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Showing posts with label Dev Log. Show all posts
Showing posts with label Dev Log. Show all posts

2.11.18

Streets, Squares and Alleys: Level Design in The Valentine Watch

A Long Overdue Update
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In September I finished implementation of all levels necessary for the demo's release. Before August the only complete stage was the pub used in the game's introduction (and that level was completed over two years ago, christ). While that level alone is responsible for around half of the demo's playthrough, the other half is comprised of a wide array of outdoor stages, none of which were as-of-yet implemented. I had actually attempted to jump-start this process last Autumn by sketching out some designs for these levels. However my motivation for this facet of development evaporated shortly after I completed their sketches. The drawings were tossed on a shelf, untouched and unused for the better part of a year.




Now twelves months later, I thought it was about bloody time I cracked on and finished them.




The demo takes place within a quiet district inside the 'old town' of Valentine. As such, I wanted to make use of traditional building styles, namely half-timbered construction:




I think it's fair to say that this style of structure has become a cliché within the fantasy game genre, particularly J-RPGs. That said, they are rarely found in games set in modern eras despite the fact that they are still prevalent to this day in large regions of England, France, and Germany.


lads on tour


If we look at games in particular, implementations of this architecture can be flat and disappointing; oftentimes they are reduced to simple pale boxes painted with a wooden outline. While straightforward designs such as these can give buildings a somewhat serviceable amount of detail without a vast amount of effort, I would argue that they are doing a great disservice to the craft. These veneers often fail to capture some of the most unique and unusual aspects of the design such as jettying:


not the most obvious example of jettying but it's the only picture I own
not the most obvious example of jettying but it's the only photo I have


The inclusion of these overhangs in your work can surely serve a greater purpose than academic masturbation. First of all, they create distinct and eye-catching outlines for the homes, halls and hovels that feature them, enhancing their visual appeal and atmosphere: narrow alleys become suffocating when these jetties lurch over the path, robbing it of daylight and dwarfing those caught under their shadow. They can also perform a functional role: on days with heavy rain, pedestrians could take shelter from the weather by seeking refuge underneath some of the more pronounced overhangs.

All of this functionality could be derived from the inclusion of this single element of design.

It should go without saying that buildings don't need to be 100% accurate, far from it-- I'm certainly not pushing for this. That said, I think the value of investigating and researching some of the finer points of architectures is criminally underrated.

I also think we need to reevaluate how we look at levels in a broader capacity. One of my pet peeves with level design is that we often see player convenience and accommodation of gameplay mechanics take precedence over the creation of a believable and rational world: why is the enemy standing right beside some TNT? Why aren't all NPC villages in the part of the world with no monsters? Why is there a convenient exit at the heart of this dark dungeon?

Yes, I know some of these may sound ridiculous. However I find it worrying that we simply gloss over these issues; as an audience we've grown so accustomed to them that we no longer question their inclusion. Can we not have convenient design and convincing worlds?

This problem can be seen at both micro- and macro- scales. To give a glaring example, take a look at Pokemon. Despite being 'open world', the game (largely) follows a single route that you cannot diverge from in any meaningful way. Despite being one contiguous world, the Pokemon you encounter, the strength of the trainers you meet, the items sold in shops are all conveniently tailored to the given route set out by the designer. Does this make sense within the world? No! No explanation is given in-game, either. It is simply a world made convenient for the player and no one else.

I absolutely detest this feeling of being lured down a single route, lead by the designer rather than by my own agency.


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So how does that rant relate to The Valentine Watch? Well ultimately I aim to minimise as much of these faults as I can with my level design. While there is only so much I can do within a short 15-minute demo there are several key points I have tried to tackle.

When it comes to creating a realistic and believable world, I have tried to design this district of Valentine as a web of streets rather than a series of levels or stages. The urban environment behaves and presents itself much like a normal, real-life neighbourhood: the streets branch and wind, weaving through other streets and alleys. The path you are expected to travel is not glowing or coloured gold-- it is a town of inhabitants, not your playground.

This is not to say that it is entirely directionless. There are places that you are 'meant' to go, but it is ultimately your choice whether you follow these signals or not. You are 'meant' to walk home with your mentor after a drink at the pub but you could just as easily stay and have a few more drinks. But if that's the case, good luck finding your own way home.

From a technical perspective, the body of each building is derived from a tileset composed of 24x24 tiles. Each 'texture' of half-timber (clay, cobble, etc.) has around 90 unique tiles. By making the set highly flexible I was able to make every building within the demo unique, reflecting the one-of-a-kind nature of their real-world counterparts.




The construction of these tilesets took a surprising amount of time, the bulk of which came from testing each tile's ability to align and tessellate with other tiles. This process was constant and gradual-- small, incremental tweaks were made as new inconsistencies were discovered. The sets weren't fully complete until halfway through level implementation.

While tiles were used to build the walls of each structure, additional elements were required for doors, windows, and other miscellaneous objects. About 200 of these assets were required in total for the demo, the majority of which were made from scratch.

A tileset was also created for terrain. It was absolutely imperative that this set was flexible, even more so than half-timber as it has to blend into several ground patterns: cobble, dirt, grass and more. It was important that frequently-used tiles such as cobble had plenty of variation (e.g. different stone orientations, missing stones,...) so that their repeated use is easy on the eyes. Overall, I'm pleased with the result and I think this set provides more variety than your standard 2D-RPG fare:




Plenty of engine adjustments were necessary to speed up the development pipeline and accommodate these new levels. Some of these levels were magnitudes larger than the pub so the engine had to be optimised to accommodate them (up until this point I didn't realise how much I had to care about GC in Java, what an amateur).

You can see the influence these engine changes and asset generation had on the development time for each individual level:
            • First Level:               1 Month
            • Second Level:          10 Days
            • Third Level:              1 Week
            • Every Other Level:   1-3 Days

Once the ball started rolling, it rolled.

All in all, it took just under two months to develop the stages. The last few weeks of the process were absolute hell (80 hour weeks are no fun at all) but I'm glad they are done.

With all levels completed, the only significant portion left to complete is a very nasty bit of AI. I'll tell you all about it very soon.






** For those who are curious, I took the photos in Dinan, a delightful town in Northern France.

7.8.18

So What is The Valentine Watch?

On the outer reaches of the Royal Channel, far from the Mainland, the island of Valentine has seen its vast fortunes decline. While the boom of the industrial revolution propelled many of the nation's cities into new-found wealth, this great force of change drained the island of its prosperity. The young and able left long ago, seeking greater opportunities overseas. As conditions worsen, residents look for someone to blame. Amidst the unrest a great, unfathomable threat remains unseen. But hope is not yet lost... The spirit of Valentine will endure. If the community can band together, a new brighter future shall be forged...



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So I've been making a game for a while now.

To put it simply (and a little ridiculously), I would describe the mechanics of the game as a cross between Animal Crossing and Final Fantasy Tactics. These two games cater to two very distinct itches: Community Simulation and Tactical Combat. The Valentine Watch is a narrative-driven blend of these two beloved genres.

Like Animal Crossing and other community simulators, the player is free to navigate a town and interact with its residents. However, rather than gaily frolicking through a town talking to animals, you will be sharing pints in smoke-clogged bars in a dilapidated Victorian Era port town.

Explore this town as you see fit-- wandering the streets and alleys, visiting stores, talking to locals. The town is very much alive: commuters will follow their schedule and routines through morning, day, and night. Where they work, relax, and return home is unique to each inhabitant.

Just as locals have their own jobs, you too are responsible for the well-being of the town. As a member of the "Valentine Watch" it is your duty to tackle crime and unrest. Whether these jobs are handled personally or by a subordinate is at your own discretion.


So where does combat come into this?

When we look at other Tactical-RPGs, we really only see two forms of combat: swords & sorcery and military shooters. With the Valentine Watch, I want to create something much more unique, and much more scrappy.

Instead of having large armies facing-off or a crack team of commandos performing coordinated strikes, the majority of fighting in The Valentine Watch will be pub brawls, street fights and other anti-social disturbances. Your main weapon will be your baton and handcuffs. Their main weapon will be their fists and their drinks.

Expect fists to be flung, chairs to be thrown, bottles to be smashed. Unconventional melee galore.


Exploration *and* Turn-Based Combat? It sounds like you've created two separate games.

Unlike other games that use an 'overworld' for the exploration and interaction and an entirely separate system for battles, The Valentine Watch is able to shift between the two seamlessly-- no transitions, no level swaps, nothing. The game simply swaps from real-time to a turn-based structure. By entwining these two contexts together some interesting circumstances can arise: an assailant could a launch a surprise attack as you drink with friends at a bar. An empty barrel could be filled with gunpowder to create a trap for a future ambush. A pub ransacked in a brawl could be forced to close down.

Both exploration and combat have been tightly coiled together allowing for the actions in one system to greatly influence the other-- it will be necessary to leverage one context to create advantages in the other.


So what's the Story?

You play as Walter Shallot, a member of the "Valentine Watch", a proto-Police Force that operates on the isle of Valentine. The island is in disarray: its great pools of wealth evaporated after it's relevance on the global stage diminished. All the young and able have moved elsewhere, seeking brighter futures. Only the old and weak-willed remain.

The town is crumbling and its dissatisfied inhabitants are pointing fingers. There are those who are looking to modernise in a bid to return to prosperity. Others see this shift away from their roots and traditions as the cause of their fall from grace. As tensions continue to grow, intolerance and violence spread across the island.

As a member of the Valentine Watch it is your duty to keep civilians safe. You must prevent the town for tearing itself apart. Save Valentine.


What 'save' means is entirely up to you.


This all seems like a bit much for a single Indie Developer, is it not?

While this project might sound unachievable, it's broad scope and complexity too much of an undertaking, I can confidently say that the project is close to fruition. For the past five years I've been toiling away at this endeavour. Large, intimidating tasks have been whittled down, dismantled and overcome.

While it's not been completed just yet, I am hoping to release a demo within the coming months.

It will contain the first 'night' of the storyline, introducing you to Walter as well as providing a glimpse into life on Valentine. It will provide a snapshot containing all of game's components: the character interactions, the combat, the ultra-divergent plotlines. This demo isn't some 'early-access' or 'work in progress' nonsense either-- expect the same level of polish as you would expect from the final game.

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And that's about all I can say for now. If you are interested in this project please follow me @ValentineWatch for frequent updates, this blog for longer-form analysis, and valentine.watch for the incoming demo release.


Speak to you soon.

- J. Akorah

6.7.18

Unforeseen Delays

Hi Everyone,


Around six weeks ago, I announced that the 7th July would be the release date for The Valentine Watch demo. Unfortunately I will not be able to meet this deadline.

To put it simply, there was a significant feature of the game that I thought I could postpone until after the release of the demo. However, as I was putting pieces together it became abundantly clear that it would have to be done now rather than later.

This past month I've been embroiled within its implementation. While I have since moved passed it, I had to drop every other aspect of the game to forward its completion: I even had to postpone the development of the website and the twitter.

While a working demo could be hastily cobbled together over the course of a week, I am certain that this demo would not match the vision of the game I set out to create almost five years ago.

Instead I'm going to take my time to develop each feature to the fullest, cultivating an online presence in the process. While I'm not confident enough to reschedule a release date just yet, I will be sure to keep the community in the loop-- expect screenshots, clips, developer logs and more along the way.

As much as it pains me to say it, I need you all to wait a little longer. There will be much to come very, very soon.


Lots of Love,

J. Akorah