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Thứ Năm, 19 tháng 4, 2012

Sine Mora Feedback

A little while ago a new, very pretty shoot 'em up, Sine Mora, was released on XBLA. It was  co-developed by Digital Reality and Grasshopper Manufacturing.


I like the game a lot!
I think the graphics are gorgeous and the boss designs are inspired with lots of variety. I also like the music a lot even though it's a little understated. Several of the tunes stay in my mind after playing, such as the disco-like theme for some boss fights.The time-slowing ability is fun to use in a shoot 'em up.

I liked the game so much I want to play it more! Sadly, while I play I get frustrated by several, smaller design elements of the game that would be easy to fix. I decided to detail these in the hope that someone involved with the development of Sine Mora would read this.


I'd love for some or all of these issues to be addressed by the development teams on a subsequent update. In all cases I list possible solutions to the problems, most of which would be pretty reasonable to implement.

Major Issues 

  • Problem: Player ships can be damaged by some objects that player bullets pass through. This is the strangest thing I've seen in a long time and it pretty much screws up any sort of reasonable 'discovery' the player can achieve. In a shmup, the player's bullets are like this hands. He uses these to feel out the world and decide what can hurt him and what can't. For instance, the underwater submarine boss turned sideways does not let you pass through it (like when trying to grab powerups) but your bullets and powerups do. In most vertical shmups there is no environmental collision. In horizontal shmups there is often environmental collision. Sine Mora follows that convention, but strangely does not let find out what can hurt your ship until you actually smash into it. Also strange is that some objects block bullets and your ship and some only block (and damage) your ship.

  • The environment-collision inconsistency hampers the game.

    • Solution: If the player ship bounces off things, their bullets and powerups should too, OR if your bullets go through things, don't let that damage the player.





  • Problem: Objects in the playfield are too easily confused with objects in the background or foreground. Even in levels I've played several times, and with enemies that come in from the background (which is often) I'm not quite sure exactly when a ship is able to collide with me or when I can shoot it.This leads to lots of confused shooting and scrambling to figure out where to be. It's also confusing when a tiny turret stuck onto the background is actually shooting and you, can damage you, and could be shot to recover more valuable time (which acts as health here).
  • Pic from a different shmup, Mushihimesama, the background is desaturated and you can see the action more clearly.
    Sine Mora: Some of those turrets are enemies, and some aren't.
    • Solution: Make a clear distinction between objects in the background and playfield, via a fog effect, desaturation (as is already used in the time-slow ability). Could even be an option for the player to toggle in the menus.
    • In our own Shoot 1UP we offered several background visual options including the ability to simply turn off the background (full black) to make the game easier to play for people that struggle tracking things on screen amidst all the action.
    • The game won't look as pretty, but I think giving the player an option to control how distinct the background is would be a huge help and really increase how much they can enjoy the game. I agree that picture of Mushihimesama is washed out and maybe don't have that as the default in Sine Mora. But after I play with 'full graphics' some, I'd probably want to change it so I can see what's happening better.






  • Problem: Powerups quickly fly off the screen. From what I can tell the powerups bounce off the environment (this is fine) but they don't bounce off the "screen bounds". This is very frustrating. You end up really under powered with just one slip up and fighting underpowered is tedious. I think it's also fine if the powerups eventually leave the screen, just not immediately.

  • That red powerup is pretty much as good as gone.
      • Solution: Powerups should be bound to the screen, or travel more slowly, or there should be more created.







    • Problem: It's difficult to discern what parts of the 3D environment you'll crash into and what you wont. This is related, but different than the first point (not knowing what things you can crash into because you're bullets don't hit what you'd expect). This is because the game is in 3D, and has pieces of the environment extending "out towards the player" and has parallax. The ship always emits a vague light on the environment which makes it seem that the developer knew there was a problem, but they didn't go far enough with this possible solution. In most 2D sprite shmups, you can easily discern when you'll crash into the environment. In Sine Mora not only is it tough to tell going up in down in a simple cave setting, but sometimes you're forced to go through a 3D tube while your ship is obscured from view! You can easily bump parts of the tube and be damaged. It's very frustrating.

    • It's tough to decide just when your ship will hit the walls, especially while frantically chasing down powerups.
        • Solution: Make collisions with the environment not damage your ship, like in Einhander, or shear off all graphics to create a cross-section with no parallax, or cast a distinct visual line (like a circle emitting outwards from the ship in a plane parallel to the screen) that collides with environment and shows what the player will hit.

       

       Minor Issues

      • Problem: Screen shake is too disruptive and happens often while a big cloud of enemy bullets are about to hit you.

        • Solution: Only screen shake at the end of boss fights when the player is invincible, or make the player invincible while the screen is shaking. 

      • Problem: Some enemy bullets are extremely similar to your player ship bullets. When lined up, it's hard to tell when something is coming. This is worst on the train boss. The bullets are long red shapes extremely similar to the players.

        • Solution: Change enemy bullets to not look like the players through color and shape.

      • Problem: Effects cover up things. In the underwater sections, explosion and smoke effects cover up too much of the action.

        • Solution: Make sure the player and enemies, and bullets layer on to of effects.

      I made this list in the hopes that Sine Mora can be updated to be even more enjoyable, but also for other shmup developers to consider these and other design decisions in your game.
      I love the game, keep up the great work developers and please consider these issues--thanks!

      Thứ Năm, 29 tháng 3, 2012

      Blackberry Pie Chart

      Recent primary distributions of my work time, past few weeks:


      Most of my time is for something very special and (sorta) secret for Serious Sam Double D 
      • Game art 50%
      • Promo art 20%
      • Administration 10%
      We also have two other programmers working on that, but this chart is just for my time. 
      A quick readjust for the whole company is more like 50% code, 30% art, 20% everything else (I'd redo the graphic for it, but it was a pain! Probably next time.)

      I'm also still doing a little clean up with Shoot 1UP Windows Phone 7
      • Final bug fixes 5%
      • Promo design 5%

      Pie itself was mostly blackberry, with some blueberry. Filling was good, but the crust was a little heavy. Guess I'll try using less flour next time.

      Thứ Hai, 19 tháng 3, 2012

      Shoot 1UP at GDC 2012

      For this past GDC I was invited to attend as a speaker, giving a postmortem on Serious Sam Double D (slides forthcoming). That went great, but what really set the show off for me was getting to play and exhibit all of Shoot 1UP on an absolutely huge TV setup!

      This came about quite unexpectedly and fortuitously as I visited the Expo Hall to see Xona Games and their exhibit for Score Rush on the floor. Xona Games had struck a deal with the Nova Scotia government to allow them to show their game in the NS booth space. This looked nice as Xona were showing games on a typical 32" widescreen TV.

      Just across the aisle was server company Phoenix NAP, who had a large TV display showing a simple advertisement for their products. Xona Games started talking to Phoenix NAP, striking up a friendship and eventually suggested that PNAP allow Xona to show their cool games on the big screen!

      Both quickly saw the benefit, the server company would get a flashy game to attract people to their booth, and Xona would get to exhibit their games on a large scale!

      I happened to be visiting when all this started, and played through Score Rush with the Xona crew. After we finished it, they mentioned they had Shoot 1UP already on their harddrive, so they thought it'd be cool to play that together as well!

      Lesson learned:
      As I suggest in the video, an interesting, sometimes unexplored aspect of expo shows is how dynamic they can be. Make sure to make quick friends of exhibitors nearby, as you never know what benefits you all could reach within a few short days!

      Thứ Năm, 1 tháng 3, 2012

      Double D Postmortem at GDC


      I will be giving a postmortem about Serious Sam Double D next week at GDC, Friday at 3:50 pm in room 135, North Hall.
      I'll be talking about how best to work within someone else's IP, what it was like working on a Serious Sam game and what went wrong and right for Double D as a project.
      I'll also probably talk about what's next for Double D and MBG!

      Show schedule link
      Get serious and come visit!

      Sword and Sworcery

      My gun-stacked postmortem is hammocked between postmortems for two HUGE games: the first is Sword & Sworcery, and the second postmortem is for a mystery game that is a really big deal!

      Come for the comedy, stay for the learning!

      Thứ Hai, 27 tháng 2, 2012

      Porkerpillar Wins!

      Porkerpillar has won 2nd place in an international game development competition!


      The babies cheer wildly!

      Judging
      The "5 Button competition", held recently through December and January and run by Experimental Gameplay Project and 02L, tasked game developers to make a game that
      • Uses only 5 buttons, and
      • Is fun to play in a party setting with multiple people at once.
      There were a total of 48 games entered into the contest with ideas ranging from controlling individual parts of a man swimming to finding out that a triangle really does love a square.

      Games were judged initially before the show, with a contest team selecting a group of finalist games and runners-up.  The idea being that the finalists would be offered to be played at the party, and if there was time, more games from the runners-up would be shown as well. The games were judged in the following manner:
      • 20% of the public voting
      • 30% of the average of the STATTMEDIA crew's votes 
      • 50% of the average of the blue ribbon jury votes: Pete Angstadt (EA, Havoc, Turtle-Sandbox), Thorsten Wiedemann (AMAZE festival)
      Players standing on the custom buttons at the event. (Image by Pete Angstadt)
       The actual event was held in a super-hip, re-purposed swimming center-turned-art gallery (of course!)
       One of the jury members took pictures and wrote about the event here: http://experimentalgameplay.com/blog/2012/02/5-button-winners/

      Gamers playing Porkerpillar. (Image by Pete Angstadt)

      Winners
      The first place winner was a game called Rakete which sounds really neat: each button (and thus player) controls a thruster on a spaceship and players try to guide the ship to a destination together. Here's some footage of the game being played.

      The third player winner sounds neat as well, Re-evolution, which appears to be an interesting racing game (though I couldn't get it to work on my computer because of the keyboard ghosting issues).

      Our game Porkerpillar asks players to help babies get back to their mom by riding a strange caterpillar+pig creature. I promise he's friendly! You can check out more screens of the game and play it here: Porkerpillar.

      Here's some video as well:


      The Future
      Now that Porkerpillar was proven to be a crowd favorite we may act on some more ideas we had for expanding the game universe, including new, trippy environments, and more puzzly obstacles. Plus a real game platform on which to play it! Probably rhymes with "my tone" or "bye dad".

      Thứ Tư, 15 tháng 2, 2012

      Porkerpillar

      Help the BABIES get back to their MOM! Ride the Porkerpillar and gobble up the tasty treats, but watch out for trouble! 

      Click for original-size

      The Porkerpillar is sort of like a caterpillar crossed a pig. A very happy pig.

      As the stork flies by, a baby falls from a rip in the cloth sack, waking the Porkerpillar. It's time to wave and undulate his body to move the precious baby around, helping them eat yummies but also dodge danger while making your way to his mom.

      Donuts are good for you, right?
      This project was specifically made for the Experimental Gameplay Project which tasked designers to make a game that only uses 5 buttons. Traditional console games use directional pads (which alone use 4 or more buttons) or analog sticks, plus other face buttons and triggers.

      This contest was special in that the finalists would be shown in a public party setting, with 5 large, pressure-sensitive buttons used to control the chosen games. 


      And the great news is, Porkerpillar is one of the finalists! The contest+party is being held this Friday, wish us luck!

      And if you'd like to try the game out, here's the link. Be warned though, some PC keyboards will not properly allow all keys 1 through 5 to be held down at once, which compromises the experience considerably. (My desktop keyboard doesn't work with 5 keys at once, but my laptop pleasantly does, so it may in fact work for you.) Here's a handy test for your keyboard.

      http://www.fchiase.com/porkerpillar.html

      Triple-baby mayhem!
      There is only one level currently. We may pursue developing the game further for touch-devices. It was a fun, and different project to make, enjoy! And it was our first non-violent game--crazy!

      Thứ Tư, 8 tháng 2, 2012

      Shoot 1UP Phonorama

      Shoot 1UP for Windows Phone 7 is in it's final stages of testing at Microsoft (it's nearly finished with 'pre-certification'). It's getting close to release!

      I recently finished up some art that will hopefully get used as panorama promotion on the phone. Enjoy!


      That weird, green, dog-faced thing is a new mini-boss in the phone game. And the player ships in the lower left, firing the Plasma Auger up at the mini-boss are new to the phone as well. They can pivot in any direction!

      Here are various resolutions for wallpaper usage:

      Shoot 1UP Panorama 1600x1200

      Shoot 1UP Panorama 1280x1024

      Shoot 1UP Panorama 1152x864

      Shoot 1UP Panorama 1024x768

      Shoot 1UP Panorama 800x600

      Get those touch-screen fingers limber, intense phalanx phun is coming soon!