as in life, so in Mysterious Space: MORE SNOW

the east coast has been getting more snow than usual.

I’m fortunate enough to not be in a one of the many places TERRIBLY AND ADVERSELY affected, and so I’m loving it.

I took a walk today, to enjoy it.

the huge flakes.

the fog.

the silence.

SO GOOD.

as I walked around, admiring it, I remembered how much I love snow in video games, too. I remember when my friends and I played the first Dungeon Siege game back in college… there’s a portion of the multiplayer campaign that’s in a snowy region, and I was so impressed by it at the time. watching the snow as I spun the camera around… so pretty!

as I was thinking of all this, I realized that Mysterious Space’s representation of snow was lacking.

there are too few flakes. there’s no fog.

so today, I fixed that 🙂

mysterious-space-snow

(now if only I could find an active volcano to hang around, to inspire Mysterious Space’s lava worlds…)

four player co-op!

in under an hour of coding, I went from two-player co-op to four-player co-op! leaving it at that IS a bit misleading: when implementing two-player co-op, I kept in mind that I would want to later add four-player, so made sure to code in such a way that it would be an easy transition…

STILL: I’m very excited to have added this. whereas I’ve been working on mini-bosses for days, and it’s still not done, I was able to make this game-changing addition in a very short amount of time.

the next release – 0.6.2 – should be released either this weekend, or sometime during the middle of next week. I’ll keep you posted 🙂

mini-bosses, music, and four-player co-op are in the works!

a few months ago, a co-worker and friend of mine – Steve – said he wanted to practice his AI-coding skills on “that space game” I’d made.

“… which space game?” I asked.

at the time, I had forgotten about Mysterious Space; it was a 7DRL project, and while I’d worked on it some after the deadline, to improve it, I’d since moved on.

eventually we figured out he was talking about Mysterious Space.

“oh yeah!” I said, “THAT game! that’s a good game! man… I should work on that, again…”

but at about that time, I was also getting back into a web game I’d started in 2004, but hadn’t worked on for about two years: PsyPets. I was planning on running a Kickstarter to fund its revival, and had started work on some major changes. player response to my planned changes was negative, however, so it wasn’t hard for me to get distracted with Mysterious Space… so I spent a few weeks working on Mysterious Space, made various changes, fixed some usability issues, and submitted it to Steam greenlight, where it immediately received a lot of positive feedback.

as the weeks went on, I kept telling myself “I really need to focus on PsyPets; I want to do this Kickstarter in March, but I really want to complete these changes first,” but the negative feedback was so discouraging, especially compared to the feedback I’d been getting about Mysterious Space…

and so, in the end, I gave the site to someone else: Annette. I offered her the game; she and her husband flew out to meet me; we talked about the game, the direction she wanted to take it. I showed her how to set up her machine for development, and I’ve been since helping her with development questions and issues, but have otherwise turned my attention fully on Mysterious Space.

it’s crazy how such a simple thing – Steve wanting to do some AI coding for a game I’d forgotten I made – has had such a dramatic impact on my life! PsyPets was a game I created from scratch over 10 years ago, and maintained on-and-off until just a couple months ago. now March approaches – when I would have started PsyPets’ revival Kickstarter – but… for me, PsyPets is gone. it’s kind of crazy to think about. if I were a slightly-more sentimental person, I’d probably have cried!

and that brings us to today: Mysterious Space has unlockable ships, secret levels, co-op play, pools of liquids on planets, and many other features it didn’t have just a few months ago; it’s been in a groupees.com bundle; I’ve been working with DDRKirby(ISQ) on a soundtrack; and now, at last, Steve is digging into into the code, learning it, and preparing for A* path-finding and pattern-recognizing/learning AI bosses.

whoa!

so: what’s in store for the next release?

  • music! at least five songs
  • four-player co-op – two players, each with a player-controlled orbital
  • at least one mini-boss

four songs are already in the game, and DDRKirby(ISQ) is working on a fifth after our hour-long hangout on twitch.tv.

today I helped Steve get set up with Visual Studio and MonoGame, and after that, began work on a mini-boss: Regenerating Rigel, a ship made of many segments which regenerate until its core is destroyed.

I’ve got a lot of the code in, but it’s not yet at a point where it can appear in-game. instead, here’s a mockup, showing what it’d look like with some of its top-left pieces already destroyed by the player:

Regenerating Rigel mockup

the 8-way firing weapons in the corner fire EMP bullets (they slow you, but do not hurt you), while the guns along the sides fire regular, damaging bullets.

the speed at which its pieces regenerate depend on the number of players (including orbitals) in the game… more players = faster regeneration, so when playing co-op, make sure to group up when Regenerating Rigel appears!

one final note: mini-bosses – Rigel included – will drop Fuel, so their destruction will be required in order to clear the level.

good luck, pilot! 🙂

music! beautiful music!

I had a friend visiting from out of state last weekend, so progress on Mysterious Space has been slow, but that’s over now, and as the week advances, so does my work on Mysterious Space!

tonight, DDRKirby(ISQ) and I met on twitch.tv to make a song for Mysterious Space! they’ve already made TONS of music, and I’ve picked four already-made songs that are good fits for the game, but that still left at least 6 other songs needed, so DDRKirby(ISQ) and I met up to begin tackling these, and tonight created what will become either the desert or barren world theme! we’ll continue working on these in the coming weeks and months – yes months! this is going to be a somewhat slow process, but so is getting greenlit on Steam, so I’m not too worried about it, and I’m happy to take time if the result is awesome music for Mysterious Space! 🙂

all these musical – and social – distractions mean that either the next release is going to be later than I would like (not that I had a fixed date in mind, but I do like to get SOMETHING out every couple weeks), or it will not contain all the things I initially planned. mini-bosses, and SOME music, are a minimum for next release, though, for sure!

in the meantime, check out DDRKirby(ISQ)’s stuff over at bandcamp 🙂

eew – a bug which prevented completion of the tutorial!

I really have to get in the habit of doing a full play-through of the game before release! 0.6.0 contained a bug which prevented the tutorial from being completed!

The game only makes you go through the tutorial once, and while save games are often not compatible from version to version, I have always ensured that your preferences/settings ARE, and this includes the “did you do the tutorial” flag. So if you played a previous version of the game, this bug would not have affected you… but anyone picking up Mysterious Space for the first time with 0.6.0 would be unable to make any progress!

AGK!

0.6.1 – released just a few minutes ago – fixes this bug! It also contains a few little UI improvements and other minor bug fixes that I had been working on.

To anyone who bought the game via groupees.com, I have sent them a huge HEAP of itch.io download keys for Mysterious Space for them to distribute to anyone who bought their Space bundle.

Sorry about the trouble! I’ll try to be better about this in the future!

0.6.1 development progress

I played Orbital co-op with a friend who had never played Mysterious Space before. I love doing this, because it gives me an opportunity to take more notes on where the game can improve in basic ways. Any time I felt like I had to explain something, or that the player seemed blind to something I meant to be obvious, that was an indicator to me that the game had possibly failed to explain itself.

I say “possibly”, because I’m aware that if I WEREN’T there to just ask questions of, it’s possible they would have looked harder, and discovered it on their own. Observer effect is a tricky thing.

Still, it’s good to note EVERYTHING, because some issues keep coming up over and over again from person to person.

One issue I can’t seem to get away from is the ambiguity about which things you SHOULD touch, which things you should NOT touch, and even which graphics are solid, and which are go-through.

Spiked walls are one such example. I had one friend tell me that he kept getting hurt at seemingly-random times, and couldn’t find out why, until he realized that some walls are spiky! On one hand that seems really bad, however, since the penalty for touching a spiked wall is relatively light – especially in the early levels – I’m not too worried about confusion here. You’ll figure it out quickly enough – as my friend did – and once you realize what spiked walls look like, they’re easy to spot in the future.

Another, almost-opposite example is items you pick up – things you SHOULD touch! Again and again I see players ignore the gently-floating boxes. And actually, they didn’t always gently float: I added that animation in an attempt to make them look more friendly! Apparently it hasn’t worked 😛

I could be blunt about it and have some red cross-hair with the word “GET!” over the pickups until you collect your first one, but before going that far, I’m going to load up some old arcade shooters, and see how THEY depict collectibles. Maybe I’m just missing some little visual trick that will let a player know “this is a thing you collect.”

Another pick-up, which looks very different, is the Fuel – the goal of the level that many new players seem to forget about. The game tells you, during the tutorial “go find fuel!” but it’s in a bit of story text that I could forgive the players for skipping. I think I’m going to add a reminder from your ship AI when you first descend on a planet… some text like “I detect hostile forces. While they will get in your way, remember that it’s Fuel we’re here for! It will probably be beneath the surface of the planet.” Preferably presented in a way that does not rob control from you. (Making me think “should I aim for voice acting, some day?”)

But speaking of searching below the surface, I’ve also heard – and seen – players confused about which terrain they can go through, and which is solid. I think a big problem here is with the graphics: the terrain in general is big and blocky, and the background dirt is similarly blocky… “blocks = solid” is not an unreasonable thing for a person to think. This makes me wonder if fraying the edges of the background dirt, or some other effect like that, will help. It’s something I’ll have to experiment with, and something else I’ll look at other games for. (I hear there’s a big Starbound update; maybe I’ll give that game another shot…)

I think what will ALSO help, however – and is something I have already done in 0.6.1 – is increasing the visibility of the minimap. I would sometimes ask players “did you notice the minimap?” and often the response would be “no? minimap?” I can’t help but think that if they DID see the minimap, they would realize how much space there is BELOW what they’re discovering, and even in a worst case scenario think to themselves “there must be SOME way to get there”, prompting them to experiment.

But when I was first adding the minimap, I didn’t want it to be too obtrusive, since it is taking up screen space, and I think I went too far, making it SO unobtrusive that many players now miss it entirely.

So for 0.6.1, I tried putting a semi-transparent black box around the map, to see what it’d look like, and the difference was amazing! The map – as well as the unexplored space – is immediately visible, and thanks to the semi-transparency, you can still see the elements of the screen that the map would otherwise cover. It’s such a simple solution, and such an old/tried-and-true solution, that I feel kind of silly for not having done it in the first place. But at least I finally got there 😛 And the simplicity also reassures me that it’s probably a REALLY GOOD solution. (Ah! Occam’s Razor! My good friend!)

That was a lot of rambling about UI issues which, for many players, may not be very exciting 😛 Don’t worry: I have mini-bosses, co-op tweaks, and other things in the works as well! I’ll post about them as I get to them!

Thanks for reading! 🙂

0.6.0 is RELEASED!

You can pick it up for $2.50 over at itch.io OR as part of a groupees.com bundle of several games for $1 (or more – your choice!).

Hm… one of those options seems distinctly better than the other… 😛

For everyone who ALREADY bought the game from groupees.com, I’ve contacted groupees.com, and they’re going to update their Space bundle to include this latest version of Mysterious Space, so you can log in to groupees.com and download 0.6.0. As of the time of this writing, they haven’t updated it yet, but keep checking back with them; it shouldn’t be long!

And of course, when/if I get greenlit, I will send groupees.com Steam keys, and they’ll send those out to everyone who purchased the bundle. (Who knows when that will happen, though!)

The big addition this update is co-op play! I’ve added TWO modes of co-op: you can play standard, run-of-the-mill split-screen, OR one “Orbital” co-op, where one player is a small ship that’s stuck in orbit around the other player!

Standard split-screen is pretty, well, standard, so I don’t think I need to explain further. But Orbital co-op is a little weirder! In this mode, player two plays a little ball that, as mentioned, remains at a fixed distance from player one’s ship. It can move freely in a ring around the player, and can fire in any direction!

While the Orbital passes through walls and other terrain freely, it DOES collide with enemies, and their bullets, so be careful! The Orbital has no shield, and if it’s destroyed, doesn’t come back until the level is completed (something I actually want to change in a future release, but I’m getting ahead of myself…)

In Orbital co-op, player one can also equip Accessories to the Orbital, or use Upgrade chips to upgrade the Orbital’s weapons. The Upgrades are pretty powerful, so I’d definitely encourage doing it!

Orbital co-op is a bit more passive for the second player, as they’ve given up a lot of control, but it’s very interesting, and I’m looking forward to developing it further, especially for 2v2 PvP battles! (But that’s getting ahead of myself, again…) Still, if this sounds too weird for you, go for standard split-screen co-op! 🙂

I realize it might be hard to picture how this all works just by reading; I’m going to put together a video showing off the new co-op modes sometime tomorrow. I’ll definitely post when that’s ready!

Besides the two new modes of co-op player, this release also fixes a couple bugs that could crash the game, including a crash invovled with using Embedded Armor, and a rare lock-up when visiting mining worlds (thanks to DeltaBladeX for letting me know about this one!) There were a couple other little tweaks; you can check out the full changelog, if you’re interested.

Of course, I already have ideas for the next version of Mysterious Space! I haven’t started work on it yet, but things I’m hoping to get to:

  • Improved UI for co-op
  • Four-player co-op! (Two ships, each with an Orbital!)
  • A quick PvP dogfight mode, both 1v1 (two ships), and 2v2 (two ships, each with an Orbital)
  • Mini-bosses, designed both for single-player, and appropriately buffed and tweaked for co-op
  • A new type of level to discover: asteroid fields, which would be progressed through like more traditional arcade shooters: straight left-to-right… but at high-speed! (Try not to run into too many asteroids!)

I don’t have a timeframe for the next release yet, but I’ll definitely keep you guys posted, as I work on it.

Finally: thanks everyone, for playing, and commenting, and caring! I’ve been having a lot of fun with this project, and seeing YOU guys have fun is part of that!

Aesthetics of Play

I re-watched Extra Credits’ episode “Aesthetics of Play” recently. In it, they talk about how some of the genres we use – like FPS – are kind of… unhelpful. For example: does it really tell you about the games to call both Portal and Borderlands FPSes? Instead, they suggest one alternative way of grouping up games: according to their AESTHETICS, as described in a paper called “Mechanics, Dynamics, Aesthetics”. (Which I STILL have not read, but really should!)

As they talked about these aesthetics, I thought about whether or not Mysterious Space appealed to them, and whether it should. Keep in mind that while many games touch on many or most of these aesthetics, most games really only adopt two or three as CORE aesthetics. Trying to focus on too many would probably result in a mess (although when you look at games like Minecraft, it’s clear that it’s not impossible!)

Sense Pleasure

Games that are fun to play just for their sights and sounds.

In the Extra Credits episode they mentioned Rez, and… YES: I used to play that game once every month or so, when some part of me would say “hey, Ben: you know what’d be great? Rez? it’s so cool how it goes with the music! it’s just so fun!”

Whoa: and I just realized: with that vibrating adapter they made for the PS2 (which I, sadly, never owned), Rez was accomplishing “sense pleasure” in ways I had not previously considered >_>

DDR and Wii Fit are other great examples of games appealing to sense pleasure.

But Mysterious Space? Not so much 😛

It’s hard to imagine Mysterious Space ever incorporating sense pleasure as a CORE aesthetic. Sure, all games want to look and sound good, and Mysterious Space is no exception, but again, think of DDR and Rez… Mysterious Space is not that kind of game. And that’s okay 🙂

Fantasy

Games you play in order to experience a life that is not your own. It could be a war hero, a football player for a famous team, a skilled hunter, or a rock star.

I like all of these examples, because they’re largely games that lack a strong narrative, which I would have expected to be necessary in order to allow you to convincingly play a role. But think of Rock Band: clearly a game that also cares about Sense Pleasure, but Rock Band (unlike, say, DDR) ALSO attempts to put you in the shoes of a rock band as it rises to fame, initially playing for small venues, but eventually touring the world. It may seem silly, but this is why you might play Rock Band over DDR, or why you might play Call of Duty over Unreal Tournament.

It’s just as hard to say “Mysterious Space lets you really enjoy the role of a trans-human space fighter pilot” as it is to say “Super Mario Brothers lets you really enjoy the role of a heroic plumber” 😛 Again, this is not an aesthetic that Mysterious Space aims to deliver on.

Narrative

These are games you play for their STORIES.

I’ve recently been playing Life is Strange, and that game is a GREAT example. Gone Home is perhaps a “purer” example, where narrative is almost the ONLY strong aesthetic. The Final Fantasy games, Mass Effect, and other RPGs are also obvious narrative-driven games. Perhaps less-obviously, and therefore more-interestingly, games like The Sims and Dwarf Fortress also attract players for their narrative, but rather than being about delivering a narrative to you, they’re about allowing you to create your own!

While this is not a core aesthetic for Mysterious Space, it is something I’d like to explore with the game. Mysterious Space already features those Logs/Journals, which give us a glimpse into its universe, and the stories of the people living there; it’s something I’d like to bring into greater focus in the future. How much would people want to play Mysterious Space for its story, though? Probably not so much 😛

Challenge

These are games you play for a challenge! As Extra Credits described it, these are “games as obstacle courses”.

And at last: something Mysterious Space appeals to! (And rogue-likes as a whole!)

Ikaruga, Tetris, the Mario games – even Peggle (it doesn’t have to be a HARD game) – are other examples of “obstacle course” games.

Fellowship

A game you play in order to work together to achieve something.

This is an interesting to one to me, because lots of games that might not otherwise be fellowship games can become fellowship games with the addition of a co-op mode! Borderlands, for example, I greatly enjoyed as a game to play with my friend. Yeah, it’s also a game about challenge, and POSSIBLY narrative, but we only played when we hung out together. We built our characters to complement one another. We each looked out for gear that would help the other person (“ooh, this vending machine is selling a class mod you might like!”) It was very much about the fellowship.

On the other hand, some games are BUILT for fellowship: MOBAs – like League of Legends – are about fellowship and competition (see below!) Really, any team sport – soccer, basketball, football – focuses on these aspects.

This is something I’m currently working on adding to Mysterious Space. From my experience playing Borderlands, you might have an idea of the reasons I like fellowship in games. Honestly, Mysterious Space isn’t there yet. I said “lots of games that might not otherwise be fellowship games can become fellowship games with the addition of a co-op mode”, but it’s not as simple as dropping in that option! While testing out Mysterious Space’s co-op mode I’ve noticed problems: there isn’t much incentive to work together, fight monsters together, or even be in the same area of the map! If Mysterious Space is REALLY going to feature fellowship as a core aesthetic, these problems need to be addressed, and it will probably require changing some very basic/low-level things about the game, rather than just tacking on a couple new mechanics.

Competition

A game you play in order to be better than others.

While team sports cover fellowship AND competition, it’s easy to take fellowship out of the picture, resulting in everything from Tennis to Magic the Gathering.

But these are very DIRECT methods of competition. Rogue-likes often feature competition in a sort of indirect way: through high score tables, and also achievements (game-verified, or not). For example: “I beat the game without using ANY potions” might be something to brag about on the forums; proof to yourself of your mastery; proof that YOU can do something OTHERS can’t.

Like the rogue-likes before it, Mysterious Space features a high score table. Someday, I might also make a GLOBAL high score table, so you can see how you do compared to people around the world. But could Mysterious Space – or ANY rogue-like – ever feature DIRECT competition?

I am thinking, after I get local co-op in, of adding a sort of quick 1v1 battle mode, just to duke it out with a friend, but I’m also intending this to just be a fun add-on; not necessarily something you come to the game for. But who knows: maybe it’ll be something that really appeals to some players *shrugs*

Discovery

Games you play to learn new things; discover new spaces!

Magic the Gathering is another interesting example they gave in the Extra Credits, or at least one that would not have been intuitive to me, but really tells you what this aesthetic is about. A big part of Magic is the deck-building… taking some new cards, thinking about how they works, realizing that this one card’s mechanics might work with this OTHER card’s; realizing you could build a whole deck around it! That kind of discovery is really interesting, and Wizards of the Coast specifically appeals to players who want to do this; they call them “Johnny”s, and they make sure that every set has some cards that will appeal to Johnny players. They’ve identified two other common play styles as well – which they call Timmy and Spike – and it’s interesting to see where these overlap with the aesthetics, although there is definitely a focus on competition throughout, which makes sense; that is ultimately Magic’s core-est of core aesthetics.

Games featuring procedurally-generated content will almost automatically appeal somewhat to players looking for discovery: every game is different; there’s the potential to find yourself in a situation you’ve never been in before.

Hidden recipes are another mechanic that lends itself to this aesthetic. When you walk up to a crafting table in Terraria, and there’s some totally-new crazy item you can make from something you happened to pick up while you were out fighting monsters… that’s also an excitement from discovery.

Mysterious Space definitely plays with discovery. Besides the procedurally-generated sector, planets, and equipment, there’s also unlockable ships, secret paths, and logs to find. I wouldn’t say it’s a CORE aesthetic of the game, but it is there, and it’s definitely something that will continue receive attention as the game develops.

Expression

Games that let you express yourself creatively.

Even when a game doesn’t let you express yourself, players who really enjoy this aesthetic will find a way. Cosplay, fanfiction… humans love to create.

And so we have everything from building structures in Minecraft, to naming your Rock Band band, and designing and dressing its members. Even MMOs let you customize your character, although some allow you to do so more than others: the customization of City of Heroes, for example, was an important aspect for its players.

There’s also expression in HOW you play a game, though. My grandma, for example, plays video games (yes: she is an awesome grandma), and has even played Skyrim, and World of Warcraft, and in these games, she always – always – stays true to her real-life ideals. She is honest, honorable, and good, and that is how she plays her characters.

A player who chooses in-game powers, items, or whatever, based NOT on their in-game effects, but instead on how these powers, items, etc will be presented – both to that player, and to people that observe that player – is playing to express themselves.

Mysterious Space scratches this surface so lightly, I think it hardly counts. And again, that’s fine. Trying to appeal to EVERY aesthetic would be crazy.

Abnegation

Games you play to relax/zone out/unwind.

This is casual games in a nutshell. There’s usually some challenge, but think Tetris, Peggle, puzzle games, or even grinding in an MMO. You don’t necessarily play because you want to super-focus, or accomplish something awesome, but because you just want to chill out and play a little game.

Rez, actually, is also great for this.

And thinking of Rez again, it’s interesting to see how combining different aesthetics results in different, but usefully-comparable games.

Rez and grinding in an MMO both appeal to abnegation – so if you’re looking for that, these might both satisfy that need, despite seeming so different on the surface. Why do they seem so different, though? For one, most MMOs don’t deliver on sense pleasure, and Rez doesn’t deliver on fellowship.

And what about Mysterious Space? I would never have thought of it as appealing to players for its abnegation aesthetic, but in an old review, shortly after the 7DRL, a player noted how easy it was to just jump in, play for a few minutes, and be done; this was something he specifically identified and enjoyed in Mysterious Space!

It was never something I intended, but since it’s there, I’m glad to have it. Now that’s been recognized for what it is, is it something I should continue to focus on? I think so! I have a desire to make an approachable, easy-to-understand, and easy-to-play game; but I would never want to do so at the EXPENSE of challenge and depth. It’s a tricky line to walk, but it’s one I’d like to attempt.

The Final Score

This was an exciting (and much longer than I expected) adventure in game design, but where does all of this leave Mysterious Space?

  • Sense Pleasure – no
  • Fantasy – no
  • Narrative – kind of. a little. may expand on later.
  • Challenge – VERY YES
  • Fellowship – almost. current co-op is lacking, but this is definitely an aesthetic I want to focus on.
  • Competition – only kind of. we have high score tables, and I may make a quick 1v1 mode for fun, but it’s not really a core mechanic for Mysterious Space.
  • Discovery – sure; yeah. I think some games deliver on this aesthetic better than Mysterious Space does, but Mysterious Space definitely has some of this, and it will continue to do so.
  • Expression – nah, not really
  • Abnegation – apparently!

I hope this lets you know what you’re getting into with Mysterious Space, but more than that, gives you a new way of looking at games in general; identifying the things you like about games, and don’t like!

Have fun! 🙂