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In the opening movie of Justice League: Heroes...

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In the opening movie of Justice League: Heroes, Batman gets called to deal with a robot attack. Superman shows up too, and Batman curtly informs him that he didn’t ask for help. Superman gallantly says, “Well, since I’m here anyway,” and joins in the fight.

When gameplay started, I chose to play as Batman, leaving Superman to the partner AI. As I tried to experiment with attacks and learn the controls as well as the enemy behavior patterns, Superman just waltzed up to the robots and destroyed them.

Never has a game so rapidly, thoroughly, and unintentionally created empathy for the player character.

Games with self-insert developer avatar...

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Games with self-insert developer avatar characters who make jokes about how since they’re the developers they are much more powerful than you are like someone inviting you to their house and in the middle of you having a good time they suddenly make a joke about how it’s their house so they could totally throw you out if they wanted and could call the police if you didn’t like it.

I've released my very first game, Detectivania!...

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I’ve released my very first game, Detectivania! You play as a master detective who keeps forgetting how to investigate mysteries!

It’s a Twine game, playable in your browser, and it’s about half an hour long. You can play it on Pixel Poppers or on Itch.io.

Making it was a great learning opportunity, and I also published a… postmortem? Making of? A dev blog post about it, discussing the goals, challenges, and lessons learned along the way.

I’m really excited. Planning on doing a bunch of these in 2019. This is just the first. :)

#gamedev #twine game #video games #gaming

Tags: Thought

Postmortem: Detectivania

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SPOILER WARNING

This post contains structural and mechanical spoilers for Detectivania. The game is about half an hour long and you can play it right in your browser.

Project Goals

  1. Learn Twine. I ended up using Twine 2.2.1 and Harlowe 2.1.0.
  2. Publish on Itch.io. I set up a profile and published Detectivania there as well as here.

Game Concept

Since this is my first game, I chose an idea that seemed relatively simple - what I termed the “conversational Metroidvania.”

Read more...

Dragon Quest Gives Me Pause

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Is it a thing for some reason that modern Dragon Quest games don’t want the player to be able to pause?

I was surprised in Dragon Quest Builders that opening the menu or suspending the game (at least on PS4) didn’t pause the game. This would be bizarre in any offline single-player game mode, but in DQB with a day/night cycle, hunger meter, wandering monsters, and speedrun rewards it’s downright obnoxious. I eventually figured out that the game seemed to pause when I viewed the map, but there was no in-game cue to suggest this.

DQB had some other interface oddities (like having ‘menu’ and ‘interact’ be the same button) so I chalked it up to a generally unpolished UX, but then when I played Dragon Quest XI it also was a jerk about pausing. Opening menus or suspending the game (again, at least on PS4) didn’t stop monsters from wandering around or the day/night cycle from progressing (and though I haven’t tested this, apparently cutscenes will continue while the game is suspended). There isn’t even a map pause with this one.

So… is this just a thing? Dragon Quest hates pausing? Enough to buck convention and popular expectation that any offline game would pause in menus and absolutely when suspended and the player can’t even see that things are happening? Enough to - in multiple games across multiple years - punish players for having actual lives with interruptions? Oh, I just started a cutscene and the dog needs to be let out? Ha ha, that was sure my fault and I deserve to miss the cutscene!

It’s such a weird patch of player-hostile design in otherwise warm and friendly games.