In my last post I talked about how stealth games use safety zones to shape gameplay, either by challenging the player with navigating between spaces, or letting the player compete to make new areas safe. In the post I said that Rogue Process isn’t a stealth game in the most traditional sense of the word, and in this post I want to talk about that a bit by discussing active stealth, the idea that games can still be about stealth even when their world is full of explosions, fighting and alarms. I want to start by talking about one of the most underrated stealth games of all time: DOTA 2.
Here’s some exciting news I’ve been itching to tell you about: Rogue Process has been selected for the Indie Megabooth at GDC! The game will be playable all week at the Megabooth stand, and I’ll be at GDC working on the latest build of the game, talking to people about our plans and giving away cool things. We’re featured along with an incredible selection of games, including Cosmic Express, Monster Prom, Perception and lots of others. I’m so excited and proud to be there, and I really hope everyone enjoys playing the game.
If you’ll be at GDC and you’d like to talk about the game, let me know on Twitter or email me: cutgarnet -at- gmail.com! If you can’t make it to GDC, don’t worry – I’ll be posting updates about the game and the show, and plans for beyond GDC, over the coming weeks. In the meantime, check out this teaser trailer we made for the Megabooth below, and head on over to the Megabooth site for more pics and info!
In between bursts of Rogue Process work, right now I’m poking at a couple of really cool games: Shovel Knight, a Nintendo-fused platformer that looks and sounds just gorgeous, and Ori and the Blind Forest, a more graphically complex affair but just as lush and beautiful as Shovel Knight. Both games trade on being quite challenging to play, and even though I really like hard platformers it’s tricky to walk the line between difficult and frustrating. It’s gotten me thinking about how difficulty works in games, and how I want it to work in Rogue Process – let me tell you about my plans!
It’s been ten years, almost to the day, that I attended my first programming lecture and learned how to code. I was really lucky to be able to spend years of my life learning how to do that and not worry about much else. Most people don’t get that opportunity, and that can make it hard to think about how software gets made, or what programming even is. Lately I’ve seen a few cases where people have made guesses at how hard it is to make games, and while it’s easy to laugh at these claims, it makes a lot of sense to me that people think multiplayer could be added to No Man’s Sky in a week. After all, the main way a lot of people experience games development right now is Early Access, where features are rapidly prototyped and added into games, often at high-speed.
This way of adding features to a game is one particular approach to making games, and it has an impact on your game in a way that’s hard to see if you’re just reading patch notes or occasional developer tweets. So I thought it might be interesting to talk briefly about what it means to write a single line of code, and how Hello Games probably could write multiplayer code in a week, but you might not want them to. If you’re a programmer yourself, this post might not have much to interest you, but if you’ve never seen the insides of a program, it might offer a quick thing to think about.