I am constantly perplexed by villains.
As a fan of high-action fantasy and space opera, I demand villains that can operate on a grand scale — that can deliver conflict and challenge appropriate to my delusions of grandeur. However, as a slave to coherence and consistency, I demand villains whose motivations and actions can plausibly produce that level of challenge and conflict.
Now, I reject the notion that dumb action and plausible characters are mutually exclusive, as Hollywood and the AAA industry often seem to think. By all means, it’s a balance that’s hard to strike, but I think there’s rarely been as glorious a failure than the monstrous, enigmatic Reapers of the Mass Effect trilogy.
Earlier in the year, I decided that the wilderness areas of Baldur’s Gate were actually a good and enjoyable thing. I stand by that reasoning today, and look back fondly on that experience of replaying a game that really is a classic.
Except I’ve just been replaying Mass Effect, and it has areas that fulfil a similar function — “uncharted worlds”, optional planets you can land on which contain only side quests. The difference is that… they’re not particularly good or enjoyable.
I was at a game dev meet-up about a month ago now, where my pals sassed me silly for not having shipped a game yet. They’re right to do so — although I vigorously resist accusations of feature creep (it’s not creep if it’s all part of the original plan), it’s true that I’m making something rather large that isn’t going to be releasable until it’s “done” (this is the true curse of building narrative-driven things).
About a year ago, I set down my plan for the first release: a self-contained prologue to a bigger campaign, which would be short enough to manufacture in a sensible time-frame, but broad enough to stress out most of my features. “Sensible time-frame” is, of course, relative and it’s still got a long way to go.
So I asked myself: what’s the minimum viable game? What is the purest, simplest expression of top-down mech action that I can build and put in front of people?
Ahhh, Starcraft II is an interesting beast. I’ve never had any concern over eSports or online multiplayer, but I have huge respect for what SC2 did with its singleplayer campaigns — tossing the hyper-balanced melee factions out the window and expanding them with bonus units, configuration options and special abilities.
The things is… the meta-plot, of the Dark Voice returning to obliterate all life in the Koprulu Sector (The galaxy? The universe? It’s actually never really made clear that his ambitions are more than localised) is a bit of a mess. Like, Blizzard, you got away with that in Warcraft III because Archimonde was a literal demon — you can’t pull the same trick twice, and definitely not in such a different setting (at least not without groundwork that simply isn’t present).
Having said that, I think there are some good stories in the mix here, so maybe it’s time to do some reworking…
There comes a time in everyone’s life when their computer dies unexpectedly. To be honest, I should be glad I’ve lasted twenty-odd years of computing without it ever happening. Every machine I’ve discarded has been because I wanted more power, not because they were from life untimely ripped.
Alas, it happened a few weeks ago to dear old Helios (named for the AI in Deus Ex), about 4 and a half years into his projected 5 to 6 year lifespan. This is the story of his death… and his resurrection.
When I was looking for pointers on how to do saving and loading, I was frustrated at the lack of depth in the tutorials that I found. I couldn’t find anything that went beyond explaining PlayerPrefs and serialisation. I mean, yes, duh, I have to read and write the data — but how should I structure it? How should I find it? What’s the best way to put it together again? What did you see?!
Thus, having recently finished a fully armed and operational saving and loading system in my own game, Exon, here is a complete run-down of how it works and why. Although I would expect saving and loading to be personal to the architecture of a particular game, I feel like I’ve ended up with a very flexible and generic system, so hopefully this dump will give future people a decent idea of how to approach this most important of features. Plus some reassurance — it’s actually not that scary!
So, I’ve been fairly quiet recently because 1) developing saving and loading systems has been a long invisible slog and 2) I’ve been replaying Morrowind (oops).
But with all the data that comprises a “campaign” in Exon being successfully written to disc, it was finally time to start trying to load it. Since I’ve told you the story of decomposing the world into text files in more than enough detail, it’s time to begin the story of reconstructing it…
According to this blog, I last played Morrowind a whopping seven years ago. How can a game linger on in your mind for such periods of time? By all means, it’s a massive game and so is best reconsumed after long breaks, but even across such gulfs it is never far from my mind.
Well, for whatever reason, those thoughts bubbled closer and closer to the surface and I could resist no more. I got out my old GOTY edition CDs, lay the printed map on the desk beside me, and stepped into Vvardenfell once again…