Wednesday, September 30, 2009

Coming soon to a race track near you

Here's a little clip of what to expect from "Destroy all Cars", which should hopefully be live by the end of the week


Squize.
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Friday, September 18, 2009

Timing is everything

This is just going to be a short "So obvious maybe it's not worth saying" post, but lets face it, most of the posts here fall into that category.

The driving / crashing game I'm working on right now ( Look a couple of posts down to read very little about it. NDA's, they're like garlic to this vampire of a blog ) has a nice Star Wars wipe. I've used it a couple of times before, it's a simple yet effective transition, and it suits some games well.
In this case it fits as it reinforces the fast movement from left to right, which is what the game's all about. And you thought I just threw all these games together by blindly bashing on the keys until the errors stop. Ahem.

Anyway as this game uses box2D the results are very variable. A little tweak here and a little one there and it throws up totally different results, which in turn means a lot of testing. I must have seen the same screens thousands of times. I mean that literally.

The other day my beautiful Star Wars wipe got to the point where I couldn't take it any more. I imagine people who work in the porn industry get sick of it after a while, or a tour guide at the Sistine Chapel ( Now there's two extremes ). I'm going to shorten it to make it run quicker.

No.

Trust your instincts when it comes to the timing of things like that. If it looked great the first couple of times ( After tweaking of course. Nothing is right first time ) then it's right. Don't let your boredom get the better of you.
Many a time I've had to dig my heels in with clients where they've seen lots and lots of iterations of a game ( That's agile development for you ) where they've got sick of the same sequence I have, and suggested it be shortened.

Just say the same thing you would to a unkempt man with his arm in a sling asking you to just help him put something heavy in the back of his van, here, it's just up this dark alley. Just reach right in there and put it far at the back, whilst he stands behind you.

If you say yes to it, it will be the development equivalent of having to rub the lotion into your skin. And no, we don't want the hose again.

It's not just transitions, text too is something that it's easy to skip by too quickly. A simple rule of thumb, read the text yourself twice. Not coder read it, proper read it. Twice. Slowly. And that's how long it's going to have to sit there, no matter how many times you have to sit through it ( Before any one chimes in and says you just the reduce the time during testing and put it back to the original when the game's nearly done, I know, this is just design theory. Work with me here ).

Squize.

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Thursday, September 10, 2009

Lives. They're really not evil you know.

Our mate Ali has had his Mechanaught game reviewed over at Jay's. We really like the game.

mechanaughtscreenie.png

It's not perfect, but what it does it does really well. It is what a good Flash game should be, a nice time waster, not a life changing experience.

Something in the review about it though really caught my eye,

"My biggest gripe with Mechanaught is actually the implementation of lives. I thought we'd covered this was an unnecessary and annoying idea for a browser game. I sent out flyers and everything. This is a flash game, not an arcade hall with a sticky floor. You're not going to get quarters out of me, just an enraged baboon-like hooting.
If you run out of lives, that's it. Game over. You can go back to your most recent save, but it's still frustrating. Maybe some people will like the added difficulty, but the rest of us are going to be annoyed that dying carries such a stiff penalty instead of simply popping you back to the beginning of a stage. Maybe if health kits were a more frequent find, it wouldn't be as much of an issue.
"

I must have missed the memo. It's one thing that a games difficulty may be out slightly for some players ( No one will ever get it perfect for everyone ), but a game with lives and a game over mechanic is far from a dated notion.
An end of level boss was originally a spike in the difficulty to increase the length of a game. These soon became the norm to the point that most players expect a boss battle and feel cheated if they don't get one. And yet, they are there for the very same reason that lives are. It's to increase the longevity of a game and introduce a pronounced risk / reward, in the case of lives something which is clearly tangible from the offset.

I just finished Arkham Asylum the other day. Fantastic game, believe the hype. All the reviews said it's about 10 hours gameplay, but I've been off the xbox for a while so I'm a bit rusty, it must have taken me more like 12/14 ( I've still got to go back and max those achievements out. I'm a gamer score whore ). That didn't have lives, and just as well as it would be in the bin by now if I got a Game Over after dying 3 times and then sent back a fair way.
That's a 10+ hour game, not a 30min Flash game. A lives mechanic only really works if you can complete the game with the base number of lives, or you can either collect extra ones or have continues ( Or it's pure score attack, Geometry Wars being the perfect example of a popular console shoot'em up with a nasty ol' Game Over ) so you can actually complete it.

I think it's fair to say that there isn't a progressive Flash game with 10 hours playability before the job is done. Yeah you may have played DTD for 10 hours in total ( Which has lives in the form of energy ) but nothing that I know of that's 10 hours from the start of the tale to the conclusion ( Does Dofus count ? Feel free to correct me if it does ).

Lives are a valid mechanic for small Flash games. I'm not saying every game in Flash should use them ( Untold games shouldn't ), but a lot of games suit them, need them in fact. Just to repeat myself, they lengthen the game play ( The game play we can't lengthen with more real content due to budgets ). It may be a slightly artificial and forced way to do it, but in adding a clear risk and reward to the game it works well.
The alternative being ? Grinding out a victory ? I'm old enough to have used infinite lives pokes in games, and no matter how hard you try you soon succumb to the safety / apathy that offers and with no risk you miss out on that all important money shot that is reward.

Squize.

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Tuesday, September 08, 2009

What's stuck in our pipeline ?

Figured it would be an idea to actually talk about Flash work on here for a pleasant change. I've been quiet of late as to be honest nothing much has been happening. I've been wrestling with box2D for one project, finishing off another and working on the TD as a personal release.

Here's a little grab from the National Geographic project ( I can't say anything more about it, NDAs = not the best subject for a blog post )

natGeo_grab.png

We've been hit with a lot of amends on this project, but it's all shaping up nicely. I believe it's going to be a CD only release, possibly making it online at a later date. So that's a game I can't talk about that you'll possibly never play. This is why I haven't been blogging much.

Next up is a game I've been doing with my mate Elliot at www.MakingFunGames.com


dac_grab.png


Not the most gripping of screen grabs I know, but I think this could well be a bit secret too ( No NDA, but then no "Feel free to spill your guts about it" ). This is a box2D based game, and I'm not even going to start bitching about how hellish it is to get box2D to do something ( I did the pinball game way back, and so had forgotten everything I'd learned, which at the time was barely enough to get a ball moving with some flippers ).
I think it's going to be quite good when it's done, there is something pleasing about making cars crash for some primeval reason.

Both of these should be done and dusted by the end of the month.

ionicChyrsus_grab.jpg

This is the current build of Ionic, my TD game, which shows some nasty placeholder art for the turrets. The baddie shadow effects are in now, which I'm really happy with ( So happy I didn't actually manage to capture a grab of them in action ) plus some of the collision checks / shooting. One thing I added the other day is that little spiky drone just at the bottom of that top red box. That little drone, aside from needing to be scaled up and re-coloured, comes out of that open hatch on the far left there and collects any dropped coins when a baddie is killed ( See, he's heading for that obscured spinning gold G there ).

They say a picture is worth a 1000 words, aside from that one, which needs a 1000 words to explain it. Not my greatest prtScn moment.

I'm not even going to put a release date on Ionic, it's done when it's done. It's not me being all "This is my art, don't you understand ?", it's me being snowed under with other things, so this is my down time project.

Squize.

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Friday, September 04, 2009

A game in a week - not with me it seems ...

So, it's 21:11h here in Germany now and just 2 minutes ago I wiped off the last item on my todo list for Via Romanum, a word game I've been working on for the last couple of days.

There will be no public release for the next 2 weeks though (I'm on holiday, yehaaa!).

So without going into detail (I'll have to do a quick rant about creating and searching large lists of words and how to make that quick enough to test a whole 10x10 grid for left/right and top/down combinations of letters that might form words)

Sunset_04a.jpg
Just to set the mood even for our well known logo ...

via_promo_00.jpg
... the menu screen ...

via_promo_01.jpg
... and some in game impressions.


Off to the beach now ... nGFX


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