Design Context

Project Summary

Polder is a godlike strategic city-building game where the player's primary goal is to settle new villages across the North of The Netherlands and build them up to prosperity. A church acts as the central point of every village and the player must work to develop and defend it from a litany of hazards and natural disasters while efficiently managing resources and funds.

Game Pitch

The year is 1000 A.D. and a new frontier is being settled across Northern Europe. Through a myriad of wetlands and swamps, a fierce battle against the unpredictable North Sea is being waged by the first settlers of these lands. Rise up, take control, and become the deity of this new civilisation.

Goals

Internal

  • Experience a fun and engaging casual entertainment game that follows industry standards and best practices for casual games and VR titles.
  • Players learn about the development of churches in the North of The Netherlands and Dutch history overall, and are more engaged with their current development.
  • Players learn about modern uses that religiously unaffiliated (secular) churches fulfill in order to benefit society, and develop an improved view of these churches in the North of The Netherlands.
  • External

  • Create a prototype to launch Indietopias first commercial game under a new BV branch, use this product to leverage the company's expanded portfolio to generate commercial profit.
  • Further develop and improve my practical hard skills in Unreal Engine for game development, technical and systems game design, and technical art towards a professional level for a junior game designer.
  • Promote Indietopia as an innovative and creative game studio, and create excellent work for the company to showcase to future clients and investors within the games industry.
  • Project Details

    Development Time 2023, 6 Months
    Team Size 1x Developer
    Role Lead Designer and Developer
    Clients Indietopia, The Groningen Historic Churches Foundation
    Genre Casual Godlike Strategic City-Builder
    Controls System Oculus Rift VR Controllers
    Target Audience Dutch Casual Gamers Aged 20-50
    Game Skills Strategic Resource Management, Building, Action
    Software Unreal Engine 5.1.1, GitHub, Miro, ClickUp
    Management System Agile and Scrum in 1 Week Sprints
    Development Platform PC, Windows 11
    Target Platform PC, Oculus Quest 2 VR Headset

    Inspirations

  • Traditional real-time strategy games such as Age of Empires II, Sid Meier's Civilization franchise, and Halo Wars 2. Godlike strategy games such as Populous: The Beginning, Black and White 2, and From Dust. Finally, strategy games in the “casual” market such as Northguard and Bad North.
  • Dutch mythology, folklore, technology, and period specific trends are some of the primary sources of inspiration for gameplay materials and overall worldbuilding. Examples are Ravens, “White Wives” (mists in farm fields), The “Sacred Tree”, “Wierde” and “Terpen” (constructed mounds), grain storage systems, “Sarries Huts” (Northern Dutch tax collector huts), farms and farmhouses, water holes and more. These subjects and styles changed and developed over time based on what was fashionable or acceptable throughout Dutch history.
  • The history of the development of churches across the North of the Netherlands and their cultural impact on modern day Dutch society. Aside from this, the growing movement of secularism in The Netherlands that has led to a significant decline of the usage of these churches, and how The Groningen Historical Churches Foundation is now maintaining these historically significant spaces as secular community centers.

  • Slideshow

    A collection of in-editor and in-game images featuring game levels, 3D model assets, prototype testing levels, design diagrams and flowcharts, and several generations of the procedural hexagon grid using different seeds and parameters.


    Design Challenge

    The primary design challenge was to design and develop a prototype of a casual “real-time strategy godlike city-building” entertainment game about the topics of “Polders”, “Weirde”, “Groningen Churches”, and churches in the North of The Netherlands. This prototype should incorporate cutting edge technologies and current industry trends like virtual reality hardware, a physics sandbox, and a strong narrative single-player experience.

    To accommodate the goals and opportunities of both clients, Indietopia would like to have a playable prototype of the game created that can be used to secure full funding for the project. The intention of the prototype is to be used as the basis for future development of a full scale entertainment game to produce commercial profits for both Indietopia and The Groningen Historic Churches Foundation, and should establish a clear core gameplay loop and meta-progression cycle to be iterated upon and fully fleshed out during the development of the full game.

    Improve the public image and awareness of the social benefits of the secular churches owned by The Groningen Historic Churches Foundation through behavioural motivation via persuasive design to the segment of the Dutch population that currently engage with casual games and may have an existing interest in Dutch history and the history of Dutch land reclamation.


    Pre-Production

    Brainstorming

    To begin extrapolating the design challenges into a workable concept to start prototyping from, I quickly established a moodboard to analyse how both The Netherlands could be visually represented with its intricate layout of canals, Weirde, and Polders as well as how a world for a virtual reality strategy game could be composed. From this brainstorming it immediately became clear that hexagonal grids were a common implementation for strategy games, and provided many benefits for managing gameplay elements over traditional square grids such as clear diagonal movement and more accurate distance measurements, clearly establishing circular zones of tile radiuses, and making terrain maps look more natural and visually pleasing.

    Paper Design

    Before beginning prototyping, I always create several flowcharts and diagrams to develop a first iteration of the core gameplay loop and overall software architecture. This significantly streamlines my process while building game systems in-engine, and allows me to solve design challenges early on before any technical debt is established.

    When creating the moodboard for Polder, I aimed to establish a clear visual style from a selection of real-world examples of the Dutch landscape and then unify this vision with examples of popular Real-Time Strategy games that have established industry standards for the genre.

    Alongside this, I always focus on setting up a few colour palettes to narrow down the artistic style I will pursue for my games. In this case, I focused on a more stylised art style to complement a hexagonal grid and chose palettes focused on natural tones for the environment contrasted against muted but vibrant primary colours for gameplay structures.

    To promote a greater level of depth and strategy when building the players civilisation, I established a scalable synergy system for placed structures to interact with one another. Each building type provides statistical benefits to other structures in the radius, with diminishing returns the further away the structures are from one another.

    To make this system more approachable for the target audience of casual gamers, I split up the synergy levels into clearly distinguishable zones representable with coloured areas of the hexagon tiled grid in world space.

    Because one of the project's main goals is to be primarily played as a virtual reality title, I needed to understand how users would navigate through the overall game software in virtual reality itself. I created a software architecture flowchart to establish where I would need to build 3D physicalized spaces and menu panels for game and menu navigation, and where the actual core gameplay loop would take place.

    During this process I also established a retention loop secondary to the game's story progression in the form of narratively focused collectables and dioramas of the player's towns from each completed campaign level. Note: If the flowchart text is difficult to read, I recommend opening the image in a new tab.

    I created this simplified core gameplay loop diagram to summarise the full core gameplay loop flowchart to clients and stakeholders that are less design oriented, and to more easily convey how the build and play round based system would loop through itself during the progression of a single campaign level.

    During the build mode time is paused so that players can analyse and strategize in an approachable and casual manner with lots of breathing room, and during the play mode time is active and the player must witness the results of their actions established in the preceding build mode. This loops ten times in a given level, with each loop representing five years of historical progression in time for a total of fifty years of time per campaign level.

    I established this flowchart to break down the core gameplay loop into a readable and cyclical pattern, and to build out the core flow into a robust enough format that I could clearly design how the majority of the game's features fit together within the core flow. This allowed me to work through the entirety of the game's features within the flowchart even before fully designing all of them (such as the combat system), while ensuring that they would flow together in the overall gameplay loop and be both robust and scalable enough to be suitable for the final commercial product.

    Both flowcharts have been colour coded to the same standard. In the red segment of the chart the player is in build mode and time is paused, and in the blue segment time is ongoing and that portion of the flowchart loops on itself until the play mode has concluded. The green segment is for success and failure condition checks, as well as general score and resource checks for sub-objectives.

    Note: If the flowchart text is difficult to read, I recommend opening the image in a new tab.

    Design Solutions

  • The first design solution I established was how to facilitate historical storytelling throughout each gameplay level while maintaining a good balance of game flow and strategic decision making. I did this through the “Build, Play, Witness” gameplay loop which initially promotes players to freely explore the game world and direct their civilisation via building construction and terraforming the landscape, then challenges them uphold those directions as their civilisation attempts to follow their commands, and finally to witness the results of those combined actions in a potentially devastating series of events that recontextualise the next round of gameplay. (Via flooding from failed terraforming, natural disasters, scripted level events, etc)
  • The second solution I designed was a system of synergies for buildings, which provide different bonuses in a radii on the landscape hexagon grid. These synergies promote various design patterns in how a player can arrange buildings and structures together, as well as the structures that their civilisation builds. By strategically managing synergies between buildings and landscaped elements, players can achieve a much higher level of efficiency and overall performance from their civilisation, and in many cases this will be required in order to survive through the entirety of the ten rounds present in each game level.
  • The final design solution I established was to use diegetic elements in the games overall architecture, user interface, and interactable objects to emphasise the immersion gained from virtual reality as a platform, as well as to maintain the players connection to the game world as much as possible so that they would feel a strong attachment to both the world and their civilisation. The main menu has been designed to be a fully explorable 3D space of an already built village in a picturesque composition, with 3D diegetic world elements acting as the user interface button menu options. This is further reinforced in the game levels where all user interface elements and objects that relate game data to the player are fully physicalised in the world.

  • Programming and Scripting

    I accomplished all of the prototypes programming through both Blueprint and in-editor work in Unreal Engine 5.1. This logic was mainly split across the Player Pawn Blueprint, Hex Grid Blueprints, and the prototypes Level Blueprint.

    In this Player Pawn Blueprint, black comments represent logic from the UE provided VR template, and coloured comments represent sub-systems for character and game logic. The majority of this logic is related to floating / flying movement controls, hex grid terraforming interactions, and the player's “godlike” abilities such as the “Smite” faith power.

    I designed the controls scheme of the game to make the flying movement, landscape terraforming, and “Faith” powers as accessible as possible as they are the most commonly used inputs during regular gameplay. I specifically designed the controls scheme to both meet current industry standards and be balanced out so that both hands are active at all times. This aims to prevent any potential cramping or discomfort during longer gameplay sessions.

    I wanted to explore alternative methods to procedural content generation through randomised float parameters to control the size and shape of groupings of trees in the game world.

    I was surprised to see how this simple setup quickly added significant variation to my prototype trees, and allowed me to quickly decorate the landscape with visually interesting forests and treelines.

    Main Game Mechanic

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    Metrics

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    Lorem ipsum, dolor sit amet consectetur adipisicing elit. Explicabo at aut, dicta rerum vitae quidem autem nesciunt dolores, nostrum veritatis vel, natus accusantium voluptatibus! Vel accusamus minima voluptatem hic. Cum. 375x375 Hexagon Grid = 140,625 Hexagon Tile Instanced Static Meshes.

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    Game Mechanic Demo

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    Hexagon Grid Construction Script Blueprint Code

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    Extra Game Mechanic

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    Resource System Blueprint Code

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    Technical Challenges

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    Production and Development

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    Blockout

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    Iterations

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    Design Philosophy

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    Replayability and Procedural Generation

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    Some of the other techniques used here include:

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  • Contemporary Historical Storytelling

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    The Godlike Power Fantasy

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    Testing

    Methodology

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    Results

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    Post-Mortem

    What Would I Do Differently Today?

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    Learning Lessons

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  • Major Accomplishments

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    Walkthrough Video

    Circa - June 19th, 2023


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