Sunday, December 18, 2011

Still Alive

Don't worry, the project isn't dead, just on the back burner while I get http://chimera.typhonpacific.com up and running.

I have started developing some models, however:





Friday, March 25, 2011

Models for Rulebook are in Production

I have been sampling painting techniques for the models that will be included in the main rule book for demonstration purposes. They are all from GHQ's Modern Micro Armour line. First up, there is the US M1A2 Main Battle Tank. I tried a lighter green color, but it just didn't look natural. The detailing on it stood out nicely, but it just wasn't quite what I wanted.

Next I used a darker base coat before inking, but the detail was lost without contrast. Plus the ink made the model too glossy and the flat military look vanished:




So, I decided on a modern desert theme. After doing some color comparisons with online photographs and Vallejo paints, I hopped on the bike (motorcycle) and scooted down to the local gaming supply store to pick up some Ogryn Flesh wash, Desert Yellow paint, and Bonewhite paint. The first is available from Games Workshop, the other two from about a thousand other places except for Games Workshop.

I started with a priming of Deneb Stone foundation (from Games Workshop), added a Desert Yellow base coat, and washed it with Ogryn Flesh. Finally, I dry brushed Bonewhite over the entire tank very lightly:





So, there you have the first steps towards creating a full color rule book!

Friday, March 11, 2011

GHQ Approves use of images for Firestorm

GHQ (a manufacturer of 6mm miniatures for the military and hobbyists) has approved the use of their images in Firestorm: Modern Edition game materials. Not only does this greatly increase the layout and speed at which army books can be produced, but it also allows for a large number of models to be immediately available for those who wish to use the rules. I have had nothing but good experiences when dealing with GHQ and their products.

They also carry a wide selection of naval, American Civil War, and railroad miniatures. Best of all, they have a regular, bi-monthly release schedule, so you know new miniatures are always around the corner.

In Firestorm news, the rules are coming along nicely. there are a few snags to work out, but the beta is shaping up for a mid-to-late April release. However, it does not look like the initial beta release will include the fire grid, but alternate rules for template based weapons. This will change when the templates are production ready.

Another topic I have been meaning to bring up is the issue of realism vs game play. Everyone knows (and hopefully understands) that simulating any complex mechanics in the real world is impossible. Game design is about translating these mechanics into easy to follow rules and methods for game play. It is mostly about balance the triangle of easy to learn/play, fun, and detailed. Tip too much in one direction and you will have a game that is boring or difficult.

To this end, issues like fielding a US Army mechanized infantry company become apparent. See, the US Army uses squads of 9, broken into 2 fire teams of 4 and a squad leader (sergeant). There are 3 infantry squads in a platoon. Sound easy? Well, a Bradly IFV only holds 7 passengers... and the numbers obviously don't add up! The Army accomplishes this by fielding 4 Bradleys and splitting the squads between them, then dismounting the platoon commander. This gives an even 28 men for 28 total passenger slots.

However, what if one Bradley is destroyed? Which squad takes casualties? How many casualties? One solution is to have unit cards and mark each Bradley so you know who is in it. That slows down the game substantially, and you couldn't remove specific models (a fire team is the smallest unit size in Firestorm: Modern Edition). Instead, a more generalized approach should be taken. Each Bradley will carry 2 fire teams (one squad of 7) and one Bradley will carry the CO. While this isn't the most realistic option, it does favor ease of game play and fewer headaches.

You can find more information on the US Army's mechanized infantry FOE here.

Saturday, February 12, 2011

Armory Games Re-launch

Army Games has relaunched its website and announced its first offering: Firestorm: Modern Edition. For more information on this and Armory Games, head over to the website.

Saturday, January 29, 2011

Indefinite Hiatus

My apologies for anyone who has been following this blog. The Firestorm PC game is in an indefinite hiatus. Please see http://animuslitterae.blogspot.com/ for more details. For those of you who would like to continue support for firestorm, stay tuned for an announcement next week!

Wednesday, May 26, 2010

Sexual Aspect of Gaming

During our last meeting, the artists brought up their ideas for female armor. This, of course, was in drastic contrast to male armor that was practical and realistic. Historically speaking, women have worn armor designed for men whenever they were deployed to the battlefield. Because of the cost involved in designing and manufacturing armor, and the relatively few number of women who are required to wear it, armor has never been specifically designed for women (except, of course, for Roman gladiators, who often wore armor exposing one breast).

But in our society, sex sells. Both Hollywood and the game industry push the idea of form fitting armor for women, often to the point of booby cups and armored bras, and it has not only become acceptable, but expected. Of course, this notion is backed by the "fact" that the vast majority of gamers are teenage boys. However, According to ESA, a 2008 survey concluded that 60% of gamers were male, and the average age was 35. In fact, News Week concluded that only 3% fewer girls aged 8 to 12 play games compared to boys the same age and 7% less between the ages of 13 to 17.

The article contributes the ever growing social factor of games for this substantial increase in female gamers. But it also means that designers must focus on more than the "teenage boy" customer if they hope to produce a successful game. Does this mean that more conservative character design should be applied to all games?

Absolutely not. Game design is about bringing a vision into reality, not about bending to the current social morays. For games like Age of Conan, expressive sexuality is a primary component of the lore and appeal. For a game like Firestorm, it is very difficult to add strong sexual undertones in a universe ruled by practicality. It is cheaper and more efficient for a military to adopt a "one size fits all" approach to clothing, body armor, and weapons.

So the question is, at what point would character design be the most optimal for both the spirit of the game and appeal to players who desire a more stylized approach? I've given it a bit of thought, and I've come to the conclusion that this is an opportunity, not a challenge.

The Human empire in Firestorm stretches across 400 different planets, each with their own resources for basic material production. It is entirely possible for BDU's from one planet to allow for a more comfortable fit on women, while another is desperate enough that production must be maximized by producing only one type of product. For mercenaries, this produces a large and fluctuating market of goods. For players, it means finding the armor they want in a particular style is both challenging and rewarding. It also allows for more creative freedom, as armor or weapons from different cultures can appear drastically different.

Bearing this in mind, it is worth mentioning that games like Modern Warfare 2 have no sexual undertones whatsoever, but still sell a record number of copies. Designing a game is about creating something that is, above all else, fun to play.

Friday, January 22, 2010

Design as an Artform

I'm sort of settling into my role as lead designer of Firestorm. I am still not entirely comfortable using this title, as I feel everyone contributes equally to the design process, whether it is through concept art, 3d modeling, or sound. Each element is equally important to the design process, and each of the artists responsible for the ultimate look and feel of the game.

Development continues slowly, as we are all new to the UDK, and are spending time with tutorials and simply playing with some of the features. I spent some time with Kismet yesterday, and I'm very impressed at how smoothly it works to build scripts that may otherwise become tedious. My past experience has been with NW Script for the Neverwinter Nights Toolset. While NW Script is powerful, writing code can be an arduous process when you are still learning how all the functions... function.

The map ideas are almost finalized, and we are moving to migrate the website to professional hosting on Friday (at 8pm). I am planning on featuring part of the story with the migration, so keep an eye out for that. The new website will be at www.armorygames.net, though our forums will remain in place for the time being.

I am eager to begin advertising and recruiting with a more professional backdrop than previously, and I am hoping to fill the vacancy for concept artist.