When asked whether there would have been a loading screen when switching times in Sonic CD if he had programmed it, Yuji Naka replied with this…

“Technical skill depends on being in the moment and getting some kind of inspiration to overcome your current problem, and there’s no guarantee it will happen every time. ” – Yuji Naka’s New Bird by Gamasutra

Yuji Naka’s known as an amazing programmer , being lead programmer on Sega classics such as Phantasy Star, Sonic the Hedgehog, and NiGHTS: Into Dreams. Many of his games have pushed the hardware in ways that many didn’t think was possible.

I identify with the words because there’s been many times where I’ve gotten through a mess and realized that I was capable of a lot more than I initially imagined. There are always those “Why didn’t I think of that earlier?” moments where you reach a sudden realization which pushes you further ahead. These moments have come to me at the most random times so I try to step out of my problems for a while and have a look from another perspective.

Take a break, breathe and take a little walk. Clear your mind. Then jump back in, haha!

Sega 16 has a great biography of Yuji Naka.


“Behold! A Massive Overhaul!” – Bryson, the Mighty

Tonight I finished an update to our blog theme. The new theme follows Sokay.net’s color scheme and design more closely — it’s bothered me that they looked similar but different. I like the direction it’s going and I’ll continue to revise the design sporadically.

Indiecade’s this weekend! Although Chris and I didn’t get our entries accepted, it was disappointing that they didn’t even bother to give feedback on our games — they basically said “we got too many entries. if you’re lucky, you’ll get feedback”. I’m suspicious as to whether they even played all of the games submitted. When Chris submitted Children at Play to Indie Fund, he was given a prompt and usefull feedback from Jonathan Blow. And he didn’t even have to pay an entry fee, haha.

With the Donut Game, I’ve passed the Fight Game’s engine to David. He’s working on updating the Fight Game’s animation with his most recent updates. I’ve spent some time working on the UI and some effects for that section of the game.


(this is a work in progress, yo)

To help me ease my mind, I’ve been working on this pixel portrait between running around in circles. I’ve been getting some assistance from the Pixelation community, check out my Work in Progress thread.

That’s it for today!

Peace!

-Bryson

Donut Get: Car Segment
Artwork from the Car Segment of the game.

Work continues to progress on the Donut game. I’ve spent a great deal of the summer focusing on the Car Segment, which serves as an interactive intro. During this segment of the game, you play as the officer driving to the scene of the Great Donut Fire. You must drive through traffic, hopefully avoiding collisions with cars and civilians. The outcome of this section will be dependent on how you handle it — reckless driving will result in a ‘negative’ outcome where you don’t get to where you’re driving to.

Donut Get Fight Fight!With the Car Segment mostly wrapped up, I’ve moved on to focusing on the Fight Segment of the game, which acts as a mini-challenge within the game. David’s animating the characters for this part, the gameplay will be similar to Punch-Out!. I’m working on getting a skeleton of the game engine in place so that he can test his animation without requiring me to drop additional code in. Since this sections gameplay is so tied to the actual animation and timing, it’s important that he’s able to quickly iterate and test while animating.

The game is starting to emerge from the rubble and smoke. With every pass at detail and polish, it becomes clearer to see what the end result will be. While I chose to have the game mechanics relatively simple, I wanted to use them to play out a scenario and communicate ideas and themes from the world. This communication plays a larger role than it did in Thugjacker, where it was a bit more subtle, and is more integrated into the world than LUV Tank where it was much more blatant and abstract.

Most of the game artwork is done and in place at this point, but there’s a lot of animation that needs to be done. I’m doing planning for the game endings now, which will play a large role in the game. The way the game plays out will determine your ending — Way of the Samurai serves as my inspiration for this aspect. I’ve been thumbnailing these endings, working them out on paper while I develop the game.

Until next time…

Peace!

-Bryson

  • First-Person Shooter. Check.
  • Post Apocalyptic World. Check.
  • RPG Elements. Check.

I had held off from getting an Xbox until Halo 3 came out. There was all the drama with the Red Ring of Death and there were lots of rumors of a new motherboard with less problems, coincidentally around the time of Halo 3’s release. After playing through Halo 3 I ended up getting a Wii and Super Mario Galaxy — mostly using my Xbox for XBLA games ( Braid, Rez, Castlevania: Symphony of the Night, Banjo Kazooie, etc.) Last Fall I decided to get caught up with Xbox retail games, and borrowed a bunch from Ricky.


Bioshock

Bioshock was high on my list. It was mega-hyped, looked pretty cool, and one of the prettiest games out at the time. There were a lot of demo videos leading up to its release, demonstrating the variety of ways you could interact with the enemies and environment to get through situations. Using electricity to deactivate machines, using fire to make enemies run for water, making the Big Daddies fight on your side, and the like. It looked exciting and I had to see what the game was about since it was one of the best examples of our game technology.

Continue Reading…

Thugjacker at Agame.com
Thugjacker Half at Agame.com

Over the weekend I noticed a sudden surge in traffic and I noticed most of it was coming from Agame.com. Turned out they had just stolen it and added it to their frontpage on Thursday and a lotta people were playing it. It’s nice to know people are still playing it after 5 years! haha. My favorite part is still reading all of the insightful comments like “cool ima pimp nigga“and “DONT STEAL HIS BIKE“. Mostly spam here, but the Newgrounds comments are still gold to me.

Thugjacker’s been our most popular game, by far. A great deal of it has to do with it being our first game, with Ricky and I spending so much time with it. The gameplay has a stickiness that keeps people coming back — I think it’s just fun to mess around and beat guys up. These days, it’s easy to be lost on Flash portals so it’s usually hit or miss if people notice the game or not. Thugjacker usually does well but LUV Tank usually gets lost. LUV Tank only really took off on Addictinggames.com for some reason, but it’s usually the game that the not-so-hardcore gamers tell me they like the most.

Yesterday I was working on the Donut game with David. We had started talking about Thugjacker and I showed him a lot of the stuff we cut out of Thugjacker Half — David wasn’t working with us on Thugjacker. There were cinemas scenes that I didn’t have time to finish and implement. A lot of the real story. It’ll all find it’s way into the game eventually. This Donut game will give another side of the story.

Chris and I attended the IGDA LA Chapter’s July meeting for a panel discussion titled “Running a Small Development Studio: Perils, Pitfalls & Promise.I was interested in checking out the event because it was a relevant topic and I’ve yet to attend any of the LA Chapter meetings. I’ve been an IGDA member on 2 separate occasions but failed to see value in the membership since there were never any meetings. This year they’ve restarted and are having meetings the 2nd Thursday of every month.

The talk was excellent. The speakers gave a good idea of some of the challenges of getting a company started and keeping it rolling.

The speakers were:

John Beck CEO, WayForward Technologies (A Boy and His Blob, Where the Wild Things Are, Space Chimps)

Jenova Chen Creative Director, thatgamecompany (Flower, flOw, Cloud, Journey)

Tian Mu CEO, Co-Founder, Naked Sky Entertainment, Inc. (Star Trek DAC, RoboBlitz, RoboHordes)

Jesse Vigil Founder, Partner, Psychic Bunny (Codename Games, Lead Balloon)

After the talk, it transformed into a mixer. It was good chit-chatting with some of the homies and the regulars. Met and re-met a couple people we saw at the USC Global Game Jam. I had a good chat with the homies Nite and Deon, who worked on Lulu Cao’s thesis project, SomeDay.

This IGDA-LA event is every 2nd Thursday. It hasn’t been updated for a while, but you can try the website for info about the next one. If they keep having meetings of this caliber, I’ll have to renew my membership.

Oh yeah, baby. I came up. Won this wonderful game at the raffle.

Donut Get CarsSo we’re done with that Indiecade submission nonsense. It served as a good goal for us, rushing toward the finish line. But in the end, it was just a checkpoint — a milestone — since there is still so much more to be done.

I’m happy that all of 3 games in the project are hooked into each other through the game scenario and most of the art assets are completed. We now have an even clearer idea of how the project is working so it makes the refinement process go much faster.

To the left are some game assets from the car game. I drew these cars in Adobe Illustrator, and made a few color variations. I’ve determined 11 variations aren’t enough so I’ll draw a few more and make additional colors to break up the visual monotony.

Since the last post, I’ve added Cryptic Circuitry’s music and sound effects to the game. It sounds great and it’s becoming more obvious what sounds are missing now. We need to take another pass at the sound now that it’s in. The sound is always the time consuming part that I spend little time at the end on. With the energy Cryptic’s putting into the sound design, I want to make sure it all works smoothly.

As far as the Sokay war with Chris Rock goes, I declare myself winning. As he is too much of a wusscake to post any news on his game. He claims his time “working on it” is much more valuable than posting on a blog. Pssh!

Here’s a bit of artwork I drew for the Donut game’s intro animation. It’s roughly animated so my man Cryptic Circuity can lay down some tunes for it while I tend to other areas of the project. My current focus right now is the top-down driving portion of the game. I should be showing bits of that part soon.

Chris has been touring Europe for the past couple weeks so don’t think the war is over. He’s just been readying the quiet before the storm. I’ve managed to gain some ground on him without having to sabotage his project, but his game was just about ready for a demo release even before he left. Regardless, both of our games are looking top-notch and I look forward to revealing more.

Peace.


Some boards from the Donut game’s intro

I’ve been hustlin’ on the Donut game. In the past month I’ve been busting out on the collision for the car segment and the intro animation for the game.

I’ve been working with the other members of the team — Ricky, David and Cyptic Circuity — to organize our tasks. Ricky’s doing most of the game’s character art and animation, primarily the Car segment and the Donut segment. David’s doing animation for a Fight segment — he did LUV Tank’s in-game animation. Cryptic Circuitry is doing the sound, as he did with Sammy Samurai.

I’ve had an idea of what I’ve wanted for the intro for the game for a long time but I had been conflicted on how I could get the story across without it being too drawn out. As an introduction to the game, I didn’t want the intro animation overshadow the game itself. I also don’t want to devote too much time to it when I have a game to make! I want something that basically says “Here’s your character. Here’s your scenario. Now play!”

I think of my games as interactive animations so I’ll continue to explore this balance. I haven’t made an animation like this in a while but I’m having fun so I may grow accustomed to it.


The new site.

It seems I’m making one major site update a year, haha. This update has what I wanted to do with the redesign last year but didn’t get around to doing it. The major new content is each game having a subsection with images, a description and links.

Turned out to be trickier than I anticipated. I’ve been wanting to make the whole site XML based but since I don’t plan on updating it frequently I decided to go with a quick & dirty Flash route. I added SWFAddress to handle deeplinking for the site last year, but with subsections it becomes more useful. I also fixed a bug involving the back button not firing an update event (solution: make sure the SWF has an ‘id’ within the embed code). I’m also using a modified version of Lightbox for the pop-up images — I found it here (he’s got broken links and stuff so it’s hard to find).

So check it out at Sokay.net.