This is a quick write up of the last 2 weeks of my prototyping journey. Thank you to all those who participated in my playtests, it means a lot! Before you read on, here's a quick video of the current state of the prototype.
Networking Is Scary
From all my prototyping, I never ventured into the realm of multiplayer. It always seemed too daunting for a solo project. That's something I need to shake. If Lil Laundry Lane has taught me anything, it's that I need to get out of my comfort zone if I want to expand my toolkit, expand what kind of games I can even think of making. So in that spirit, I dove head first into making a quick 'Friendslop' prototype.
Turns out simple networking isn't so scary, there are some easy to use 'out of the box' solutions. Unity's Networked Game Objects (NGO) is surprisingly easy to setup, although scary to see the pricing charts! It's also awesome to see that Steam has a free Relay service and there's several community backed wrappers like Facepunch. I know that what I've gotten into wouldn't scale at large, and it would not work in a competitive environment, but for Friendslop this is a perfect start.
My initial test was simple - can I get two characters moving around and tossing stuff around? After a day I was able to get something up and running... just seeing this gave me a lot of hope that I could start developing a Friendslop game given the right idea.
Enter Meccha Chameleon
Lately, I've been seeing a trend in games taking off that make me think ... 'I could build something like that'. It's a weird feeling, a sense of inspiration mixed with a bit of envy. I know finding the right idea is key, execution is another element to the success, but I can't help but think I can be there too. The latest one that really hit me was Meccha Chameleon. It's 'prop hunt, but you paint yourself' -- a concept so simple that it's described in one sentence, and a short one at that.
After playing it, I remember having similar feelings about another game I played in a small co-op setting: Schedule I. That game was 'drug dealing with your friends'. Both of these games are not complicated premises but they provide a playground for players to have fun and enjoy the company of their friends. After making the simple networked example, I keep thinking... 'hey, I can build that...' but what I lack is the core nugget of an idea to execute on.
New Life Into an Old Jam Project
When I was at Blizzard, I participated in a game jam where we came up with one of the coolest ideas ever -- you're a spider and you lost your eyes! I thought the concept was super cool but we never took it further than the one level we created. I decided to revisit that concept but as a Friendslop game, similar to Meccha Chameleon... what if your friends could hide your eyeballs? That was the inspiration of this project.
Iterate, Iterate, Iterate!
At first I tried to simply recreate the original idea - your eyes are cameras and give you hints on where to find them. Once you find them, your vision improves until you ultimately recover them all. Implementing it wasn't so bad, simply have an overlay of the normal camera, create a render texture and map all the camera outputs to the texture depending on if the eye was attached or not. A bit of special logic when you only have the single middle camera because it's more fun that way. But after showing this to a few friends, the consensus was that this felt jarring. So I experimented with more views of the same concept. What eventually felt right was keeping a main camera with 'eye bubbles' for the other eyes.
More and more playtesting of the web-slinging and wall-crawling made me discover that the game would best be served as third person with a more natural eye bubble patter. What I ultimately landed on feels better to play and lets you still get a sense of being a spider.
Then one of my friends had a cool idea - what if you could see through an eyeball camera at any time? The idea ended up feeling really good and fitting the game's mechanics so well I kept it as a core ability.Game Mode, Power Ups & Playtesting
Once I was happy with the eyes-as-cameras mechanic, the web-slinging, and wall-crawling, I worked on making the game mode networked across multiple clients. This is where I had some trouble because of my inexperience with network programming, but ultimately was able to produce what was in my head. Players start the match by hiding each others eyes, then try to find them before the rest!
Once I got the basics in, I wanted to add some spice into the movement and give players tools for finding their eyes. I started with simple things like a Dash, Speed Boost... and gave some more interesting things a try like Cocoon Shots that can stun other players, and platform generating web shots. Ultimately I tried 10 skills across 3 playtesting sessions with friends. Ultimately, I found that some abilities like 'Super Jump' and 'Speed Boost' were good, they made traversing trivial and took away from the spider-feel. I ended up with 4 abilities, a 'take over the camera' special, and a 'Mario Kart' inspired secondary special ability that I can playtest even further.
This is 2 weeks worth of prototyping... I can't wait to see what I can build in the future. Thanks for reading :)