We can finally announce names! Our company is Yoshi Creative Group (YCG), we’re based in Toronto Canada and our first game is (currently) titled: Once Upon a Time in the 80’s.
Finally back to working on the combat system! Now that much of the game’s overworld exploration systems are in place I’ve been able to switch focus back to the combat system. I already had an early version of the combat system in place I had programmed over a couple of days, but when it became clear that the game was going to need to have tight level of data hand-offs between overworld and the combat system it needed a big overhaul. So this week has been about focusing on re-writing the combat system so it’ll have the flexibility to match what the game needs of it.
Also, I started attending some entrepreneurial classes making sure that we’re getting the company started on the right foot, also it provides some very good networking opportunities.
- Finally announcing the name of the company and what we’re working on!
- Developed the game’s ‘Information Research’ system.
- Developed the game’s Combat System to properly communicate with the overworld system.
- Started some grass-roots marketing: ‘The YCG Fun Club’.
Finally Announcing our Company Name and Project Title!
Our company name:
Yoshi Creative Group
Our Game Title:
Once Upon a Time in the 80’s
Man, it took a while to finally post this information. Effectively we got some legal advice that we shouldn’t announce anything until we had our trademarks secure. However…I then received advice from an experienced entrepreneur that trademarks aren’t worth shit until you’ve got a reputation. And up playing all mysterious on what our company and project title are was making it difficult to communicate. If someone wants to nab the trademarks we can change our name. We like Yoshi Creative Group and want to keep it, but we can always switch it out if need be.
Developed the Game’s ‘Information Research’ system
Alright, so in our game: Once Upon a Time in the 80’s you play as a member of an investment company climbing their way to the top of the capitalist ladder that is 1980’s corporate America.
A large part of how the player does this is by competing with other employees in meetings (our ‘combat’ system) and a big part of how you compete with the employees is to come to the meeting with better information than what they have (Or you can sabotage them with gossip).
Last week I was able to get the first version of the full information research system implemented. The player learns the kind of information they need based on their current tasks and then can look for that information at different locations in the world. You have a limited amount of time your able to research so you can either research deeply on a few topics or try and get a shallow understanding of a broad range of topics. If a player comes to the meeting and presents the same information you do, but it’s better researched, they will cancel out any status you gained and nullify your ability to use that information. The player can do the same, so you might want to wait off on your best researched materials to see if you can use them to counter information other employees present at the meeting.
Getting the Meeting and Overworld System to Communicate
So now that we’ve got the player able to gather information in the world, we need a way for the player to be able to bring that information into the meeting sequences. Now..this was pretty straight forward…however it became apparent that it would add a lot to the game if we would also allow other people attending the meeting to do the same. This would allow the player to influence what kind of information other employees were bringing to the meeting, or get an idea of what kind of information they’ll be bringing in. This was a much tougher challenge since we needed a way to store player interactions with SOME employees and to have the employee data structures scale up in complexity as they joined the meeting and to scale down for employees that were not going to be a part of the meeting. The final solution was to have a global array of employee information values, that itself was populated by a basic employee information struct. We then have a specialized struct that the meeting sequence spawns that get’s it’s information about the meeting members from this global struct. Okay, I’m not sure how easy that was to read, but there it is!
Started Grassroots Marketing…the YCG Fun Club!
This is something I actually just started a few hours ago. I was talking with the employee at a local bike shop about what we’re doing and he was really interested in what we were working on. At the same time…I became aware of the need to focus group test our game with people who aren’t submerged neck-deep in the videogame industry. So, I’m starting an initiative called ‘The YCG Fun Club’ which is effectively a focus group/ social group based around our company and our products. The plan is once the game gets into a presentable shape we’ll start holding YCG Fun Club meetings where members will play through the current build of the game and provide feedback. I have some thoughts on how to ‘gamify’ the feedback. Each member of the YCG Fun Club receives a card, one side white and one side black. During the meetings if they have positive feedback to share they place the card on the table white side up, negative feedback is black side up. Forcing the feedback into absolutes allows us to avoid ambiguous feedback, also the presence of the card on the table ensures that everyone gets to be heard. We’ll likely have our first meeting in a month or so, but it’ll depend on how the game shapes up.
Goals For Next Blog!
- All gameplay aspects of ‘Meeting’ system implemented
- Start transitioning project over to use Unity Events
- Focusing on getting new art developed and in game