Sumer

I’d be remiss if I didn’t root for the home team by mentioning that Sumer is on Kickstarter. Sumer, which started life as a thesis project at the NYU Game Center, takes on the question of what happens when you take a worker-placement game and play it in real time on a computer. It turns out that if you put in the enormous amount of work the Sumer team has, the answer is “you get a really excellent game.”

The Kickstarter page talks about Sumer in some detail, so I’ll just say that it’s inspired by the classic M.U.L.E., has undergone intense playtesting (it’s already seen tournament play!), and is a ton of fun. Give the Kickstarter a look; this game’s worth your time.

Up the Ante

Another one-week prototype. This one is playing around with a notion that I’m interested in pursuing further: games that encourage players to continue taking risks throughout the game, rather than seeking to exert control over the situation.

Up the Ante is for two players, and requires two PS4 controllers.

Warmachine Mk. III

I have to admit, I didn’t think Privateer Press was going to rebuild the system for its premier game. The system was showing a bit of wear and tear, but the overall structure had proven sound for tournament play. Errata curbed the biggest issues that emerged. No big changes needed . . .

. . . or so I thought! Privateer Press announced the Mark III rules at the beginning of the week, to be released this June.

The things I’ve heard so far are interesting, most notably that the game will now allow pre-measuring all the time. I’ve had a post on pre-measuring knocking around my head for a while. Sooner or later I’ll have time to write it up. 😉

For now, I’m excited to see what the new edition brings. Here’s to many more nights of toy soldiers and good friends.

Ultimate Staff Warrior

Unity’s Transform.RotateAround lays bare the complexity of having multiple axes of rotation in 3D space. In other words, it’s possible to get things to rotate in unexpected ways, and it’s not trivial to keep rotating objects under control. 😉

Ultimate Staff Warrior takes advantage of Transform.RotateAround’s oddities. Click your “body” (the large capsule) to reverse the direction in which your hands are rotating around your body; click your “hands” (the sphere holding the staff) to reverse the staff’s spin. Try to defeat the Red Block Army . . . and especially try not to whack yourself with your staff. 😉

Fire Helicopter

Fire Helicopter was my first run at procedural generation. It’s a simple game: move the firefighting helicopter (represented by a block) as it tries to put out spreading fires (also represented by blocks) using water (yep, blocks). The trick is that the fire spreads quickly; if you’re not fast, your best efforts will be inadequate to contain the blazes.

Although procedural generation seems to offer lots of content without the need to hand-make everything, in practice getting it right is tremendously challenging and a burden all its own. Beyond the debugging required of any digital project lies the issue of fine-tuning the rules behind the generative process. That second step is, if anything, even more taxing; seemingly trivial misjudgments or logic errors can cause the system to run amok.

Procedural generation is not, then, a panacea. It’s an interesting topic to explore, however, and this small testbed was a nice way to ease into it before taking on more substantial games using the technique over the course of this semester.

Missives from the Front

I really enjoy games in which the player’s actions somehow evoke the in-fiction actions they’re associated with. For flight simulators and driving games, that’s easy to accomplish: just get a flight stick or a wheel, and the challenge is well on the way to being met. Genres that don’t have dedicated controllers on the market are trickier.

Missives from the Front is a quick stab at a fiction-compliant controller for the strategy genre. It simulates something of the experience of a general from the Napoleonic era: great billowing clouds of smoke obscure your vision of the battlefield, and so you are reliant on messages you receive from your subordinates to figure out what is going on. Similarly, you communicate your orders only indirectly by telling those same subordinates what to do.

The underlying simulation in Missives from the Front is a painfully simple rock-paper-scissors relationship; the opponent plays randomly, so there isn’t much in the way of strategy to be employed. Furthermore, typing into a text file doesn’t give quite the feeling of writing a letter. A better version of the game might employ some kind of OCR to read hand-drafted orders–and would be quite out of scope. 😉

For all its limits, though, I’m pleased with how Missives from the Front turned out. I feel that it did exactly what a one-week prototype ought to do: help me learn some new technical skills while also allowing me to explore a wacky concept.

Note: Since Missives from the Front requires going into the game’s file structure, I’ve uploaded it here as a ZIP file. You’ll need Unity to run it.