Simoebic Developer Diarrhea #1

May 14th, 2009 § 1

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Most regular readers here will quickly acknowledge that there has been an abundance of Simoebic Dysentery related posts. This one, the one you are reading right now, continues that trend. However, I hope to delve a bit deeper into the process thus far — the process of learning a new means to tell a story through trial and error. I’ve dreamt of working on a video game for the majority of my cognizant life. In the past, I’ve worked with Mojiferous (who’s developer diary that was recorded during the uDevGames contest (you know the one, the contest that we one 1st in “Originality” and 3rd in “Audio”) can be found here) through other facets including: a remix album, sound effects for Zoltan! and beta/QA testing for Atomic Combat 2.0. However, Simoebic Dysentery is the first project that we’ve worked on together from the ground up. Idea to (eventual) fruition. That being said, I’d like to discuss a bit of the history, from the origins to the present state.

ART

Glancing through my emails from the end of December, 2008 through early January, I can get an accurate glimpse of the some of the earliest stages of the process. The original idea, the one that sparked the whole thing, wasn’t related to the inner workings of the body at all. In fact, it was a weird “puzzle” game in which you were given a big gun, and had to blow up walls, but you only got a set of bullets. Pretty stupid really, but what it did do was spawn a slew of idea’s from Mojiferous. These ideas, pitched back and forth eventually lead to the idea of a game in which you play a virus and are attempting to navigate the bloodstream to kill your host. Originally the game was from an isometric point of view but technology, time and tech forced us into an overhead view. Also, after some fact checking, the virus was switched to an amoeba. The origins were remarkably crude, considering where we ended up:

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I’m told that the main problem we were running into at the beginning were derivative of Mojiferous wanting to render the entire graphic set in the game — basically no call to jpg’s, png’s or predrawn hoo-haw. What we ended up with is a mashup of this system with the anatomy drawings from everyone’s favorite anatomical guidebook (which was the primary focus of the art style, narrative, and a building block to the basic premise of the game. Thanks Dr. Henry Gray!)

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But I’m getting ahead of myself here.

ORIGINS

Our first real face to face was conducted at a coffee shop, where we sat notebooks in hand, a copy of Gray’s Anatomy open on the table and coffee spilling over the cups, talking, talking, talking. This, I remember thinking to myself, was collaborative creation. It was the epidome of this weird bohemian vision I’d created in my head of what it really meant to be on the brink of a creative cusp. This wasn’t a game, it was a revolution.

Of course, this was all quickly lost after we began the process of actually making the damn thing. Life’s an interesting thing, because it tends to get in the way of a lot of things. Here we had two Graduate students that were working on a hobby alongside 40 hour a week jobs and classes. One of us operates as an early person, the other at night. So the majority of our conversations would now take place via email and phone — but for the moment I was stuck waiting. The problem with being a “designer” is that after the idea comes crapping out of your body, after the pen is finished with the paper, your job is done for a while. So I had to sit back and wait for Mojiferous to get me the level creator toolkit.

We also had a hell of a time coming up with a name for this damn thing. In fact, we went through quite a few:

  • An Amoebic Adventure
  • Amoeba Lung
  • Amoeba Brain
  • Amoeba Castle
  • Amoeba Mumbles
  • Lone Amoeba
  • Amoeba Sandwich
  • Amoeba Grease
  • Amoebic Onslaught
  • Amoebic Avenue
  • Amoebic Aggression
  • Amoebic Enterprise
  • Amoeba Attack
  • The Shits
  • etc.

MUSIC

During this time I was supposed to be working on the soundtrack. Which I was — and by mean working on it, I mean it was forming in my head. I don’t write music, I’ve never believed that I had the ability, but I do improv and I improv well (and by well, I mean I enjoy myself, not that I play well). Eventually, I plopped down in front of the keyboard and recorded four hours of music. Then I cut it down. It’s available you know, in case you missed the thirty-six other mentions on this very blog, here.

But none of the above things are really all that interesting. These are the types of things that one would expect from a little indie game. Lots of meetings, testing, late night and early mornings.

NARRATIVE

I do believe I’ve learned a significant amount of skills through this beginning process. First and foremost, the ability to talk about a project like this and bring it to fruition. We aren’t there yet, but I have no doubt in my mind that we’ll be there shortly. For me, the most interesting aspect here is the narrative. I consider myself a writer before all else and for better or worse that’s my chosen path. With a game like this, a puzzle game, it seemed almost absurd to combine story with gameplay. But I believe that Mojiferous and I have worked out a compelling reason to play this — and not just for the brain twisters.

When one talks of narrative in regards to a game, it’s important to understand that narrative and story aren’t the same thing. I’ve looked at this before. The interesting thing for me with Simoebic Dysentery was that the narrative was the entire reason for the game’s existence. We were actually using the setting (a human body) as both a playing field and a character. The two were interweaved and as the game progressed, this became more and more apparent. The actual plot of the game is fairly simple: Man goes to Amazon. Man contracts disease. Man tries to rid himself of disease. Man… well, I won’t give you a spoiler yet, but it’s fair to say that the man will either live or die. These plot points are revealed in game, through voice overs coming through the body and into the setting.

For me, this is interesting on a number of levels. We are afforded the unique opportunity to have a story being told by non-playable characters that directly effect the way the game is played (man goes to voodoo doctor who injects you with snail juice and suddenly you, the amoeba are forced to adapt, change your methods and learn new tactics. Think of the fire in Far Cry 2, or the rain in Call of Duty 4). These outside forces, the setting of the whole story are contriving against you, the player. It also creates the interesting dynamic of what exactly a game is. A game is, to many, something that you try to “win” or “beat.” Brainy Gamer talked about the idea of “beating” a game a while ago, which is actually what got me thinking of how one would go about creating a relationship with “win” that would, in the end, destroy the game, the idea of the game, and the point of even playing a game. Basically, if you, the amoeba win, the character, which is also the setting, dies. You no longer serve a purpose.

We were also faced with the problem of creating these voices in a manner that was both believable and interesting. We’re still hard at work on this — but our voice talent is solid, and I believe that the story is compelling enough to keep the player entertained throughout their puzzle solving. I’m not going to bother going too far into this now, because I imagine it’ll be a major point in the second of these posts (when the game finishes itself), when I’ll be able to talk more thoroughly about what I thought worked well and what didn’t when dealing with the narrative.

WHERE WE ARE AND WHERE WE’RE HEADING

As of this last week, we’ve both finished up with school for the semester. I’ll be heading back in June for a month, but we’re still given ample time to continue on Simoebic Dysentery. The future of the game is still rather daunting. We have the final proof’s of the story. We have the voice acting. We have a hundred or so levels to design. We have mutagens, add-ons, adaptations and enhancements to think about. Oh, what was that? Didn’t I mention that the game will feature mild RPG elements that allow your amoeba to evolve? Well, RPG in a loose sense, as the evolutions will come from how you attack the levels, not from a dice roll or upgrade system. The hope is that by gauging the way the player plays the game, our branching narrative will adapt to continue the challenge while the setting changes as well, flushing out its own systems and bringing in new ones. New elements will be introduced based around the ways a player beats a level (do they float through the blood stream and hide from white blood cells, or do the lyse their way through like a tank?). So far we’ve learned a lot of things. We’ve learned to keep our ideas small, to understand our own limits but still push them, we’ve learned that friends aren’t going to spend time beta testing or toying around with an unfinished project, but strangers on the internet will, we’ve learned that we have an original idea that is worth continuing with. Sure, in the end, this is “just another indie game.” But it’s our indie game dammit. And I’m already proud of it.

The Resurrection of Concept Art from the Unreleased Republic of Thoronia Adventure Game

April 12th, 2009 § 0

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Man, that was is a long title. I really ought to have shortened it somehow. Um. So, anyway, Mojiferous and I are hard at work getting Simoebic Dysentery up and running on every conceivable platform, some of which are pipe dreams that I’m forcing him to look into, and some that are more viable. But long long ago in a land far far away, we put together the concept and artwork for an Lucasarts style adventure game on the iPhone. This, obviously has never been released, and likely will never be released. That said, the character’s were complete, as was the dialog tree and plot. Now, until I figure out a way to present the dialog tree that isn’t boring, I’m going to share the character designs. Enjoy what never was!

The votes are in, and we’re more “original” than all y’all

March 17th, 2009 § 0

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All the votes for the Udevgames Contest 2008 have been tallied up by an army of hamsters, and Mojiferous and I have walked away with a First Place finish in the “Originality” category as well as a Bronze in the audio category (for the umpteenth time, the soundtrack, performed by the Republic of Thoronia Band is available here) for Simoebic Dysentery.

A special thank you to all who voted for the game, Mojiferous and his lovely assistant Liaht, Christiné for the feedback on the soundtrack, and all the other developers in the competition.

For those of you unable to play the beta version, worry not, we’re hard at work on the full game, getting the dialogue finished up, designing new levels and such, and I’ve purchased a whip from Amazon.com to pelt Mojiferous with so we can squash all the known bugs. The game will be released on every single platform we can push the thing to shortly (ie, in this century). Thanks again folks! Next stop wonderland!

PS Anyone who played the game on their Mac’s, please feel free to email me (sidebar), comment below or sign up for the Mojiferforums to push design idea’s, bugs, crash reports, complaints or high fives.

PPS I’ve started becoming obsessed with the English Explorer Percy Fawcett, any idea how we can work that into the game?

Get out and Vote!

March 5th, 2009 § 0

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Mojiferous and I have finished up the work on the contest-ready beta version of Simoebic Dysentery, a puzzle game for Mac’s that pushes the user to tackle the human body in an effort to guide an amoeba along the path of glory. As with any contest, this one wants you to vote on the winner, and it’s our humble suggestion that you vote for us, so that fame and glory will follow. Download the game here. Vote here. You can also pick up the full soundtrack (created by the Republic of Thoronia Band) here.

An Amoebic Adventure (real title in the works) Soundtrack Available Now!

January 20th, 2009 § 0

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Yes folks it’s true. Contrary to what our initial game concepts might have lead you to believe, Mojiferous and I’s Amoeba based puzzler is well on its way to greatness. To kick off the two month long countdown we’ve decided to release the soundtrack early on, so, without further ado… here it is (zip format, individual MP3s below)! Check out Mojiferous’ explanation of the game below the track listing. And as always, feel free to check out the Republic of Thoronia’s other works here.

1. “Welcome to My Body”

2. “Unrest in Dys-century”

3. “Proteus Maximus”

4. “White Blood Cell Hot Body”

5.  “The Truth is Inside”

6.  “Amoeba I’ll Do It Tomorrow”

7.  “Mitosis Are Sore”

8. “Phagocytosis Soda Charm”

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COPIED FROM the Mojiferforum:

Title: Currently, something involving the word Ameba, Amoeba, Hot Sick, etc. etc. (suggestions, anyone?)
Genre: A real-time puzzler… Sort of an ugly man-beast-child of Frogger, Dig Dug, Super Mario Brothers, Portal, and dysentery.
Game Description: You are a parasite (at this stage in development an amoeba), happily going about your business of parasitism inside some unfortunate fellow’s body. You float through the blood stream, looking for nutrients, avoiding phages and antibiotics, and trying to (literally) divide and conquer. The game will be divided into “levels” and “worlds”- each level is a portion of a system or organ within the person’s body you are living within- so for example, the first “world” will likely be the lungs or stomach, with minor “levels” as you advance through the stomach wall and towards whatever organ you’re after next. Each level ends with a “target cell”, much like the flag at the end of a Super Mario level, full of nutrients to allow you to continue your journey, with end-of-world levels home to a much more nutrient rich cell that will give your amoeba enough energy to divide, increasing the number of “lives” you have and opening the door for possible mutation. Mutation is currently planned to be non-directional (meaning neither definitively positive nor negative) and allows for added abilities, special skills, or [possibly] unforeseen consequences.
How it will work: Like Dig Dug married to Super Mario at Frogger’s house… The player will start at one end of the level, with the “target cell” at the opposite end- in between there will be a maze of blood vessels, cells, bone, muscle, etc. etc. The player can move freely through the blood vessels, but they will be the main conduits for immune-response cells (of various kinds), antibiotics, and other such amoeba-eating nasties (everything will move through the blood vessels according to a “pulse”, and in early levels the player may not have strong enough propulsion to overcome this pulse and may be stuck riding the current. Also, as the “patient” gets sicker, the pulse will increase, making the game’s “immune response” faster as levels increase… this is the Frogger part of the game, timing your escape from the white blood cells.) Surrounding the blood vessels will be cells that the player is able to lyse, or burst- much like Dig Dug, tunneling through the body’s organs to get at the “target cell”. Occasionally these normal cells will also hold immune-system nasties or bonus proteins, making them impassible or attractive. Scattered about will also be areas that are impassible (such as bones or muscle tissue), that the player will have to plan around. Big gameplay concept: The amoeba may only destroy a limited number of cells in its quest for the “target cell”, so the player will have to plan their route to the target- will it be through the dangers of the blood stream, or can you make it through the maze of cells and tissue? if only you had enough cell-bursting power…
Graphics: The graphics will be modeled after Gray’s Anatomy (the book, not the TV show), with a woodcut/etched look. Mostly black and white, but with color overlays for blood vessels, target cells, etc. Some important items or places will be labeled in a similar fashion to the book.
Controls: WASD and spacebar

Development Tools:
REALBasic
Illustrator
Inkscape
Gimp
Audacity

Team:
Joe Flores (Mojiferous) – code, design
Thorin Klosowski (King Thor) – design, script, music, sound
Liaht Rosenstein – technical consultation, editor

Additional notes: We’re hoping to have some sort of soundtrack for the game, and recorded dialog (that will sound muddied, as if you were listening to it inside the body) whether that happens, we’ll see…

Development Plan (as of 01/09/09):
1) build a graphics engine for the game with accompanying level editor, post them here, distribute to team (1 week?)
2) design levels, while sound, music, and other assets come together (early Feb?)
3) assemble levels and start building physics and logic for the game (late Feb?)
4) something close to a working game (hopefully by the end of the contest!)

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