You'll probably know by now that we're big fans of Dreams here at Push Square Towers. The game offers an unprecedented level of freedom, allowing players to unleash their imaginations with a set of powerful tools and techniques. We're already seeing some impressive results from the community, from simple platformers to interactive music videos.
However, there's something we've not delved into too much yet, and that's the act of creating something ourselves. Just how easy is it to make a game in Dreams? Can people like us, with no working knowledge of programming or design, come up with something functional, and playable? Better yet, can we make something fun?
We're kicking off a new, regular feature in which we try to do just that. In this first instalment, we'll be talking you through the concept for our pretty simple minigame, and our first steps into making it a reality.
The Big Idea
The seed of our vision comes from an anecdote. While on a train, esteemed editor Sammy Barker was sat opposite a girl who proceeded to demolish a large bag of Doritos and a jar of salsa. Fair enough, but it struck Mr. Barker as a little odd to wolf down the cumbersome snack aboard a train, of all places. Fast forward a few weeks, and the Dreams beta test had us pitching games to each other. Remembering the Doritos girl, Sammy and your humble author worked out a simple plan. Snacks on a Train was born.
Put simply, your objective will be to dunk the tortilla chips into the sauce before eating them to score points. The problem is, the jar of salsa is moving about on the table, and if you slam the crisp down at the wrong time, it'll snap, ruining it. You want as much salsa on each dip as possible for maximum points. However, leaving the chip in the sauce for too long will also cause it to snap. You need to finish the bag before the train ride is over.
Doesn't sound too complicated, does it? A small game about consuming salty snacks -- what could go wrong?
Laying the Foundations
When you have to break down the Big Idea to actually start building something, it turns out there's a multitude of ways it can go wrong. We decided it's probably best not to dwell on that, though, and forge ahead with Snacks on a Train. Now that Early Access is here, we're doing that right now, and the first challenge we're tackling is the setting.
We need a train carriage, first and foremost. We build this fairly quickly using the Rounded Cube in Sculpture Mode. Stretching it out into roughly the shape we need, we stamp it into the scene, then switch to subtract, shrink the shape slightly, and stamp again to hollow it out. We create some windows by extending an oblong through both sides of the carriage and subtract from the shape. To make sure everything lines up, we have the grid guide turned on. Done.
Actually, not done -- we need seats, and tables. Creating a table with simple geometry doesn't take us too long, but creating convincing chairs might take a little more artistic skill than we possess. So, it's off to the Dreamiverse to find something suitable. Surprisingly, we find something pretty perfect in seconds. The next step is to place the tables and chairs inside the carriage in a typical layout, and with a lot of jiggery-pokery and liberal use of the clone tool, we're able to get it looking good.
We also need some strip lights to ensure the carriage is bright enough so you can see what you're doing, and creating these takes very little effort. Using the Paint tool, we create a strip of pale yellow, enter its tweak menu, and turn up the Glow meter, illuminating it. Then it's just a case of cloning it a couple of times and lining them up on the ceiling of the carriage, and we have light.
Something that occurs to us during this stage is that the train should look as though it's moving along. We've yet to decide on a camera position, but we quickly come up with a solution to create the illusion of passing through the countryside. We stamp in a giant cylinder. We then apply a Rotator gadget to the cylinder to, well, make it rotate. Adjusting the angle of the spin, we make it so that it rotates clockwise which, when viewed from inside the carriage, looks as if it's the great outdoors zipping by the window. Or at least it will, once we create some rolling hills and paste in a few trees.
However, stamping in a tree from the Dreamiverse, we realise the Rotator doesn't automatically account for the new shape. When we start time, the tree simply falls off the cylinder -- it's not attached. The only way we can figure out how to ensure it spins with the cylinder correctly is to use a Bolt. Affixing one end to the tree, the other to the cylinder, and adjusting the pivot to match the rotation, we manage to get it working.
We've a long way to go, but we have the beginnings of Snacks on a Train in place. We obviously need to do more work to get it looking good, with more scenery outside and more detail on the train's interior, but we're pleased with our early progress. Next, we'll need to implement a character, and the all important props: a bag of tortilla chips and a jar of salsa.
There's a long way to go, but development on Snacks on a Train is go. Have you been busy building things in Dreams? Have you published anything onto the Dreamiverse yet, or are you still mapping out your ideas? Tell us what you think of our silly little experiment in the comments below.
Comments 32
Anyone interested in songs for their games hit me up. That's probably all I will be able to do in dreams lol
I already love this feature. Sometimes, game ideas can come from the most darndest things.
It does look a little easier to create games in Dreams than it did in LBP
I love the thought process and execution style of the article. Gets me thinking how to go about my first Dreams project.
Reads like a 7
@Gremio108 I'll take that.
Oh hell yeah this could be awesome.
Man the spinning background was genious! I'm loving it!
Hope this continues with another creations after this one is fully done!
Maybe when multiplayer is available we can all gather and create?
Looking forward to checking out the first Pushsquare game for myself.
Misread the title, I was expecting a game where you have to survive against lots and lots of snakes on a train. Actually, that might not be a bad idea.
@crimsontadpoles Make it happen!
This article is gold. Stay square, Push Square!
So the game will be harder than real life, right?
I've had snacks on a train. It's not hard. /
@SirRealDeal I mean, I think we've all been there.
This is great and I'll be following with interest as its likely how I'll end up stumbling through the game to try to make something. Good work guys
@Quintumply
If there was any doubt that you guys weren't fully committed to the authentic snack experience:
"...and if you slam the crisp down at the wrong time, it'll snap, ruining it."
I expect a biscuit dunking follow up - including a mad dash for a spoon following a too ballsy dalliance with a Rich Tea! 😂
@KALofKRYPTON Let's not get ahead of ourselves! (I love it)
Don't forget the micro transactions. 😉
Will there be an official Pushsquare review of the game at the end?
The community should collectively vote on the game once it's done. Maybe @themcnoisy could arrange something when the time comes on the forums?
Also a @get2sammyb skin should be an unlockable
This project is amazing. How are you going to get the train, to wobble randomly? What are the physics on the crisps going to be like? Are you allowed to use real world logos? Wheres the nearest shop I'm hungry?
Great article.
Great project, guys! following
Will this game have a Season Ticket with bonus legroom?
Can I also suggest a crushing mode where you're forced to play standing with someone's armpit in your face?
@crimsontadpoles yes, with a playable Samuel L.
@PaperyWhiteBoy All the while everyone is crammed tight together and that one bloke who's crushed against the door but still insists on reading a book.
Sounds great. I’ll take care of contacting the Doritos people for advertising royalties and New Line Cinema to dispute any and all copyright infringements.
Listening to someone loudly eat Doritos when stuck on a train sounds like a new horror game to me.
The inspiration for this game seriously impressed me. She chowed down a FULL share-size bag of Doritos and an entire pot of salsa during the journey.
I almost wanted to give her a medal when she was done.
@get2sammyb I... I didn't realise that we'd met in the real world Sammy...
That’s cool and all, but what about the DLC, “Steaks on a crane”?
I created an account to post this. I really appreciate you including descriptions of your steps to make your game. I've had a really difficult time learning Dreams, which has been a real bummer because I've always wanted to make a game. But I'm going to try to recreate your game using your process, and that should help me understand what's the workflow of making a game is like. Thank you again.
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