Categories
Art Code Development Games OneGameaMonth

October Release!

Just in time to Hit before Halloween Candy Goblin is OUT!
PLAY IT HERE (android)

Candy Goblin - available on google play
Candy Goblin – available on google play
sstitle sswitch
SS1 SS2
Categories
Art Code Development OneGameaMonth

Candy Goblin mini project

Needed a change of pace so I’m making a quick one screen game for Halloween.

Basic gameplay is done, remaining features:

  • Witch power-ups- when witch collects 3 of a kind in a row.. powerups happen.
  • Display Score and powerup indicators
  • Display ads and between round descriptions.

 

Things I’d like to do..

  • IAP
  • Google Play Integration

CandyGoblin-10-19-13

Categories
Art design Development

DragonCrash Alpha Update

Not too much time this week.  Here’s the highlights:

  • parllaxing backgrounds are back and better.
  • the new House and system for adding terrain attachments is fast.  Total time was about 3 hours to add a new item to the game.
  • Improved Energy ui.
  • Particle manager for terrain effect.
  • Upgrade to GL2 base with potential hooks for shader effects.
Categories
Art Code Development Games SwiftThought.com news

UI and update

UI! That’s right, with a little love I managed to get an in-game UI working for the basic play button (shop does nothing yet)  I also got the fundamentals of the in-app options set up and much more, but it’s not really anything that you can see..

DragonCrash-Screen-Sept14-UI

After that, I went back and did a minor re-factoring of some of the War Mages  will have a few more changes being made this weekend for the beginning of the challenge/training levels.  I hope to have that ready for publishing next week.

And finally, it’s been too long but it was beyond time to just play in photoshop for a bit.  Granted it suffers from not having a reference and I really should re-work some parts, I’m pleased overall.

Photoshop scribble-sept-d4

That’s it for this week’s update.

Categories
Art design Development

Style…damn that’s hard

It’s been a short week and it’s been pure struggle.  But the art style is slowly starting to gel.  flat and simple painterly.

Anyway.. too many things to do and not enough time to do them.

Categories
Code Development Games

A slice of DragonCrash

Whoo, I love me some 3 day weekends!  Here’s a video of what’s new.

New Features: (bulleted list version.. it’s late, sorry)

  • Basic UI and Touch controls  (it plays on android devices!)
  • Proper life and death cycle of dragon  (no animations or effects but the world stops scrolling and you cant collect powerups)
  • Terrain Attachments and the first exaple of it the Basic Tower
  • Powerups (Gold and energy) and a fountain system that sprays / tracks the physical Box objects into the world.
  • Beginnings of Spine to Box2D integration.. the dragon now has objects associated with it’s parts
  • BodyReaper,  much better garbage and body remover for the world
  • Collision System Controller, parses collisions from the world and ships them off to the proper objects as needed.
  • Collision Filtering, some things now no longer overlap and cause collisions with other objects of the same type.

Overall, I’m extremely pleased with this for less than a week’s worth of work.  (granted it was a holiday weekend and I got the lovely and understanding Wendeflonia to cover for me for the day from the kiddos and I got to spend 8+  hours on DragonCrash today)

More goodness soon.

Categories
Art Code Development Games

A problem of scale…

So after a long 5 days of rebuilding, tweaking and altering things, I’ve finally wrapped my head around the oddness that is separating the screen size, world size , UI size and image sizes around what is clearly the ‘proper’ way.  Along the way, I’ve come to terms with the LibGDX Orthagonal Camera and the Box2d default renderer, all of which means in short english words.

I have a physics engine and an infinite scrolling dynamic world and I’m not above launching fireballs at it.

[Warning PLACEHOLDER ART!, you have been warned]

Seriously.. how cool is that 🙂 .. Hopefully I’ll have a complete vertical slice of gameplay by next week!

The game runs at 60fps on my old HTC MyTouch so far.. even when launching 10 particle laden fireballs bouncing across the landscape.

Now let me bore you with some details and gotchas that drove me batty for a while.

If you create your Box2d world and you just cant get things to move fast en0ugh, your scale is too big, there’s a hard coded limit in box2d on how fast things can go.

Now your first reaction is.. well that’s ok  I’ll just use the camera and zoom in to a smaller area.

And it won’t make a damn difference, because even though you’ve zoomed in.. Your physics bodies are still too big. and you’ve just altered the difference between the camera scale to the physics world scale.  You have to go in and change the size of things being created in the physics world and convert them to camera sizes.

Make yourself a Handy Static called something like  int PIXELS_TO_METERS = 32;  (adjust the scale if you need)

and divide all your physics values by that.

Good now set your camera to something like the size in Meters that you want to display (excellent Guide & Comment Here: http://www.aurelienribon.com/blog/2011/04/logic-vs-render-separation-of-concerns/ read the article and the 1st comment)

But now all your Sprites are GINORMOUS!

So you scale them with SetScale(float)

and then they disappear….

That’s because they scale around their Transformation Origin,  You can use SetSize(x,y) and it will keep the lower left point the same.

Here’s some other handy links that I found invaluable during this process

That’s it for now.  Time for some sleep and then hopefully adding collisions between the ground and dragon soon.

 

 

Categories
Art Games General

Dragon Animation Progress..

Flap animation
Flap animation

Almost forgot that Spine offers an export to animated gif.

Now just need to do a limb pass on the animation and I’ll let it be done for the next while.

However the actual sprite art, is still just a 20 minute hack job in photoshop.   Not gonna make any final art until I have a vertical slice working.. That’s my reward for doing the tedious UI stuff.

Categories
Art Code design Development

Flap mr dragon FLAP!

Ok kinda scatterbrained right now so, let’s just get back into the blogging spirit with a short list of accomplishments:

Had to rethink some mechanics.. but the controls feel SO much better now.

The actual performance of the dive and flap buttons are undergoing constant tweaking, but the sense of control is coming along superbly.

Screen scaling is working.. but the size isn’t right on smaller screens.  I need to re-write the system to always maintain a specific horizontal distance and let it just create blue sky on top of the world for the extra space.   BUT IT WORKS..

The game is working on Android 2.3 (HTC MyTouch)  all the way to the Nexus7 and Asus 10″, smooth as butter. 🙂

I’ve been using Symphonical as my SCRUM list and I’m in love!  It’s just super easy to use.

Collisions are in (if a little buggy) ,  Basic Box for the dragon and per terrain tile polygons.

The dragon is now a fully animated Spine character  (16 different parts all animated) and is just a wonderful workflow.. Export from photoshop and it’s instantly in Spine, then a quick export directly into the JSON objects with an atlas and then a refresh. and the changes are live in-game..

Dragoncrash-8-17

 

Next up:

A little more work on the dragon animation

Then time to start adding in some terrain destructables (also Spine actors)

Then some UI work.

 

Categories
Art Development Games OneGameaMonth

Back On Track

Wow have the last 3 months been full of everything but gamedev time! Family vacation, massive rush freelance website, day job trips and then the 4th of July.  Whew!

It took a week or two but the house is finally in order, and life seems to have settled down for a nice change.  So gamedev is totally back on track!

Here’s DragonCrash 🙂

dragonCrash

And a Screenshot!

ScreenShot

  • Infinite terrain generation .. Check
  • Parllaxing background
  • Bad programmer art .. Check
  • Spine based Character .. Check
  • Desktop  working .. Check
  • Android working .. Check
Categories
Code General Post

Review: jQuery Game Development

Ok Book review time.

I generally read a ton of tech books, and decided to post some thoughts on this one.

jQuery Game Development


If you’ve got a desire to write games using the DOM and already familiar with basic javascript and at least some experience with jQuery then you’re the target audience of this book. If that sentence contains words you don’t comprehend then I’d do some additional reading first.  Decent understanding of html, OOP  and maybe having a smidge of PHP knowledge definitely won’t hurt either.  If you’ve done some basic selecting with jQuery and maybe implemented a plugin you found on the web or two you’ll be set.  But you’re gonna want to be not afraid of code you’ll be fine.  So it’s not exactly for everyone.. but if you are you’ll find a wealth of information inside.

Basically the book is a crash course in building a game framework from scratch.  The book , including animation, motion, building a game loop, loading levels and much more.  The examples are broken up into a series of short games. Each of the games explaining building up on a basic concept and explaining why it does what it does, and sometimes going back and improving on a concept from an earlier chapter.  It starts with frogger and winds up with multiplayer online rpg thing.  Chapters 1-6 are a great resource covering everything from basic sprites all the way up to isometric tilemaps and occlusion but then …

Chapters 7-9, however, go a bit off kilter.. 7 is a half-hearted summary of building a php database backend,  8 is for integrating with twitter and facebook and finally 9 mobile development.  All of which are simply too big and complicated topics to get a single chapter in a book and/or have nothing to do with jQuery.  And you’ll be repeated warned to never use the examples in chapter 7 in a real game.. which seems to pretty much defeat the purpose of the book.

Chapter 10, however is a great resource for all the headaches and pitfalls that are involved in implementing HTML sound.  In fact it’s probably one of the nicest summaries of the mess that is HTML sound that I’ve read, and how to implement it in the framework we’ve been building.

++ Overall, a lot of tech books seem to go into obsolescence fairly quickly, but the core knowledge in chapters 1-6 is going to be pretty rock solid for a long while and worth the price of admission.

++ Grammatically and logically the book is presented well with concepts that build upon each other.

+- Code samples for the most part make sense, however the author has a tendency to as he puts it ‘avoid typing’  so he abbreviates lots of function names which gets a little confusing

TLDR;

Good book, lots of useful jQuery implementation tips

 

Categories
design Development Games General

Musings on Business Models

Where we are:

So, the industry has been in a massive race to the bottom.

Congratulations… here we are… Free is the new zeitgeist.

Now we’ve ground that to ground and the top titles are ‘pay to not play’,  ie buy shortcuts to unlock things that you can normally get to by playing, but game-play is made to be so repetitive and grindy that people would rather pay money than play more.   So the lifetime play of those looks something like this:

  • Play something fun and exciting
  • Play it a bit more master it’s nuance and learn about upcoming unlocks and what new exiting element will be unlocked.
  • Grind some more.. slowly getting bored but the lure of the new upcoming unlock promises to be as much fun as the first 15 min when the game was fresh.
  • grind some more.
  • grind some more..  that unlock is looking fun by now
  • at this point the user either, a) keeps grinding,  b) pays to skip the remaining grind, or c) quits.
  • Go back to step 1.

Now the trick is to space the first few unlocks close enough where the player can get them all in a session or two, probably without paying, then the player is already invested heavily and has had several endorphin rushes of  ‘winning’. (no really, go research slot machines and emotional feedback mechanics, systems for building compulsive behavior etc… it will creep you out when you play a facebook game again)

Now you can start to increase the grind amount between major unlocks.  The goal is to gradually increase the required tedium to the point where the user starts investing real money.  And once they start investing money, the difficulty in getting them to spend again decreases dramatically.  Once the user is all worn out and spent, you’ll hopefully have their email address / fb profile etc… so you can cross promote your next game with the ‘From the makers of….’  which will hopefully immediately spark the flashback to the original 15 min.

I think that sucks.

So….Where can we go?

Well.. that’s a tough question.  Because games are everywhere, in greater supply than any user could possibly ever play.  Add in the long tail, and that’s only going to make things harder and harder in the years to come.

For example:

Why play a $15 indie title when it’ll be on a Steam sale  for $3.74 soon.  (Today, it’s the wonderful Orcs Must Die 2) .. but wait why play that at all.. when you can play last year’s AAA title that you missed for $14.99 (today it’s the Complete Prince of Persia pack (5 AAA titles))

The answer, I think, lies in :    investment, involvement, community and marketing.

Investment

Go play the first chapter or 2 of  Telltale’s awesome and gripping Walking Dead.  We need narratives that players can get themselves lost in.  Even better than telling gripping narratives are narratives that they make themselves.  Ask someone about their favorite Minecraft experience.  Everyone has one,  Minecraft is NOTHING but a player investing themselves completely in a world that’s receptive to it.   We’re lucky that Mojang has been great and not added mini expansions/addons/IAP because you know that it’s got to be tempting and would have been wildly successful… The days of running down a hallway and shooting things with little to no narrative for the user to invest in,  well.. you’ll be competing against every game that’s come before you and they can come in at a lower price point than you, because they’ve already made their money back.   Make the player feel like they’re in charge of something they care about and they will stick around.

Involvement

Alpha sale, Kickstarter, Pre-orders with Beta access.  Here’s a not-so-secret, Everyone wants to be a game designer.  (That’s because they don’t know what it really entails) Involve players in your process,  anyone remember alpha release Fridays from Notch?  How about hanging out in the Elemental alpha access forums?  Everquest beta?  Engage your customers..   Now the hard part is getting them in the door in the first place.. but it’s not that bad…because when you empower a user, they feel special and unique and THAT is how things go viral,  when a person can show their friends that they have something cool, unique and special  you just can’t get them to stop talking about it.   It takes time, (ask Notch about how hard it is to keep up with community expectations) and you have to be out there available for critique and since it’s the Internet, it comes with some serious bile.

Community

World War II Online has members who keep their subscription active, entirely because they love the community they have built.  Second Life would have sputtered out years ago if it hadn’t been because of the ability of users to create sub-communities in the game. Natural Selection2 would never have been released without their community coming together.   League of Legends, Dota2, StarCraft  all have strong user<–>user community interactions.  However, building a community is usually the RESULT of having a great game,  so it’s the best way to sustain a title.

Marketing

With every game ever made having the exact same priority in the marke place compared to your title what’s the easy way to stand out?  That’s right, throw money at it.  It works,  ask Cliffski at Positech..  The above methods only work if you have eyeballs on your game.  Now, marketing isn’t a bad word.. really.  And it comes in all shapes and sizes.  From Blog posts, to banner ads, to asking for feedback from Gamedev.net  it’s ALL marketing.. Every Tweet you ever do .. that’s marketing.. Even if you’re not selling a specific title, you’re generating interest in you.  And then, when you have something REALLY important to say, you want to be able to focus as many eyeballs as possible on it as fast as possible.    Think of Marketing as being the Shock Paddles and your game is your Frankenstein..  The above elements will let it grow strong and tall, but without an initial shock, chances are you won’t even get a toe to twitch.

 

 

Categories
Development Games OneGameaMonth

Did ya miss it?

Woooooosh!!!

That was the sound of March whizzing right by.

A million things came up and the month got used for other things.

So be it.

April is where it’s at anyway.

 

Ramping up and getting started asap.

Categories
design Games General OneGameaMonth SwiftThought.com news

RELEASE!

War Mages is out on the Play Store!

Get It HERE

SummonIcon256

It’s been one hell of a month. Since starting over in the 18th it’s been non-stop go go go to get this thing up and running.

Overall I’m really pleased with how well it turned out. I have a lot of little secondary features I want to add to it, but I think I need a week to recover.

It will be an interesting thing to see if the game finds any kind of an audience, I’m not aware of there being a whole lot of multi-player games on a single tablet yet.  However I think that it will be one of those kinds of genres where people can pop down for 5 – 10 min with a friend while waiting for the bus and play a game.

Time will tell.

Categories
Art Code Development General OneGameaMonth

Feb 18 – week 3

10 days left.  Basic features are complete.
War mages is a 2 player game played on an Android tablet (7in or greater) where each player enters orders/commands for monsters they then summon onto the gameboard.
The goal is to have a fire elemental make an explosion on the enemy’s summoning circle.

Lots of little UI things left to do along with victory conditions but I’m in good shape