Use the right tools for the job

Let me start a with bold statement: Apple Macs suck. To be more precise, I don’t like OS X and I don’t care about cool window animations, fading etc. I’m the guy who likes Windows and still uses the classic theme.

Anyway, that’s not what I wanted to blog about today ;-)

As you probably know, we have forced our self to learn the iPhone platform in two weeks. To do so we had a great idea: “Hey, Paladin Studios is a game company, why not make a game?” If you want to achieve anything interesting in such a sort time, you need to use the right tools. Normally we use a lot of tools like Pivotaltracker, SVN, Paint .Net, Visual Studio, Max and Unity.

To put in another bold statement: Unity rocks! It’s a 3D engine which allows you to use C# for programming. To use their marketing one-liner: “Taking the pain out of game development” which means you can concentrate on the gameplay and not having to do all rendering, physics etc yourself. It does take (most) of the pain out of game development. As an example why we love Unity I’m going to show you the simple and speedy way we can create and test scenario’s.

A scenario is no more then a bunch of settings on our Obstacle Factory which has one job: spawn objects. The Unity editor allows us to play our game and change that bunch of settings while it keeps running. As pictures tell more then words…

Top: Scene editor Bottom: Playing game Left: All objects in scene and project files Right: Object settings editor

Zoomed in on the object settings for the Obstacle Factory. There are a bunch of scenes, some settings and a check to override the current scene and let it use the settings we tweak realtime. Spawn type Pathed is really cool btw.

To break it down, Unity is the tool for us. The iPhone version is Mac only, which makes sense.

Too bad I can’t use Paint .Net and Visual Studio anymore though…

Listen to your testers

Last Friday we put all the artwork and gameplay we had so far together to create a playable demo. The idea was to let a couple of testers play the game and listen to what they had to say. Like always, there were both positive and negative comments.

One biggy was that the main gameplay, the color picking and dodging objects, was too difficult and hard to explain correctly.

We had four options at this point:

  1. Do nothing and continue the game plan
  2. Remove the color picking
  3. Remove the dodging
  4. Cry like a little girl, wèèh, and give up

We chose option 2.

As a result of just having one main gameplay element we have more room to polish and tweak the final release, which is this Friday already. I am confident the game will benefit from this decision. So keep this in mind: always listen to your testers !

iPhone game: putting it all together

Things are moving smoothly now. We have a test application working on our iPhones, including main menu and gameplay loop. There’s motion control, rings to fly through, colors to select and match, obstacles to avoid… it’s shaping up nicely!

Later today we’re building a first version to share with a handful of testers. We still need to put in the placeholder art, and see if we can fit music into it as well. Time is ticking, we’re approaching the deadline fast!

Here are a few video’s:

An early version of the game running on the iPhone.

A mockup in 3D Studio Max, for testing the vibe of the game.

Derk composing the music for Jimmy Pataya!

iPhone game: meet Jimmy Pataya!

Paladin proudly introduces the main character for our new iPhone game. Meet Jimmy Pataya!

Jimmy’s a cool guy. He practices all extreme sports, preferably mixed together. Started basejumping at age six. Started basejumping on a motorcycle off a cliff at age eleven. Broke more bones in his body than most people know they have. Jimmy doesn’t care about a few bruses. Adrenaline is his life.

Tired of all the boring stuff, Jimmy Pataya came up with a new thrill: The Grinder.

Imagine jumping out of an airplane right into a huge obstacle course. The challenge: to get as far as possible, dodging everything in your path. The Grinder may be floating in the sky, it’s still a real bonebreaker. Dodging obstacles is nice, doing so while performing tricks – now that’s something else. Gotta look good on camera!

Check out a few extra sketches that led to Jimmy’s appearance: