PGJ 2012 Prep

I want to avoid pitfalls our team ran into last year. One of those pitfalls was source control with Unity. Unity 3.5.x has enabled  people like me with only the free version of Unity and no Asset Server to use External Versioning tools, in this case, Git. I like Git, it’s really simple to learn and it has a cool community via Github. Setting up takes a few steps.

In Unity, after opening an existing project or creating a new project go to Edit > Project Settings > Editor
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In the Inspector for Editor Settings change Version Control Mode to Meta Files.
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After doing this close the project and delete the Library folder under the Unity Project folder. Then reload the project. I created a .gitignore file to ignore the files I don’t want to add as part of the .git repository to the Unity Project folder. It’s based on this one by Macy Kuang.
Now I can add the project to Git using Git Bash:

user@USER-PC /C/Users/user
$ cd MYUNITYPROJECT

user@USER-PC /C/Users/user /MYUNITYPROJECT
$ git init

user@USER-PC /C/Users/user /MYUNITYPROJECT (master)
$ git add –all

user@USER-PC /C/Users/user /MYUNITYPROJECT (master)
git commit ‘initial commit’

And that’s all there is to it!

A collaborator needs to just clone this repository, wherever it’s located and open the project with Unity and it will build all the missing temporary folders.

References
http://unity3d.com/support/documentation/Manual/ExternalVersionControlSystemSupport
http://macykuang.com/?p=182

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IGDA Philly Game Showcase 2012 Recap

I attended Philly Game Showcase, which is a part of Philly Tech Week again this year. Things were a bit different. I wasn’t helping any exhibitors so I was free to roam as I pleased. I got to play a few games and talk to a few game developers.IMG_0106[1]
I played Chiaroscuro by Greg “Banov” Lobanov of Dumb and Fat Games. It’s a really neat puzzle game made with Unity. The objective is to find a way to bloom all the flowers in a level with balls of light. It get’s pretty challenging quite fast. He also had some other games on display, such as the game to the right in this screenshot, Phantasmaburbia.

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Before this showcase the only Cipher Prime game I spent a significant amount of time on was Auditorium on Flash and iOS. At the showcase I got to play Fractal, Pulse and Splice. I can honestly say I want all of them. It’s just a shame Pulse is iPad exclusive. It’s probably their most simplistic game (all the others are puzzle games whereas Pulse is strictly a rhythm game), but it’s a lot of fun. They were giving away free copies if you signed up on their mailing list. I hope my copy of Fractal comes soon!

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Shawn Pierre demoed his game Tone Def a rhythm tower defense game that you can play on Kongregate. I was familiar with the game, because Shawn had posted on the IGDA mailing list soliciting feedback. I played it but I, and I’m guessing others did as well, failed to provide any feedback (doh!). I really wanted to try this new version, as the first version was a bit rough. This new demo version has a lot more polish, and some new features. I think it’s fascinating to see a project evolve over time since prototypes can be so different from a finished product. Unfortunately, I don’t think I’m that good at the game just yet.

I also played Battle Lines by Reflective Layer. It puts a military spin on the Flight Control formula. Red Light, Green Light by Little Wins is a strangely addictive free game for iOS.  I also checked out Velociraptor! Cannibalism! and signed up for a free PDF. Looks like a fun board game I can’t wait to try out. I hope I’m not forgetting anything. I didn’t even get to play all the games and I was there from start to finish.

Seeing all these games on display makes me think I should probably hurry up and release something. Sigh.

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PAX East 2012 Recap

This past weekend I went to Boston for PAX East. Attending it is turning into an annual thing. I got to play Super Crate Box (iOS), Super Time Force, Lollipop Chainsaw, Sonic 4: Episode II, Runner 2, They Bleed Pixels, Charlie Murder and Sina Mora, to name a few.

At the Lollipop Chainsaw booth I even got to meet my favorite game designer Goichi Suda also known as Suda 51!

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Of course, not all of my time at PAX was spent playing games. I also attended a few panels.

Indie Game Development: A Day in the Life Part I, II, and II

This panel was spread throughout the 3 days of the convention. Each day a panel of 3-4 independent developers moderated by Erik Johnson (Arcen Games) answered questions about their work.  Some of the same questions were asked each day but the answers were just diverse enough to keep it interesting every day.  James Silva (Ska Studios) shared that he had actually lost his best friend due to his friend suing him over assets. An important lesson to be learned from this is that James’s always has a written contract made up before hand, just to be safe.  James Green (Carbon Games) talked about handling player feedback in response to including Jesus as a pilot in the game AirMech. Ichiro Lambe (Dejobaan Games) input was very entertaining, and he has some interesting views on monetization, and life as an indie. Matt Gilgenbach (24 Caret Games)  talked about his work on Retro / Grade, he challenged developers to try and clone his game when asked his opinion on cloning.

Kickstarter and the Future of Independent Games

I was really looking forward to this panel, and I was not disappointed! In the past six months I’ve backed Venus Patrol and Double Fine Adventure on Kickstarter. Local developer Cipher Prime just successfully backed Auditorium 2. Lot’s of my friends are interested in, or use Kickstarter. Cindy Au, Kickstarter’s community director kicked off the panel by talking metrics.  Because of the success of Double Fine Adventure, the backers of that project go on to back other projects as well. Huge percentage growths on various graphs were shown. The creators behind Cards Against Humanity, Organ Trail, and more talked about how Kickstarter not just met but exceeded their expectations. They also gave tips and tricks on starting a Kickstarter project. They talked about which price points were best for rewards and what times to start and end a Kickstarter  campaign are best.

The Indie Rant: Indie Developers Gone Wild

This panel lived up to it’s name. A multitude of developers (including a few from the “A Day in the Life” panels) got 5 minutes each to rant about whatever they wanted. It was great, they implored consumers not to get upset over monetization. They talked about how more people should make games, and not just derivatives of puzzle platformers. It went all over the board. When each of them were done their rant they took question shouted by  people in the audience. My favorite moment was when one of the panelist asked everyone who has ever made a game to raise their hand. When more people than he expected had raised their hand someone shouted “Ha! Not so special now, are ya?”. It was a fun panel.

Reimaging X-COM with XCOM: Enemy Unknown

I went to this panel with a friend. I haven’t played X-COM myself but I’ve read and watched a lot about it and it seems like my kind of game. This panel did make me want to pick up the reimagining of the original when it comes out. It’s designed with modern game design sense, so it does not look as complicated or “hardcore” as it origionally did. They opted to take the spirit of the original and streamline the experience for old and new players alike.

Despite a few hitches and not being able to do nearly as much as I wanted to I had a great time!

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Notes from XenoCube Postmortem

Unfortunately I missed out on the Global Game Jam this year. I plan to do Philly Game Jam again this year time permitting.

A few weeks ago I attended a presentation by Miguel Nieves of Dragon’s Den Unlimited. He talked about the contract work he did on XenoCube for iOS. Here’s some of the notes I wrote down:

  • Reactions to finished work is important.
  • Strong focus on iterative design.
  • Contractors are paid per milestone.
  • Cheevos are popular. (achievements, badges, etc.)
  • Free weekend with no alternative method of monetizing hurt sales more than helped. If you do a free weekend you can’t give away EVERYTHING for free.
  • No Time Keeping: while contracting barring the milestones you are working on your own schedule. This has advantages and disadvantages. You can end up working on something for a long time that shouldn’t be such a high priority.
  • Focus Groups: Having buddies focus group is not the optimal solution but it still can help.
  • Write progress notes every day detailing what was done in the game. Review your progress notes an pay attention to what updates are trending. You may be focusing your time in a particular area. Keep track of discussions had about the game with other developers.
  • Plan for updates before release.
  • Users like sharing, and it’s important to include sharing features in your game.

Overall, I’ve heard a lot about contracting but I learned a lot more about the process in Miguel’s talk. Staying on task was a big theme. He had some interesting anecdotes to share.

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Unreleased Game #1: Retrofit

My projects section is a bit sparse isn’t it? Looking at it you could assume I never made anything! But I honestly I haven’t felt like I had any projects worth releasing.(well until recently…) I’m going to talk about some of those projects starting with Retrofit.

Retrofit is a 2D top-down shooter where you control a customizable and upgradable spaceship and take on missions. It even had a story! I was making it with Game Maker 5.3A

 

It also has a survival mode where you fight bots as long as you can. There’s a tutorial section called the ‘Academy’ too but it wasn’t included in this build pictured. It also had a kind of maze level that I scrapped because it didn’t really fit the method of control.

Customize

 

 

 

 

You could tie weapons and skills to buttons on the keyboard. (ex: ‘X-Defense’ corresponds to the ‘X’ button. Here I’ve got standard rapid fire laser, Reflective Shield, Mines,  drones that orbits around my ship and fires constantly and the ‘Berzerk’ skill. I was going to have a leveling system. The skill ‘Berzerk’ causes your ship to go so fast that it creates after images, increases speed and fire rate as long as you don’t slow down or run out of energy. Other weapons include: Homing Shot, Absorb Shield, Sword Drone, and Missiles.
Retrofit Gameplay
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Retrofit has a map and markers to show when enemies are off screen. It might be hard to tell what’s going on in the screenshot here. What your seeing above is me fighting the first boss in the game. I’m using the Reflect Shield and the boss has just fired a homing electricity shot at me. There’s only one finished level but there’s actually 3 ‘finished’ bosses in the game. I really enjoy making bosses.

So why didn’t I finish it? First of all while I did almost all the art myself, I used a lot of scripts from now unknown authors. I think all the songs in the game are from OverClocked Remix or something. I worked on it a lot, and then I took a long hiatus from it. When I came back to it I decided I wanted to make a new demo that my friends could try out as fast as possible. This is the version of the game pictured. It was actually playable and didn’t have game ending bugs. But after I made the demo I lost interest not just from the game but Game Maker itself. At the time I just felt it was to limiting for what I wanted to accomplish. Looking back on it now, I just don’t think I was skilled enough to finish it to the level I wanted and that probably frustrated me out of working on it anymore. There’s some ideas in the game that I’d like to come back to though.

 

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Khan Academy

 

Khan Academy

I’ve been using Khan Academy for two semesters so far and its helped a lot. But I was not using it to its full potential. Up until now I just used it as a place to watch videos and get an alternate teaching of lessons I’ve learned in class. Today I logged in with my Facebook profile and discovered that the exercises were connected to game systems! You earn points and collect badges for completing exercises. Gamification is an interesting new topic and its kind of controversial as of late. Personally its been a great way to get motivated and track my progress.

I have a feeling its going to help me a lot from now on, especially with calculus and physics.

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GameLoop Philly Recap

On 5/21/2011 I went to GameLoop Philly http://www.gameloopphilly.com/

I went to panels about:

Making Tools That Don’t suck

  • Supporting Legacy Tools
  • Bug Tracking
  • Metrics

2D Games in Unity

  • SpriteManager2
  • RageSpline
  • iTween
  • Constraining Physics
  • Geometry, Layering Tips

State of the Game Industry in Philly

  • Progress of IGDA Philly
  • Growing number of game companies in Philly
  • Success of Philly Game Showcase
  • www.gamesinphilly.com

Prototyping

  • Create Sandoxes
  • Tweaking with Keybinds
  • Protoyping is a continuous process
  • Prototype every feature
  • Don’t program the rules in
  • Blind prototyping

Coexistence of Art & Code

  • Technical Artists
  • Artist to coder communication
  • Creating art to specifications

Prototyping and Coexistence of Art & Code panels almost doubled as a postmortem for Jamestown by Final Form Games a 4-player shmup that was just released on Steam.

I wish I would of been able to go to more of the panels but I would of had to clone myself to attend them all! Really looking forward to this unconference coming back around next year.

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Philly Game Jam 2011 Recap

4/6/2011-4/8/2011 I entered the Philly Game Jam.

Dan, our designated team leader already wrote a pretty good write up here. I’m going to write my recap from the perspective of one of the programmers. We made a game called Nestkins. I worked mostly on the game’s AI system and GUI.

This was the first time I ever did a game jam. I wasn’t really sure what to expect. I knew we were going to have about 48 hours to create a game from start to finish. What I didn’t anticipate were the conditions we would be in while rushing to complete our game…

Nestkins Logo

Nestkins

The Good

  • Brainstorming
    The game jam theme was “Mothers” on account of it being Mother’s Day weekend. We went out to eat and discussed a lot of different ideas. We eventually narrowed down out scope and came back ready to do some work.
  • Content Production
    Our artists and musicians worked tirelessly to produce a lot of really good art, music and sound effects. (So much so that we didn’t have time to put it all in the game!)
  • UnifyWiki
    A lot of the Unity scripts that we needed for Nestkins such as RTS style camera movement and a generic event system were already written and posted on the UnifyWiki. They just required some tinkering around with.
  • “Crunch Time”
    Once we got the majority of all the assets. The other programmers and myself were able to make our game actually look like a “game” in the last few hours of the jam session.

The Bad

  • Playable Build
    Because we needed assets, one of our member’s doubled as an artist and programmer and we had problems with our revision software we didn’t have a playable prototype until way into our 48 hours.
  • Scope
    Our scope didn’t really fit into the limited time we had. If we had a playable build earlier it would of been easier to see what features stayed within our scope and which features we had to cut.

The Ugly

  • Unity and Bazaar Version Control Integration.
    We used the free version of Unity to create Nestkins. Unity is a great tool but the free version without Asset Server doesn’t play nicely with Bazaar, the revision software we used. Because of this only one person could actually work on the build at a time.However we couldn’t have been as productive as we were without both these tools.
  • LAN Party
    I don’t think anyone minds that there was a LAN party happening at the event. But it was located across from us and it also ran for the 48-hours we were there. It would of been better for all the developers if they were located elsewhere (or we were located elsewhere).
  • Sleeping Arrangements
    The most comfortable place we were allowed to sleep in was inside the men’s bathroom. (Not that we were going to be sleeping much anyways.)

Overall I actually had a really good time. It was really motivating. It’s nice to start and finish something in such a small amount of time. I would do it again. I probably will.

Team Running with Scizor

Team Running with Scizor

Team’s full roster was:

Running with Scizor

  • John P. Benge
  • Matt Findlater
  • Dan Fischbach
  • Mike Hahn
  • Dan Jung
  • Stefan Lopuszanski
  • Du-Marc Mills
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IGDA Philly Game Showcase 2011 Recap

On 4/27/2011 I attended the IGDA Philly Game Showcase as a part of Philly Tech Week.

I helped a friend of mine showcase Drifters . Drifters is a competitive multiplayer game about discerning human players from artificial intelligence. (ex. Assassin’s Creed Brotherhood, Spy Party)

Showcasing a networked game on a few borrowed laptops is difficult. It’s best to test out all the connections way before the start of the showcase. Unfortunately some people couldn’t get the full experience of playing Drifters because of our networking issues.

The only other game I had time to play besides Drifters was Jamestown by Final Form Games. I’m eager to play that when it’s released.

A lot more people showed up than expected! IGDA Philly was talking about hosting their own showcases on a more regular basis. Sounds like an idea to me.

The next venue for a Philly Game Showcase may have to be bigger. It got quite hot in that small  room.

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PAX East 2011 Recap

I spent my spring break in Boston.

3/11/2011-3/13/2011

Keynote: Jane McGonigal

This keynote was mainly about using games to improve our lives and how to go about accomplishing that. The term that comes to mind is “gamification” but not just as a tool to get people to use your product. It’s more about using games to better our lives as human beings. She did her talk, then we had what I can only describe as a massively multiplayer thumb war! I’m reading through her book “Reality is Broken” right now. Very interesting read so far. http://tinyurl.com/3r2xxg6

Guild Wars 2 – Fantasy MMO Redefined

I’m a big fan of the original Guild Wars. I liked how it combined traditional mmorpg gameplay with that of a CCG in the way you select and use your skills. The second one looks to blow the original out of the water. Arenanet is making the questing system a lot more dynamic. Events actually just happen in the world and players must deal with them or not deal with them(with consequences). The skills interact with the world and other character’s skills in more meaningful ways. I was able to play it for a bit as the new Thief class  and it’s coming a long very nicely!

Money for Nothing and Your Kicks for Free

I learned a lot about the free-to-play model here. The games that were included in this roundtable style discussion included League of Legends, Lord of the Rings Online, Dungeons and Dragons Online and more. They talked about which kind of microtransactions brought success and which failed. I believe a big take away is that some of the most effective purchasable in-game items save the player time but they don’t give the paying player an advantage over players who play and don’t purchase anything.

 

Unfortunately those were all the talks I was able to fit into my schedule at PAX East. I had a great time though. I got to hang out with the folks of Riot Games. I played  El Shaddai: Ascension of the Metatron, Skulls of the Shogun, Skullgirls, Kid Icarus: Uprising, Battle Block Theater and a bunch of other games I’m looking forward to playing when they are finally released.

 

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