Full Indie 2016 : How to create 4D games

At Full Indie Summit 2016, Marc ten Bosch taught the audience to think in 4 dimensions. Now most of you probably have no idea what that means, and no, the 4rth dimension is not time. So how does it work ?

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Bloodborne’s optional step by step tutorials empower players

Optional tutorials give everything away…

Default tutorials for offline players are scattered accross the place. They attrack the player’s attention through animations that add to the ambiance of the game. Bloodbornes tutorials are fully integrated and add to the experience rather than disrupting it.

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Bloodborne’s character creation remains quite complicated

Customizing the character’s appearance doesn’t really match the player’s logic

Character creation screens are usually complex. The one of Bloodborne is also complicated.

Despite generally implementing usable features and shortcuts for players, the character creation screen is somehow awkward. The screens are very cluttered with many different unrelated settings. Some things are grouped together, others separated. For example, I’ve seen players get really annoyed by face presets changing the skin color of their character.

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Bloodborne’s cues and feedback quality

Clear feedback that conveys personality

Identifying interactive objects : highlights and error messages

Players somtimes confuse natural lighting with iteraction cues but interactive items are easy to identify

Light effects are very effective to draw the player’s attention on objects. In Bloodborne, the lighting tends to attrack the player to decoration that isn’t interactive. It soon becomes easy to make the difference between “natural light” and actual items to pick up thanks to a shiny dot and a highlight in the dark that is active even without a torch.

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Shadowrun level editor : using the name of the player in dialogs and other cool stuff

In this tutorial, I’ll explain how to use text expansions. Text expansions are simple bits of code that make conversations much more natural. You can use it to call the player by their name or use the right gender and race when talking to them. It’s very simple to use and makes the dialogs a lot more immersive.

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Bloodborne : It’s all about timing the actions right

Conveying cues for well timed actions

People reaction times vary depending upon the type of cue they recieve : visual or auditory. Getting the timing right requires to give clear information on the moment it can be performed. Depending upon the mastery level required and the type of interactions, cues for timings will be more or less evident.

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Usability review of Walking Dead : Road to survival

When I started playing Road to Survival, I was impressed y the polish of some of the usability. The first time user experience is far better than lots of games I tried, but it is also a quite confusing experience.

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Shadowrun level editor : branching discussions and questionning

In this tutorial, I’ll explain how to write an interactive discussion between two characters. We’ll have a look at how to let players chose dialog options from multiple possible answers while avoiding duplicating content.

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Shadowrun level editor : writing dialogs

In this tutorial, I’ll explain how to write a very basic (linear) discussion between two characters and add an interaction to dislay it in the Shadowrun Hong Kong level editor. We’ll have a look at the dialog options and basics conversation to talk.

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Shadowrun level editor basic interactions : opening doors

In this tutorial, I’ll explain how to add a door in a scene and make it interactive using the Shadowrun Hong Kong level editor. We’ll have a look at the options specific to doors using the basic interactions menu.

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