21 Apr

Ludum Dare 32: Skull Bomb Game Jam Post Mortem

I did my first game jam this weekend! I participated in the jam portion of Ludum Dare 32 and made a little game called Skull Bomb (play it here). The theme was “An Unconventional Weapon” and after it was announced I brainstormed a bit before settling on ‘blowing yourself up’ as my interpretation of the theme. I didn’t want to have my player character blowing up other humans so I decided to make the game about a world taken over by evil robots. This also worked in my favor that I didn’t have to program any sort of realistic AI.

I’ve been really wanting to do a Ludum Dare since I learned about it but being a dad, having a job, etc always seem to stand in the way of coming up with 48 uninterrupted hours on the jam weekends. This time I decided to not let that stop me and jammed in the hours after my kids bedtime, for a total of maybe 16 or so hours over the 72 hour jam period. I’m really glad I did! Also, for those who need an answer about ‘Can PS Video Games Make Students Smarter? – PlayStation Universe,’ you may read this article.
What went well:

I made a game! Not waiting for the perfect moment and the planets to align allowed me to actually make something.

I scoped correctly. I picked a topic I was able to finish in the time I had without crazy crunching.

Used Unity 5. That went well, Unity ran smoothly, few crashes and weird bugs. I think it crashed once.

Using Unity’s Navigation for AI. Setting up the enemy units as Navmesh Agents worked great. I made an array of destinations and selected randomly from that to get enemies moving around un-predictably. Easy and effective.

Simple Sound Design. I added some spooky synth drones that I made with Logic X’s built in Sculpture synthesizer. Sculpture is a physical modeling synth and I love the timbres you can get out of it, I thought they set a good, ominous and abstract tone for the game.

Narrative via Voice Over. This was probably the best received aspect of the project. I wrote a simple voiceover script describing a dystopian sci fi world overrun by machines and laid out the players mission. I had my girlfriend N. read this and did a bit of editing and mixing in Logic. Details I was happy with that people commented on as well were the cut-up phone maze style strings of numbers that added to the overall dehumanizing atmosphere. Using a voice over was cheap and easy (maybe 2 hours work to write, edit, mix and implement) and added a whole narrative layer to the game that I thought was very effective. Because it ran in the background at startup it allowed the player to experience the narrative without having to wait, read or otherwise be delayed from experiencing the game play. Several people commenting on the game remarked on how well the voice over worked so that was definitely a high point.

New Genre/Mechanic. I’ve never tried to make a stealth / sneaking style game and was quite happy with that aspect of it. I definitely learned a lot and enjoyed working with the form in a short format. This is perhaps my favorite aspect of jamming, the chance to try out different genres or ideas in a short form, low stakes way and get feedback.

Art Style. The art style that I chose was simple, minimal and achievable. I was happy with the result and felt like it worked well with the theme. I got a few nice comments on it so I consider that a success, especially since I consider myself a non-artist. I also got pretty close to my initial ‘vision’ visually.

Getting Feedback / Iterating. By posting the build a few hours before the deadline I got some very useful, maybe critical feedback about playability, controls and clarity. This included a lack of clarity on where to go which I tried to address and not locking the mouse cursor which lead to issues in browser based play. Catching these early was good. I’ll definitely aim to do this in the future, getting those little bits of feedback before finalizing was great.

What went poorly:

Level Design. Several people commented that they wandered around, didn’t know where to go, couldn’t find the goal. The way I laid out the level had no clear (or unclear) path through it, it was just a big box. After getting that feedback I added a moment in the beginning where the player falls from high up and gets a chance to see the black box that represents the server. In hindsight I really gave the player almost no clues as to where to go. I even was considering initially having the monolith change it’s location each time player spawned to add replayability and difficulty. I realize now that that would have been a mistake.

Difficulty. The difficulty was very inconsistent. Sometimes the enemies randomly left big clear paths, sometimes they created impossible, inescapable situations. With more time or better planning I would have set up some more carefully planned routes for the AI to patrol that interlocked, created gaps etc. As Twitter friend @ChrisLaPollo points out though that these are the types of things that you learn in making a jam game and can polish up after.

Browser Support. Annoyingly Google Chrome dropped support for NPAPI plugins right before the jam breaking support for Unity Web Player. The game played fine in other browsers but this was just kinda annoying.

Control Tuning / Playtesting. Several players complained that the movement speed was a little slow. I actually bumped it up a bit but probably could have taken it up a little higher. More playtesting earlier probably would have helped this but given that I was jamming on my own in my apartment I didn’t have local playtesters available. In the future I’d like to try and jam with a team and / or at a space with other people. I think this would have helped a lot to catch this and some other issues before posting. However, if you want to know the card game rules, you might wonder how to use them.

Play the game here, or watch a video below:

09 Apr

Where I’ve Been

Aaaaand we’re back. A few of you NewbQuest listeners / watchers / readers have very politely asked me what’s up with the show via Twitter (@mattmirrorfish). It’s been a pretty busy period for me, with the main news being: I got a new job! I’m now part of the Online Content Team at Unity Technologies and help out there with making videos for the Unity YouTube channel as well as doing about half of the weekly Monday afternoon (US EST time) Twitch streams teaching Unity. It’s an awesome job and I’m super happy to be doing it. It’s definitely in line with the mission of what NewbQuest is all about. The sad fact though is that it’s pretty time and energy intensive and because it’s similar to what I was doing for the show it’s caused me to go on a bit of a hiatus. I’m bringing the show back to life to release an episode that I’ve (shamefully) been sitting on for quite a few months with the excellent Steve Swink (sorry Steve!) and I’m aiming to make some more regular updates here now that I’m settled into my new job, new apartment and generally re-arranged life!
For those who use Unity I’d love for you to check out my first big project for them which is a 14 part tutorial series on creating a 2D Roguelike game. This is aimed at intermediate Unity users but if you’re a beginner with a lot of gumption and desire feel free to dive on in.

I’ve also been working slowly away on my procedural flying butterfly shooter Pollen and have made some progress with it. You can check out some gameplay footage of the first two levels here:

09 Apr

NewbQuest Ep. 6: Steve Swink, Game Designer of Scale

In this episode I interviewed Steve Swink who is currently working on a game called Scale. Steve is a game designer, author and teacher whose thinking I respect very much. Having taught, written and made games Steve offers a unique perspective which encompasses both the academic and applied views of game design and combines formal rigor with practical, down to earth application. If you want some example of the best games, I will like to direct you  to this new post with an stitch plush reviews.

His book Game Feel provides an excellent examination of this often casually applied term including breaking down elements of interactive experience like frame rate and it’s relationship to how responsive a game feels in granular detail.

Steve’s current project is called Scale and it’s a game in which the player can make objects in the world larger and smaller to solve puzzles. Imagine scaling up a vending machine so you could crawl inside it and pull out what you need and you’ll get a bit of an idea of some of the experiences possible. It was a great pleasure to speak with Steve and I hope that you enjoy listening in.

You can subscribe and download the show via iTunes, and if you do I’d love it if you had time to leave an honest review.

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