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Back again, this time only after two months! I may only be doing this at the moment as its rather fun, but I have to thank the 9 subscribers I actually have, great to see that some of you might find what I do or think is interesting. Again, a great thanks! Hope you all had a great weekend!

Today I made a few fast digital drawings of two rather odd ideas I have had, they are basically very small games, mini-games or flash-like games if you like. The point is more of a visual exploration rather then very advanced game design, where the player gets to experiment with a space that is not really game like, but more or being ”inside” of a drawing (although you could argue that every 2D game is just that). The game-play is simple point and click for now, with the goal to experiment with what is visually available. The visuals will then change or react to what the player does. What I want them to become is almost like a short story i guess.

Great examples of this method can be seen (as i mentioned) in allot of shorter flash/online games. whats frustrating is that I know 4 very good examples from what I can only remember one, with all of them being rather deep without having very complex game mechanics at all. Two being about life, another of exploration and the last one a grim view of North Korea. If I do find them I will make a short update.

The one is do remember is One Chance (on Newgrounds), I love this game (slight spoiler here), as its extremely potent in what its trying to do. The game itself is a very simple “walk and pick a choice”, however as the game is only playable ones (if you don’t cheat i guess), it putts enormous pressure on its player to choose his action during the game, what you pick is what you get. yet, whatever choice you take the game goes on, no ending is a “wrong” ending. A very short game capable of making the player feel a great dilemma and regret, that many more high profile games really struggle with. All this with the simple use of a forced limiter that stops the otherwise very “must have/know it all” mentality. This way some things will always remain unknown and therefore always remains very fascinating even after finishing it. Playing this game more then ones, in my opinion, spoils the experience.

My games might not not reach that depth yet (and as mentioned, more of a visual exploration), but want to try and engage the player in choices that cant be changed. Placing a permanent mark of whatever action he/she chooses to do. The Tree (first image) is just what it looks like, its a tree. My idea is to have a constant timer that spans a year in time with the tree changing along the way. There is no way to turn back time, or possibility to pause. Would the player leave the game on the time will continue, in-till the tree has reached its end by itself.

The other game (the tree islands) I have a little more interactive plans for, with the player maybe taking control of a actual character trying to survive as long as he can on the islands using whatever small resources are available. Kind of a mini-survival game, CANABALT is a good example of this. Trying out alto more visualizations for this game tho, as I am not happy with the cartoony look.

Hope to update a bit more later on in the week of the Grove project, as well as other stuff! In till then, have a great week!

    • #game art
    • #game concept
    • #game design
    • #photoshop
    • #concept art
  • 6 months ago
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Hello!
Here is a small update on “Grove” (our tower defense game, you can read about the first post about it here)! Its been a very exiting week! We managed to get allot done, esspecially with the game mechanic design and how this game is going too work.
On the image here you see the a few concepts on the player character (more or less), made by Dhex. In short, you take the part of a new creature that has emerged rivaling the already existing creatures from Nordic folk-tales.
We got some new ideas are how the towers work, and we think we got something. As mentioned you can build towers and modify ground levels, however we where really not to fond of the idea of just having tons of tower types with several upgrades that just makes there “numbers” higher. Instead we want to player to focus on positioning and trying to outsmart (instead of outnumber) the enemy. Towers now all have different ability’s (that has to be activated), that can for example  effect the trolls position or give them status effects. The tower types ability’s then depend on, not on upgrades, but rather what status the very ground they are standing on has.
For now we have simple stuff: like throwing a enemy, stunning a enemy, building a temporary wall etc. but talking about more advance ability’s as well. The point is with a system like this to make it able for the player to create his on combinations, that even we might not think of, but changing and chaining tower ability’s for the greatest effect. We hope to avoid the tower spam fest that otherwise is very common in other Tower Defense games.
Look forward for more, and have a great weekend! I am myself going to a rather interesting art exhibition in Mariestad by Jesper Blåder, going to be fun! Cheers!
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Hello!

Here is a small update on “Grove” (our tower defense game, you can read about the first post about it here)! Its been a very exiting week! We managed to get allot done, esspecially with the game mechanic design and how this game is going too work.

On the image here you see the a few concepts on the player character (more or less), made by Dhex. In short, you take the part of a new creature that has emerged rivaling the already existing creatures from Nordic folk-tales.

We got some new ideas are how the towers work, and we think we got something. As mentioned you can build towers and modify ground levels, however we where really not to fond of the idea of just having tons of tower types with several upgrades that just makes there “numbers” higher. Instead we want to player to focus on positioning and trying to outsmart (instead of outnumber) the enemy. Towers now all have different ability’s (that has to be activated), that can for example  effect the trolls position or give them status effects. The tower types ability’s then depend on, not on upgrades, but rather what status the very ground they are standing on has.

For now we have simple stuff: like throwing a enemy, stunning a enemy, building a temporary wall etc. but talking about more advance ability’s as well. The point is with a system like this to make it able for the player to create his on combinations, that even we might not think of, but changing and chaining tower ability’s for the greatest effect. We hope to avoid the tower spam fest that otherwise is very common in other Tower Defense games.

Look forward for more, and have a great weekend! I am myself going to a rather interesting art exhibition in Mariestad by Jesper Blåder, going to be fun! Cheers!

    • #game design
    • #game
    • #tower defense
    • #grove
    • #concept art
  • 8 months ago
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A very late update on my Ludum Dare entry that I finished on Monday this week: Roomless Things. Finished it on the third day of the jam, as I could not make use of the time I had in an effective way. And sadly it became more of a small concept of a game then a game itself. However, it was still a lot of fun! The game itself has no real end; rather, it just develops into becoming unplayable after a while. Thought that in itself was a rather interesting twist, also the lack of explanations of what it is, or how it works makes it a rather mysteries experience, and is the games main point.
I do want to continue the development from this, as I could only fit one idea of the several I had on how the system should work. 
Hope you find it a bit interesting if nothing ells!
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A very late update on my Ludum Dare entry that I finished on Monday this week: Roomless Things. Finished it on the third day of the jam, as I could not make use of the time I had in an effective way. And sadly it became more of a small concept of a game then a game itself. However, it was still a lot of fun! The game itself has no real end; rather, it just develops into becoming unplayable after a while. Thought that in itself was a rather interesting twist, also the lack of explanations of what it is, or how it works makes it a rather mysteries experience, and is the games main point.

I do want to continue the development from this, as I could only fit one idea of the several I had on how the system should work.

Hope you find it a bit interesting if nothing ells!

    • #Game design
    • #ludum dare
    • #game
    • #link
  • 8 months ago
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A little sneak peak on the Tower Defense game I’m currently working on with Dhex with the working title of “Grove”, what you see above is the current visual mock up. It’s based on his idea, and is in short: A turn based TD-game on a hexagon grid map, set in the world of an Scandinavian folktale. The player have to protect the large tree (seen in the middle) against an oncoming attack of trolls. To do this, the player can lower or rise the very terrain itself, or create towers with different abilities to manipulate the trolls in different ways. The waves are suppose to be rather small, and the trolls (at this point at least) can’t be killed directly, so the game play (based on its turn based nature) is more about trying to plan ahead and over smarting the trolls from reaching the tree. A very interesting and rather original idea for me, and I have NO idea how we are going to make this work! And that is the best part of it all!
In this project I am doing all of the programming using the Unity engine, while DHex is the graphics and main designer of the whole thing (however we obviously work together on that part, but he has the last say). The plan is for us to try and work very iterative, taking one step as at a time on what can work in this rather odd mix of mechanics, and man is it fun! Although I am rather worried for my abilities in programming to pull this off, it really does not hurt to try, and with every fail I get one step closer to something that might work.
On the design bit: We do think we will have several kinds of trolls with different movement patterns as we don’t want it to turn into a “build a maze” TD game, but more having to react to the current setup every turn. Resources will most likely be limited and can only be gained with time (adding to that you can’t cover the map in stuff), so the player have no economical control to get more recourses, but instead have to use what he has in the best way possible.
The style inspiration is from John Bauer illustrations; he was a really great illustrator and created some of Scandinavia’s most iconic folktale illustrations ever. Recommend looking him up!
Our main game inspirations for this is obviously a lot of existing TD games, but more of the odd ones that makes the player more active during the enemy waves, like: Orcs Must Die, Sanctum, Revenge of the Titans and Dungeon Defenders, to name a few. Also have my eyes on Tower Wars, as I have seen it also uses a hexagon based map system. Another non-td game with hexagon and a turn based system I enjoy is Greed Corp, which also has the modification of the terrain as a focus and uses some really good mechanics of how taking more resources come with great risks.
More to come! With some more details on the behavior on the trolls, game play mechanics, the design process etc. as at the moment we are focusing just getting a basics right. If you know any existing turn-based TD game, do send me a link, would love to see what has already been done with this concept.
Have a great weekend and a great Ludum Dare!
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A little sneak peak on the Tower Defense game I’m currently working on with Dhex with the working title of “Grove”, what you see above is the current visual mock up. It’s based on his idea, and is in short: A turn based TD-game on a hexagon grid map, set in the world of an Scandinavian folktale. The player have to protect the large tree (seen in the middle) against an oncoming attack of trolls. To do this, the player can lower or rise the very terrain itself, or create towers with different abilities to manipulate the trolls in different ways. The waves are suppose to be rather small, and the trolls (at this point at least) can’t be killed directly, so the game play (based on its turn based nature) is more about trying to plan ahead and over smarting the trolls from reaching the tree. A very interesting and rather original idea for me, and I have NO idea how we are going to make this work! And that is the best part of it all!

In this project I am doing all of the programming using the Unity engine, while DHex is the graphics and main designer of the whole thing (however we obviously work together on that part, but he has the last say). The plan is for us to try and work very iterative, taking one step as at a time on what can work in this rather odd mix of mechanics, and man is it fun! Although I am rather worried for my abilities in programming to pull this off, it really does not hurt to try, and with every fail I get one step closer to something that might work.

On the design bit: We do think we will have several kinds of trolls with different movement patterns as we don’t want it to turn into a “build a maze” TD game, but more having to react to the current setup every turn. Resources will most likely be limited and can only be gained with time (adding to that you can’t cover the map in stuff), so the player have no economical control to get more recourses, but instead have to use what he has in the best way possible.

The style inspiration is from John Bauer illustrations; he was a really great illustrator and created some of Scandinavia’s most iconic folktale illustrations ever. Recommend looking him up!

Our main game inspirations for this is obviously a lot of existing TD games, but more of the odd ones that makes the player more active during the enemy waves, like: Orcs Must Die, Sanctum, Revenge of the Titans and Dungeon Defenders, to name a few. Also have my eyes on Tower Wars, as I have seen it also uses a hexagon based map system. Another non-td game with hexagon and a turn based system I enjoy is Greed Corp, which also has the modification of the terrain as a focus and uses some really good mechanics of how taking more resources come with great risks.

More to come! With some more details on the behavior on the trolls, game play mechanics, the design process etc. as at the moment we are focusing just getting a basics right. If you know any existing turn-based TD game, do send me a link, would love to see what has already been done with this concept.

Have a great weekend and a great Ludum Dare!

    • #game
    • #game design
    • #tower defense
    • #grove
    • #game concept
  • 8 months ago
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Prepare for Ludum Dare!

Have nothing better to do this weekend? Then join Ludum Dare! I know I will! Ludum Dare is a online global game jam with the goal of creating a game within a selected teme in a weekend.


Have been on a few local game jams before, but planning to go in this one with full force! Will most likely use Unity for this, as I’m getting quite used too its tools. This is going to be one exiting weekend, looking foward to hear what teme we will be working with.

    • #Ludum dare
    • #game jam
    • #game design
  • 8 months ago
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Irregularity, multitasking and current projects

Have you had a great week so far? well, mine has been quite alright.

Well first off, I completely did not hold up that “update-regularly” promise at all, and well, that’s really shitty from my side, even though there might not be anyone that actually cares if I have broken my word on it or not. This is my first try on a blogg and putting effort too keep it alive will have to become a greater priority. Hopefully you will still find it interesting to follow it, even with my update irregularity.

So at the moment I am working on four different game projects full time, with the latest one I started on two weeks ago. This might seem as quite a lot, but in my opinion it’s a good thing to be doing if you can afford the time and energy to do so. With several active projects you get a constant way to breath between the projects, always coming back to them with a fresh eye when switching (that I think a lot more game designers need to do, getting to indulged in a piece of work can really mess up the bigger picture), this also allows you to tryout a lot of different ideas (if the projects are very different) and a idea you get for one project might be perfect for another as well. You also never get stuck! Feel stiff and board with one project? No problem! Just work on the other for a while.

However this, of course, also has two rather big risks: First is that if you switch too much and too frequent between the projects, you might never enter a good “work-flow”. As in, when you have worked on a project for a longer period of time and get completely indulge in the work process, where your every woken hour is spend thinking about how to improve it. Missing this risks that you might not understand what the game really needs, and making it lack a “soul”. The second thing is time: Switching can take time, as you have to “reintroduce” yourself to the project every time and see what you left off last time, the actual progression can also get very slow, and you might in worse case end up with just a lot of half finished games with nothing completed.

As I mentioned before I am with two other people, and with them I work on three of my four projects. The first and the second game are with all three of us, and are both pixel based top-down games (the pixel man gif is from one of the projects). The third game is a personal project, a remake of my old game I made in school (that completely failed) and lastly the fourth and newest one of the projects is with only me and my artist friend Dhex. It’s always tricky when doing development on an indi level to get everyone to find the time, and at the moment our programmer has some very urgent things to do and had to take a bit of a break from our main two projects. So Dhex came up with a fascinating idea for a Tower Defense game that we started working a bit on! I will be holding on to the information on our first projects, but I thought otherwise I would use this opportunity to talk a bit more about the two other ones! So more updates to come!

    • #game design
    • #thoughts
    • #game projects
  • 8 months ago
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Its been a really slow week, not that I had nothing to do, but shit happens. Lets just say I feel a bit like the zombie i drew.
I did however try to clear up some stuff, and fond an old game concept! Thought it could be interesting to show. Think this was a first draft of a game about navigating around strange terrains using curtain tools that would allow the player to move around in different ways. In a way it could be said to be a bit like Portal (no combat, all about the solving a problem, use a tool to solve them), but less about being a puzzle and more open to how to just move between point A to point B. The tools concepts where rather simple, like a spade made for digging under walls or an axe that could cut down trees to create bridges etc.
I really enjoy navigation games, or rather games with a different focus then combat but without being a abstracted puzzle game, and thanks to Portal it seems to come more of them (like for example Q.U.B.E).
Edit: Plan to make some more stable updates (especially on the actual projects I’m working on), is a bit random at the moment.
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Its been a really slow week, not that I had nothing to do, but shit happens. Lets just say I feel a bit like the zombie i drew.

I did however try to clear up some stuff, and fond an old game concept! Thought it could be interesting to show. Think this was a first draft of a game about navigating around strange terrains using curtain tools that would allow the player to move around in different ways. In a way it could be said to be a bit like Portal (no combat, all about the solving a problem, use a tool to solve them), but less about being a puzzle and more open to how to just move between point A to point B. The tools concepts where rather simple, like a spade made for digging under walls or an axe that could cut down trees to create bridges etc.

I really enjoy navigation games, or rather games with a different focus then combat but without being a abstracted puzzle game, and thanks to Portal it seems to come more of them (like for example Q.U.B.E).

Edit: Plan to make some more stable updates (especially on the actual projects I’m working on), is a bit random at the moment.

    • #game design
    • #game
    • #drawing
    • #game concept
  • 9 months ago
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A drawing of a executive zombie, pointing at someone in the distance.
Made by me! Sometimes you just cant help but getting distracted.
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A drawing of a executive zombie, pointing at someone in the distance.

Made by me! Sometimes you just cant help but getting distracted.

    • #zombie
    • #drawing
    • #photoshop
  • 9 months ago
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Game ideas.

Its strange how addicting this is, it’s just very nice to just think about the game possibilities from the names and how they would work. Perfect just too get my brain going and thinking more about design.

    • #game design
    • #name generator
    • #link
  • 10 months ago
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A short postmortem on a big design failure for a board game I tried to create last year. I never really got back to it as it was just so bad, but after finding my old play-field its rather fun look back at what happened.
Basically, whats seen above its a Pinball board game; I wanted to see if I could recreate a similar feeling and mechanic from a regular Pinball machine into a board game, and lets just say that I did not succeed very well. The problems where many but I will try and make a short description of what I made, and what went wrong.
The game became a turn-based, two-player game with a time limit, where the goal was to get as much points as possible. The players had a “ball” each that at the start of there turn was “shoot” from the bottom of the play field, here there where a few choices the player could take, that helped controlling what “direction” and “speed” that the ball would take. After the ball was shoot, the player no longer had any control over it, instead have to move it in its current direction, and in its current speed. With the ball on the field it could hit different point giving markers, representing the point giving mechanisms of a regular pinball machine. After the ball was shoot and moved, the player could also try and effect its balls movement indirectly, by being able to rearrange some markers of the play field (so the player did not remain completely passive after shooting the ball). The markers mostly gave points, but could also affect the direction of the ball, and so the player could try and keep it in play as long as possible. The main point was to plan ahead: To calculate what rout the ball would take (as the movement was rather strait forward) and replace markers to your advantage.
A rather short description, as it was a lot more too it, but that’s also one of the main problems: It was just way to complex and cluttered with information. The point was to make to player have the possibility to indirectly control his ball as he wanted, but to plan how and where it was going to go was just to difficult. Also, things gave different amounts of points, and to have a time limit, on top of trying to keep track of what points you get was just not fun… Secondly, I tried to hard to directly replicate the shape of a pinball game, rather then the “feeling” of it. Basically, the core principal why a pinball game is so fun is the flow of it; the speedy ball traveling around a very colorful field, the instant gratification of getting those points and doing crazy combinations. My game just became way to slow, and way to formal, it had no speed, no action and no gratification or even indication that what a player just did was something good.
If I had to remake it, I would first never have made it a turn based game, its just was not a good idea. The transfer of the mechanic from a regular Pinball game requires it to be allot simpler, as there is no physics to help the player move anything. Therefore the actual moment needed something that can be done fast and without thinking to hard about it. Instead what could have been done is a similar system of how it works in chess when they use a time limit. There you want to finish your own turn as fast as possible so you don’t waste your own time, and also stop your opponent from being able to plan for to long. The use of a punishment for taking to long doing a move will speed up the game greatly, and make it valuable to be done fast but also comes with the added risk of making errors. Also getting points needs to be more effectively given to the players, maybe the use of cards or with the help of a mechanical system, that instantly gives out points after a move from the player. Or that instead of the points being counted during the match, different “action” tokens are instead collected that are then combined at the very end of the game to get different combos that award different amount of points.
In the end it was a bast trying to create this mess of a game. And I would strongly recommend trying out strange challenges if you want to learn how to be a better designer.
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A short postmortem on a big design failure for a board game I tried to create last year. I never really got back to it as it was just so bad, but after finding my old play-field its rather fun look back at what happened.

Basically, whats seen above its a Pinball board game; I wanted to see if I could recreate a similar feeling and mechanic from a regular Pinball machine into a board game, and lets just say that I did not succeed very well. The problems where many but I will try and make a short description of what I made, and what went wrong.

The game became a turn-based, two-player game with a time limit, where the goal was to get as much points as possible. The players had a “ball” each that at the start of there turn was “shoot” from the bottom of the play field, here there where a few choices the player could take, that helped controlling what “direction” and “speed” that the ball would take. After the ball was shoot, the player no longer had any control over it, instead have to move it in its current direction, and in its current speed. With the ball on the field it could hit different point giving markers, representing the point giving mechanisms of a regular pinball machine. After the ball was shoot and moved, the player could also try and effect its balls movement indirectly, by being able to rearrange some markers of the play field (so the player did not remain completely passive after shooting the ball). The markers mostly gave points, but could also affect the direction of the ball, and so the player could try and keep it in play as long as possible. The main point was to plan ahead: To calculate what rout the ball would take (as the movement was rather strait forward) and replace markers to your advantage.

A rather short description, as it was a lot more too it, but that’s also one of the main problems: It was just way to complex and cluttered with information. The point was to make to player have the possibility to indirectly control his ball as he wanted, but to plan how and where it was going to go was just to difficult. Also, things gave different amounts of points, and to have a time limit, on top of trying to keep track of what points you get was just not fun… Secondly, I tried to hard to directly replicate the shape of a pinball game, rather then the “feeling” of it. Basically, the core principal why a pinball game is so fun is the flow of it; the speedy ball traveling around a very colorful field, the instant gratification of getting those points and doing crazy combinations. My game just became way to slow, and way to formal, it had no speed, no action and no gratification or even indication that what a player just did was something good.

If I had to remake it, I would first never have made it a turn based game, its just was not a good idea. The transfer of the mechanic from a regular Pinball game requires it to be allot simpler, as there is no physics to help the player move anything. Therefore the actual moment needed something that can be done fast and without thinking to hard about it. Instead what could have been done is a similar system of how it works in chess when they use a time limit. There you want to finish your own turn as fast as possible so you don’t waste your own time, and also stop your opponent from being able to plan for to long. The use of a punishment for taking to long doing a move will speed up the game greatly, and make it valuable to be done fast but also comes with the added risk of making errors. Also getting points needs to be more effectively given to the players, maybe the use of cards or with the help of a mechanical system, that instantly gives out points after a move from the player. Or that instead of the points being counted during the match, different “action” tokens are instead collected that are then combined at the very end of the game to get different combos that award different amount of points.

In the end it was a bast trying to create this mess of a game. And I would strongly recommend trying out strange challenges if you want to learn how to be a better designer.

    • #game
    • #game design
    • #board game
    • #pinball
  • 10 months ago
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I am Claes Eriksson, and this is my small personal blog about adventures in games, comics and art. Enjoy your stay.

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