Wednesday, March 13, 2013

Perler Beads and Monster hunter

Just around Christmas I was quite bored and needed a creative outlet. Many of my friends are into podcasts, trivia nights, sewing and what have you that I was feeling a little left out since those things have never held too much interest for me. Although my coworkers and I did have lots of fun doing trivia night once a month.


So I got myself some of these:

Then I proceeded to do what every nerd does with perler beads, I made sprite/pixel art.

I started small and worked my way up, but I'm not here to show you the lesser of my works, but my first genuinely large piece. For reference each plate is 29x29 beads. This creation sat on 3x3 planks which means 7,569 possible beads. Now, it didn't take all of that available room, but it was necessary for size overflow.  My working image was about 66x66 pixels or 4,356 beads.
 

So here's an original image of the beast in question. This fancy blue lad likes to swim, eat fish, and electrocute you every time you swat at him with a great sword. He is also really rather large in game, but even so he's just a medium + size monster.


 
I didn't sit down and do it all one go, but rather over a couple of different sittings. I've got all my beads sorted in a container and often use tweezers.

Working on this many tiny beads really cramps my hands up and puts a lot of strain on my back to bend over so long.

 
 
You can see that I like to start at the bottom and my method entails going to the horizontal maximum before working upwards.

I feel like working in this manner helps ensure I've got the piece well centered and provides reference lines so I can tell everything is placed where it is supposed to go.

 


Generally I'll put down my black lines and then do the color in-fills. Again, this helps establish references for me. I also feel like doing sections makes it more rewarding to work on as instead of just all one color placed or squiggles or black you can see a whole piece and know what it looks like.




Now how did I get this down to pixels? Well I took this in-game icon and pixelated it so that I could use it for my reference.



 
Ironing the piece comes last and that melts the edges of the beads together, binding them all and making the piece solid. Generally it is considered the most dangerous part aside from curious cats during construction. 



Ironing is pretty tough to get right and it will turns the circles into more traditional squares if you iron long or hard. Some people like the squared style, but in terms of technique making the beads melt to attachment only shows mastery.

So just how big is my piece? If the water bottle didn't help, then how about this: the whole thing is sitting on my computer desk and here are some other classic sprite characters I've made.


When he gets hungry he'll probably eat Undine first just to show he is the king of the tides.

Monday, March 11, 2013

RPGs: Game Mechanics

Blue and orange, not just for movie posters.
The curious logo that doesn't match the premade assets.
Recently I obtained a fully licensed copy of Enterbrain's RPG Maker VX Ace software suite. It's a simplified and all-in-one package for making classic style console role playing games. 

It includes: a collection of pre-made art assets, a completed menu/battle system, database tools, and a fully customizable Ruby engine (a style of coding language). What it does not include is alternate choices or the strength to actually commit to digital data the big dreams inside your head.

The standard party menu.
It should be obvious, but I am no writer of any great talent. Putting together a general story flow is not too difficult but creating dialogue and interesting worlds is not really something I shine at. So I put that on the back burner and began tackling the mechanical systems in place. Stats, numbers, items and registries are all things I got figured out. It was after delving into designing passive skills (perks, talents, etc.) and a class system that I hit a road block and thought "where do I go next?"

In many circles it is said that the story should evolve around the mechanics of a game, that the actual "gameplay" part should come first. This is completely reasonable, after all Call of Duty and Halo need to have tight controls for their run and gun style. Who cares why you're shooting the aliens or terrorists in their faces so long as it feels satisfying and looks great. Building block castles on some procedurally generated world without a single piece of text to be found made Minecraft a huge hit. RPGs though are designed to tell stories and one could argue that their stories are the primary draw and when that is coupled with how much of the RPG universe is ubiquitous between games it rings fairly true.

So I sat down and started thinking about just what sort of mechanics stood out and made RPGs different from each other. Generally I identified two prime sections: in-battle and out-of-battle.

In-battle Examples and Games:
Max Level = Pretty Girl Death Machine
  • Power Leveling - Disgaea
  • Class Changing - DQ9, FF3/5/X-2
  • Positioning - Disgaea, Radiant Historia
  • Pet System - Pokemon, Lufia 2, Bahamut Lagoon
  • Alternating Party - Lufia 2, FF4, DQ Series
  • Pick and Choose Team - Suikoden, FF6
  • Create a Party - FF Legends, DQ9
  • Transformation - Breath of Fire, FF8/10
  • Character Specific Skills - FF6
  • Timed Hits - Shadow Hearts / Super Mario RPG
  • Team Attacks - Chrono Trigger
  • Action Battle - Tales Series, Grandia, Star Ocean
  • Free Roam Action Battle - Secret of Mana, Soul Blazer Series
  • Strategy/Tile Based - FF Tactics, Tactics Ogre, Front Mission, Fire Emblem, Diagaea
  • Diplomacy - Shin Megami Tensei
  • Usage Upgrades Skills - FF2, Elder Scrolls
  • Customizable Abilities - FF5/6/7, Romancing Series
Now most of these battle systems are functionally the same. Things will almost always boil down to "is it my turn" and "hit" the enemy, but these small twists do a lot to make these games feel different from each other. One of the biggest dichotomies is that of true turn based, I go then you go, or action turn based, where some quality influences how quickly your turns arrive.

Out-of-battle Examples and Games:
True villains don't leave clues.
  • Mini-games - FF7, BioShock (hacking), Fallout 3 (lock picking)
  • Crafting/Alchemy - Monster Hunter, DQ9, Atelier Alchemist, Star Ocean
  • Collecting - Illusion of Gaia
  • Skill Trees - WoW, Diablo, FF 10/13
  • Alignment - Mass Effect, KotOR
  • Puzzles - Lufia 2, Wild Arms
  • Alternating Stories - Breath of Fire 4, Secret of the Stars, Romancing Series
  • Map Interaction Abilities - Breath of Fire Series, Lufia 2, Romancing Saga, Wild Arms
  • The Daily Grind - Elder Scrolls, Mount and Blade
The primary purpose of the out-of-battle aspects is to provide diversions from all that dungeon delving or to enhance the story in regards to how you interact with the world around you. In the case of Monster Hunter collecting pieces of monsters for crafting and the solid game play is all that exists, you kill bigger harder things to obtain newer better stuff with which to kill things. In Star Ocean and the Atelier Series crafting is reflective of the setting, how the characters need to smith out better items in a world because they don't exist yet. Sometimes puzzles serve a similar purpose like in Lufia 2 where almost every dungeon had strange mechanics or hard puzzles because what sort of villain leaves his or her palace unguarded?

Compiling all this information together in one spot really helped me consider the possibilities as well as highlighting what makes all these classic games feel rather different despite the rather similar bone structure. Think about your favorite RPG and how many pieces they mixed and matched from the two lists. Of course there are probably several examples of both that I've forgotten to include, but these really do make a difference when combined.