{"id":780,"date":"2010-03-23T19:50:17","date_gmt":"2010-03-24T00:50:17","guid":{"rendered":"http:\/\/www.vertigogaming.net\/blog\/?p=780"},"modified":"2010-03-23T19:50:17","modified_gmt":"2010-03-24T00:50:17","slug":"keepin-it-rollin","status":"publish","type":"post","link":"https:\/\/www.vertigogaming.net\/blog\/?p=780","title":{"rendered":"Keepin&#8217; it Rollin&#8217;."},"content":{"rendered":"<p>When do you call it quits on a project? When you realize it&#8217;s not working for you, or for anyone else? Perhaps the work is too much, or the assets needed too expensive. Or maybe it&#8217;s due to the creator being a complete moron the first few times around making the game before something snaps and it actually starts to look promising. Folks, that moron is that guy I am.<br \/>\n<!--more--><br \/>\nThe Oil Blue was supposed to be a quick one month in-between project before Liquisity 2, yet here I am in March, still struggling with the game&#8217;s core mechanics (though I can thankfully report that&#8217;s not the case anymore, but I&#8217;ll come back to that in a minute).<br \/>\n<!--break--><br \/>\nThe first time around, I pledged that I would make the game in a new 960&#215;600 resolution, giving me a nice amount of space and supporting the widescreen standard. What I didn&#8217;t realize at the time was&#8230;man, that&#8217;s quite a bit of extra space. And that extra space was driving me <em>nuts<\/em>. What would I do with the side areas? Why were they driving me crazy? I felt the need to fill up all available space with graphical elements and HUD for the player. But nothing ever looked right to me.<br \/>\n<!--break--><br \/>\nNot only that, but I still had zero idea on how to display the core concept of drilling for oil to the player. At first it would be an old computer monitor with 8-bitish graphics, but coming off of greenTech I knew that would be somewhat of a copout. So I decided to do a &#8220;clean&#8221; presentation with plastics and a marker-type look. Basically, the player would see a plastic box filled with dirt, and would be a representation of the drilling area. With each dirt area hit, the user would need to increase the amount of pressure on the drill&#8230;so they would need to do the math and add the pressure manually. Add too much\/too little, and the drill breaks.<br \/>\n<!--break--><center><br \/>\n<a href=\"http:\/\/www.vertigogaming.net\/blog\/wp-content\/uploads\/2010\/03\/oiltake1.jpg\"><img decoding=\"async\" src=\"http:\/\/www.vertigogaming.net\/blog\/wp-content\/uploads\/2010\/03\/oiltake1.jpg\" width=480><\/a><\/center><br \/>\n<!--break--><br \/>\nI didn&#8217;t like the visual look&#8230;it seemed cheap, lazy, and had all the charm of a 10th grade biology schoolbook. But the idea of adding pressure to the drill was neat. Yeah, I thought, it would be fun to have all these elements go on at once (having to repair machines, sell oil, drill, etc.) and trying to do math at the same time. It&#8217;s kinda like I&#8217;m making math fun!<br \/>\n<!--break--><br \/>\nAnd that&#8217;s when it hit me like a sack of potatoes. Making. Math. Fun. Yeah, let me slap that on a game descriptor and watch the money roll in. The idea of math being fun almost made me throw my computer out the window. So, I started from scratch. Take 2.<br \/>\n<!--break--><br \/>\nThis time, I had the idea of using &#8220;holographic projectors&#8221; for the users to view and use for drilling. There would be a drill moving back and forth, not controlled by the player. But this drill can be stopped by hitting the space bar&#8230;stop on a green square (representing oil) and you&#8217;ve got oil! Stop on a hazardous red square, and you&#8217;ve added pressure to the drill. Too much would damage it. Again, the style I was using was too simple, kinda boring, and the gameplay wasn&#8217;t engaging in the least&#8230;mainly because I had turned it into a game of chance. The idea of stopping a sideways moving drill at just the right moment sounded good in theory, but only if the player had complete control over it&#8230;because if they didn&#8217;t, what&#8217;s the point? It&#8217;s like making a racing game but controlling the car for the player, and asking them to just control the gas\/brakes at the proper times. So I threw all of it out, again. Take 3.<br \/>\n<!--break--><center><br \/>\n<a href=\"http:\/\/www.vertigogaming.net\/blog\/wp-content\/uploads\/2010\/03\/oiltake21.jpg\"><img decoding=\"async\" src=\"http:\/\/www.vertigogaming.net\/blog\/wp-content\/uploads\/2010\/03\/oiltake21.jpg\" width=480><\/a><\/center><br \/>\n<!--break--><br \/>\nI was getting frustrated. I knew the idea of running an oil island with a ton of stuff to do would be fun, but if I couldn&#8217;t find a way of making the oil drilling unique, engaging and fun&#8230;well, it wouldn&#8217;t work. The art is 90% done, the music is done, everything is waiting on me, and I couldn&#8217;t seem to grasp a way of not only having good gameplay, but having it displayed for the user that wouldn&#8217;t cost me even more money to get art assets for. It was depressing.<br \/>\n<!--break--><br \/>\nBut, last week, I took a crack at Photoshop (which I seem to be getting a bit better at) and I&#8217;ve finally designed the display that looks solid, the gameplay that&#8217;s fun, and the strategy that&#8217;s dependent on the player. Finally, it&#8217;s really coming together nicely. Here&#8217;s a sneak preview at the new oil drilling display (all mouse based):<br \/>\n<!--break--><center><br \/>\n<img decoding=\"async\" src=\"http:\/\/www.vertigogaming.net\/blog\/wp-content\/uploads\/2010\/03\/oiltake3.jpg\"><\/a><\/center><br \/>\n<!--break--><br \/>\nSo that&#8217;s why you haven&#8217;t seen much of Oil Blue, mainly because I kept restarting the whole game. But now I have the mechanics, I have the assets, I have a clear path, and it&#8217;s go time. The game should go in beta next month, and I can&#8217;t wait to share more. Woo!<br \/>\n<!--break--><br \/>\n<!--break--><\/p>\n","protected":false},"excerpt":{"rendered":"<p>When do you call it quits on a project? When you realize it&#8217;s not working for you, or for anyone else? Perhaps the work is too much, or the assets needed too expensive. Or maybe it&#8217;s due to the creator being a complete moron the first few times around making the game before something snaps and it actually starts to look promising. Folks, that moron is that guy I am.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":"","_links_to":"","_links_to_target":""},"categories":[1,9,30],"tags":[],"class_list":["post-780","post","type-post","status-publish","format-standard","hentry","category-game-maker","category-randomness","category-theoilblue"],"_links":{"self":[{"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/posts\/780","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=780"}],"version-history":[{"count":9,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/posts\/780\/revisions"}],"predecessor-version":[{"id":791,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/posts\/780\/revisions\/791"}],"wp:attachment":[{"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=780"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=780"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=780"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}