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!

If all I knew about games were what I had read, I would believe them to be the revolutionary, new zenith of human culture; a marriage of man’s greatest accomplishments in art and science. The problem is I’ve played them too.

Most recently I played Jason Rohrer’s new Inside a Star-Filled Sky. Rohrer’s been a key figure in the ‘games as art’ discussion since it first gained momentum and I’ve admired his aims. I enjoyed Inside a Star-Filled Sky too. I have my complaints, but that’s no shocker. What should come as a surprise is how few criticisms target the pseudo-intellectual banter that surrounds Rohrer’s work and projects like his.

The games industry, including and especially the so-called indie game movement, appears to be suffering from what I call ‘premature congratulation.’ Games without the depth of a poorly written soap opera are regularly applauded for their artistry while patronizing speeches are given by industry moguls patting themselves on the back for the snail’s pace of the art form’s maturation. Universities had no trouble constructing game academia overnight by cutting it down to meaningless abstractions and inventing predictions on the future of gaming despite their disconnection from actual game development. In this market, talk is real cheap.
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Bryson’s been pressuring me to post about Children at Play for a long time, and I kept telling him “I’m too busy working on the game!” But enough a’ that crap. I uploaded the video preview to YouTube and I’ll have a playable demo up here very soon.

I started work on Children at Play at the start of last winter and its eaten a lot of my time since then. I consider it a small step, but an important one, in the right direction. I’ll save any in depth discussion for when I’ve got the demo up. For now I’ll post some text I’ve put together for various submissions and whatnot.
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Just finished my first game since going solo and it went pretty well. It’s a pretty simple top-down shooter. I wanted to test myself with a 1 week schedule, but ended up taking 2 weeks.

Rush Hour

I’ve put it on Flash Game License. This is the first time I try out their service, but I’ve only heard good things. I’ll put a link up after the game’s live.

The soundtrack was done by my brother, Jonathan Rock. After the game’s out, I’ll put the music here for download.

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Today marks one week since my last day with a full time job. I felt a pressure all of a sudden that I had to quit and go game dev. No more wasting time.

I’d say one week as an indie game developer, but that title doesn’t feel quite right before completing at least one game independently. Shouldn’t be much longer.

Before I left my previous employer, I was spending nights working on Bad Bones, losing sleep, time with my girlfriend, and feeling increasingly frustrated by how difficult it was to fit my passions into my life.

Rusty Edges

Bad Bones is a concept I like a lot. One that bears many of my feelings and thoughts on games, but it also represents a great deal of compromise. The hardest lesson I’ve had to learn is to effectively compromise my ideas. It’s hard because I’ve spent years teaching myself not to compromise. Too many artists are too willing to compromise and their work gets so diluted by the suggestions of others that eventually it’s tasteless. They take the scratchy, misshapen materials of their identity and sand down all the rough edges with what’s popular, what’s easy, what pays, or what some committee of peers finds palatable. All the sharp, rusty edges are gone and you get a nice, round blob. Nothing to poke anybody. God forbid you make something with meaning because somebody might be offended by it, or think its too artsy, too preachy. Every amorphous blob just tickles fancies and rolls away, disappears. Continue Reading…

A long while ago I stopped posting when I decided I wasn’t getting enough cold hard coding done. After a lot of cold hard coding, I’m back to talk about Bad Bones. Bad Bones is a flash based real-time strategy game that is my first attempt at the RTS genre the way I see it. It still needs work, but it’s doing well.

Bryson is still working on unit art, but here are a couple sketches I sent over to give him an idea of what I was going for with the game.

They’re called Boman and they like to eat and have babies. Stay tuned for more art and the Boman backstory.

I’ll be demoing my early version of Bad Bones at the Independent Game Conference West in sunny Los Angeles (Marina Del Rey) this Thursday and Friday (November 5th and 6th, 2009). If you’re around, gimme a holler and wish me luck on finding a bag of cash to fund my game.

Now I wish to direct your attention to some impressive figures! I expect that I can deliver good performance on map sizes at least as big as 1600×1200, and perhaps as large as 3200×2400. Dimensions like that are generally thought to be impossible in flash, but I tell you it can be done. My proof is that I have seen it! Though it was at about 15fps…Still, it can happen.

I can get in 1000 units if I’m okay with 15fps on a 1600×1200 map currently. After some house-cleaning I expect to run a solid 30 fps with 500 units on a 1600×1200 map and of course I’ll aim for higher.

Bad Bones represents years of pondering over the RTS genre. I might say that the first time I became a hardcore fan of a game was when I got into Warcraft. It was right around the time that Warcraft 2 was coming out that I found out about the series from a kid named Raphael in my 6th grade class. His description gave me a blind faith in its excellence, and at this crucial time in my gaming experience, I was not disappointed. My family had just recently purchased our first computer and Warcraft and Warcraft 2 were an immensely gratifying experiment in PC gaming for my brother and I.

However the suspension of disbelief perpetuated by the fantastic booklet art and its pages of story, the in-game text, cut-scenes, and characters could not last forever. Warcraft 2 was my first online multiplayer experience and I became immediately aware that the name of the game was micromanagement and rushing. The best players weren’t strategists or tacticians, they were factory foreman that knew how to pump out a basic unit fast and deliver it to the enemy encampment. Continue Reading…

This is a video of Kyle Gabler‘s keynote to Global Game Jam 2009. I’ve been meaning to post this since I first saw it. I found it super inspiring!

7.  Adjust Expectations – Don’t strive for the next AAA hit, limit your expectations to something reasonable.

6. Create a Low Barrier of Entry – Make sure its fun within the first 15 seconds. Title screen, concise instructions, and jump into gameplay! Please forget the drawn out backstory.

5. Feel Something – Feel music to inspire, have an emotional target.

4. Make the Toy First – Prototype the idea to see if it even works before commiting!

3. Audio! – Sound is super important, make sure it’s not slapped on last minute. Involve it in the design of the game.

2. Harmony – “Think of how you can achieve harmony economincally.” Make sure everything that you have (music, art, gameplay) fits together.

1. Never Fall in Love – Free yourself to experiment with new ideas and don’t get too attached!

I don’t necessary feel that these are laws of game design, but they are very helpful philosophies to be able to complete a game prototype in an accelerated timeframe. I tend to fall in love with every game idea I have, which is why I have so many illegitimate prototypes running through my project folders.

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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So I took a look at Gameshot.org because of a few referrals they sent back here (they grabbed our LUV Tank game) and noticed this pleasant surprise on their front page…

Yin Yang screen 1

At first I was attracted to the awesome art style. All pretty pixel work. The description said something about it being a platformer with a Yin Yang twist so I wanted to see if it went beyond a gimmick. I was impressed before I even finished the first stage.

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