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  • Archive for September, 2010

    D’oh! Used names


    2010 - 09.23

    Every name which is simple has already been used on the internet … d’oh! Or atleast it seems that way.  As such, I’m going to rename my SpaceMiner to the slightly more obscure sounding SpaceOreMiner.  Not wanting any law suits or what have you not.  I was going to go with RoidRaider … but that gave me funny mental images of Lara Croft with one of those ring type seats.  As such, I am just going to go through the posts and edit them to reflect the name change 🙂

    Edit : Hopefully changed everything, if anyone has a suggestion for a better name, or indeed notices any references to just SpaceMiner, please comment 🙂

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    The Importance of Being Orenest


    2010 - 09.23

    Now that I have decided on a space mining game, the next question is, what shall I be mining? After quite a lot of research on asteroid mining on Wikipedia, I had initially decided on sticking to real ores. Real metals that are definitely found in asteroids.

    Then after some conversation with friends, the overall thought was that just mining known metals might be a little boring for the average gamer. This I conceded, after all Adamantium ( and even more so Adamantine 🙂 ) and Mithril are both fantastic made up ores. As the game itself is a sci-fi game, it allows my imagination to run quite wild with various ideas for ores to be found within an asteroid.

    However, after looking at a long list of made up ores, there was a problem. How did I know which one would be more valuable than another? How do I even know what they are? They could just be made up strings for all I know ( well, they were, but you know … ). Generally, in the game the deeper you would go inside the asteroid, the rarer the ore, but there was no real world value attached to them. I couldn’t imagine if one tonne of kore would be as valuable as one tonne of copper. So I decided to combine both real world and made up ores. The real ones help show how much the made up ones are worth – everyone knows that gold is more valuable silver, and silver more valuable than copper, by inserting my made up ores between these, you can instantly see that Tyronic crystal is worth more/harder to find than copper. Lavatile in it’s ore form is not as rare as gold, but lavatile in crystal form is rarer than gold. Must be some pretty funky stuff!

    Adding the real world ones in different places in the list instantly made it seem more real. These weren’t just random strings now, but had their place in an ore hierarchy of sorts. Seeing real metals/ores instantly creates a mental association – I guess that Dense Yeanite is similar to copper, silver and gold as they are on the same list. So below find my first set of ores for SpaceOreMiner. I would love to add hundreds of them, and then write detailed things about them, but, I have to remember my realisitic goals for the project. So currently, there are only 15. They are in order of value, from least to most.

    1. Copper
    2. Tyronic Crystal
    3. Silver
    4. Kor
    5. Titanium
    6. Lavatile
    7. Gold
    8. Lavatile Crystal
    9. Dense Yeanite
    10. Omicronite
    11. Diamond
    12. Trivonic Crystal
    13. Platinum
    14. Mythite
    15. Talpanite

    Now that has been decided, I will need some physical characteristics, not really aimed at producing lore, more because I need to find some way to represent them in game 🙂 That should be fun!

    tl:dr; I made some ores up.

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    Introducing : SpaceOreMiner


    2010 - 09.22

    Ok, below are my snazzy hand drawn designs for the game: SpaceOreMiner. Nice and simple. Its based on a game I used to play on my old 486 dx2 ( yay! Math co-proccesor! Heh ), called Miner VGA. The game was simple, but strangely addictive. You play a miner in the old west, and mine under a town trying to win the respect of, errm, ladies of dubious virtue.

    In my version, it will be set in the future, and you will be mining under the surface of an asteroid, and you will be trying to win the respect of megacorps 🙂

    So, here are the hand drawn designs. Whenever planning something I like to scribble/doodle on a bit of paper first, it helps the entire experience be more tactile.

    SpaceMiner

    Funky Hand-drawn Image of SpaceOreMiner

    It will be a simple side on view, the interactive player taking the form of a small ship ( or Mole ) which is released from a freaking huge portable mining rig ( the Limar ). The Limar for now will just be a static background ship. Once the Mole is full of tasty minerals, it will return to the Limar to transfer its cargo, which in return is turned into some form of monetary unit. Rather than a traditional mining gear ( i.e. Axe or epic drill/screw like thing ) the Mole will be equipped with a Mining laser, this will blast away at the base material of the asteroid, leaving only the harder and denser ( and therefore more valuable ) ore. To reach the Limar from the tunnels you will have created you will have a resource : fuel. The fuel provides power to jump up tunnels, and also to go vertically up shafts. This enables the core game play to be about intelligently designing tunnels – as the tunnels are destroy once, recreate on game over, the play will have to intelligently pick easy tunnels to ascend ( with small steps ) vs wide open spaces which will have the highest ore return. If you run out of fuel, your Mole is useless and falls to wherever it lays, triggering game over.

    I’ve chosen this game for several different reasons :

    1. I love the idea of being a space miner, I spent many hours in EVE with a mining laser stuck to whatever I ship I could get my hands on, getting the bigger and bigger ships, constantly annoyed that the PVP aspect hinders my space mining fetish. If only I had been born in another 300 years time, when I could be a real space miner 🙂

    2. Conceptually easy. It is a pretty simple game to write. There are no difficult game play aspects I can’t think around. Its simple and to the point.

    3. It’s a game I actually want to play 🙂

    4. Expandable. Once the original game prototype is up, there is a LOT I can do with it. Different ores, different asteroids, many different bonuses, Limar upgrades and interactions.

    5. The game as is has no lore. It screeeeeeams for some form of lore ( or background story, whatever you want to call it ). No time will need to be spent explaining why you are on some asteroid mining stuff.

    6. Appeals to my collector-instinct. I love collecting stuff, collecting different space ores sound pretty damn cool to me.

    7. Its realistic. It is a simple game concept, and simple game play. Ease of return vs Ore yield is pretty much the central game concept. It’s not really twitch based, and there are no other real complexities to it. Just get the ore, and return. Repeat.
    8. Re-playability. Ore locations will be randomised, as such every game potentially yields different results. The key to finding the best combination of simple tunnels to tasty ore will be very different on each game. Perhaps you dug straight down, and hit loads of ore the first game. Second game you try the same thing and don’t achieve it, so you branch at the bottom. This yields nothing either. So you start again and start to mine sideways, hitting ore straight away. Do you abandon your dig straight down choice, or continue to dig sideways?

    tl;dr : I is gonna make a space mining game.

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    Being Social :)


    2010 - 09.21

    Well, no going back now 🙂 I’ve created a twitter account, and a youtube account :

    http://www.youtube.com/user/LamentConfigGSG

    http://twitter.com/GreenSlimeGames

    I’ve added the twitter account to the menu bar, so once I actually start tweeting, it will appear automagically there 🙂

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    Every story has a beginning …


    2010 - 09.21

    Enter Stranger …

    I’ve been a gamer for as long as I can remember, and a coder for pretty much all that time as well. I’ve always dreamed of writing games: creating things that others will play and enjoy, coming up with intricate and detailed plans of the most obscure facet of an imaginary uber-game, day dreams filled with twisted level design, intricate plot details, funky mechanics and awesome game play. But these always remained just that – day dreams and ideas.

    Time and time again I would begin a project – the next big game – spending many hours coding the back end and engine. But then, an even more awesome idea would take me, and I would start on that – another engine, another back end system. Sometimes, a project would stick for a while, but always my own personal motivation fell for some reason or other.

    The other flaw with these imaginary uber-games is complexity. It is not enough for me to develop Pong – I want to develop EveWoW+++. This, for one coder, is an impossibility. I need to be realistic with my goals.

    This was an infinite loop: constant ideas and constant projects, leaving me with many, many unfinished systems, megabytes of code and databases – and not a single finished game to show for my efforts.

    And now, my friends, I have discovered God.

    Well, no, not really 🙂 With a landmark birthday rapidly approaching, I have decided that these fruitless exercises needs to stop. Now. Oh, and the closest thing I have to a deity is Cthulhu.

    And this is why I have created GreenSlimeGames. The goal is quite simple. I want to produce games, I want them to be played, and I want to play them myself. All my previous ‘attempts’ have always been secret; hidden behind personal web space, locked to just my ip, not a word mentioned about my developments to anyone. I feel that this, in itself, was a mistake. So now, I am going in a totally different direction – full disclosure if you like. Previously shunning social networks (and their GOD AWFUL games), micro blogging and all those other mainstay corners of the internet, I shall shun these no longer. Making people aware of my ideas, of my projects, in itself should dramatically increase my motivation enough to finish one ( ‘Hmmm all these people will think I’m super lame if I can’t get X out for when I said’ ).

    So with this in mind, I start out again. My task list is as follows :

    1. Register a domain.
    2. Make a blog.
    3. Make domain along with blog public, along with a rather long and potential tedious post explaining why I am doing it.
    4. On paper, draft out a simple, but expandable game. [Maybe the game is a prototype or a minigame for a bigger one. The important thing about is that it is actually playable in a standalone fashion : there should be a score, progression, risk of death, etc].
    5. Build said game in 19 hours. Work on no other personal projects during this time. Every hour taking five minutes to record said game progress (maybe an amusing drawing if it refuses to work), and write down what I am doing currently. [why 19 hours? Well, the simple reason is that my real life work takes up a HELL of a lot of time, both during long office hours, and in ‘freetime’ mode. Overtime of course being a myth 🙂 After sitting down and working out a time table, over the next week (starting on Saturday and ending on the Saturday after) I will have 19 hours to myself. Within in these 19 hours, I shall craft my game.]
    6. Play the game.

    After this, of course, I’m not sure what happens… I’ll probably have to make another list 🙂

    So wish me luck – or come back in just over a two weeks and play my game ! 🙂

    tl:dr; I’m going to make a game in 19 hours.

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