Tuesday, February 28, 2012

Playable prototype

Our first truly playable prototype! We did have another prototype a while back, but it was very difficult to understand what's going on unless you already knew or you were listening to me narrate as I play.
This version shows what a short mission might look like in Micro Missions. Except that there would be a more diverse set of minigames: more travel games, more fighting games, more outcome possibilities and more paths from different outcomes, etc.
This prototype was built using the actual mini-game engine we are writing for the game, although I did have to fake some functionality that's not there yet.



After you play the game, please fill out this survey to let me know what you thought:

Friday, February 3, 2012

Architecture example

This is an example of a (pretty silly) mission, to illustrate our architecture.
First, an overview of the main parts of the architecture

  • Locations in the overworld are connected by paths
  • Any change to the overworld or player action happens through interactions, most of which are mini-games
  • Interactions may have:
    • A number of inputs
    • A number of side-effects
    • A primary discrete output
    • Some secondary discrete outputs
  • Each location specifies
    • What interaction plays when you enter that location
    • What interaction will play for each possible output of the first interaction
    • Etc. until you leave the location through a location-changing interaction
In our example, the interaction present are:

  • Select and change location
    • Input: none(chosen during interaction)
    • Side effect: Location Change
    • Output: none
  • Flip a coin
    • Input:None
    • Side Effect: None
    • Output: Heads/Tails
  • Make a Choice
    • Input: 1-4 things to choose from
    • Side Effect: None
    • Output: The thing that was chosen
  • Toggle Path
    • Input: the path to toggle
    • Side effect: Path is turned on/off
    • Output: none
Using these three simple interactions, we can create a game like this:


To win this game, you'd have to go to the topmost location and flip coins until you get heads to turn on path 5; then go to the bottommost location, and make the choice to toggle the path. Then you can get to the Goal!

Art!

Here is some art that we've made so far for the game. We narrowed down the art style to really simple shapes and colors, made out of polygonal primitives for non-organic objects and ellipses and arcs for organic objects, with a thick outline. We're going for a clean, simple, toy-like feel for the art overall.

Here is some general art:


This is a sword-sharpening mini-game, made using the mini-game library we made for this project(the idea is to hold the up/down button until you reach the end of the sword, then switch):