{"id":3034,"date":"2015-07-31T20:36:03","date_gmt":"2015-07-31T19:36:03","guid":{"rendered":"http:\/\/www.holyfingers.co.uk\/main\/?p=3034"},"modified":"2015-09-20T18:33:39","modified_gmt":"2015-09-20T17:33:39","slug":"development-diary-13-town-planning","status":"publish","type":"post","link":"https:\/\/www.holyfingers.co.uk\/main\/blog\/2015\/07\/31\/development-diary-13-town-planning\/","title":{"rendered":"Development Diary #13: Town planning&#8230;"},"content":{"rendered":"<p style=\"text-align: justify;\">I&#8217;ve spent the last few weeks trying to fix down the final scope of the game. Since I started working on the idea it&#8217;s ballooned from a few rooms to a sprawling epic and all the way back down again. In the end, if I&#8217;m going to make something I&#8217;m happy with, that&#8217;s actually finish-able, I&#8217;ll need to set some boundaries&#8230;<\/p>\n<p><!--more--><\/p>\n<p style=\"text-align: justify;\">So far my approach has involved very little planning ahead, I know the kind of game I want to make, I know how I want it to look and the atmosphere I want to convey, not so certain when it comes to quantifiable specifics. I&#8217;ve a huge list of ideas, locations, stories, individual puzzles, characters etc. and I&#8217;m happy that even the most seemingly disconnected ideas can have an enjoyable game woven around them. The problem arises when I try to envisage a point at which to stop, I always worry I&#8217;m fencing myself in or that I&#8217;ll be limiting my options further down the line, that a natural finishing point will present itself at some stage if I just keep going. The truth is though, that I could keep adding new ideas forever and the game will happily expand to accommodate them, it just wont ever get finished. So, I&#8217;ve decided to set some kind of arbitrary limit, locations tend to be the jumping-off point for new ideas so it makes sense to limit them first, to set a geographical space the game has to fit in, a house, a street, a country, something with some kind of outer limit.<\/p>\n<p style=\"text-align: justify;\">But how big to make it? This is the first game I&#8217;ve developed, really the first large project I&#8217;ve had to direct and manage myself, so a lot of the time I&#8217;m pulling numbers out of thin air. It&#8217;s tricky to do too much specific research with games as the the experience tends to be very subjective, but it&#8217;s at least reassuring to compare and contrast sometimes and there are some broad conclusions to be drawn. A quick scan through my Steam library offers one up straight away; pretty much every adventure game I&#8217;ve enjoyed in the last few years;\u00a0<em>Lumino City<\/em>, <em>Machinarium<\/em>,<em> Resonance<\/em>, <em> Blackwell Epiphany<\/em>,<em> Gemini Rue <\/em>and <em> The Inner World<\/em>, all come in at around 6 hours play time. Looking on <a href=\"http:\/\/howlongtobeat.com\/\" target=\"_blank\">howlongtobeat.com<\/a>, it seems nearly all my old favourites average about that too;\u00a0<em>Beneath a Steel Sky<\/em>, <em>Indiana Jones and the Last Crusade<\/em>, <em>Simon the Sorcerer<\/em>. I&#8217;m not the first to spot this,\u00a0the\u00a0developers behind <em>Primordia<\/em> also mention it in one of their devlogs:<\/p>\n<blockquote><p><em>Primordia&#8217;s<\/em> average playing time is about the same or slightly longer than that of <em>Monkey Island<\/em>, <em>Quest for Glory<\/em>, <em>King&#8217;s Quest V<\/em> or <em>VI<\/em>, or <em>Sam &amp; Max Hit the Road<\/em>.\u00a0 All of them come in from 5 to 6 hours&#8230;<\/p>\n<p>&#8230;If you&#8217;d asked me, though, I would&#8217;ve said that those games were much larger than <em>Primordia<\/em>, and they certainly are in &#8220;physical space.&#8221;\u00a0 Unlike <em>Primordia<\/em>, they are full of empty rooms; if not entirely empty, puzzle-less rooms; if not puzzle-less, well certainly rooms that don&#8217;t have NPCs or complex UIs in them.\u00a0 By contrast, almost every room in <em>Primordia<\/em> contains: (1) an NPC; (2) a unique UI; (3) an inventory puzzle; and (4) a half dozen &#8220;flavor&#8221; hotspots, each with unique quips depending on what you use on the hotspot&#8230;<\/p>\n<p><em><a href=\"http:\/\/www.wormwoodstudios.com\/2014\/09\/lesson-for-next-primordium.html\" target=\"_blank\">http:\/\/www.wormwoodstudios.com\/2014\/09\/lesson-for-next-primordium.html<\/a><\/em><\/p><\/blockquote>\n<p style=\"text-align: justify;\">The point about empty rooms and &#8220;physical space&#8221; is an intriguing one. Out of curiosity, I spent a bit of time looking up the numbers for a few of the games above; <em>Monkey Island<\/em> has 99 different rooms including title cards etc. according to the <a href=\"http:\/\/scummbar.com\/resources\/articles\/index.php?article=1027\" target=\"_blank\">debug mode<\/a> <em>Machinarium<\/em> says it has about 30 in the FAQs <a href=\"http:\/\/machinarium.net\/\" target=\"_blank\">here<\/a>. I also looked up a few walk-throughs and maps and made rough counts, <em>Lumino City<\/em> has around 20 separate locations, though probably the same again in individual puzzle screens, <em>Simon the Sorcerer<\/em> had about 60 and\u00a0 <em>Beneath a Steel Sky<\/em> around 75. That&#8217;s a pretty wide range, yet all these games take around the same 6 hours to finish and, at least in my experience, they all seemed to hit a sweet spot in terms of scale, I didn&#8217;t feel short-changed nor did I lose interest and leave any of them unfinished. I suppose it makes sense when you consider how different a style each game has, some have lots of logic\/sliding tile style puzzles, some are dialogue heavy, some contain a fair bit of backtracking through ostensibly empty rooms etc. We should be more concerned with <em>density<\/em> perhaps then, rather than sheer &#8220;physical space&#8221;.<\/p>\n<p style=\"text-align: justify;\"><a href=\"https:\/\/www.holyfingers.co.uk\/main\/wp-content\/gallery\/town-planning\/Layout_WIP_6.png\"><img decoding=\"async\" class=\"ngg-singlepic ngg-none alignnone\" src=\"https:\/\/www.holyfingers.co.uk\/main\/wp-content\/gallery\/town-planning\/Layout_WIP_6.png\" alt=\"Layout_WIP_6\" width=\"632\" \/><\/a><\/p>\n<p style=\"text-align: justify;\">This is the current &#8220;physical space&#8221; of the main area in <em>Toryans\u00e9<\/em>. The idea for a while now has been to have a number of different locations on different train stops along a line, so far I&#8217;ve been working on the suburbs where the main character lives, it has a station, a bunch of shops and a large block of flats. It&#8217;s still very much a work-in-progress but I&#8217;ve quickly marked on each individual &#8220;room&#8221; that I have a set plan for. So far I can count 25 in the shops and station alone, and that isn&#8217;t including close-ups for certain puzzles, or taking into consideration that, as <em>Toryans\u00e9<\/em> is in 3d with a moving camera, several areas here would probably count as multiple separate &#8220;rooms&#8221; in a more traditional sense. The block of flats could potentially have anywhere from 10 up to 100 separate locations in it depending on how I approach it. Conservatively, at this stage, if I were to just finish off what I&#8217;ve started without adding any more, I reckon I&#8217;d end up with approx 50-75 distinct &#8220;rooms&#8221; for this one area alone. Even making some extremely broad assumptions regarding &#8220;density&#8221; and how the style of game might correlate with the number of locations, the idea of adding more train stops at this stage is ridiculous, if anything I should be chopping bits out of this one!<\/p>\n<p style=\"text-align: justify;\">So this is now the extent of the game, the office area from the <a href=\"https:\/\/www.holyfingers.co.uk\/main\/blog\/2014\/10\/05\/development-diary-8-leftfield\/\" target=\"_blank\">demo<\/a>, the suburban area I&#8217;m currently working on, and a train connecting the two. I just have to focus now on making the space I have as interesting and enjoyable to explore as possible&#8230;<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;ve spent the last few weeks trying to fix down the final scope of the game. Since I started working on the idea it&#8217;s ballooned from a few rooms to a sprawling epic and all the way back down again. In the end, if I&#8217;m going to make something I&#8217;m happy with, that&#8217;s actually finish-able, &#8230; <a title=\"Development Diary #13: Town planning&#8230;\" class=\"read-more\" href=\"https:\/\/www.holyfingers.co.uk\/main\/blog\/2015\/07\/31\/development-diary-13-town-planning\/\" aria-label=\"Read more about Development Diary #13: Town planning&#8230;\">Read more<\/a><\/p>\n","protected":false},"author":2,"featured_media":3039,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"ngg_post_thumbnail":0,"footnotes":""},"categories":[55],"tags":[64,61,76,46],"class_list":["post-3034","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","tag-dev-diary","tag-rambling","tag-toryanse","tag-wip"],"_links":{"self":[{"href":"https:\/\/www.holyfingers.co.uk\/main\/wp-json\/wp\/v2\/posts\/3034","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.holyfingers.co.uk\/main\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.holyfingers.co.uk\/main\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.holyfingers.co.uk\/main\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.holyfingers.co.uk\/main\/wp-json\/wp\/v2\/comments?post=3034"}],"version-history":[{"count":66,"href":"https:\/\/www.holyfingers.co.uk\/main\/wp-json\/wp\/v2\/posts\/3034\/revisions"}],"predecessor-version":[{"id":3122,"href":"https:\/\/www.holyfingers.co.uk\/main\/wp-json\/wp\/v2\/posts\/3034\/revisions\/3122"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.holyfingers.co.uk\/main\/wp-json\/wp\/v2\/media\/3039"}],"wp:attachment":[{"href":"https:\/\/www.holyfingers.co.uk\/main\/wp-json\/wp\/v2\/media?parent=3034"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.holyfingers.co.uk\/main\/wp-json\/wp\/v2\/categories?post=3034"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.holyfingers.co.uk\/main\/wp-json\/wp\/v2\/tags?post=3034"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}