online

Thứ Năm, 4 tháng 4, 2013

Design Tips When Porting Mobile to Console

The Ouya game console officially launches June 4th, but has already been sending out Kickstarter backer versions. The game store itself is live. I've had a dev kit console for some time and have been working on an original game for it called Pig Eat Ball. I'm interested in this console, am making a game for it, and want it to do well. It's a low cost console, but doesn't need to come off as cheap. What can make it look cheap and neglected? Quick ports.

Let's turn those shoddy port faces upside down.
Obviously since the Ouya is Android-based many developers have ported their existing games from mobile over to the Ouya. This is fine and many of these games are very polished like Knightmare Tower, Beast Boxing Turbo, and Gun Slugs.

After playing lots of games currently on the Ouya store, I've been seeing a trend in which a few irksome issues keep cropping up. Here is a simple checklist for developers to consider before releasing games to console. This in general could apply to all mobile-to-console, but I'm specifically thinking of the Ouya (could be for GameStick, others too).

  1. Analog controller sticks require a dead zone. Many, many, many games I've played on the Ouya store have a 'drift' in their controls. It's extremely annoying, especially considering most games on the system currently are action games requiring precision input. 
    1. It usually manifests by tapping the left analog stick to move, and after releasing the stick, the character/cursor/etc continues to move in that same direction.
    2. This is easy to fix--in the code, when you get the X,Y back from the left analog stick, measure the distance of this vector and if it's less than a certain amount, disregard the stick press.
    3. I'm pretty sure there's even example code on the Ouya dev site, but I'll present some here just in case. 
    4.   static private float stickMag(float axisX, float axisY
        {
              float stickMag = (float) Math.sqrt(axisX * axisX + axisY * axisY);
              return stickMag;
          }
    5. The float returned from the stickMag function will tell you the length of the vector made by the left stick input. It should be between 0 and 1.0f. The Ouya controllers are pretty gummy, so try making the dead zone fairly large like 0.35f. That is, all input lower than 0.35 in length is ignored.
  2. Make a selected menu option >>obviously<< different from the other options. Being presented with two options such as an in-game store "Buy" "Cancel" and seeing one yellow and one white is not helpful. Some games will say yellow is the selection and some will say white. Simple color coding is not intuitive and it's easy to fix. 
  3. Quick--save her! But do you have the right one selected?
    1. There are many simple ways to show something is the current menu option that is selected. 
    2. Consider:
      1. Drastically increase the size of the text.
      2. Put a special background behind the selected text
      3. Put a special pointer graphic off to the left
      4. Pulse the scale of the selected text
      5. Put some simple particle effects on the selected text
  4. Support both analog stick and d-pad input for character movement and menus. Especially on menus but also in the game. It's just common courtesy to allow for input for both. Some people like to play with the left stick and some like the dpad. I've played games that for some reason only allow d-pad input on the menus. I've also seen games that would work fine with d-pad in the game, but only allow the left analog stick on menus (in games where the choice of stick/d-pad really didn't matter. Yes I understand it's possible it could important in a game, but it's very common that the game would be fine with either input).
  5. Remove mentions of touch/mobile controls. Seeing things like "Tap the screen to continue" or "Press here to continue" when that function is not supported anymore in your game looks rushed and sloppy. Remove all "tap", "swipe" terminology from your game unless it's actually using the mini-touch-pad as the only input. 
  6. Please don't make us do this.
    1. Even if it *is* supported to allow the player to tap a portion of the screen to continue on a menu, the touch pad is a chore to use. Support button input, and show button tool-tips.
    2. Remove HUD graphics that are obviously just left over from the mobile version. Based on real examples I've played: When the O button on the Ouya makes the main character shoot, don't leave a big button on the HUD, taking up space, that lets you shoot if you manage to click on it via the touch pad. Sure it's technically possible to click on the button to shoot, but it's very ineffective and the game already has a button on the controller dedicated to that action. It's just wasting screen space, and again looks sloppy.
    3. Don't leave the || (pause button) on the screen as *the* way to pause the game via the touch pad. It's terribly slow to try to pause like that. Use the Ouya system button or another face button.
      It's okay to add this!
  7. Please put an Exit option in the game. Yes the Ouya system button can do this, but you can just as easily present the player with a simple option to turn off the game if they'd like to do so.
    1. Remove unused manifest settings. This may be an Ouya system issue, but I've seen some games that when installed prompt that they may need to make phone calls. I'm pretty sure the Ouya can't make phone calls, but if it can, is your game really making calls? The ones I saw with this requested never made calls. If it's not needed, just remove it--it looks sloppy.
      First and foremost--please, PLEASE use a dead zone on your left analog stick input. If you've taken anything from this article, go to your code now, and implement a dead zone. Now. This is really bad, as it's making your play experience worse.

      Everything else on the list is good too. Basically it means you really cared about bringing your awesome game to new people. No one likes a sloppy port. No one wants to see "Press Start" in their PC games when they don't support controller input, and no one wants "Tap Screen to Continue" in their console games.

      They want to think the neat, new game they are considering purchasing was made special just for their system, just for them. You worked really hard on your game. Ports are annoying--I know from experience. Put in that extra effort, clean up your game some more, and make it a AAA port. Good luck! Gamers will thank you.

      Thứ Hai, 18 tháng 3, 2013

      PAX East 2013

      Mommy's Best Games will be in the Devolver Digital booth #607 this year. Come by, play some Serious Sam Double D XXL, stack some guns and maybe win a prize!

      We've compiled this handy map showing indie game developer booths at the show. It's even big enough to print.
      Make sure to go to the Indie Mega Booth. It's huge and awesome and has devs like Ska Studios and Dejobaan. This map mainly shows all the devs *not* in the Indie Mega Booth. And there's tons there as well!
      Here's the full exhibitor list.

      Also we'll be running a fun promotion called "United States of Indie Booths". Visit 8 specific developer booths and get a chance to win 8 games from them! Just drop by our booth and get a 'passport' and I'll fill you in on the details.

      See you soon!


      Thứ Năm, 7 tháng 3, 2013

      Vuvuzela of Plenty

      If you saw the Xbox 360 dashboard last night (in the US at least) you may have noticed this funky creature!

      It is the 'Vuvuzelator'. An evil stack of pancakes that blasts you with its vuvuzelas growing from its body.

      I created the concept for the creature and drew it for our game. But my lovely wife commissioned an artist to create a 3D sculpture of it for me last year for my birthday!

      Don't stare directly into its cute blueberry eyes or you're a goner.

      Austin, Texas-based resin auteur 'Motorbot' creates all manner of creepy, amazing-looking creatures. Not only is the detail excellent, but the various textures and materials is lovely to see in person!


      Speaking of Austin, we'll be at SXSW this weekend in the Interactive section!
      UPDATE: We'll be at Booth 312 - SXSW Gaming - Palmer Events Center

      Make sure you find the Devolver Digital booth or just follow the sound of blasting vuvuzelas to find us. We'll be showing Serious Sam Double D XXL, giving out prizes, and telling all the bad jokes we know about evil pancakes. "Did you hear the one about the angry pancake driver on the freeway? Yeah, he totally flipped me off!" (Flipped? pancakes? Okay--don't let that deter you, come out and see us!)

      Yes, we'll even be giving out vuvuzelas! But those will be pretty tough to win. We do have another fun prize that's easy to win! Just tell me the secret word "Pteradon". It makes sense in relation to the game, plus it's another fun toy you can use to grief your friends. Just like in coop.
      See you this weekend!


      Thứ Năm, 28 tháng 2, 2013

      XXL Love for Serious Sam Double D

      Serious Sam Double D XXL is out now on XBLA--go download the demo if you've not yet!
      Critics are chiming in with some intense praise, see what they have to say. (I bolded the best parts :)


      Gaming Nexus, 85/100:
      "DD XXL is more than an expansion; it’s a downloadable title that delivers its worth ten times over."

      Gaming Age, A-
      "It may seem like a risk at first, but once you play it, you'll be hooked on Serious Sam DD XXL. At 800MSP… this is one of those games that just, feels right."

      Official Xbox Magazine, 7/10
      "Unloading a huge spray of deadly projectiles at crowds of goofball opponents can be awfully fun, and it’s made more enjoyable by the game’s surprising amount of variety.

      Game Critics, 9/10
      "XXL managed to blow me away again, this time offering five different variants of each of the game's firearms, for a total of 40 different weapons that can be bought and assembled in any way imaginable." 

      Venture Beat, 82/100
      "Serious Sam Double D XXL is a tongue-in-cheek, delightfully violent love letter to the 2D shooters of old that manages to build upon the genre while reminding us why we enjoyed playing them in the first place."

      Indie Statik,
      "Do you want a loud, ridiculous and improbable game that does like no other game on earth?"

      Enjoy the launch trailer!

      Thứ Sáu, 15 tháng 2, 2013

      Serious Profiles

      It's time to update your profile! Choose from all sorts of characters, some serious, and some just plain bananas. oof :(  Serious Sam Double D XXL comes out next week, show your support and personality with one of these crazy pics, thanks!

      Sam Stone

      Dan  Huffington

      Headless Kamikaze


      Vuvuzelator

      General Maxilla
      Torcher Kitty

      Torcher Kitty (spitting)

      Chimputee

      The Trader

      Thứ Năm, 14 tháng 2, 2013

      Serious Sam Gun Gameplay 2

      Serious Sam Double D XXL comes out February 20th, less than a week away!

      In this new video I demonstrate 4 new upgrades in the game, for the Tommy Gun and Laser Rifle, explaining some of their strategic capabilities.


      There's over 30 brand new guns in the game offering plenty of ways to take down Mental's Horde!

      Thứ Hai, 11 tháng 2, 2013

      Profiles in Gonzo Guns: Land Shark Gun

      We're releasing Serious Sam Double D XXL on XBLA Feb 20th and it has lots of "gonzo" guns. Before the release, I thought it'd be fun to dissect what makes crazy guns fun in other games. This is a design exploration as to what it takes to make a successful "gonzo" gun. I like the weirder guns in games and hope more games use them since they often push designs in new directions. 


      Armed and Dangerous was a funny, third-person game by Planet Moon Studios released on the Xbox back in 2003. The game followed a group of misfit rebels using some basic and some not-so-basic guns to save the day.

      The Land Shark Gun in Armed and Dangerous is great because it brings to life a hilarious concept and is well fleshed out.



      Concept: The concept is solid, easily understandable, and based on some extension of reality. It expands expectations of what could happen. People have always been safe from sharks on land, what if a shark could reach you even on land? It also helps that it works off a popular, existing media character (the SNL skit from the 70's) and is in the public's mind.

      Gameplay: The gameplay is satisfying, while it is basically a fire-and-forget homing missile, it is still very effective and you're able to fire several at once. It takes out basic enemies (most of what you fight in the game) and occupies their time before killing them. It can take out several enemies in succession.



      Visual and Audio: The execution is great as a whole. The shark is launched, the fin is clearly visible. When it's close to a target enemy, the enemy stops what he's doing, animates to look around, and even calls out with voice. A pregnant pause as the shark has disappeared underground, and then BOOM, the shark bursts high into the air, devouring the enemy has he screams. (Wow, that sounds terribly gory, but in the context of the game.. it's funny!)



      Why It Works in This Game: Armed and Dangerous has many humanoid enemies which can emote fully. They can speak English and animate like humans. This is the quickest way to get ideas across about enemies, and generally hurting/interacting with something. Do it with humanoids. It's much harder if you have complete aliens. Designers and artists usually pull from any human qualities they might have when animating and giving feedback. (That may sound discouraging--and I wouldn't want to discourage designers from exploring more alien designs--but it is an issue if you are trying to convey more human emotions with very alien-like enemies.)

      The most common enemy in the game is a soldier type. This is means the shark gun can be used on many enemies effectively which is important to have the player care about it. If the gun is too specialized, it can be something of a let down to use. If there weren't as many soldiers, or you had to wait for too uncommon of a moment, it's tougher to make that appealing.
      Also the gun is powerful which helps its appeal. That's not always necessary, but it helps.