So, Marble Blast Powered Up is basically finished. Version 1.5 is out, the Power Patch and three Power Packs have been released, and I'm done (for now) with improving the game any more beyond its current state. So logically, it's time for me to move on. It's time to give up on Marble Blast, take a break from the community, and actually get a life.
WRONG!
Ha, fooled you! (I probably didn't, but whatever.) It's time for something completely new!
I'm really excited (and, to be honest, more than a bit nervous) to tell you all about this idea, because it's been brewing in my head for quite some time. Quaternion is a Marble Blast mod that takes a different approach. It's not just another version of the same game; it's a new game. It's a new experience. As far as what exactly Quaternion is and isn't, allow me to present the following FAQ.
So, what is Quaternion? Like, is there still a marble?
Okay. Yes, Quaternion is still a game where you roll a marble around the level and collect items with the goal of getting through the obstacles and advancing through the game to unlock more levels. However, it's going to be different from MBG in several ways. The main gameplay difference is that levels will be fewer and larger; I'm estimating only ~20-30 levels in the final product (very rough guess), but each level will be much larger, and every new level will likely introduce its own gameplay elements. Also, levels won't be unlocked in a linear fashion; instead, imagine something like a graph structure, where each level is only unlocked after the prerequisites have been completed. I'm also toying with the idea of having an overworld/hub level from which the other levels will be accessed.
Wasn't this the point of Project Dragon?
Yes and no. First of all, I think I ought to mention that Project Dragon is going to have the incomplete release I promised, and hopefully soon; there are just a couple of things I need to get around to cleaning up in it. Anyway, the gameplay is overall similar to Project Dragon in this sense, but it's not quite the same in several respects. For one thing, the aesthetic style will be completely different. Think of something almost akin to TRON: Legacy, but for a marble game: neon lights, dark backgrounds, blue and orange. Also, there will be more puzzle-like elements and physics-based components to the gameplay. So if you can picture something like a cross between Marble Blast, Spyro, Portal, and Myst, you're on the right track. (If you can't, I don't really blame you.)
You mention cool graphics and physics--how will this be accomplished?
I'm glad you asked! My original idea was to use external plugins like in MBPU. But as it turns out, the Extender (not Graphics Extender; the Extender is an engine enhancement tool created by Derpking) is much easier to work with and more reliable. I'll be using the Extender for three main purposes. The first will be the use of a physics engine (I'm currently planning to use Bullet Physics) to replace the MBG physics. While it will be impossible to redo the physics of the original game perfectly, that's not the point; the point is to make something new, and I don't really care if it feels slightly different from the original game. The second way I'll use the Extender is to replace the sound system, to allow the use of advanced effects (like pitch-shifting) and have a more reliable sound experience (no more sound glitches!). I'm currently planning to use FMOD for this, which unfortunately isn't open-source, but it's convenient and easy to work with. The third application of the Extender is to make the graphics look prettier, using a modified version of the shader engine used for PQ (if, that is, I can get my hands on it!).
Will all of this be compatible with my OS?
Currently the goal is to support the same systems that the Platinum team currently supports, including all three major operating systems. However, all I'm going to promise right now is Windows support, as the other systems can use WINE.
That's great and all, but how do I know you can follow through with this? How will this not become another Project Dragon?
So, by now I've made both successful (MBPU) and unsuccessful (PD) mod projects. Thus, I think I have a decent idea of which kinds of strategies work and which ones don't. Given all this, here's what I'm going to do for Quaternion:
- Mostly solo work. Certainly I'll want others' help at some point during this project, but I'm not going to rely on others. This is what killed Project Dragon--I was hoping that other team members could step in to do work that I didn't have the energy for, but I was putting huge standards on their work, and when they couldn't deliver, I was out of luck. So other people are welcome to pitch in for this project, but especially considering how many of them are busy on the Platinum Team, I'm going to expect to do the whole thing myself. It's ambitious, yes, which brings me to ...
- Setting clear goals. The idea is that every week, I'll give myself a list of tasks that I believe can be accomplished in that week. I don't care when the game comes out as long as it eventually does, so even one or two things a week will still mean progress to me. The hope is that this ensures that some progress happens on a weekly basis. Of course, I also have a plan in place should the mod die ...
- Documenting the journey. I didn't reveal very much about Project Dragon while it was going on. This was basically a defensive strategy, so that if the mod died, nobody would have much to miss. However, I don't need to be cowardly like that. I'm thinking the opposite approach will work a lot better: showing the community everything. This does three things: firstly, there will hopefully be more interest in the mod, since I'll have more things to show. Secondly, I'll be able to get a constant stream of feedback from the community on what you all want to see. Lastly, if work ever trails off, and someone wants to pick up where I left off, they'll have the resources to do so.
With these strategies, I'm hoping to be guaranteed that Quaternion will be a finished product and that it will be everything the community is hoping for. There is still a chance that this will die, and it would be foolish not to acknowledge this. But I'm taking precautions.
So when can I expect a release?
Ha, that's a good one. As I explained above, it's done when it's done. This might be in a few months or a few years. It's hard to tell how much time I'll have this summer, mainly because I have an actual summer job programming code for a company, so I'm not entirely sure how much I'll be wanting to code in the "off hours." But I'm optimistic, and if nothing else, "there's always next break."
Hey, can I make levels / audio / textures / models?
If you have an idea, I'll be glad to hear it, but I'm not making any promises. Generally, if I think someone could do a better job than me at designing or building something, I'll seek out the person. But if you think you can contribute (and there will be standards to meet), let me know, and I'll see what we can do.
Can I test? Please please please???
Maybe eventually. Once Quaternion gets to the testing phase, which could be years from now, I'll ask for testers. Also, it's important to mention that testing doesn't mean "I get to play the game early! Yay!" but rather "I get to randomly try stuff that nobody else will think of in order to find bugs!" Keep this in mind.
Is there a short name for Quaternion? Like MBP for Marble Blast Platinum?
Whirligig Studios officially endorses the abbreviation Qu for Quaternion.
When does this get started?
I'm planning to start work in a couple of weeks. The first official "weekly goals" post will be Sunday, June 7.
And that's it! If you have any other questions, by all means post them in this thread. I'll try to answer any questions you have regarding this project. I'm excited to see how it turns out!