iPhone game: deadline is closing in

When we decided that we would try to build an iPhone game in two weeks, we knew it would be tough. We knew it would involve doing a lot of technical research, creating a lot of designs and making a lot of tough decisions. Lukas already talked about a big cut we made, which resulted in a more focused game experience. Today we sat down to review our progress, painfully aware of the impending deadline in just two days.

The good news is that we are well on our way. The central gameplay mechanic, dodging blades by tilting the iDevice, works nicely. In fact, both our own team members and outside testers enjoy the thrill of falling down and dashing sideways to avoid serious injury. We’ve been experimenting with speed and blade spawning frequency. We’re testing all these different stages, and keep those that work best. The latest incarnations are actually quite demanding – average playtime is now 30 to 60 seconds, which is exactly what we’re aiming for.

Regarding visuals, the team is producing a lot of great assets. We are lucky to get a bit of outside help from Bang Phan, a veteran concept artist. He’s working on the background image and cloud textures.

We’re also gathering a small group of dedicated testers, which is fantastic. It’s so rewarding to get honest and constructive feedback. Personally I am looking forward to improving our quality assurance and user testing efforts in the upcoming months. It makes sense to have an external focus: we want to make games people want to play.

The not so good news is,  time is really running out. We have so many wonderful ideas but not enough manpower to get it in. While we have solid artwork,  implementation into the game takes longer than expected. For the past few days, we’ve been playing a promise. Even if we did manage to work more hours, every new feature and every new asset potentially introduces bugs. Adding new mechanics means we’ll have to test everything again from scratch, as we basically have a whole new game.

That’s why today has been about cutting stuff from an already lean design. It’s about making things work, dumping excess bagage where-ever possible. We won’t have power-ups, we’ll keep sounds to a minimum, we’ll have to be strict about animations.

On the other hand, we’re still definitely ambitious. We do want exciting gameplay, we do want Twitter support, we would love to give Jimmy a voice. With two days left on the clock, we’ll do whatever it takes to make our Friday deadline. And that’s not even the end of the road yet: we’ll have to submit the game to Apple, get it reviewed, and hopefully approved. If all goes well, we’ll have an iPhone game in the App Store sometime next week!

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: