Subject (Either collected evidence, or "general knowledge", as in temporary evidence based on the context of the scene and who you're talking to).
  • (Optional) The Verb/Subject Modifier (Had, Used, Doing, or another word to indicate the relationship you're testing between the two subjects).
  • (Optional) The Secondary Subject (As above, minus the Primary Subject).

Valid examples may include, "Why You Have Key", "Where Key" and "How Car Stuck Fence".

If the player accepts the response, then no further input for that question chain is required. If the player believes the responder is lying, they will need to select from their collected evidence for something that proves they're in the wrong.

As per the Skill System outlined below, one potential purchasable skill is the Voice Recorder, which records every line of dialogue to a section in the player's Notebook for a player's benefit.

Disturbance Mode
To engage in Disturbance Mode, the player must select the Disturbance option during an interrogation. On the surface, it appears to act as a dice roller; a successful pass will make the dialogue play out as if the player successfully chose truth or lie (with correct evidence, even if they didn't have it). However, fail a Disturbance check, and your player will engage in an aggressive (and odd) argument with the responder, losing you the evidence, locking you out of that question and reducing the success chance on any Disturbance rolls with that character. Regardless of a win or loss, use of Disturbance Mode will also have effects on the outside world; colours will distort, ghost objects will appear and other effects will occur. Ordinary dialogue lines for both player and response in all interrogations will also become more abstract (in tiers, depending on how many Disturbance options the player has used). The only way to revert to normal is to use the standard Truth and Lie dialogue options.

As per the Skill System outlined below, Disturbance Mode itself is purchased through tokens, and has an upgrade chain which increases the chances of success, and also makes the effects of Disturbance Mode wackier.

Infiltrations
As a reinforcement of the Event mechanics, some Evidence Items might be in the possession of hostile forces, and require a combat sequence to collect.

In a combat scenario, the player is locked to a specific camera angle, and must (within a turn limit) identify and select items within the world to use against enemies, in some ways similar to certain sections of Telltale Games' Batman. Players have a pool of points they can spend to observe on elements inside the combat ring, such as the enemies themselves, nearby objects and potential hazards. These offer Combat Advantages, which are functionality the same to Evidence Items, except that they are not permanently stored in the Notebook, and will automatically be turned into Combat Choices (Event Items) which you collect enough, as opposed to needing to craft them. Previewing of Combat Choices is limited to watching a small clip in-frame of how the combat sequence may play out if successful. When players are happy they have enough Combat Choices, they can line them up with a similar feeling to Fallout 3 V.A.T.S., and watch the event play out. Depending on the difficulty and the enemies, the player must successfully beat a set number of goons without taking more than a threshold of damage to get the Evidence item.

Enemies cannot contribute to Combat Advantages; they instead bring up a popup with a description of that enemy's weaknesses and strengths, but viewing them costs points.

As per the Skill System outlined below, there are a number of skills to upgrade to improve Infiltration ability, such as reducing the cost of viewing elements in the scene, or giving the player a larger threshold of damage.

Question Time
When the player is convinced they have every shred of evidence they need to conclusively rule what happened (and by proxy lay blame), they can visit whatever is used in the level to represent the end, and will be presented with a form split into two sections. The Event Sequence section requires the player to place the relevant events in order as they would have happened. The Question section requires the player to put Evidence Items in the gaps of sentences to demonstrate that the player understands what has happened. After submitting the form, the player is shown their points tally (50% for the Event Sequence, 50% split between each question for the rest). If they didn't get 100%, they are given a list of potential hints as to how they can improve when they retry. The level ends and the player is sent back to the hub.

Skill System
To reward (and encourage) players for getting stuff right, every correct question, every individual goon defeated in an Infiltration sequence and every successful Disturbance check unlocks a token. Tokens are finite, and there is one for every unique instance of these encounters in the game, essentially acting as way to track how complete your progress in the game is.  Tokens are used both to make the game a bit easier by making subtle things obvious (to reduce player mistakes), and to give the player some more fun content (such as concept art or funny "cheat codes").

Level Structure
The bulk of the game's content is intended for the Campaign mode, although individual levels for Streamer Mode and Workshop integration for custom levels would be nice.

Within the campaign, once you are past the Point of Linearity and free to select what you'd like to do, there are two types of Investigations to choose from; Cases & Scenarios.

  • Scenarios are individual crime scenes, and the entire investigation can be solved in that one level. Replaying the scenario will always act as if you are starting it anew; your campaign progress will only ever take your best result however.
  • Cases are a string of multiple, linked scenarios. (Relevant, as predetermined by the designer) Evidence that was collected in previous levels is passed on to the next, for continued usage. Since it's possible to fail by not having crucial evidence from a previous level, the game will warn at the end of a level (after submitting answers) if they have screwed themselves. When replaying a single investigation in a case, if you elect to replay from the second or further missions in to that case, the game will carry forward your best results from the previous levels (i.e. if you replay from Mission 3 and 100%'d both previous missions, the game will automatically grant you all relevant evidence).

Disturbance Mode effects are limited within the scope of a single Scenario/length of a full Case, and will not passthrough to other Scenarios/Cases. You can play, save, quit and load any Scenario or Case you like at any time from the hub, although you are restricted to one save per Scenario/Case.

Every Investigation has an associated Difficulty Rating; this is used to warn a player if something is considered a bit too hard for them yet. Completing other Scenarios/Cases and purchasing skills will dynamically decrease the numbers for each Investigation (according to their individual rules on what makes them that difficulty), but ultimately should only be considered a guide and players may find their experience easier or harder compared to what's listed.

Summary of Visual Design

 There's not yet a significant amount of work to report in this department, aside from some basic concepts.

  • The game is aiming for that classic black and white noir style. Colours are used incredibly sparingly to represent important details; blues are good, reds are bad (and show connection to the killer). Consider that police lights are blue and red...
  • Certain abilities can increase the colour within the world, and Disturbance Mode will add sickly greens while also adding unique filters.
  • Smoke and Fog are the most important elements of the scene, usually lining the way towards something of critical importance.
  • The construction of the world is a mix of 40s - 50s American culture with classic LEGO craziness. Stereotypes should be played to their absolute max.





Game Modes

While the intention of the game is mainly to attract solo players who wish to get inside the atmosphere, it's important to recognise that everybody lives in different circumstances; different audiences will have different requirements for the game.

For this reason, I wish to introduce three modes which modify some of the game's mechanics and functionality.

  • Normal: The intended mode of play, everything remains the same. By default, all social features are hidden and the default UI layout is Single Mode, which is better for viewing individual items at a time.
  • Social: A local co-op experience, designed for multiple people inside the same room. The intent here is to remove the physical elements of play and focus more on the logical, group-minded tasks (so it doesn't matter who actually clicks the buttons to make the game progress, as everyone can participate to the thought process). Firstly, the First Person camera is disabled, replaced by static Security Cameras to scroll through, with all the relevant evidence/witnesses/red herrings visible. Since they rely more on fast reflexes (and we want to encourage players to go back and try the game in solo mode), combat sequences are outright disabled and any evidence they would have given can be simply collected. Cutscenes are disabled. The default UI is Multi Mode, allowing for seeing many items at one time to let players all fan out.
  • Streamer: An extension of Social Mode, better suited to larger audiences over digital interfaces. Streamer has its own, much more complex campaign levels that require a lot of people working together to solve. To that end, a companion app will be available that lets users scroll through all the unlocked evidence, events and also view dialogue if the player is in an interrogation sequence. The player can configure and allow the audience the ability to vote on actions, either limiting or increasing how much power and options the audience has. If the player is streaming through a service with a chat API (such as Twitch), the chat can be directly viewed inside the game.

It's a lot more more work, but building the game with these three audience types in mind will grant significant selling power to the title at a whole. There's still many questions to be answered, but this is already a good start into understanding what the different audiences needs will be.




Current Level Design Methodology

The actual implementation of the core mechanics (for the vertical slice, so long as you ignore a lot of the polish stuff like the game modes or localisation) is really simple; what's made to be tough is the puzzle design, to stress only the most enjoyable (through being challenging) experiences. As far as I've worked out, this is currently the best way to approach designing the levels.

This process begins by having a very vague idea for a location, crime type and difficulty (how many events for the sequence, how many combat encounters etc) and then continues on;

  • Outline: A rough outline of the level's floor plan is drawn (specifically only the playable space). It needs not be any more complex than some cubes, since everything can be shifted around and changed. There just needs to be a physical map for the sake of concepting to help motivate better choices.
  • Sequence: At this stage, plot the sequence of events as crappy little stick figures on the map. Put circles for people, and draw tiny symbols and arrows to represent interesting detail that will be critical to note for the next phase. Add a number next to each event to say which stage it is. It's all about understanding what the player's goal is, and trying to space the content of the level around the entire level, instead of making the crime stuck to one tiny portion of the map.
  • Detail: For every event on your map, jot down in notes a description of what should be animated, who and what it involves and so on, so forth.
  • Itemising: Going even further, circle the things that would make for conclusive evidence that the event happened. We're not yet ready to say what form of evidence they'll be found in, but we can at least confirm every single thing the player will need to finish the level.
  • Connections: With a high-level overview of the critical path ready now, it's time to go conspiracy-theorist and draw lines. Evidence "Elements" need to be connected together to show the relationship in how you can collect and use them. Some elements will simply only contribute to the unlocking of the event, while other elements should be used to unlock more pieces of evidence. Some evidence items prove, some disprove (both of those for dialogue sequences), and some act like keys. It's not time yet to say exactly what one does to another, you need only to mess around and try decide on some open or closed chains of progression for your player.
  • Placement: Now that you understand the item relationships, you can place them into the level. Mix it up; have some items as physical collections, some as environment details to study, and some as evidence extrapolated from interrogating witnesses. This is also the time to create your red herrings, witnesses, and flesh out the scene itself.
  • Dialogue: Lastly, you need to create all the valid permutations of dialogue and item descriptions (including the little coloured hints) for this level. There needs to be a mix of valid Truth and Lie cases. It'll also pay to begin thinking about Disturbance Mode modifiers for the level.

It's not a perfect process yet, but it's a start. As I become more comfortable making levels, I'll refine this process and figure out smart shortcuts, as well as a clearer set of designer rules for working within the bounds of the mechanics.

you've done it again mcjob

that is a wall of text i can applaud

That's only a fraction of what the full document is turning into. Probably shouldn't spend so much time, but it's bloody fun yeah.

You're being economical with the truth.

About a year ago, I did an brown townysis of the things I didn't like about Murdered: Soul Suspect, citing it because I didn't have L.A. Noire. You can probably guess what game I have since bought, finished, and am ready to commentate on.

Full Transparency: At the start of the game I played without the guide, then slowly I would try and get evidence in a scene first and then use a guide to make sure I had everything, and by the end I was just using the guide to rush through the game to get its story done and so I could do this write-up. I'm going back in and guideless because there I things I felt I missed and things I found really good.

Still, I had enough of the experience to explain what I felt needed to be improved.

Unintuitive Rating Scheme: Rating systems should not exist for the sake of such; their goal is to help the player find areas to improve. L.A. Noire's rating system is so vague on what constitutes to the 5 stars, it might not well as exist. The other information there, including how many clues you found, how many dialouge questions you got correct, and how much/little damage you did give better indicators, but become confusing as they're not contextualised on how they affect the rating. The text box gives no further clues or hints either. A player who failed is instead expected to just go back and hopefully be different.

Evidence Collection Not Properly Mechanic-ised: L.A. Noire goes for that classic noir film feeling, but often to its detriment as a video game. It ties itself too closely to realism in key areas. Let's be honest; it's too easy to find evidence items. Walk around, wait for the vibration, tooltip and sound, press A/X/Enter, repeat until the investigation music ends. That is only part of the problem; remove the vibration, tooltip and audio (which you can do in the options menu), and suddenly it becomes too hard as there's no telling which bland, subtle pieces of the scenery are actually interactable. If there's not a skill to teach, don't bother trying to teach it.

Evidence Collection Inconsistencies: Furthermore, it often irritated me how the mechanics would break down under scrutiny. In many scenarios, you're required to look at clues which don't actually give any indication that they're important to look at (no popup message or narration). Worst still, more than once was key, critical evidence hidden outside of the investigation zone, usually in areas completely ridiculous to search (in one notorious example the evidence is hidden in a trash bin on the ground floor of an apartment building when the investigation zone is a floor up). If you make a rule that says clues are inside the investigation zone (where the music plays), you need to stick to it, else you create a dissonance that pushes the player into the frustration zone.

Dialogue Options Too Ambiguous: The dialogue system is just a mess in general. Late in development, the "Force" option was changed to "Doubt"...without changing any of the dialogue, which can leave an unknowing player very frustrated. The worst bit, however, is the ambiguity in using the Doubt and Lie options. In many, MANY scenarios, I would select Lie and then a related piece of evidence (at least, what I thought was appropriate), only to be flat out rejected, either because there was another piece of evidence that is contextually the same but was instead deemed "correct" or because you're supposed to be "forcing" the person at that point even if you have evidence. There's no in-game explanation, no way to learn why what you did is wrong. In many scenarios, it feels like blind luck. Combined with some of the dialogue being heavily 1940s-speak (and thus a little tough to follow for a modern audience)...it's more of a challenge than it should have been.

Gameplay Confused: This is a classic Rockstar game (developed by another studio), and thus it apparently has to hit specific gameplay points that unfortunately ultimately confuse the story experience. There's a lot of driving and combat mechanics which are undercooked, at least by comparison to the investigation systems, so much to the point that the game allows you the ability to skip these sections. These mechanics don't really contribute back into the core of the game; they act merely as time-extenders, and wasting the player's time is something we want to avoid.

Doesn't Capitalise On Open World: In every investigation you go to a place, do all of the stuff there, then go to the next play. Despite the fact there's this beautiful, lively world, the game doesn't ever see the need to have the player use it for the sake of the core investigation mechanics. Everything is packed into small little spaces, presumably because of how broken the collection system is. It feels like a big waste to not have the player explore a little and really get to know the world as a character, rather than focusing on what some players may feel are just individual levels if they use Trip Skip enough.




Through this experience, I've realised I need to make some critical changes to my game;

  • One thing L.A. Noire does right is tell the player what their direction is at any point. There needs to be a guidance system in the game for lost players, such as an auto-log written by the player character as a summary of events, or whatever.
  • There should never be one specific way to do things. Every single part of the game needs to be multi-path, to encourage the player's creativity. That doesn't mean there can't be golden, optimised routes, but the more linear it gets, the more you risk annoying a particularly unique individual.
  • Nothing says that my Combat mechanics need to specifically about fighting goons. It could just be that you need to pick a stealthy path around them, or dodge out of the way of incoming mortar shells, or any other scenario where you need to predetermine impending doom and find a way around. Reusing the mechanic in different ways is what keeps it fresh and exciting to learn.
  • Rather than just running around, clicking on items, the player should have to work a bit for evidence. Without skills (like object highlights) to make items stand out, players should be scanning their environment for clues with maybe something like a kind of camera, and it might even be worthwhile to embed some puzzle minigames to lock evidence behind. When a player gets a piece of evidence, a further reward could be that it has a unique appearance during simulations to make it stand out a bit more, if applicable (such as a paper cup glowing). Overall, every mechanic needs to be a skill to learn about.
  • The note-taking system shouldn't just be Notepad in-game. It should be a system the player can use to heavily organise their thoughts and feelings. The ability to tag evidence inline (so a player can click the tag and get a popup with info on that piece of evidence), as well as any other organisational tools would really help a struggling player to break down what the problem their trying to solve is. Making this log available at all times, even during every cutscene, would be reputable.
  • Every single game that has a dialogue log simply does it by putting all recorded dialogue in a giant chronological list. It's hard to read and understand in this form; there needs to be a better way to organise this data, such as categorising conversations into little pages, and maybe even add summaries of different exchanges so players can see the key points at a glance without dealing with a specific character's unique method of speaking.
  • When a player fails anything, be it combat, dialogue or the final answer sheet, there needs to be very clear feedback on how they can improve for next time. We need to show some caring to the player's skill state.
  • Levels need to feel big and open, without actually being so. Rather than have a room, have the entire office open, and spread evidence over the shop. Let the player explore, and have them go back and forth.
  • Achievements need to offer in-game, tangible rewards to encourage more players to take them seriously.
  • A simplified version of the Facial System from L.A. Noire, with some kind of Face Reader skill, should be there to ramp up the challenge a bit.

While I'm not at liberty to describe the changes yet, I'm also updating the story to something a bit more family friendly, if something less LEGO Company friendly...this might just kick the hornet's nest...
« Last Edit: May 15, 2017, 06:32:46 AM by McJob »