Gamemaking

Wherein I talk about games I am making

Metaplace game jam postmortem

 Posted by (Visited 7108 times)  Game talk, Gamemaking  Tagged with: ,
Mar 102009
 

There’s a great postmortem of the Metaplace game jam we did a couple of weeks back at WorldIV.com » Surprisingly, Making Games is Hard Work.

The jacks game I made

The jacks game I made

I did jacks — I was planning on doing Pente after that. My thoughts on it:

  • Gosh, a lot of people don’t know what jacks is! Which caught me by surprise. Perhaps it was a side effect of growing up in a third world country, but cheap games like jacks and marbles were all the rage when I was a kid. And yeah, jacks is considered more of a girl’s game than a boy’s game, and we had a room full of guys in the jam. (Ironic, since it is a truly ancient game. Next time you read about “knucklebones” in your favorite fat fantasy novel, they’re playing a form of jacks.)
  • I cheated. We were supposed to pick stuff that was designed already. But I’ve never seen a videogame version of jacks. So I did actually sneak in design in there. 🙂 As it turned out, that was easily the biggest time sink, as I wrestled with stuff like how to handle the ball bouncing mechanic.
  • Reduce mechanics! I ended up throwing away the element of how hard you throw the ball at the ground to give your self more time. I also threw away the mechanic of sweeping up more than one jack in your hand at once. This made the game much simpler.
  • Always do core mechanics first. This is one that always seems to elude people new to rapid prototyping. Don’t get distracted with the complicated matchmaking system. Don’t get caught up in even the timer. Make it so you can pick up a jack. Then make it so you can pick up several jacks. Then add the timer. Then add turn-taking. Layer things in, don’t jump to the ideal.
  • Flavor matters a ton. As much as I say “do blue squares first!” I do try to get placeholder graphics in as soon as I have the core mechanic, because you are aiming for an experience too.
  • Jacks kinda works better one-player this way, because turns are kind of long. I compensated by letting you watch the other player’s moves, but it is still not entertaining enough to just watch them.

These were designed a little games that you can click on someone else and invite them to play. The screenshots, by the way, are what jacks looked like about an hour after the jam ended, so I got all the way to “alpha” — playable, reasonably balanced, and with a general visual design in place.

Some zone design lessons

 Posted by (Visited 21046 times)  Game talk, Gamemaking  Tagged with:
Mar 102009
 

We’re laying out Metaplace Central again. We have iterated it a lot, as we try out different flows, add new tech that makes it more appealing, and so on. These days, what with the balloons, the board games on the table by the cafe, and the many teleporters to user worlds, layout is growing more challenging as we strive to both fit everything in and also make it a social space.

Musing on these problems not only made me dig out my copy of A Pattern Language but also reminded me of how 8 years ago I did a brief examination of the maps of two popular cities in what were then two popular MMOs: Ultima Online and EverQuest. These days, the science of zone layout has improved a lot.

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The Great Metaplace Meep-In

 Posted by (Visited 10962 times)  Gamemaking  Tagged with:
Feb 272009
 
Some sorts of meeps

Some kinds of meeps

A meep is a fuzzy critter I made in Metaplace that is sort of a cross between the things Marvin Suggs beats on in his Amazing Muppaphone and a Miyazaki soot sprite. They come in a variety of colors and with a variety of behaviors — some like people, some are shy, some have big teeth… I put them on the marketplace, and they quickly became popular on the service.

If you have been on Metaplace, you may have noticed that people get “meeped” instead of “poked.” This was put in by our web guys as a joke, originally, when meeps became popular. Sure enough, everyone started asking, “What is meeping?”

Well, last week we decided to rename the feature to “nudge” or something else mundane. Too many people in our user testing were getting confused, didn’t know what it meant, or were commenting on it. So with regret, we decided we needed to change the term. Meeps would remain running around the worlds, but the feature needed to be easy for new folks to understand. We figured some of the veterans would not like this, but that everyone would understand and be supportive.

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Metaplace CNET article

 Posted by (Visited 5020 times)  Gamemaking  Tagged with:
Feb 252009
 

Everyone has probably heard about this already via other sources, but here it is:

Built to run inside the browser on any Internet-connected machine, Metaplace employs a simple, 2D, Flash-based graphics system that fronts for a fairly sophisticated set of content creation tools and what may one day be a complex open-ended economy built around user-created content.

In fact, because of the 2D and Flash nature of Metaplace, it’s easy to miss that the platform offers users some of the easiest virtual-world building tools that have ever been made available.

— Metaplace: Platform for user-created virtual worlds | Gaming and Culture – CNET News.

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