I made an openFrameworks Game Center Library!

May 5th, 2013

ofxGameCenter: https://github.com/andymasteroffish/ofxGameCenter

When making Worm Run over at Golden Ruby we wanted to be able to display other player’s progress as tombstones distributed throughout the cave. While there were libraries already made to handle more basic Game Center functionality, there really wasn’t anything to handle this, so I wrote my own.

Once the project was done, a made it a bit more generally, and bundled it up with some examples. The library allows you to report scores and achievements, which was present in other libraries, but it also allows for the retrieval of leadeboards and achievements so they can be displayed in app.

Hopefully this thing helps somebody since Game Center can be a greta resource, but it doesn’t always play all that friendly with OF.

Teeny Tiny Game Jam: SUPER TEXTAGON

October 4th, 2012

While flying out to Indiecade this year, I spent a few hours making a text version of Terry Cavanaugh’s awesome game Super Hexagon. And so, SUPER TEXTAGON was born. Try and make it all the way to Hexagon!

PLAY IT HERE

Destroy All Color! Out for iOS!

August 29th, 2012

My first game with Golden Ruby is out now for iPhone and iPad. Check it out!

iTunes Download

 

New Particle Mace Video

August 8th, 2012

Particle Mace is going on the back burner for a bit while I work on Doodle Defense, but in the meantime it has evolved quite a bit. The game now features:

-Different modes of play. The game has Normal, Hard and Asteroid Field. Each of these modes tweak the rules the game uses to generate the universe. Normal and Hard are obvious; Asteroid Field has no enemies, but tons of huge asteroids. In this mode the particle weapon becomes a dangerous ball and chain that can smash the asteroids around you into smaller, more dangerous chunks.

-Missions. Each mode has a custom set of missions that change the game each round. These represent special challenges that can be preformed in a given round (a la Jetpack Joyride). I really feel that these greatly extend the play of the game by presenting new goals besides just lasting as long as possible (already an impressive feat given the hostile nature of Particle Mace). These missions include killing more foes, not killing foes, flying as far as possible, smashing asteroids, going on suicide runs, and many more. In the final game, completing these missions will allow the player to unlock new skins and other aspects of the game.

- Super tight controls thanks to using the lower third of the screen as a control pad, as you can see in the video. I went back and forth on this for a while since it meant sacrificing so much of the screen real estate, but what I realized was that the number one complaint I got about the game was the problem of covering up vital information with the finger. This not only fixes that problem, but makes it so that the player has far tighter control by being able to make smaller gestures in a field that stays steady instead of being relative to the ship.

Once Doodle Defense is finished up, Particle Mace will come roaring back. It only needs a little work, and then this vicious little arcade game should hit the app store.

PLAY MY THESIS

May 21st, 2012


Download Find Me A Good One for PC or Mac right here.

The game was made in Unity by me and Haitham Ennasr.

New Art For Word Cave

May 9th, 2012

As the final for Code Play gets closer, I’ve been doing work on Word Cave, my collaborative spelling game for two iOS devices. Most of the new work consisted of adding some art to the damn thing (a non-trivial task given that I can’t even draw a straight line). There were some minor changes to the game play as well.

For those unfamiliar with the game, Word Cave is a spelling game played by two players, each on their own iOS device (either iPhone or iPad). The speller must spell words from the stalactites at the top of the screen, dropping them onto the enemies below. The shooter must run around on the bottom avoiding the enemies and collecting the coins that appear when the speller spells a word or makes a kill. The shooter also has the ability to shoot stalactites and cause them to drop either to help the speller or just to defend themselves. When the speller spells larger words, they create more coins and earn more ammo or even extra lives for the shooter.

The shooter getting ready to grab for some of the coins garnered for spelling "oak" and killing some enemies.

I thought about the art for a while since visuals really aren’t my forte. Eventually, though, I decided to embrace my total inability to draw and go for a very sketchy, notebook feel for the graphics. I essentially planned each image out as a vector shape and traced it with the pencil tool in Flash. I went with Flash because the pencil tool in that particular wing of the Adobe suite smooths itself in a way that I happen to like, and I used to use Flash a lot so I already have a flow for doing animation in it.

The shooter character's (very short) new walk cycle

The end result is not the prettiest art in the world, but it is consistent, and has the right vibe for the game. One issue I did encounter was with the font used for the stalactites. Right now, the font inside the stalactites is the only part of the game that does not have the same sketchy vibe. This is because the font I used for the rest of the game (Noteworthy) was hard enough to read that it really impacted player’s ability to play the game. This was obviously no good, so I setled on a much more readable font but one that still had an analog feel by choosing a typewriter font.

At this point, the game is getting close enough to being done, that it really needed instructions to be able to test it properly. I tried to boil the game down in as few slides as possible, but decided to combine both roles instead of having players just look at instructions for “their” role. Since both roles are important, both players should have an understanding of what’s going on. I also took this chance to point out that people playing this game should be talking to each other. I designed the game with the two players speaking (and hopefully shouting) to one another as they spot words that could be used. Noting this in the instructions feels a bit prescriptive, but I wanted to dissuade the players from the assumption that this was a network game that they just happened to be playing in the same room.

One larger gameplay change since my last post is that the game now punished three letter words. A common piece of feedback that I received was that the game should do something to discourage small words. Just receiving more points really wasn’t enough since most players are primarily concerned with killing the foes. To counteract this, any foes on screen when a three letter word is spelled receive a permanent speed boost. Any foes spawned after the fact are unaffected to prevent it from being too punishing, and the penalty is negated if all of the on screen foes are killed, but it still gives players pause before hammering out a small word.

A small plus sign appears above the enemy to show that it received a bonus

Before I present on Friday I also want to set certain letters (such as Q and X) to give more coins for being used as a way to reward players for using tricky letters in much the same way that nearly every spelling game does.

Although the game is fairly locked in for Friday, if I decide to continue with the project, I may remove the shooting mechanic. The shooter still isn’t as involved as I’d like them to be, and still exist primarily as a subordinate to the speller. I may try having their movement more directly affect the available letters, possibly having the jump cause the stalactite above it to fall. Hopefully this will make it so that both players will have to be mindful of the shooter’s position. Even if this is not the solution, I’d like to find some way to further engage the player on the ground.

But for Friday, I am pleased with the game. It has been consistently testing well, and now it has a distinct look. And after a few hours work, a bizarre-o load image that I’m pretty pleased with:

Bounce Box Trailer

May 4th, 2012

Download the game here for iPad or iPhone: http://itunes.apple.com/us/app/bounce-box/id511751938?mt=8

Word Cave

April 28th, 2012

As my final for Code Play and Iterative Design and Research  (documented here), I am currently working on a small two player cooperative spelling game. The game is is played on two iOS devices which comunicate via OSC messages. One player takes the role of speller, who must spell words from the stalactites at the top of the screen to drop on the foes. The other player is the shooter, who runs around below Mario-style. It is the shooter’s job to not be killed and to collect the points dropped from spelling words and killing foes. As the name would imply, the shooter also has the ability to shoot stalactites causing them to drop and offer up a new letter for the shooter to work with.

Here is a video of the shooter’s screen during a play at Parsons today:

I was prompted to make the game after playing Spell Tower, Zach Gage’s fantastic spelling game. I loved how in this game, and many other word games, a single player game easily becomes multiplayer by just looking over somebody’s shoulder and shouting out words they could play. I wanted to wrap that role up and give it significance in the game. The shooter’s role is somewhat subordinate as the game depends on spelling, but they can see the letters available and being used and talk to the speller, and they have an important role as they define when the game ends as well as how many of the points earned are actually added to the score. Points that are not collected simply disappear. The speller and shooter must also work together and comunicate to time when to dorp letters and when to shoot out useless ones as well as just finding words together.

The view for the speller

I tested the game a bit at the end of this week and have been getting very positive feedback. People certainly have their issues with the game, and it definitely needs a lot of work, but these people tended to also want to play more than once. It seems to foster a good team mentality and pairs of players have become somewhat defensive about having their score dethroned. Although the game is going to be difficult to market as it currently requires both devices to be on the same network, I am looking foreword to building it out more and improving the visual interface of it.

Particle Mace Video

April 28th, 2012

A while ago I posted a game I had made for my Algorithmic Animation class called Play This Damn Game. Since then, I have continued to work on it as an iOS title that I am currently calling Particle Mace. The basic flying around and avoiding things while the background looks like a topographical map from Tron  has remained the same, but I introduced a new mechanic that really came to define the game. In this version, the player is trailed by a cluster of orange particles that act as their weapon. These particles must be whipped and spun around in order to kill the ever approaching foes. I have spent my off time over the last few months working it into a frantic, but still skill based little arcade platform. Here is a (somewhat crappy (sorry about that)) video of it being played this past week at the New School Game Club.

In the vein of Super Crate Box and of course Bit Pilot, I wanted a game that was fun, but genuinely challenging, as well as embracing of a play-until-you-can’t arcade style  where the player lasts as long as they can and shoots for a high score in a world that does not have levels or check points, just more foes and rocks until they can’t be killed or avoided anymore. A really big part of this was tweaking small values to get the game feel just right. Getting the friction, attraction and other aspects of the weapon particles just right took up a huge amount of time, and I’m not sure that it’s done. Finding a middle ground where they were springy, but not completely out of control meant trying a lot of different values to find a set that felt right. Steve Swink’s book Game Feel is a great resource for trying to nail down these tiny ephemeral qualities that result in a game feeling right or completely off.

This is also my first serious iOS project, and I quickly became familiar with the power (or relative lack thereof) of the iPhone processor. I’m used to developing on my laptop, and while I can’t be completely careless when it comes to writing efficient code, I find that I usually have the power to do what I want without worrying too much. This is not the case on the iPhone, and as a result I have had to greatly optimize. This has mostly consisted of sorting game elements in order of proximity to the player in order to not run complex calculations or draw them. They still need to move around the space of the game, but they don’t need to check for collisions with the player, the weapons or the player’s shields.

Overall, I’m very happy with the game in its current state, although it is far from done. In addition to more final level design, I want to implement a  mission system to give players particular chalenges in each run besides just going for a high score, and of course the small values still need more massaging until they feel perfect. Since this is more of a hobby project than most of my work, it may take some time to compete, but I have a feeling I will be popping this onto the app store in a month or two.

Bounce Box video taken at Parsons

April 28th, 2012

I recently had a chance to play Bounce Box at the Parsons Game Club. The video is a bit washed out, which is unfortunate, but so it goes.

The game can be purchased on iTunes for 99 cents.