Sunday, March 20, 2011

First Day of the Rest of My Life



Hello all,

I’m pretty stoked right now.  That’s because I just got myself a job in the game industry.  And I start that job in about 12 hours.  In 12 hours, I’m going to be a mobile engineer, programming games for the iPhone.   That’s something I’ve done before, but this will be the first time I will earn a yearly salary because of it.   I just wanted to throw up my first post right before I officially started engineering because I want to tell you all about my experience, and I thought it would be better if I introduced myself first.  In the coming weeks (hopefully I’ll have the time), I want to share with the internet what it is like to start working with a game studio.  Because right now, I don’t know what it is going to be like and my goal is that next person that wonders that will just be able to read this blog and find out.

I can’t wait to find out myself.  I want to know what it’s like to work on a team, specifically a team that has a deadline, and a product manager, and a chain of command.   I want to know when it’s ok to take a break and check out the latest gaming news.   I want to know how everyone stays coordinated.  I want to know how closely everyone works together.  I want to know when it’s ok to go home for the night. I want to know when I have to stay late.   And I really want to know what I need to know to get this job done.  Finally, I want to tell you all about it, so expect my experience in the coming weeks, and maybe a little bit on how I got up to this point.  Tell then, I’m off to panic about it being the first day of school all over again.

Laters,

Andrew Brozek

Currently Playing: Nothing!  Too busy panicking!   And Magicka.      

Monday, March 14, 2011

Go Car Go!

Recently Josh and I(Hunter) just released a game on the iPhone app store, Go Car Go.   The game focuses on players building cars out of different weight blocks and attaching an assortment of wheels onto these block with the hope that the car will drive itself through a 2d physics level.  There are 48 fun filled physics levels, the games awesome, check it out.

The games conception came about in an odd way.  Josh and I work from home for a mobile software design company called Caravan Interactive.  Late January, early February the company's work load was lower than expected due to whatever reasons, the point is there was lots of free time.  At the start of this lull I stumbled upon a genetic algorithm that evolved 2d cars and makes cars that travel farther and farther across terrain over multiple generations of evolution.  Josh and I watched hundreds of generations of cars evolve in this program, we placed bets on which car would travel farther, formalized theories on the best car attributes.  The one thing we couldn't do was make our own cars.


Development

That was the flame of inspiration for Go Car Go.  The next day we pitched a 2d physics car building game to our boss Adam.  We got a green light; two days to create a prototype of the gameplay.  We worked our asses off for those two days and made an incredible prototype.  A randomly generated level that the player could build a with a terribly inefficient joint system which made the hull wobble like a midget on stilts.  Adam was impressed and we got two weeks to make the game.

Developing the game was a smooth process of cutting features and iterating on areas that needed improvement.  Originally we came up with a great list of 'nice to have' content for our game.  We were planning on multiple terrain types:  slippery ice, high traction cement, volcanic rock.  Interactive objects that the player's car could knock down such as a pile of boxes or have a valley filled with marbles that a car would have to traverse over.  Perhaps a box of TNT that would blow a car to the next stage in the level.   Even a swinging pendulum that you would have to time just right to get past.  All those features didn't make the game.  Features that did make the final cut: three block types, three unique wheel types, challenge stars, and free build mode.

Cutting those features was a shame, however, it allowed us to focus our efforts and polish the core mechanics of the game.  Iteration is key to game design, and the car building interface was the gateway to the game.  Creating the simple "place a block, place a wheel, watch the car move" interface didn't take long to code, but making it feel right did.  We quickly learned that players would want to move blocks around that they had already placed, that they wanted predictive graphics to indicate what would happen if they let go of a block they were dragging along.  Then after lots of internal play testing there seemed to be a large disconnect between the car building and the car going through a level.  We fixed that by having the built car shrink into the level.

The game got finished in about three weeks .  My second game was finished, polished, and didn't look half bad for not having a dedicated artist on the team.  To advertise the game we spammed generic iPhone game review websites and exploited our friends.  Our friend Max Scoville hosts a show for a video game website called destructoid.  Here's the video that he plugged our game on.  Here's the video.  Also another friend, Miguel Vidaure, wrote a review for a site that he writes game reviews for.  Check it out 

- Hunter Francis

Friday, March 11, 2011

Puzzle Strike

Our house has been playing a lot of puzzle strike lately and I have to say, it is really fun!

In Puzzle Strike players crash gems at each other in an attempt to give their opponent a bunch of gems.  If you have 10 gems at the end of your turn you lose.  It's a card game where the cards are replaced with chips (which look and feel like pogs - a big plus!).  

The coolest part of puzzle strike is its dynamic deck creation; instead of collecting chips and spending hundreds of dollars at your local nerd store, each game has a different set of chips to choose from and you buy those chips continually each turn.  So not only does the player have to strategically play chips in response to their opponent's actions,  they also have to strategically construct their deck to counter their opponent's deck and bolster their own strategy.  This obviously paves the way for a lot of important decision making which is what makes competitive games so fun.  That being said, the rules themselves are  simple enough for a lot of people to get into it...so get into it!

In general, I have very few complaints about the game; I wish there was more room for all characters to use red banner and blue banner chips, and I wish that blue banner chips were a little more powerful than they are currently.  I need to play with more disruption type characters in order to find out the advantages and disadvantages of the blue and red banner chips because, playing as Rook, I can almost never justify buying a blue or red instead of a combine or crash (Read the rules to understand the differences between chips).  

After going through a handful of miss boardgames this month(Warhammer 40k the card game...), I'm happy to have found Puzzle Strike as a hit.  I'd like to see Puzzle Strike gain some popularity so that more content is made and a tournament scene can be developed.  It's a truly fun and well designed game so please check it out and spread the word.

Cheers,

Josh Scorca

Thursday, March 10, 2011

Introduction: Why Exist?

I know it's a big question to ask on the first post, but we can't argue that it's an important one.  This blog exists as a space for developers to express their ideas about and around games.  An integral part of any creative hobby/profession is leaving the medium in which one creates in order to abstract one's ideas and express them in a different fashion.  It's approaching what we do from a new angle and hopefully we, along with our readers, will learn something.

Who are we?

We are a small group of friends who all graduated from college with degrees in Game Design.  We are 20-something years olds trying to find our place in the game industry.  We all love games and would like to share our passionate thoughts with viewers like you.

That being said, I hope you enjoy what this blog has to offer. I know we will!

Happy Gaming!

Josh Scorca



Recently Played: Go Car Go, Puzzle Strike, Pokemon Black