Wonderful Word Games Week

Wonderful Word Games

I’m happy to announce NimbleBit’s involvement in the Wonderful Word Games Week, set to kick off tomorrow, May 22nd!

Six independent iPhone developers have joined together to bring you a smorgasbord of the most wonderful word games available on the iPhone™ App Store. Each game is just 99¢ for a limited time only, so load up your iPhone and tell your friends before the sale ends.

Textropolis joins 6 other word games from 5 other talented independent developers in a quest to give word buffs quite a bargain!

I Know What You Did Last Week #9

Look out! Another IKWYDLW!!! AND IT’S COMING RIGHT FOR YOU!

Murphy:

More time was put into the LUVBot before finding some general bugs that needed to be fixed. I spent a lot of time tracking down and fixing those bugs last week. There is still an issue with the physics thread that needs to be resolved this week before I can really move forward. I also integrated the latest version of the Flash GUI we use, Hikari.

This week will be busy with non-Zero Gear stuff but I hope to fix the issue with threaded physics and take advantage of that fix in the networking code. This will bring us one step closer to the ever elusive BETA.

marshmonkey:

Last week I worked on some particles for the LUV bot in Zero Gear, did some miscellaneous art tasks, did a new accessory item, and wrote a speculative blog post. This week I am going to do a few more Zero Gear items and see what else crops up.

eeenmachine:

Last week I finished up and submitted Sky Burger 1.1 with earn-able achievements (pieces of flair). I spent the last few days prototyping a new game idea which I’m going to try and bang out this week.

Turning the Apple TV Into a Game Platform

appleconsole

There have been a lot of rumors floating around out on the inter-tubes with speculation that Apple might be jumping into the console space. Here is a great article by Appy Entertainment with some reasons why something which might seem absurd on the face of things might actually be vital for Apple to pursue.

Suppose Apple continues to treat Apple TV as a “hobby” and allows somebody else (say Microsoft) to occupy this space? This could put iTunes is at risk which would then start to reverse the momentum that Apple has spent so many long years building — jeopardizing their entire ecosystem including the iPod and iPhone franchises. Can Apple really build their strategy around “Digital Lifestyle” and not have a strong presence in the living room? Can they own this space without home gaming? - Appy Place

I could write a long article about all the reasons why it would be good for Apple to support an app store on the Apple TV, but I would pretty much just be re-writing the article quoted above. Instead, lets think of what an app-enabled Apple TV would mean for the people we really care about, game developers!

Here are a few general assumptions we might make about an Apple TV console that would be important to developers:

  • digital distribution only ( iTunes / App Store)
  • 720p resolution
  • dedicated graphics chipset (mac minis currently pack a NVIDIA GeForce 9400M)
  • core duo or core2 duo processor
  • at least 1 gig of ram
  • at least 80 gig HD
  • internet connectivity
  • some kind of controller
  • open developer program

If all these things came together into this device, it would mean a big opportunity for developers:

Lowest barrier to entry of any home console platform ever built.

The iPhone app store completely blew the doors off platform accessibility for developers. While there has been some growing pains associated with that leap, there is no question it was a milestone event in the history of commercial game development that has spurred the imaginations of over 50,000 developers across the globe. Bringing a similar creative explosion to a home console platform would trigger a similar shift in console games as a fresh wave (probably more of a tsunami) of developers and games that were previously relegated to other very low barrier platforms (the PC and web) completely engulf a fresh audience of couch-bound gamers.

Familiar and accessible development environment.

It seems like with every “next generation” game console that emerges, developers encounter some new technical configuration to re-learn. It would be almost guaranteed that a games-enabled Apple TV would run some form of OS X, a platform that many Mac and iPhone developers have already become very intimate with. It has proven to be a stable, robust and easy platform to develop on. If Apple’s app development strategy continued the trends of the iPhone and iPod, then the Apple TV would also serve as a dev-kit - something that is very costly and difficult to obtain from other game console manufacturers.

Not just games, but applications too.

Consoles have dabbled a bit in the areas of applications, the Nintendo Wii has things like weather and news, and some consoles provide access to the web which can have app-like usefulness. You only need to take a glance at the iPhone to see the enormous potential for 3rd party applications for a TV device. While there has been markets for digitally distributed games on consoles for the past few years - there has never been the opportunity to make non-game applications, which is an entirely new frontier in it’s own right. Developers could create applications that let users check the weather, use twitter, email, read news, use facebook, instant message, access all kinds of media, or decide where to go out to dinner, all from the comfort of your couch.

Bringing games to a new audience

Another trick of Apple’s with the iPhone / iPod has been to introduce mobile gaming to a large audience of people that would never have invested in a mobile game console such as the Nintendo DS or PSP. Many gamers on these platforms bought an iDevice to make phone calls or listen to music before discovering the treasure trove of games and apps available to run on their platform. It was not billed solely as a games platform, games are merely one of the entertaining things it is capable of, and the same would be true of the Apple TV. There would be the opportunity to introduce games to an entire segment of non-console owners who would be using the Apple TV for movies and television who suddenly find themselves with the ability to use games on their TV for entertainment.

Will it ever happen?

We here at NimbleBit love open game distribution channels, we think it inspires creativity and provides many developers opportunity. While it is unknown if Apple has any sort of plans like this, it is fun to fuel the flames of speculation and fantasize about a new open game distribution channel opening up. If it ever does, you can be sure you will be able to find some NimbleBit games on it.

I Know What You Did Last Week #8

IKWYDLW is a day late this week, I hope it doesn’t throw off your entire schedule!

Murphy:

As far as work goes, spent the week fine tuning, testing, and tweaking networked physics in Zero Gear. Initial tests are really promising but as always, there is plenty more work to do. I also started working on a new weapon that will be a lot of fun but didn’t make much progress thanks to some bugs.

This week is being spent improving the kart networking/smoothing, finishing the new weapon, and integrating a new version of Hikari into the client.

marshmonkey:

I spent last week creating a new kart asset for Zero Gear and documenting the entire process. This week I will whip up some Sky Burger achievement art and then find some Zero Gear stuff to tinker away at, perhaps some more particles and level polish.

eeenmachine:

Last week was spent working on Sky Burger 1.1. I was able to make some big optimizations and get most of the achievement system done. The update should be complete once I get all the finished art from Dave, so keep your eyes peeled! This week I’m hoping to spend some time spitballing and deciding what my official next project is going to be.

Time-Lapse Zero Gear Modeling Video

As I mentioned last week, I have been recording my work process while working on a new kart asset for Zero Gear. Here is the video that resulted. It was a pain in the ass to make but hopefully it will be interesting to some people. The video covers modeling and texturing the kart, although I did edit out some of the really boring parts like UV-mapping. Watch me build this from scratch: smalltank


YouTube link

The software used in the video are Maya 8.5 and Photoshop CS3. It was captured over about 15 hours of work.

Inside the Indie War Room

Arnold Kim’s recent blog post “The State (and Growth) of the iPhone Gaming Market” confirms a nagging suspicion many of us have had about Apple’s App Store for some time now: Things are not going to get easier for independent developers any time soon.

The biggest change, however, is the influx of mid-sized to large developers who are invading the App Store space. Companies like EA and Gameloft are really ramping up production of their App Store games. In March, EA announced 14 games coming in 2009. That’s a new EA game every 2 and a half weeks being released. Gameloft has ramped up their production as well and seems to be releasing games at least as aggressively. And these are high quality titles.

The big studios are coming!

The big studios are coming!


Read the rest of this entry »

I Know What You Did Last Week #7

Made it to another week, have we all? We must be blessed. Lets check the big board to see what has happened since we were last away.

Murphy:

Not a super exciting week. I added a shape manager for the physics code so physics shapes (balls of the same size or all the kart bodies, etc) can be shared. I am told this is good practice. More importantly, I finished refactoring the physics code to allow for multiple worlds. There is now a mirrored world for network prediction that I am currently in the process of tweaking.

This week will be spent using the prediction world to accurately predict the physical state from a past server time to the current client time. If I can get this working, it will be a massive step forward.

marshmonkey:

I finally finished up all the little bits of scripting and miscellaneous work to get the DustBunny level up to par with the rest of the race maps. After that I spent a lot of time figuring out the logistics behind capturing a time lapse video of my next task, creating a new kart. I think I have figured out my set-up, so by the end of the week I should have a fun time lapse video of modeling / texturing a game asset from start to finish!

eeenmachine:

iPhone game updates were flying out the door last week. Scoops 1.6 with game resume support was approved, and I was able to submit minor updates for Textropolis, Hanoi, Hanoi Plus, and Kyper. The goal was to integrate our in-game NimbleStore and news ticker into all our games, as well as address some minor bugs and feature requests that had been piling up. Sky Burger had an active weekend on the Top 100, peaking at #66 Top Paid App and #33 Top Paid Game. With the approval of Scoops, our NimbleStore saw almost 10k pageviews over the weekend! Sky Burger’s Facebook Page hit 40 fans and continues to grow slowly. This week I’ll be working on Sky Burger 1.1 which will include bug fixes, optimizations, and the addition of achievements (pieces of flair).

Weapon Dynamics in Zero Gear

Weapon Dynamics Header

One very important aspect of Zero Gear we rarely talk about is weapons. Weapons in Zero Gear are picked up from special prize boxes on the map and used in a variety of ways. Before going deeper, here are some typical weapons in the kart game genre:

Heat seeking missile

Press a button to fire the missile ahead and it will track the person in front of you down and blow them up

Slow a player down weapon

This is some kind of weapon that is usually placed down on the map somewhere, when a player runs into it, they are slowed down for a period of time

Slow down or blow up all other players weapon

Press a button to slow down all other players

Bomb

Place it on the map, after a period of time, it blows up, anyone in the blast radius is blown up and slowed down

Vision block weapon

Press a button to cause other players vision to be blocked so they can’t see

You are invincible weapon

Press a button, you are invincible and touching other players causes them to get blown up and slow down

These types of weapons are annoying. Here are a few reasons why:

  • You don’t get a feeling of success. By just pressing a button, the cause and effect sensation is less visceral.
  • There is little planning involved. When the only variable is when you hit the button, it minimizes the amount of strategy you can use.
  • They are black or white weapons. The player either gets a canned result, or remains unaffected. There is no gray area.
  • They are unavoidable. When a player gets hit by an item from which there was zero chance of evasion, they feel like they are being taken out of the game.

The weapon dynamics in Zero Gear are quite different because, well, they are DYNAMIC!

Here are the Zero Gear weapons (so far!):

Puncher

Puncher Icon

A punching glove is attached to the front of the players kart. Press the use button to cause it to punch forward. *Anything in front of the kart will be launched forward.

* Note, anything is an important word. Objects in ZG react realistically, punch a Sea Mine, watch it fly the same as if punching another kart or a soccer ball.

Ice Cube

Ice Cube

Throw or drop this onto the map. It will bounce off walls and slide on the ground realistically. Any player that hits it will become encased inside. They will continue to slide with their momentum which could end horribly (off the edge!) or perhaps will put them at an advantage.

Sea Mine

Sea Mine

The mine can be thrown ahead or dropped behind. Much like a real sea mine (real sea mine = what I have seen in movies), once hit, there is a TING! sound and then BOOOM! Anything within the blast radius is sent flying outward to an unknown fate.

Twister

Twister

The player can place a twister in front or behind them (hint: probably want to put it behind you!). Anything that gets too close will be sucked in.

These types of weapons are FUN.

  • There is no fire and forget, you must aim and use timing if you want to be successful, they are easy to use but ultimately require skill
  • All the weapons can affect other weapons, for example: There is an ice cube in front of you so you smack it with the puncher causing it to fly into a twister. If flies out of the twister farther ahead while a player that was just blown back from a mine hits it and slides off the map. Strategies emerge while playing.
  • The weapons have varying degrees of strength. The mine and tornado are more powerful the closer you are to it. Hitting an ice cube may just help you move through a slow surface faster. The tornado may cause you to hop over an obstacle. Anything can happen.
  • There is always a chance to avoid being hit by a weapon. Addionally, there is always a chance that being hit by a weapon will work out in your favor. Nothing is canned or predetermined. This means that you never feel hopeless.

Weapons shouldn’t force something on a player, they should do something which may affect the player. Using this simple rule causes the player to experience more emergent and reactive gameplay than most games offer.

We have more weapons planned, such as the previously mentioned L.U.V. Bot. Watch the blog for more updates on them!

Of course, explaining this in text isn’t ideal. For the full experience, you will just have to play it!

The Art Style of Zero Gear

We get a lot of good feedback about the art style of Zero Gear, so I thought it would be a good point to try and write up a little retrospective about the art direction of the game since that is one element of Zero Gear that seems to have firmly established itself. This was my first time playing art director for an entire game. I have had plenty of opportunities to design the look of many stand alone elements: environments, GUI’s, textures, models, graphic design, to name just a few of the disparate things I have worked on over the last 8 years or so. This was the first opportunity I have had to put all those things together into one package, and it was very exciting to dream up.

We started off with a pretty clear picture of what we wanted the game to be technically and design-wise though it has evolved some since the start. We knew the game was going to be very physical, and we knew based on the knowledge of ourselves and the way we work together that it was not going to be a serious type of game. We needed an art style to compliment that.

Here are the goals we had to achieve with the art style of Zero Gear

Eye catching and awesome without being overly serious.
Quick to create, and cheap to render.

Goal 1: What is awesome and not serious looking?

As is common amongst most designers, the first thing to do when trying to get ideas for a certain look or feel is to gather lots of reference. Reference is anything already existing that has some element in it that is inspirational to what you are trying to accomplish. I have a big folder of reference from Zero Gear, from other games that are visually attention-getting and do not feature any kind of realism.

zgref

Out of all the reference I gathered - I decided to focus on these common elements:

  1. simple shapes
  2. chibi / deformed / cartoon-ish propotions
  3. bright solid colors and gradients
  4. over-simplified texture detail
  5. curved surfaces accentuated by highlights

Goal 2: What is both quick to make and fast to render.

The complexity of most modern AAA game assets is staggering. You have high poly versions, low poly versions, normal maps, AO maps, specular maps, and all kinds of other materials to create just for one finished asset. Many games will have a team of 4 or more people just to create the background miscellaneous assets for a game - I have to make ALL the assets myself, so I needed to save a lot of work here. Here is what I have limited my art pipeline to, which enables me to work quick and put assets together with a minimum amount of extra work.

zgpoly

1. Medium poly count

Having a medium amount of polygons per mesh allows me to create assets at a reasonable pace - without having to be obsessed with optimizations - but low enough so that I don’t need to create different levels of detail in order to render them on screen. One asset, one mesh.
zgpanda

2. Diffuse maps only

There was no way I was going to be able to create quality normal / specular / etc maps for every texture in all the assets in the game. So as a general rule - I limited myself to just a diffuse map, what you see is what you get. There are some exceptions to this rule, the customizeable assets in the game have a specular and a color mask to tell the engine what parts of the texture is shiny or can change colors.

zgeffects

3. Easy to duplicate effects

There are many effects in the game that I use all over, like environment maps to make things shiny or appear rim-lit. These effects are really easy to add to any asset in the game by copy/pasting some material script text, so they are easy to add and don’t require me to do any special work per asset to implement.

zgshoe

4. Limited animation

I have gotten a lot more proficient since the start of the project - but at the outset, I had extremely limited experience animating game assets. I made sure to design the style of the game away from needing to create many objects with complicated animation sequences. One of the benefits of Zero Gear being so physical is that most of the motion in the game is an emergent property of the physics engine, and is a lot of weight off my shoulders. If I had to animate what every tumble, flip and spin of an object in the game looked like - for one it wouldn’t look as good, and two - it would take a lot of work. We do have animations in the game, on the characters and karts and weapons, but nothing with 8 directions of animated cycles blended together, or characters that talk with lip synced phonemes, etc.

That is it for this installment of Zero Gear art talk, I am hoping to take a time lapse video of the next asset I create to make into another post, if I can remember and record it correctly!

zg_sml

I Know What You Did Last Week #6

Hope everyone out there in internet-land is having a bearable monday! In celebration of another week of NimbleBit we have last weeks summary for you in yet another exciting edition of I Know What You Did Last Week! Lets take a look at the board.

Murphy:

Last week was spent working on refactoring (fixing, cleaning, redesigning) the physics code in Zero Gear to allow multiple physical worlds. Refactoring is a slow process but it is almost done. This week I plan to implement the prediction for networking by using a mirrored physical world. Accurate prediction will hopefully provide a smoother network play experience so I can get back to the fun stuff, gameplay!

marshmonkey:

After finishing up most of the layout and graphics for the new Zero Gear level featured earlier, I have been adding spawn points, weapon boxes, nodes and checkpoints to turn it into a functioning race map. I should have that wrapped up very soon, so I will have to figure out what new art-task to tackle next for Zero Gear.

eeenmachine:

Last week I got a small break from promoting Sky Burger (currently #86 in the Top 100 apps) to get a new Scoops update (1.6) out the door. The best feature in the new version of Scoops is the ability to resume an interrupted game in the same way Sky Burger can. This week I’m working on a Textropolis update with some player slot management features, then I’ll see where the wind takes me.

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