Posts Tagged ‘well-known-client’

Blade Runner Competition

Tuesday, October 30th, 2007

blade-runner-competitionI built a PHP gallery for the Blade Runner origami competition. It was a fairly decent online gallery that allows people to upload images, see them as thumbnails, rate pictures and report inappropriate entries.

The competition wasn’t entered by a lot of people (the instructions for the origami were complicated and hard to follow), but the site is still quite a nice piece of work.

Sonic Rush Adventure

Thursday, September 27th, 2007

sonic-rush-adventureUse the mouse in this simple matching game to find the hidden pairs. You’re against the clock, so work fast!

Unusually for a pairs game, you can click as rapidly as you like. You don’t need to wait for the last two pairs to turn over before starting the next couple! Get to it and make it snappy.

Travis: Trolley Dash

Friday, March 30th, 2007

travisUse the cursor keys to race your trolley around the supermarket in this Travis oriented racing game.

Postmortem:

This game was written as a development of the Unaccompanied Minors racing game, and used much the same engine underneath. The major change here is that the trolley doesn’t have to behave like a car, and as such needed to be much more slippy-slidey. The simple way to achieve that is with a basic vectored thrust and momentum movement model – something I’ve written many times over for space rocket style games in the past. It’s easy to get it feeling great for rockets (and trolleys), although it really doesn’t feel right for anything but the slipperiest of cars (think ice-racing rally cars, for example).

There are other enhancements over the Unaccompanied Minors game here too. The tracks have a clearly marked out path you can follow, so you needn’t get lost at every corner. Track design in general is much better too: There are shortcuts for the observent to find, pickups to collect for bonus points and the game runs better too due to better prepared graphics (the artist for this one followed my direction perfectly in terms of what would affect performance).

The mood of the game is a little depressing for my taste. The yellow floors and dimly lit store rooms remind me of the bad strip lighting in stores like Lidl and Aldi. That’s on purpose of course – it’s like that to fit in with the Travis song/video, but it still drags the mood down a bit for a racing game.

The biggest mistake in this game however is the collision response. It’ s much improved over Unaccompanied Minors, and you can do a lot more when you have a momentum vector hanging around that you can modify. The edge approximation still sucks however, and it’s not hard to find yourself accidentily rotated into a wall. There are all sorts of horrible special-case hacks in the code for recovering from such incidents, but luckily they don’t have to be used much, unless the player attempts some of the tighter shortcuts where it’s easier to get stuck.

Lessons:

  • Half-decent collision response still isn’t good enough!
  • Decent performance makes everything feel better
  • Everybody likes sliding around

Iron Maiden: Different World

Thursday, December 14th, 2006

iron-maiden-different-worldUse cursor keys and mouse to fill the screen with bullets in this platform-shoot-em-up. Collect as many of the blue power-ups as you can to upgrade your puny starting gun into a harm-producing device of chaos. Double jump if you need to, and press down to reload in quiet moments.

Postmortem:

After the success of the first Iron Maiden game we built, EMI comissioned a second. This is the result – a fast paced platform shoot-em-up. I had a specific goal in mind from the start, and that was to make it as over-the-top as possible. I wanted to be able to upgrade the gun tens of levels so that it goes from a weedy pop-gun to a bullet spitting death dealing mayhem device. I achieved that, but somehow a screenful of bullets still wasn’t quite as satisfying as I’d wanted. The solution was a mega-powerup that gives you all the max gun settings, at double the firing rate and with a rose-tinted death-glow over everything. That works quite well!

I think one reason the gun isn’t quite as satisfying as I’d wanted is simply that it doesn’t make much noise. We tried out various sound effects, and none really fitted. Plus, they dominated the sound-stage completely since you’re pretty much firing the entire time you’re playing.

The platforming element works remarkably well for the simplicity behind the scenes. Everything is based on a simple hit-shape that defines where the ground is, and care is taken that you can’t fall so fast as to tunnel through it. The sliding trapdoors are then just animations in that hit shape. So simple! The character can climb gentle slopes and stairs, which is essential if the player isn’t to get stuck on the slightest of objects.

The automatic, fixed pace level scrolling works well to keep the pressure on. It wouldn’t suit all games of course, but it serves its purpose well here. The only downside is that the character animation moonwalks a lot of the time!

Baddie AI is ultra simple too. They are generated at fixed positions in the game, and follow a set path. They shoot at random, but directly towards the player. This is enough in this game’s case to produce plenty of challenge, since there’s lots going on.

We struggled graphically for an explosion sequence. They always just looks pasted on top, rather than being part of the action. In the end, we settled on not having one and instead flashing the baddies brightly for a second and making them fall apart. The result works well!

Whilst this game was well received, it wasn’t anything like as widely played as the first Iron Maiden game we built. I never quite understood why, but very few portals seemed to pick up on it. I don’t think it was seeded any differently to the other game. It was still a success, but nothing like as strong as A Matter of Life and Death.

Lessons:

  • If your game contains a dominant power-up, make sure it is given at designed points in the game rather than at random
  • Everyone loves to fill a screen with bullets
  • Don’t force your character to stop shooting back whilst he’s taking damage!
  • Spend the time to make the character climb up slopes and stairs automatically. It’s well worth it for playability
  • Double jumps add to the fun factor and controlability of a character

Happy Feet Mail

Tuesday, November 28th, 2006

happy-feet-mailDraw out a picture then send it to your friend. They’ll see it drawn out for them by Mumble the penguin dancing across their screen!

 

Crazy Frog Banner Game

Tuesday, October 10th, 2006

crazyfrogI know I know. You hate the Crazy Frog. Yep, so do I, but work is work. Besides, I did my level best to inject as little evil as possible into this banner game! In fact, it actually ended up a fairly decent little game for what was just a day or so’s work.

First to address your fears:

  • There is NO Crazy Frog music in this game
  • There are NO popups in this game
  • There are NO horrid sound effects in this game

Right, with that out of the way, click the link and play the game! Click the mouse somewhere above the frog and he’ll leap upwards. Hit spikes or get crushed, and you’ll be killed (which isn’t the point of the game, but you might enjoy watching him die anyway). Climb as high as you can before you get squashed.

Postmortem:

It’s a simple game, but quite good fun in its own way. The level is pre-defined and whilst is a little unfair with hidden spikes that shoot out from a couple of places, is mostly a decent challenge. You can play in a very short space of time too, which means you don’t have to invest much effort to have another go.

We did a pretty good job of keeping evil out of this banner, which I personally think is essential for trustworthy advertising. If the banner annoys people, they’re hardly going to want to buy the product, right? The only minor bit of evil is at the top of the level, there’s a platform that’s just too far away to reach, so you always fail. This was done to save file-size in terms of having an end of level and a win sequence. It’s a banner after all.

I was pretty pleased with the motion of the frog itself. It seems that most people figure out how to get him to leap mostly where they want him to go within a few clicks, which is good. I’ve built other games along these lines where people just don’t get it no matter what. There’s a lesson here – a jump preview line would go a long way for user training, even if it’s only there for the first few jumps then vanishes.

Iron Maiden: A Matter of Life and Death

Wednesday, August 30th, 2006

iron-maiden-a-matter-of-life-and-deathUse the cursor keys and your mouse in this all-action shoot ’em up. Kill anything that moves, including zombies, parachutists and more. Don’t forget to reload by ducking behind the defensive wall.

This was my first big game with Hyperlaunch, promoting Iron Maiden’s new album ‘A Matter of Life and Death’. A build time of a couple of weeks allowed us to push the boat out more than we had done before, and add effects and flair for the sake of polish, rather than just getting the minimum done. The result is a game that plays well, and looks and sounds great. It was played by over 3 million people worldwide, which was a huge success for the campaign.

Postmortem:

The game features destructable baddies that you can hit in all sorts of places for different effects and scores. For example, shooting a parachute a number of times makes it collapse, but you can get more points for hitting the tiny zombie figure on the chute itself. He can even be seen dropping his rifle and slumping on his ropes, and you can still take out the chute for even more points. This worked really well, and people who liked the game and wanted a deeper experience would learn how to maximise their points from each baddie.

There are 3D bullets too! I spent a fair bit of time getting them just right, including having them drop off in their trajectory in the far distance. The interraction between 3D bullets and the essentially 2D game engine worked surprisingly well too, with bullets being hit-tested as they passed through a particular Z-depth. I expected that to feel wrong and look unfair, but you just don’t notice what a faux-effect it is when playing! In fact, this is a game entirely made by it’s gutteral feel. Essentially all there is to do is click on targets that pop up, and reload occasionally. Having the atmosphere just right really makes it work.

The bullets even ricochet off objects. On the third level, this is really noticable with the tank turret. Bouncing bullets can still hit baddies, and it can be a surprisingly effective way to take things like parachutes out. Again, these tiny subtle features all add to the overall experience and help produce depth that otherwise wouldn’t exist.

On reflection now, the sound stage is a little overpowered by the music. I spent quite a bit of time getting things like the ratatatat of the machine gun just right, and it gets drowned out by the Iron Maiden song. Not that I don’t like the song of course, it’s excellent!

This game really reflects how essential a good graphic artist is to a project. The artist involved was superb, not just in his artistry but also in understanding the requirements I gave him in terms of how I was going to build the game. I’ve worked with lots of artists who can produce a pretty picture of a game, but only the top few can produce it in such a way that it’s then easy to convert it into working software. It’s not just about organising assets to be easy to work with (although that does help), it’s also about things like effeciency of design so that good-looking effects can be built up from a minimum of runtime elements, which helps keep performance brisk.

The only bit of artistry that didn’t quite work as we’d have liked was Eddie’s gun-arm. As it bends around the screen, it flips to some pretty unnatural and disturbing looking angles!

Lessons learned:

  • Add subtlty in gameplay wherever possible
  • Work with the best graphic artist available for maximum win!
  • A big name client helps considerably