Chess World development experiences
For my class’s second assignment, we were asked to create a tile-based strategy game, in which we were to implement pathfinding. On a walk from campus to the shopping center a few blocks away after class, my teammates and I threw around some concepts for some creative approaches to the brief. Eventually, I proposed the idea of a race of “sentient chess pieces”, and a game which plays like Chess on a spherical board - a planet, if you will. I brought it up sort of in jest, but to my surprise, the other guys loved it. We thought about it more and more, fleshing out the gameplay and aesthetic over lunch, and agreed there and then that we had found our game. We drafted up a development plan and over the week leading up to the assignment’s start, we divided the responsibilities and assigned them according to our given preferences.
Following a rocky beginning due to my being extremely sick and bed-ridden with some kind of everlasting bronchitis/flu hybrid, the game started to take shape. Certain elements changed over time, either due to restraints caused by a lack of experience and sometimes lack of time management, but at its core, it was exactly what I'd suggested weeks prior: chess in outer space.
Personally, I was in charge of the aesthetics, such as the models and GUI, and I shared half the responsibility for the core game design. Asher and I had some long discussions about the roles of each piece within the game, their price (we would be implementing a resource-gathering system where players exchange gathered wood for new units) and their abilities. I was faced with a slight challenge: I had agreed to design and produce 3D models for the pieces, and I’d never touched a 3D modelling program before in my life. Luckily, I had a great resource at my fingertips: my girlfriend had created Q-Bot’s model for me, and she had learnt a great deal about Blender in the process, so she was able to set me on the right path. Before too long, I was whipping up great-looking sentient Chess-pieces in a matter of hours.
Unfortunately, time did not allow me to learn Blender animation, so that skill will need to come to me in the future. I had been intending to bring the pieces to life by making them walk, spider-like, around the world, but sacrifices needed to be made. Otherwise I might not have had time to put together anything resembling a half-professional GUI.
Once it came time to put the GUI together, I sort of came into my own. I’d picked up quite a few skills while designing the assets for my first ever University-level game, No One Is Lost (a sci-fi card/board game I designed and produced last year). I put together some nice, simple, aesthetically pleasing menus to display around the screen in Chess World, all the while following established design patterns to ensure the information players would want would be where they expected it to be on the screen - important information which would be used many times per turn would appear in the bottom right hand corner of the screen (such as piece stats and movement options), where western eyes are drawn thanks to the nature of the english language, while less important buttons such as “pause game” and “return [camera] to king” would appear in the bottom left. A button which would only ever be used once per turn, “end turn”, was to appear at the very bottom of the list of options appearing at the bottom left corner, to try and avoid players pre-emptively ending their turn by mistake. I took special care to ensure players would find the GUI’s layout comfortable and natural to use.
I did a few other things here and there throughout the development, but I need to leave something else to talk about in my other blog entries. Thankfully, the story of Chess World has a happy ending: it was submitted right on time ( 5 minutes before the deadline! Gulp), and we achieved nearly everything we set out to do. Most importantly of all, we ended up with not just a playable game, but a genuine fun one, and what we feel makes up a unique gameplay experience that few other games would be able to offer. We plan to continue to work on the project during the upcoming break, refining the balancing issues, eliminating more bugs, polishing the control interface (we need to add keyboard shortcuts!) and making the game even prettier. There’s talk of one day making a complete, functional game and trying to get it on Steam Greenlight, but come on guys. Let’s be realistic.