Guerrilla Gardening - Dev Vid #8 - Drawing Plant Sprites

This video has some quick info on the process and software used for creating the sprites in the game and then jumps right into a 10x speed time-lapse video of me drawing the new "Golden Bells" plant.

I was trying the time-lapse video thing for the first time with this video. Now that I know it works I'm definitely going to do it again with a more complicated sprite sometime. But the next video is going to be more about one of the new features we've added to the prototype since the last video.

If you're interested in trying out the Graphics Gale animation software I use there's an almost feature complete free version available for download on their site.

Development Video #7 – Game Balance and Tweaking the Screamers

Because of TOJam and the like it's been awhile since the last proper Development Video.  This one is longer and more in depth then previous videos and covers some of the balancing and tweaking we've done to the perennial screamers in detail. 

GG:SoR's game design is largely systems centred, it's about complex interrelating systems rather then pre-scripted solutions.  So getting all the elements to balance and work correctly in concert as we add more plants and AI behaviour is our main challenge now that the basic gameplay is in.  We need to make sure that solving levels is largely about coming up with solutions based on how the various elements, cops, citizens and plants interact and making those  interactions as transparent to the player as possible.

In specific terms there's just no way for us to predict what a player is trying to do with a screamer and which way they want to scare a citizen, so we need to make the screamer's behaviour predictable enough that the player knows how to place them to get the result they want without them having to think about nitty gritty details we may have going on under the hood.  If as the designers we do a bad job, and a seemingly perfectly placed screamer result in the citizen running off in the wrong direction for no clear reason the player will feel frustrated and betrayed.

As I mentioned in the video, I couldn't fit every aspect of tweaking the screamers into it.  For those who are interested here are some of the other issues we faced:

Along with coming up with behaviour that would work we also had to balance individual variables such as the size of the trigger zone, the length of time it takes after a perennial is triggered before it screams and how long it remains dormant before turning red again.  These factors are all interrelated and, as we discovered, none of them are trivial.

For instance one build we had with a slightly shorter dormant time resulted in a cop getting stuck, endlessly revisiting the same screamer surrounded by slowgrass.  The slow movement speed meant he was still trying to escape its trigger zone when it turned back to red causing it to scream and attract him back in an endless loop.

One behaviour we added that I left out of the video was a system Andrew suggested where the screamer's trigger zone would slowly expand if left dormant for too long, ensuring it would eventually scream after a few minutes.  However that messed with our ability to direct citizens since the delay before screaming was tuned specifically to how quickly a citizen could walk past the flower after hitting the trigger zone. Our solution was to delay the scream by the same factor that we expanded the trigger zone. Bigger zone.. longer delay and the civilian would still be scared foraward past the plant.

Hope you find this longer more detailed Dev Video interesting.  If you did let us know and we'll do more, if you hated it and prefer them short and simple post a comment and we'll avoid them in the future.

Oh also we're switching to a one video a month schedule for the next little while so I can concentrate on hitting some production deadlines.  But I'll be sure to keep posting interesting stuff on the blog in the meantime!

New Build of the Game and My First Time Doing Real Life Guerrilla Gardening!

I was up late last night with Andrew prepping a stand alone copy of the GG:SoR prototype and submitting  it to IndieCade for consideration in this years show (I also submitted Cephalopods). Then I was up relatively early today for my first ever real life guerrilla gardening experience!  Sort of practising 'method game design'.  Here's a gallery of photos:

I love that the little corner plot my sister Mara and I planted with local plants ended up with some kid's Pikachu painting on its 'please water me' sign. A video game related sign really does seems appropriate.  The whole thing was organized by the awesome folks at the Toronto Public Space Committee who are involved in a whole bunch of community projects in the city and  as it turns out the spot they'd chosen to garden was conveniently at the end of my street! It was a lot of fun and a lot less hard work then I was expecting with so many people helping out, I'm hoping to get out a few more times over the spring and summer and do some more. Maybe also make some seedbombs if I have a chance.  EDIT: there's a posting with more photos up on the Toronto Guerrilla Gardeners Blog.

For those who are interested in what the new version of the game we sent IndieCade looks like here's an in game screen-shot:

Screen-shot from current prototype (click to enlarge)

As you can see the new GUI I talked about last post is in.  It not only looks better but also makes it much clearer what flower is selected, how many seeds you have and whether or not it's a plant type you can throw over an area (left corner),  or have to dig in a single spot to plant (right corner). I'm looking forward to showing this version to some new testers and seeing how much this helps them learn the basic game play. We also added more of the sounds I recorded before GDC in.  Unfortunately some of it isn't working for me... we have this idea that smell-so-goods smell like tasty food to civilians, however most of AI "barks" I wrote to convey that idea just react to the smell ("Mmm... who's baking pancakes?") without making it super explicit that they're reacting to a smell ("Mmmm... it smells like fresh pancakes!").   Unfortunately the sprites are too small to clearly convey that they're smelling the flower's pollen so it just seems like they have a random love of various foodstuffs.  I'm going to add a visual 'smell' emote to help, but now I  know that I need to be overly explicit when writing "barks" like these for the final version of the game.  It would probably also help to add a custom "bark" when they arrive at the flower, something like "huh, where are my pancakes!?".   On the flip side the audio for radioing in a tree drop worked like a charm:

Because the prototype is a pretty stripped down and doesn't have any sort of scripting system for tutorials, the current playable version uses a series of short levels with one page tutorials in between.  Clumsy and a bit text heavy but I'm hoping they get across the info someone new to the game needs to play.  I'm pretty happy with how they look given the constraints.

An example tutorial page (click to enlarge)

Working on the GUI

I've been busy working on redoing the game's GUI lately.  One bit of feedback we got from testing and showing people the game at GDC was that the HUD elements weren't as clear as they could be.  We've basically been relying on quick mock-up programmer art for the GUI so far, and from a purely aesthetic standpoint I haven't been very happy with it.    So here is the first GUI element I've created to replace the placeholder art.  This element goes in the upper left corner and shows citizen happiness (the flower face and bubbly yellow meter) and player health (the little heart/skull berries).

From early on in the design process I knew I wanted to work with two conflicting graphic design styles for GUI and other design elements.  General Bauhaus and the military police would be represented by a 30's and 40's screen-print style with sharp angles and earth tones reminiscent of revolutionary propaganda  art  from the time.   In stark contrast Molly and the guerrilla gardeners would have design elements with bright colours and round organic shapes borrowing from various 60's and 70's cartooning styles.

It took me awhile to come to the exact look for these elements and it's entirely possible they may change by the time we go into production.  The GG:SoR logo you see at the top of the page in the title bar was my first attempt at what  I wanted, and these new GUI elements are a further evolution of that style.

For those who are interested I have a short rambling post discussing the various influences that helped me arrive at this style under the cut.

The GG design style is the result of several influences, I can't really say that all of these made it into the final design, but these were the elements floating in my mind as I sketched out ideas.

An example of a black light poster. It took forever to to find a good one of flickr.

An example of a black light poster. It took forever to to find a good one of flickr.

While incredibly tacky the psychedelic black light posters of the 60's and 70's  (which really need a proper wikipedia entry)  I liked the bright colors on a black background pallet and that lead to my design's thick black outlines.  Like a lot of psychedelic poster art I wanted to borrow and adapt  some art nouveau influences for the vines and other plant elements.

Ralph Bakshi's Wizards

Ralph Bakshi's Wizards

The rounded shapes (eg. the teeth on the skull in the logo) were influenced by the 70's cartoon style of Wizards and similar art from that time.  Though in truth probably more influenced by modern cartoonists who work in a similar style such as Brandon Graham (King City, Multiple Warheads) .

Photos I took of an Ippei Gyoubu billboard in Shibuya last year.

Photos I took of an Ippei Gyoubu billboard in Shibuya last year.

Another modern influence, Ippei Gyoubu is one of my favorite Japanese commercial artists.  He has a bold style with bright colors that blends a 60's and 70's influence with  graffiti street art elements.   (some readers may recognise his style from the cult rhythm action game Cool Cool Toon on the Sega Dreamcast).  His more rounded less angular stuff certainly contributed to the final look of the GG logo and GUI

Development Video #6 - Influencing Citizens.

Here's the second video for the month.  Continuing from last video I'm concentrating on citizens.  This video shows how to use perennial-screamers and the new 'smell-so-goods' flower to direct citizens toward flower arrangements you've created. You'll also hear some very early sound implementation work we've done.

The level I'm playing in this video is actually a slightly modified version of one of the tutorial levels in the demo I was showing people at GDC.

As always, this video is of our prototype and has a lot of quick rough art, if you’re new to the blog you might want to check out my previous post, previewing what the final game should look like.

City Beautification Ensemble

The next development video will be dropping soon.  I just wanted to share this video fellow Artsy Games Incubator alumni Jason van Horne sent me in response to seeing Guerrilla Gardening's citizen happiness levels.

This was a neat street art project he was involved in a few years ago adding color to grey concrete areas in the city. I love the fact that the video also deals directly with the idea of cheering up sad guys in suits! Anyway I promise the next update will be more game related and also probably a video.

Development Video #5 - Happy Citizens.

As predicted this month's first video is a little late due to my much needed post GDC vacation.  I'll be putting a second one up next weekend and then we'll be back on track. The last few videos have concentrated on the stealth aspect of the game: tricking and evading the cops.  This video switches focus to the citizens and making the best use of ornamental flowers to cheer them up so they'll rebel against General Bauhaus's fascist government.

As always, this video is of our prototype and has a lot of quick rough art, if you’re new to the blog you might want to check out my previous post, previewing what the final game should look like.

Development Video #4 - Tactical Tree Drops!

This month's second video is all about 'tactical tree drops'  one of the first ideas I had when scribbling down the concept for the game in one of my sketchbooks.  I think this feature really captures the over the top take on guerrilla gardening I want the game to have. Needless to say I've been looking forward to being able to demo it for awhile.

So yes, you can radio in air support to drop a tree nearby, perfect for hiding from the cops.

This video is of our prototype and has a lot of quick rough art, if you're new to the blog you might want to check out my previous post, previewing what the final game should look like.

The next video may be a little late since I'm going to the Game Developers Conference next week. On that note, if you're an online distributor, publisher, press or the like and would like to meet, send me an email.  I'd be happy to demo the prototype for you!  (Same goes for fellow indie game folks of course!)

Molly's new look!

eric-molly

I've been working with comic artist Eric Kim on a final character design for Molly and here is the result! The pencils and inks are all his and I just went in and did some cleanup and the colouring. Eric is going to be creating portraits and possibly even  some comic book style cut scenes for important story scenes when we create the final version of the game.  So like the previous screen mockup this is a little sneak peak of what we're hoping to achieve in the final version.

I've been keeping all the sketches that lead up to this final design, and I'll post them up sometime in the future.

Back in the day Eric and I were both 3D artists at a visual effects studio working on some not so great films and doing mini-comics  on the side, so it was fun to get to work with him again.   If you dig this you should check out his blog and portfolio there's some fantastic stuff in both.  When he's not doing art for Guerrilla Gardening he's busy at work on the upcoming Billy Smoke graphic novel written by B. Clay Moore.

Sound Recording - Molly's got a voice!

Last Monday Scott Moyle (voice of Night of the Cephalopods) and I took a train to the depths of darkest Hamilton to do a recording session for Guerrilla Gardening at the Decoder Ring Theatre studio. For those of you who aren't familiar with  Decoder Ring Theatre, it's a present day podcast done in the style of old pulp radio plays from the early days of radio.  The writing is sharp and funny and the performances are quick and full of wry wit.  I've been a fan of the show long before I'd met Scott or any of the other cast members so it was a treat to see where it all gets made.

Those who are familiar with Decoder Ring Theatre will recognize the voice in the following clip as none other then Clarissa Der Nederlanden the 'Flying Squirrel' from The Red Panda Adventures and now the voice of Molly in our prototype:

Molly critiques a statue of General Bauhaus.

Allow me a little fanboy moment, but how frickin cool is that!?

Since this is all temporary audio for the prototype she's also voicing the female civilians:

A happy citizen is a rebellious citizen.

While Scott is voicing all the cops:

A cop finds something unexpected in his path.

...and male civilians:

A civilian admiring a flower.

We got through a ton of audio, much more then I thought we could, thanks to the help of Decoder Ring creator Gregg Taylor who manned the recording equipment.  A heroic effort given he'd recently thrown his back.

There is now so much audio that it will be impossible for us to get it all in before I leave for the Game Developers Conference.   However we easily have our vocal needs covered for the rest of the prototyping period, including stuff like interactive tutorials if we have time  (a bit of an extravagance for a prototype, but good for testing with people new to the game).

I have a bunch of thoughts on the recording and writing process for the prototype but I'm going to keep this short and save that for another post.

Note: Wordpress seems to have added some crackle and pop to the playback,  rest assured  the originals are nice and clean.

First Glimpse of Final Artwork

Mockup of final game artwork.

I've been busy creating a mockup of what we want the final artwork in the game to look like and I thought I'd share a small section.

I decided to make the city grey and a little run down, this gives us a believable excuse for adding chunks of plantable ground anywhere on the map, and also provides solid contrast between the dull city environment and bright colourful plants.  It was important to give some visual impact to Molly's guerrilla gardening efforts.   If the city was already very colourful there wouldn't be much difference between a level before and after Molly has run through throwing seeds.  This way you know you've made a real difference to the mood of the city when you play.

citizen-happiness

We're planning on using a similar approach for the citizens of the city.   Here's an image I mocked up for the design document and grant proposal earlier this year:It shows the slow progression from dull desaturated citizen hunched from the monotony of life under General Bauhaus to happy citizen cheered by his revitalized city into taking on the state.  This was a first take on the idea, rather then final artwork so it probably will go through some changes but it gets across the idea nicely.

Development Video #3 - Shorter, Faster... Better?

Here's the first of this month's development videos.  It focuses  on a new plant we've added called the 'perennial-screamer', for reasons that will become obvious when you watch the video.

As I mentioned last post we're trying something new, cutting down the length of the  individual videos and posting two development videos a month instead of one.  I also experimented with zooming in and cutting the game footage so that it's hopefully a bit clearer what's going on.   So while it looks pretty chunky and old school the game actually runs at 1024x768.

If you want to see a sharp version of  the new art in this video, I'd recommend checking out the previously mentioned  T.O.Jam posting about the game.  It shows off the over the top statue of General Bauhaus, a perennial-screamer and a useful flower who's identity has yet to be revealed, though fans of obscure flora may notice a certain resemblance to a real life flower.

T.O.Jam preview image.

The Toronto Games Jam blog has a new post about Guerrilla Gardening  with a brand new image that gives a little sneak peak of some things to come.   If you want to see it you'll have to Click the Link! T.O.Jam is a yearly event where local Toronto programmers, artists, musicians and sound designers meet up, form small teams and try to make finished games in a single weekend.  It's been running for three years and last year's was the second largest game Jam ever and the largest game jam to this day with a dairy based theme.  There are a ton of interesting fun games to check out from all three years, all free to download and play so it's well worth browsing around.  If you are local to Toronto and three days of back breaking game making labour sounds like fun the next T.O.Jam is set for sometime in May.

I'll be posting our next development video up Sunday night right on schedule, unless I'm set upon by wolves (a constant danger in the wastelands of urban Canada).  Based on feedback we're going to try something a little different, next weeks video will be shorter  and I'll be posting a second one half way through the month.  So you'll get the same amount of content as before but more often and in bite sized chunks.

Development Video #2

A little late but here is this months development video!  Andrew has been busy getting features into the prototype and stomping out bugs so this time I recorded it solo.  Last month all we could do with the prototype was create a simple world with a few people wandering around and almost no interactive elements,  you'll  see we've come a long way and there's a good chunk of simple gameplay working now.

Because YouTube and pixel art aren't friends here's a still shot from the current version. Remember as we mentioned in the first video, we're keeping the art minimal for the prototype, so this doesn't represent what the final game will look like.

Designing the Police.

The police will be the main enemy in Guerrilla Gardening and outwitting them through distraction and stealth is going to be a key part of the game play.  It's important to me that they are also a visual representation of the military dictatorship you're fighting against so I wanted them to feel imposing and anonymous (or at least as imposing as little pixel art police men can be). My initial design was a rush job, used to illustrate an early design doc I was preparing as part of a grant application. I hid the eyes to add that touch of imposing anonymity and borrowed a lot of design elements from military dress uniforms since dictatorships will often blur the line between the police and military.


police-sprite-01
police-sprite-01

Because it was a rush job I've never been completely happy with this design, so I decided to go back to the drawing board before animating him. To begin redesigning the police I started with a few pencil sketches.


police-sketches
police-sketches

I didn't bother doing any large detailed sketches, since it's easy to get carried away and add details that will never make it into a small sprite. I just wanted to get a good feel for the build and general style.  I also decided that I wanted to experiment with elements from riot police and swat teams in addition to the military dress style since you often see those sorts of uniforms worn by police in modern clashes with protesters.


I then took my original sprite and started editing it. I found the original stance kind of cramped so the first thing I did was make it more broad and open. I then tried a bunch of variations based on the styles I'd chosen.

police-sprite-02
police-sprite-02

police-sprite-03
police-sprite-03

I liked the way these were looking, but decided I should increase the sense of danger by bulking them up. This also had the advantage of giving them a unique silhouette so they'd be easier to distinguish from Molly and the civilians.


When Andrew and I met to work over the weekend I showed him what I had and we decided to go with the swat style design.  We still like some of the other designs and may use them for higher rank enemies in the future.  Before going forward I did some subtle colour edits based on Andrew's feedback.

police-sprite-04
police-sprite-04

police-rotation
police-rotation

At this point I felt he was ready for the 'full revolve'  and drew him in five directions flipping the sprite where I could to make the full eight needed.

He's looking pretty good. There may be some small perspective errors but  it's easier to spot them after the sprite is in the game, so from here I take each of the angles and create a simple walk cycles for them.

Okami Style Glitch

We spent Saturday working on the police sprites and implementing Molly's plant seeding action.   About half way through the day this neat glitch happened where trails of blooming flowers followed Molly as she ran.   It reminded me of the effect in Okami. Here's a little clip of the glitch in action:

Speaking of glitches, if the embedded video has excessive blurring and noise when you play it, just click to view it on the YouTube page. I'll try to figure out why it's doing that.

Development Video #1

We're starting up the Guerrilla Gardening: Seeds of Revolution development blog with the first of what will be a regular feature : our series of monthly development videos showing the progress and pitfalls of making the game.  Right now we're prototyping and tool building so what you'll be seeing is very rough and very early but should be of interest to anyone who wants to see the ugly exposed underbelly of game development.

As you can tell YouTube isn't doing us any favours visually so here is a screenshot to give you a better idea of what the prototype currently looks like.

Scott Pilgrim Gets it Together

As I mentioned in the video we're keeping the art very minimal right now so we can change it easily.   I also showed an illustration I did for the back cover of the graphic novel Scott Pilgrim Gets it Together. We're using that pixel art as a goal for the final visuals, so here's the high quality version without the video distortion.

Other than these videos what else will we be posting here?   I'll be posting about the art development process with sketches and pixel art. Andrew will be posting about how he's approaching the programming. We'll both be posting about the discoveries we make taking the game from our current design document through prototyping to final game.

We'll also occasionally talk about development on our smaller projects such as Night of The Cephalopods and about some of the other interesting things going on in Toronto's thriving indie games scene.

We want to make sure that we post stuff that you find interesting so feel free to comment or ask questions and tell us what you'd like to see, both on the blog and in the videos.