Heya guys!
Just a quick post to apologise for no updates on my current work or articles on design or current gaming affairs. I have been snowed under with the design of my current title meaning that the work I have done is currently not at a stage that is suitable to be shown.
Not to worry though as I am hoping to get some lovely screen shots to you in a couple of weeks time!
Happy easter y'all!
Saturday, 23 April 2011
Saturday, 2 April 2011
Project Cat Boy Game Play
(Updated: Due to an excellent point from a friend (See comments) The walk and run mechanics will be reversed...e.g. Run as standard, walk on press of a button. Cheers Elcura.)
Hello everyone!
This week I have been working hard on getting some level designing done for Project Cat Boy and have had a mine of creativity surface which is great news. Unfortunately the levels at the moment are Top Secret until they are in production but I can let you know some of the exciting game play elements the game is going to feature. Below there are two lists for you to view, one of basic game mechanics (so you all can see how it is going to play on a basic level) and one of the more intricate mechanics the game is going to feature. There are more to come but at this moment in time they are still being decided on.
As always any thoughts or ideas are always welcome and anybody can comment below. This game is a product of our love for videogames and the people that have helped shape the industry today, any thoughts and comments are greatly appreciated.
Basic Game Mechanics
Hello everyone!
This week I have been working hard on getting some level designing done for Project Cat Boy and have had a mine of creativity surface which is great news. Unfortunately the levels at the moment are Top Secret until they are in production but I can let you know some of the exciting game play elements the game is going to feature. Below there are two lists for you to view, one of basic game mechanics (so you all can see how it is going to play on a basic level) and one of the more intricate mechanics the game is going to feature. There are more to come but at this moment in time they are still being decided on.
As always any thoughts or ideas are always welcome and anybody can comment below. This game is a product of our love for videogames and the people that have helped shape the industry today, any thoughts and comments are greatly appreciated.
Basic Game Mechanics
1. Walking – Cat Boy as a default will run but he can walk as well. This will be done at the push of a button to allow him to slow down and stroll at a leisurely pace.
2. Running –Cat Boy as a default will run rather than walk. As a friend pointed out this will allow for a greater sense of energy in the game and will not frustrate when moving back and forth between puzzles.
3. Jumping – Cat Boy also has the ability to jump at the press of a button. This allows him to reach platforms that are out of reach and to jump across gaps that may heed his progress. Sometimes he will need to jump on props to solve puzzles and progress in the game. This can be done when he is walking and running.
4. Picking Up Objects – Throughout Cat Boys adventure he will sometimes need to pick up objects and carry them about. This is easily done as when Cat Boy runs into one of these objects he will automatically pick it up and it will be stored in his bag.
5. Pushing Props – Sometimes Cat Boy will be required to push objects around the game stage to solve puzzles and challenges that he may face. Pushing against the prop in the direction that you wish it to be moved does this.
Featured Game Mechanics
1. Collecting Thoughts – In each game world there are a certain number of forgotten thoughts that Cat Boy needs to collect in order for the world’s creator to remember who they are. These thoughts are often hidden in the dark parts of the occupier’s mind as game objects, the parts they wish to forget although the thoughts themselves are pleasant experiences from their previous life. Cat Boy needs to overcome challenges to obtain these thoughts and convince the occupier they are in a dream world and that they are being harvested.
2. Obtainable Abilities – During each world Cat Boy will receive an ability that he will be able to use in the episodes to come. For example in the first world he gains the ability to push objects around to solve challenges. This will allow the game play to stay fresh and gives the player the element of wonder when they play a new episode.
3. Evolving Levels – As you start to convince the worlds host that this is all an hallucination the world will start to crumble and change. This affects previous challenges and areas helping keep game play alive and interesting whilst bringing the games narrative to the forefront to show advancement.
Sunday, 27 March 2011
Project Cat Boy - Story Synopsis
Hello everyone, as promised the story synopsis and game idea is here and ready for you to read courtesy of myself and Mr. Steve Gregson. I hope it gets you as excited as we are and that you will follow our development diaries and posts on No Rules Required (although a dedicated site will be set up in the coming weeks for PhatLads Games and Project Cat Boy). So here it is, what exactly is Project Cat Boy all about?
Project Cat-Boy – PhatLads Games.
A young boy is confined to his room by his parents gazes out to the world and wishes he was free. Free to look for adventure, free like the cats he sees playing outside…
Suddenly It was all too obvious, this young boy needed to become a cat.
Cats are happy and free, and as would he be if he escaped the confines of his home, so after a swift escape our hero sets off looking for adventure.
Adventure however, had come looking for him.
After walking through his village with little time to spend talking to the locals, Cat-Boy witnesses a UFO crash. This was his chance, a chance for adventure!
Though not the adventure our young friend had planned, Cat-Boy would investigate the UFO crash and the horrors that await him inside.
Once in the UFO Cat-Boy finds a whole host of people trapped in their own twisted realities in the UFO’s computer system, simulating their own idea worlds created by their own psychology. Only by entering these virtual psychological worlds can Cat-Boy find the real persons sanity and bring reality back to them, if, of course, he can convince them to leave their perfect world.
A gameplay blend between the humorous point and click adventure days of yesterday, with the puzzle platform gameplay akin to classic games like Flash Back and Abe’s Oddysee, Project Cat-Boy will make you chuckle as much as it will make you think, but as is the way with psychology, some peoples ideal worlds will be twisted and altogether unpleasant as our hero learns that it’s not all smiles being a cat.
A young boy is confined to his room by his parents gazes out to the world and wishes he was free. Free to look for adventure, free like the cats he sees playing outside…
Suddenly It was all too obvious, this young boy needed to become a cat.
Cats are happy and free, and as would he be if he escaped the confines of his home, so after a swift escape our hero sets off looking for adventure.
Adventure however, had come looking for him.
After walking through his village with little time to spend talking to the locals, Cat-Boy witnesses a UFO crash. This was his chance, a chance for adventure!
Though not the adventure our young friend had planned, Cat-Boy would investigate the UFO crash and the horrors that await him inside.
Once in the UFO Cat-Boy finds a whole host of people trapped in their own twisted realities in the UFO’s computer system, simulating their own idea worlds created by their own psychology. Only by entering these virtual psychological worlds can Cat-Boy find the real persons sanity and bring reality back to them, if, of course, he can convince them to leave their perfect world.
A gameplay blend between the humorous point and click adventure days of yesterday, with the puzzle platform gameplay akin to classic games like Flash Back and Abe’s Oddysee, Project Cat-Boy will make you chuckle as much as it will make you think, but as is the way with psychology, some peoples ideal worlds will be twisted and altogether unpleasant as our hero learns that it’s not all smiles being a cat.
Keep tuned for more info soon :)
Ben and Steve x
Saturday, 26 March 2011
Cat Boy Concept Art
So as promised here are a few concept drawings by Steve Gregson of our wonderful main character "Cat-Boy". The name has not been finalised but is the easiest thing that we could call him. The art style is definitely the look we are going for within the game and hopefully within a month we will have some game renders to show you of the lovely chap in 3D.
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| Cat Boy |
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| Cat Boy with his hat off. |
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| Dizzy Cat Boy |
So a few pictures to get you excited! Story and game play coming very soon!!
Monday, 21 March 2011
New IP Project And A Taste Of Whats To Come
As people who read my posts will know I finished my Masters in Games Design in January and having done very well on the course decided to take a small amount of time out after I got my marks and do a spot of writing on here and on Gamasutra whilst I applied for jobs. Having not been 100% successful on the job hunt so far I have decided to ‘buddy’ up with a good friend of mine Mr. Steve Gregson (co-creator of Safety First) to create a game that I have been part designing for quite a while whilst I continue to look for work.
The main idea for the title so far is to re-create that platform/adventure feeling that was popularised by titles such as Flashback and Oddworld with the humour and fun of the old LucasArts titles. Of course these are just examples of the area we want to progress into and not a full guide to what will come as the game mechanic ideas for the project are quite different to those found in these titles and the art direction will be considerably more light hearted. Due to this being an indie title that is a labour of love we will no doubt take inspiration from many different walks of art and design that have inspired us to take up games design in the first place and will take quite a while to accomplish.
We are aiming to have a demo of the game up and running in the next few months and will be creating a developers blog to chronicle out advancements on the game showing off concept work and screenshots whilst also talking about game ideas and designs without giving away too much. At this very moment our story overview is being finalized and our game mechanics are being refined so expect a post very soon with new information and pictures to wet your appetite and a link to the games new home!
Wednesday, 9 March 2011
Design: Inspirational books as a games designer
The original post was a way for me to share my research ideas with the public and my academic peers on my Masters in Games Design. Since I have now completed the course I have decided to expand the original post with other texts that have been influential to my design process and me. If anybody has any other books that they have found particularly inspirational towards games design please link them or write about them in the comments.
1# FLOW.
Mihaly Csikszentmihalyi
In terms of design this textbook discusses the psychology of how to understand as well as to achieve happiness. This may seem a bit ‘hippy like’ to some but if we take and step back and look at the larger picture the information inside becomes invaluable when designing a game. Videogames are meant to ignite enjoyment, achievement and a sense of fulfilment. These are not possible without the understanding of happiness and how the human mind achieves this state. It also will allow you to understand how to take control of your life to an extent and to identify the many elements that can take that control away from you. In the process you may even end up happy yourself…

2# The Writers Journey.
Christopher Vogler
If you want to design your own games then this book is excellent when it comes to writing stories. It gives us a systematic understanding of how stories affect people as well as how to write them. Game narrative as a rule is more complicated than writing for a film or writing a novel yet these guidelines will allow us to understand the psychology of consumers when posed by certain types of stories. With a little intelligence and risk this should help you create stories that are worth playing through whether they are 4 minutes long or 60 hours.

3# Homo Ludens. Johan Huizinga
A brilliant theory book that looks into the reasons man needs to play. Homos Ludens itself means, “Man the Player” and discusses the importance of play in culture and society. I guess the questions may arise in yourself of how can you create a truly remarkable game without knowing the real reasons that one needs to play? Or you may gain some insight into the human need to enjoy themselves through games? Maybe the realization that videogames are an important cultural medium will give you confidence? Any of these things may occur when reading texts that investigate the reasons why we want to play videogames and in turn will help you create better and more substantial games. Anyone can make games that may be true, but knowing why and how they work will help you make better games.

4# Creativity.
Mihaly Csikszentmihalyi
Another great textbook by Mihaly Csikszentmihalyi that looks into the theory of flow in order to understand creativity. This book in itself may not explain how to make better games but what it does do is help you understand the creative process as well as help you enrich your work with a great creative ethos.

5# Game Writing: Narrative Skills for Videogames.
Chris Bateman (Editor)
This was the first book I read when writing a report on narrative design in videogames and although I am not a game writer the lessons I learnt in game structuring has stayed with me. The book goes into many different aspects of games design and game writing and is written by various different professionals to give you a broad view. As narrative in videogames goes the theories and ideas on show often dictate what is already used in the games industry thus giving any games designers a strong foundation of what does work. This will allow them, as it did me, to stray from the path and experiment with game mechanics and game narrative.
6# Rules of Play: Game Design Fundamentals.
Katie Salen and Eric Zimmerman
This is probably one of my favourite books on games design. Not because it is one of the better know books on games design but because it doesn’t just focus on video games, it looks at all times of games from board games to sport games and of course computer and video games. The book works its way through 8 games design “schemas” such as games being a storytelling medium and contexts of social play and gaming. Out of all the books I have read on games design this is the one that helped me as guide the most. It allowed me to make rational choices and risks by understanding the aesthetics of games design whilst still feeling creative. I also helped me identify with myself as a games designer rather than just a “video” games designer.
7# The Laws of Simplicity.
John Maeda
Games design textbooks are all well and good but it is basic design philosophies that will allow us to make clear, concise and accessible titles. I found the “The Laws of Simplicity” allowed me to understand why it was important to create challenges, controls and mechanics simply. In my last post The Rules of Three I talk about design in process being broken down simply, without this book those ideas would not have been fully realised or at least not as clearly. The book itself is not too academic and easy enough to read, or should I say simple to read, and Maedas simple advice proved influential on my work. I suggest picking it up to see if it has the same effect on you.
These books have been highly influential to me and have helped me when I am stepping through the design process. If you design games and don’t read I highly recommend to start with some of these titles and see if they help you when you are creating. On top of these books there are some others that I intend to read but have not yet gotten round to doing so. These are the following:
1# Universal Principles of Design
2# Emotional Design – Donald Norman
3# The Design of Every Day Things - Donald Norman
4# How’s and Whys of Level Design – Sjoerd De Jong
5# House of Leaves - Mark Z. Danielewski
Hopefully I will get to read them soon, as for now back to ideas factory to makes some games.
Design: The rule of three
The rule of three is used in many things, from film and literature to comedy and religion yet is something that I had never really consider before when designing levels and game mechanics. It wasn’t until I was reminded of the rule at a workshop on how to do successful presentations that I even considered its uses in games design and consequently ended up fascinated with the number and the constraints it gave me when designing challenges, tasks and pacing in my games.
I have recently been working on an iPhone title where the player controls aspects of the environment to create a safe path for a character to reach his goal. Now although the idea itself and the mechanic had proven to be fun and entertaining I hadn’t really thought about it as a structured game yet and with this simple idea plaguing my mind I decided to use the rule of three to structure the game on various different levels. The first structural problem I tackled was that of the levels themselves, I wanted to create an experience that was humorous, fun and bite-sized so players could easily pick it up, have a go at a challenge then put it down again, ideal for people on the move.
So I set about playing with the rule of three and placing constraints on the game. I structured each level into three parts as follows:
- The player has a certain amount of unseen time to survey the environment to understand the structures that they can interact with and try and figure out the idea of the puzzle.
- The player then gets notified that the character is about to set off from the starting area. Here a timer appears and the player can now interact with the objects in the level to form a safe pathway.
- When the time is up the character will start to walk along a linear path through the level. Players can still interact with the level but will have the added pressure of the character moving through it. If the player is successful, the character will reach the goal.
- An original point of interest that would draw the player to the origin of the puzzle. If there were multiple puzzles in the level each puzzle would need an origin point of interest.
- The origin point would need to lead onto a mid puzzle point. This would need to be obviously linked with the origin point but not in a way that solves the puzzle out right. For example if you needed a seesaw type apparatus to help the character reach a higher level, the origin point could be the pivot and the mid puzzle point could be the plank. Useless on their own until the third part of the puzzle is involved.
- A final puzzle point that would bring the puzzle together in a way that allows the player to see how it solves the original dilemma. Using our seesaw example it would be something that would weigh one side of the seesaw down to create a ramp allowing the character to reach the desired higher level.
- As we know through the level plan that there is a point in each level where players can interact with objects. These objects are often moved, levitated or destroyed to aid the characters progression.
- Sometimes when these objects are moved cogs will appear that can be tapped and collected.
- These cogs can then be used to unlock new rescue missions for your character to go on. This gives the game longevity and challenge.
- A main menu screen that gives an overview of the game and a general feel to the player as well as three options. Play, Quit, Options.
- A level select screen that can be navigated easily to see the various different rescue missions on offer as well as levels that are locked to the player till they gather enough coins.
- An option screen that allows the player to change the music volume, sfx volume and other aspects of the game.
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