Archive for 'games'

Dogfooding: PeaNinjas part 1

I decided to make a very small game with Unity. Coincidentally, Danc of Lost Garden fame just announced a small game design challenge called “Play With Your Peas“. It comes with a set of cute graphics and a ready-to-be-implemented game design. What more could I want?

So it’s a small very small 2D game without any next-gen bells and whistles. It can probably be done casually on the side, by allocating an hour here and there. We’ll see how it goes. Hey, I never actually done any game in Unity, I only make or break some underlying parts…

Look! No game there!Of course, first I start with no game, just imported graphics. Hey look, I can do sprites!

Level editingThen cook up some base things: define the game grid, throw in some basic user interface on the right hand side, and make it actually do something. This wasn’t so hard; that already gets me an almost working level building functionality. It does not have fancy block building delay or block deletion yet; that will come later.

Next come basic physics. Danc’s design calls for simple arcade-like physics (things moving at constant speeds, bouncing off at equal angles, and so on), but in Unity I have a fully fledged physics engine just waiting to be used. Let’s use that.

The design has sloped ramp pieces, which are hard to approximate using any primitive colliders, so instead I’ll use convex mesh colliders for them. Now, on this machine I only have Blender, which I totally don’t know how to use; and I was too lazy to go to PC and use 3ds Max there. What a coder does? Of course, just type in the mesh file in ASCII FBX format. Excerpt:

; scaled 2x in Z, by 0.85 in Y
Vertices: -0.5,-0.425,-1.0, 0.5,-0.425,-1.0, -0.5,-0.425,1.0, 0.5,-0.425,1.0, -0.5,0.425,-1.0, -0.5,0.425,1.0
PolygonVertexIndex: 0,1,-3,2,1,-4,1,0,-5,2,3,-6,0,2,-5,2,5,-5,3,1,-5,5,3,-5

It’s a left ramp mesh! So much for fancy asset auto-importing functionality, when you don’t know how to use those 3D apps :)

Physics!Pea stack!After a while I’ve got peas being controlled by physics, colliding with level and so on. Physics is very bad for productivity, as I ended up just playing around with pea-stacks!

So far there’s no game yet… Next up: implement some AI for the peas, so they can wander around, climb the walls, fall down and bounce around. I guess that will be more work and less playing around… We’ll see.

My experience with Crysis so far

So I decided to check out Crysis myself. A demo for a non-gamer like me would be perfect, I thought.

It’s probably three frames per second. In the menu!

I did not see the game itself yet, got bored while waiting for the after-menu-but-before-game intro movie to end (it’s not skippable, and it also ran at about three FPS). This is after watching half a dozen obligatory before-menu intro movies at 3 FPS with stuttering sound (”nvidia,vidia,vidia,vidia… the way it’s meant,meant,meant,meant…” - TWIMTBP).

All of this on a half-decent PC, I think - Intel Core 2 Quad, 4GB RAM, Radeon 3850, Windows XP, latest drivers, none of extra stuff running; the PC is able to run other 3D stuff just fine. I’m sure the developers and EA’s testing labs have tested everything extensively, but sometimes something completely random apparently can make things be oh so slow. Oh well. Get back to work.

Off-Road Velociraptor Safari

This is just too cool: Off-Road Velociraptor Safari game. Read that again. Who says game industry is all about sequels and safe licenses?

You drive a jeep with a spiky ball, and your goal is to chase down raptors and send them to the future, presumably to end world hunger. Or you can do stunts. And you the driver are a raptor, only you wear a hat and a monocle.

Just go and play it already: raptorsafari.com. It’s free.

Or watch a trailer if you want to miss all the real fun, or read a press release. Of course it’s made in Unity, in two months from start to finish.

To me, this is a perfect example of focus. Basically there are three things - 1) vehicle, 2) raptors, 3) physics mayhem - and that almost describes a game. Yes, there are crates and stunts and achievements and online leaderboards, but that’s just additional stuff on top of the core game.

Sounds like a good plan for making game prototypes:

  1. Think up a game idea and describe it in one concise sentence. The idea may be totally crazy, like in this case. I guess an idea like Velociraptor Safari would not fly in a pitch at any publisher, but that does not matter at this point.
  2. Get a small team of smart people. In Flashbang’s case, it seems they were 4 to 7 person team.
  3. Choose a game engine/toolset that will allow you to make your game fast. *cough cough*
  4. Do it!

All the above requires is a small smart team and groceries/rent for a couple of months.

Your original idea may be totally crazy, but with the actual working prototype at hand it might just work. Looks like Velociraptor Safari really clicked something on the internets (see Kotaku, JayIsGames, Destructoid, TIGSource, AtomicGamer, …).

Splume!

Flashbang Studios just launched Splume, probably the first game out there* made with Unity 2.0. It just won our “Top DOG” competition by the way.

It’s a cute little gem, or alternatively, “Puzzle Bobble meets Ageia’s PhysX engine”. Lots of levels, user level editor, some AJAX magic and so on, and everything made in about four weeks. Matthew has some technical details for the curious.

Here are some shots and a youtube trailer for the lazy ones. The youtube trailer uses music from 8bitpeoples which can’t be bad :)
Splume shot #1Splume shot #2

But really, you should just go and play it: splume.flashbangstudios.com

* I stand corrected: When Orcs Attack also was made with Unity 2.0, and it was released earlier!

MegaPixel on shockwave.com

MegaPixel!I just have to blog this: shockwave.com just launched a Unity web game - MegaPixel. It’s a pure, abstract, and mega-fun FPS. It’s set up in a very small space (the levels are basically boxes with several smaller boxes inside), and it pretty much uses a single texture for the whole game, and it does not use much more than particle effects for everything (the levels, enemies, weapons and everything else is just particles). Pure genius.

I like it! That says a lot, because last time I played FPS was ages ago. Finally, someone made a game that I can like again. How much I’m biased because it’s made with Unity… decide for yourselves :)

Now the killer part: the game is designed and developed solely by a 15 year old - Forest “Yoggy” Johnson. How cool is that?

Enough talking, just go and play it. And remember that you didn’t see cool until you get to the robot level!

Zen bondage!

Check out a small game by demogroup Moppi: Zen Bondage.

Zen Bondage is a puzzle game about control. The
motivation was to try to make a puzzle game which
evokes adult emotions.

However, it fails to evoke any “adult emotions” in me. Maybe I’m just not into this bondage thing :)

I like the simplicity/pureness of the idea, and it’s executed very well.

Pakimono!

(the lack of updates recently is because I have lots of stuff here going on)

I few weeks ago I was visiting OTEE and over the weekend we were jamming on a small game called Pakimono! The idea of the game was pretty cool - you’re the naked guy and have to ruin tourists’ photos :)

The whole experience was great. It was my first time using a Mac, first time working with Unity (their game development tool) etc. I coded&tuned most of the bullet-time character controller, where you drag your limbs with a mouse, trying to cover as much of the sight as possible.

The coding was a bit unusual - most of my coding life I was doing pretty low-level C++ programming. This time it was completely different - I’d setup “the game” directly in the editor, write some short C# scripts and boom! - everything works, without me having to worry about any of the low-level stuff. No recompiling or any of that stuff. Cool.

Ironically, I did not see the final Pakimono build yet. I left earlier than the others and do not have a Mac anywhere nearby. But the guys promised me a windows build!

Bought Rag Doll Kung Fu

Like I promised :)

It ownz, period.

Rag Doll Kung Fu

I saw Rag Doll Kung Fu website already a while ago. However, only today I saw the video of it’s presentation at GDC. It’s awesome! Will buy the game as soon as it appears on Steam (even if I don’t play games).

Go to downloads section at the site and get this large video presentation. It’s really good.

Guns & games

The comment on the blog entry here is great:

38% of Americans own game consoles. Around 40% of Americans own guns. The gun lobby is damn powerful. We shouldn’t need anywhere near as much money as the gun lobby, because unlike games, we are absolutely, 100% sure that guns actually do kill people.