Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

November 27, 2013

Creative process and GUI design #2

Hello again!


Tarita here, the artist who has been tasked with the challenge of creating a passable looking UI for Interplanetary.

So, last time we were left with a combination of UI styles, right? I promised I would show you where the UI is currently heading, so here's a mockup:



Please keep in mind that the look of individual elements is far from being set in stone, and that the image above is just a mockup and does not accurately represent what the in-game UI currently looks like. We have just begun alpha testing, and in the light of the new feedback we may have to adjust some things.
The mockup should, however, give you an idea of what kind of style I'm aiming for.

Overall, the style is pretty simplified, and I like having some empty space between stuff. Even when adding detail, I'm trying to keep things simple and stay consistent with the limited amount of colours and light effects. I prefer not to add any extra fluff that doesn't have a distinct function or a reason to be there.

The elements in the mockup are somewhat large. This is partially because they have to work with a variety of different screen sizes, and still stay readable. I think that the increased size complements the simplified style nicely, but some people have told me that it makes the UI look "cute", which may or may not be problematic.

Earlier I told myself that the boxes would be neither blue nor gray, but in the end I had to go with gray.
Why? Because I found that only gray was neutral enough for the rest of the game.
I wish to leave the main stage for the planets and the space background, so the UI can't be too colourful or pop out too much. I don't want the player to miss the subtle details of the starfields on the background just because I insisted on having screaming, bright- yellow boxes on top of everything. This is, incidentally, also one of the reasons why I favour transparency and lack of boxes whenever I can.

Sometimes things pop out too much.

The other reason for the gray main colour is that I'd like to introduce some colour-coded information to the UI, such as icons and text, which are more visible on a muted background. Having a few splashes of colour is a breath of fresh air that also makes the dark graphics of Interplanetary feel slightly less grim and murky.


That's all for today, thank you for reading! In the future I may write more about the individual elements and the design choices and concerns behind them.

You can follow the progress on Interplanetary on Facebook, twitter or the game website.

October 2, 2013

Creative process and UI design, part one



Hello!

I'm Tarita, one of the two artists in our team, and this is my first blog post here. My main task in Interplanetary is to help to make the User Interface fuctional, and hopefully, also pleasant to look at.

Thankfully, I have studied graphic design in the past, and my previous game projects have provided me with enough experience to understand that design work like this involves more than just throwing a few boxes here and there and calling it a day.

So, the theory side is pretty well covered, but my hands-on experience? Very little. Our team size used to be a lot smaller, and as the sole artist my attention was mostly directed at in-game assets. I had made some UI graphics, too, but there wasn't enough time to actually concentrate on them, not properly. Interplanetary is my first chance to redeem the hasty UI:s of the past, so to speak.

Despite this, my first mockup sketches for Interplanetary were conservative: Electric blue elements surrounded by a subtle shine of blue light. I wasn't satisfied. While the combination definitely looks appealing, it's also a very common sight in scifi games, and I wish to avoid sticking to the most obvious style choice. I was looking for something modern and sleek, simplistic rather than cluttered and glossy.
Pictured: creative process

After "some" time, blood and bitter artist tears, I ultimately came up with three different style options for us to choose from: a) A light and delicate combination of solid metal parts and transparent holograms, b) Solid, traditional boxes with a white color scheme, and c) A mix of typography and colourful, yet subtle elements that obstruct the game view as little as possible.


Based on the sketches, we decided to go on with C, but we dropped the main focus from the typography elements and I was requested to tone down the amount of colours. To compensate for the losses, I picked up the white colour scheme (originally from B) and decided to use partially transparent objects instead of plain text.

To be continued...
In my future posts I will shed light on some of the many hassles of designing a functional UI, and provide you with some images of the final UI style. See you there!


September 16, 2013

Inside Interplanetary: Targeting Problems

One of these must hit!
Hello. I'm Sasu and I like to write blogs.

Everyone's been very busy lately. We're working hard to get everything essential working without a hitch, but hitches keep coming along. Well, that's the reality of game development and there's not much you can do about that. Except maybe try to design things in a more detailed way.

So, today, let's try something a bit different. Instead of me just telling you about a game mechanic, I'll explain some problems we've come across in testing and some solutions we've formed up.

Let's discuss...

The Difficulty of Hitting Your Enemy

Well, I guess one did.
While testing Interplanetary, we've repeatedly come across a tiny problem with the Targeting System: it's darn difficult to hit your opponent! There are many things that play a part in this.

The planetary system is alive. Once you've set the trajectory and fired your cannon, time unfreezes and the planets start orbiting. It can be very difficult to foresee the movements of this slightly chaotic system. The biggest problem here is that the planets have a large influence on their surroundings, thanks to their...

Strong gravitational fields. Now, this is something that's almost impossible to predict for a mere human. Sure, you can account for a planet moving in front of your firing line, but can you calculate how exactly it affects your firing trajectory with its gravitational pull? We can't.

The planets are quite tiny. Small things are more difficult to hit than big things. Who knew?

When shooting a single railgun slug at your enemy planet, the odds of hitting it are very small, even if it happens to be right next to you. Building 15 railguns and firing them all makes it a bit easier, but managing to maintain such an artillery would be very difficult and time consuming in the final game, not to mention the bother of targeting each and every one of them every time. Something needs to change, but what?

We Have Some Ideas

A planetary prediction system would make it much easier see the future positions of planets. We have plans for a system that shows the player the "shadows" of the planets' upcoming positions, depending on the current trajectory drawn. The future trajectory of the railgun slug, affected by the position of the planets, would also be shown as a shadow.

Looks a bit complicated on paper.

The obvious problem with this solution would be that it takes away the element of predicting planet positions and may make the game way too easy to play. Of course, there would be extensive balancing done to accommodate for this feature.

Lowering the effect of gravitation would be an easier way to tackle the problem, but doing so would also make the game less interesting. In the earlier builds, you only really needed to worry about the gravity of the sun. Other planets' pull was much weaker, so it was possible to actually pull off very accurate attacks. This did take away some of the fun, since crazy, unexpected trajectories didn't happen.

We could just make the planets bigger. This might be the easiest solution and the least problematic for now. The biggest foreseeable problem with it is the change to the visual style. We're trying to keep a "realistic" feel to the game and to sort of keep it grounded. Bigger planets might give the planetary system a caricatured feel. Or, maybe we should give the planetary system more of a "war room"-feel. It doesn't look particularly realistic as it is, so maybe adding more elements to make it look more like a tactical representation of the real thing, would be a good idea.

Now, we simply pick one idea, implement it and test. Or maybe we should use them all? Or something completely different? What do you think?

September 9, 2013

Art of Interplanetary: Maps

The end result
Hello folks, Jukka here again. I'll share a bit of the process that goes into a creating planet texture for Interplanetary.

From chaos to order... Sort of


Usually, when I've made planet textures or painted planets, I've started with either using Photoshop's cloud filters and level adjustments or custom brushes to create the terrain shapes... And if you simply want to make a planet, this works fine, but for Interplanetary, going with just random shapes isn't that simple, since the texture is a factor in the game balance. For example, small continents will restrict player's choice on where he can build and also can make it harder for the other player to hit buildings, although a successful hit on densely built area would have the potential for greater damage.

The way we're trying to ensure that the maps wont be a totally unknown factor in the game balance is by using a specific ratio for land and ocean. So far we don't have much data from testing on the subject, so we simply decided to start out with 50/50 ratio and see how it works, but with this, the players would at least have the same potential area to build on.

White is land... Or was it the other way around...
Because the land-ocean ratio has be to taken into account, using random shapes to create the continents would become much more time consuming. So, we employed the use of this handy planet generator, which allows you to specify how much water you want. I care mostly about the division of the land masses, so I only pull out the black&white landmask from the generator, which I take to Photoshop for refining. 
The shapes produced by the generator are very ragged and "broken", so I shift parts of the continents and islands around and get rid of the excess of  small islands and lakes.


Touch of fictitious realism

Once I have landmasses ready, I block in some background information, like tectonic plates and ocean currents. I'm not an expert on geography so I just wing it. Even if it wouldn't be entirely accurate rendering it lends some logic into how the map turns out. And, of course, since we're not talking about Earth, there would be many, many things to take into consideration, if we wanted to get close to actual realism.

Lots of iron in the soil, or maybe it's dyed red from the blood of vanquished foes.

The next step is to throw in some colors and plan what kind of environment goes where. And from this point on, it's about painting in the terrain and details. For this I have some brushes I made from NASA's satellite photos, which I use to lay in texture. I go over each area several times with different brushes and slightly different colors to make the terrain look more detailed and natural. I also go in with a small basic brush to clean up and add precise detail to certain areas like mountains and river deltas.


If only planets were cubes

Due to the way the planet model is unwrapped, the poles need some more attention to minimize the amount of ugly distortion (there are a few methods for unwrapping a sphere to avoid the pole distortion, but I won't go into more details now as there'd probably be enough there for a whole new post and it is also still something I'm hoping to improve myself in). I use Photoshop's Polar coordinates -filter to wrap the texture into a circle so that I can see how the pole looks and then paint the details I want near the poles and use the Polar coordinates again (this time with the 'polar to rectangular' setting) to bring it back to rectangle shape.

Left: After using polar coordinates Right: How it looks in unity in my test scene.
That's it for now, but feel free to ask questions, and I'll answer the best I can, and see you again in the future.

Check out our IndieDB-page for more goodies!

August 27, 2013

Inside Interplanetary: The Resources: The Material: The Movie

Don't worry, it's just steam. Black, smelly steam.
Yo, everyone! Game Design fellow Sasu is back in action, currently testing the newest build of Interplanetary. Some key features are still missing; it's a little bit difficult to enjoy the game when buildings and cities don't even have life bars, but the game is otherwise quite playable already. Add in a couple of features and balance, balance, balance!

Today we shall delve into a central system, that isn't completely implemented in the game at this point. As such, many of the terms used will probably differ in the final game and the system itself will evolve. In spite of that, let's take a look at the basics of...

The Resources of Interplanetary: Material

We've already mentioned some things about Interplanetary's resources in these posts. There are quite a few, such as Production, Science and Power, but one of the most important ones, for you to keep your eye on, is Material.

Material represents everything, well, material that you need to build structures: concrete, rebar, currency, whatever. It's all lumped under the moniker of Material for your convenience! Along with Power, a bar showing the available Material is always shown to the player; these are the two things that need constant attention when developing your planet.

All those railguns ain't cheap.
As we've explained before, many actions in the game cost Power, the amount of which is recalculated, according to the amount of Power Plants, at the beginning of each turn. Material, however, works more like normal currency, meaning it can easily be depleted, if you consume more than you produce.

The game begins with a set amount of Material for each player, but it won't last for very long. A savvy player will construct a couple of Mines to keep their stocks full. A normal Mine yields a small amount of Material each turn, but they can be upgraded to be more efficient.

The Material doesn't just appear from thin air, though: each planet has a set amount of it, and once it's gone, it's time to start thinking about alternative means of sustaining your development. The planet's Material is divided into three parts: Normal, Aquatic and Deep. The type doesn't matter when building structures, but each of them is acquired in a slightly different way. Most of the planet's Material is Normal and is mined by Normal Mines. Aquatic Material is mined with Underwater Mines and Deep Material is gained by upgrading Normal Mines with Deep Mining capabilities.

Planet Material is like a pizza: tasty and crunchy and I'm hungry.
Initially, all Mines work quite inefficiently and a lot of the mined Material will go to waste in the process to convert it to usable resources. This can be remedied with upgrades, however.

Interplanetary warfare can take a heavy toll on the resources, and you will inevitably run out of Material at some point. When the final drop is consumed, it's time to look to the skies and attempt to colonize a nearby planet. To colonize a planet, you use your interplanetary weapons to shoot Colonization Probes, which in turn will set up a small colony on the planet they land on. The colony is able to, among other things, mine Material and send it back to the home planet.

Long matches may very well end with almost the whole planetary system dry of usable Material. Insert commentary on unsustainable development and the irony of war here.

Hopefully, a complete image on how to play Interplanetary is beginning to form for everyone. We'll be back another time with more tidbits and such. See ya!

July 12, 2013

Inside Interplanetary: Weapon Types


Game design guy Sasu, here with another post detailing Interplanetary's progress and game mechanics. Alpha is coming along nicely, even though the graphics might not show that big of an advancement. The weapon types have been basically implemented and just need to be fiddled with. A lot. This feels like a nice point to segue into the subject of this blog post:

The Weapons of Interplanetary

This time, we'll expand on our last time's subject of Targeting by taking a look at different weapon types and their targeting features.

There are three main weapon types: railguns, missiles and beams.

Railgun

Railguns are simple weapons, meant to overwhelm the enemy, but they're not exactly known for being accurate. They don't use a huge amount of Power, so it's usually possible to fire many of them in one turn.

Stupid gas planet, messing up a great shot.

The targeting of a railgun is very simple: choose the weapon and select the trajectory. It is, however, very difficult to hit an exact spot on the enemy planet, even with the possibility to put markers on the enemy planet in Intelligence View. Sometimes, it can be quite difficult to even hit the enemy planet, due to gravitational pull's strong effect on railgun slugs.

Missile

Whereas railguns have a bit of a luck element in them, missiles are designed to be accurate. They are not as much affected by their surroundings and it is much easier to hit specific targets with them. Missiles are a bit of power hogs, though.

The targeting of missiles actually consists of two phases. In the first phase, the camera zooms in to the enemy planet and you can get a proper look of its surface. This is basically the Intelligence View. In this view, you'll be able to click anywhere on the planet to set a target. After choosing your target, you enter the second phase, similar to railgun targeting. Now you can set the trajectory and try to hit as close to the marked spot as possible.

You can even target the opposite side of the enemy planet.

So, you've set the trajectory and also an exact target on the enemy building. As long as you manage to shoot your missile close enough to the enemy planet, it will enter its orbit. While there, the missile will travel towards the target point on the planet's surface. The longer the time spent on the orbit, the greater the chance that it will get shot down by defense guns or other hazards. This means you should try to aim as close to the target as possible.

Beam

Beams differ from other weapons in that the gravity doesn't affect them one bit. Their trajectory is always a straight line. Depending on the situation, the enemy planet can be very easy to hit, or simply impossible, because of obstacles in the way or beam weapons placed on the wrong side of the planet.

Beams also have a two phase targeting: once you set the trajectory, you can specify the exact spot the beam hits. The choice of targets is much smaller than with the missile, since you may only target one side of the planet. In optimal conditions, this makes beams the most accurate weapons by far. Unfortunately, their attack power is fairly low.

Everything's in the way!

The weapons in Interplanetary will be based on these three types. Some will have radically different stats and some will have added effects, but the basic concepts are still the same. There will also be slight tweaks to this system in the future, but the idea stays. Hopefully, this has been enlightening. See you next time!

June 28, 2013

Logos are not built in a day

Hello dear readers, it's Jukka here to serve you another post, this time on the subject of Interplanetary's logo and what went into the process of designing it.

Why do we need a logo?

The idea behind a logo is to provide people with something to recognize the product by. Having just a name for a product isn't quite enough, as there can be other things going with the same name (as long as it's not a similar product/entity etc).

A logo provides the name a unique and recognizable aesthetic. It's a building block of a brand. Brand is something that is born instantly, it's the sum of people’s thoughts and opinions of the matter at hand and those things can take time to form. A logo can give people something to base their thoughts and opinions on, when they first encounter a new brand and also a way to recognize it when they see it again somewhere.

Personally though, I feel that game logos don't need to be as thought out as traditional corporate logos and other product logos, as games have better ways of introducing themselves to new audiences, for instance trailers.

Design process

To start off, you need a name and, lucky us, we already had one. Both I and Tarita, our artist, started by sketching our own ideas.
The name “Interplanetary” was originally just a working title, but as it hadn't been used for a game yet and it did a good job in describing the game, we stuck with it (there's a scifi movie by the same name that came out in 2008).
I like to start logo designs by sketching straight in Illustrator. I combine shapes and use the pathfinder tools to cut out and merge them, looking for interesting results.

Some of the first sketches and their variants.

The world of scifi-themed logos is filled with planet shapes and crescent moons, blocky typography and carbon fiber textures. While I tried to come up with something a bit more original I also wanted to include the idea about shooting at planets... Which at first resulted in designs that mostly remind you of things you learn about animal reproduction in biology class. So in the end I made some compromises and didn't come up with the most original of designs, but rather ones I felt conveyed the idea best.

After a while we gathered up the sketches and chose four we liked most and put together a simple survey to ask for opinions and feedback from our friends in facebook. The survey provided us with good feedback and strengthened our own opinion on which design to choose.

The four candidates we chose for the survey.

After posting the survey I moved on to make a short teaser to show at the upcoming Nordic Game Conference, which ended up taking all my time. As a short time remedy we used a plain white version of the logo that was most favored. This way we had a logo, which would be pretty close to it's final form and most probably wouldn't change so much that it would be unrecognizable.

After the NGC, I postponed working on the logo for some time, while I concentrated on honing the teaser and its idea bit further. The teaser is still a work in progress, but I did finally take the time to put the finishing touches on the logo.

Final version of the logo.

And that sums it up. Hope to see again next time.

May 24, 2013

Designing the Power Grid

Nuclear power is the safest power. Except for those few times.

Hello, hello, hello! Sasu here again, filling the space for our team leader Niklas, who's still on his Nordic Game trip. Hopefully, we'll see him back healthy next Monday. Adding to that, our programmers have been working hard on planning and design this week, so actual progress has been a bit slow. Soon, we'll be back on full gear!

Meanwhile, I've been coming up with different systems for the poor, unsuspecting coders to implement. This week's subject may become quite a dominating feature in the game; The Power Grid system is something to consider when developing your planet's infrastructure.

Power can be considered as your action points. Almost any action, from building to shooting your weapons, takes a bit of Power. The more Power all of your Plants generate, the more actions you may pull off each turn.

A picture and a thousand words

Structures can be built all over the planet, but the most efficient way of gathering Power is forming one, continuous Power Grid by building them close to each other. Every structure has some amount of Power Connectors: simpler ones have two, while others may have as many as four. When you've placed a new building on the planet, its Connectors attach to other nearby structures, if they are within range. As long as all the buildings are part of a grid with at least one Power Plant, they will function properly and stay online.

It is also possible to make several grids, not connected to each other, but there are some drawbacks to this strategy: the more Power Grids you have, the less efficiently you can actually use the Power generated by the Plants. You will receive less usable Power from two grids with two Power Plants each than one grid with only three Plants, for example. This gives the opponent an incentive to try and bomb your grids into pieces. After a massive attack, you may find your one big grid turned into three small ones and some structures orphaned and offline, without a Power Plant in their grid.

Now you're playing with power! This system is presently being tweaked, but the main idea should stay. It adds a nice layer of depth, especially when mixed with some other systems we're working on at the moment. You'll have to wait until some other time to hear about those.

May 17, 2013

Designing Tech & Research


When can I finally have a clone to call my own?

Hello, hello! I'm Sasu, a game designer on the most wonderful game, Interplanetary. Lately, I've been working on the technology tree and the progression of upgrades, which will be our subject this week.

One of the main themes of Interplanetary is the development of technology. Players start up with technologies that seem quite plausible to actually exist in a couple of years, but the further the game proceeds, the more incredible they become. Sufficiently advanced technology is indistinguishable from magic, but we still try to make it feel at least somewhat believable. No huge science fiction star fleets, just humble interplanetary space guns. 

In Interplanetary, players gain science points that are used to research new technologies. The generated points are counted towards technological progress at the beginning of each turn. Each technology needs a certain amount of science points. When the goal is reached, the technology is usable and new development options are opened. 


Original diagram, do not steal.

Projects are construction or development operations that take place in cities and span over several turns. Researching technologies not only grants various bonuses, but also opens up the possibility to develop certain projects. For example, the technology of “Quantum Paired Sensors and Communications” allows the player to detect incoming projectiles earlier and to build facilities for “Communications Shielding” and “Faster-Than-Light Communications”. 

All the technologies and projects have certain pre-requisites. You need to research “Particle Physics” before being able to research “High Power Particle Beams”, which in turn allows you to develop “Orbital Laser Defense”-project. Sometimes, a project must be completed to unlock new technologies. No “Orbital Manufacturing” without the help of a “Space Elevator”. 

Research enough technologies and you just might reach something amazing. We might add some wildcard mechanics to the tech tree so some of the more incredible tech may be hidden and only discovered accidentally. That is, after all, how science tends to proceed. Eureka!

Alrighty, that's enough nuggets for now. I can almost promise you that the details will change in some ways, so no frowny faces if they do, okay?