Thursday, June 22, 2023

Design review of Against The Storm, by Eremite Games


Against the Storm by Eremite Games (Steam page, official site) is a popular 2.5D town-building run-based RTS with a Warcraft 3 inspired aesthetic and a deckbuilding meta-game progression.

You spend an hour building a base while fulfilling randomized mini-goals for victory points. When you have enough victory points, you leave that base behind, and restart on a new map to build a new base to unlock more buildings and resource types and perks to add to your shuffled deck of possible choices. This all ties into an overarching "world map" meta to unlock more bonuses.

It's well-made and I can see why it's popular, but design-wise, I feel it's overburdened with too much stuff...

Saturday, June 3, 2023

Design review of Redfall by Arkane Studios Austin

I completed the main campaign in Redfall (official site, Steam, also on Game Pass), a 4 player co-op open world shooter by Arkane Austin, who's mostly known for detailed single player story-filled action games. The reviews and player reaction haven't been positive, but as an Arkane fan I felt compelled to play it for myself and take it on its own merits.

Overall I feel it's an OK game that's basically playable, despite the bugs and aggressive texture streaming and general unfinished feeling. If Microsoft had given them another 6-12 months to truly polish everything, then it maybe would've been a more solid OK game. 

Anyway I didn't mind the incompleteness so much because I was playing less for fun, and more "for work", as a first person game developer. In this sense, playing a 75% finished game is more useful than playing a 100% finished game. You get to see more of the big broad strokes before they got quite resolved, the intent vs. the execution. 

So this post will focus on my read of the general game design and player experience.

SPOILER WARNING: lots of general systems spoilers and gameplay screenshots, some story spoilers

Saturday, May 20, 2023

The joys of the anti-farm sim: "Before the Green Moon" by turnfollow


SPOILER ALERT: This post SPOILS what happens in Before The Green Moon. I strongly recommend playing it first.

Before The Green Moon (on Itch and Steam) is a post-apocalyptic indie Harvest Moon / Stardew Valley / Animal Crossing inspired farm life sim about scraping by, in a decaying rural truckstop town with bored depressed locals you gradually befriend (or ignore).

I was surprised Turnfollow was working in this big systemic genre space, since I mostly know them for their very good linear story games Little Party and Wide Ocean Big Jacket. But you can see the "seeds" of this game (ha ha) in their wartime gardening game A Good Gardener so maybe it's not so unexpected...

From the beginning, you're given an ultimate end goal: earn enough company scrip to buy a ticket to the moon. Instead of a raccoon banker oppressing you with a mortgage, it's a faceless Moon Company exploiting every poor soul left on this post-apocalyptic Earth. Brilliantly, the already astronomical price of the moon ticket actually increases during the game. Imagine if Animal Crossing had the bravery to charge interest on the home loan!

Well, Before The Green Moon is brave, brave enough even to suggest that farming isn't exactly a picturesque Hallmark movie. Instead, you're stuck in this abandoned GameCube game and you need to somehow earn enough to buy a moonshot out of this dump. How are you gonna do it?

Friday, March 17, 2023

Double Fine PsychOdyssey recaps / viewing guide, episodes 01-17


Last month, game industry documentary makers 2 Player Productions debuted a massive 32-part YouTube game dev doc series Double Fine PsychOdyssey, chronicling the development of Psychonauts 2 from its earliest glimmers of pre-production in 2015 to its final release in 2021. 

I assumed it was mostly for fans but after watching all 32 episodes (on 2x speed, skipping some parts) I've changed my mind and now I think it's essential viewing for all game designers / devs. It shows the everyday work of medium-scale commercial game dev in unprecedented detail: the creative high of successful collaboration as well as the ugly prototypes, grueling bug fixes, and painful miscommunication. There's also a thrill of access, where the camera captures vulnerable moments it wasn't quite supposed to see. The most epic public post-mortem ever.

As a public service, I've written a short text summary and some notes for each episode. This recap post / viewing guide covers only the first half of the series (episodes 01-17) and I'll try to write-up the second half later.

SPOILER WARNING: obviously, these recaps spoil what happens in each episode.

Monday, January 2, 2023

Unity WebGL tips / advice in 2023

I recently released a Unity WebGL game and the process was a bit painful. Here's what I learned...

In summary: 

  • I was using built-in pipeline and didn't try URP. (HDRP is definitely out of the question btw)
  • Unity WebGL support isn't bad, and WebGL performance is even OK, as long as you treat it like a ~2015 mobile device in terms of capability and performance. Don't throw a lot at it, especially because iOS browsers can't do a lot...
  • ... because it's 2023 and iOS WebGL performance is still pretty shitty even with Apple's promised ANGLE WebGL 2.0 support. You should expect to do a lot of mitigations and workarounds just so iPhones and iPads don't explode. Meanwhile, Windows and Android browsers are generally solid and reasonable. (In case you can't tell, I'm pretty annoyed with Apple.)
  • Here's what'll happen to you: your WebGL build tests on your desktop browser will work fine and you'll be pleasantly surprised... and then you'll try it on an iPhone and it'll be a mild disaster where you spend a week or two fixing all the various ways it explodes.

(Note: this is current as of Unity 2021.3.11 LTS + iOS 15.)

Tuesday, December 13, 2022

That Lonesome Valley as cowboy coin crusher

SPOILER WARNING: This post spoils what happens in my new game That Lonesome Valley. If you care about spoilers, play it first. It'll take about 30 minutes.

CONTENT WARNING: This post contains discussion of gay sex acts and some screenshots with obscured pixel art nudity. It's mostly "safe for work" even if the actual game is not.

That Lonesome Valley is a short gay cowboy romance game about walking, sheepherding, and kissing. 

Back in 2019 I made an unfinished prototype for a Gay Western game jam to contemplate the anniversary of influential gay cowboy film Brokeback Mountain (2005). Three years later, I've finally finished it. This final release now has gay sex, smoochin', and other important new features. 

I'm still not quite happy with how it turned out, but at this point I guess I'm just gonna have to live with it. As usual, I've written about what happens in the game, and I detail some of my creative process, intent, inspirations, and what I hope to contribute to gay cowboy discourse...

Friday, October 14, 2022

Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

SPOILER WARNING: I keep specific story spoilers vague, but I do have to talk about what happens in the games somehow. So I still kinda spoil the player progression / interactive arc. Sorry.

What are people playing and talking about these days? Well, I don't know anything about that. But here's what I'm playing and what I'm talking about:

  • Immortality
  • Wayward Strand
  • Cult of the Lamb
  • Betrayal at Club Low
  • Atuel

Friday, September 30, 2022

new Quake map: There's a Certain Slant of Light

These are design notes about my process and intent, and it may spoil what happens in the level.

I made my new single player Quake map "There a Certain Slant of Light" for the Quake Brutalist Jam, a 2 1/2 week long map jam focused around making chunky modernist concrete themed levels.

I actually made most of this level around two years ago. I wasn't really happy with it, so I never released it. Though when I fixed it up for this jam, I ended up keeping most of the layout and geometry. Maybe it wasn't such a bad map after all? 

The two big changes I made were the texturing and the monster placement / player flow...

Wednesday, September 21, 2022

"Voluntary Attempts to Overcome Necessary Obstacles" at EFA Project Space, Sept 23 - Oct 29, 2022

My gay historical bathroom cruising game "The Tearoom" is part of a new upcoming group exhibition "Voluntary Attempts to Overcome Necessary Obstacles" at the EFA Project Space in New York City, curated by Nicholas O’Brien. 

The show will run for about a month, from September 23rd to October 29th, 2022. Although I won't be there, since I currently live on the opposite side of the planet, I encourage you to check it out. There's a lot of great people and good stuff.

I've copy-and-pasted the exhibition blurb below:

Saturday, August 13, 2022

new Quake map: Breakfast Under The Balloons

I made a new single player Quake 1 map called "Breakfast Under The Balloons" for the community map pack Coppertone Summer Jam 2, where mappers were encouraged to make sunny summer-y themed maps using the popular community rebalancing mod Copper.

I like making sunny maps anyway, and the first CTSJ back in 2020 was when I made my first Quake map, so the event has a special place in my heart.

This post details some of my process and intent, and spoils what happens in the map. You may want to play it first if you care about that.

Thursday, June 30, 2022

Zugzwang as a pole dance upward unto heaven





This post details my process and intent for making my new release Zugzwang (pronounced in German like /ts'OOK-ts'VAHng/) a tactical sex dungeon roguelike cum ritual game.

I first prototyped it back in 2019, but I didn't really know how to finish it. This marks its true public release, with finished graphics, gameplay, tuning, more sex, and finally an ending.

SPOILER ALERT: This post spoils what happens in the game. It also spoils a bit of Bioshock Infinite (2013) because why not.

CONTENT WARNING 1: I mention a suicide from a century ago.

CONTENT WARNING 2: the game is rather explicit, but I've kept the imagery in this post relatively tame, at a semi-NSFW / soft-R rating.

Thursday, June 16, 2022

Postcards from Quakeland, 2022


Some random notes and thoughts from Quake modding land, in this cold wintery June of 2022:
  • Community Hubs
  • Official Mods
  • The Future of My Quake Maps

Wednesday, May 18, 2022

Logjam as mourning wood

Logjam is the latest in my gay sexuality series -- a short small game about a middle aged lumberjack daddy processing wood and other hard things. It's about forestry, masculinity, and history, but on a surface level it's a simple work simulator with a burly stripper and occasional twists.

CONTENT WARNING: Some of the screenshots have some CG nudity in them. It is "NSFW".

SPOILER WARNING: This post spoils what happens in the game. If you care about that, then you should play it first.

Tuesday, April 19, 2022

Why I still use Unity

There's been some game dev twittering about Unity vs. Unreal lately. Why use Unity when Unreal is better?

The basic consensus is that Unity's advantages have been crumbling for years, and its attempt to challenge Unreal on high-end graphics has meant neglect everywhere else. But if you want high-end then UE5 Nanite / Lumen is light years beyond Unity HDRP anyway? And if you're making the typical aspirational photorealistic action game, you'll probably want UE's gameplay architecture and free photoscan assets too.

Most recently, respected developer Ethan Lee has weighed in. For him it's not about the graphics, it's about source engine access and engineering processes. Being able to pinpoint bugs in the core Unreal Engine code, fix them, and submit patches to Epic is how modern software development works. Comparatively, Unity is closed source, and even if you go to the trouble of filing a bug report you'll still have to wait a year for an official bug fix if you're lucky. This is important during the second half of a game dev cycle, when game making becomes a terrible slog -- when your game randomly crashes on Nintendo Switch for some reason and you have to figure out why but you're already so so tired.

So why on earth would anyone still use Unity? Everyone has their own situation, and here's mine: