Showing posts with label one game a month. Show all posts
Showing posts with label one game a month. Show all posts

Saturday, 4 July 2015

Montreal Game Jam 2015: Pwrong

Some of you may have seen that I’ve been participating in a number of 1 hour game jams as of late (held at weekjam.com / #1hgj on AfterNET). They’re super short jams, so there’s not a lot to say about them – I might get around to doing a mass post mortem for them. Maybe. Until then, I am going to look back at a previous jam from earlier in the year and write a bit of a post mortem for it. This time I’m going to talk through my experiences at the 2015 Montreal Global Game Jam, where my team (known as “Not Enough Laptops”) entered for a third year running (this time with an additional programmer).

The Team

Not Enough Laptops

Anshul Goyal (Programming)
Sean Noonan (Art and additional design)
Pete Smith (Programming)
Aidan Green (Design and audio)

The Theme


What Do We Do Now?

Here was a theme that filled our minds with possibilities. It almost seemed “too easy”; it was hard not to come up with ideas. However it was not an easy task to decide which of these many ideas we should settle on. It was also when I noticed that we had matured as a group.

This was our third year jamming together and we weren’t as wide eyed, inexperienced or perhaps even as excited as we once were; we basically knew our limits, specialties, and we knew that we could succeed. We weren’t cynical by any means, but the ground felt familiar, and I feel our comforts resulted in an inability to decide on what to make.

Our first night had us pitching, scrawling, debating and scribbling out numerous game ideas; an adventure game of sorts where you wake up alongside a body with the police are banging on your door, a narrative heavy game where you play as a child dealing with the impending divorce of your parents, an isometric prisoner of war escape action game, and a bunch more… but nothing we could all fully agree on.

That is until midnight rolled around and we engaged full panic mode before thinking; what if we go with Pong, and the ball just vanishes? What could we do from there?

Pwrong.

The Jam

In essence, we planned our game as an homage to arcade games roughly spanning the generations; starting with Pong, moving through Pac-Man, switching to Akranoid, then R Type, in to Geometry Wars and finally teasing with a platformer.

Pwrong Pong

Once we had finally decided on a rough concept we took our leave and slept on it some… as well as cramming in some last minute work - for example, I did a couple of colour scheme/interface mock ups, the first of which set the visual direction for the project.

The morning came and went – not that I saw it (I generally don’t rise during daylight on weekends). By the afternoon we realised that we were running behind our planned timeline. We should have had our first playable prototype, but were still not ready. It was around at this point I decided to cut myself off from the team and focus on the art.

Sean Noonan Pwrong

I wasn’t used to working at such a high resolution, and the game type was something I’d never built art for. By the evening I’d managed to deliver the bulk of assets – I’d even over delivered by the scope of the game, as we had decided to cut the Geometry Wars game type and severely scale back the platforming section.

Montreal Global Game Jam 2015

We pulled an all-nighter to just get it done. There was a bit of crankiness and we all felt awful, but as the sun rose and we tested the build, it felt worth it.

What went wrong

1. Brainstorm took far too long

As mentioned previously, this really took longer than it should have. I feel like I should shoulder the blame on this one. I personally had a hankering to create something pixel heavy; either something sickeningly cute or fast paced action with lots of explosions and screen shake. I was basically trying to steer all of the brainstorms towards one of these two forms. I simply wasn’t allowing for an organic process.

On top of this I also feel like I may have been on my own in that I was extremely resistant to anything narrative heavy. I wanted to create tight loops with high replayability; score attack, procedural generation, etc.

Basically, I feel my personal agenda got in the way on an early solution during brainstorming. I’ll try to be a little more aware of this in future jams.

2. The game was quite buggy

Though we fixed a bunch of issues post jam, we had a lot of bugs, most likely down to the scope of the game. I’m not sure what we could have done other than shrinking the scope, but with that being our unique feature, as it were, we were resistant to cut any more than we did.

3. Multiplayer only

Same story as with “No Evil”, multiplayer games, especially local, don’t always find an audience. They’re excellent games at the event locations, but once they’re released to the greater public, it’s easy for them to be ignored. Although we were low on time, it might have been preferable to drop the scope of the game a little in order to support solo play.

Pwrong Pacman

What went right

1. Two programmers helped with our scope

Our game was a collection of games – the increase in programmer count certainly was one of the driving factors in allowing us to achieve this feat. One of the programmers (Anshul) also wrote a post mortem where he discusses this in more depth – you can read that here.

2. We cut early

We cut the twin stick geometry wars clone early enough for us to continue to have a working flow, and for me to have not spent too much time creating new assets for it (though in the end, I had created most of them anyway).

Realistically it probably wouldn’t have been too difficult to implement the cut twin stick section post jam, but as is the case in most of these group game jams, the project is as it is on the final day, never to be returned to.

3. Tried a different visual style

A very personal positive from the jam – I tried a different style and scale and managed to pull it off. I never work at HD resolutions and always use pixel art as a crutch.

Pwrong Shmup

This really highlighted the need for me to start using Illustrator – using raster graphics to fake vectors is a huge time sink, especially when you consider that I have a program as powerful as Illustrator installed on my machine. I have already started learning Illustrator for future work.

The Game

Pwrong was well received, especially in it’s scope – we didn’t “win” anything as such but were name dropped amongst a list of honourable mentions. It was definitely one of the best jam games I’ve been a part of and it set me on a path of exploring vector art for future games.

Anshul Goyal Pwrong

Pwrong can be played over at GameJolt here: http://gamejolt.com/games/pwrong/45763

Final Words

Over the last couple of years “Not Enough Laptops” have followed up the Global Game Jam with the Ubisoft Game Jam under the name “Titanic Conspiracy”. However, with half of the members leaving Ubisoft and the other half wanting to participate in Ludum Dare instead, we decided to retire the name and sit out of the third Ubisoft jam.

Perhaps this was the final “Not Enough Laptops”/”Titanic Conspiracy” game, but I owe a lot to the various members for the opportunity to make games that I would never have on my own.

Here are the developers I’ve had the pleasure of working alongside in the jams over the last few years:

Aidan Green

I met Aidan at Ubisoft when working alongside him on Watch_Dogs; it was here where he introduced me to Construct 2, as well as the Montreal IGDA demo night. The demo night acted as an inspiring kick up the arse to participate in the global game jam. I strongly recommended anyone reading this to go to one of these IGDA nights in your area, or even travel  if needed. Very inspiring stuff.

In our game jams, Aidan was our primary designer and sometimes audio creator. Though we often had conflicting opinions on where to focus our time on design, I think resulted in richer experiences – with Aidan’s focus on mechanics and mine on details, we created games I don’t think that we’d have been able to create alone.

Aidan left Ubisoft Montreal after shipping Watch_Dogs and a stint on Far Cry 4. He’s now at Eidos Montreal working on Deus Ex - Mankind Divided.

Anshul Goyal

A coding machine, Anshul was another Ubisoft employee. I never had the pleasure to work professionally alongside him, but rather met him through Aidan. Anshul was responsible for the code side of all of our jams.

Seriously, a machine. We couldn’t have done any of our jams without him.

Anshul is still at Ubisoft Montreal.

Scott Morin

Scott and I started Ubisoft on the same day and quickly became design pals, despite his love for Blizzard and World of Warcraft (what a massive nerd).

Scott was present for our Ubisoft Montreal jams and responsible for design and art duties.

Scott left Ubisoft Montreal after shipping Watch_Dogs and now teaches level design at Vancouver Film School. Scott and I are also working on this…

Pete Smith

I met Pete through Aidan just before the 2015 global game jam. I don’t think we’d have been able to finish Pwrong without him. Not only did he bring code, but really solid design feedback.

Pete left Ubisoft Montreal a couple months ago and is now going it alone.

Jean-Sébastien Caron

JS joined us for the 2013 Global Game Jam providing art. There was a wee language barrier at times, but that’s not unusual for game development in Montreal.

I’ve not heard from JS in a while, but a quick Google shows that he’s currently an animator at FAKE Digitial Entertainment. Nice.

David Baron

Indie warrior and fellow level designer on Watch_Dogs, David was present during our first couple of jams, providing design input and feedback.

David left Ubisoft in the later days of Watch_Dogs and is now at Eidos Montreal working on Deus Ex - Mankind Divided.

 

 

Many thanks to you all.

Thursday, 1 January 2015

Games I played in 2014

So as stated in a previous post, I’ve achieved a hell of a lot this year – shipped two top 10 AAA games with Ubisoft (Watch_Dogs and Far Cry 4) as well my own first indie game, Jack B. Nimble (yes, this is me giving myself a pat on the back).

Somehow I even managed to play through and finish a bunch of games too – less than I was planning from last year (and mostly different), but still a healthy chunk of gaming. One observation is the large increase in indie titles that I’ve gobbled up over the year – significantly more than last year anyway. Another thing that is clear is how I’ve shifted my focus from almost exclusively Xbox 360 to PC and PS4. I’ve barely touched the Xbox One this year, something I think is down to Killzone: Shadowfall being my multiplayer game of choice rather than Titanfall – it just meant my PS4 was switched ‘on’ more often.

Xbox One

  • Super Time Force

Xbox 360

  • Gears of War 3
  • The Walking Dead: Survival Instinct
  • Metal Gear Solid 2
  • The Walking Dead: Season 2
  • The Wolf Among Us (Episode 1)

Playstation 4

  • Call of Duty: Advanced Warfare
  • Call of Duty: Ghosts
  • Wolfenstein: The New Order
  • Watch_Dogs
  • Watch_Dogs: Bad Blood
  • P.T.
  • Flower
  • Games of Thrones (Episode 1)

Playstation 3

  • Uncharted 3
  • Journey

Playstation Vita

  • Thomas Was Alone

PC

  • Quake
  • Quake Mission Pack 1: Scourge of Armagon
  • Half-Life 2
  • Half-Life 2: Episode One
  • Half-Life 2: Episode Two
  • Home
  • Gunpoint
  • Gone Home
  • Savant – Ascent
  • Jazzpunk
  • Dear Esther
  • Organ Trail

While I didn’t finish FTL, Don’t Starve or Heavy Bullets, their rogue-like nature had me pouring hundreds of hours into them between them (especially FTL).

So yeah, I basically didn’t even touch my pile of shame or do even a tenth as many game jams as I wanted – as a result my plans for 2015 are a little more restrained than last year (but still probably too much).

  • Start working on a new indie game (!!!)
  • Finish the final content updates for Jack B. Nimble
  • Port Jack B. Nimble to other platforms
      • Android
      • Windows 8 and Mobile
      • PC, Mac and Linux
  • Submit something to Pixel Dailies at least once a week
  • Participate in the following game jams
      • EVERY One Game A Month jam
      • Global Game Jam 2015
      • Ubisoft Game Jam (if there is another)
  • Play through the following games
      • Quake Mission Pack 2
      • Portal 2
      • STALKER
      • FEAR
      • Battlefield 4
      • Far Cry 4
      • Metal Gear Solid 3
      • Assassin’s Creed Revelations

There are a few things that I totally dropped from last year; I decided to stop taking part in Ludum Dare/One Game A Month in favour of shifting my focus to Jack B. Nimble. Even taking part in a weekend jam had consequences on development, so around April I just stopped jamming. I also put One Day From Retirement on ice; I wasn’t very happy with the progress I was making and again, couldn’t give up time that I needed for other projects. It may come back in some form…

It’s rather unlikely that I will experience the same level as achievement in 2015 as I did in 2014, but I will be hitting the age of 30 – which is pretty good going, aye?

Tuesday, 19 November 2013

Game Boy Game Jam 2: Jack B. Nimble

So just over 2 weeks ago there was an interesting little idea known as the “0h Game Jam”. This game jam had participants create a game within the hour where the clocks go back (as part of the DST time shift) – effectively allowing someone to complete the production of a game in negative time. I thought I’d try my hand at this, but not before trying some tests in Construct 2 first.

I failed miserably.

The quickest I could get anything playable and at a state I was happy with was around 5 hours, and that was with some preparation both mentally and in regard to resources. This just wasn’t my jam. It didn’t seem to be many people’s jam to be honest; naturally, most of the games sucked. However, there was one stand out to me, “Hotline Trail”, a top down, mouse driven, driving game with a Hotline Miami aesthetic. Very polished considering the time available.

hotline_trail

Give it a try here: http://rezoner.net/labs/hotlinetrail/

After my 5 hours or so of work trying to make something playable, I realised that the second Game Boy Jam was gearing up to begin. I was a little disappointed I missed this the first time around, so I put my work from the 0h Game Jam towards that to avoid future disappointment. I began work on an infinite runner, or auto runner, or run and jump game… I didn’t know what the genre was, but I wanted to make one. Outside of Canabalt and Jetpack Joyride, I think they’re all pretty shit – generally appearing on touch devices and host to on screen dpads or buttons. Disgusting. So I wanted to try my hand at a control method I felt allowed for a little more than just ‘auto run + jump’. I wanted to add an attack, and I wanted that attack to steer the focus away from ‘distance traveled’ as the sole score provider.

The first 5 hours

0.1.0

This first version was simply an auto runner and represented those first 5 hours from my 0h Game Jam tests; complete with fixed jump height, fixed speed, and randomly generated platforms with varying widths and heights. The player’s distance was displayed on screen and the Game Boy aesthetic already in place.

The game was called “Noonanrun”.

Castlemania

0.1.1

With the base in place I needed to add the attack. I had already decided that the input method had to be a single tap or key press, so I thought the best implementation was to add an attack that happened whilst the player was mid jump. This is where I started to think about Castlevania with it’s strict jump heights and whip mechanics. So I gave my character a whip and something to hit, in the form of candles.

Whilst testing the whip I thought I’d give myself moving targets, further continuing my homage to Castlevania. I added a bat, though quickly decided against the inclusion of enemies both due to the purity of scoring within the game and the scope of the project – I only had a week, after all. So the bat became my Duck Hunt dog, taunting players upon failure.

In this version I increased the speed and made a ridiculously hardcore hitbox for the whip, whereby I was only detecting collision on the tip of the whip rather than the full length. I was already too close to the game and making it increasingly more difficult in an effort to challenge myself.

The game was still called “Noonanrun”, had a “Sean Noonan” title screen much in the style of the original Game Boy boot sequence and a huge picture of my face as a loading screen. Seriously.

Fork handles

0.1.2

After sending the build around some friends and coworkers I realised my mistake in making the game to suit my personal difficulty level – it was barely playable for other people and nobody really understood how the whip worked or what the candles were for. So I added a tutorial in the title screen. I was determined to avoid throwing up controls or instructions for the player. I wanted players to work out how to play for themselves. The tutorial forced players to jump due to it being their only possible action. Then at the height of their jump they were required to hit a candle to start the game. It was pretty successful for the most part.

I updated the art a little and added an on screen counter for candles whipped, which resulted in an obscure reference to British comedy of old.

The game was now called “VIDEOGAME !!! by Sean Noonan” and I removed my face. Getting slightly better.

Numbers

0.1.3

At this point my confidence was growing and I knew where I was going to go with it next. I added jump heights based upon the amount of time the player held their jump input for and made the game increase in speed over time. This resulted in the game feeling pretty tight - the player had an increased level of control but was also being challenged over time. It started to feel like a game.

I also added the score system to the game in an effort to include replayability and challenge. Basically the score was calculated as follows…

Distance + (Distance * Candles) * Accuracy / 10

The idea was to keep the player wanting to get as far as possible, but for their run to mean anything they had to hit candles. Now when I was testing, some people would whip during every jump… turning the game into an auto runner and whipper(?). I wasn’t overly happy with this so added accuracy as a means of discipline for the player to focus and be more precise – the accuracy would basically determine how much of their final score they would receive. The 10 at the end was just to keep the score at a manageable number of digits.

Still no name for the game.

The art pass

0.1.4

I updated the football headed main character with something a little easier to animate (the hat in particular), the placeholder “FIRE” effect was replaced with a small explosion and an animated melted candle, and I added four new layers of parallax and an animated background to look as though there was lightning flashing at different points.

The title screen adopted grave stones with “RIP” for this version only. Stupid idea.

The “Sean Noonan” Game Boy boot screen was changed to better match it’s Nintendo counterpart with “Noonan”. The game still lacked a name.

Ridin’ on cars

0.1.5

At this point minor changes started to take a lot longer than expected. All vector fonts were removed and replaced with pixel fonts. That process took a lot longer than I had hoped it would, but it was uncharted territory.

I added rain, though this became a huge performance hog due to me not removing any drops that had been created.

The game was now known as “Jump ‘n’ Whip Man”, an homage of sorts to that video.

Jack B. Nimble is born

0.1.6

I finally came up with a name, theme and anchor for my game in “Jack B. Nimble”. I added a variant of the children’s nursery rhyme to the title screen and a small animation of the character walking in. All very cute.

I also added the dog laughing sound from Duck Hunt for when the bat passes the screen sound as a placeholder for…

Barry’s sound

0.1.7

I had been talking with Barry Topping (of Gamewank and Epoch fame) to do some audio work for Retirement, but with that somewhat on hold I asked if he was interested in working on my jam. He agreed. He fucking nailed it.

I also polished up some of the art and added some foreground parallax.

The polish pass

0.1.8

The game was pretty much ready at this point, just polish remaining and the possibility of a score board.

Release

Version 1.0

With the final addition of some title screen art, some parallaxes and minor animation tweaks, the game was ready. I added a personal best score to local web storage and created a Game Boy overlay to surround the game in the web player.

Postmortem

Working on Jack B. Nimble was an excellent learning process and a great way to meet people in the indie/enthusiast community. I’m incredibly proud to have made a game on my own (with a little musical aid from 'Barry of course) and I plan to make another soon. I realise this hit TLDR territory long ago, so I’ll finish with some bullet points.

What went right

  • Visuals – both the cute and ‘dark’ features
  • Polish – responsive control, easy to understand mechanics
  • Audio – Barry's music was phenomenal and the sound was on par
  • Time management – I rarely felt rushed or the pressure of the deadline
  • Stuck to the theme – I never needed to compromise the design to meet the jam rules or restrictions

What went wrong

  • Visuals – there wasn’t a defined style; whilst fine themselves, my flat shaded characters and level art didn’t marry that well with the dithered more realistic backgrounds
  • chet_walkingNo online leaderboards
  • I wasted some time early on to include an easter egg featuring Chet Speedrider from the Ubisoft Montreal Game Jam
  • Too great a focus on minor technical problems that ultimately didn’t matter (I’m looking at you, Construct 2 scaling issues)

All in all a great jam. Cannot wait until the next one…

You may have noticed that I’ve intentionally skipped over anything new or interesting about Watch_Dogs, Ryse, Streets of Rage, One Day From Retirement or anything my grubby hands have touched in the past – that’s for another day. I plan to address at least some of these soon!chet_toss

Now I have a PS4 to go back to… ahem.

Tuesday, 9 April 2013

One Game A Month: A Shadow From Beyond

So last month our little group that we refer to as “Not Enough Laptops” finished our second group game, “A Shadow From Beyond”. Like our first game, “Hjarta”, we created it in Unity, though this time it took over a month rather than a weekend. It started out as an attempt at the 7 Day Rogue Like challenge but the scope was too wide for that time frame, so we turned the focus more towards One Game A Month.

a_shadow_from_beyond_title
A Shadow From Beyond is a rogue like. The player takes control of an old man and must wander through randomly generated streets, filled with enemy cultists and monsters. The player’s goal is to dispatch cultists and unsummon as many monsters as possible. Simple, except for the fact that monsters are invulnerable to attack – the player must therefore piece together how the monster was summoned in the first place and oppose it’s elemental properties…

You can get a little more information about the game and give it a download, over at it’s indiedb page, here.

Screenshots

A Shadow From Beyond Shop

A Shadow From Beyond Notebook

A Shadow From Beyond Light Monster

A Shadow From Beyond Fire Monster

Personal Postmortem

I took a more “additional design” approach on this project and opted to work more on the art front - something I have a few regrets about. By taking a back seat on the design side I felt that I lost interest and focus on the project rather rapidly. At times it almost felt like I wasn’t working on the project at all, just polishing art that may or may not matter because the context of the assets that I was creating had become unclear to me. I’m not entirely sure if it was a product of working remotely or not, but I know the lack of face time definitely would have played a factor.

I feel that my motivation was nixed as I wasn’t able to keep up a consistent visual style across the project, simply because I couldn’t create assets fast enough. My selfish focus was more towards improving my skills rather than completing the project. I spent far too long trying to perfect the monster sprites and their associated animations – something that in the grand scheme of things wasn’t actually that important, though it was an excellent learning experience. I found that working with sprites that large and that complicated was easier said than done. If I was to go back I would have suggested working half the resolution and upscaling by double (or quadruple) – we could have achieved much more detailed visuals in a much shorter time frame (see the example below).

A Shadow From Beyond Sprites
I also feel that even the slightest bit of my input on design may have helped the game be a little clearer for new players, simply because more eyes on a project is almost always a good thing - especially where tutorials or signs and feedback are concerned. I was just too distant from the design when it really mattered. That being said, the resulting game is pretty cool and although I wasn’t happy with the quantity of my contributions, I’m glad to have worked on it and hope to pull off something of this quality in the future.

Here’s a bunch of assets I created for the project – I’m rather happy with some, but embarrassed about others. Either way, it was a hell of a learning experience.
A Shadow From Beyond OldmanA Shadow From Beyond RuneA Shadow From Beyond AttackA Shadow From Beyond Cultist
The attack animation didn’t make it into the final game on account that it was a little slow and we ran out of time to alter it. We had planned to have multiple colours of cultist, but again ran out of time to create and implement them.
A Shadow From Beyond Flesh MonsterA Shadow From Beyond Ice Monster
There were 12 monsters in all, but you’ll have to play the game to see them!