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Game Design
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Written by Jacob A Stevens
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Sunday, 05 June 2011 13:56 |
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Camera systems get a lot of attention in 3D games. Reviewers often write something like, “The gameplay is great, but the camera needs work,” or “The sequel drastically improves on the original’s camera system.” The camera can easily make or break a 3D experience. However, in 2D, cameras are usually taken for granted. They are normally relatively simple to design, because as long as they are looking ahead in the general direction of the player’s interest, not much can go wrong. In fact, I can’t think of any situation in a 2D game where I thought about the camera at all!
However, for better or for worse, Pizza Vs. Skeletons will not be lucky enough to get away with a simple camera. Three main factors necessitate a more robust approach: 1) The pizza’s 288 pixel radius consumes 90% of vertical screen space and 60% of horizontal space. I’m willing to claim that this makes the pizza one of the largest playable characters ever to star in a 2D game. 2) The diverse set of goals from level to level means that different vantage points are important at different times. 3) Our 2D engine, significantly enhanced for Pizza Vs. Skeletons, now fully supports scaling and rotation of the camera, so we have to think in dimensions that didn’t exist in 2D’s 16-bit golden age.
Following is an explanation of how we are currently tackling the camera system for each of the ten modes we showed off in last week’s video.
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Written by Jacob A Stevens
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Sunday, 22 May 2011 19:18 |
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Work on Pizza Vs. Skeletons progressed steadily this week. We implemented several exciting (and weird!) new features. However, none of them are quite ready to show off. Instead, this week I’ll be talking more about process rather than product, and share a design strategy that we’ve found useful.
Graphical User Interfaces, or GUIs, are one of the most underappreciated aspects of game design. A game’s GUI consists of everything that you can see and interact with outside of the core gameplay. Menus, buttons, and checkboxes are all classic examples of GUIs. They help you guide the player to a game’s various modes and options, and navigate features like leaderboards and matching servers.
Recently, while reorganizing the menus in Deathfall and IKAROS, I discovered a simple technique that we’ve found to be very helpful in designing elegant and robust GUIs. This technique is so simple, in fact, that I’m afraid some of you may call it “obvious.” However, it took me six years as a professional GUI designer to stumble upon this process, so I’m hoping that it might also be new to some of you!
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Written by Jacob A Stevens
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Sunday, 08 May 2011 21:30 |
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In this week’s Pizza Vs. Skeletons update, I want to talk about what I consider to be one of the most challenging aspects of game development: Knowing when “good” is “good enough,” and when “good” needs to be made “better.”
Last week, I posted about a new animation process I’m using for Pizza Vs. Skeletons, and I showed off an example animation.
When I made this animation, I considered it to be solid, and certainly passable for a cartoony iOS game. However, as the week went on, I couldn’t get rid of the feeling that I’d taken the 3D rotoscoping process too literally. Instead of using the 3D version as a rough motion guide, I traced it pixel-for-pixel. The result was a nice, clean, animation. Unfortunately though, Pizza Vs. Skeletons’ artwork is supposed to be everything but nice and clean. The animation just didn’t have the character to match the rest of the game’s art.
I faced a tough question: Do I let the art pass and call it “good enough,” or should I redo hours and hours of work in pursuit of an even better style?
Answering questions like these is not simply a matter of style or personal taste. These are significant business decisions. They are so important, in fact, that I would argue that the way a studio approaches the decision of when to redo work defines it as a company.
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Written by Jacob A Stevens
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Wednesday, 23 February 2011 17:25 |
The Legend of Zelda had its 25th birthday this week, and to celebrate I'd like to discuss a topic that I've been pondering for awhile now: The idea of players forming an enduring, positive emotional connection to a game. In other words, the idea of treasuring a game. In this article, I’ll look at the ingredients that made The Legend of Zelda so successful at forming lifelong bonds with its audience.
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Written by Paul Stevens
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Wednesday, 19 August 2009 16:59 |
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RiverMan Media started creating its first game, Cash Cow, about four years ago for the PC. Within the next few weeks, we plan to release the much expanded and improved Cash Cow for the iPhone. The new Cash Cow is far more than just a port. Over the last few years, we've been listening carefully to reviews and player feedback. We've taken all of the suggestions to heart in making our latest game, and we hope that it will be just what new and former Cash Cow players are looking for. Read on to learn about what's new in Cash Cow, and how we combined suggestions from players with our own ideas to make a game that we think players will really enjoy.
UPDATE: Cash Cow now available!!
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