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    <title>GamingYourWay - Post Mortem</title>
    <link>http://blog.gamingyourway.com/</link>
    <description>may contain nuts.</description>
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      <dc:creator>Squize</dc:creator>
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      <slash:comments>5</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">More looking at the past as a filler whilst
we wait for the future to become the present.<br /><br /><div align="center"><img src="content/binary/ionic_logoGrab.jpg" alt="ionic_logoGrab.jpg" border="0" height="182" width="450" /><br /><br /><div align="left"><a href="http://www.robotjamgames.com/flash-games/ionic">Ionic</a>,
our first ( And quite possibly last ) crack at a Tower Defense game.<br /></div></div><br /><b>What went right:</b><br /><br />
Visually I think it's very strong. It's a good looking game. That was helped a lot
by <a href="http://www.luxgames.net/blog/">Lux</a> jumping on board really late in
the development and giving everything a lot more love, as well as designing the baddies.<br /><br /><div align="center"><img src="content/binary/juggernaut.png" alt="juggernaut.png" border="0" height="224" width="224" /><br /><div align="left">It's not a typical tower defense, which was the objective all along.
I played a lot [ Of TD's ] when developing Ionic and I was amazed by the number that
allowed you to fast forward during the actual "Combat" part. That to me defeated the
object totally. I'm placing my towers so I can see them shoot the crap out of the
baddies, it's the money shot and that's what I want to see, the pay off for saving
up for a nice new tower.<br />
Any game which allows you to bypass that just strikes me as strange, you may as well
just reduce it to a text response, "2 creeps got through, 12 were killed, next wave
in 3,2,1...".<br /><br />
The game feels arcadey, which was the one design philosophy that ran through it's
dna from the very start. I could see the appeal in TD games, but couldn't really enjoy
them. The plan was to make it feel like a strategic R-Type, it needed to feel like
a real battle as part of a much bigger on-going war. Every shot, every explosion counts.<br /><br /></div></div>
Adding in the management and repair aspects, although I see those as a plus, I think
we're going to touch on them again in the negative pile.<br /><br />
There's a lot of love in there, I really like the empty shells coming off the cannons
or the blue flame in the flame thrower or the 10 or so frames of animation when the
coin collecting droid is launched or the wolf growl that's mixed into the cannon shooting
sample to create that guttural raw feeling.<br /><br /><div align="center"><img src="content/binary/ionic_mtb4.jpg" alt="ionic_mtb4.jpg" border="0" height="256" width="256" /><br /><br /><div align="left">The ADD blendmode. It's a thing of beauty and even though it has
a performance cost it's worth every cycle it steals. Using pixel bender for the RGB
split worked really well too, much quicker than the one in cronusX, allowing us to
use it real time rather than just for transitions.<br />
Two pluses for Adobe there then, rather me.<br /><br />
I got the word bitches into the end credits. Rock 'n roll baby.<br /></div></div><br /><b>What went wrong:</b><br /><br />
The asset management was done early in the development. I got it working, it felt
nice, with the idea being that if people wanted more depth they could tweak things
to their liking and get more out of the game.<br />
If you just wanted a pick up and play, then you didn't need to touch it and still
be able to complete the game.<br />
With doing it early on it was counted as done and dusted. I never touched it once
after that. That was quite a mistake as it transpires that just be setting one of
the sliders to max straight way ( I can't recall which one, I'm guessing R&amp;D )
you can unlock all the cool weapons really early and basically skew the difficulty
level in your favour.<br /><br />
Bollocks.<br /><br />
The coin collecting droids. Although I love this feature, it was a headache to code.
Every week or so I would notice that the previous fix hadn't fixed it. They were literally
the worst bug throughout the entire development.<br />
So I did what all coders should do, I put a nasty kludge in there. If a coin wasn't
collected after a certain amount of time I assumed that the droid was going to ignore
it, so I just killed the coin and added it to the players credits.<br />
What a mistake. Even though it was explained in the docs, people still noticed it
and wouldn't have it that they hadn't lost out. Also people assumed that if a coin
went off screen by the player scrolling they would lose it as well.<br />
Players like to see something happening to confirm it's happened, implication doesn't
work well in games. Another lesson learned ( <a href="2010/07/22/cronusXPostMortem.aspx">cronusX</a> had
a similar issue, with baddies teleporting in on the player. Even though a shield appeared
and the player was never ever punished for that, as that would just be really poor
design, because it wasn't communicated well enough people still thought they were
being punished unfairly, i.e. poor design ).<br /><br />
The <a href="http://www.arcadebomb.com/play/ionic_walkthrough.html">walkthrough</a>.
Our mate RobotJam warned me about doing one, saying they're a waste of time. At the
time we weren't getting the interest in selling it that we expected, so producing
a walkthrough was a final role of the dice, a way to give extra value to the sponsor.<br />
Rob was totally right. A complete waste of time, and painfully boring to make.<br /><br />
Balancing a TD is a complete bitch. It is so so hard to do. I looked at so many TD's
to see how they did it, and very very few do it well. A lot just extend the game by
adding far too many levels compared to the actual content. I think we had 25 levels
in this as any more would just be grinding and slow the whole progress of the game
down.<br />
I think we got the balance quite good in the end ( If you ignore the bug mentioned
above ), and it's here in the negatives as it impacted badly on the development time.
It's one of those things you know are going to be tricky to do well, but it's far
harder when you actually try and do it.<br /><br /><div align="center"><img src="content/binary/ionic_dogsOfWar.jpg" alt="ionic_dogsOfWar.jpg" border="0" height="244" width="474" /><br /></div><br />
Similar to the balance was the whole GUI. I think we did a good job, but trying to
please everyone is impossible. The best example is scrolling the dreadnought. I added
3 methods, arrow keys, clicking the radar and a drag bar. In total there was 7 suggestions
on how it should be done, including some borderline venomous comments about it not
supported A/D, as if by omitting those I was somehow spitting in the players face.<br />
Getting a large amount of information to the player without forcing them to sit through
pages and pages of text is very difficult, and something we spent so much time on.<br /><br />
Crisis of confidence. This is a tricky one for a developer to admit to, you very rarely
see it. I have certain comfort zones with development, some genres I can piss all
over without a thought Not that I'm especially good, just some genres click better
than others. Ionic was well outside my comfort zone, so I found myself taking on board
what everyone said which created a lot more work, and the more I listened the more
I felt I was missing the mark and going out of my way to compensate.<br />
When you have a lot of peers you really admire giving you suggestions, and your image
for the game isn't a 100% clear, then it's very difficult to just shut down and pick
the most relevant ones, they all seem relevant.<br /><br />
The attack waves, something I should have been strong at doing, were average. By that
point I was getting sick of the whole thing, so I rushed through them to get them
done. They're ok, but they should have been a lot better.<br /><br />
We're nearly at the point where I wrap this up with a "I couldn't give a fuck if no
one likes it, I still think it's the best thing I've ever done" type comment.<br />
Firstly I want to express how much I dislike devs who feel like they have to defend
their games too strongly, you create entertainment and put it out there for people
to enjoy. Not everyone will, like not everyone you meet in life will like you, no
matter how cheeky your grin or funny your words. It's part and parcel of putting something
out for public consumption, if you want the praise you've got to silently and with
dignity swallow the crap that comes with it.<br />
All that build up is of course there to explain that I'm going to break that rule,
I'm going to be a whingy little bitch. Our blog, our rules. I'll regain my dignity
tomorrow.<br /><br />
"<i>we can't imagine why the developers neglected to offer the [A] and [D] keys to
pan from left to right—it would have made a <b>substantial</b> difference in accessibility</i>".<br /><br />
"<i>Substantial"</i> ? Really ?<br /><br />
"<i>this is turning into a clickfest</i>"<br /><br />
Yeah, it's murder isn't it, having to click things, in a game of all places!<br /><br />
"<span class="comment_content" id="comment_content_3824343" style=""><i>flamethrower
in space void?!</i>"<br /><br />
Fuck off.<br /><br />
I thought I'd feel better for that, but I don't really.<br /><br />
Let's finish this off now. Never do a game with a complex GUI. Everyone has their
own favourite way of interacting with things, as I've mentioned there were in total
7 ideas for something as simple as scrolling the dreadnought. Let me clarify that
slightly, do it, but expect people not to be happy so have a thick skin ready.<br />
Conveying lots and lots of information is extremely hard to do in an non-obtrusive
way, it has to be filtered out gradually and you've then got to take into account
a lot of people will still just ignore it. Nothing can be implied, everything has
to be spelt out ( Thanks Nintendo for creating a generation of gamers who don't want
to fill the gaps ).<br />
In terms of how the games performed, it's had 944,316</span><span class="comment_content" id="comment_content_3824343" style=""> plays,
which is poor. It received so-so reviews most places, 3.72 on NG, which isn't great.<br /><br />
Overall I'm disappointed with it's performance, I really do think it's the best thing
I've ever done. It has faults, in amongst the feedback which pissed me off there was
some really good points which I've taken on board.<br />
Like cronusX I can still enjoy playing it even now, it has an almost emergent game
play which as a developer is great, it makes it very hard to get sick of which helps
development a lot.<br />
I think it's great, it's fun to play and I learned a lot from it. I think that's as
good as it gets.<br /><br />
Squize.</span><br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=1166d640-f38a-421d-a479-69653655408b" /></body>
      <title>Ionic: Post Mortem</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,1166d640-f38a-421d-a479-69653655408b.aspx</guid>
      <link>http://blog.gamingyourway.com/2010/07/30/IonicPostMortem.aspx</link>
      <pubDate>Fri, 30 Jul 2010 15:49:54 GMT</pubDate>
      <description>More looking at the past as a filler whilst we wait for the future to become the present.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="content/binary/ionic_logoGrab.jpg" alt="ionic_logoGrab.jpg" border="0" height="182" width="450"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div align="left"&gt;&lt;a href="http://www.robotjamgames.com/flash-games/ionic"&gt;Ionic&lt;/a&gt;,
our first ( And quite possibly last ) crack at a Tower Defense game.&lt;br&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;b&gt;What went right:&lt;/b&gt;
&lt;br&gt;
&lt;br&gt;
Visually I think it's very strong. It's a good looking game. That was helped a lot
by &lt;a href="http://www.luxgames.net/blog/"&gt;Lux&lt;/a&gt; jumping on board really late in
the development and giving everything a lot more love, as well as designing the baddies.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="content/binary/juggernaut.png" alt="juggernaut.png" border="0" height="224" width="224"&gt;
&lt;br&gt;
&lt;div align="left"&gt;It's not a typical tower defense, which was the objective all along.
I played a lot [ Of TD's ] when developing Ionic and I was amazed by the number that
allowed you to fast forward during the actual "Combat" part. That to me defeated the
object totally. I'm placing my towers so I can see them shoot the crap out of the
baddies, it's the money shot and that's what I want to see, the pay off for saving
up for a nice new tower.&lt;br&gt;
Any game which allows you to bypass that just strikes me as strange, you may as well
just reduce it to a text response, "2 creeps got through, 12 were killed, next wave
in 3,2,1...".&lt;br&gt;
&lt;br&gt;
The game feels arcadey, which was the one design philosophy that ran through it's
dna from the very start. I could see the appeal in TD games, but couldn't really enjoy
them. The plan was to make it feel like a strategic R-Type, it needed to feel like
a real battle as part of a much bigger on-going war. Every shot, every explosion counts.&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;/div&gt;
Adding in the management and repair aspects, although I see those as a plus, I think
we're going to touch on them again in the negative pile.&lt;br&gt;
&lt;br&gt;
There's a lot of love in there, I really like the empty shells coming off the cannons
or the blue flame in the flame thrower or the 10 or so frames of animation when the
coin collecting droid is launched or the wolf growl that's mixed into the cannon shooting
sample to create that guttural raw feeling.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="content/binary/ionic_mtb4.jpg" alt="ionic_mtb4.jpg" border="0" height="256" width="256"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div align="left"&gt;The ADD blendmode. It's a thing of beauty and even though it has
a performance cost it's worth every cycle it steals. Using pixel bender for the RGB
split worked really well too, much quicker than the one in cronusX, allowing us to
use it real time rather than just for transitions.&lt;br&gt;
Two pluses for Adobe there then, rather me.&lt;br&gt;
&lt;br&gt;
I got the word bitches into the end credits. Rock 'n roll baby.&lt;br&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;b&gt;What went wrong:&lt;/b&gt;
&lt;br&gt;
&lt;br&gt;
The asset management was done early in the development. I got it working, it felt
nice, with the idea being that if people wanted more depth they could tweak things
to their liking and get more out of the game.&lt;br&gt;
If you just wanted a pick up and play, then you didn't need to touch it and still
be able to complete the game.&lt;br&gt;
With doing it early on it was counted as done and dusted. I never touched it once
after that. That was quite a mistake as it transpires that just be setting one of
the sliders to max straight way ( I can't recall which one, I'm guessing R&amp;amp;D )
you can unlock all the cool weapons really early and basically skew the difficulty
level in your favour.&lt;br&gt;
&lt;br&gt;
Bollocks.&lt;br&gt;
&lt;br&gt;
The coin collecting droids. Although I love this feature, it was a headache to code.
Every week or so I would notice that the previous fix hadn't fixed it. They were literally
the worst bug throughout the entire development.&lt;br&gt;
So I did what all coders should do, I put a nasty kludge in there. If a coin wasn't
collected after a certain amount of time I assumed that the droid was going to ignore
it, so I just killed the coin and added it to the players credits.&lt;br&gt;
What a mistake. Even though it was explained in the docs, people still noticed it
and wouldn't have it that they hadn't lost out. Also people assumed that if a coin
went off screen by the player scrolling they would lose it as well.&lt;br&gt;
Players like to see something happening to confirm it's happened, implication doesn't
work well in games. Another lesson learned ( &lt;a href="2010/07/22/cronusXPostMortem.aspx"&gt;cronusX&lt;/a&gt; had
a similar issue, with baddies teleporting in on the player. Even though a shield appeared
and the player was never ever punished for that, as that would just be really poor
design, because it wasn't communicated well enough people still thought they were
being punished unfairly, i.e. poor design ).&lt;br&gt;
&lt;br&gt;
The &lt;a href="http://www.arcadebomb.com/play/ionic_walkthrough.html"&gt;walkthrough&lt;/a&gt;.
Our mate RobotJam warned me about doing one, saying they're a waste of time. At the
time we weren't getting the interest in selling it that we expected, so producing
a walkthrough was a final role of the dice, a way to give extra value to the sponsor.&lt;br&gt;
Rob was totally right. A complete waste of time, and painfully boring to make.&lt;br&gt;
&lt;br&gt;
Balancing a TD is a complete bitch. It is so so hard to do. I looked at so many TD's
to see how they did it, and very very few do it well. A lot just extend the game by
adding far too many levels compared to the actual content. I think we had 25 levels
in this as any more would just be grinding and slow the whole progress of the game
down.&lt;br&gt;
I think we got the balance quite good in the end ( If you ignore the bug mentioned
above ), and it's here in the negatives as it impacted badly on the development time.
It's one of those things you know are going to be tricky to do well, but it's far
harder when you actually try and do it.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="content/binary/ionic_dogsOfWar.jpg" alt="ionic_dogsOfWar.jpg" border="0" height="244" width="474"&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;br&gt;
Similar to the balance was the whole GUI. I think we did a good job, but trying to
please everyone is impossible. The best example is scrolling the dreadnought. I added
3 methods, arrow keys, clicking the radar and a drag bar. In total there was 7 suggestions
on how it should be done, including some borderline venomous comments about it not
supported A/D, as if by omitting those I was somehow spitting in the players face.&lt;br&gt;
Getting a large amount of information to the player without forcing them to sit through
pages and pages of text is very difficult, and something we spent so much time on.&lt;br&gt;
&lt;br&gt;
Crisis of confidence. This is a tricky one for a developer to admit to, you very rarely
see it. I have certain comfort zones with development, some genres I can piss all
over without a thought Not that I'm especially good, just some genres click better
than others. Ionic was well outside my comfort zone, so I found myself taking on board
what everyone said which created a lot more work, and the more I listened the more
I felt I was missing the mark and going out of my way to compensate.&lt;br&gt;
When you have a lot of peers you really admire giving you suggestions, and your image
for the game isn't a 100% clear, then it's very difficult to just shut down and pick
the most relevant ones, they all seem relevant.&lt;br&gt;
&lt;br&gt;
The attack waves, something I should have been strong at doing, were average. By that
point I was getting sick of the whole thing, so I rushed through them to get them
done. They're ok, but they should have been a lot better.&lt;br&gt;
&lt;br&gt;
We're nearly at the point where I wrap this up with a "I couldn't give a fuck if no
one likes it, I still think it's the best thing I've ever done" type comment.&lt;br&gt;
Firstly I want to express how much I dislike devs who feel like they have to defend
their games too strongly, you create entertainment and put it out there for people
to enjoy. Not everyone will, like not everyone you meet in life will like you, no
matter how cheeky your grin or funny your words. It's part and parcel of putting something
out for public consumption, if you want the praise you've got to silently and with
dignity swallow the crap that comes with it.&lt;br&gt;
All that build up is of course there to explain that I'm going to break that rule,
I'm going to be a whingy little bitch. Our blog, our rules. I'll regain my dignity
tomorrow.&lt;br&gt;
&lt;br&gt;
"&lt;i&gt;we can't imagine why the developers neglected to offer the [A] and [D] keys to
pan from left to right—it would have made a &lt;b&gt;substantial&lt;/b&gt; difference in accessibility&lt;/i&gt;".&lt;br&gt;
&lt;br&gt;
"&lt;i&gt;Substantial"&lt;/i&gt; ? Really ?&lt;br&gt;
&lt;br&gt;
"&lt;i&gt;this is turning into a clickfest&lt;/i&gt;"&lt;br&gt;
&lt;br&gt;
Yeah, it's murder isn't it, having to click things, in a game of all places!&lt;br&gt;
&lt;br&gt;
"&lt;span class="comment_content" id="comment_content_3824343" style=""&gt;&lt;i&gt;flamethrower
in space void?!&lt;/i&gt;"&lt;br&gt;
&lt;br&gt;
Fuck off.&lt;br&gt;
&lt;br&gt;
I thought I'd feel better for that, but I don't really.&lt;br&gt;
&lt;br&gt;
Let's finish this off now. Never do a game with a complex GUI. Everyone has their
own favourite way of interacting with things, as I've mentioned there were in total
7 ideas for something as simple as scrolling the dreadnought. Let me clarify that
slightly, do it, but expect people not to be happy so have a thick skin ready.&lt;br&gt;
Conveying lots and lots of information is extremely hard to do in an non-obtrusive
way, it has to be filtered out gradually and you've then got to take into account
a lot of people will still just ignore it. Nothing can be implied, everything has
to be spelt out ( Thanks Nintendo for creating a generation of gamers who don't want
to fill the gaps ).&lt;br&gt;
In terms of how the games performed, it's had 944,316&lt;/span&gt;&lt;span class="comment_content" id="comment_content_3824343" style=""&gt; plays,
which is poor. It received so-so reviews most places, 3.72 on NG, which isn't great.&lt;br&gt;
&lt;br&gt;
Overall I'm disappointed with it's performance, I really do think it's the best thing
I've ever done. It has faults, in amongst the feedback which pissed me off there was
some really good points which I've taken on board.&lt;br&gt;
Like cronusX I can still enjoy playing it even now, it has an almost emergent game
play which as a developer is great, it makes it very hard to get sick of which helps
development a lot.&lt;br&gt;
I think it's great, it's fun to play and I learned a lot from it. I think that's as
good as it gets.&lt;br&gt;
&lt;br&gt;
Squize.&lt;/span&gt;
&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
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      <category>Post Mortem</category>
    </item>
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      <dc:creator>Squize</dc:creator>
      <wfw:comment>http://blog.gamingyourway.com/CommentView,guid,e4bd2be7-4f97-42e5-9b28-b48a9f7afbda.aspx</wfw:comment>
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      <slash:comments>5</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">A post mortem on <a href="http://www.robotjamgames.com/flash-games/cronusx">cronusX</a> is
well over due. Even though the files aren't online right now ( The webhost the files
were on got hacked, and it turns out their talk of backups was a big fat lie, so they
just closed rather than restoring things. Nice one ) we did document every day of
it's <a href="CategoryView,category,Xtreme.aspx">development</a>.<br /><br /><div align="center"><img src="content/binary/cronusx.jpg" alt="cronusx.jpg" border="0" height="239" width="429" /><br /><br /><div align="left">I will re-upload all the files when I get chance.<br /><br /><b>What went right:</b><br /><br />
The development diary, which I've already mentioned. It's something we're definitely
going to be doing again on the right project ( So many are covered by NDA's, others
are quite risky and there's no need to fail in public ).<br />
It really gave us focus and allowed for really quick and great feedback from you dear
reader.<br /></div></div><br />
The look &amp; feel. I'm really pleased with how the game looks. The screen shake
when the asteroid hits the screen during the attract mode is pretty sweet ( And if
you've got a 360 joypad plugged in you get a cheeky rubble ), the rgb split transition
works nicely ( There were some comments that it took a little long, some comments
I just choose to ignore ), the between level tips are a nice touch too, even though
one was broken that no one noticed which got hidden with a nasty 11th hour kludge.<br />
Olli did great work with the players ship, the asteroids and the title screen animation.
Funnily enough it's the closest we've worked together on a game, and it was really
smooth ( I'm sure I'm looking at that with rose tinted spectacles though, I'm pretty
positive I pissed Olli off untold times ).<br />
The curved text was a pain though, as I didn't use code to curve it, so it meant using
the art package for every text amend. Painful.<br /><br />
Code. It's a really solid game code wise, it uses our <a href="2008/08/28/DistanceBasedBroadphase.aspx">distance
based broadphase</a> collision routine which worked perfectly for this game. Also
procedurally generating the background was really cool, something I'm proud of. The
data mining in there is pretty good too, with Olli doing the clever server side stuff.<br /><br />
The game itself. I really enjoy playing it, it's a good game, and that's the best
I can ever hope for.<br /><br /><br /><b>What went wrong:</b><br /><br />
We had this really good data mining system, and just failed to use it. I did code
up some widgets but they never went anywhere.<br /><br /><div align="center"><img src="content/binary/widget_rock.png" alt="widget_rock.png" border="0" height="306" width="360" /><br /><br /><div align="left">A real waste, but there comes a point of diminishing returns.<br /><br />
The sponsor requirements meant that we had to rename it, which I wasn't over the moon
about, and actually remove some features. This meant that the version on Candystand
isn't as good as it should be, which is a real pity.<br />
( Just for the record, Dave @CS was a joy to work with, I'm really not criticising
Candystand in any way, it's just frustrating removing working features ).<br /><br />
We experimented adding twitter support, being all web 2.0. Total waste of time, it
was badly implemented, took far too long to add and no one used it. Lesson learned
there.<br /><br /><div align="center"><img src="content/binary/x_grab.jpg" alt="x_grab.jpg" border="0" height="357" width="476" /><br /><b><font size="1">Old wip grab</font></b><br /></div><br />
Survival mode. Another important learning point. I thought adding a half arsed feature
to increase the "value" of the game was a good idea. It turns out that players expect
things to be good, rather than just tacked on, crazy talk I know. The perception isn't
that it's a bit more to the game, which is how I saw it, it was treated as integral
part, and seeing how it was weak we suffered because of that.<br />
Fair enough, it's not something I can argue against.<br /><br /></div></div>
No one liked it. Ok, a little bit exaggerated for dramatic effect, but it did fall
between two stools. Old gamers were expecting Asteroids controls, and were disappointed
that we'd gone "Dual stick" with it. New gamers who didn't grow up with Asteroids
felt it was lacking in other ways, such as a lack of bosses ( Amongst many other things
).<br />
Basically we hit the middle ground perfectly, which pissed off both sides ( Spoiler
alert. The <a href="http://www.robotjamgames.com/flash-games/ionic">Ionic</a> post
mortem is going to end the same way ).<br /><br />
It got an ok-ish 3.80 on Newgrounds, died it's death on Kongregate ( Naturally ).
I honestly don't know what it's done traffic wise, we weren't allowed our own tracking
in there, the moch-ad figures say just over 385,000 impressions, so add in the skips
and the site lock plays and we're looking at a piss poor million or so hits. Nothing
really.<br />
This is why the widgets never saw the light of day, there's only so much time you
can throw at a project that's not going anywhere.<br /><br />
Before this gets too pessimistic and ends on a low, it's a game we're proud of and
it's still fun to play even now. I'm more than happy to have it as part of the GYW
back catalogue, it represents us well ( A technically good, pretty game that no one
likes aside from us ).<br />
If this was the last game I'd ever written I wouldn't be upset.<br /><br />
Squize.<br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=e4bd2be7-4f97-42e5-9b28-b48a9f7afbda" /></body>
      <title>cronusX: Post Mortem</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,e4bd2be7-4f97-42e5-9b28-b48a9f7afbda.aspx</guid>
      <link>http://blog.gamingyourway.com/2010/07/22/cronusXPostMortem.aspx</link>
      <pubDate>Thu, 22 Jul 2010 21:04:49 GMT</pubDate>
      <description>A post mortem on &lt;a href="http://www.robotjamgames.com/flash-games/cronusx"&gt;cronusX&lt;/a&gt; is
well over due. Even though the files aren't online right now ( The webhost the files
were on got hacked, and it turns out their talk of backups was a big fat lie, so they
just closed rather than restoring things. Nice one ) we did document every day of
it's &lt;a href="CategoryView,category,Xtreme.aspx"&gt;development&lt;/a&gt;.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="content/binary/cronusx.jpg" alt="cronusx.jpg" border="0" height="239" width="429"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div align="left"&gt;I will re-upload all the files when I get chance.&lt;br&gt;
&lt;br&gt;
&lt;b&gt;What went right:&lt;/b&gt;
&lt;br&gt;
&lt;br&gt;
The development diary, which I've already mentioned. It's something we're definitely
going to be doing again on the right project ( So many are covered by NDA's, others
are quite risky and there's no need to fail in public ).&lt;br&gt;
It really gave us focus and allowed for really quick and great feedback from you dear
reader.&lt;br&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;br&gt;
The look &amp;amp; feel. I'm really pleased with how the game looks. The screen shake
when the asteroid hits the screen during the attract mode is pretty sweet ( And if
you've got a 360 joypad plugged in you get a cheeky rubble ), the rgb split transition
works nicely ( There were some comments that it took a little long, some comments
I just choose to ignore ), the between level tips are a nice touch too, even though
one was broken that no one noticed which got hidden with a nasty 11th hour kludge.&lt;br&gt;
Olli did great work with the players ship, the asteroids and the title screen animation.
Funnily enough it's the closest we've worked together on a game, and it was really
smooth ( I'm sure I'm looking at that with rose tinted spectacles though, I'm pretty
positive I pissed Olli off untold times ).&lt;br&gt;
The curved text was a pain though, as I didn't use code to curve it, so it meant using
the art package for every text amend. Painful.&lt;br&gt;
&lt;br&gt;
Code. It's a really solid game code wise, it uses our &lt;a href="2008/08/28/DistanceBasedBroadphase.aspx"&gt;distance
based broadphase&lt;/a&gt; collision routine which worked perfectly for this game. Also
procedurally generating the background was really cool, something I'm proud of. The
data mining in there is pretty good too, with Olli doing the clever server side stuff.&lt;br&gt;
&lt;br&gt;
The game itself. I really enjoy playing it, it's a good game, and that's the best
I can ever hope for.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;b&gt;What went wrong:&lt;/b&gt;
&lt;br&gt;
&lt;br&gt;
We had this really good data mining system, and just failed to use it. I did code
up some widgets but they never went anywhere.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="content/binary/widget_rock.png" alt="widget_rock.png" border="0" height="306" width="360"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div align="left"&gt;A real waste, but there comes a point of diminishing returns.&lt;br&gt;
&lt;br&gt;
The sponsor requirements meant that we had to rename it, which I wasn't over the moon
about, and actually remove some features. This meant that the version on Candystand
isn't as good as it should be, which is a real pity.&lt;br&gt;
( Just for the record, Dave @CS was a joy to work with, I'm really not criticising
Candystand in any way, it's just frustrating removing working features ).&lt;br&gt;
&lt;br&gt;
We experimented adding twitter support, being all web 2.0. Total waste of time, it
was badly implemented, took far too long to add and no one used it. Lesson learned
there.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="content/binary/x_grab.jpg" alt="x_grab.jpg" border="0" height="357" width="476"&gt;
&lt;br&gt;
&lt;b&gt;&lt;font size="1"&gt;Old wip grab&lt;/font&gt;&lt;/b&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;br&gt;
Survival mode. Another important learning point. I thought adding a half arsed feature
to increase the "value" of the game was a good idea. It turns out that players expect
things to be good, rather than just tacked on, crazy talk I know. The perception isn't
that it's a bit more to the game, which is how I saw it, it was treated as integral
part, and seeing how it was weak we suffered because of that.&lt;br&gt;
Fair enough, it's not something I can argue against.&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;/div&gt;
No one liked it. Ok, a little bit exaggerated for dramatic effect, but it did fall
between two stools. Old gamers were expecting Asteroids controls, and were disappointed
that we'd gone "Dual stick" with it. New gamers who didn't grow up with Asteroids
felt it was lacking in other ways, such as a lack of bosses ( Amongst many other things
).&lt;br&gt;
Basically we hit the middle ground perfectly, which pissed off both sides ( Spoiler
alert. The &lt;a href="http://www.robotjamgames.com/flash-games/ionic"&gt;Ionic&lt;/a&gt; post
mortem is going to end the same way ).&lt;br&gt;
&lt;br&gt;
It got an ok-ish 3.80 on Newgrounds, died it's death on Kongregate ( Naturally ).
I honestly don't know what it's done traffic wise, we weren't allowed our own tracking
in there, the moch-ad figures say just over 385,000 impressions, so add in the skips
and the site lock plays and we're looking at a piss poor million or so hits. Nothing
really.&lt;br&gt;
This is why the widgets never saw the light of day, there's only so much time you
can throw at a project that's not going anywhere.&lt;br&gt;
&lt;br&gt;
Before this gets too pessimistic and ends on a low, it's a game we're proud of and
it's still fun to play even now. I'm more than happy to have it as part of the GYW
back catalogue, it represents us well ( A technically good, pretty game that no one
likes aside from us ).&lt;br&gt;
If this was the last game I'd ever written I wouldn't be upset.&lt;br&gt;
&lt;br&gt;
Squize.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=e4bd2be7-4f97-42e5-9b28-b48a9f7afbda" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,e4bd2be7-4f97-42e5-9b28-b48a9f7afbda.aspx</comments>
      <category>Post Mortem</category>
    </item>
    <item>
      <trackback:ping>http://blog.gamingyourway.com/Trackback.aspx?guid=be401d1d-c30d-49d3-8a61-a73daf9463cb</trackback:ping>
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      <dc:creator>Squize</dc:creator>
      <wfw:comment>http://blog.gamingyourway.com/CommentView,guid,be401d1d-c30d-49d3-8a61-a73daf9463cb.aspx</wfw:comment>
      <wfw:commentRss>http://blog.gamingyourway.com/SyndicationService.asmx/GetEntryCommentsRss?guid=be401d1d-c30d-49d3-8a61-a73daf9463cb</wfw:commentRss>
      <body xmlns="http://www.w3.org/1999/xhtml">We couldn't let a Friday the 13th pass
without some sort of post.<br /><br />
If you've got any interest in the process of making an adver-game, the always lovely
gamepoetry ( Check out the 4K comp there, there's a link under our logo above, see
it ? Yeah, give that a little clickity click click ) have an exclusive <a href="http://www.gamepoetry.com/blog/2009/02/13/post-mortem-invaders-must-die/">post
mortem</a> from us ( As pay back for their great one for <a href="http://blog.gamingyourway.com/PermaLink,guid,85ec10f6-535e-4cc8-b54e-bb1249703385.aspx">Zombieland</a> we
presented here just before Christmas ) about our recent <a href="http://blog.gamingyourway.com/PermaLink,guid,5fe589e2-8319-4880-8cf4-cf581d9faa74.aspx">Invaders
Must Die</a> game.<br /><br />
And hopefully that's the last time we mention Invaders here, as it seems to be all
we've spoken about in the past couple of weeks, and we're bored of it too now.<br /><br />
Squize.<br /><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=be401d1d-c30d-49d3-8a61-a73daf9463cb" /></body>
      <title>Invaders Must [ Explain The Process ]</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,be401d1d-c30d-49d3-8a61-a73daf9463cb.aspx</guid>
      <link>http://blog.gamingyourway.com/2009/02/13/InvadersMustExplainTheProcess.aspx</link>
      <pubDate>Fri, 13 Feb 2009 20:07:22 GMT</pubDate>
      <description>We couldn't let a Friday the 13th pass without some sort of post.&lt;br&gt;
&lt;br&gt;
If you've got any interest in the process of making an adver-game, the always lovely
gamepoetry ( Check out the 4K comp there, there's a link under our logo above, see
it ? Yeah, give that a little clickity click click ) have an exclusive &lt;a href="http://www.gamepoetry.com/blog/2009/02/13/post-mortem-invaders-must-die/"&gt;post
mortem&lt;/a&gt; from us ( As pay back for their great one for &lt;a href="http://blog.gamingyourway.com/PermaLink,guid,85ec10f6-535e-4cc8-b54e-bb1249703385.aspx"&gt;Zombieland&lt;/a&gt; we
presented here just before Christmas ) about our recent &lt;a href="http://blog.gamingyourway.com/PermaLink,guid,5fe589e2-8319-4880-8cf4-cf581d9faa74.aspx"&gt;Invaders
Must Die&lt;/a&gt; game.&lt;br&gt;
&lt;br&gt;
And hopefully that's the last time we mention Invaders here, as it seems to be all
we've spoken about in the past couple of weeks, and we're bored of it too now.&lt;br&gt;
&lt;br&gt;
Squize.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=be401d1d-c30d-49d3-8a61-a73daf9463cb" /&gt;</description>
      <comments>http://blog.gamingyourway.com/CommentView,guid,be401d1d-c30d-49d3-8a61-a73daf9463cb.aspx</comments>
      <category>news</category>
      <category>Post Mortem</category>
    </item>
    <item>
      <trackback:ping>http://blog.gamingyourway.com/Trackback.aspx?guid=85ec10f6-535e-4cc8-b54e-bb1249703385</trackback:ping>
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      <pingback:target>http://blog.gamingyourway.com/PermaLink,guid,85ec10f6-535e-4cc8-b54e-bb1249703385.aspx</pingback:target>
      <dc:creator>Squize</dc:creator>
      <wfw:comment>http://blog.gamingyourway.com/CommentView,guid,85ec10f6-535e-4cc8-b54e-bb1249703385.aspx</wfw:comment>
      <wfw:commentRss>http://blog.gamingyourway.com/SyndicationService.asmx/GetEntryCommentsRss?guid=85ec10f6-535e-4cc8-b54e-bb1249703385</wfw:commentRss>
      <slash:comments>4</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">We're really really pleased and proud to
present a guest post from our good friend Pany at the oh-so-talented UrbanSquall (
Developers of <a href="http://www.kongregate.com/games/urbansquall/battalion-nemesis">Battalion:Nemesis</a> amongst
other great games ) not to mention the words behind the always essential <a href="http://www.gamepoetry.com/blog/">GamePoetry</a> blog.<br /><br />
Enough of my introduction, on with the show:<br /><br /><hr size="2" width="100%" /><br /><br /><b>Zombieland: Bonesnap Boulevard</b><br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/zombieland_in_game.jpg" alt="zombieland_in_game.jpg" border="0" height="480" width="640" /><br /></div><i><br />
Intro</i>:<br /><br />
This is a really late post-mortem for Zombieland which was completed at the end of
the first quarter 2007. Zombieland is an endless side scrolling shooter written in
ActionScript 3.0. The game was written with the Flash IDE 9 Alpha, and was completed
before Flash CS3's official release date. The game is still playable at <a href="http://www.newgrounds.com/portal/view/378688">http://www.newgrounds.com/portal/view/378688</a><br /><br />
Zombieland was essentially a critical flop. It didn't garner enough eyeballs to warrant
a sequel, and despite some really creative ideas, and the flawlessly crafted graphics,
people who played the game had a hard time coming to grips with the flawed weapon
implementations, gameplay experience and jarring audio. It was a fun project that
was executed in a very short time period, but a few missteps ultimately damaged the
gameplay experience considerably.<div align="center"><img src="http://blog.gamingyourway.com/content/binary/Object_Barrel.png" alt="Object_Barrel.png" border="0" height="216" width="288" /><br /></div><i>What Went Wrong</i>:<div align="center"><br /></div>
1. Audio. The music in the game is at too high of a volume, and the compression was
set too high. The result is that long before you ever see anything approximating a
mute button you are assaulted with an overwhelming blast of scratchy static-riddled
music. I suspect many potential fans of the game were lost in the onslaught of those
first few obnoxious seconds. The great sadness is that the music is actually pretty
good. A few minutes could have fixed these problems very easily.<br /><br />
2. Questionable design choices. Random is not fun. The game uses a very basic algorithm
for deciding what sort of enemies to spawn and at  that frequency. I think this
only barely worked. Static levels would have taken longer to produce, but would have
been inherently more interesting. Combined with other design blunders, like the constantly
moving forward main character, the weak default weapon, and shoddy collision detection,
Zombieland scared off most players long before they could come to appreciate some
of the funner aspects of the game.<br />
I'd say our rushed development schedule was partly to blame here, but it was also
partly a lack of objective oversight.<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/zombie_playerGrab.png" alt="zombie_playerGrab.png" border="0" height="124" width="115" /><br /></div><br />
3. Syncing gameplay and animations. In Zombieland, the majority of events are queued
off animations. Firing, reloading, taking damage are three examples where I let the
speed of the action be determined by animations. This could have been fine, except
it clashed horribly with the fact that the character is supposed to be constantly
moving forward meaning we had to do ugly tricks to maintain the illusion. The result
is that most core actions in the game are very unresponsive which multiplied the negative
effects of poor collision detection.<br />
This was just a naïve misstep that was avoidable with a very simple design change.<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/Weapon_Chainsaw.png" alt="Weapon_Chainsaw.png" border="0" height="25" width="37" /><br /></div><br /><i>What Went Right</i>:<br /><br />
1. Graphics. Tim Wendorf, the artist for Zombieland, nailed the visual aesthetic.
The 2x look, combined with the slick character designs really make the graphics the
best thing about this game. There is a distinct possibility the game got away with
its crappy core gameplay mechanics during development simply because of Tim's quality
graphics.<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/Zombie_Tank.png" alt="Zombie_Tank.png" border="0" height="288" width="288" /><br /></div><br />
2. Inventive zombie designs. Again, I have to credit Tim's warped sense of humor for
coming up with some of the more memorable moments in the game, like going toe-to-toe
with a wheel chair zombie, or having to face a stream of zombie porcupines tossed
by an angry zombie cowboy. The Zamboni Wamboni was all mine, though.<br /><br />
3. Quick turn around. The game took less than 5 weeks of near full time development.
We didn't hit any snafus along the way and we delivered the final build ahead of schedule,
despite the fact that I was still coming to terms with a new programming language
(ActionScript 3.0) and a new content pipeline (bitmap tilesheets). We shipped the
game with gameplay flaws that only became clear after the dust had settled and it
was too late to do anything about it.<br />
Scheduling wise, though, Zombieland was about as good as they come in terms of everything
just coming together right.<br /><br /><div align="center"><img src="http://blog.gamingyourway.com/content/binary/Weapon_Shotgun.png" alt="Weapon_Shotgun.png" border="0" height="11" width="32" /><br /></div><br /><i>Conclusion</i>:<br /><br />
The hindsight of almost two years since the game's release has given me some time
to reflect on why Zombieland failed to achieve the success I thought it was due.<br />
The most valuable lessons I can take away from Zombieland, at this time, is that I
should avoid integrating slick graphics early in the development pipeline, and instead
focus on prototyping and nailing the core mechanic and avoid getting seduced by a
pretty presentation.<br />
A part of this is getting more feedback on the gameplay mechanic, especially in those
earlier stages, which can help identify issues with a poor random level generation
algorithm, or crappy engine limitations, like bad collision detection and animation-based
timing dependencies.<br />
I'm hoping fate allows me another opportunity to revisit the Zombieland setting, as
I think it was under served by a few key bad decisions that spoiled an otherwise solid
game.<br /><br />
Panayoti Haritatos / <a href="http://www.urbansquall.com/">UrbanSquall</a><p></p><img width="0" height="0" src="http://blog.gamingyourway.com/aggbug.ashx?id=85ec10f6-535e-4cc8-b54e-bb1249703385" /></body>
      <title>Post Mortem ZombieLand : Bonesnap Boulevard</title>
      <guid isPermaLink="false">http://blog.gamingyourway.com/PermaLink,guid,85ec10f6-535e-4cc8-b54e-bb1249703385.aspx</guid>
      <link>http://blog.gamingyourway.com/2008/12/23/PostMortemZombieLandBonesnapBoulevard.aspx</link>
      <pubDate>Tue, 23 Dec 2008 15:50:12 GMT</pubDate>
      <description>We're really really pleased and proud to present a guest post from our good friend Pany at the oh-so-talented UrbanSquall ( Developers of &lt;a href="http://www.kongregate.com/games/urbansquall/battalion-nemesis"&gt;Battalion:Nemesis&lt;/a&gt; amongst
other great games ) not to mention the words behind the always essential &lt;a href="http://www.gamepoetry.com/blog/"&gt;GamePoetry&lt;/a&gt; blog.&lt;br&gt;
&lt;br&gt;
Enough of my introduction, on with the show:&lt;br&gt;
&lt;br&gt;
&lt;hr size="2" width="100%"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Zombieland: Bonesnap Boulevard&lt;/b&gt;
&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/zombieland_in_game.jpg" alt="zombieland_in_game.jpg" border="0" height="480" width="640"&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;i&gt;
&lt;br&gt;
Intro&lt;/i&gt;:&lt;br&gt;
&lt;br&gt;
This is a really late post-mortem for Zombieland which was completed at the end of
the first quarter 2007. Zombieland is an endless side scrolling shooter written in
ActionScript 3.0. The game was written with the Flash IDE 9 Alpha, and was completed
before Flash CS3's official release date. The game is still playable at &lt;a href="http://www.newgrounds.com/portal/view/378688"&gt;http://www.newgrounds.com/portal/view/378688&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Zombieland was essentially a critical flop. It didn't garner enough eyeballs to warrant
a sequel, and despite some really creative ideas, and the flawlessly crafted graphics,
people who played the game had a hard time coming to grips with the flawed weapon
implementations, gameplay experience and jarring audio. It was a fun project that
was executed in a very short time period, but a few missteps ultimately damaged the
gameplay experience considerably.&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/Object_Barrel.png" alt="Object_Barrel.png" border="0" height="216" width="288"&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;i&gt;What Went Wrong&lt;/i&gt;:&lt;div align="center"&gt;
&lt;br&gt;
&lt;/div&gt;
1. Audio. The music in the game is at too high of a volume, and the compression was
set too high. The result is that long before you ever see anything approximating a
mute button you are assaulted with an overwhelming blast of scratchy static-riddled
music. I suspect many potential fans of the game were lost in the onslaught of those
first few obnoxious seconds. The great sadness is that the music is actually pretty
good. A few minutes could have fixed these problems very easily.&lt;br&gt;
&lt;br&gt;
2. Questionable design choices. Random is not fun. The game uses a very basic algorithm
for deciding what sort of enemies to spawn and at&amp;nbsp; that frequency. I think this
only barely worked. Static levels would have taken longer to produce, but would have
been inherently more interesting. Combined with other design blunders, like the constantly
moving forward main character, the weak default weapon, and shoddy collision detection,
Zombieland scared off most players long before they could come to appreciate some
of the funner aspects of the game.&lt;br&gt;
I'd say our rushed development schedule was partly to blame here, but it was also
partly a lack of objective oversight.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/zombie_playerGrab.png" alt="zombie_playerGrab.png" border="0" height="124" width="115"&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;br&gt;
3. Syncing gameplay and animations. In Zombieland, the majority of events are queued
off animations. Firing, reloading, taking damage are three examples where I let the
speed of the action be determined by animations. This could have been fine, except
it clashed horribly with the fact that the character is supposed to be constantly
moving forward meaning we had to do ugly tricks to maintain the illusion. The result
is that most core actions in the game are very unresponsive which multiplied the negative
effects of poor collision detection.&lt;br&gt;
This was just a naïve misstep that was avoidable with a very simple design change.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/Weapon_Chainsaw.png" alt="Weapon_Chainsaw.png" border="0" height="25" width="37"&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;i&gt;What Went Right&lt;/i&gt;:&lt;br&gt;
&lt;br&gt;
1. Graphics. Tim Wendorf, the artist for Zombieland, nailed the visual aesthetic.
The 2x look, combined with the slick character designs really make the graphics the
best thing about this game. There is a distinct possibility the game got away with
its crappy core gameplay mechanics during development simply because of Tim's quality
graphics.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/Zombie_Tank.png" alt="Zombie_Tank.png" border="0" height="288" width="288"&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;br&gt;
2. Inventive zombie designs. Again, I have to credit Tim's warped sense of humor for
coming up with some of the more memorable moments in the game, like going toe-to-toe
with a wheel chair zombie, or having to face a stream of zombie porcupines tossed
by an angry zombie cowboy. The Zamboni Wamboni was all mine, though.&lt;br&gt;
&lt;br&gt;
3. Quick turn around. The game took less than 5 weeks of near full time development.
We didn't hit any snafus along the way and we delivered the final build ahead of schedule,
despite the fact that I was still coming to terms with a new programming language
(ActionScript 3.0) and a new content pipeline (bitmap tilesheets). We shipped the
game with gameplay flaws that only became clear after the dust had settled and it
was too late to do anything about it.&lt;br&gt;
Scheduling wise, though, Zombieland was about as good as they come in terms of everything
just coming together right.&lt;br&gt;
&lt;br&gt;
&lt;div align="center"&gt;&lt;img src="http://blog.gamingyourway.com/content/binary/Weapon_Shotgun.png" alt="Weapon_Shotgun.png" border="0" height="11" width="32"&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;i&gt;Conclusion&lt;/i&gt;:&lt;br&gt;
&lt;br&gt;
The hindsight of almost two years since the game's release has given me some time
to reflect on why Zombieland failed to achieve the success I thought it was due.&lt;br&gt;
The most valuable lessons I can take away from Zombieland, at this time, is that I
should avoid integrating slick graphics early in the development pipeline, and instead
focus on prototyping and nailing the core mechanic and avoid getting seduced by a
pretty presentation.&lt;br&gt;
A part of this is getting more feedback on the gameplay mechanic, especially in those
earlier stages, which can help identify issues with a poor random level generation
algorithm, or crappy engine limitations, like bad collision detection and animation-based
timing dependencies.&lt;br&gt;
I'm hoping fate allows me another opportunity to revisit the Zombieland setting, as
I think it was under served by a few key bad decisions that spoiled an otherwise solid
game.&lt;br&gt;
&lt;br&gt;
Panayoti Haritatos / &lt;a href="http://www.urbansquall.com/"&gt;UrbanSquall&lt;/a&gt;
&lt;p&gt;
&lt;/p&gt;
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