Aztez Development Blog
29Jan/113

God Damn You, Devil May Cry!

Earlier this week I sent out a very early build of Aztez to a handful of friends. I chose these particular people primarily for their intelligence and articulation but also for their varying skill levels across different types of games. Mind you, there is little to no ACTUAL game in place just yet. I was simply looking for feedback on the basic sensation of the existing attacks but also on the difficulty of execution for two of the combos I had built on a Gap Timing mash flow, inspired by the elegance of Devil May Cry. The feedback that came back to me was fascinating; no one liked it or could do it reliably. No one except two people.

Person A is someone I had a feeling wouldn't struggle with the execution at all.  They are an avid skill gamer, someone who seeks out challenging gameplay, actively hunts down difficult and game changing exploits, and is in fact one of the three people I've ever met who have played as many games as I have. Turns out, I was MOSTLY correct. They were able to perform the gap timing combos 9 out of 10 times and didn't have a problem with the way they were implemented. They still had ideas on how to ease execution, but generally speaking they were not concerned about the thought of having to use them in game play.

Person B surprised me. Person B is not someone I would place on the lunatic fringe that Person A and myself occupy, yet they didn't have a major problem with the execution. With Person B it was more like 7 out 10 times that they successfully executed the combo but the number improved as they continued to play with it.

The point of the story is that the only people who saw it my way were a lunatic like me and and an inexplicable crap-shoot. And it's not even like they "saw it my way", they accepted it as is and rolled with it. Ultimately, it just doesn't make any sense to cling to mechanics that other people can't digest just because you think it's best, especially if you're trying to make a game that you want other people to enjoy. So it's back to the drawing board on this one. Luckily for me it's still super early and I have all the flexibility in the world so truthfully, I'm glad I caught it now. But I just wanted to share it so that you too don't fall into an assumptions trap that could compromise your potential player base...and all because you fell in love with a completely different game 10 years ago.

5May/100

Walking And Running Implementation

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When analog sticks were born, the way walking and running was implemented in games changed. But before I go into that, it's important to understand the key differences between the joystick on a traditional arcade machine and the little analog stick on your console controller. When you push on an arcade stick, it's pressing down on one or two of four different little buttons that lie underneath the stick. Each button only has two states: pushed and non-pushed. So when you push the stick upward it's going to press on the northern button and when you push the stick up and left it's pressing on both the northern button and the western button.

Now when you push on an analog stick, it's cross-referencing two different axises (a "left to right" axis and a "up to down" axis) and the controller is finding the precise location the stick is resting at, which could be anywhere inside that plastic circle your analog stick is poking out of. With all this extra possibility space, you can alter the way the player tells the character on the screen to move. What I'm gonna talk about here is the three major ways this can be done based on the implementation across a handful of different games. The first variant of this is the most straightforward.

In these images the circle represents the analog stick possibility space. When the stick is not being touched it is resting inside the "deadzone". The deadzone is a very important mechanism on sticks of all kinds because it prevents input from registering until the stick is pushed on a specific amount. The reason you want this feature on a stick is to make it less sensitive to three meddling forms of very minor input:

  1. The thumb or finger of the player lightly pressing the stick.
  2. The stick being very subtly "stuck" a little bit in one direction.
  3. The microscopic bouncing that happens when the player lets go of the stick from a tilted position.

Truthfully, these three things are constantly happening but you don't know it because we game developers have been smart enough to make sure there is a deadzone on the sticks we make games for. Getting back to the this specific implementation, it was used in Viewtiful Joe but is the same in just about every traditional beat-em-up, since they couldn't help it on account of their simple joysticks. By pushing the stick past the deadzone, the character will move in the direction pushed at a specific speed while a movement animation plays at a specific speed. Very simple and again, very traditional. Easy to implement in every case. This next one is a little more complicated.

Devil May Cry and Bayonetta have given the player the ability to walk at a slightly slower rate if they so choose. By pushing the stick past the deadzone but not full-tilt, the character will walk in the direction pushed, and they will do so at a specific speed while a unique walking animation plays at a specific speed. When pushed all the way to the edge the character will run, and they will do so at a specific speed while a unique running animation plays at a specific speed. Slightly more complicated but not particularly difficult to implement, even in 3d. This last one is the most realistic looking of all these three major control types, but also the most convoluted and difficult to implement.

The characters in these games have two different movement animations: a walking and a running. Based on how far the analog stick is being pressed, the animations will not only be cross-faded into each other at different values (which only works with 3d animation), but the character will be moved at a very precise speed somewhere between not-moving and full speed. So if the player is pushing the stick 75% out from its default position in the deadzone, the character will be employing 25% of the walk animation data and 75% of the run animation data and will be moving through space at 75% of the character's top speed. It's why you can do everything from a slow tiptoe to a gallant trot to full-blown running in these games. But it's also very difficult to implement as the animations not only need to look good individually, but they need to look good at varying degrees of animation cross-fade. Personally, I find this all moot since no one ever walks in a beat-em-up unless they are specifically incentivized by the game to do so. Ultimately, we're going with a system very similar to the one used in Bayonetta and Devil May Cry.

There is a little bit more information here only because we will be using up and down in attack mechanics; it would be frustrating trying to push up or down in a combo and have the game think that you are trying to move. So those upper and lower quadrants act as a deadzone, but only when it comes to movement. At the end of the day, you will be able to walk with the character if you so choose and it should be fairly easy to do. It's not the best way of doing it as a general rule, but it is the way of doing it in Aztez.

2May/100

I’m Declaring War On Tedium

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Over the course of the last year I have gone and devoured every beat-em-up I could get my compulsive hands on. It's been a lot fun because I love these games to death, but it's also been very frustrating because oftentimes I am required to perform very trivial tasks in order to progress. I realize this problem extends deep into many other genres as well, but it's particularly sticky with modern beat-em-ups because the features and mechanics that have been stacked on top of them to make them more appealing and engaging are inherently tedious.

The worst offender of these modern mechanisms is story, and the cutscenes that so frequently accompany them. Designers have taken the perfectly scant stories of the old arcade action games and erroneously assumed that the player needs a plotline and cutscenes and dialogue to stay engaged inside an action game environment. This simply isn't true, all the player needs is a motivating concept, i.e. save your girlfriend or clean up the streets. None of these require intricate explanations or drawn out custscenes, they just need to be openly stated. It is very important to note that I am addressing beat-em-up gamers here. If you were to kill the story and the cutscenes in a Final Fantasy game, you would alienate the people who play those games and consider those features to be core components of the experience. But no one has ever picked up a great beat-em-up with great gameplay and said "I don't want to play this great beat-em-up because there just isn't enough story." And while we're talking about it, let me just say this; I simply cannot excuse the hugely offensive decision that many designers have made to not let the player skip a custscene.

Feature unlocking is another huge distributor of tedium in action games and it must die immediately. It makes plenty of sense in other types of games for other types of players who are motivated by Pavlovian reward structures and love to see new things come into their possession at regular intervals. But again, the typical action gamer is playing your beat-em-up in the first place because they want to experience the sensation and thrill of combat. Anything and everything that is put behind a locked door in a game of this nature is something the player could have been given right from the start to increase their overall enjoyment of the game. I'm assuming the popular logic here is that you want the player to be motivated to complete your game or to perform certain tasks, and that unlockables act as a carrot in front of their face. This simply isn't true, all the player needs is a fun game. No one has ever picked up a great beat-em-up with great gameplay and said "I don't want to play this great beat-em-up because there just isn't enough things to unlock. There's too many features and mechanics available to me right from the start and I'm overwhelmed with fun!" And while we're talking about it, let me just say this; I simply cannot excuse the hugely offensive decision that many designers have made to make me unlock amazing weapons and gameplay modes for absolutely no reason.

Game structure is a much more subtle problem but no less important, both in and out of the main gameplay mode. There are just too many places in a typical game where the player must sit through something that takes way too long to play itself out. Why must the player sit through a bunch of logo/loading screens and then push a bunch of buttons and watch some irrelevant cutscenes to start playing the really fun game? Why does the player have to complete arbitrary chores over and over again? Why is this vehicle segment or quick-time-event so lengthy? There are too many times that the game puts the player in this awkward position where they are up against a tedium stack and that's when players stop playing. Quit doing this to the people trying to enjoy your game! No one has ever picked up a great beat-em-up with great gameplay and said "I don't want to play this great beat-em-up because there's just not enough time in between the fun parts of this great gameplay." And while we're talking about it, let me just say this; I simply cannot excuse the hugely offensive decision that many designers have made to make me run through an entire section of level just to make another attempt to defeat a monotonous boss.

I intend to circumvent these problems entirely with Aztez. The player is not going to have to sit through anything they don't want to. Anything that can be turned off or shortened CAN be if the player chooses. If a mechanic makes the game more fun, it will be available from the start. The goal here is to eliminate all of those moments where the player just wants to get back to having fun.

1May/102

Challenge Vs. Punishment

One of the fundamental components of an engaging game (card, board, electronic, party, etc.) is that there is some degree of difficulty between starting the game and arriving at the success state, whatever that may be. While this can be applied to games of all lengths and depths, the bottom line is that a player that goes unchallenged for too long is going to get bored. It's one of the amazing properties we possess as living creatures; we need to go face to face with our environment in SOME way or else we start feeling numb.

The geniuses that developed the first arcade games realized that tapping into this evolutionary compulsion was the perfect business model. They realized that by engaging players hard enough with a game they must pay to play, then they will happily pay to play...over and over again. This is why coin-operated games were often times so difficult yet so successful; they managed to find the sweet spot between compelling and punishing. The problem here is that a lot of us game designers who grew up playing those games still think that challenge must be appropriated in those archaic ways. But times have changed. Different kinds people are playing different kinds of games and expectations have mutated, for better or worse.

Now I want to talk about Super Meat Boy for a quick second. Edmund McMillen (one of the two developers of the game) wrote an awesome post on the Team Meat blog about challenge in games and he broke it down into a really straightforward formula; (% chance the player will die) x (Penalty for dying) = Difficulty. This formula is basically addressing the player concern of "How often will I fail and how much and I going to be punished for it?" Super Meat Boy answers this question in a very distinct way - you die very often and are punished very little. This was a conscious decision on the part of Team Meat and they have specifically constructed all of their levels around this equation.

So what does this have to do with Aztez? It has to do with the fact that we are also going to answer this question in a very distinct way; by making it very difficult to die in addition to punishing you very little when you do. Of course this seems to introduce the problem of having too little challenge, and I absolutely agree that the danger is there. So my perceived solution to this potential problem is to alter the nature of the challenge itself and design accordingly. Instead of challenging the player to not die, Aztez will challenge the player to perform very well (phase 1 of the game). Games like Tony Hawk Pro Skater and Off-Road Velociraptor Safari have done this to great effect; the onus is on the player to accumulate high scores in creative ways as opposed to avoiding a death state. The only problem with those types of games is they are timed and you are restricted to experiencing the game in specific difficulty levels in specific amounts of time. I believe there is a way to circumvent these traditional restrictions and still create an engaging game.

How are we going to do this? Don't know yet! But I'll tell you this much - I'm asking the following questions: What if the player had control over the difficulty of the game on a moment-to-moment basis? What if the player could end the current gameplay segment whenever they wanted? What if the player was rewarded for taking creative risks by having their punishment states delayed, or even eliminated? Help me out here, gamers! :)

(% chance the player will die) X (Penalty for dying) = Difficulty
18Mar/102

GDC 2010 Highlights

I just got back from the Game Developer's Conference and like usual; it was amazing! As far as Aztez is concerned, I had some very relevant and insightful conversations with some very talented people and I want to share them with you.

It turns out that there is no known doctrine for the creation of beat-em-up games. I had a really great conversation with David Sirlin (please investigate his body of work! He has a lot of really interesting things to say about competitive gameplay and is also a talented designer) about what a beat-em-up looks like under the hood and how fighting games and beat-em-ups are very close relatives. I expressed to him my deep concern that legitimate reference material on the creation of deep combat systems does not appear to exist and he reassured me by saying that most of the designers out there who have made seminal beat-em-ups did the exact same thing I am doing now; intuitively reverse engineering the good combat that has come before them. It's a bummer that there is no reading material on the subject, but that's all the more reason to continue doing what I am doing and to keep exposing it publicly.

I also talked to Robert Velazquez (one of the lead in-game character animators on God Of War 3) after he gave a great session on Sony Santa Monica's animation and design pipeline. I asked him very directly if there were any combat designers that would be willing to talk to me about combat design and he said there very well might be! It turns out there are a good handful of them on the God Of War team. I'm going to contact him shortly about this and hope that one of the uber-talented combat designers there is willing to impart some knowledge on us as we move forward. Hopefully they'll recognize how serious we are about making sure that Aztez is deep and impactful.

Anyway, GDC is over and it's back to business as usual! I'm gonna spool up the blog machine once again, but know this; it's about to get pretty technical around here as I start to talk a little bit about the combat engine we're trying to build. As always, we encourage discussion and the sharing of knowledge so make sure you jump in there with us and help us make Aztez as great as it deserves to be!

10Feb/100

What Is Aztlan?

When most Americans and Europeans use the word "Aztec" they are referring to the predominant group of indigenous people that occupied central Mexico in the 14th, 15th, and 16th centuries. Well it turns out this is actually an unusual misnomer. The group commonly referred to as the Aztecs was actually comprised of three different tribes: the Mexica (who occupied Tenochtitlan), the Acolhuas (who occupied Texcoco) and the Tepanecs (who occupied Tlacopan). Often times this is referred to as the "Triple Alliance". The main unifying factor between all of the ethnic groups of the time and area, both inside and outside of the Triple Alliance, were that they all spoke the Nahuatl language.

Nahuatl legends say that 7 tribes (Mexica, Xochimilca, Tlahuica, Acolhua, Tlaxcalan, Tepaneca, and Chalca) all originated in a location far to the north of the Mexican plateau in which the bulk of Aztec civilization existed on. This was Aztlan. Some describe it as a paradise, and others as a series of eternally dark caves. But the point of the story is that those 7 groups all ended up in central Mexico after emmigrating from Aztlan. The problem is that modern historians don't really know for sure what it was like, or where it was, or if it was even a real place or not. There simply aren't enough surviving/consistent records from that period in time to corroborate the legends of Aztlan. What we do know for sure is that the word "Aztec" is actually a Nahuatl word for "People from Aztlan". So it's not entirely incorrect to refer to members of those 7 groups as Aztecs, but it all fairness it is not what they called themselves.

It would be fun to incorporate Aztlan into the game in some form because of its legendary and ambiguous nature. From a creative standpoint, it's an opportunity to mix the Aztec aesthetic into something completely different, since know one knows WHERE this place was. It could be against an ocean, in the desert, on top of mountains, deep under ground, in the frozen norths, etc. It really could be anything. ;)

9Feb/100

Why All The Sacrifice?

A fundamental belief in Aztec culture was that the sun moved through the sky on a divine engine powered by blood. Many of the gods in their mythos fought and killed each other to keep the sun moving and the Aztec people felt the need to contribute to this by following suit and providing their own blood. This is why human sacrifice was so incredibly important to them; spilling massive amounts of blood on a regular basis was their way of maintaining the benefits derived from the sun. This core belief affected many facets of Aztec life:

  • To make a sacrifice was an honor. This is why priests held positions of such power. As the ones doing the sacrificing, they were interfacing directly with the sun.
  • To provide a captive that could be sacrificed was an honor. This is why Aztec warfare was so ritualized and important and it's also why warriors held positions of such power. They were providing a significant amount of warm bodies.
  • To BE sacrificed was an honor. It's as simple as that. If you cared about yourself, your family, your agricultural society, and the world, you were proud to give your blood to the sun.

This will play out in Aztez with specific mechanics that are in place simply so the player can perform a dynamic sacrifice in the middle of combat. Because of the critical importance of blood in sheer amount, it's not only going to be the currency of the game (money), but a representation of your own vitality (health), and the measurement of success on a per fight basis (score). As you saw in the weapon effects demo, there will be no shortage of blood in the game! The fun and the challenge will be in managing it.

7Feb/102

Aztec Weaponry

I'd like to show off to you what kind of weapons you'll see in Aztez and also to tell you a little bit about them since they're all based heavily on actual Aztec weapons. The Aztecs were so war-centric and ritualized that every instance of weapons like these were created with care, maintained, and either passed onto new warriors or alternatively - buried with their renowned owners. Bear in mind that the Aztecs were far more concerned with injuring enemies than they were for outright slaughter; an injured enemy can be captured and sacrificed. More on sacrifice later!

1. The sling, "tematlatl". Used to propel small rocks and tightly packed balls of clay at incredibly high speeds. More than capable of breaking bone but not particularly effective from far away.

2. The dart, or "tlacochtli". Throwing spear that was thrown by hand, but also propelled with a mechanism called the "atlatl". Much more effective at longer ranges than the sling but much more cumbersome.

3. The shield, or "chimalli". Large defensive object made of wood or maize cane. Often decorated to signify rank and prestige.

4. The obsidian blade, or "macuahuitl". Large wooden sword that was laced with razor sharp obsidian stones in either side. The most legendary of the Aztec weapons and the very symbol of the elite warrior ranks.

5. The spear, or "tepoztopilli". Long wooden pole with sharpened obsidian at the end.

6. The scythe. I realize this one is a little bit of a stretch as Aztecs warriors are not purported to have used these formally, but I'm taking the liberty here because scythes are rad. And besides, there is no reason to believe that in the entirety of the agricultural Aztec's history no one ever picked up a scythe and used it as a weapon. C'mon. ;)

7. The stone club, or "quauhololli". An elongated weapon with a stone sphere at the end that was used to do the kind of things one does with clubs.

8. The knife, or "itztli. Made from obsidian, flint, or quartz. Warriors used knifes as sidearms and priests used knifes as sacrificial aids.

I'm going to go ahead and get it out of the way now; the only hand-to-hand weapon you will use in Aztez is the obsidian blade. You will have a shield, and I'm planning on giving you the ability to use the sling, but that's about it. As much as I would love to provide combat mechanics for multiple types of weapons, it's ultimately a matter of animation production. I'm the only artist on the project and I feel that creating animations for one deep weapon system is better for the game than creating animations for multiple shallow weapon systems. The rest of the weapons are for enemies only, I'm afraid. But the good news is that there will be multiple variants of the obsidian blade you can find and equip so you're not always looking at the same tired weapon.

2Feb/102

Why The Monochrome?

For a very long time I have thought that creating a game without color would be a delightful challenge. I have always relied on form in my personal artwork and I am far more likely to think in silhouettes and movements than I am in colors or values. As I created that first image of Aztez at TIGjam I knew it would be a perfect fit considering the general lack of color in a lot of the artwork that people associate with the Aztecs: hieroglyphics, reliefs, pottery, jewelry, etc. So ultimately it's a no-brainer. My art, like Aztec art, is an excessive deployment of form without color and I believe this a big part of the reason the response to the game aesthetic has been so strong. There is an inherent vein of love and comfort running through the concept and unsurprisingly, the characters and environments that have been generated thus far have really just created themselves. Furthermore, it's extremely underutilized in a genre of games that has historically resembled comic books more than they have anything else.

In so many words, it's a fun challenge that should yield unique results. There have been plenty of other monochrome games, but I feel the use of it as a game aesthetic has been very narrow and I just want to stretch it out a little bit more. I'm still on the fence about the blood color; initially I wanted all of the effects to be monochromatic but people kept telling me red blood would be awesome amongst all the gray. Having done some tests with red blood I can tell you it's very compelling, so we'll see how that goes. :)

2Feb/100

Hi!


Welcome to the Aztez development blog. I'm Ben and Aztez is my baby. My violent, excessive, little baby. It's a beat-em-up game being developed in Unity by myself and Matthew Wegner, my partner-in-crime at Flashbang Studios during the Blurst.com era. I'm going to be using this space to expose my side of the development process because A. there is not NEARLY enough under-the-hood technical writing on this type of action game and B. sharing is caring for 10 billion obvious reasons.

Aztez actually began as a quick sketch at the first TIGJam (an annual high-yield weekend game jam held at the Flashbang offices, where used to work full-time in the daytime hours), and when people saw it they basically flipped their shit. It goes without saying that this kind of response is extremely motivational (and flattering) so here we are. In fairness, I didn't exactly pull the idea out of my ass on a whim; I've been obsessing about the various Mesoamerican cultures and abusing my poor little sausage fingers with arcade beat-em-ups for as long as I can remember.

As it stands, it's just Matthew and I, so if you got something to say then say it and one of us will hear it. I already know that I am going to love talking to you guys about this game as it gets further and further along, so bring it on.