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Script Writing: Capture the Flag

Written by Gordon S. McLeodWednesday, 26 April 2006

This was a group assignment completed with the assistance of Mark Smith and Frank Messier, classmates of mine at the Academy. In this class we were taught to read, write and analyze scripts as used in film, theatre and television, and with thought in mind on how they can be useful in the game development world. Note we also studied the game design document in detail in this class.

CAPTURE THE FLAG Screenplay by

Gordon S. McLeod Mark Smith Frank Messier

February 4, 2005

FADE IN:

EXT. FOREST VALLEY - NIGHT

A carpet of trees covers the sides of the river valley, broken in places by clearings; some natural, some bearing the look of old battle scars. The sky is a pale green/blue of a shade never seen in any time or place on Earth.

Glints of metal in the starlight hint at recent wreckage not yet overgrown.

Two imposing fortresses stand off at opposite ends of the valley, the river between them. They crouch in night's shadows, facing one another like cathedrals of diametrically opposed religions, each convinced of its own rightness at the other's expense.

A full moon observes the eternal confrontation, small in the sky, as though distancing itself from a fight it knows will never end.

INT. BLUE BASE - NIGHT

THREE PEOPLE sit at a triangular desk. There's an air of tension and a hint of veiled hostility in the room.

BLUE LEADER, aka LITTLE PONY, a hard woman in her mid-twenties, faces RED LEADER, a sombre but sharp man only a few years her senior.

The THIRD FIGURE in the room sits in shadow, watching the two leaders in silence.

BLUE LEADER

I knew this meeting was a waste of time! Who are you, and what do you want with me?

RED LEADER

A good question. I too would like to know why I was called here. My time is valuable.

The THIRD FIGURE almost appears not to notice that the two have spoken to him. The orange glow of a cigarette rises in the shadow, casting the faintest of lights on his features. The eyes are large and almond, traced with fine lines, but there's a hardness to them that suggests it was acquired, slowly, over a long time.

Standing slowly, as though time held little meaning for him, he turned his head from RED LEADER to BLUE LEADER slowly.

THIRD FIGURE

This war of yours has gone on for generations. Centuries. Some say even millenia.

Pausing, he took a drag on his cigarette. The light it casts intensifies, revealing a craggy face worn by long years.

BLUE LEADER

Get to the point. Who do you think you are to call us together the night before battle?

Though her words are strong, BLUE LEADER seems taken aback by his demeanor, and perhaps more taken aback by her own reaction to him. There's a hint of uncertainty to her voice. She tugs unconsciously at her VIETNAM-ERA MILITARY UNIFORM.

RED LEADER controls himself somewhat better, though he too smooths a wrinkle from his VIETNAM-ERA MILITARY UNIFORM - the same era, and same army, as that worn by BLUE LEADER. An ex-wrestler, RED LEADER'S massive muscles keep the uniform from smoothing well.

THIRD FIGURE's eyes catch the body language, though he doesn't betray the perception except with the barest flicker of an eye.

THIRD FIGURE

There are those who might see opportunities in a situation such as this.

RED LEADER

Indeed. And what sort of opportunities do you see in us? Monetary? Military? Intelligence?

BLUE LEADER

You're from a rather large organization, I'd say. I'd love to know how he arranged this meeting otherwise.

THIRD FIGURE's mouth almost twitch in a smile around his cigarette at BLUE LEADER'S snide tone, RED LEADER'S down-to-business attitude.

THIRD FIGURE

You're perceptive. Yes, I represent an organization with certain... interests in your operations.

BLUE LEADER has heard this before. Eyes rolling, she immediately relaxes into what she mistakenly believes is familiar ground.

BLUE LEADER

Hold it there a minute... I've heard this pitch before. I thought for sure word'd gotten out that Blue Team doesn't hire out our services. I've never seen Red Team do so either. If you're lookin' for a private army, look somewhere else. Or am I wrong? Is that why HE'S here?

Eyes dangerously close to twinkling, THIRD FIGURE actually breaks the barest of smiles.

THIRD FIGURE

Oh no, no. We aren't looking for an army, private or otherwise, I assure you. At least, not for any genuinely military purpose.

RED LEADER glances at BLUE LEADER, and both share a slight frown of confusion at this. Eyes narrowing, RED LEADER takes a half-step towards THIRD FIGURE.

RED LEADER

Enough with the guessing games, please. We do have a battle to attend to in the morning. If you're not looking to engage our services as mercenaries, what is this all about?

THIRD FIGURE lifts a BRIEFCASE from under the table. Opening it with care, he withdraws a perfectly-aligned stack of documents on INTRAGALACTIC MEDIA NET stationary. With equal care, he withdraws an antique FOUNTAIN PEN.

THIRD FIGURE

Please, allow me to introduce myself properly. My name is Bronte. James Allan Bronte. I represent IntraGalactic Media Net. We see a great deal of promise in these... conflicts of yours.

BLUE LEADER

What... then... this is all about holovision? You want to broadcast our WARS?

BRONTE

We prefer the term "matches", but yes, essentially that is correct. We would like to sign for the broadcast rights to your... wars. We've already discussed the situation with Yellow and Green teams.

Eyebrows raising slightly at the stunned disbelief clear in the faces of RED and BLUE LEADERS, BRONTE pushes the stacks of paperwork towards them.

BRONTE

You would all be compensated, of course. But if you need a few moments to go over the details...

Open-mouthed in surprise, BLUE LEADER shrugs at RED LEADER.

BLUE LEADER

I've lost track of how many hundreds of years it's been since there was any point to this war anyway. It... it might be nice to fight with a purpose for once... even if it is merely entertainment.

CUT TO:

EXT. FOREST VALLEY - BLUE BASE - DAWN

An unaccustomed feeling of motivation hangs over the blue camp this morning. Though tired, BLUE LEADER moves energetically. The TROOPS are brisk and professional in their preparations.

BLUE LEADER loads ammunition into the GUN mounted on the back of her JEEP. The vehicle is an ancient model widely used in mid-20th century conflicts on old Earth, painted with her personal insignia, the LITTLE PONY. Crudely painted EMPTY COFFEE CUPS in rows count the number of kills she has racked up in years of CAPTURE THE FLAG conflicts.

BRONTE oversees unit directors installing holovision camera emplacements about the base, checking remote links to the crews doing the same about RED BASE. He pauses his activity, looking almost fatherly down upon BLUE LEADER.

BRONTE

Let's give them a show they'll never forget, my LITTLE PONY...

FADE TO:

EXT. FOREST VALLEY - MINUTES LATER

As the first missiles arch into the skies to rain down on advancing flag seekers, the IntraGalactic Media Net logo flashes onto screens across the galaxy.

ANNOUNCER

Welcome ladies and gentlebeings to the first IntraGalactic Capture the Flag Championships...

FADE OUT.

Short Fiction: October's Fools

By Gordon S. McLeod This is a story I wrote for my first term Introduction to Storytelling class at IADT. The plot is an adaptation of a part of the overall plot to the comic I worked on some years ago, October's Fools. (Thus the name of this site, as well.)

Morrisdale, OF seemed like your typical small Canadian town until you got beneath the surface. It was a university town, a home town, a bedroom town, a quiet town, and even a haunted town if you believed the rumours spread by neighbouring communities. But no matter what anyone told you of Morrisdale's nature, no matter how they described it, the word “weird” would invariably enter into the conversation.

Bob was a typical inhabitant of Morrisdale. He lived with his roommate in an old 6 story apartment building that was much like apartment buildings anywhere and everywhere. Its only distinguishing feature of note was the view; the windows of the south side overlooked the Morrisdale Cemetery. He worked out of the apartment running a small web design company; his success in such a small and remote location was a bit strange, but he was very successful in spite of the global nature of the web. People somehow found him and his work though the noise of the ‘net, despite the overwhelming number of worldwide competitors.

One fine evening in early October marked the end of Morrisdale's merely being weird and began to bring the town to the brink of the utterly bizarre. Bob walked home after a late afternoon meeting with clients. He loved the outdoors and took off to the mountains to hike and camp whenever he could; when he couldn't, he would walk out-of-the-way paths through the town's many small parks to try and remember what nature was like. The familiar sights and sounds of the park bordering the cemetery were a constant source of comfort to him. But this night, something was wrong.

“Is someone there?” he called, though he did it quietly. He was on a long stretch of dense tree-and-bush lined path that curved around the outside of the park's area. It was still some distance to The Grinder, the coffee shop he frequented with his friends. The path was not well lit in this area of the park, and he could have sworn he'd heard something in the bushes.

“I have no money tonight,” he said, even quieter. While very uncommon, beggars were not unknown in Morrisdale. At least the odds of finding a beggar were better than the odds of finding a mugger.

Straining his ears, he heard nothing. The park was quiet, with only the faint stirring of the breeze brushing against bush and tree disturbing the silence, wafting the scent of pine and leaves turning their colours. Pine, leaves... and just a hint of something more. The hair started to rise on the back of his neck as he tried to decide what that odd scent was.

Burning leaves? Pot? No, not quite, though like muggers and beggars, neither was unheard of. Something rustled in the grass near his foot. Through a cloud of his own visible breath, he saw something slithering in the grass in the dark towards his foot. Jumping backwards, he fell awkwardly with a cry and scrambled back. The snake (it must have been a snake, snakes don't have leaves, it must have brushed one along with it,) snapped back with lightning speed into the bushes.

Breathing heavily, Bob climbed to his feet, keeping towards the middle of the path. Something large and man-shaped moved in the bushes, rusting and rattling branches as it pushed towards him. Bob tried to make a break for the direction of The Grinder, but ... SOMEthing sprang from what should have been the man's arms, some sort of vine-like growth, and wrapped about him tightly. The cell phone in his pocket tumbled out, away from his hands. “Mrrrmph!” The vine-like thing wrapped about his mouth as he struggled, preventing him from crying out. A low, eerily pitched chuckle sounded from a very large, misshapen head.

It looked man-like at a distance, in the near-black of night, but as it drew closer and edged towards the circle of light the impression of humanity melted away. Thick, rough green vines, complete with leaves, spread out from the top of the dangling head - the large, orange, irregularly-shaped pumpkin of a head. As it stepped closer, golden wedges of light slowly appeared on the face as though they were on a dimmer switch. They looked a little like flames, but were made by no candle Bob had ever seen.

The scuff of a shoe in the distance saved his life in that moment. Attention diverted, the fiery eyes narrowed and the tentacles withdrew soundlessly. Bob's own mind filled in the 'snap' that should have accompanied such swift movement. Dazed and half-crazed, he blinked but could see no sign of the apparition, nor where it might have gone to. He certainly was of no mind to notice that a single thin vine had broken off and was still wrapped around his wrist.

The footfalls got closer, but it wasn't until she was right on top of him that Bob was able to focus on his savior. Becky Heitmeyer, the tall, athletic trainer at the local gym, jogged to a stop beside him and stared down unblinking.

“Geezus Bob. You spend all your time hiking in the woods and mountains and never so much as a sprain a toe, and now the park paths are too much for you?” She nudged his shoulder while helping him up and returning his cell phone to his pocket. “What on Earth happened to you? You look like you've just seen a ghost!”

Bob's mouth worked, but no sound came out. Brow furrowing a bit, Becky nodded. “Right. There's only one cure for this, and it's on me. One double-double at The Grinder. Jack and Allison are meeting me there, and I was supposed to try and drag you out to join us. I didn't expect the dragging to be quite this literal, though!”

Wrapping her arm under his shoulder to support him, Becky half-led, half-pulled Bob down the path, around the bend, and on into the better-lit areas that led to the coffee shop. Behind them, the faint tracings of a fiery face stared balefully from the branches of the hedgerow.

* * *

The Grinder was the kind of softly lit, always warm feeling coffee shop that seems to spring up somewhere within a couple of kilometers from any college or university. Warm yellowish light filled the place as though it were bathed in candlelight, complete with a slight flickering. The clink of mugs and gurgle of brewing coffee generally soothed away the cares of a trying day.

Jack, or Jackson, was Bob's roommate. He attended Morrisdale University, studying philosophy, literature, mythology and religion, and worked as a writer-in-residence. Like any good philosophy student, he drank far more coffee than was good for him, and was swallowing the last drops of his third cup when Becky unceremoniously dumped Bob into the chair opposite him. His eyes flickered in surprise and mild curiosity. “What's with him?” he asked, as Bob sat unmoving, unaffected by the familiar surroundings.

“I don't know. I found him collapsed on the path. I thought he had tripped, but now... well, he hasn't reacted at all since I found him.” Becky bit her lip, eyes worried.

“Bob, trip? That'll be the day.” Allison, a short, dark-haired girl with round glasses, set four large double-doubles in white ceramic mugs on the table. She stood with hands on hips, lips pursed. Leaning in, she snapped her fingers in front of his eyes and by his ears, frowning at the lack of reaction. “What do you think we should do?”

“Do... what... what am I... doing here?”

“Bob! What on Earth happened to you!?” Becky's concerned face filled his blurry, orange-tinted vision.

“You... didn't see? You were there... what were you doing there? It came from the hedges... flame... flame and vine...”

“Whoa, easy big fella. Here, you sound like you desperately need some of this.” Jason, by far the tallest of the group at almost 6'5”, pushed Bob's coffee towards him. “You're not making any sense. Flame and vines? What came from the hedges?”

His wrist itched and burned. Scratching it, Bob hesitated a moment before reaching for the coffee. There was a thin white line spiraling around his wrist, outlined with red inflammation. He shifted his arm in its sleeve to conceal it. These people had been his best friends for years now, but how well did he really know any of them?

“What were you doing in the park, Becky?” The heat in his tone took the others aback. “It’s awfully convenient that it left just as you were arriving.”

“Bob, what the hell are you saying?” Becky's face was hard to read; shock, anger and disbelief warred on her fine features. “I was jogging from work to your place to get you. We were going to meet here, right?”

“Mmm.” His head was pounding; he couldn't think straight. His arm was on fire.

* * *

As they left The Grinder, Becky looked off across the street into the darkness of the park path. “I don't like this at all. Are you sure about this? A demon? For real? Those are just old legends, right?” The darkness outside seemed somehow much more oppressive than it had hours before.

“I don't much like it either, believe me. But I saw that mark on his wrist. So did Allison. You know her and her gardens; she recognized that creeper. It's too much like the stories to be coincidence.”

“But that's just too... I don't know. If I hadn't seen the effects, I'd say silly. I mean, come on. A talking jack-o-lantern, in October? That’s weird even for this place.”

“That's where a lot of the Halloween associations came from; old stories.”

“I suppose. I didn't notice the wrist thing, but the eyes were hard to miss. I'm scared; what if we can't get it out of him in time?”

A faint rustling from above marked the end of their free time as a vine looped down around Becky's neck. Jackson tried to catch it, but it snaked out of the way as several more vines dropped, clutching for Becky. A spectral rasp uttered “Wheeeere isss heee?”

The main mass of the creature dropped to the ground before them. It was wrapped up in what looked to be old clothes, making it look like nothing so much as a scarecrow with vines in place of arms and legs. It took a step, or a slide... it was hard to say which. It drew closer to her, hellfire burning into her soul from the jagged eye gashes. Jackson seized its 'arm' in a tight grip and dragged it halfway around, wrestling it away from her. She took the opportunity to snap off one of the smaller leafy vines around her neck.

Head whipping back, it sent a rippling wave down its arm mass, flinging Jackson a good 7 meters away to slam into the ground with a crash. “Where... issss... heeee?”

From around the corner, eyes still aglow with their orange nimbus, Bob walked into Becky's view, something clenched in his hand. She gasped and gathered herself for a surge of action, determined to keep its attention on her for as long as possible. Arm muscles straining, she tore off another, larger vine from its arm mass.

Its response was immediate. Keening an ear-rending wail, it thrashed its remaining vines savagely, throwing Becky clear across the street to strike halfway up a telephone pole. Her shoulder shattered, raining blood and fragments of bone, and she lay very, very still.

Something in the image of his friend's broken body snapped deeply into Bob's mind, twisting and fighting the snaky strands of fog that strained to keep his thoughts repressed. He stood, physically shaking with the effort, and looked around him with half-clear eyes.

The ... thing... that had invaded his mind was ignoring him for the moment, intent on Becky's broken form. He could see that she was still moving very slightly, breathing at least. Its tentacles crept quickly towards her good outstretched arm.

Bob's hand tightened around something; looking down, he found he held a large knife. He didn’t know where he’d gotten it; nor did he care. Moving slowly, limbs feeling like they belonged to someone else, he started towards the creeping nightmare. Images crowded through his mind, doubts about his friends. But the sight of Becky smashing into the pole chased them off.

She saved me. She saved me twice tonight, and look what it's done to her. Assuming she survived, an injury that bad could cost her her job, her dreams, even her arm itself. No nightmare demon creature from any hell could convince him she meant him harm after that.

The last of the clutching creepers of fog lifted from his brain. Step quickening, he slashed with the knife at the stem of the vines protruding from the back of the pumpkin head.

The twisted, unearthly howl that he heard was something he could never thereafter describe. The creature's body wavered in the air before him like a heat mirage, head turning back to pierce him with the most frightfully hate-filled gaze he had ever known. For a moment, the tendrils of mental domination slid back into his head, but found no purchase; they faded into nothingness, following in its body's footsteps.

Numbly, Bob pulled out his cell and dialed 911.

Review: Choose Your Own Adventure - The Abominable Snowman DVD

By Gordon S. McLeod

As a longtime fan of the Choose Your Own Adventure (CYOA) books and of interactive fiction in general, it was with great pleasure that I learned of the CYOA: The Abominable Snowman DVD about a month or so ago. (Note: This review was written years before being reposted in this blog.)

It’s been years since I read any of the books, but the memories rushed back quickly enough. I used to spend hours going through the various possible twists and turns the stories could take, dreading the early ending that death inevitably resulted in, doing my best to find the longest paths through the books.

When finally I saw the new DVD on a store shelf the other day, I snapped it up, eager to see what they’d done with the franchise. DVD is a video medium perfectly suited to this type of storytelling; indeed, this isn’t the first title that has tried this kind of storytelling in DVD format. A number of old laserdisc-based arcade games like Dragon’s Lair, Space Ace and their sequels have appeared on DVD, fully playable. There’s also the recent release of Final Destination 3, which has an interesting “create your own movie” mode where you select the fates of the various characters as you watch in much the same way that you play this disc.

So on to the meat of the review, shall we? Choose Your Own Adventure: The Abominable Snowman DVD boasts 11 possible stories, which disappointed me at first. Familiar as I was with the books, I expected more – but when I sat down to play this disc, it surprised me.

The experience is much like watching a good quality kid’s cartoon; the story goes on for some time before you’re called on to make a choice. There’s plenty to watch and pay attention to, and when the choice points do come up, they feel fittingly weighty and important.

If there’s one problem with the storytelling, it’s that it borrows a little too heavily from the children’s cartoon legacy that its format takes from. Unlike the books, which had you running the risk of dying at every turn, you don’t seem to be able to die at all in this DVD. This is a shame, as that constant looming specter of death was thrilling as a kid, and I miss it in this release.

The controls are also something of a problem; it took me well over an hour to master the choice controls. As I’m an avid video gamer, I’m used to learning new control systems, so this bothered me. I had a few unfortunate instances where I did not get the choice I wanted. I was not quick enough with the remote and failed to get the choice indicator that should appear while you’re selecting. I doubt they’ll be revising their stance on player death in future releases, but I do hope they’ll take a look at the controls a little more closely and refine them a bit for future discs.

The branches of the stories are distinct and imaginative. It’s been long enough that I can’t compare the endings to the ones in the print version, but experiencing them anew, I was pretty satisfied with the types of ends you could reach. You will find yourself journeying through various geographic areas with differing looks and feels, and you will meet various characters in different ways from story to story. The potential for repeat viewing on this disc is hard to beat.

The vocal cast is excellent, lead by William H. Macy and Frankie Muniz, with notable appearances by Lacey Chabert, Felicity Huffman and Mark Hamill. The animation and vocals are better than you’d expect to find in a cartoon TV show, resembling more what you’d find in many animated movies.

So now we reach the end of the review. You have two choices before you.

If you dismiss the Choose Your Own Adventure DVD from your mind, turn to another random web page. If you find it fascinating and want to experience more, turn instead to your favorite DVD retailer or rental service.

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Garden Evolution Game Design Document

LONDON, ENGLAND - FEBRUARY 11:  Red roses are ...
Image by Getty Images via Daylife

Note: This is a sample game design document I wrote expressly to show to Ganz when I interviewed with them for a job posting. I subsequently got the job and have been there for just about 2 years. In that time I have since learned that this document is the biggest single reason I got the job, so I'm including it among my portfolio pieces.

Garden Evolution

By Gordon S. McLeod

1 Overview

Garden Evolution simulates evolution as expressed through selective breeding. It is a child-friendly Web game designed for Flash development with simple but colourful, immersive graphics and gentle atmospheric audio.

The player tends and maintains a simple garden, starting with meager individuals of a variety of species - flower, fruit and vegetable - and selectively breeding them to produce better individuals. Complicating this process and providing environmental pressures are the problems of water availability, pests, excessive chemical use and weeds.

1.1 The Game Session

A typical session of Garden Evolution would progress as follows.

The player starts with $200.

The player purchases an initial selection of seeds and plants them in the garden, and then spends several days tending to the plants, helping them survive various threats. During this time the plants increase and decrease in quality in 4 specific categories though the player only sees one real external sign of the relative quality of a plant.

The harvest comes, and the plants are sold. The money received is a function of the quality of the plant. Better plants bring more money. More difficult plants to raise bring more money too.

Upon harvesting, each plant produces from 1 to 4 seeds through semi-random breeding with another plant of its species. The player may elect to plant these seeds in the garden for the next season.

The player may also elect to buy new seeds; this is a control mechanism since limiting the player to only growing harvested seed could easily lead to populations that are too homogenous for improvement.

This cycle is repeated until 8 seasons have passed, at which point the player has "won" and the player is rewarded with the revelation of the strength of the plants she has raised in each category, and their final financial strength.

2 Game Play

Game play constitutes navigating a simple interface with few controls and few levels of nesting. Primary interactions will be buying or selecting plants breeding and tending to them as game seasons pass.

2.1 Elements of Play

2.1.1 Plants

There are four types of plants, three of which are beneficial and one of which is an obstacle. In ascending order of value to the player, the plant types are weeds, flowers, vegetables and berries.

2.1.1.1 Weeds

Weeds compete with crop plants for water and garden space. The hardiest type of plant, the player will have to root them out when they appear or surrounding plants will lose hardiness and become less promising breeding stock as minerals from the soil are leached from them and into the weed.

2.1.1.2 Flowers

The most frail of the beneficial plants, flowers sell well for their beauty but lack hardiness.

The flower group is composed of Roses and Daisies.

Rose seeds: $5 each.

Daisy seeds: $4 each.

Invisible Characteristics (See section 2.3)

WT: 15% (Rose), 16% (Daisy)

DT: 16% (Rose), 15% (Daisy)

TT: 14% (Rose), 14% (Daisy)

H: 10% (Both)

2.1.1.3 Berries

Bright and colorful, berries sell well for their flavour. Hardier than flowers, they will generally stand up better to problems but not quite so well as vegetables will.

Strawberries and blueberries represent the Berry group in Garden Evolution.

Strawberry seeds: $3 each.

Blueberry seeds: $3 each.

Invisible Characteristics (See section 2.3)

WT: 18% (Strawberry), 17% (Blueberry)

DT: 16% (Strawberry), 17% (Blueberry)

TT: 18% (Strawberry), 19% (Blueberry)

H: 15% (Both)

2.1.1.4 Vegetables

The hardiest of the beneficial plants, vegetables sell for the lowest cost but are the easiest to grow and breed.

Tomatoes and Carrots represent the Vegetable group.

Tomato seeds: $2 each.

Carrot seeds: $2 each.

Invisible Characteristics (See section 2.3)

WT: 22% (Tomato), 27% (Carrot)

DT: 24% (Tomato), 30% (Carrot)

TT: 30% (Tomato), 25% (Carrot)

H: 20% (Both)

2.1.2 Weather

Weather is a simple system in Garden Evolution. Each game day carries the random chance of rain. Otherwise the weather is clear. The odds of it raining on any particular game day are 15-20%.

2.1.2.1 Rain

Rain has the effect of watering plants, both beneficial and weeds. In itself, rain will never over-water anything. However, if a non-weed plant is watered twice within one game day, even if one of those times is by rain, the plant will become over watered and lose some quality.

The player may be alerted to clearer weather to come on the following day.

2.1.2.2 Clear

Clear weather is just that, clear of ill-effect. During periods of clear weather, the player may be alerted to the possibility of rain coming up on the following day.

2.1.3 Threats

No game is complete without threats of some sort, a challenge to overcome or obstacles to bypass. In Garden Evolution, they take several forms.

2.1.3.1 Bugs

Bug infestation in a garden tile seriously compromises the health of the plant growing there.

Bugs can be eliminated through the use of pesticide, but such use carries the cost of further lowering the quality of the plant it is used on, and to a lesser extent, those adjacent to it.

In some cases it might make more sense to eliminate the bug problem by removing the plant entirely, sparing its neighbors from the spray. The bug infestation will be eliminated with it. This is best done when the plant has many neighbors.

If left untended, bug infestations can spread to neighboring plants after two game days.

2.1.3.2 Pesticide

Pesticide use removes any bug infestation in a plant-inhabited garden tile, but at the cost of 15- 20% of that plant's health.

Additionally, 5-10% of the plant's neighbor's health will be lost. Neighboring plants will not be hit strongly enough to remove infestations.

2.1.3.3 Under-watering

Plants that go unwatered for more than a game day will begin to lose 10-15% of their health.

2.1.3.4 Over-watering

Over-watering is a more serious problem than under-watering, and will cost the plant 25-30% of its health.

Over-watering is considered to be two or more waterings in a single game day. Once the plant is over- watered, additional watering will not cause further damage on that day.

2.1.4 Time

Time passes in a series of seasons made up of days, in which players tend to the plants they have planted to try and maintain the highest quality they can achieve.

2.1.4.1 Days

Days will pass quickly for the player once initial planting is done. Days are used to tend to plants, which includes watering, weeding, and spraying for bugs.

Each day, the player will see live feedback on performance in the form of colour changes of each plant they are tending.

2.1.4.2 Seasons

There are 6 days in a game season. After the player has spent 6 days planting and tending, it is harvest time, when plants are sold and seeds replanted for the next season.

2.1.4.3 Game End

The game ends after 8 seasons. At this point a score is shown rating the player's highest scoring individual plants in each species as compared with a theoretical maximum for that species.

2.2 Interface

The interface is to be kept as simple as possible, both to keep the game simple to play and the screen from becoming cluttered.

2.2.1 Primary View

The primary view is a top down view of the garden patch bordered by grass on the edges.

The garden patch is subdivided into an 8x8 grid, with each subdivision assumed to be 1 generic unit square.

2.2.1.1 Garden Patch

The ground is to be coloured a rich, moderately dark earthy brown. Furrows mark the edges of vertical columns, as in a tilled field. The edge grass is a vibrant, living green.

2.2.1.2 Garden Tiles

Each beneficial plant is assumed to occupy 1 generic square unit.

Weeds may encroach on empty or occupied squares, and will alter the appearance of any square it occupies along with a berry, vegetable or flower plant.

The ground will pale in any weed-infested square, representing the sapping of vital nutrients and water.

Watered squares will darken further, providing a visual clue as to when plants may need water and reinforcing the "weak colours need strengthening" convention used throughout the game.

2.2.1.3 Alert System

An alert system in the form of a line of text that can appear at the top of the display alerts the player to important information they need to know about - rain forecast for the next game day, the approach of harvest, or migration of dangerous insects.

2.2.2 Controls

All game controls begin by having the player left-click a garden tile, occupied or not.

A context menu provides further options. Options are persistent, altering the in-game cursor to reflect the function being performed.

Available Options:

2.2.2.1 Buy/Plant

The Buy/Plant cursor appears on unplanted tiles. The player can select flower, berry or vegetable and from there the specific type they want to plant.

After a harvest, seed from each parent plant can be planted in the same manner. Seed from that specific individual plant continues to be planted until the player harvests another plant.

2.2.2.2 Water

The Water cursor appears on planted tiles. Provides one day's worth of water to the selected plant. Can be used at the top of a column to water the whole column of 8 tiles.

2.2.2.3 Pesticide

The Pesticide cursor appears on tiles containing bug- infested plants. Sprays the selected tile at full strength and surrounding tiles at a fraction of the strength.

2.2.2.4 Uproot

The Uproot cursor appears on any tile containing any plant. Removes all plants from the tile, whether they are weeds or beneficial plants.

2.2.2.5 Harvest

The Harvest cursor appears at the end of a game season. Sells the plant and retains some of the seed for replanting. The player is prompted to select a garden tile to replant in if desired, or may elect to trash the seeds if they seem unsuitable.

2.3 Genetics

A simple genetic algorithm should be all that's necessary to accomplish the plant breeding necessary.

In order to keep the interface uncluttered and kid friendly, little detailed information will be available from the interface about which individual plants are more fit than others.

Instead, players will gauge a plant's fitness primarily by the richness of its colour..

2.3.1 Visible Characteristics

Beneficial plants are composed of two graphics each - the plant as it exists at full strength, with the colours as rich and vibrant as they can be.

The other graphic is a white overlay of the exact same size and shape as the colour plant, with its opacity set higher to fade the colours out towards white, representing a less healthy plant. As the player breeds stronger, healthier plants, the opacity decreases, showing more and more of the full strength colour.

The degree of opacity changes with each game day and is determined by averaging all of an individual plant's invisible characteristics. The resulting score is applied to the opacity of the white graphic as a percentage.

2.3.2 Invisible Characteristics

Behind the scenes and invisible to the player, the fitness of a plant is a little more complex. Beneficial plants have a number of characteristics that can help to determine their fitness.

These are float properties where the closer the value is to 1, the better.

2.3.2.1 Water Tolerance

Water tolerance determines how greatly a plant suffers in conditions of over-watering. A greater value in this property will reduce but cannot eliminate the penalty the plant incurs when watered too often.

2.3.2.2 Draught Tolerance

Determines how well the plant will stand up to periods of under- watering. Reduces the negative effects of being under-watered, but cannot eliminate those effects completely.

2.3.2.3 Toxin Tolerance

Toxin Tolerance represents the plant's resistance to the effects of insecticide.

2.3.2.4 Hardiness

Hardiness is the value affected by both weeds and insect infestations. Negative effects by those threats will subtract from this score.

2.3.3 Breeding

Breeding is kept simple from the player's perspective. The technical side is more involved, though it is also a very simplified genetic algorithm. Simplicity is necessary since we're not dealing with large populations and many generations of evolution.

If fitness is looked at as a percentile, initial values in the four invisible characteristics are set in a random range from 15 to 30 percent.

Each day that a plant does not incur any penalty to an invisible characteristic, that characteristic gains a bonus of +1-6 percent, representing strengthening and growth of the plant.

The player must plant at least two individuals of each species, or none at all. A single plant will be unable to breed with another of its species.

2.3.3.1 Parent Selection

Parent selection is automatic; the only way the player could decide that two specific individuals of a species will breed would be to remove all other individuals of that species from the garden.

The player can influence selection, though. The game will randomly pick two parents from all available individuals within the garden, but the selection is weighted reasonably strongly by proximity. By separating two individuals from the rest of the species, the chances of those two breeding are greatly improved.

Every plant produces seed when harvested. That seed is the result of mating that plant with the other parent. Each time the player plants a seed from the same parents, the genetic content of the seed is recalculated. This results in greater diversity.

A new set of parents will not be determined until the player has finished planting seeds from the currently harvested plant or until a maximum of 4 offspring seeds have been planted.

2.3.3.2 Crossover

Crossover is kept simple as well; Garden Evolution employs 4-way crossover, with 4 traits to cross. This results in a 50% chance that each of the invisible characteristics of the plants will come from either parent.

2.3.3.3 Mutation

After 4-way crossover is performed, there is a 10% chance that a given invisible characteristic will be randomly regenerated, replacing the value inherited from the parents. This can help maintain diversity in the event that the population becomes too homogenous for improvement.

2.3.3.4 Seeding

Once the mutation phase is complete, the seed is ready for the player to plant. This process is repeated for every individual seed the player plants, even if it is from the same two parents as the previous seed.

2.4 End-Game

The end of the game is reached when the player has played through a total of 8 seasons. Upon completion of the final harvest, the player's healthiest plant in each species is displayed with a numerical fitness percentile compared with the theoretical maximum of 100%. In some cases it may be possible to exceed 100%.

The player's financial information is also displayed, and a brief message of congratulations is displayed. The text of the message will vary depending on how high the player's best plant scored.

50-75%: Not bad, could do better.

75-90%: Very good, keep it up!

90-100%: Talk about a green thumb!

100%+: We've got the God of Gardening in the house!

2.4.1 Victory =

There is no victory as such; the end-game leaves things open for the player to either be satisfied with their score or not, and if not, they can play again to try and beat it.

3 Art Assets

All art assets are to be created in Adobe/Macromedia Flash Studio 8 in vector form for freedom of scalability without loss of resolution.

All images are drawn from a top- down perspective to match the garden display.

3.1 Plant Graphics

Each plant graphic should have subtle animation as though it were swaying very slightly in a breeze.

3.1.1 Sprout

Immediately after a seed is planted, a sprout appears. Sprout stage lasts one day. Sprouts are green, and have no white opacity graphic counterpart.

Each of the 6 beneficial plant types needs a slightly different sprout image.

3.1.2 Mature

The mature plants all need the white opacity counterpart graphic.

3.1.2.1 Rose

Roses are red.

3.1.2.2 Daisy

Daisies are orange/yellow.

3.1.2.3 Strawberry

Strawberries are red with black seeds coating them.

3.1.2.4 Blueberry

Blueberries are, of course, blue.

3.1.2.5 Carrot

Carrots protrude slightly from the ground, revealing a bit of the orange root.

3.1.2.6 Tomato

Tomatos are darker red than strawberries.

3.1.3 Weeds

Weeds need two graphics.

3.1.3.1 Unoccupied

A garden tile that is unoccupied by a beneficial plant will fill completely with weeds.

3.1.3.2 Occupied

An occupied tile will look encroached-upon by weeds, where the weeds have taken root just at the edges.

3.2 Insects

3.2.1 Subtopic

Insects should be drawn as ants and will appear in the tile they're infesting.

3.3 Soil

3.3.1 Healthy

Healthy soil will be a medium dark brown.

3.3.2 Wet

Watered and over-watered soil will be much darker.

3.3.3 Dry

Soil that is drying or weed-infested will be lighter.

3.4 Grass Edges

Green grass borders the garden, and should be subtly animated to reinforce life and movement.

3.5 Weather Graphics

3.5.1 Rain

Rain splashes and faint expanding circles appear in the garden when it rains.

3.6 Cursors

Each interface command needs an associated cursor the player can identify on sight.

3.6.1 Trowel

The trowel is for buying/planting seed.

3.6.2 Watering Can

For watering plants.

3.6.3 Aerosol Can

For spraying against bugs.

3.6.4 Uprooted Plant

With a visible root ball. For uprooting plants.

3.6.5 Scythe

For harvesting plants.

4 Audio Assets

All audio is to be recorded in stereo at CD quality, with down- mixing as necessary for final cuts, with specifications to be determined.

4.1 Threats

4.1.1 Insect Infestation

4.1.1.1 Initial Occurrence

When an insect infestation initially occurs, the sound should be louder and more attention- grabbing to help the player notice that something has happened.

4.1.1.2 Softer ongoing infestation

After the initial attention-getting noise, the sound should be a mildly annoying drone, encouraging the player to take care of the problem and reminding the player that there is a problem to take care of.

4.1.2 Pesticide

4.1.2.1 Spraying

The sound of pesticide spraying should be that of an aerosol can being used.

4.2 Ambience

4.2.1 Weather

Ambient weather sounds will keep the game feeling more alive.

4.2.1.1 Rainfall

Rain will be gentle, no driving hard storms or thunder.

4.2.1.2 Wind

As with rainfall, the wind should be relatively soft-sounding; no hurricane gales.

Grass and leaves blowing gently in the wind.

4.2.2 Insects

Not to be confused with insect infestations, these should be more like cricket sounds; chirpy and a bit more positive. These should not be played so often as to become irritating to the player.

4.2.3 Birds

The occassional bird call should help the player immerse in the garden world and remember there is more out there than just the bordering grass.

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Review: The Bard's Tale

The Bard's Tale PC box
Image via Wikipedia

By Gordon S. McLeod

This review was written as a game journalism assignment during my time as a student at the International Academy of Design & Technology, and was subsequently published at http://www.elecplay.com/, the home of Electric Playground online. The complete review can be found in its original location, here.

Embark on a deathly serious quest for coin and cleavage with a character voiced by The Man in Black from The Princess Bride. And hey, there's a pretty solid ARPG in there too. What's not to like?

The Bard's Tale seems, much like its titular hero, to have gained a bit of a reputation for itself. Maybe I've just been talking to the wrong people, but it seems to me that people see it as just a funny, silly game not to be taken too seriously. "Haha, boobies! And hey, it has that guy from The Princess Bride!" This is a shame, as it's one of the better games I've played in a long time and gamers would do well to look at it a bit closer before writing it off.

First off is the pedigree this game carries. Some younger gamers may not realize this, but this is actually the fifth Bard's Tale game. Way back in the C64 days of computing, the first four Bard's Tale games satiated the appetites of gamers just learning the joys of computer RPGs. The new Bard's Tale is the creation of the same man, Brian Fargo, who went on to work on a number of other CRPG titles like Baldur's Gate and Fallout.

That's not to say that this new game's reputation is completely unfounded. It doesn't even pretend to take itself too seriously. The humour is frequently on the lewd and crude side, and the game's packaging itself seems to encourage that perception by billing it as a "quest for coin and cleavage," so sure, many people will view it that way. But for those who care to venture deeper, there’s a lot more in store.

To read the rest, please visit Electric Playground.

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