Pong Vaders, now Open Source!

Hey folks,

We’re in the holiday spirit here at Koduco, so we’ve decided to open source PongVaders. Here is a preliminary release! It’s broken as it stands but we’re working to clean up the codebase for a proper release. The code is under GPLv3 and the assets are under CC BY-SA.

<3

Cole & Jon

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What We’ve Been Up To

Excuse the radio silence around here recently, folks. We’ve had three releases so far this year, plus we’ve been baking some prototypes.

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Touch-based Game Interaction Design Considerations

A few days ago, Bennett Foddy of QWOP fame asked me what my favorite iPad games were. I unsarcastically replied with Chicanery (a game he made with Auntie Pixelante), before stammering about non-game ‘toys’, ‘art games’ that barely qualify as games, and simple iPhone ports. There are good games on the iPad, yet very few of them are “iPad games”, that is, games that could only exist, or exist best, on the iPad. What defines the iPad is its large, multi-touch screen. The important characteristics are ‘touch’, ‘multi-’, and ‘large’, as each modifier expands the range of interactions considerably.
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Uncharted’s Cinematic Camera

“Cinematic” has appeared in the marketing materials for games for years, seeing particular growth beginning with the advent of the CD-ROM. At first, cinematic referred merely to the presence of live-action or CG full-motion-video cutscenes – having a closer, non-fixed perspective combined with a dialogue soundtrack was sufficient for a game to be perceived as having some characteristics of the cinema. I imagine many cineasts were horrified. Graphical fidelity improved around the 2000s to the point where in-game cutscenes became ubiquitous, some at least partially interactive (Half-Life), some not (Halo). The ante surrounding the term ‘cinematic’ was raised as well. The game itself, not merely the cutscenes, was expected to have hundreds of lines of dialogue, a broad, sweeping story, and, frequently, cataclysmic explosions. But this only raised the term ‘cinematic’ to be on par with a summer blockbuster action film. Good cinematography is more than explosions and competent framing – it involves the usage of a camera as an active participant in the story telling, selectively revealing or hiding information to build suspense or irony. Uncharted, a third-person adventure game for the Playstation 3, advances the usage of the cinematography in games to affect the player’s emotional and practical interpretation of the game world.

At first, I paid little attention to Uncharted’s camera. It was silky and mostly unobtrusive, yet generally out of mind. Then I noticed how it moved during platforming segments, gently tilting and tracking to suggest the next platform to pursue. Kinda neat – the camera plays as much of a role in distinguishing climbable and walkable parts of the environment as the contrasting texture-work. (Aside: many extruded elements of the environment appear white-washed. Is this coloring from dried salty ocean mist or from perched birds?)

Where Uncharted’s camera-work is the strongest, however, is in its ability to affect the player’s perception of the scale of the environment. This ranges from obvious wide-angle shots to establish grandiosity to more subtle effects which build a dramatic irony between the designer’s knowledge of the world and the player’s knowledge of same. One example of this occurs while the protagonist is scaling the wall of an old castle mid-way through Chapter 6. The player begins close to ground level, hopping from one extruded detail of the wall to another. The camera is above the player, facing down. After a half-dozen vertical leaps up the wall, the camera is about even with the protagonist’s shoulders. It feels like it’s about time to look for some stable footing. None is found. Further leaps cause the camera to fall behind the player’s vertical progress, at which point the camera begins to tilt up, slowly revealing the enormity of the structure. I laughed at this unexpected realization. The designer knew the height of the wall. So would the protagonist. The player is the last person clued in to the scale of the wall, and the tension the camera creates between the player and the designer grants the player a sense of surprise and excitement that is not seen in many games.

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LESSONS LEARNED IN 2010

PLAYTESTING IS CRITICAL (AND DON’T HALF-ASS YOUR PLAYTESTER SELECTION)
We thought we’d playtested PongVaders sufficiently before release. In fact, we’d chosen to charge forth on PongVaders after showing a series of alternative games to people and hearing that the retro-aesthetic + familiarity leading to easy pick-up-and-play use would be a strong initial release of original (or at least re-mixed) IP. At least once per week for the five weeks of the game’s development, we showed the game to a group of fellow technologists in the Bay Area. The vast majority had little-to-no gaming experience, so we felt that it was a fair sample for the general iOS gaming public.

We were wrong.

First of all, there was personal context. They knew that I could be a prankster, so they found it funny that the ‘powerups’ in the game were generally ‘powerdowns’. Secondly, these were engineers. They liked solving puzzles. Any opacity in our game systems was seen as a fun problem to solve. Some of the opacity was intentional; some of it was not. Nevertheless our playtesters enjoyed deciphering the rules of our game.

Post-launch, we had an opportunity to show the game at PAX. If we weren’t thick-skinned and willing to undergo severe pain on our quest to make you, our audience, happy, this trip would have been about as fun as being on the receiving end of a disciplinary lecture from one’s elementary school principle. To the unwashed masses general gaming public, the powerdowns were confusing and frustrating, as was puzzling nature of the non-critical game systems (points, volleys, etc). What we had hoped would be a simple mashup of two classic games was in practice difficult for people to play. Oops.

We’ve remedied this in our upcoming update after we took a week to …

SPEND EXTRA EFFORT ON PLAYER COMMUNICATION / JUICINESS
This tip comes straight from a heavy-weight game design expert who will remain nameless because it would seem mostly like I’m namedropping. He told us that player communication makes a game ‘juicy’ and aids in learning the systems at work.

He gave examples of how backgrounds in Braid had linear movement that was identifiable as ‘forwards’ and ‘backwards’ (such as falling water) that both enhances the time-reversal mechanic as well as communicates to the player exactly _what_ is happening. Limbo was another example, with its use of falling detritus to communicate the vector of gravity while the orientation of the scene/gravitational force changed (compared with And Yet It Moves, which does the player few favors in determining orientation). Sound effects were also highlighted as a critical piece of creating ‘juiciness’.

When creating a game, we have a limited range of output to the player – mostly image and sound. Juiciness comes from creating something believable or believably tangible. In addition to sounds and visual effects acting as blatant signifiers of things that happen in the game (think of the sound of Mario collecting a mushroom, or the nitro-charge noise of bumping a chain in Rock Band by another ten notes), they can serve as signifiers of _properties_ of things in the game. A simple example: using a lower pitch when a ball collides with a lengthened paddle in Arkanoid or KODUCO GAMES’ very own PONGVADERS anchors the paddle (and, to a secondary degree, the ball) as a physical object with physical properties within the world of the game.

Play your favorite games (as well as some best-selling games) with this in mind and pay attention to what’s behind every sound effect and flourish. Does it help you learn and play the game? Do you crave certain sounds, such as the satisfying ‘clank’ of a dropped shield in Halo, the ‘slap’ at the end of a stage in Super Meat Boy, or the relieving ‘bleep’ of hitting a checkpoint in VVVVVV?

TRUST YOUR COLLABORATORS / CONTRACTORS (DON’T MICROMANAGE)
It’s good to have a vision – no one’s going to deny that. Yet there’s a difference between having a vision and being overbearing. If you are outsourcing e.g. art and/or music, that means that you’re not an expert in that field (in biz-geek terms, it means that it’s not your “core competency”). If you are unable to show your collaborators your game so far and tell them to go nuts within a specific budget, I would argue that you are either a control freak or that you are not working with good people. I’ve been on both ends of a contract, and I can assure you that when my client has micromanaged me or given terrible specs, my enthusiasm and work have suffered. Only work with people who will improve the vision of your project, then allow them to do so.

WORK ON SOMETHING ELSE FOR A WHILE IF YOU GET BUMMED
After receiving a bum rap in the AppStore due to a particularly lengthy lead-time on a patch release, we were not at our peak performance for a couple weeks while working on further patches, ports to our games, and infrastructure to cross-promote our games. We took some time out in October to head back East to see some old friends and hang out with the fine folk at MIT’s GAMBIT Game Lab. During our time there, we dropped our current projects and did things such as play with construction paper and Play-Doh until we felt that we hammered on a good touch interaction. Then we mocked up a game utilizing that interaction. When we came back to the KODUCO GAMES studio we were re-invigorated and were able to draw up and execute laundry-lists of things-that-aren’t-directly-related-to-games such as creating an in-house ad network, prepping in-app purchase and creating the associated DLC, etc.

Short version: working at a slow pace drained momentum which resulted in yet slower work. Working quickly on something else for a week restored our momentum.

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The Hacker Snacker: Burradilla

Real hackers are hungry all the time. Typing 200 words per minute worth of code requires finger movement akin to the flapping of a hummingbird’s wings and comes with similar metabolic requirements. Not to mention the high blood sugar levels necessary to juggle pointers, potential dates, and the lates HN comments. Hackers are also into optimization, creating a need for quick, cheap, healthy meals. KODUCO GAMES is here to help.

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iOS Application States

I’ve been trying to unravel all the different states an iOS application goes through as it loads, backgrounds, or is interrupted. Here’s a little diagram I created to clarify the iOS state machine in my own head.

EXCEPTION: For 3G phones and iPads without background capability, applicationWillResignActive is not called when the home button is pressed. I will update the diagram soon.

This diagram may not reflect the latest changes to the iOS SDK. Please leave a comment if you see a mistake, and I will correct it.

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Clones vs Genre-games

Accusations are rife in the media space of cloning or ripping off other works. What constitutes a ‘clone’? Is there a definition or is it like pornography, where one knows it when one sees it?

Late last week I found myself feeling under the weather. I curled up in bed with some SERIOUS LITERATURE and my iPad. After reading to the point of vague mental exhaustion, I turned on the iPad and downloaded a game that Cole (the other half of Koduco Games) had recommended to me, Super Mega Worm.

It’s a humorous, well-produced game about a voracious worm (née Wojira in a nod to Godzilla’s original name, Gojira). The first challenge is the control scheme: players only control the clockwise or counter-clockwise rotation of the worm. Before this is mastered, Wojira will frequently dig in circles as it starves to death. Once the player has tamed the worm, priorities such as eating increasingly hostile humans and destroying vehicles take the forefront. Scoring can be bolstered in several ways: Wojira can lure clusters of humans in one spot and detonate a bomb, skim across the surface of the ground eating and spitting fire at a dozen foes at once, or it can bounce from vehicle to vehicle, Doodle Jump style, going from truck to airplane to satellite to international space station. I played the game for a solid hour and a half straight and had a fantastic time.

This morning, Adam ‘Atomic’ Saltsman tweeted that Super Mega Worm was a clone of Death Worm.

The two games are exceedingly similar. Super Mega Worm clearly has more polish and, generally, more to do and explore with its new control scheme and additional ways to build combos. But it’s also very clearly in debt to Death Worm.

Now let’s consider DoDonPachi and Castle Shikigami, both manic shooters.

Shikigami succeeded DoDonPachi and introduced more intricate bullet patterns and twists to the scoring system. Is it a clone? Or is it a genre-game?

The most egregious cases are of course brand-confusion based clones such as Veggie Samurai aping the multi-million selling Fruit Ninja.

What’s the difference here? Is it that cloning a big company is less offensive than cloning an indie? Is it that shmups are a codified genre and after Galaxian and Gradius it’s a free-for-all? Does it have to do with the specificity of an idea – one can imagine patenting Death Worm, whereas, even in the beginnings of the shmup world, it would be impossible to imagine patenting ‘a third-person experience of ship flying through space shooting things’? Maybe the key is the potential breadth of iterations on a game – it’s hard to imagine Death-worm style games becoming a genre, whereas it was clear from the beginning that Wolfenstein 3D and DooM were the progenitors of something big. Thus Medal of Honor and Call of Duty are both seen as members of the genre of first-person shooters, whereas Super Mega Worm is a criticized as a (highly polished) clone.

What do you think?

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iPhoneVaders coming soon

Oh hey look what the cat dragged in:

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Just say no …

to crunch.

This is your apartment:

This is your apartment on crunch:

Readers, please plan your development cycles responsibly.

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