So the New Year drags on, as it does for me in this full
time job. I’ve managed to steal an odd
moment or two to dig back into gaming, and I’ve become quite surprised at the
odd choice for my hobby.
I’ve dug up Wario Ware DIY, a game not too far old, but one
I became angry with because of its limitations, and started “coding” a
collection of the old arcade classics. I’m
going to use today’s blog to ramble a bit about what made these old games so
good, what Wario Ware can do to realize them, and how I’ve struggled, and I
think even grown, trying to recreate them.
First a bit about Wario Ware DIY. I put “coding” in quotes because all of the coding
is done for you. WWDIY is a masterwork
in limiting the communication line to something pretty close to ‘just what I
want to say’ in machine language. This
lets the user focus on the assets, typically the art and animation of a game,
the music, and the design, or putting it all together. I’ve tried coding before and you’ll hear much
of my hesitation to try it again.
There are strict limits though. Specifically, WWDIY can only make the six
second microgames that fit Wario Ware, a harsh enough limit, but one that keeps
the user from attempting any projects that are too big. It also, much more maddeningly, limits the
game designs to one and only one input, tap.
Want to use the DS buttons? How
about the microphone? Want to drag and
draw on the touch screen? You cannot
program any of that in game. This
restriction feels the most discomforting of all. Further, I keep finding labor saving actions
that I should be able to do, like copy code in many instances, or change the
size of artwork. When
Nintendo/Intelligent Systems set out to define everything for you, they clearly
missed some ideas, and doing without hurts the experience.
Honestly, a truly painful part of the software
is the hard cap: each object can have only five events (for things like the die
event, the create event, the “at the specified time” event). This wouldn’t be so bad if you had only a
full set of Boolean operators, otherwise known as the “AND” and “OR”
keywords. They let you mix operations; for
instance “AND” is included and its event only triggers if all of the noted
conditions are true. There is no “OR,”
so each event has to be included individually.
This makes collision events impossible; you could make a hero and three
enemies, but the hero may not have the three events to spare to die at the
hands of each of them.
Shoot, that’s already 500 words. I’ve only been describing the limits I’ve had
to work within! I think I’ll make the
post for tomorrow all about showing off.
Rest assured, you’re only missing out if you like to laugh at hilarious
failure. Until then!
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