Happy Holidays!

By now your mailbox is probably full of Christmas cards and season’s greetings. Here’s one more, handcrafted with love, to say thanks for your support.


(click the image to check out the full-sized version)

For us, 2011 has an incredible year – one of new beginnings, cool projects, and a clear sense of direction.

  • We started working on Momonga, a Pinball Adventure game coming out on iOS and Android in 2012.
  • The paladin website got a complete redesign, with a new focus on our self-published games
  • Together with our clients and partners we launched the music game Oorkania, the augmented reality toolkit Hom3Decorator, and the urban planning toolkit Metropolis
  • We started working on a project which involves… wait for it… lamas and biofeedback. More on that soon ;-)

We also said goodbye to our good friend Dylan Nagel, co-founder of Paladin, who started his consultancy company Wildcard. In addition, we “upgraded” the corporate structure to a BV with a holding, and signed our first global distribution deals. It has been a rollercoaster ride.

Looking forward to 2012, we see some exciting things around the corner. Next year we will launch our biggest game yet – Momonga. This is nerve-wracking, as we don’t have a clue on how this thing will turn out. However, with your enthusiasm and support we got the spirit to push forward and get this game out there. So again, thank you four your support.

All that said, let’s get ready for some more adventures in 2012! Here’s to an awesome New Year, may it be all that you hope for.

Cheers :-)
Derk, Niels, Yorick, Tijmen, Lukas, Jimmy, Tedo and Judith

PS: If you want to follow our adventures, be sure to check us out on TwitterFacebook, our blog and ourNewsletter :-)

Level Designs for Momo

By now you know that we are working hard on our new game, Momo Pinball. We follow the adventures of our hero Momo, a little momonga who has to rescue his friends from a bunch of evil owls.

This is not your regular flipper game: instead of playing a traditional cabinet with lots of lights, bells and whistles, you play through different levels in an epic adventure. There is a storyline, enemies, end bosses – the whole enchilada!

Above: A part of level 4, viewed from the Unity editor

All these levels are great, but they all need to be designed. To raise the stakes, the quality of the levels determines if this game is going to be any good. So how do you tackle this? How do you go from a simple idea to a level that is both fun and good-looking?

Doodles

In the early parts of development, we start with a blank sheet of paper (or Photoshop canvas) and simply start doodling. You can see some doodles below. They are simple sketches, a platform for ideas. We start with the abstract layout and add the level visuals on top of that.

This is a fairly solid start – you have some basic ideas and a sketch conveys most information you need for building the level. However, as we progress in the level design process, it we need a more formal approach to make sure the quality of the levels is consistent.

Patterns

The problem with pinball games is that the level design is heavily focused around the spatial quality of the level. The ball has blind spots and sweet spots, and the way you shape your level outlines determines the difficulty of the level. This is essential for the player experience: If you don’t get that right, the level will be a failure. You need to be tweaking an infinite number of parameters: It can be a matter of changing the slope angle, size of the level, or obstacle positions. Even small changes can have big effects.

You can’t sketch this out, because it requires experimentation. Along the way we have discovered some basic “rules” of how a level should be constructed. This is why we started working with patterns: Little pieces of a level that we have found to work well. To discover a pattern, we execute small, focused experiments that should result in good gameplay. When an experiment passes the test, we add it to our pattern library.

Above: A pattern test sketch, and the pattern test in action.

Think of it as a lego construction kit. Patterns are like simple blueprints that have proven to give good effects, and by stringing these blueprints together, you can create longer levels with more complex gameplay. Once you have the basic rules in place, you can play around and modify things to make each level a different experience.

Piecing it together

When you have the collision models and layout ready, the next step is to add the visuals. We look at the storyline, in particular in which part of the world this level should play out. There is a balance here, where the levels we create shape the world, but the world also shapes the levels. There is an overarching storyline that we use as a guideline, but this is not carved in stone. The fun factor is much more important, so if we have a good idea we will build it and adjust the storyline if necessary.

Here are some screenshots of some of the levels, made by Jimmy de Meza, the lead artist for Momo Pinball. Enjoy! :)

Above: The end section of level 4 as seen from the Unity editor

Above: The start of level 1, viewed from a distance

Above: The start of level 1, as seen from inside the game (with the old user interface)

What do you think so far? Are we on the right track? Please let us know in the comments!

PS: We are going to publish a public alpha soon! Stay tuned by signing up to our newsletter (make sure you select the preview option) - or follow us on Twitter.

Jimmy, Meet Admob

Yesterday, one of my colleagues was ill, and the project we work on was paused for a day. So here I was being stuck for a day and having nothing to do.

Then an idea popped up in the studio: Why not finally make the Android version of Jimmy Pataya for the Android Market? We decided to do so and we went for a free-version-with-ads business model.

We already converted the iOS version to Android for the Korean Marketplace, which was a little different from the Google Android Marktplace in terms of DRM.

So my to-do list for that day was:
- Change the language textures to english
- Integrate an advertisement program
- Figure out the Google Android Marktplace DRM
- Make it all work

After several hours the result was this beauty:

We used AdMob as the advertisement provider and to simplify the integration into Unity we went with the AdMob plugin from Prime31, which I highly recommend.

I know it may sound lame to say this, but I am very happy with ads inside Jimmy! ;)

You can download Jimmy Pataya for free from the Android Market soon, very soon. Stay tuned!

The Quest for Great Pinball Physics

I am making the Game Physics for Project Momonga. The game will have pinball mechanics, which means we are dealing with very high speeds and collisions. So when I started, I knew this wasn’t going to be an easy task. The fact that it needs to perform well on a mobile device only makes it harder. Here’s how I did it:

The basics are simple. You take a ball and flippers, set up a table at an angle and let gravity do the rest.
So it wasn’t long before I got a basic setup working and I was able to shoot some balls.
But the tricky part in physics is always in the details… and this is where you go one step forward and then 2 steps back.

When I had the basics working I started to create the first level. We had made some design on paper and I was trying to implement them in the game. In an ideal world, you have full control over where you want the ball to go, and the ball can go just about anywhere. However, we quickly found out that some places were impossible to reach. The angle of the ball was limited: It was very hard to flip the ball to the sides of the level.

How to solve such a problem?

There are a lot of variables you can tweak:
- Flipper rest angle
- Flipper maximum angle
- Flipper strength
- Flipper material (friction, bounciness)
- Ball material
- Ball weight
- Ball drag
- Table material
- Gravity strength
- …and many more.

Of course changing any of them affects the whole game… and this is where Game Physics starts to hover between science and art :-)

I created an isolated test setup to determine exactly how all these things influence the ball trajectory. In this test a ball gets spawned every couple of miliseconds, and the flipper is activated automatically. We then trace the ball to see where it goes.

Now I could change one setting at a time, and see clearly how it affects the ball trajectory.
Using this way of testing I came up with settings that gives the player a lot of control.

Now we have this one off the list, we can make more crazy and exciting levels!

Trailer: Oorkania

Project Momonga is not the only thing keeping us busy. Check out this trailer for the game Oorkania which we’ve been working on the past months. It’s a cultural exploration game about music. Go on a quest to free the seven planets of Oorkania! Then collect all sound orbs and mix the music styles and sounds to create your own crazy composition :)

Oorkania is created by a collective of some amazing people:
Willem Lagerwaard, an illustrator,
Vuurrood Junior, a design company,
Oorkaan, a theatre group and
Joey Roukens, a classical composer.
Not to mention the amazing artists who perform the music – it’s really an experience to jump from planet to planet and discover custom-created soundtracks.

Release is scheduled in September, so stay tuned!