Philly Game Jam 2012 [Part 3 - Postmortem]

Part 1
Part 2

So it’s been about 30 days since PGJ, I think that’s enough time to figure out how to turn my thoughts into text. Our experience from last year helped us improve a lot but we had several setbacks that were very frustrating. Our theme was the same as the 7-Day Indie Challenge so we could submit the game for that competition as well. (We did not submit) It was this picture here:

We made a game called “What Comes Around…” A 3D arcade game where you are controlling a ball on a spinning platform dodging obstacles, falling off of the platform and collecting power ups. You can play the game here. [Use Up/Down or W/S to move.]

What Went Right

1. Great Start
We had the right hardware. I brought my extra monitor, my Akai MPK mini for our audio,and an Ethernet switch. All proved essential for our workflow. DropBox helped a lot for our non-programmers. We brainstormed, had a mock up created and had placeholder models to test with very quickly. We knew what we were making shortly after getting the theme. Also the idea was doable in the amount of time that we had.

3. Content Creation
We were able to get all or most of the content we worked on into the game by the end. It actually looks quite nice!

3. The Competition
The jam was way better organized than last year. We had internet the entire time, all the teams were in close proximity and it was actually pretty inspiring looking behind my shoulder and see the amazing games people were creating around us. Also, we used each other as resources for help, even though we were technically “competing”.

What Went Wrong

1. 3D
The trouble here wasn’t so much that we chose to create a 3D game. 3/4 of the team has university experience creating 3D art. Our game idea was easier in 3D. The problem was that we were not prepared for creating 3D art. A lot of time was wasted downloading tools that we needed to complete the game and getting more familiar with them since we thought we were going to make a 2D game origionally.

2. Controls
We spent a lot of times trying to fix the controls but we should of focuses on how to fix them more. They were the first and last
thing that we worked on. It was very frustrating watching fellow jammers and epecially the PGJ judges struggle with the controls. I think we should of made sure these worked before doing anything further as controls can make or break your game.

3. Unity + Version Control
Using Git was a good call but we still ended up having a few unforeseen merge conflicts involving certain Unity file types. In the free version of Unity Scene assets are binary, meaning that me and JP could not work on the same scene at the same time.

4. The Waiting Game
Du-Marc (Audio) completed his work faster than we could give him work to do and give him new builds to playtest. Stefan (Art) was stuck waiting for programs to load for a long period of time. There was times when JP and myself (Programming) had to work together to fix a merge error in Git before we could do anything.

Conclusion

I think that whenever you do something better than you did it last time that is a success in and of itself . We definitely did better than we did previously. But as Du-Marc said to me after the competition ended “Damn It, I want to win!” and I couldn’t agree more. I actually want to create a good game that could win a competition. The only way to do that is to keep improving which means keep making games to improve our skills. The controls were fixed a bit (To make it actually playable) after the competition.

Team EGG (EGG Gaming Group)
John P. Benge (JP) – Programming/Art
Matthew Findlater (Me) – Programming
Stefan Lopuszanski – Art
Du-Marc Mills – Audio

Team EGG

Share on FacebookShare on Twitter

Philly Game Jam 2012 [Part 2 - Anticipation]

I’ve continued to prepare for Philly Game Jam which is now only two days away. Time flies.

Since my last blog post Github has released Github for Windows which is a beautiful graphical UI (Using Microsoft’s Metro design guidelines) for Git whether you use Github for your repository or not. I am still deciding how best to set up our repository on Friday. I recently got two raspberry pi’s and using one of them as our git server is sounding like an attractive idea at the moment.

I have been reading and rereading the Game Jam Survival Guide. After experiencing a game jam for the first time last year some things in the book are a no brainer but if I had this book last year our teams lives could of been a bit easier. Making a core mechanic as fun as can be and then leaving time to add levels, polish is one of the most valuable things I’ve learned fro the book. It’s a good book and a very fast read. I didn’t just get the book for PGJ, I would like to do Global Game Jam, Ludum Dare, 7DRL, etc If I can help it.

Something in the book I didn’t expect to find is about getting friends, fans, strangers involved online. Posting screenshots on Twitter, posting playable builds through DropBox, screen sharing via Google+ Hangouts can all be done during competition and can help others help you complete the game through motivation. If the internet is stable enough I will definitely try as many of those things as possible. One thing I want to do for sure is make a time lapse video from first line of code to completion.

It’s getting close enough that I’m starting to feel a bit anxious to start coding!

Share on FacebookShare on Twitter

Philly Game Jam 2012 [Part 1 - Preparation]

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
unity_1

In the Inspector for Editor Settings change Version Control Mode to Meta Files.
image

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

Share on FacebookShare on Twitter

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
.

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.

 

Share on FacebookShare on Twitter

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.

Share on FacebookShare on Twitter

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
Share on FacebookShare on Twitter

About Me

Hi, I’m Matt. Before I get into regular game development stuffs I figure I should write a little about myself.

I like video games. The earliest video game I remember playing is Pong. I played it with my older sister on her Atari 7800. I have an original Game Boy that still works to this day. The first console I had to call my own was a Sega Saturn. I’m currently playing Portal 2 on PC.

In middle school I discovered RPG Maker and Game Maker. I was fascinated by the idea of creating my own games. However I felt like I wasn’t able to make the kind of games I wanted to make with these tools. It is through this thought that I discovered programming after trying out scripting in Game Maker and having some success.

In high school I taught myself how to program outside of the classroom while I learned about analog and digital electronics inside the classroom.

It wasn’t until I went to college at MCCC that I was formally taught how to program. It began to “click” thanks to the amazing teachers I had. While I was at MCCC I was able to take the Electronic Games and Simulation courses and learn more about the game development process as a whole.

These days I am attending Temple University pursuing a BS in Computer Science. I’m working on expanding my portfolio. I have some skills, now I need to actually finish and release some games! I’m using the ever-growing philly game scene as inspiration.

I’m always learning, I will use this blog to document my thoughts, progress and projects!

 

Share on FacebookShare on Twitter