A humanoid with the body of a man and the head of an animal stands with arms akimbo. He wears clothing appropriate to the European Middle Ages.

Paint By Monsters DevLog 7 – Design Process Part 1 – High Level Design (So Far)

Paint By Monsters started life, as with many of my original designs, as an attempt to subvert aspects of an existing popular design. In this case, it was the Horde Survival/Bullet Heaven microgenre, which has exploded in popularity since Vampire Survivors appeared on the scene.

This type of game is an attractive prospect for a dev – mechanically simple, technically and artistically feasible for a reasonably skilled development team, and with a reasonably short development cycle. If I had any sense, probably, I might have been content to simply create a much more direct version of the experience myself. But.

Originality in Replication?

I often take a contrarian stance in some aspect of a new design (witness the small squad sizes in Contension or the worst-of-both-worlds combination of cards and tiles in Mechanisms). I often end up thinking about how to “reverse” a particular a genre. In this case, I was thinking about “reverse horde survival”.

The obvious first step, for me, was inverting the relationship of player and entities onscreen. In Horde Survival, you are one against many, so obviously in the reversal you play many against one. This eventually became many against few rather than one, since there’s still action economy to consider, but the core idea remains the same – the player uses a horde of relatively weak minions to fend off a small band of powerful invaders.

This idea, on its own, is the same basic formula as Dungeon Keeper and its ilk. That’s not a bad thing – Dungeon Keeper was a lot of fun, after all – but one thing dungeon defense games don’t do all that well is the kind of continuous action that horde survival has perfected.

So how could we channel that feeling of “action” if mostly you’re just spawning hordes of autonomous creatures? Feature Demo 0.0.1 took a look at the simplest version: spawning minions in realtime. Nothing fancy, just skeletons appearing whenever and wherever you hold the mouse button down.

The next few feature demos built on top of this foundation – 0.0.2 added a little agency to the enemy, 0.0.4 added a win condition, 0.0.3, 0.05, and 0.0.6 added new enemy and minion types. The “minimum viable loop”, such as it was, seemed complete. And it felt…not great.

Player Experience

I knew why it didn’t feel great. Even with a bunch of minion types to switch between, even with limited numbers of each minion type, even with adventurers carefully tuned so you could just barely beat them if you did a good job with the resources available…you were just moving the mouse around with the button down. It didn’t feel intentional.

That’s when I starting thinking ahead, thinking about what the Player Experience should be. Player Experience is something that gets talked about a lot more in board game design than in video game design, in my (limited) experience, but it’s important in both.

It’s not really about the core loop, though that loop will inform it. It’s not really about the theme, though the player will form impressions based on the theme that will affect their experience. It’s not even really about the action economy itself.

Player Experience, at its very core, is the answer to “What do I want the player to feel while playing this game?” For Paint By Monsters, as it turns out, the answer to that question is: I want them to feel like an artist who uses their art to stand up against tyranny, the same way many artists I admire around the world have done throughout the ages.

Until this point, mind, I had no idea that was any part of what the game was about. I thought I was trying a new take on something that’s kept me creatively engaged for years. I wrote a book a while back set in a world where music and magic were the same thing. I was spending hours in that world nearly every day for 2 years, and at some point, I realized that in that world any art form should invoke magic.

Paint By Monsters was playing some of those same notes, and I kind of thought it was going in the same direction. But reading a story where some folks use art as magic, and actually playing the role of one of those folks, as it turns out, feels different. There’s a lot that comes out of that, but the big thing was clarity on a few different pieces of design:

  1. The Adventurers (who til now I’d sometimes been calling Heroes) were antagonists. There’s an easy perspective switch to make here – anyone with a little history in their head can appreciate how the crown and its servants might sometimes have dealt unkindly with common folk and upstarts in centuries gone by.
  2. The player should really feel like an artist while they play. Thus was born the notion of The Artist, the character represented by the player themself, and the Studio, the room in which they make their final stand in each life.
  3. Along with the Artist came Brush Strokes, which eventually became the basis of Feature Demo 0.0.10. It feels very different to just continuously spray minions into the arena, trying to surround and confound the enemy, versus using quick, precise strokes. It feels intentional.

These, then, are the cornerstones of the game’s core gameplay loop. We call it Room Painting.

Each new room is a new chance to try to stop the Adventurers from getting closer to the Studio. In each room, you channel creative energy to paint minions into the scene, and somewhere in the ensuing chaos one side or the other emerges victorious.

There are a lot of fun bits and pieces that have emerged from this core concept, and I’m looking forward to talking about those in future articles, but the emergence of these three key ideas, and particularly the Brush Strokes mechanic, was the first time I felt like I was headed for a good understanding of the Player Experience.

Art, Artists, Art Directors, and Beast-Headed Men

Somewhere around this time, I started talking to artists. I eventually landed on the incomparable Curtis Rioux and his merry band at Stellar Boar Studios. At first we talked solely about the studio doing art for the game, but as I went through the application process for CMF, I realized that games have many kinds of design intermingling, and art was an area where I really didn’t have the right skills or sensibility.

Happily, Curtis does have such a sensibility, and furthermore, when I sat down with him to talk about his ideas as Art Director for the game, he was already moving at the speed of thought. He brought a bunch of medieval mythical creatures to my attention, the best of which we chose for our starting lineup. I can’t wait for him to tell you all about the process of bringing those to life.

This new input set fire to my brain. I’d had a vague notion of what the world map might look like before, but adding these unusual creatures to the mix, along with a bunch of HEMA nerdery (check out Tod’s Workshop and Shadiversity in particular), gave me a strong sense of the tone of the game. There’s a playfulness here that wasn’t immediately apparent with the generic royalty-free assets I’d been using initially.

How can you not laugh at this guy?
Why is he wearing a padlock as a jaw strap?

I recognized, looking at these strange artifacts of ancient imaginations, that we’d do well to hold our tongues in our cheeks now and then.

Take Me to Your Action Heroes Murder Hobos

Maybe because of that new sense of levity, I also recognized that the game feels a bit like an Action RPG, and also that dudes who just run around with swords are Bo Ring. We needed a little flavour. A little flare. A little Michael Bay, if you will.

At this point I’d already worked on 0.0.7 & 0.0.8 (heavily informed by the excellent upgrade system in Brotato) and 0.0.9 (Dungeon Keeper, obv), and those informed my ideas about where we might inject some Action Hero notes. I also drew these:

This isn’t actually how it will go, but it inspired something all the same.
An early concept showing the Dandy swinging on a chandelier like Errol Flynn. Somehow, despite the diagonal lines, I thought I was making “pixel art” with this.

Just messing around with these sketches let me think in more concrete terms about what kinds of action might matter – interacting with the environment (particularly the addons from 0.0.9), the room, and the Minion horde. And that set me down the path to thinking about archetypes and Murder Hobos.

Murder Hobos is an idea in tabletop RPG circles that the group of characters in a typical D&D game is sometimes indistinguishable from a band of drifter serial killers whose sole purpose in life is to destroy life and steal property.

These days a lot of RPG players recognize that maybe this isn’t the healthiest model within which to run a roleplaying game, but for Paint By Monsters it fits perfectly.

The Adventurers are, after all the antagonists. It’s fine if they’re despicable. Better than fine – it drives home that whole thing about opposing tyranny.

And if the Adventurers are the expression of tyranny, then the ultimate realization of that is the crown itself. I’d already been thinking about including a traditional roguelike world map (sometimes called an FTL map), and putting Studio and Castle in opposition to one another fit very neatly into that setup.

This became the second loop of the game, which we’re calling Gauntlet Building. The player adds rooms to their magical gauntlet, trying to head off incoming Adventurers, and each time an adventuring party finds a room, they invade the gauntlet in search of treasure and glory, kicking off another iteration of the inner (Room) Loop (the one with the painterly gameplay).

There are, as with everything else, lots of fine details that have spun off from these seeds, and we’ll tell you more about those as development proceeds.

Roguelike? More Like Roguetolerate

The final piece of our puzzle is meta-progression. Folks often say this was the real secret to Vampire Survivors’ success, and it’s hard to disagree. The game makes you feel like you’re adding stacks on stacks on stacks on NUCULAR WEPPONS.

This is the second place in the design where my inner contrarian raised his head. Most roguelike games keep the the meta-progression elements behind very simple interfaces. A few have played with expectations a bit, or used more traditional unlock systems where completing specific in-game goals will open up new and exciting possibilities. But we already had such an interesting, unique world taking shape that tacking on the merest mechanical necessities felt really unsatisfying.

I started thinking about Evil Overlords and the tropes around them. Think about the villains in Lord of the Rings or Wheel of Time, for example – a dark lord is defeated, an epoch passes, a dark lord rises once again, ad infinitum.

Epochs

As a word nerd, any chance to use the word “epoch” is a chance worth taking, and so we came up with the Epochal Loop. The Artist may not be a dark lord, but they do rise and fall in the same age-old cycle.

Curtis (remember Curtis?) suggested that maybe in these sections of the game, the player is travelling between worlds, exploring an infinite universe of possibilities, and I thought that was just the best thing, for lots of different reasons.

Among those reasons is how it explains why the world we’re on is always in roughly the same technological period. Sure, civilizations rise and fall, but these days folks like to say History doesn’t repeat, but it rhymes.

We could say the roguelike elements of a game like ours – procedural worlds and progression, unlocked pools of randomly awarded abilities, cycles within cycles – fit this idea, but on some level it just feels better to say that maybe The Artist’s very soul is attuned to the medieval, and so when, in their travels, they happen across worlds upon which the people are just getting around to forging steel and fight senseless battles that will nonetheless inspire great art, they feel drawn to those worlds.

At least, that’s the backstory.

In Paint By Monsters, we call the place where the soul goes seeking its next home the Spirit World, and we’re building some unique gameplay around it. It will be a dark, mysterious place that lets you move at a slower pace – a good place to reset your mind and stretch your legs – and we’re still working out some of the details, but we’re aiming for a distinct identity that feels rewarding on its own rather than feeling like the player is wasting time away from the “good parts” of the game.

And not for nothing, it fits nicely with the Perfect Minute Games ethos – we make short, beautiful games for smart, busy people.

If You’ve Read This Far, Thank You!

So that’s where we’re at as far as the high notes go. I’d like to talk sometime soon about the other end of the design process – the nitty-gritty details of planning each thing in a way that will lead to a reasonably well-defined end goal – but for now I’ll leave you with this teaser for our forthcoming art devlog.

Meet the Paint By Monsters Demo Full Cast!

Left to Right: Barber Surgeon, Dandy, JuggerKnight, Giovannia aka The Artist, Blemmyae, Nucklavee, and Monopod

Featured Image

19th century engraving of The Trusty Servant, from the 1579 painting by John Hoskins (public domain).

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.