SwampLand game proof-of-concept
by Joseph Mueller · 04/22/2014 (11:44 pm) · 11 comments
Hello everyone, I'm Joe Mueller, I've been here some time now, soaking in the knowledge of this community and really enjoying it. There is so much freaking amazing talent collecting itself here! You guys are putting together an engine that for people like me is tops right now- way more practical and useful than anything out there (for me that is). Anyway, I've been dabbling at this SwampLand game for almost 4 years now, without realizing that much time has passed. I'm seeing a lot of great games starting to go up here, so it's time to announce my game and add to the mix. Actual good games being put out can only help the Torque Snowball keep rolling.
My game is about a place called SwampLand, a huge crocodile-infested swamp with lakes, ponds, ditches, and rivers intertwined in a way to make you get easily lost. There are 24838 possible spawning locations for crocodiles at the moment, but this number could increase, so don't hold me to it. You can make money by shooting crocodiles and selling them. You can purchase weapons of varying quality and firepower, ammo, permits to shoot crocodiles, boats of varying speed, quality and range, etc. If you're starting out or just dirt-poor, you can rent a cheap rowboat for 10 bucks a day, but be warned! A large croc will easily flip your boat and eat you. The best and fastest boat is an airboat, which runs you about $35000, so you need to shoot a lot of crocs to afford that one. If you miss a lot and get frustrated, try buying the Rocket Launcher, and watch those crocs go flying in the air. Of course, on the black market, a good rocket launcher will run you 25 grand, and blown-up crocs are basically worthless on today's market.
When designing the crocodile AI, I wanted them to act in a quasi-natural kind of way. In nature, crocodiles are surprisingly more intelligent than than we give them credit for, so I wanted to reflect this. Putting hunting pressure on a certain area will cause the crocs from that area to flee to another area, and the more pressure, the further they will flee. There are currently 164 areas, averaging 151 spawn locations each. If you wound a croc and he gets away, he will remember you, and either have it in for you, or avoid you at all costs. There are male and female crocodiles, with the males reaching the largest sizes, up to 24 feet, and being the most dangerous. For females to reproduce, there must be an adult male present in their area. If there are a lot of adult males, predation will occur on young crocs. Crocodiles continue to grow their entire lives, and my crocs continue to grow during the game. When spawning crocs, the game incorporates a system I designed that determines from the players' position which ones spawn and which ones get deleted (no point running AI out of the player's range). The spawning and deleting are spread over time(256ms) and it seems to work pretty smoothly.
The swamp covers an area of 16 square kilometers. That may sound small, but it is a lot of area to cover with interesting things. The motorized boats run on gas, and have various ranges. It is easy to start exploring and go too far, then run out of gas. If you run out of gas far from home, chances for survival are slim. Sometimes, when it rains a lot, the levee surrounding SwampLand will break and flood the swamp for a few days, completely changing the landscape, providing access to formerly inaccessible areas.
My plans are to try to generate interest in SwampLand, and if successful, start a kickstarter campaign to fund a quality production of the game. Even if I ultimately fail, I have thoroughly enjoyed making the attempt with Torque and this fine community! My web page is here.
My game is about a place called SwampLand, a huge crocodile-infested swamp with lakes, ponds, ditches, and rivers intertwined in a way to make you get easily lost. There are 24838 possible spawning locations for crocodiles at the moment, but this number could increase, so don't hold me to it. You can make money by shooting crocodiles and selling them. You can purchase weapons of varying quality and firepower, ammo, permits to shoot crocodiles, boats of varying speed, quality and range, etc. If you're starting out or just dirt-poor, you can rent a cheap rowboat for 10 bucks a day, but be warned! A large croc will easily flip your boat and eat you. The best and fastest boat is an airboat, which runs you about $35000, so you need to shoot a lot of crocs to afford that one. If you miss a lot and get frustrated, try buying the Rocket Launcher, and watch those crocs go flying in the air. Of course, on the black market, a good rocket launcher will run you 25 grand, and blown-up crocs are basically worthless on today's market.
When designing the crocodile AI, I wanted them to act in a quasi-natural kind of way. In nature, crocodiles are surprisingly more intelligent than than we give them credit for, so I wanted to reflect this. Putting hunting pressure on a certain area will cause the crocs from that area to flee to another area, and the more pressure, the further they will flee. There are currently 164 areas, averaging 151 spawn locations each. If you wound a croc and he gets away, he will remember you, and either have it in for you, or avoid you at all costs. There are male and female crocodiles, with the males reaching the largest sizes, up to 24 feet, and being the most dangerous. For females to reproduce, there must be an adult male present in their area. If there are a lot of adult males, predation will occur on young crocs. Crocodiles continue to grow their entire lives, and my crocs continue to grow during the game. When spawning crocs, the game incorporates a system I designed that determines from the players' position which ones spawn and which ones get deleted (no point running AI out of the player's range). The spawning and deleting are spread over time(256ms) and it seems to work pretty smoothly.
The swamp covers an area of 16 square kilometers. That may sound small, but it is a lot of area to cover with interesting things. The motorized boats run on gas, and have various ranges. It is easy to start exploring and go too far, then run out of gas. If you run out of gas far from home, chances for survival are slim. Sometimes, when it rains a lot, the levee surrounding SwampLand will break and flood the swamp for a few days, completely changing the landscape, providing access to formerly inaccessible areas.
My plans are to try to generate interest in SwampLand, and if successful, start a kickstarter campaign to fund a quality production of the game. Even if I ultimately fail, I have thoroughly enjoyed making the attempt with Torque and this fine community! My web page is here.
#2
Just one small comment Joseph. I know this is proof of concept but you might want to generate a little bounce to the boat or sway to stimulate interaction with the water.
Nice job
04/23/2014 (5:19 am)
Great to see. Its interesting to see how many games are in development but little is published on them. Great to hear about new projects like this. Just one small comment Joseph. I know this is proof of concept but you might want to generate a little bounce to the boat or sway to stimulate interaction with the water.
Nice job
#3
04/23/2014 (5:33 am)
The swamp looks nice and authentic, but as Tim said, you need more feeling of interaction and I would make the gameplay slower and not so hectic, the atmosphere should be more creepy and regarding this, the music does not fit, some slow ambient music would be better.
#4
04/23/2014 (12:15 pm)
Your comments and constructive criticism are greatly appreciated! I probably need to spend more time creating the video and choosing the music- so many things to do! Duion, I've thought about your approach, and I will give it a try. Tim, you're right, the boat needs more bounce to it. I made the mistake of using YouTube's Stabilize enhancement, and this makes the boat ride look way too smooth.
#5
Gotta agree with the other comments. The game looks interesting for about 5 minutes. If you are going for a kickstarter, I would recommend a bit more work before your attempt. I think the graphics could step up a bit (your starting graphics are ok but, a common comment would be 'looks like a 90's game'). Not true but, I can sorta tell the future. The croc AI looks ok but, I think you need to add some variation. (I would get bored QUICK 'flying around' on my 'hover boat' and shooting crocs.)
Now, it's cool that you have assigned value to the dead crocs. I would probably take things a bit further than what I am seeing. Cash for skins and meat and stuff is good but, why not go further? If you kill 20 crocs with a rifle, then make the crocs AWARE of your rifle. Increase the accuracy but at the same time, increase the 'awareness' of the crocs (hearing distance.) Or something like that. Just a thought.
Now, I agree with Duion (OMG THE WORLD IS ENDING!!!) Just kidding. I would recommend slowing things down or speeding them up to a crazy level! Overall here are my suggestions:
1. IMPROVE the visuals.
2. CHANGE UP the gameplay... boring and repetitive will NOT sell units.
3. ATMOSPHERE will sell a game like this
4. Where is the 'Redneck' standby? (Dynamite???)
5. USE the universal cliches, we are croc hunters... Come on, there are TONS of Cliches here BEGGING to be used. Give the player (at least a few things) that are cliche but, EXPECTED.
If you work all that stuff, THEN you are ready for testing. Once testing goes well.... THEN YOU PUSH for a kick starter. We must build on a solid foundation before you move ahead with the idea. (Kickstarter contributors are FAR more 'Wise' these days.... what are you going to WOW them with?)
GREAT concept, you just need to tweek the GAME and the eye candy.
Ron
04/23/2014 (5:34 pm)
Joseph, Gotta agree with the other comments. The game looks interesting for about 5 minutes. If you are going for a kickstarter, I would recommend a bit more work before your attempt. I think the graphics could step up a bit (your starting graphics are ok but, a common comment would be 'looks like a 90's game'). Not true but, I can sorta tell the future. The croc AI looks ok but, I think you need to add some variation. (I would get bored QUICK 'flying around' on my 'hover boat' and shooting crocs.)
Now, it's cool that you have assigned value to the dead crocs. I would probably take things a bit further than what I am seeing. Cash for skins and meat and stuff is good but, why not go further? If you kill 20 crocs with a rifle, then make the crocs AWARE of your rifle. Increase the accuracy but at the same time, increase the 'awareness' of the crocs (hearing distance.) Or something like that. Just a thought.
Now, I agree with Duion (OMG THE WORLD IS ENDING!!!) Just kidding. I would recommend slowing things down or speeding them up to a crazy level! Overall here are my suggestions:
1. IMPROVE the visuals.
2. CHANGE UP the gameplay... boring and repetitive will NOT sell units.
3. ATMOSPHERE will sell a game like this
4. Where is the 'Redneck' standby? (Dynamite???)
5. USE the universal cliches, we are croc hunters... Come on, there are TONS of Cliches here BEGGING to be used. Give the player (at least a few things) that are cliche but, EXPECTED.
If you work all that stuff, THEN you are ready for testing. Once testing goes well.... THEN YOU PUSH for a kick starter. We must build on a solid foundation before you move ahead with the idea. (Kickstarter contributors are FAR more 'Wise' these days.... what are you going to WOW them with?)
GREAT concept, you just need to tweek the GAME and the eye candy.
Ron
#6
04/23/2014 (6:45 pm)
A leveling system would also be very good, this makes games addictive and fun on the long term, you earn money, buy better equip, learn new skills, level up and this lets you drive deeper into the swamp and fight harder crocs that give more money or experience.
#7
Edit- @Duion, I think you read my mind!
04/23/2014 (7:28 pm)
@Ron, thanks for weighing in, your opinion is highly respected! By the way, I am using one of your models from your African Savannah Kit in the game, and it looks great. To the left of the general store is a gas pump, and the overhead corrugated roof is from your kit, so your name will go into the credits. Thanks for making it available! Your suggestion about the AI "awareness" has already been implemented, as each croc has an alertness property that increases every time shots are fired at it, then slowly drops back to normal. As I mentioned in the blog, there will be several boats to choose from, and I was using the fastest one in the video. Maybe a slower video tour of the game is in order. One feature I forgot to mention is that there are a dozen private areas in the game that require various fees to access, with the better ones costing more. As hunting pressure increases, crocs will start to congregate in these "safe" areas, hopefully giving the player a new challenge to gain access to them. I've also thought about having one super-alpha monster crocodile in the game, which will have superior cunning and be extremely hard to find and get. Maybe the only way to kill it is to obtain the revered Giant Australian Hunting Knife hidden in the Lost Temple and do it hand-to-claw? Anyway, I'm very open to suggestions to improve the gameplay. I've spent most of my time on the game so far developing the map, and now it's time to work on gameplay. Hopefully the idea will gel into something people can get excited about, then once I have that backing, I will hire the artists to make the game the best it can be, as I am a mediocre artist at best. When I reach that point, I would love to give this art work to the people in this community first, including you if you're available! Edit- @Duion, I think you read my mind!
#9
04/24/2014 (4:23 am)
You could include the ability to go on land, but there you are very slow, making it very risky to do this, but you could motivate people to do this, by placing good rewards there.
#10
04/25/2014 (7:53 pm)
I really like the environment. The skybox is perfect and brooding.
#11
04/26/2014 (5:32 pm)
Thanks Daniel, the environment has been my main focus so far. Now I'm going to work on developing the game play, AI anims, etc. @Duion- another good idea I will try to incorporate! 
Richard Marrevee
R.G.S - Richards Game Studio