Game Blog Week 5

It came to my attention via family and friends that my blog posts were a bit pessimist or lacking joy. In the attempt to simply show what actually happens during the process I may have left out the enthusiasm and fun of making the game.

I didn’t leave Disney to be miserable making a game. I love what I am doing, and am a guy who just naturally can’t go to sleep or relax if he feels there is stuff to do. I left Disney for two primary reasons (beyond starting Facerocker with the guys); to make a game I wanted to make, and to throw myself in the deep-end and really learn more about game production and design. So far it’s a blast. I want to make a good game, and the type of game I choose is probably a bit ambitious for my small team. I naturally stress out a lot and am a bit of a workaholic. I wouldn’t have it any other way. I am making my own game and working with great people, and that is just rad. Hopefully after this one is done, I get to make another one, and make it better. So for the sake of my mother who read these and thinks I am making myself sick, not sleeping and being miserable, believe me, I am having a great time working on this thing at all hours.

This week, there isn’t much new to talk about production wise. Morgan has made major headway on the core engine of the game; save systems, checkpoints, tracking stats and items, dialog, and other backend items are almost done. So it’s a good time to introduce the game a bit more and show off some concept art.

Say Hello to Marble Quest – lame name pending

The game doesn’t really have a name at this point but I can say that all of our project folders is simply called “Marble Quest”. I will definitely be called something different, as that name is lame. Actually, I believe the title page of my GDD says “Marble Quest: crappy title, very much pending”

So what is Marble Quest? I was pondering over the other game ideas I had when I got into a discussion with a friend about the lack of longer more traditional single player experiences on the iPad. Chair had a clever distillation of the action-RPG with Infinity Blade, though that is really a series of 30 minute experiences. I am a fan of Hand Circus’s Rolando series which are both long, polished, interesting single player experiences. Square released Chaos Rings to great success. Beyond that, there isn’t much else out there.

Clearly short and clever experiences is what thrived on the mobile market initially, but as people play on their phones more and more, these sort of experiences definitely have a place along side the Tiny Wings. The mobile market is becoming a very real, and large game market. Also, it is not merely a matter of not having buttons, as plenty of games on the DS were full fledged experiences using only the touch pad; Kirby Canvas Curse and Nintendo’s DS Zeldas are absolutely wonderful games.

Which brings me to my favorite game series of all time, Zelda. Ocarina of Time is what made me fall in love with games. I got to thinking, why there isn’t a Zelda type game on the iPhone, and if I were to make one how would it play? There would be nothing more I could want then to make a sweet, good hearted adventure game full of dungeons and fun and interesting items in the vain of my favorite game series.

I stumbled upon the realization that controlling a character like a ball would relieve the need for a thumbstick as there are already many successful games using the accelerometer to control a ball. It wasn’t long before I was coming up with some interesting mechanics and weapons possible for a ball character. I was then convinced that a charming world of platforms, ramps, rolling hills populated by weird ball creatures would work. It worked for Rolando, and it could work in 3D. Attacking, items and the like can all be controlled via touch pad, and it could actually be fun.

So that is Marble Quest. It is a streamlined Zelda type experience featuring a ball as its hero. It is looking to be a near 7 hour experience, featuring about a dozen environments that make up the over world, and 5 dungeons. There will be 4 selectable items, plus a variety of other moves such as jumps, attacks and ground pounds. I have a whole lot more I would like to place in the game, and a massive text doc of mechanics, items, and ideas I would like to do if we get to do a sequel. Not to mention some stuff would come out later via free updates. It will feature a fun, length story full of interesting NPCs, sidequests, and other fun (hopefully) stuff to do.

Goodies and Baddies Concept Art

I will get into the story at a later date, but the main dude is called “Zero”, and the world and concepts are being built now. Obviously the first question was how to make the world of the game interesting, and the characters unique. I am actually a big fan of marble games – played almost everyone on the iPhone, and consistently play with the indie games that come out on Steam. One of the problems with all these games is that marbles just aren’t interesting main characters. Most of these are just physics based games, and don’t really have any personality or charm. My favorite marble game, and one of my favorite game series of all time is actually Monkey Ball. (Monkey Ball 1 and 2 are masterpieces of hardcore precision and arcade fun, every game since has ranged from mediocre to awful). Monkey Ball did a smart thinking by actually having humorous, animated monkeys within the balls. You were actually controlling a character, not just a sphere.

The biggest problem is how do you get a sphere to be an interesting character. I clearly wasn’t going to be placing a sword swinging hero inside a hamster ball. We went through a variety of ideas. Do we make them more creature like? Like a sonic the hedgehog head? My concept artist, Josh Newland, had an idea of a toy world, and you were essentially a clown head. It would actually be super cool for a different game and one on a high def console rather than mobile. Josh and I have talked back and forth for the past few weeks on a Miyazaki-esque, medieval world. I mean, afterall, this is inspired by Zelda. Well, came up with a look I love, and features gorgeous armor, and likable characters.

These are Josh’s first pass at this look, and all these characters are being tweaked and revamped.

Josh's first pass at our enemies. Fire guy wants your soul.

In the picture above you see Josh had an idea of the balls having armor and then jumping up onto Mech type suits of armor. We may or may not feature these in some regard. If I do a sequel, the mech armor enemies will be there, for sure. We quickly prototyped these guys in game to see if the detail came through on the small iphone screen. They did! The flaming guy looks especially great as he rolls after you with fire shooting out of his eyes.

Benefits of a very simple main character is that he stands out from the rest of the pack.

This is the first pass at some of the good guys. Josh is playing with different looks, and you can seem some deviation in style between characters. What is great was my first reaction to Zero (little dude with green hat) was “that might be too simple, but it could work. However, I am not sure all white will work”. Josh informed me he just hadn’t colored him. Though white may actually work. Josh is currently working on a variety of looks for Zero, and should have them for me soon.  The color of the main character is very dependent on the background art and color palettes. That will be worked on in the coming weeks. However I wanted to share the look we were going for and would love any feedback on the designs for the characters. The feather was all Josh’s idea, and I am loving it. It adds some life to a rolling ball, and if we can get a good looking effect for it we will probably keep it.

Anyways, let me know what you all think about this.

If you want to see and hear more about the game as it continues production, follow me on twitter: mattlarnold