{"id":1675,"date":"2021-07-28T09:14:47","date_gmt":"2021-07-28T09:14:47","guid":{"rendered":"https:\/\/www.patricioland.com\/?p=1675"},"modified":"2021-08-24T14:31:10","modified_gmt":"2021-08-24T14:31:10","slug":"gdd730-week-4","status":"publish","type":"post","link":"https:\/\/www.patricioland.com\/?p=1675","title":{"rendered":"GDD730 Week 4"},"content":{"rendered":"<p>&nbsp;<\/p>\n<p><span style=\"color: #5d72b3;\">In an unexpected twist of the events, from now on, I am the new team leader.<\/span><img fetchpriority=\"high\" class=\"wp-image-1800 alignright\" src=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/bluehelmet3.png\" alt=\"\" width=\"300\" height=\"362\" srcset=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/bluehelmet3.png 400w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/bluehelmet3-248x300.png 248w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/p>\n<p align=\"LEFT\"><span style=\"color: #5d72b3;\">\u00a0<\/span><\/p>\n<p><!--more--><\/p>\n<h1><span style=\"color: #cc99ff;\">Stay on target!<\/span><\/h1>\n<p>Big news: I am the new Team Leader. Our supervisor let me know this just a moment ago by email. Slightly shocked by the news, I felt compelled to let everybody know about it as soon as possible. Since a rarefied atmosphere has been around within the team over the last two weeks, I have to seriously think of trying to apply a strategy to avoid wasting time and making everybody feel that they all heard along with their suggestions, ideas, and support.\u00a0Although I have some experience on these issues, we have to make a big effort to put our problems behind and get back to focus on the project.<\/p>\n<p>However, the new condition of our team required a re-evaluation of tasks, as <b>Macklin<\/b> and <b>Sharp<\/b> states on chapter 8 of <b>Games, Design and Play:<\/b>\u00a0on small teams, the roles and responsibilities tend to mix (a designer who also programs, an artist who handles project manager, etc) and this is a potential reality on our case; so I called \u00a0a new meeting in order to make each task and responsibility as clear as possible under the current situation.<\/p>\n<p>First thing though, to split the team into two departments: art and development, our supervisor judged that this would not be necessary given the small size of the group. My greatest fear was not being able to appease a very strong feeling of anxiety pushing everyone to get to work on something even if they did not know precisely what. While it was important to make up for lost time It was also imperative to review and reassign responsibilities as follows:<\/p>\n<p><span style=\"color: #339966;\"><strong>Game design<\/strong><\/span> (determination of the game&#8217;s goals, play experience):\u00a0It would continue to be in the hands of the four at least for a couple more weeks.<br \/>\n<span style=\"color: #339966;\"><strong>Programming<\/strong><\/span> (coding implementation allowing the game to be played and tested): Phil and Patricio<br \/>\n<span style=\"color: #339966;\"><span style=\"caret-color: #339966;\"><b>Art direction\u00a0<\/b><\/span><\/span>(what the player sees while playing the game on art terms): Debbie and Will.<br \/>\n<strong><span style=\"color: #339966;\">Narrative design<\/span><\/strong> (game&#8217;s backstory, world, characters): full team.<br \/>\n<strong><span style=\"color: #339966;\">Testing<\/span><\/strong> (planning, organising, running and documenting play tets of prototypes): Patricio and Phil, with my sons (11 and 17 years old) as first line of play testers.<br \/>\n<strong><span style=\"color: #339966;\">Project management<\/span><\/strong>\u00a0(schedule, tasks distribution): Phil and Patricio.<br \/>\n<strong><span style=\"color: #339966;\">Music and sound fx<\/span><\/strong>\u00a0(musical score, environmental or ambient sounds): Debbie and Patricio.<br \/>\n<strong><span style=\"color: #339966;\">Visual fx <\/span><\/strong>(particles, shaders): Phil and Patricio.<br \/>\n<strong><span style=\"color: #339966;\">Marketing\u00a0<\/span><\/strong>(media presence, social networks, website): Phil, Will and Patricio.<\/p>\n<h1><span style=\"color: #cc99ff;\">Detecting and resolving conflicts in groups<\/span><\/h1>\n<p>All my experience leading workgroups have been with few members, never more than 4 or 5 persons during very focused projects. Even having done some training in this area, managing groups is not something that I am passionate about.In fact, if my independent animation and game development studio project takes on a larger scale in the future, my first concern would be to hire an experienced manager. Knowing different techniques, tools, and approaches is very handy, but putting them into practice is something that I would rather avoid or eventually delegate, but this is not the case here and I\u2019m resolved to do my best, and to put all my \u2018know how\u2019 to bring this ship to a safe harbour!.<\/p>\n<div class=\"page\" title=\"Page 279\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<blockquote><p>Put talented, passionate people together, and you are bound to encounter differences of opinion, personality, methodology, and so on. This is inevitable. The trick is to find ways as a team to work through your differences and turn them into strengths, not weaknesses. <strong>(Macklin 2016 :279-282)<\/strong><\/p><\/blockquote>\n<p><strong>Macklin<\/strong> and <strong>Sharp<\/strong> also makes reference to 3 main types of conflicts in teams: procedural, affective and sustantive (based upon <strong>Woventext<\/strong> by <strong>Rebecca Burnett<\/strong> and her collaborators).<\/p>\n<p><strong><span style=\"color: #339966;\">Procedural conflicts:<\/span><\/strong> does someone feel unheard based on how meetings are conducted? Is the schedule too loose or tight? Do team members feel constrained by or uncertain of their responsibilities?<br \/>\n<strong><span style=\"color: #339966;\">Affective conflicts:<\/span><\/strong>\u00a0this relates to each member goals, needs, and wishes for the project.<br \/>\n<strong><span style=\"color: #339966;\">Sustantive conflicts: <\/span><\/strong>deals with the commitment to the project and wanting it to be the best it can be.<\/p>\n<p>In our case we experienced a lot of <strong>affective and procedural conflicts<\/strong> from the very\u00a0beginning, being the first category the most noticeable: I discussed about anxiety, some ego problems.<\/p>\n<p><strong>Procedural conflicts<\/strong> are second in importance, but not for that reason neglect: I feel myself part of the problem here, not having not an extensive background using <strong>Agile&#8217;s<\/strong> methodologies or even a professional use of a version control software like <strong>GitHub.<\/strong><br \/>\nSpeaking of the latter, <strong>Phil<\/strong> has had the patience to train me in this software, but surprisingly its use is complicated and erratic in the extreme to me.\u00a0Even at this point, we have not managed to synchronize our work efficiently, and it&#8217;s all because of me. T<em>his is something that I must resolve urgently to avoid possible friction and loss of time.<\/em><\/p>\n<p>Concerning the <strong>affective conflicts<\/strong> mentioned above, I&#8217;m following my instincts (call it experience if you will), being open to other points of view, developing active listening, and giving enough room to each member to express their feelings and proposals as much as possible. All major decisions are going to be communicate by me via email on a regular basis, each week after our supervisor meetings or personal meetings.<\/p>\n<p>I did not talk a lot about <strong>sustantive conflicts<\/strong> because everybody in the team feels that we have a fantastic idea to work with, great individual talents, and commitment to success. I do believe we&#8217;re all in the same page here!<\/p>\n<\/div>\n<\/div>\n<\/div>\n<figure id=\"attachment_1864\" aria-describedby=\"caption-attachment-1864\" style=\"width: 400px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Team_Graph_2.jpg\" target=\"_blank\" rel=\"noopener\"><img class=\"wp-image-1864\" src=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Team_Graph_2-1.jpg\" alt=\"Fig - Team Performance Curve\u00a0for The Wild Branch on Week 3 based upon Katzenback and Smith scheme\" width=\"400\" height=\"296\" srcset=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Team_Graph_2-1.jpg 850w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Team_Graph_2-1-300x222.jpg 300w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Team_Graph_2-1-768x568.jpg 768w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Team_Graph_2-1-405x300.jpg 405w\" sizes=\"(max-width: 400px) 100vw, 400px\" \/><\/a><figcaption id=\"caption-attachment-1864\" class=\"wp-caption-text\">Fig 4 &#8211; Team Performance Curve\u00a0for The Wild Branch on Week 4 based upon Katzenback and Smith scheme<\/figcaption><\/figure>\n<p>&nbsp;<\/p>\n<h1><span style=\"color: #cc99ff;\">Game pillars\u00a0<\/span><\/h1>\n<p>While studying more about the concept of game pillars, I found an article that appeared in issue 52 of Wireframe magazine of great interest. This article covers two game development tools that are designed to help decide what\u2019s important in the game you\u2019re making. The iron triangle revolves around the practical realities of making a game, while game pillars cover the creative side.<\/p>\n<div class=\"page\" title=\"Page 58\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<blockquote><p>A game\u2019s pillars are a list of around three\u00a0\u2018core statements\u2019 created early in that game\u2019s development. You could come up with your pillars before you\u2019ve started development to help narrow down the possible game you might make, or you might do this after prototyping has given you an idea you want to pursue. You can even retroactively create pillars to help rescue a game that\u2019s been in development for a while and has lost its way. <strong>(Maine 2021)<\/strong><\/p><\/blockquote>\n<\/div>\n<div class=\"page\" title=\"Page 59\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<ul>\n<li>Each statement should be short \u2013 no more than a sentence \u2013 and each should be phrased as a rule you will follow throughout development.<\/li>\n<li>Use active language. We will, we like, this game is, our audience wants, and so on. Don\u2019t use negative language if you can rephrase the same statement as a positive.<\/li>\n<li>Make your pillars focus on how your players will feel over the things they will do.\n<div class=\"section\"><\/div>\n<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"page\" title=\"Page 59\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<blockquote><p>Pillars should focus on the feelings and emotions you want your game to evoke, rather than how you\u2019re going to do\u00a0it. That\u2019s because pillars aren\u2019t a feature list to check off, more a tool to help remember the things that are important when you\u2019re submerged in the day-to-day realities of game development.\u00a0<strong>(Maine 2021)<\/strong><\/p><\/blockquote>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"page\" title=\"Page 59\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<blockquote>\n<div class=\"page\" title=\"Page 60\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p>Pillars are a tool for staying on track, not for coming up with ideas.<br \/>\nThey should serve to guide the creator to make decisions. If a new mechanism, no matter how great it may seem, does not fit these pillars, it should be best to put it aside.<\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/blockquote>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"page\" title=\"Page 58\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<p>As the author suggests, this is probably the most important concept here, so I&#8217;d like to put those concepts into practice enumerating some of our pillars under the central idea of focusing on the sustainability of the environment and the responsible use of resources.<\/p>\n<ul>\n<li><strong><span style=\"color: #339966;\">Survival: <\/span><\/strong><span style=\"color: #339966;\"><span style=\"color: #000000;\">keep the fire alive to survive on a prehistoric dangerous world.<\/span><\/span><\/li>\n<li><strong><span style=\"color: #339966;\">Scavenging: <\/span><\/strong><span style=\"color: #339966;\"><span style=\"color: #000000;\">players are constantly needing to go through the world and search for items and new\u00a0<\/span><\/span><span style=\"color: #000000;\"><span style=\"caret-color: #339966;\">technology.<\/span><\/span><strong><br \/>\n<\/strong><\/li>\n<li><strong><span style=\"color: #339966;\">Comedy: <\/span><\/strong><span style=\"color: #000000;\">use humor and humorous situations in puzzles resolution and game mechanics.<\/span><\/li>\n<li><strong><span style=\"color: #339966;\">Family friendly: <\/span><\/strong><span style=\"color: #000000;\">safely inquire into\u00a0<span style=\"caret-color: #339966;\">survival and exploration without expose young audiences to explicit violence.<\/span><\/span><\/li>\n<li><strong><strong><span style=\"color: #339966;\">Trust: <\/span><\/strong><\/strong><span style=\"color: #000000;\">being responsible for the entire tribe\u00a0continuity and endurance is going to be very rewarding.<\/span><\/li>\n<li><strong><span class=\"Y2IQFc\" lang=\"en\"><span style=\"color: #339966;\">Reward small actions:<\/span><\/span><\/strong><span class=\"Y2IQFc\" lang=\"en\" style=\"color: #000000;\"> with amazing (<span style=\"caret-color: #339966;\">visually appealing)\u00a0<\/span>outcomes.<\/span><strong><span style=\"color: #339966;\"><br \/>\n<\/span><\/strong><\/li>\n<li><strong style=\"color: #339966;\">It is not our game. It&#8217;s the player&#8217;s game: l<\/strong><span style=\"color: #000000;\">et them play how they like and face consequences<\/span><\/li>\n<\/ul>\n<p>It seems strange to express it this way as this is a paleolithic game, but those pillars should not always be set in stone, but it is advisable to avoid changing pillars each time someone had a new &#8216;great&#8217; or &#8216;revolutionary&#8217; idea. As the mentioned article warns: changing pillars can just lead to a different \u2013 but not necessarily better \u2013 game, and going round in circles.<\/p>\n\n<table id=\"tablepress-14\" class=\"tablepress tablepress-id-14\">\n<thead>\n<tr class=\"row-1 odd\">\n\t<th class=\"column-1\">Closer to the pillar (good!)<\/th><th class=\"column-2\">Neutral <\/th><th class=\"column-3\">Works against pillar (bad)<\/th>\n<\/tr>\n<\/thead>\n<tbody class=\"row-hover\">\n<tr class=\"row-2 even\">\n\t<td class=\"column-1\">Portrait the elder as a wacky character, half chaman half madman<\/td><td class=\"column-2\"><\/td><td class=\"column-3\"><\/td>\n<\/tr>\n<tr class=\"row-3 odd\">\n\t<td class=\"column-1\">Chopping trees to keep the fire alive with the wood<\/td><td class=\"column-2\">Picking logs from the floor<\/td><td class=\"column-3\">Chopping trees for fun conduction to 'deforestation'<\/td>\n<\/tr>\n<tr class=\"row-4 even\">\n\t<td class=\"column-1\">Privilege wit instead of violence<\/td><td class=\"column-2\">Use physical force to overcome situations<\/td><td class=\"column-3\">Use violence or brutal force to solve problems<\/td>\n<\/tr>\n<tr class=\"row-5 odd\">\n\t<td class=\"column-1\">Use the music to guide the player towards a goal, or keep the sense of excitment<\/td><td class=\"column-2\">Use ambiental music to provide a fun atmosphere<\/td><td class=\"column-3\">Use music for the sake of it<\/td>\n<\/tr>\n<tr class=\"row-6 even\">\n\t<td class=\"column-1\">Use pixel art graphics and<br \/>\nanimations<\/td><td class=\"column-2\"><\/td><td class=\"column-3\">Use hyperrealistic graphics<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<!-- #tablepress-14 from cache -->\n<h1><span style=\"color: #cc99ff;\">The secret of the pyramid<\/span><\/h1>\n<p><span style=\"color: #cc99ff;\"><span style=\"color: #000000;\">During the creation of my first commercial game, and especially when I had already developed more than half of it, It was becoming more and more evident that it would be impossible for me to finish it the way I would have wanted from the beginning. \u00a0For this game I&#8217;m still having very decent reviews every week, (4 stars\u00a0average rating over 9.64K installs to this date) but sometimes I also get some hard ones like these ones on <strong>Google Play:<\/strong><\/span><\/span><\/p>\n<blockquote>\n<figure id=\"attachment_1705\" aria-describedby=\"caption-attachment-1705\" style=\"width: 1920px\" class=\"wp-caption alignnone\"><img class=\"wp-image-1705 size-full\" src=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/reviews.jpg\" alt=\"Fig 2 - Google Play reviews from one of my games\" width=\"1920\" height=\"759\" srcset=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/reviews.jpg 1920w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/reviews-300x119.jpg 300w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/reviews-1024x405.jpg 1024w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/reviews-768x304.jpg 768w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/reviews-1536x607.jpg 1536w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/reviews-1000x395.jpg 1000w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/reviews-759x300.jpg 759w\" sizes=\"(max-width: 1920px) 100vw, 1920px\" \/><figcaption id=\"caption-attachment-1705\" class=\"wp-caption-text\">Fig 2 &#8211; Google Play reviews from one of my games<\/figcaption><\/figure><\/blockquote>\n<\/div>\n<p>And what can I say?. They got it right!. Well, almost.<\/p>\n<p><span style=\"color: #000000;\">Due to budget restrictions or compliance with the stipulated deadlines (not to mention a pandemic!) I had to start balancing <\/span><strong style=\"color: #000000;\">time,\u00a0<\/strong><strong style=\"color: #000000;\">money<\/strong><span style=\"color: #000000;\"> and <\/span><strong><span style=\"color: #000000;\">quality <\/span><\/strong><span style=\"color: #000000;\">in\u00a0<\/span><span style=\"color: #000000;\"><span style=\"caret-color: #000000;\">order<\/span>\u00a0to deliver the product.<em> I never lost interest on making the game<\/em>, as the customer wrote, but I had to face exhausting situations and overcome burnout. To sum up the situation, I found myself trapped inside this infamous triangle:<\/span><\/p>\n<figure id=\"attachment_1716\" aria-describedby=\"caption-attachment-1716\" style=\"width: 1920px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/iron_triangles.jpg\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" class=\"wp-image-1716 size-full\" src=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/iron_triangles.jpg\" alt=\"Fig 2 - The iron triangle representation for Sol 705 and Keep It Burning\" width=\"1920\" height=\"573\" srcset=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/iron_triangles.jpg 1920w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/iron_triangles-300x90.jpg 300w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/iron_triangles-1024x306.jpg 1024w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/iron_triangles-768x229.jpg 768w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/iron_triangles-1536x458.jpg 1536w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/iron_triangles-1000x298.jpg 1000w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/iron_triangles-800x239.jpg 800w\" sizes=\"(max-width: 1920px) 100vw, 1920px\" \/><\/a><figcaption id=\"caption-attachment-1716\" class=\"wp-caption-text\">Fig 3 &#8211; The iron triangle representation for <strong>Sol 705<\/strong>, my first commercial game, \u00a0and <strong>Keep It Burning<\/strong><\/figcaption><\/figure>\n<div class=\"layoutArea\">\n<div class=\"page\" title=\"Page 63\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p>As you can imagine, \u00a0the three vertices on the triangle are all interrelated, and the rule is you can only control two of the three points. So towards the 3\/4 of the production I had to make some decisions choosing my priorities. the longer the game stayed under development the more money it was costing me (and it was running out very quickly!). So my only option at that point was looking for\u00a0<strong>time<\/strong> and <strong>money<\/strong>, having to make some compromises concerning the\u00a0final quality of the game (eliminate some secondary passages of the adventure by shortening its duration, leaving some minor bugs alive, etc) in order to release the product on schedule, <em>being perfectly aware that the public was not going to be completely satisfied.<br \/>\n<\/em><br \/>\nI&#8217;m bringing all these facts to the table because, as the team leader on <strong>Keep It Burning<\/strong>, I have to deal again with those three aspects; but unlike before, I knew that these decisions had to be made from the very first moment.<\/p>\n<p>Since money does not play an essential role in this exercise, the two parameters to balance turned out to be <strong>time<\/strong> and <strong>quality<\/strong>. Choosing your game\u2019s pillars helps you focus on what\u2019s important, and choosing which two points of the iron triangle you want to control helps you focus on the reality of making a game or a prototype.<\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<h1><span style=\"color: #cc99ff;\">Moving from design to production<\/span><\/h1>\n<\/div>\n<div class=\"layoutArea\">\n<div class=\"page\" title=\"Page 404\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<blockquote><p>The iterative design process is one that takes a lot of time, patience, and energy. But it is also just the beginning: it is the design of the game. There is still another phase to go: production. Production is when the game\u2019s design, technical planning, and other related preparatory work is complete and what is left is building the final game. <strong>(Macklin 2016 :404)<\/strong><\/p>\n<p>&nbsp;<\/p><\/blockquote>\n<\/div>\n<\/div>\n<\/div>\n<figure id=\"attachment_2009\" aria-describedby=\"caption-attachment-2009\" style=\"width: 1920px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Stages-of-development_2.jpg\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" class=\"wp-image-2009 size-full\" src=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Stages-of-development_2.jpg\" alt=\"Fig 3 - Basic stage of development for Keep it Burning\" width=\"1920\" height=\"759\" srcset=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Stages-of-development_2.jpg 1920w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Stages-of-development_2-300x119.jpg 300w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Stages-of-development_2-1024x405.jpg 1024w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Stages-of-development_2-768x304.jpg 768w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Stages-of-development_2-1536x607.jpg 1536w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Stages-of-development_2-1000x395.jpg 1000w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/Stages-of-development_2-759x300.jpg 759w\" sizes=\"(max-width: 1920px) 100vw, 1920px\" \/><\/a><figcaption id=\"caption-attachment-2009\" class=\"wp-caption-text\">Fig 4 &#8211; Basic stage of development for Keep it Burning<\/figcaption><\/figure>\n<p>We started to work \u00a0on some basic routines to control a character over an isometric world following an <a href=\"https:\/\/blog.unity.com\/technology\/isometric-2d-environments-with-tilemap\">excellent tutorial on this subject<\/a> published on 2019 by the official <a href=\"https:\/\/blog.unity.com\/\">Unity Blog<\/a>. This article was a great starting point to understand how to work with\u00a0the Isometric Tilemap support (following by the Hexagonal Tilemap support) which was added in the 2018.2 release of this engine, a full brand new replacement for the previous isometric management system. In addition to this information I found an amazing YouTube tutorial made by <b>Beaver Joe<\/b> based on the same material but shedding light on some confusing or neglected aspects in the original text.<\/p>\n<\/div>\n<div class=\"layoutArea\">\n<figure id=\"attachment_1731\" aria-describedby=\"caption-attachment-1731\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_1.jpg\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" class=\"wp-image-1731 size-large\" src=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_1-1024x682.jpg\" alt=\"Fig 3 - Personal notes on character control on isometric projection\" width=\"840\" height=\"559\" srcset=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_1-1024x682.jpg 1024w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_1-300x200.jpg 300w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_1-768x512.jpg 768w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_1-1536x1023.jpg 1536w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_1-1000x666.jpg 1000w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_1-450x300.jpg 450w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_1.jpg 1920w\" sizes=\"(max-width: 840px) 100vw, 840px\" \/><\/a><figcaption id=\"caption-attachment-1731\" class=\"wp-caption-text\">Fig 5 &#8211; Personal notes on character control on isometric projection<\/figcaption><\/figure>\n<p>&nbsp;<\/p>\n<figure id=\"attachment_1746\" aria-describedby=\"caption-attachment-1746\" style=\"width: 700px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" class=\"wp-image-1746 size-full\" src=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_earlyversion2.jpg\" alt=\"Fig 4 - Early tests for a keyboard control and isometric tiles on Unity\" width=\"700\" height=\"364\" srcset=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_earlyversion2.jpg 700w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_earlyversion2-300x156.jpg 300w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_earlyversion2-577x300.jpg 577w\" sizes=\"(max-width: 700px) 100vw, 700px\" \/><figcaption id=\"caption-attachment-1746\" class=\"wp-caption-text\">Fig 6 &#8211; Early tests for a keyboard control and isometric tiles on an early build<\/figcaption><\/figure>\n<p>While <b>Will<\/b> was working on the original pixel art for the tiles, we decided to temporarily use some elements drawn by <b>Debbie<\/b> for the surfaces and a generic sprite for the character taken from a free asset.<\/p>\n<p>After a few rounds of play testing, we realised that controlling the protagonist with the keyboard had several drawbacks: <i>using the keys to move the main character was extremely confusing<\/i>, and the tiles were gigantic!<\/p>\n<h1><span style=\"color: #cc99ff;\">\u00a0The game map<\/span><\/h1>\n<\/div>\n<p>While working on the <a href=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/08\/Game-Design-Document.pdf\" target=\"_blank\" rel=\"noopener\">Game Design Document<\/a> we spent quite some time to come up with ideas for the different environments or zones, inside this world. As wood and fire were almost an single entity by themselves our first attempt was to place our heroes inside a forest. It seemed like a good starting point, and the art team was more than anxious to start drawing things!<br \/>\nNote:\u00a0It wasn&#8217;t until many weeks later that we realised that we needed a little more contrast between nature and characters for the level to enjoy a little more interest<\/p>\n<div class=\"layoutArea\">\n<h1><span style=\"color: #cc99ff;\">Finding our own path<\/span><\/h1>\n<p>So the next step was very clear: I was going to replace the keyboard controls by a point and click or follow mouse approach,\u00a0an excellent opportunity to investigate how to apply a classical pathfinder algorithm in unity, specifically on an isometric projection.<\/p>\n<div class=\"page\" title=\"Page 241\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<blockquote><p>With computers, the mouse\/keyboard control comes with a whole host of affor- dances\u2014not just from other computer games, but from non-game applications. You can expect players (even those who have never played a game before) to understand the relationship between the physical movement of the mouse and the movement of an on-screen cursor. Computer users can be expected to recognize push buttons and know that left- clicking on a button activates it. <strong>(Brathwaite 2009)<\/strong><\/p><\/blockquote>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<figure id=\"attachment_1736\" aria-describedby=\"caption-attachment-1736\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_2.jpg\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" class=\"wp-image-1736 size-large\" src=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_2-1024x676.jpg\" alt=\"Fig 4 - Personal notes on an A* Pathfinder algorithm\" width=\"840\" height=\"555\" srcset=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_2-1024x676.jpg 1024w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_2-300x198.jpg 300w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_2-768x507.jpg 768w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_2-1536x1014.jpg 1536w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_2-1000x660.jpg 1000w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_2-455x300.jpg 455w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIB_notes_2.jpg 1920w\" sizes=\"(max-width: 840px) 100vw, 840px\" \/><\/a><figcaption id=\"caption-attachment-1736\" class=\"wp-caption-text\">Fig 7 &#8211; Personal notes on an classic A* Pathfinder solution<\/figcaption><\/figure>\n<p>I decided to investigate a little more about these methodologies to evaluate if it was worth implementing such a system in our prototype, during this research I find a very detailed paper\u00a0about of using this<strong> A* pathfinding algorithm<\/strong> in an isometric (grid-less)\u00a0environment in<strong> Unity<\/strong>.<\/p>\n<p>The <strong>A *<\/strong> method can be implemented well in isometric non-grid games with the requirement to create a virtual grid for search space. A* can solve the shortest path regardless of the obstacle shape as long as the generating nodes have not caught in the dead end. The reason A* lose on the term of shortest path compared to obstacle tracing is that of jagged movement pattern caused by the grid or when the gap between A* node is larger than the gap between obstacles. However, obstacle tracing is better on runtime performance. <strong>(Husniah 2018).<\/strong><\/p>\n<p>Having spent a good part of the weekend\u00a0testing different ideas (including Unity&#8217;s <b>NavMesh<\/b> 3D navigation system), it seemed pretty conclusive the need to create &#8216;by hand&#8217; a dedicated grid on our map to aid the navigation. At that point, I was pretty sure we had no need for such an implementation in the prototype, and after discussing the issue with <b>Phil<\/b>\u00a0the Monday after, we decided to try using traditional colliders on tiles and objects.<\/p>\n<p>&nbsp;<\/p>\n<figure id=\"attachment_1741\" aria-describedby=\"caption-attachment-1741\" style=\"width: 702px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" class=\"wp-image-1741 size-full\" src=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/KIT_playtest_3.gif\" alt=\"Fig 5 - Point and click controls over an isometric map on Unity\" width=\"702\" height=\"358\" \/><figcaption id=\"caption-attachment-1741\" class=\"wp-caption-text\">Fig 8 &#8211; Point and click controls over an isometric map in a new Unity build using pixel art from Will<\/figcaption><\/figure>\n<div class=\"page\" title=\"Page 325\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<blockquote><p>There are a number of problems that arise during the playfield design process that should be avoided. First, it can be frustrating for the player if movement through the playfield is too restrictive. There are times, of course, when a pathway has to be restrictive, either because of game engine considerations or because the player\u2018s suspension of disbelief will be shattered. Players will explore the playfield thoroughly and try to find other possible routes through a level or map, so having only a single path can be a letdown. <strong>(Moore 2011 :308)<\/strong><\/p><\/blockquote>\n<p>We faced both of this issues described by <strong>Moore<\/strong> and even one more: our first map was ridiculously small and the player\u2019s eagerness to discover new territories made the character go beyond the map\u2019s limits, entering the dark area surrounding him. As he also suggest it helps tremendously to think out a map or level before committing art, programming and design resources to build it. A paper prototype is also useful in this cases as it is possible to play out the whole game on paper before any other teams are asked to work on the assets, and problems can become manifest and resolved early in development.<\/p>\n<p>There is still a lot of work to do.<\/p>\n<figure id=\"attachment_2053\" aria-describedby=\"caption-attachment-2053\" style=\"width: 840px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" class=\"wp-image-2053 size-large\" src=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/paperproto-1024x768.jpg\" alt=\"My very first attempt at a paper prototype. Not useful but fun to make!\" width=\"840\" height=\"630\" srcset=\"https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/paperproto-1024x768.jpg 1024w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/paperproto-300x225.jpg 300w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/paperproto-768x576.jpg 768w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/paperproto-1536x1152.jpg 1536w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/paperproto-1000x750.jpg 1000w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/paperproto-400x300.jpg 400w, https:\/\/www.patricioland.com\/wp-content\/uploads\/2021\/07\/paperproto.jpg 1920w\" sizes=\"(max-width: 840px) 100vw, 840px\" \/><figcaption id=\"caption-attachment-2053\" class=\"wp-caption-text\">Fig 9 &#8211; My very first attempt at a paper prototype. Not very useful but fun to make!<\/figcaption><\/figure>\n<\/div>\n<\/div>\n<\/div>\n<p><span style=\"color: #3366ff;\"><strong><br \/>\nList of figures<\/strong><\/span><\/p>\n<p>Fig 1 &#8211; Team Performance Curve\u00a0for The Wild Branch on Week 4 based upon Katzenback and Smith scheme<br \/>\nFig 2 &#8211; Google Play reviews from Sol 705 Complete version on Google Play Store. Screen capture by the author.<br \/>\nFig 3 &#8211; The iron triangle representation for Sol 705 and Keep It Burning, scheme by the author.<br \/>\nFig 4 &#8211; Fig 3 &#8211; Stages of development (c) Fueller 2008.<br \/>\nFig 5 &#8211; Personal notes on character control on isometric projection. Photo by the author.<br \/>\nFig 6 &#8211; Early tests for a keyboard control and isometric tiles by Phil<br \/>\nFig 7 &#8211; Personal notes on an classic A* Pathfinder solution. Photo by the author.<br \/>\nFig 8 &#8211; Point and click controls over an isometric map working on my Unity build. Video by the author.<br \/>\nFig 9 &#8211; Paper prototype for Keep it Burning made by the author.<\/p>\n<p>Table 1. Game pillars core statements.<\/p>\n<p><span style=\"color: #3366ff;\"><strong>References<\/strong><\/span><\/p>\n<div class=\"page\" title=\"Page 279\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p>Macklin C, Sharp J. 2016. \u2018<em>Games, Designs and Play A Detailed Approach To Iterative Game Design<\/em>\u2018. Pearson Education Inc.<\/p>\n<p>Burnett R, \u00a0Frazee, A and Wharton, R. 2012 . Georgia Tech WOVENText version 2.1. New York<\/p>\n<\/div>\n<\/div>\n<\/div>\n<p>Main S. 2021. &#8216;Plan\u00a0<em>your game using pillars and triangles&#8217;.<\/em>Wireframe magazine issue 52. Raspberry Pi Publishing.<\/p>\n<p>Di Mento A. 2018 &#8216;<em>How Santa Monica Studio nailed exploration on God of War<\/em>&#8216;.\u00a0[online] Available at: &lt;https:\/\/blog.playstation.com\/2018\/12\/05\/how-santa-monica-studios-nailed-exploration-in-god-of-war\/&gt;\u00a0[Accessed 12 June 2021]<\/p>\n<p>Pears, M. 2017.&#8217;<em>Design Pillars: The Core Of Your Game<\/em>&#8216;. [online] Available at: &lt;https:\/\/www.gamasutra.com\/blogs\/MaxPears\/20171012\/307469\/Design_Pillars__The_Core_of_Your_Game.php&gt;\u00a0 [Accessed 2 June 2021]<\/p>\n<p>Hinton-Johness A. &#8216;<em>Isometric 2D Environments with Tilemap<\/em>&#8216;.\u00a0[online] Available at: &lt;<a href=\"https:\/\/blog.unity.com\/technology\/isometric-2d-environments-with-tilemap\" target=\"_blank\" rel=\"noopener\">https:\/\/blog.unity.com\/technology\/isometric-2d-environments-with-tilemap<\/a>&gt;\u00a0[Accessed 3 June 2021]<\/p>\n<p>Beaver J. Youtube channel. &#8216;<em>Making 2D Levels with Isometric Tilemap in Unity<\/em>&#8216;. [online]\u00a0Available at: &lt;<a href=\"http:\/\/Making 2D Levels with Isometric Tilemap in Unity\" target=\"_blank\" rel=\"noopener\">https:\/\/www.youtube.com\/watch?v=ruDXAXcgqmE&amp;t=466s<\/a>&gt; [Accessed 3 June 2021].<\/p>\n<p>Moore, M. 2011. &#8216;<em>Basics of Game Design<\/em>&#8216;. Published by Taylor &amp; Francis Group, LCC.<\/p>\n<p>Brathwaite B, Schreiber I. 2009. &#8216;<em>Challenges for Game Designers<\/em>&#8216;. Charles River Media.<\/p>\n<\/div>\n<p>L. Husniah, R. Mahendra, A. S. Kholimi and E. Cahyono, 2018. &#8220;<em>Comparison Between A* And Obstacle Tracing Pathfinding In Gridless Isometric Game<\/em>,&#8221; <em>2018 5th International Conference on Electrical Engineering, Computer Science and Informatics (EECSI)<\/em>, \u00a0pp. 489-494<\/p>\n<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp; In an unexpected twist of the events, from now on, I am the new team leader. \u00a0<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[18],"tags":[366,380,330,326,384,362,388,364,386,378,376,382],"_links":{"self":[{"href":"https:\/\/www.patricioland.com\/index.php?rest_route=\/wp\/v2\/posts\/1675"}],"collection":[{"href":"https:\/\/www.patricioland.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.patricioland.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.patricioland.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.patricioland.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1675"}],"version-history":[{"count":124,"href":"https:\/\/www.patricioland.com\/index.php?rest_route=\/wp\/v2\/posts\/1675\/revisions"}],"predecessor-version":[{"id":2480,"href":"https:\/\/www.patricioland.com\/index.php?rest_route=\/wp\/v2\/posts\/1675\/revisions\/2480"}],"wp:attachment":[{"href":"https:\/\/www.patricioland.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1675"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.patricioland.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1675"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.patricioland.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1675"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}