- Extend an invitation to any Seattle developers who would like to participate directly in the Mystery Project.
- Share some Mystery Project graphics that we’ve made this summer part of yet another delightful Prototyping Challenge.
The Mystery Project is an innovative small Flash MMO that experiments with many of the design concepts I’ve been writing about on this blog. We meet up every Sunday at a local coffee shop and share what we’ve done and what we’ve learned. The project is the main focus, but I put a big emphasis on helping everyone on the team develop new skills and explore exciting ideas. If you are in Seattle, our meet up has become a rather unique opportunity to explore true next generation game design.The team is pretty solid, but I’m looking for at least one additional, talented programmer. The project is in Flash/Flex with the server-side game logic written in Java.
Being part of the team means a serious time commitment. Expect to put in at least 10-15 hours a week. Making games needs to be your hobby and your passion.
If you have solid Flash/Flex/Java programming skills and you live around Seattle, drop me a note at danc[at]spryfox.com. Ze Mystery Project lives (at least for the winter)!
Fishing Girl Prototype Challenge!
Due to the ‘coffee-shop mentoring’ model I’ve got set up for the Mystery Project, there are dozens of talented programmers who live outside of Seattle who can’t participate in our weekly chats. This makes me sad. So I decided to share some of our graphics as part of a brand spanking new game prototyping challenge. Free graphics + new game prototyping challenge = Happiness.
Fishing Girl is a simple fishing game played with one button. It illustrates a design pattern called sequentially linked mechanics. Often when you try to simulate a complex exercise like fishing, you can’t easily create a single game mechanic that captures the entire experience. Instead, you string together a series of activities. Each activity is simplistic by itself, but in sequence yields a good approximation of the complex experience. The fishing game is split into the following activities:
- Positioning the lure
- Hooking a fish
- Reeling in the fish
- Scoring the fish
- Buying new equipment.
My wife, as I mentioned in previous posts, is quite ill and I’ve wanted to do something nice for her. She absolutely adores fishing games, so Fishing Girl is designed for her. Any prototypes that someone is kind enough to make will be played by my wife with me watching her reactions intently. Luckily, she doesn’t find this overly irritating. 🙂
In order to capture her casual gamer feedback, I’ve added a simple scoring system for this challenge. Each section of the game is worth a number of points. 50% of the score for each section will be whether or not my Bejeweled/WiiFit-playing wife finds the prototype to be ‘fun’. This is Miyamoto’s “Wife Test” applied in a quite literal fashion.
I’ll still be giving out the LostGarden Medals and still, no one has won the epic Gold Medal. It sits out there, tempting and shiny, just waiting for the right prototype to provide 15 minutes of fun. This challenge will last two months. But if something comes in later, I’m always happy to take a look and offer comments. Just list a link to any prototype in the comments section of this post.
The setup (10 points)
The player is a small bear-like creature, the Fishing Girl who sits at the edge of the ocean. She has a fishing pole, a glowing lure on the end of the pole, a money count and that is about it. In the ocean are numerous fish of various sizes that swim back and forth, but we’ll get to those later.
Casting (10 points)
Casting the lure out into the ocean involves two clicks:
- If you click your button once, the girl will pull back her pole to cast.
- If you do nothing, the pole will return to the default position.
- However, if you press a second time in the middle of her swing, she will cast the lure outward into the ocean.
- The closer the second click is to the peak of the swing the further the lure travels.
- When the lure hits, a number is placed at on spot on the ocean where it lands. This records the distance and lets you know exactly how far you cast.
Help text (Bonus!)
- Click to start casting
Positioning the lure in the water is the centerpiece of the game. You’ll be spending a lot of your prototyping time here. 🙂
- When the lure hits the water, it starts to sink downward in an arc. When it starts out, it sinks almost straight downward. The tension on the rope pulls it inward towards the player, hence the arc. We don’t have time to model the complex line physics, so instead we say that the lure moves along an arc of a circle whose radius is defined by the distance from the tip of the pole to the point at which the lure hit the water.
- Holding down the button reels in the lure. This changes the radius of our arc, but does not change rate at which the lure is moving along the arc.
- The empty lure, unencumbered by fish reels in quite quickly. Using this system, we can now place the lure at any point within the sea.
In the ocean there are fish. In order to hook a fish, you must place the lure in front of the fish’s mouth. The fish will lunge forward and become hooked. The entire time, you are carefully timing the slow downward arc of your lure. There are three pieces to this mini-game.
- The Fish
- The Lunge
- The Lure
Fish are objects in the sea that move back and forth in predictable patterns. Fish come in different sizes, rarity and movement patterns.
- Movement: Back and forth. There are others patterns such as circles or swarms, but that would be extra.
- Size: Small, Medium, Large, Extra large.
- Rarity: Common, uncommon, Rare, Very Rare. This is used during “Scoring the Fish”
Now that you have your fish floating about, you can implement catching them.
- Each fish has a collision box in front of its mouth.
- If the lure enters the collision box, the fish will move forward towards the lure and attempt to become hooked.
Lures come in different sizes: Small, Medium, Large. The size determines which size fish you can catch:
- If the lure is too small, it will be snapped and the cast is over.
- If the lure is too big, it will be ignored.
- If the lure is just right, the fish will be automatically hooked.
We display help text at the appropriate moments
- Position lure in front of fish!
- That fish was too big for this lure!
- That fish was too small for this lure!
- You hooked it!
- Reel in!
Once you’ve caught the fish, you need to get it back to the surface. Reeling in the lure works the same as before but the larger the fish, the slower it comes back up. Reeling in the fish is an exercise in keeping your fish away from other, larger fish that will happily eat your fish if it comes their way.
- Fish still go for your fish if it appears in front of their mouth.
- If they latch on, they take a bite out of your fish.
- Three bites and you lose your fish. Each bite also reduces the value of your fish.
- If your fish makes it to the surface of the water, you’ve caught the fish!
- Reeling in the fish successfully acts as a timing and spatial skill mini-game.
When you catch the fish, a small celebration animation plays that shows you the fish that you caught. There are several pieces to this segment.
- Revealing rarity
- Awarding Money
When the fish is held up by the fisherman, the fish that you’ve been reeling in is revealed to be either a common (1), uncommon (2), rare (3) or very rare fish (4). Each type of fish has a distinct image associated with it.
- The rarer the fish the less likely it is to appear.
- A text label appears that say the name of the fish and the rarity. For example “Ancient Shoefish (Uncommon)”
- Bonus!: If you want to get really fancy, you can display a simple text modifier to each fish that also modifies it’s value. For example “ancient” increases value by 50% while “skanky” reduces value by 20%.
- The value of the fish is also displayed. A simple scoring equation might be size * rarity * modifier * 10. Feel free to play with the values to get the right balance.
- The amount of money the fish is worth is then added to the piggy bank counter that has been sitting on the screen this entire time.
Floating out in the sea are various markers that represent item upgrades. If you hit the marker exactly with your cast and you have enough money, you will purchase them. Otherwise, your lure will bounce off and sink as expected. These artifacts do the following:
- Bronze rod: Your basic rod. It casts a short distance off shore.
- Silver rod: Cast further
- Gold rod: Cast even further
- Legendary Rod: Cast far and reel in heavy fish quickly.
- Small Lure: Catch small fish.
- Medium Lure: Catch medium fish.
- Large Lure: Catch large fish. Note that there is no extra large lure, so there are always larger fish that pose as obstacles.
- Bomb lure: Explodes and kills the first fish that touches it. Even if it is a very large fish.
- Boy: Far on the edge of ocean is a Boy. He is inordinately expensive. This is how you win the game. And for the record, he is indeed, quite the catch. (What happens when you use an explosive lure on the Boy is up to your discretion…perhaps this is another way of winning.)
As you catch more fish, the ocean gets more and more empty. This adds to the difficulty of finding fish. Fish always stay in approximately the same area until caught. Players will note where fish are located and be able to maneuver into position on subsequent casts.
If you wait long enough, more will respawn. If you fish out all the fish, there are no more fish left and you get a simple message “There are no more fish left in the ocean. There will never be any ever again.”
The game is about spotting a high value fish, maneuvering your lure into position while avoiding the bigger fish and finally maneuvering your fish back through the landmines of larger fish.
In essence, Fishing Girl is Frogger using a polar coordinate system, a frog that insists on drifting to the left and only the ability to move forward.
- FishingGirlFLA.zip (.FLA CS3): This is an import from Illustrator into Flash. There are no animations, but this might be useful if you don’t have access to Illustrator.
- FishingAI.zip (.AI CS3): This has the original artwork. From here you can go to .XAML for Silverlight or bitmap.
- FishingGirlPNG.zip: Bitmaps versions of all the images used.
- FishingGirlSWF.zip: A swf export of all the vectors. This is good if you don’t have CS3. You may have to dig a little to find what you need, but everything should be in there.
Best of luck! If you are intrigued by these graphics, you’ll love what the Mystery Project is turning into.
Update 11/1/2008: Added bitmaps and swf of all images.