Entries in Dead West (8)

Thursday
Mar012012

Dead West (and 36peas) at GDC 2012

I'm going to be at GDC next week. If you fancy coffee, wine, food and/or whatever let me know.

I'll be giving early demos of Dead West to those who are interested as well -- we're looking at distributing alpha-like demos the week after GDC so what I'll be showing is the very last stages of getting to that point. Given we only got round to the writing code for this thing in the last 5 weeks, we're doing pretty well :)

Give me a shout by email gareth@36peas.com, or twitter @36peas.

In related news, we just put up a Dead West holding page and news sign up thingy. Go sign up for news and updates about Dead West.

 

Saturday
Jan212012

It's go time: project updates and some teaser art for Dead West

Dead West went into full production last week -- it's been a while getting to start on this one, but fortunately we're way ahead on the art production side. First demos will be around the time of (and at) GDC early March. In the meantime an update on other stuff and some of our latest characters and level background style updates...

Another Hyperion update was submitted last night -- it features an in-game tutorial and tips system. Great for both new and experienced players. Watch for that hitting the App Store -- we're dropping the price at the same time. And by dropping the price, we mean making it free.

As usual we're involved in a couple of long-term and couple of shorter-term consultancy and service projects. This year we're being somewhat more discriminating about what we accept though -- if you need help give us a shout at help@36peas.com. We generally always have capacity for iOS games projects and normally (depending on other commitments) some back-end multiplayer and infrastructure stuff as well.

Tuesday
May172011

Pacing the unknown -- estimating level traversal and completion times

Last week we set about putting some parameters around the remaining design work for the core feature set of Dead West. We’re not trying to pre-emt derived and iterated gameplay stuff -- just get a basic framework to aim for.

One of the biggest remaining decisions is whether we're targeting aracde-style replay or campaign-like progression through the various maps and levels. We've a lot of flexibility in how we spawn, introduce and balence enemies -- so we can take a basic "x enemies == y time" sense of anything.

In order to produce for ourselves both a chicken and an egg, we decided to firewall some assumptions against the level designs we currently have. After a good amount of pondering on how we do that, we:

  1. Took a straight line (quickest) path through each level*
  2. Calculated a walking traversal distance for that path (based on what looks right in our current codebase)
  3. Inserted a number of enemy encounters that we felt looked right based on the aesthetics and feel of each map
  4. Timed those encounters (based on a completely different game)

* this sometimes meant picking arbritary start and end markers

The point of doing this was to answer the question "if we just give the player a simple A-B experience in each level, how long would it take them to complete the set of designs we have"... hopefully leading us towards a design on arcade or campaign/completion play.

Some detail on the techniques we used:

  • Stopwatch was invaluable for working out a pixels-per-second walking speed for our standard heroes.
  • "Mean time between interesting shit" was calculated/measured in Fable 3's gameworld
  • Reasonable encouter sizes and hits-to-kill enemies was estimated based on Battleheart
  • Relative encouter sizes and likely time differences were based on Warhammer Fantasy unit balance calculations

We got to a level completion time of between 25 and 40 minutes... and an answer on what kind of map progression and session play style we're targetting. We'll go into more detail on that in the future -- but suffice to say it's nice having the flexibility.

By far the most difficult bit was simplifying the problem set -- we spent a long time stopping ourselves from talking about enemy encounters and the complexities therein. We ultimately boiled them down to "Small", "Medium" and "Large" encounters, safe in the knowlege that if GW can genericse everything to a points value we will be able to as well.

Other pleasant side effects of the whole thing included a prototype for how we can offer variable play based on player preference and player experience -- and a good number of ideas for where we go next in regard to spawning and triggering of enemies (all of which seem simpler than we'd anticipated).

Thursday
Feb172011

Game Dev in Motion #2: Designing and animating top-down 2d sprites

Game Dev in Motion #2! ...in which we talk about designing top-down animations and give you a simple method for testing simple frame-by-frame animations direct from Photoshop to Flash in a couple of easy steps. Some what a direct follow-up to GDIM #1 - thanks for all the super feedback.

We cover:

  • Deciding what to animate
  • How to animate _and_ rotate a top-down sprite
  • Drawing large and rendering small
    • the complexities of scaling sprites down -- or more specifically designging sprites such that they can be scaled down and why they look, well, silly at their original scale
    • ...and the suggestion of what the player sees and how that's perceived
  • Testing animations
    • in code
    • with tools - specifically flash, by:
      • getting your layers (frames) in order in PhotoShop
      • scaling to size
      • importing into Flash
      • organising an animation around keyframes
      • manipulating frame rate in flash
      • adding a background layer to the animation (see GDIM #1 for more on the backgrounds)
    • we also point out some of problems -- specifically the artifacting issue we were seeing on the first imported frame
  • We also explore using Flash to test movement along with aniamtion - and, well, we prove that it can be done.
  • A little about animation and sprite sheet workflow - using Zwoptex for our spritesheets (which are being managed by Cocos2d in our game code).
  • Working out framerates -- or, well, iterating the framerates through testing (why to test the things in the first place)
We also give away some information about the item unlocks and other game design bits in Dead West. Enjoy ;)

 

Thursday
Feb102011

Game Dev in Motion #1: Creating a 3D world with 2D art

Game Dev in Motion? Dead West developer diary? Whatever... this week, we've done something a little different for #idevblogaday -- we made a video blog in answer to a question Markus Nigrin asked on twitter: "Anybody know a 2D game where you move in a pseudo 3D screen?" We do, as it turns out: Dead West, the title we're actively working on.

In it we cover wrangling perspective and the use of 3D-like environments for our upcoming 2d, action-strategy iPad game, Dead West. See below for a further breakdown of contents.

We demonstrate most of what we're talking about with work-in-progress level backgrounds from various stages of development. It features some of the current versions of actual in-game levels -- not 100% polished, but certainly 90% of the way there.
Amongst other topics, we cover:
  • Hinting and suggestion issues in design -- if you know what the thing is supposed to be, it's difficult to objectively assess it
  • Use of palette
  • The history of artwork development as it spans from pre-Retina display single screen art at 320x480 to multiple iPad screens spanning 7680x1024
  • Our experience of trying to build an asset library -- and deciding not to in the end
  • Explanation of the liberties we were able to take when twisting and manipulating perspective -- and the problems that caused between levels and settings
  • Problems and tips for representing specific things, including:
    • water
    • trees
    • hard edges
    • depth
    • candy floss
    • elevation and slopes
  • Iteraton between design & art -- how forcing a fixed perspective became reliant on the inter-dependencies between content design and art design
  • Repeating artwork elements and brushesT
  • Textures to show ground -- and not having holes in the earth
  • Development layers in the art itself

We also start to talk about some of the level design itself -- and how that impacts on the art and art design.

All the artwork featured was produced in PhotoShop, and the video's full of hint-shaped nuggets for producing exactly this kind of art in PhotoShop.

The video also features early previews of some of the original score from Dead West.

Game Dev in Motion?

What do you think of the format? Let us know in the comments -- we're thinking about doing more.