Introducing…

raybeem_ani

Raybeem! The first virtual reality concept from Sokay. It’s a step towards my longtime dream of creating a music visualizer. I spent countless hours gazing at the Milkdrop visualizer in Winamp back in the day. I had no clue how it worked – back when I just starting to dive in Flash ActionScript.

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Here’s my homie giving Raybeem a shot on the Samsung Gear VR.

My concept for Raybeem started with imagining how great it could be if you didn’t need another person to give you a personal lightshow if you were at a rave. And what if you could take all of that great visual and aural stimuli with you anywhere? What if you never had to leave your couch to experience a spectacular show?

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Above is a screen-capture of the playback controls. In the prototype, you can cycle through 5 embedded tracks. I tested using some of my favorite copyrighted tracks. I also got permission from the homies Eezir and Cryptic Circuitry to use their music in the final build. Each track has a different effect on the environment around you. Eventually I’d like the user to be able to load in their own library.

Here is a rough video demonstrating what it looks like on a 2D screen, from within Unity:

Continue Reading…

Extra! Extra! Read all about it!!!

We’ve gone and done it. We went backwards from the internet to print. Introducing… Sokay Zine!

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Download Issue #1 PDF at http://zine.sokay.net

Sokay Zine (zine as in magazine) is an idea that had been tumbling around in my head for a while. It’s a 20 page 4.5×4.5″ booklet. During the development of Donut Get! I was printing out a ton of flyers for our monthly LA Art Walk show, Sokay Play. To come up with the art for the flyers, I was digging through folders of old art work gathering dust on my hard drives. Looking through all of the unseen or unfinished assets got me thinking. There was a ton of stuff that I forgot we even made. I figured something should’ve been done with it.

When I was out on the streets hustling Donut Get! and Sokay, I made a buncha flyers, stickers and buttons. It felt good to be making physical stuff again. Reminded me of drawing on line paper in class back in the day. I’d seen people online making zines about things they’re fans of and I thought, “Why can’t I do something like this for Sokay?”

SunSoftGameTimeNews
A Sunsoft newsletter from Summer 1988

I remembered back in the 80s and 90s game companies often used quarterly print newsletters to reach their audiences and let them know more about their games coming out. Nintendo Power started out as one of these. This was another source of inspiration.

The making of our first game Thugjacker became the focus of the zine. We made Thugjacker before I had started blogging so it was a fresh topic to write about. To put it together, spent a ton of time digging up artwork, exporting frames of animation out of the game, looking at cut content and trying to piece together the story. It was a challenge to put it to words and be concise with it (unlike my blog posts).

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Example of a Japanese guide for Faxanadu (1987-ish)

My last blog post was a review of The Untold History of Japanese Developers. On the behind the scenes DVD I got glimpses of just how in depth the Japanese game world’s print industry was. You could find a thick strategy guide for just about any game you could imagine. Seeing how they laid out game levels in those books became inspiration for my “walkthrough” of the first stage of Thugjacker in the zine.

So after assembling the zine digitally, I had to print these things out. I had a short timeline since I was aiming to print about 100 for my trip to Bitsummit in Kyoto, Japan. So I opted to print them in my bedroom rather than look for a professional printer. For 2 weeks, I was swimming in CMYK. I learned a lot through trial and error but I’ve got a decent system for printing up batches when I get a chance. Up to now I believe I’ve printed about 160 copies but I’m always short. Hit me up if you’re interested in a copy! Still need to look into a printshop though!

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So take a look and let us know what you think.

I ported DONUT GET! to OUYA with the hope of it being a OUYA launch title. I anticipated that it would at least help bring a bit more attention to DONUT GET!, especially since it didn’t get as much coverage as expected. Fortunately DONUT GET! was listed as one of the 104 OUYA launch titles, and mentioned on sites like Destructoid.

We’ve made our download stats available for DONUT GET! on OUYA. It’s a totally free game — there’s no in-app purchases.

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Our DONUT GET! OUYA Download stats are available here: http://www.donutget.com/ouya-stats/

 

A large problem within the OUYA community is that the company is slowly trickling out the ~60,000 Kickstarter units. For developers it’s a bit unsettling with the low download numbers, and the myriad of other software problems we’re dealing with. Continue Reading…

[ PRESS RELEASE ALSO AVAILABLE HERE ]

Los Angeles, California – Oct. 29, 2012 – Sokay.net is proud to announce that DONUT GET! is now available for iPhone, iPad, Android, and web browsers. DONUT GET! is a game about a cop eating donuts raining from the sky.

Everyone knows police officers fantasize about the burning of Donut Shops, and Officer Brown is no exception. With donuts bursting in air, there’s proof in the night that Officer Brown will be there. You assume duty as our rotund hero crosses the thin blue line with sweet dreams of round treats bouncing behind his eyes–plenty o’ donuts to get.

The web-based Flash version is 3 games in 1: driving, fighting and donut getting. The player’s actions change the game itself and multiple cinematic endings are available.

The mobile and tablet versions of DONUT GET!, developed with Unity, are a streamlined, arcade version of the game. The objective is simple. There are donuts. GET THEM. As many as possible. The game integrates the GREE platform for leaderboards and achievements.

DONUT GET! is available on:

 

COME AND GET IT!

More information available at http://www.donutget.com

About Sokay.net

Sokay.net is an independent game development team in Los Angeles, California. They say it never rains in Southern California. At Sokay, we make it rain. Sokay.net has developed the games Thugjacker, LUV Tank, Rush Hour Plus and Sammy Samurai.

[Partial repost from our Tigsource DevLog]

ANNOUNCING — DONUT GET! for Android Has Been Released!

Download it for FREE at:
https://play.google.com/store/apps/details?id=net.sokay.DonutGet


Last week I spent some time prototyping our next game in Unity. Of the block matching puzzle game variety.

This week I jumped back to focusing on Donut Get! iPad version and finishing up where I left off with the in app purchasing. I was running into a problem of it just crashing when a purchase started so I had to do a bit of optimizing to prevent that. So far so good, as now I can at least get it to work!


In app purchase screen to remove ads.


Thank you screen!

The textures for the sprite animation is eating up a ton of memory. I’ve tried to keep the cop animation sharp and crisp but I’ve had to bring down the res a bit to accommodate all the lower-end devices it keeps crashing. 🙁 So for now, I’m trying to stop crashing Android phone! haha

Later I hope to do some research to switch between spritesheets based on the memory available on the device. Not quite sure if that’s possible/reasonable yet.

Donut Get! Android is available on Google Play so check it out if you can. Let me know how it works for you!

iPhone version available soon!

The OG Flash version still at http://www.sokay.net/play/donut-get

Thanks for reading.

Peace!

[Repost from our Tigsource DevLog]

We’ll be debuting the game this week during Sokay Play 8! Our gallery show during the Downtown LA Art Walk…


This week during the Downtown Los Angeles Art Walk. Check some photos from previous events on our Flickr.
If you’re in the Los Angeles area, check it out. More info at our blog. We’ve been doing it every month so there’s always next month!

So E3 was this week so I went out and hung out the homies. Playing some games, drinking, etc etc.


A lot of stupid times, but I had a blast!

Continue Reading…

[repost from our TigSource DevLog]

This week I started cleaning up some promo art that Ricky drew…


Planning on making a Donut Get! t-shirt with this artwork.

Sent out a Beta link to a buncha peeps yesterday, thinking through the feedback to see what I should try to address and what I’ll decide what is “intended to be like that!” haha! It’s a tricky thing for me because there are some things people want/expect to be explained clear as day, while I intend for the game to be a bit of an exploration. You’ll figure out more about it the more times you play. But the major issues I’ll need to address first will be things that make it easier to replay — shortening slower parts, making it easier to skip parts, etc.

I’ve been reworking the Donut drop patterns which have been super rough. Trying to create a flow to it.


These are the items that fall from the sky in the Donut segment
There are 3 types of items that fall…

  • Donuts: variety of 5 types, these are like points
  • Debris: these mess up your day, fall on your head and make you drop to the ground
  • Coffee: speeds you up, makes your jumps floaty, lasts briefly

With the unspoken objective of collecting as many donuts as possible, the player runs back and forth collecting donuts. Bouncing on the heads of the NPCs allows you to jump high into the sky and lets you collect many more donuts than you can get on the ground. You must do this while avoiding hazardous NPCs that knock you down or fight you. Also debris is falling as well so you need to avoid it. The coffee powerup is meant to be a temporary speed boost, I’m trying to design the pattern so that you can get a flow of coffee boosts if you navigate through the obstacles well.

Working on the donut drop pattern is a tedious mess because I’m doing it with a ghetto array and it takes a while to build the game and test changes. I would do this a completely different way if I was starting the project today but that’s another story… haha!

David’s waiting on me to do some more animation, I’m gonna setup some additional characters that will be added to the game sooner or later. And I need to take another pass at the fighting game…

[repost from our TigSource DevLog]

Last time I posted, I was wrapping up some of the fight sequence animations…

Then I focused on finishing up a bunch of NPC animation for the characters running around in the game…

The perfectionist in me isn’t satisfied with some of the animation but its GE (Good Enough) so I managed to move on to other things.

The game will be localized in 4 languages: English, Chinese, Russian, Spanish. Many thanks to my homies with language skills that were willing to throw down. So far most of the Chinese is complete, Russian is almost halfway.
Continue Reading…

[repost from our TigSource DevLog]

My recent focus was finishing up some fight scene cinematics. Last time I posted, David Rod had sketched out some storyboards to help me out, here’s what that turned out like…


Storyboard by David Rodriguez

I used most of the shots from this and drew them in Illustrator, and animated them in Flash. They turned out looking like this…


Cinema artwork by myself

Now these are animated and in the game. With this major task complete, that means one less major task to think about! We’re getting super close, just a few weeks left till we’ll be wrapping up.

Also, in the last few weeks I implemented a quick ‘n dirty localization system so the game will be able to be in multiple languages.

Next on my to-dos is to finish the NPC animation in the Donut Segment.

Hey Ya’ll!

I’ve been posting a Devlog for our current game project Donut Get! for a while over at the TigSource Forums. I just posted over there and I’m doing a re-post here.

Last time I posted I was animating the cop and got super frustrated when I couldn’t test the animation and the game wouldn’t compile. After that, I finished animating the cop and the game was brought to new life.

The following are a couple examples of how the artwork for the car portion of the game was created.


I used these sketches as reference when doing the vector linework for the game.


I imported the linework into Photoshop and added some color for the final look used in game. I used textures to bring some life into the flat colors of the artwork. Simple gradient overlay makes it look fancier than it is and gives a “night-time” effect.

For the past couple weeks I’ve been animating characters for the donut portion of the game and polishing gameplay.


Shown in this animated gif are Mr. Sprinkles and Officer Brown. Mr. Sprinkles is an NPC that will hang around and grab donuts as well.

I finally implemented new elements to the gameplay. Your objective is to eat falling donuts but you now have to dodge falling debris. Now that I started getting NPC animation in, I started filling in their different behaviors (like Mr. Sprinkles eating donuts).

The story is unfolding as gaps are filled in, I look forward to finishing the animation for the remaining NPCs.

David Rodriguez is just about done animating the fighting game segment. Tonight he sketched out some storyboards for a couple cinema scenes related to that segment. I’m very excited to have his animation in the game and playable!

Till next time…

Peace!