wp8_donutget
Donut Get! running on Windows Phone 8

Earlier this year I jumped into Windows Phone 8 when I got a Nokia Lumia 920. I’d been using an iPhone 3G for about 4 years and was ready to move on to something a bit more… modern. While Windows Phone has its crappiness (you mean I can’t save image attachments from e-mails???), iOS had its fair share of crappiness early on as well (no copy & paste???).

It was great to have a new fancy phone but I had an empty place in my heart because I couldn’t play my Sokay Games on my phone… 🙁

Bless the gurus at Unity for bringing the Windows Phone 8 exporter to Unity 4, and for free as well!

A couple weeks ago I tested out the WP8 exporter by doing a quick port of Donut Get! I got it working within an hour. I still need to polish it for release, but it was surprising how little extra it required me to get it running. In this post I will cover some of the process and the gotchas I encountered along the way.

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Sokay Play 8 is Thursday this week during the Downtown Los Angeles Art Walk. Check some photos from a previous event on our Flickr.

 

SOKAY PLAY 8
THURSDAY, June 14, 2012
FROM LIKE 8PM – MIDNIGHT
During the Downtown Los Angeles Art Walk

@ The Medallion
334 S. Main St Unit #334-5012
Los Angeles, 90013

COME AND PLAY SOME GAMES!

If you still don’t know what I’m talking about, check out a video from a previous show: http://vimeo.com/33895049

Peace!

Elia Kazan receiving the lifetime achievement award.

It’s easy to find documentaries or interviews with Martin Scorsese (Taxi Driver, Raging Bull, Goodfellas, The Departed) talking about film with absolute honesty and passion. I just watched an episode of American Masters about Elia Kazan (A Streetcar Named Desire, On the Waterfront, East of Eden). The show was hosted by Scorsese and I was reminded of how much I love listening to him, but it almost hurts sometimes.

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I was just talking with my co-worker about possibilities of building a big multiplayer game into a website. We had tried a bit on Hotwheels.com last Fall but it was a disaster because it was missing some critical elements. It doesn’t take a complicated game for people to be compelled to come back everyday to play. I’ve been messing around with SuperPoke! Pets on MySpace, coerced by some lady friends. It’s a simple pyramid scheme type of system which rewards you with in-game cash for coming back everyday — the more friends you get to join, the more cash opportunities you have within a given day. Then you can buy crap to decorate your little room and gift items to your friends.

My co-worker then went to go on about strategy games like Settlers of Catan and M.U.L.E. , which take this kind of gathering concept and create a goal that you can compete with others for. Instead of just building up “bling“. I’d heard of M.U.L.E. before but never knew anything about it. Apparently it’s a 4 player turn-based strategy game for 80s computers. I decided to look up on it and learned about the designer Dani Bunton Berry. A designer, apparently way ahead of her time. Unfortunately, she died in 1998 while working on an online version of M.U.L.E.

I ended up finding her website still intact with a GDC speech from 1997 on multiplayer game design. What is surprising to me is how relevant it still is, over 10 years later. Halo 3 covers most of these bullet points very well… The “pacing needs variety” part reminds me of the time in the lobby between games — usually “good game” or trash-talking time. The “Legends must grow” element was a big feature of Halo 3, which automatically records game matches to your hard drive and allowing you to upload them online and allow others to spectate a past match. The “Leave room for ads” part has grown increasingly relevant as now I’ve begun experimenting with in-game advertising. Dreadful.

So here’s the listo…

Good Multi-player Design Elements

Excerpt from a Lecture for the 1997 Computer Game Developers Conference, Copyright 1997, by Dani Bunten Berry

Here comes my annual punch list of things to consider when designing multi-player games updated and expanded from last year based on what we’ve learned:

  • Build in the “Norm Effect” if at all possible. This is named for the character from “Cheers” who when he enters the bar is greeted by everyone calling his name in unison. Pitiful old IRC chat-rooms can provide some of this effect so surely we can find some way to welcome people into our game environments.
  • “Zero sum” is bad. Games where I win and you lose are bad. Worse still is “I win and all the rest of you lose”. Notwithstanding the current cultural obsession with endzone strutting by winners, losers do not enjoy themselves and if you can help take the sting out of it, you should. Alliances, cooperative play, ranked “winners” rather than “A winner” with a bunch of losers are all options.
  • Pacing needs variety. Slow periods should follow intense ones and forced “time-outs” can offer opportunities to socialize, catch your breath and anticipate things to come. Remember, the players no longer have a “pause key” as they did in a solo-game.
  • Strategies need “wiggle room”. People have different personal styles and when playing against each other it’s great to let them “do it their own way” rather than a single approach that all must follow. If possible you should balance the game such that a strategic planner for instance might not always beat the joystick jockey or the detailed tactical type. A game that allows for diverse people to play diverse ways is always best.
  • Legends must grow. Provide ways for players to carry their experiences with them. “Game films” are an excellent (and reasonably cost-effective option) in games where what’s sent between the player’s computers is a stream of “deltas”. Saving that stream and running it back through the game engine provides an opportunity to review what happened during the game. This turns an ephemeral, fast paced experience into a story that can be used to “save face” if the player lost, to learn how to win or just to chronicle their accomplishments. At the very least, try to include ongoing statistics or character attributes outside the environment of a single game execution.
  • Court your newbies. Nothing will destroy a player’s interest in your game quicker than being humiliated a few times when they are just trying to figure out what to do. If possible build in inducements for advanced players to help newbies in order to get something to advance further in the game environment — like taking an “apprentice” might be the only path to “master rank”. At the very least try to make starting as safe on player’s egos as you can. Continue Reading…

I spent much of today beating 2 flash games. I like the sound of that: beating flash games. Not just playing them but beating them, because there is enough in the games to play that when you’re done you can actually say the games are beaten.

Dino Run: I found this beauty c/o the blog over at indiegames.com and I was very impressed with PixelJam‘s work. I’d label it under the Sonic the Hedgehog genre of games, one I’d like to play more of. It’s a full game with a lot to play with. The look and feel is nice, some of the physics are a tad weak, but they do the job and beat the norm. I love the tension, the atmosphere of fleeing. It would be excellent setting for a simple story because the nature of a chase is that it is linear. Not to say that stories must be linear, but game-stories tend to be (due to laziness). Unfortunately, the game is lacking in the story department, but it’s alright because it does well everywhere else. GO PLAY IT.

Warlords: I was linked to this piece from Ben Olding after playing Dino Run and was really surprised by such a simple design adds up to strategy on multiple levels. It’s not only about unit selection, but timing, and tactics as well. Again, the game has tons built into it: multiple races and unit types, unlockable races and unit types, leveling-up, a filled out campaign mode and the unit purchasing/upgrading system really gives players a place to craft a style of play. It’s all very simple, but the game is much more than the sum of its parts. PLAY THIS ONE TOO.

As a bonus, each of these games has a form of multiplayer. Dino Run is actual online play and Warlords allows 2 people to play on the same keyboard. Both options are pretty cool if you ask me.

Man, it’s nice to find good games.

-Christopher J. Rock

Grassfields and Highways

Ever since I read his interview on Rock, Paper, Shotgun; I’ve had my eye out for anything on Eskil Steenberg‘s MMO, Love. It’s a fascinating project demanding ambition enough that I have instant respect for the guy taking it on alone. He says on his blog that he’s gotten offers for help but turned them down:

Lately I have gotten a bunch of Emails from people who want to help me and as grateful as I am, I don’t really know what to do with them since I know i can do the job myself.

Stonehenge

Taking on the world, now that’s a lifestyle. And doing it as an auteur too. He says the game is called Love because that’s why he’s making it. It’s not about money, just the love of the game. Seems to be a major theme he has going. Not a bad one. Continue Reading…

I’ve been seeing a lot of cool 3d Flash stuff here and there, mostly on development blogs or forums. When I tell people that Flash can do 3d stuff, I get an impression which is a mixture of shock and disbelief. After checking out an informative PaperVision 3d video tutorial on gotoandlearn.com, I was less intimidated and ready to jump into it. Been looking for an excuse to brush up on my 3d skillz.

cubocc
CUBOCC face demo

Anyway, I saw this demo at http://cubo.cc/ today and it kind of shocked me. Apparently it’s a bit viral already, spreading around the net as it should. Some awesome coding, brilliant texturing and a simple design goes a long way, doesn’t it? The future of Google Adsense? Unfortunately, most likely! haha

But wait… that’s not all!

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It has come to my attention that when I put up these forwarded posts, people come look at them! So here’s another one.

Citizen Kane - Opera House

I’ve a compilation of opinions this time. A dominoed trail of disagreement leading through the mouths of Roger Ebert, Jim Preston and E. Daniel Arey. Each of course followed by my charming additions <3. And finally, I end our tour d’text with a look at Arey’s comparison between Ico and Citizen Kane.

Ebert

Critiquing the film adaptation of the popular video game Hitman, Ebert states:

. . . video games will never become an art form — never, at least, until they morph into something else or more.

Like what, I wonder. Maybe until they morph into movies or become something like a swiss army knife. Nothing smears your misteps like a good old contradiction, friend: never and until being the operative words. In a stroke of literary genius, Ebert contrasts the wanting state of games against his own mastery of propaganda; the delicate power to write a word while only conveying the vaguest semblance of an idea (and without a shred of evidence!).

Needless to say, the review caught some attention among the gamed (gām·ĭd) and it was time for Jim Preston to say his piece. Continue Reading…

I’ve had an exciting week sitting at my computer. Reading all the news and happenings from GDC. Hoping for some great info, some great discoveries to be rained down upon me like liquid inspiration.

XNA Community

The most important news story to me is that on Wednesday Microsoft finally announced that games created with XNA Game Studio will be able to be distributed to ALL Xbox Live members. They’ve developed a system similar to Newgrounds.com, allowing anybody to upload content, undergoing peer review to be approved. This seems like another great way to reach a game audience, beyond Flash. You can read the details of how they plan to “Democratize Game Distribution” here.

N+
N+ on Xbox 360

I don’t think it’s any coincidence that Wednesday marked the release of N+ on Xbox Live Marketplace, an upgrade to Metanet Software’s well-known ninja-simulator Flash game.

It seems that making the transition from free Flash game to a commercial product is becoming more reasonably obtainable/acceptable.

In other news… what have I been playing recently?

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