The trouble with scope and whatever I was originally going to write about.
For anyone thatās attempted to make their own game or pursued some other creative goal, finding a balance between realistic goals and big dreams can be tricky. Because this is such a huge issue solo and small team developers like myself face, I figured Iād talk a bit about how Necroventure and Beijing Crosswalk have been impacted by it and where Iām going from here. True to the topic at hand, none of this was what I originally intended to write about, but weāll get to that later.
I have A LOT of game ideas written down that I want to make someday, likely more than Iāll ever really have time for. After initially working through various tutorials in books and youtube series, I picked one of the simplest ones for my first original game. That was Beijing Crosswalk. As the name implies, it was originally going to be a tiny game about trying to cross the street in Beijing. Iāve visited the city often and my wife and I had often compared it Frogger or similar games. As an aside, at the time we didnāt even know there were dozens of games almost identical to Frogger called whatever Crosswalk, but thatās ok. We werenāt actually looking to make a game like Frogger beyond the goal of crossing a street.Ā
So Beijing Crosswalk was going to be about getting across the street and before we ever began working it quickly became about helping old people or tourists across the street while dodging locals that could effortlessly rush across and bump you. My wife thought a proper game should have a proper story, so we decided itād be neat if Guan Yu were thrown into modern day BeijingĀ and needed to collect souvenirs for his brothers. They would slow his movement down to add a layer of difficulty. We had recently taken a trip through the Sichuan province so lets include various locations from both Beijing and Chengdu. Thereād be puddles and oil slicks and fans to avoid. There was a list of power-ups planned for different situations! It quickly ballooned beyond what I could reasonable pull off with my nearly zero experience at the time.Ā
A lot needed to go. other pedestrians needed path finding beyond my skill to work as intended so theyāre out. Added difficulty by progressively slowing the player was the opposite of fun so thatās gone. Power ups were neat but each one required totally reworking balance issues so those got scaled back to something very simple. The hazards were a neat idea but got put on aĀ Ā āif time allowsā list and by the time time allowed, I was more eager to publish and move on from my little starter project.
While I trimmed a lot, other things ended up getting added over time; some for the better. As it turns out, dodging sparse traffic that just moves side to side was incredibly easy with 8 directional movement so I decided to add coins that needed to be collected before the player could advance and kept very rudimentary power ups that gave the player some choice between beating a level sooner or spending more time collecting coins to have it easier later on. Adding a second game mode was just too tempting and it turned out to be more fun than the original story mode with significantly less work required. Balance was tough so the game could feel unforgiving. To rectify that, one of the things I did was add a level select screen to any previously beaten levels. Without the power ups earned from earlier stages it was difficult to start on a later level but there was still some sense of progress for having beaten one more than you had before.
What I did cut wasnāt always the right stuff while other parts should have been trimmed back more. The story, while cute even after being trimmed, didnāt really add anything and probably should have been dropped entirely in favor of putting all my time into a better game closer to the endless mode. The different locations just meant having to buy some custom assets I couldnāt draw myself. Some of those cut power-ups and hazards probably would have benefited the experience quite a bit more than I thought too.Ā
In the end, I was quite happy with what I made. Beijing Crosswalk is fun for me and it serves as a neat little scrapbook for a part of my life when I was starting something new and different from my old comfortable boring office job. I like it, but itās far different from what I planned to make or even what I thought I was making at times during development. That said, carefully mapping out the gameās scope early on and making better decisions about what to cut or add probably could have resulted in a better game with a significantly shorter dev time. Who knows, a few people may have even played it without me explicitly asking them to.
So that brings us to my big project, one of the more ambitious games from the not so little ideas list I keep. Beijing Crosswalk was a great stepping stone but it isnāt the kind of game I dreamed of back when I decided to take my life in this direction. Necroventure on the other hand is one of those games. Itās something that Iāve always wanted to exist but no other game Iāve seen quite fit. Iāve learned a lot, Iāve grown as a developer, and I could probably remake something of Beijing Crosswalkās scale in a fraction of the time it took. So is the sky the limit now? Well... no. All that being true, Iām still a long ways off from any kind of expert. People with decades of programming experience talk about how they still feel like they have no clue what theyāre doing and I suspect that never totally goes away. My modicum of experience from one rough title isnāt going to easily propel me through a huge ambitious task. After the lessons learned making Beijing Crosswalk, it would be stupider of me now to dive head first into some grand magnum opus than back when I had zero experience. I should, and hopefully do, know better.Ā
So what is the big dream I call Necroventure and how can it be scaled to a reasonable scope? At itās core, the game is about greed and necromancy with the player treating hero units as semi-disposable tools. Living units that get killed can be revived as a singular related class undead unit(eg. wizard to lich) or a pair of weaker more generic units(eg. any human to a ghost and skeleton). The player goes through a series of strategy based battles with a hired team before returning to town to sell loot, buy upgrades and hopefully turn a profit. Every purchase is an investment and every decision a financial risk. Sometimes it may even be preferable to let a unit get killed off just so you donāt have to pay them after the job is done.The closest Iāve come to having that itch scratched would have to be Darkest Dungeon or one of the many Disgaea universe SRPGs. Those are wonderful games in so many ways, but they have their own systems and directions that keep them from being the game I dream of.
If time and resources meant nothing and I was the master coder so many fellow nerds have dreamed of being, Necroventure would have 100+ character classes, each with complex skill trees, novels worth of grandiose lore spread across a dozen towns each with a handful of dungeon types. The battle system would be an a amazing hybrid of FTL, Ogre Battle, and Ring of Red with a splash of DnD for good measure. There would be an incredibly deep yet streamlined and accessible business sim that engaged the player every bit as much as the battle system. Artists and animators would fill the screen with wonder and excitement in a unique and carefully crafted art style. All with a grand orchestral soundtrack, obviously. Of course, pretty much none of that is going to happen without a AAA budget and significantly more experience than I have. Even then itād probably prove overly ambitious and poorly execute a little of everything to come up with something somehow worse than the sum of its parts.
So thereās the big dream, how about the scaled down version I actually started working on?Ā
I initially listed about 40 classes Iād like. That was later cut to 23 and now 13(5 human classes, 4 related undead, 4 common weaker undead).Ā
I wrote plans for 5 towns each with 3 dungeon types, quickly cut back to 3 towns still with 3 dungeon types each, and now plan on a single town and 3 or 4 dungeon types. Iāve come up with some ways to maintain parts of the variety in earlier plans without adding significant work or assets.
Leveling and skills amount to simple progression from level 1 to 10. Each class starts with 1 skill and learns 3 more as they progress towards level 10. I may simplify this further by having it be 4 levels so a skill is learned each time and stats are more easily balanced, though that raises some additional concerns about the rate of progression throughout the game.
Figuring out the battle system was the first thing I did and itās been the biggest part of development thus far. I actually scrapped two battle systems early on before coming up with something that is unique, easy to code around and design levels for. What I came up with turns the battles into something a bit like a board game with area control influencing how fights pan out. It has none of the things from the big dream. Well, nothing apart from perhaps a splash of DnD, though I suppose damn near everything does if you look hard enough.Ā
One big piece I actually added to scope comes between the battles when the player can make a decision or two in random text events. This was inspired by a childhood fondness for choose your own adventures like the Lone Wolf gamebooks. In practice itās not unlike something youād see in many games like FTL.
I donāt currently plan to do a lot with the business sim side of things, but I do plan on having a nice variety of uses for the gameās two resources, gold and souls. Theyāll be needed for recruiting and improving units, the playerās ability to profit from missions, and actually progressing in the game. Using resources will still be more investment than your typical RPG equipment shop, but it isnāt going to be some complex stock-like trading mini-game.Ā
Art is still TBD, but obviously the number of assets needed is hugely scaled back through the decisions laid out above. I had a wonderfully talented artist excited to work on the project, even doing a bit of sample work, though a rather successful serialized project they have got renewed and it just wouldnāt be realistic for them to juggle game art with an already full plate.Ā
The plan has and continues to be for my wife to make the music, though the style and complexity is up in the air. She really enjoyed making the handful of short tracks for Beijing Crosswalk. That will have to wait until I get a new computer though as we canāt work on the same one at the same time and her laptop simply canāt handle the processing needed beyond a few tracks in LMMS.
Because a core feature is recruiting, reviving and splitting units, to make use of those collected beyond the few you may bring on missions, I had also planned on a sort of base building/defense aspect that flipped the missions on their head. Thatās been scrapped in favor of far simpler mini-game of sorts that would periodically thin out the number of extra units you have while also helping provide some direction for the game progression.
Iād love to talk about pieces of the game and how ideas have changed throughout development in greater detail, but that will have to wait for another day. It is after all beyond the intended scope of this post.
And that brings us back to what I originally intended to talk about and alluded to in the opening paragraph. Even with things scaled back as they are, Necroventure is still a big project. Itās rather ambitious for one person to code. Spend any time reading or listening to the experiences of other indie developers and youāll quickly find people talking about the swings between being filled with hope and motivation, and being crushingly depressed by the daunting task theyāve taken on. While I wouldnāt go quite as far as saying my work has me depressed, it can at times feel a bit like a hopeless overreach and during those periods my progress slows a bit.Ā
Streamlining the game to bring it down to a more manageable scope is important and can even lead to a better game than originally planned. I saw that firsthand with Beijing Crosswalk, not only with decisions I made but also in lessons learned where I made the wrong call. I feel itās important to continue applying this approach with Necroventure to narrow itās scope. Changing the battle system was a huge reduction of scope that ended up giving the game something unique. Removing the multiple towns in favor of a single one consolidates a few goals and has a number of benefits I could go into great detail on.Ā
However, I still need something. It was suggested to me to do a gamejam and take a break from Necroventure, but I worry that shelving the project completely would ultimately be the death of it. Instead Iāll continue working on Necroventure as I have been, but, Iāve drawn up a very tight scope mini project. Iāll work on it at most a few days a week for the next couple months. Having a small separate project should give me the break and sense of progress that can be hard to find when chipping away at a bigger goal.Ā
I somewhat begrudgingly love little games like Universal Paperclips and Tap Titans so what Iāll be working on is essentially a passive game with some inexpensive purchased art assets. With about two days on it, I already have a detailed plan for how the game will work at both the high level player view and nitty gritty programming side. It should be a fun way to let off some pressure without halting progress on Necroventure.Ā
Hopefully Iāll soon have some nice progress to show either here, on Twitter, or Reddit. Of course, Iām starting to stream development on Twitch as well, so please do drop by and chat a bit if youāre so inclined.Ā Ā