Game Dev: Unintended Sophistication
March 25, 2016
When I developed the second Sleuthhounds computer game, The Cursed Cannon, there were various technical improvements and additions that I knew I wanted to incorporate beyond what the first game, The Unlocked Room, had. When I came to work on The Valentine’s Vendetta and the new Sleuthhounds Halloween game; however, I had no such intentions. I thought the game engine I had by that point was quite refined and evolved and that the holiday games would simply use what already existed. In reality, both holiday games have provided opportunities to improve the technical capabilities of the game engine upon which Sleuthhounds is built. And I didn’t even intend for that to happen.
I firmly believe that when a game incorporates a story that it is the story that should drive the technology for that game and not the other way around. Too often the tech for games is developed and then a story is tacked on at the end rather than being considered throughout. This is a shame as it means the story is unnecessarily limited. Think of it as creating an abridged dictionary of say 500 words first (the game technology) and then being forced to tell the story only with those words. Sure, you can probably do it, but there will be no room for style, for flare, for panache. Keeping that in mind, as I design my own games, and I consider the story and where it needs to go, I allow myself to design freely. I allow myself to write things into the story that I’m not sure if my current game tech can handle or can even attempt at all. It’s this approach that’s led to the unintended improvements in sophistication in the game engine I’ve developed for creating the Sleuthhounds games.
The Game Engine: All the cool game engines seem to have names these days. Mine doesn’t. It’s a game engine just for me and I’m the only one developing things with it. As a result, I haven’t named it. That works perfectly fine until blog posts like this where I have to call it just “the game engine”. If it helps, you can call it Charlotte. I won’t, but you can. Right, back to the blog post.
A good example of story demanding technical additions in the game engine is the dusting sequence in The Valentine’s Vendetta. In that game there comes a point where you have to convince the maid, Henrietta, to help you or at least not to interfere with your movements. There are several ways to do this and one is to offer to do some of the maid’s work – specifically some dusting.
![[Dusting the picures directly.]](images/dusting.jpg)
Dusting the pictures directly.
During this sequence, the player is taken to a close up of a picture gallery. Here they have to move a feather duster across the pictures to remove a layer of dust. The thing was, at the point I wrote that into the story the game engine didn’t have anything in it to support drawing a layer of dust over top of an underlying image and having that dust be selectively removed away based on where the player moved the duster.
I could have changed the sequence so that the dusting was just a simple animation. The player clicks the feather duster on the pictures and then Homes or Ampson are shown dusting the pictures off. However, I really wanted to give the player the chance to do the dusting themselves, something a little more direct control. So I added that in. One of the benefits of rolling your own game engine is you can do stuff like that when the whim strikes you.
The interesting thing – to me, at any rate – is that this dusting technology is not a one-time deal. As I developed it and tested it out, I came to realize that it could be used in other non-dusting scenarios. The same underlying technology could be used to represent lemon juice being squeezed over an invisible ink message to reveal hidden words. Or it could be a pencil being rubbed over a sheet of paper in classic detective style to show what was written on the torn off page from above. Or, if the Sleuthhounds ever become archeologists, it could be used to represent layers of dirt and debris that have to be brushed aside. Whatever the case, it’s technology that can be used to create interesting interactions in the future.
The Valentine’s Vendetta isn’t the only game to push the technology of the game engine. The new Sleuthhounds Halloween game I’m working on is doing much the same thing. Without giving too much of the new game away, there are several sequences where “bad things” happen to some of the suspects and the Sleuthhounds have to render assistance. During these sequences, I want the player to be able to move around within a limited area of the suspect and to be called back if they’re straying too far away.
Limiting where the player can move is something I’ve done in past games. For each room in the game I have a data file that defines the walkable area of that room. In the past I’ve limited where the player can walk by swapping the definitions for the walkable area. While this limited where the player could move, it didn’t provide me with the means to detect when they were trying to move beyond that area. That was something the game engine just didn’t do. Without getting into the technical details of it, I’ve now enhanced the walking system of the game engine so I can detect when the player is straying too far. It’s not something I planned to do from the beginning, it was something that I needed to implement because the requirements of the story demanded it.
Story is not the only thing that can impact the technology of the game engine. In the case of the Halloween game, the visual design of some of the new characters also had an impact. When a given character is talking in a game, that character is actually represented by two images: a single static image for the character’s body and a series of images for the character’s head depicting all of the talking mouth positions. The head images are then rapidly swapped through to give the impression of speech.
![[Homes's body and head.]](images/bodyhead1.gif)
Homes’s body and head.
When it comes to drawing the characters on screen, the game engine has previously always drawn the head first and then drawn the body. As you can see above with Pureluck Homes, the head goes down into a neck that is wider than the gap in the collar of Homes’s coat. That’s OK because the body is drawn over top of the head, so the excess neck is covered up.
![[Doc's body and head.]](images/bodyhead2.gif)
Doc’s body and head.
The tricky thing with the Halloween game is that there are a couple of characters who have heads that, for one reason or the other, don’t work if they’re drawn below the body. Above is one of these new characters, dressed as the Tin Man from the Wizard of Oz. When he talks, his metal jaw opens and closes fairly wide. To look right, it needs to cover part of the character’s body. This obviously doesn’t work if the body always draws on top of the head. So now, the game engine allows for the head to be drawn either below the body, as used to always be the case, or to draw above the body when required. There’s actually a character that could have benefitted from this in The Cursed Cannon but I’ll leave it as an exercise for the reader to determine which character that was.
Creating tech for the sake of creating tech can be fun, but at best it doesn’t do anything except use up development time. At worst it may force a game’s story to bend to fit that tech rather than to be the story it’s meant to be. Conversely, developing tech to fit the requirements of the story means that the story can be told the way it’s meant to be. That provides a rich experience all around and is the root cause for the unintended increases in sophistication of Charlotte. Whoops, I mean the game engine.
Previous: A Sleuthhounds Trick or Treat in March? | Next: Walking for Ideas and Creativity
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29: Locking the Gates - Preventing Characters from Wandering Amok
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01: Cheating in the Name of Narrative
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25: Letting the Player Fail
18: Meet the Suspects - Tobias Rotterdam
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28: New Free Games Section
21: Meet the Suspects - Carlotta Travail
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30: Meet the Suspects - Carmichael Portly
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25: Halloween Sale and Mini Mysteries
19: Meet the Suspects - Sir Reginald Price
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28: Light in the Dark
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30: Dialog as Interesting Gameplay, Take 2
23: Dialog as Interesting Gameplay, Take 1
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02: Refining Geographically
January
26: Feature Length Design Challenge
12: The New Sleuthhounds Cast
05: New Year, New Direction
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29: Distorting Voices - Muffled Neighbours
22: Merry Christmas, 2017
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08: Distorting Voices - Old Time Phonograph
01: The Yuletide Tail Trailer
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17: Christmas Countdown
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27: The Halloween Deception - Post Mortem, Part 1
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06: Through the Doorway
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January
27: Robyn HUD: The Body
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23: Sleuthhounds of Christmas Yet to Come
16: Accessibility for Younger Audiences
09: Reality's Not All It's Cracked Up to Be
02: A Good Heist Requires a Good Plan
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25: Artifical Intelligence: Guards
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04: Brainstorming
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31: Announcing: Sleuthhounds - The Halloween Deception
28: Coming Soon: Sleuthhounds - The Halloween Deception
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14: The Halloween Deadline
07: Halloween Countdown
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30: Cutting through Cutscenes
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16: What's in a Name?
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12: Puzzle Wrangling
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29: Adding 3D to a 2D Game
22: Does an Idea Have Legs?
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20: Sneaking into Stealth
13: Storytelling in Computer Games (Part 2 - Looking Forward)
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April
29: Walking Away from Windows 10
22: Code Name: Stealth
15: Using Game Tech Creatively
08: Game Accessibility: Visual Sound
01: Walking for Ideas and Creativity
March
25: Game Dev: Unintended Sophistication
18: A Sleuthhounds Trick or Treat in March?
11: Game Design: Success through Failure
04: Critical Equipment in Critical Condition
February
26: Semispheres - Support Your Local Game Dev
19: Post Project Completion Syndrome
14: Announcing: Sleuthhounds - The Valentine's Vendetta
12: Coming Soon: Sleuthhounds - The Valentine's Vendetta
05: Sleuthhounds Production Update - Implementing Two Characters
January
29: Sleuthhounds Production Update - Designing for Two Characters
22: So You Want to Make a Computer Game: The Path Leads On
15: How to Animate When You Don't Know How to Animate
08: So You Want to Make a Computer Game: Deploying
01: State of the Union, 2016
2015
December
25: So You Want to Make a Computer Game: Sound and Music
18: Ludum Dare 34: Rise of the Weeds
11: So You Want to Make a Computer Game: The Critical Path
04: An Hour of Code for Ludum Dare
November
27: So You Want to Make a Computer Game: Custom Artwork
20: Obfuscating NaNoWriMo Manuscripts
13: So You Want to Make a Computer Game: Inventory Items
06: Satin and Sutherland Return for NaNoWriMo
04: Announcing: Sleuthhounds - The Cursed Cannon
October
30: So You Want to Make a Computer Game: Interactivity
23: Coming Soon: Sleuthhounds - The Cursed Cannon
16: So You Want to Make a Computer Game: The Virtual World
09: NaNoWriMo Prelude: Be Creative
02: So You Want to Make a Computer Game: The Artwork
September
25: More Evolving: Tweaking the Sleuthhounds Timeline
18: So You Want to Make a Computer Game: The First Step
11: Sleuthhounds: The Cursed Cannon - It's the Final Countdown
04: Vampire Bites (Ludum Dare 33 Redux)
August
28: Ludum Dare 33: You are the Monster
21: Game Performance: It's the Software's Fault
14: Short Story Published: Where There's Thunder
07: Game Performance: It's the Hardware's Fault
July
31: CMYW - Support Your Local Game Dev
24: Is it Still Scope Creep if you Plan for It?
17: After a Game Engine, You Can Program Anything
10: An Avalanche of Done-ness
03: Sleuthhounds with Style
June
26: Sources of Gameplay - Assets Versus Emergent Behavior
19: Benefit of Writing Comics: Humour or Humor
12: Evolving: Reimagining the Sleuthhounds Story Board as a Timeline
05: Evaluating: Play Testing the Sleuthhounds Story Board
May
29: Magic and Public Speaking
22: Implementation: Realizing the Sleuthhounds Story Board
15: Benefit of Writing Comics: Pacey Dialog
08: eBook Publishers: Final Comparison
01: Design: Brainstorming the Sleuthhounds Story Board
April
24: Analysis: Dialog Trees in Adventure Games
17: Benefit of Writing Comics: Writing Tight
10: eBook Publishers: Apple
03: Sleuthhounds Production Update - The Critical Path, Designing from the End
March
27: Sleuthhounds Production Update - Games Have Rough Drafts Too
20: Benefit of Writing Comics: Long-term Story Planning
13: eBook Publishers: Google
06: Announcing: Sleuthhounds - The Unlocked Room
February
27: Coming Soon: Sleuthhounds - The Unlocked Room (The First Game Demo)
20: Benefit of Writing Comics: Character Growth
13: eBook Publishers: Kobo
06: From Case Files to Sleuthhounds: Evolution of a Computer Game
January
30: Deadlines and the Estimates that Make Them (OR Why the Sleuthhounds Demo isn't Ready)
23: Adventures in Canadian ISBNs
16: Benefits of Writing Comics: Releasing Material
09: eBook Publishers: Amazon
02: New Year's Resolutions: Making Time
2014
December
26: Quack V – The Unwrapped Present
19: Benefit of Writing Comics: Constant, Regular Practice
12: What’s next? Elementary, my dear Ampson. Sleuthhounds!
05: Announcing: Satin & Sutherland – The Golden Curse
November
28: Coming Soon: Satin & Sutherland – The Golden Curse
21: Enter the Cubes
14: Covers, Judging By
07: Hello, World!