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View Full Version : Orbs - Game Design [warning: very long post!]


Mephs
02-07-2007, 08:53 AM
[If this post is too long, mods, please feel free to remove it or ask me to split it down, it's just that the 48 hour wait for account activation has been killing me and also allowing me to write more!!]

Heya all,

I've only just discovered this fantastic forum, though I am by no means a newbie as regards game development. I am very impressed with the high quality of posts here and look forward to joining the community.

I thought I'd perhaps run one of my game design ideas past you all in hope of some constructive feedback. You may want to hit back on your browser now if you don't have time to read a long (long long long.... loooong!) post!

I quite like my idea so far, but it is definitely still just an underdeveloped fragment of an idea and as such needs a lot of work as there are still several unknowns in the equation. My idea should be reasonably simple to develop, fits my needs as a portfolio piece and may even work as a good casual/semi-casual game if that way of life becomes an option (I'd love to be an Indie developer!). I've tried to keep the idea within the scope of my abilities as a programmer (I've almost completed my first serious project of a 3d Airhockey clone with powerups) and I've tried very hard to keep my idea as something that is interesting to me, whilst hopefully also appealing to quite a broad audience.

So anyhoo, rambling aside, my game idea is loosely based on a cross between Pool, Magic the Gathering, Speedball and Super Monkeyball (in my head at least). I hadn't set out with such a specific aim, but the description quite fits the idea. I would like players to control a team of "orbs" which are to be robots in a spherical form.

Players will either control a single "cue ball" orb in a top-down perspective. Players will compete against one or more opponents at a time. If there are in excess of 2 players, then players will be grouped into 2 teams.

The objective of the game is to knock orbs with the same shell or core colour together. If either both cores are the same colour or both shells are the same colour, the orbs will dissipate (after rolling a little further to cause chain reactions), leaving a collectible item remaining and scoring a point for the core team or shell team as appropriate. If there are no colour matches the orbs bounce around as normal pool balls might.

I'm not yet sure whether to make the game turn based or realtime, or perhaps whether to offer both modes in the game. Obviously turn-based will highlight strategy, whilst realtime action would highlight the action element.

The player should therefore attempt to collide orbs with either like-coloured shells, or like-coloured cores depending on the players team (cores or shells). But where is the long-term fun in that? It strikes me as a simple fun mechanic that will last for a while, but I feel it needs extra elements adding to it to give the player a lasting unpredictable challenge, a sense of fun and replay value.

To throw something into the mix, I would possibly like to have some kind of collectible spawned upon dissipation of a pair of orbs... junk, rings, coins, energy, gems or something else. I'm not sure what yet and it needs writing into the game story, but something that will essentially be used to activate powerups. I would like to provide the player with a mechanism that allows them to do such crazy things as turning orbs invisible, turning an orb into a kamikaze attack, making an orb magnetic so it attracts more energy and so on. In short, I want to provide an alternate goal that may potentially be more rewarding than simply aiming at clusters and firing. This would help make every game subtly different each time, allowing people to experiment with different combinations of powerups. We could even go so far as to allow players to collect powerups to satisfy the collection desires many gamers have.

I would like to keep the game accessible to as wide an audience as possible. So my control scheme will be slightly different to anything I have seen before. The player will control a mouse cursor to direct their shot. They may position the mouse cursor freely rather than simply moving a direction indicator, and simply need to hold down the left mouse button to charge up their shot, releasing the mouse button to sling the orb across the arena towards the mouse cursor. This would have a visual indicator such as particles reaching out from the orb to the cursor to indicate power of the shot.

In this way, players have precision aiming of their orb up to its first collision, so the game will involve a lot of strategy in determining where the ball will travel after the initial collision (perhaps giving bonuses for good ricochet shots?!). To activate powerups, players simple need to have collected enough energy/rings/scrap/whatever to power their ability. Once they have the power for the ability, they click the ability and then click the target. Abilities may either be randomly drawn like Magic the Gathering cards, or I may look into some kind of upgrade scheme where players can choose new abilities as a reward for completion of a level.. I'm a glutton for upgrade game mechanics myself and I suspect it would be enjoyed by less casual players as it could provide some longevity to the game. I'm not 100% sure yet!! I may even implement some kind of a sacrifice mechanism in return for a different kind of power (perhaps it could supplement the power from collectible items).

I have also wondered about perhaps creating some kind of a mechanism for giving pairs of orbs varying strategic importance. Perhaps rather than a binary "like coloured pair collision = score" it may work better to give orbs energy levels, or shields or something so that those with lower energy or shield levels make more appealing targets. This also has drawn me into potentially taking advantage of some kind of chain reaction mechanism. I'm sure theres something that could work in the game, but it hasn't quite come to me yet (any ideas appreciated!!). Alternatively, perhaps the player can take control of any given orb, but each orb has a given energy level with which to take shots which is replenished through a collectible.

With the game possessing a simple control system where everything can be controlled by mouse movement and a single mouse button. The game should be playable by a novice in seconds, though the ability system and subtle strategies in defeating clever opponents should allow expert players to shine in the long term. Like pinball, the game allows beginners to win often enough to draw them in with luck, but also allows experts to truly prosper with skill. I have a slight worry that the game may not give players enough information and interaction to make their shots anything other than pure luck, so perhaps this is an area of the game worthy of adaptation? Perhaps we need some kind of aftertouch mechanic to shots to enable players to make minor predictable adjustments after taking the initial shot... something like the aftertouch system in the Burnout game series.

On the subject of the arenas, I would like them to take on a variety of themes to cater for a variety of players. Perhaps adding some kind of a world map system to the game with discretely styles zones to appeal to varying audiences. If I had to stick with one style though, I think I would choose a cartoony steampunk feel, somewhat similar to Chaos Engine, with perhaps a slight bit more of a fantasy overtone, though I appreciate that this may be a bit hardcore for the casual players, so maybe it isn't such a good idea!!

Arenas would consist of 3d tiled models layed out on a 2d grid as I don't want the complication of playing on a fully 3d surface, since I don't think slopes and curved surfaces would add much to the gameplay other than frustration (though I'm open to opinion), whilst they would make a level editor and Artificial Intelligence much more of a pain in the backside to code!! I would like to add in some elements though such as speed ramps and bounce nodes. Speed ramps accelerating orbs and bounce nodes causing them to fly around pinball style. I may even throw in other element like magnets, conveyor belts, etc.

So uhh, yeah, anyhoo this has really turned into a mammoth post that probably isn't as coherent as it should be, but I am quite overflowing with ideas for this game, and it does strike me as being somewhat viable both commercially and personally in terms of my abilities.

I would love to make this idea my next project, but really want to do it justice and make it as good as possible. Would anyone be willing to suggest any improvements or minor changes? Have I got it all wrong, is it a bad idea? Are there any glaring flaws in the idea that I've not noticed? I'm happy doing this idea by myself, but also, if anyone else is interested in developing the idea, it might be nice to work with someone else on it :)

I'm quite open to rather sweeping changes to the design if this inspires anyone to create a better idea from it, so please don't hold back on the suggestions, even if they are far from subtle!! Any feedback, positive or negative is appreciated.

Many thanks for taking the time to read!

:)

Steve

Bmc
02-07-2007, 09:00 AM
Sounds quite similar to http://www.garagegames.com/pg/product/view.php?id=5

Mephs
02-07-2007, 12:48 PM
Similar in name, yes, but very different in gameplay. I have played Orbz myself in the past and it has a very different feel to what I'm trying to create and has never been an inspiration to this idea. Orbz takes a 3rd person perspective where I plan on a top down perspective and the game revolves IIRC around hitting targets, where my game revolves more heavily around a colour matching and pool/billiards style mechanic. The graphical style is also vastly different to what I have in mind. Orbz also has a very 3D feel to the game requiring you to aim shots in 3 dimensions which I often find to be unintuitive, especially for the casual market. My game will have 3d graphics, but the arenas will essentially be 2 dimensional in feel which I feel would work better. Not that I'm slating Orbz, I recall quite liking the game at the time, but I'm just pointing out that it really isn't that similar.

I have found a game (Crazy Pool (http://www.donpixel.com/play/en/060623202737/)) that is closer to my idea, but it is single player, balls only have one set of colours and the game scores based on time/number of shots. The tables are also a regular shape pool table shape, where my arenas will feature more irregular geometry and more of a distinct theme rather than simply looking like a pool table. Again, I like Crazy Pool, but I feel that after a while, the lack of variety in scenery becomes a bit bland.

This game also was not my inspiration, but I discovered it when searching for similar products.

Anyhoo, I hope that clears that one up a little :)

Cheers,

Steve

jefferytitan
02-08-2007, 03:33 AM
Hmm, I had one idea for a bit of strategy. There could be items which certain orbs drop when destroyed. To activate them you need to hit a particular colour or sequence of colours. Some orbs may have a forcefield around them (e.g. big enough to cover a few other orbs too) which need a certain number of hits to destroy. The strategy would be tucking the orbs they need to pick up the power-up behind one with forcefields.

I'd go for mostly turn-based (as pool is), but maybe some stuff goes on continuously, like maybe the equivalent of the 8 ball causes orbs around it to swap places with each other slowly, e.g. two start to glow and after a few seconds they morph into the other.

Mephs
02-08-2007, 04:08 AM
Excellent, that is exactly the kind of comments I was looking for :) I think having the order the orbs are dissipated in being important is quite an obvious one now I've heard it, but I didn't consider it myself, it's definitely something I will consider adding (or modifying to fit) to the design.

[edit - oops misread a bit of your post, the idea of dropped collectibles pickup ordering being important sounds good too, I'll think more on this one but must rush now as I have a driving test coming up very shortly!!]

The force field idea is really good too and one that I think will help me spawn even more ideas. Both ideas would really help discourage just randomly firing off the most powerful shot possible in the hopes of randomly doing well, and will add an element that will make it easier for the game to develop more defined strategies, which is something I had hoped to accomplish in the game design.

The idea of a turn based game with certain actions occurring in realtime sounds interesting too, though the colour shifting sounds like it may be a bit difficult to explain as it seems a little bit of an abstract concept. I'll play with that idea though as it sounds interesting.

Some very nice ideas there and I think I'll ponder upon them some more to see if I can think of anything else after that nice bit of inspiration :)

Cheers,

Steve

jefferytitan
02-09-2007, 05:00 AM
Good luck with your driving test! Let me know what you come up with. :)

Mephs
02-11-2007, 02:32 PM
Well, I passed the driving test, woohoo! Only 3 minors (we're allowed up to 15, so that's not too shabby).

I've been thinking some more on the idea, I'd like to inject some character into the game. I've played around with the idea of including another type of orb.

We have a "cue orb" which the player controls, we have coloured orbs. Now instead of having to collide like-coloured pairs of orbs, I wonder about have an intermediate "destroyer orb" which takes on a random colour each turn. If under any circumstances the destroyer orb collides with a like-coloured orb, the like coloured orb could either dissipate, or could become a destroyer orb itself.

Having like-coloured orbs turn into destroyer orbs would provide a mechanic that makes the game easier as the player converts more orbs into destroyer orbs, as having more destroyer orbs would give the player more targets and would provide a wider range of colours that can be used to score. Having like-coloured orbs dissipate, would keep an even difficulty level as the game progresses. We could even go so far as to say that like-coloured destroyer orbs need to be collided to dissipate, which would give gameplay two phases - use destroyer orbs to convert normal orbs, then collide destroyer orbs to score points.

Now, I'm not 100% sure on that idea, but it has given rise to a further thought. I wonder if the game would be served well by providing multiple methods of scoring points. If the player could score points by 2 or 3 different methods, it would multiply the number of decisions the player has to make and would increase the strategic value of the game.

My only worry is that I'm having trouble thinking of scoring methods. My first thought was a change in the colour matching mechanic. Perhaps instead of using colour matching, we could use varying types of orbs. We could have the player control a cue orb, a small number of fire orbs and a large number of ice orbs. Fire orbs will dissipate ice orbs, but will themselves remain in play. The objective then would be to collide the fire orb with as many ice orbs in one shot as possible.

This idea seems straightforward and potentially a good path for the game to take, but beyond fire and ice orbs, I'm having trouble thinking up other types that are intuitive.

I then wondered about the idea of basing orbs on fantasy creatures, perhaps having orbs as some fantasy construct that captures mortal spirits. I wonder about using the colour matching mechanic as a method for the player to release spirits from the orbs, with each released spirit having one of the powerup effects. Perhaps an orb containing a ghost spirit could give the player the invisibility powerup or an ethereal powerup, with other creatures spirits having different effects. Then we get a strategy of each orb having a different strategic value. Colliding orbs that contain a fire imps spirit could cause an explosion for example. Colliding orbs that contain a zombie spirit could perhaps allow you to bring another set of orbs back into play and so on.

We could have players choose a race or an alignment, somewhat like the colour system in magic the gathering. We could even let the players choose which spirits inhabit their orbs. The race/alignment could affect what strategies are available to each player.

Alternatively I wonder about the idea of having the orbs represent some kind of battle. Perhaps we could have two sides of orbs facing off against one another, with each type of orb having a different effect, and each level having a different scenario/objective. We could have a scenario to simply wipe out the opponents orbs, a scenario to take and hold a set location for a set time, a scenario to remove a specific orb from play and so on.

I quite like these bases of ideas, but I'm not sure if I'm pushing the limits of what really fits for what is basically a pool game... am I perhaps letting my like of fantasy/sci-fi themed games take over in a way that does not suit the game, or could it actually work? Could these idea be used in a different manner?

On a completely seperate note, the idea of the Orbs design started out as an idea for a crazy golf variant. The idea has been through a lot of rehashing as you can tell! In my original idea, I considered changing the core mechanic of a crazy golf game. Instead of the player scoring based on the number of shots they take to reach the exit, the player would control an orb in the same manner as for this pool based idea, but each orb would have a set amount of energy. Energy would be scattered around the course. Each shot the player takes would remove a set amount of energy, but the player would be able to pick energy up as they traverse the level. The player would be scored based on the amount of energy remaining upon completion of the level. In this way, it isn't important for the player to reach the end of the level as quickly as possible, but for them to minimize the number of shots they take, whilst maximizing the amount of energy they collect on the way. I quite like the elegant simplicity of this idea too now I look back on it, so I just thought I should mention it in case people prefer the original idea, or in case people can take something from that idea to improve my latest one!

Perhaps with these thoughts I might have inspired further thoughts on my designs, and if so I welcome any further suggestions :)

Thanks,

Steve

Mephs
02-12-2007, 10:45 AM
I've had a couple more thoughts on the design. I've often wondered about creating a game around the concept of madlibs; the party game where a story is written with a series of words removed. The removed words are then filled in by the participants choosing a word of the same category, such as a noun, adjective, place name, etc.

I wonder if we could implement the idea of madlibs into the game. Perhaps as a novel concept, rather than having a winner or loser, we simply make the game about trying to compose the funniest madlib possible. Each pair of coloured orbs could contain a random dictionary generated word. When the like coloured pair of orbs collide, the word is released and fills any remaining blanks of that type of word.

The objective of the game therefore would be for players to aim to collide the orbs that contain the words they like best.

If you wanted to put an educational slant on the game, we could have an announcer call out a category of word, and have players attempt to release a word of that type, giving players points for releasing a word of the correct type. In this way, the game could be used as an educational tool to help younger children learn about different categories of words. For more adult players, we could have an adult dictionary consisting of a somewhat more risque set of words to make for a mildly adult party game.

I like the fact that I'm overflowing with ideas for this game, but what does bother me somewhat is that I don't yet feel I can pull the whole idea into a unified package. I feel that each of my ideas stands well on it's own as a minigame, but I can't seem to put together an idea that I feel is professional and complete, and I don't want to just slam all my ideas together into a pool style mini-game compilation game as the idea feels somewhat tacky. So any opinions on the best parts of any ideas I've suggested would be appreciated.

Which bits of the ideas do you think sound like they might be fun? Or perhaps I should go back to the drawing board entirely, maybe there is only so much scope for a pool-style game without making it too complex and my level of ideas may perhaps serve better in a slightly more complex type of game (like a platformer, a shooter or something with a little more scope for variation).