Game
Perfect Draw

2 years ago

𝐆𝐫𝐚𝐛𝐨𝐢𝐝 𝐀𝐈 𝐁𝐫𝐞𝐚𝐤𝐝𝐨𝐰𝐧

- Check out this article focusing on our lovely critters' brains!


Here's a quick rundown of what's going on in the heads of our lovely little Graboids!

rot_graboids.gif

As you know, Graboids have tremor sense - they feel vibrations through the ground. Any noise or movement can attract their attention! This is the fundamental element of our game design, and of their AI.

Every action in the game has a vibration power, a number representing its impact on the Graboids' senses. You can see a visual output of this system through the heatmap display in game (toggle in options).

heatmap.gif

The power of these vibrations decreases with time and distance, acting as a simple sort of decision tree to the Graboid actions - will they investigate the close but soft footfalls? Or the far away but loud distractions setup by the meeples?

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Lower scores are more attractive. The market building here has a soda machine distraction active. Their second juiciest target is the loud truck, and then the meeple walking along.

Tweaking the balance on this was a key part of development - if they are too dumb, the game will be slow and quiet and boring. However if they are too smart, the game will become impossible and tedious as you always lose.


Distracting the Graboids is also a key theme of the film, so it was really important to us to get that incorporated on many levels - from the specific cards you play, to the actions and strategies you implement!

They had to be foolable but not foolish!

distraction.gif

Each of the 4 Graboids (like the movie!) starts in its own quadrant of the grid. This allows the player a feeling of calm before the storm at the start of the game, to fit the pacing of the film. However once you start taking actions, the Graboids will immediately begin racing towards your position to investigate.

graboid_map.gif

These Graboids are fast moving, and will travel very near to the vibration source before deploying their short range sensors - the tongue snakes!


rot_snake.gif

The tongue snakes are able to investigate these sources by surfacing; if they find nothing, they'll communicate the false signal back to their Graboid. They're also smart enough to discard any vibrations which were a trail left behind this investigated position.

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If they find a meeple, however... These slithery little creatures will be able to wrap around their legs, immobilising them! Once their prey is immobilised, the snake also send out a vibration signal through the ground to their Graboid parent, who'll quickly answer the breakfast bell

meeple_death.gif

Thanks for reading!

Check out the game for yourself via

https://gamejolt.com/games/perfect_draw/730210



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I put together a wee trailer for our Tremors strategy card game!

We've been working on this Tremors card game for the last 2 weeks as part of Together Jam!

We're really happy with the progress we've made, and are hoping to get some feedback

Please find the playtest build on the game page :)

https://gamejolt.com/games/perfect_draw/730210

Working on our game's intro in the final stretch of the jam!

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Perfect Draw - Trailer

Check out this trailer we put together for our game, hopefully it helps show off and explain all the features!

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

𝗟𝗼𝗼𝘁𝗟𝗼𝗰𝗸𝗲𝗿 𝗕𝗿𝗲𝗮𝗸𝗱𝗼𝘄𝗻

- Check out this article focusing on our game's usage of LootLocker systems

𝗨𝗜 𝗕𝗿𝗲𝗮𝗸𝗱𝗼𝘄𝗻

- Check out this article focusing on our game's UI design and implementation

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

𝑪𝒂𝒓𝒅 𝑩𝒓𝒆𝒂𝒌𝒅𝒐𝒘𝒏

- Check out this article for a full list of all the cards in our game!