Monthly Archives May 2012

The Indie Industry

Indie is about to explode. It’s no longer about David and Goliath, with the bedroom coder being jack of all trades and going it alone. Because now the “indie scene” is dominated by giants and ex console developers. The quality bar is just too high.

There’s exceptions which will always sing loudly like minecraft, but these are 1 in 1 million, literally what with development of games now open to anyone who can point and click. So to stack the odds in their favour, indies are now moving to teams to raise that quality and step in the ring with Mohammed Ali.

Indie is now standing toe to toe with the big boys, and this is changing the nature of the old fashioned game industry where you had to get a publisher, you had to go retail and so on. Now anyone can do it, and the competition is boundless.

This means quality for indie titles is now easily on par with AAA, it is just due to time and work restraints, indie titles have to have creative edge to survive. This means like in The Other Brothers, you need to think out of the box and create great AI, and playability to die for… and marry them with a stylistic and iconic retro style. That kind of stuff can only come from really hard working indie developers with prior experience.

‘The Other Brothers’ NOT cancelled despite rumours to the contrary…

There’s been a lot of news circulating around a blog post made by ‘dotBunny’ regarding the ‘cancellation’ of The Other Brothers; Thomas Pasieka addressed this in recent interviews which we thought we’d post here:

Thomas Pasieka: After me and Bjorn designed the game, we looked for a programmer and Matthew Davey (dotBunny) was trialled for that role but his work failed to meet our expectations and so we chose another developer (Simian Squared). (source)

The statements made by dotBunny regarding the ‘cancellation’ of The Other Brothers are untrue and we would like to clarify that dotBunny are in no way affiliated with the game,” stated Pasieka. “Please disregard any statements made by them. (source)

So that clears that up, we’re enjoying development of The Other Brothers and will have more to show you soon!

AI

A.I

Artificial Intelligence, or Acute Idiocity? There’s a lot of fun to be had making AI and it’s actually very easy for an experienced programmer like me to invent AI that is foolproof and able to dodge your every attack while ensuring it can kill you. At Simian Squared, I’ve spent many late nights devising the perfect blend of AI, and observing my pet cats… although to be honest, I think they were observing me!

But AI is an interesting subject. Make them too smart and it becomes tiring…. make it too stupid and it becomes predictable. Instead for games, the best AI is “entertaining” AI. It must always behave interesting and make you play a little bit different for each creature, it is how you make the game or break the game.

I actually felt that the most important part for the AI in The Other Brothers would be to make the AI force the player to Play Different. Play Different is a motto of mine when it comes to playability and game mechanics. I love to make the player use the same controls, but react and act differently in response to situations the game throws up.

As you can see in the above screenshot, it shows ratty, he has a red box surrounding him which allows the level designers to change his ‘Aggro Range’ – the range in which he will get extremely annoyed with you!

The yellow line indicates the patrol route. Both are adjustable, so you can have rats which patrol a very long way, or rats that can’t see very far. The designer is able to change the tint of any creature as well as change these properties. Best of all, every property in the AI is animatable…! So without the programmer being present, it’s possible for an artist or level designer to create a virtually unlimited amount of behaviour from a simple set of behaviours. I try to discourage them though. A level designer out of control is a terrifying thing for a programmer to witness!

Each creature in TOB has 3 difficulty levels the designer can pick from. There’s stupid, average and smart. This is adjusted in the code on a per-creature basis (it’s a lot of work!) but it’s worth it because you don’t want every creature to behave the same. For example stupid dogs can’t spot you creeping up behind them, but average dogs can. Smart dogs may even avoid your stomp attacks from time to time…

Controlled Random

It’s important to have a “controlled random fury” going on with the numbers. In my AI, the system is constantly fed inputs with random variation. The player might be close, but it has a little random fudge to it as the enemy might not judge if you’re perfectly close enough to have a nibble on. Likewise this is present for their movement behaviour.

Sometimes random numbers fight random numbers which are fed in as a fudge for a normal sensory input, which makes it feel like it is making decisions (it actually is) but sometimes it will not always be a good decision.

It was important to slow down how often enemies make decisions. This is known as the time it takes to change your mind. This also has a little random edge to it as well. Nothing is completely random at all, it is merely taking a cold logical true or false, and giving it shades of grey for exciting variation.

Emotion and Logic

Each creature has a boredom level as well. If you keep diddling around it will get bored of your pranks and wander back off… maybe. Don’t be surprised if a smart one pretends to lose interest and walk off…

After all what is more fun to fight: spock or the hulk? Spock would grip you or distract you (yawn) but the Hulk has random fury and will smash the place up, you could slip away or Hulk could get distracted by a cheeseburger. You just don’t know.

Above all, the AI in TOB is very much interested in giving the player a good time rather than being infallable. It’s entertaining AI, not stressful AI. And every single creature is different.

Stay Pixelated :)

-Rob

The Other Brothers Dev Diary: Empowering Artists = Great Game

Today I’m busy polishing up a small demo for the team to display next Tobsday (see above for what tobsday is) — so you’ll be getting a SNEAK PEAK at the game itself! Work is going at a tremendous pace, and don’t forget to leave your suggestions for bosses, ideas and more either over on our facebook page (link on http://www.tobgame.com) or here!

Empowering Artists = Great Game

What is all this empowering business? Well, typically in game development, artists have to create assets or design levels with huge restrictions due to the code. You’ll be stuck with 32×32 tiles (which will look boring in the end) or have limitations on how they can develop the game.

We’ve thrown all that out of the window

1. Artists can just draw whatever they want in Photoshop, at any size, and we’ll convert it to a layered animation.

2. Colliders are not linked to geometry so we can get really creative. Artists can just pull out artwork and place it down at any depth in the editor and group them. They can add a parallax script live in editor and see it happen. They can tweak any part of it at any time.

3. There’s no limitations on anything. If an artist wants a pigeon to do a little poo randomly with a 30% chance of doing one, then they ask me and I do it. I don’t moan, I don’t make a fuss, I just get off my ass and do it.

4. Effects and particle systems that are FULLY animated as well – so you can have fully animated hand-drawn wisps of smoke, and fantastic environmental effects without the headaches.

5. They can add anything they want in any part, without any restrictions. So what is the catch?

The catch

The catch is the programmer (me) is slowly going insane. It takes a tremendous amount of effort and polish in tools and level design ease-of-use, but in a way it can be seen like I am also directly contributing towards the art goal of the project. If I can free artists to just be themselves, it means that they spend more time doing what they do best, and less time worrying about a script or going crazy over restrictions. This increases the amount of art they can shift out… Which means TOB is FULL of unique artwork, just about everywhere!

But if I’m crazy about one thing, it’s your fun. We need TOB to be a massive celebration of retro gaming, with cues taken from the history of retro games. There’s a little bit of influence from everything in here – see if you can spot them. One thing this game isn’t is… a clone. Expect the unexpected!

Please offer feedback and ideas, you never know, you might be the one to influence a level or enemy. And stay peeled for an early test demo on our livestream this coming tobsday.

Soon I will be talking about the render to texture technology the game uses and why, plus some techie AI talk (that’s right, these things will be pretty smart!)

Our facebook is http://www.facebook.com/theotherbrothersgame - give us a friendly like and post some words of inspiration, we will read every comment 

http://forums.toucharcade.com/showpost.php?p=2263136&postcount=20

The Other Brothers Dev Diary: Animation (cont.)

There’s two things which will make or break animation in a retro game like The Other Brothers.

The first thing is the animation itself. It can suck, and there’s not much you can do about that. Luckily the art quality is insane, with artists who are used to triple A work sketching them out at a cracking pace!

The second thing is how gently the programmer will treat the artist’s frames and even massage them for more amazing sparkling goodness.

1. we have animation states for everything: run, idle, jump, skid, hurt, falling, attacks and more.

2. we play the intended animation – be it a one shot, or looping animation.

So what’s different?

In TOB, I have several variables which track how fast the character is moving, how hard the player is pushing the direction and so on.

So we can weave in more frames in between, and play little one off frames to blend everything together. It’s painstaking work because it takes a lot of trial and error to get the maximum out of the frames you have.

In addition to this, its really important to speed things up or slow them down in regards to animation playback. So to this end we do things like speed the animation up as the character’s velocity increases.

We also track how long the player has being doing demanding activities, so when Joe or Jim halt for a breather, you see their idle animation play faster, before slowing down as they catch their breath.

It’s all these little touches that really can make or break a retro title. You can’t just fill it with animation frames and throw more money at it. It has to be authentic.

We’ve deliberately left in an easter egg surprise for people who have played old retro games: the classic left and right thrashing of the controls will allow you to spaz out for hilarious dance scenes, if you so choose!

Next to come will be some clips and anims you haven’t seen, as there’s been too much talk and not enough glorious sneak-peaks!

Be square (it’s cool!)

- Rob

 http://forums.toucharcade.com/showpost.php?p=2260894&postcount=17

The Other Brothers Dev Diary: Facebook Winner #2!

TA’s Brad Nicholson!

Congratulations, Brad! you may be a runner up,
but you’re still the coolest retro boss ever made!

For more information about The Other Brothers,
visit our facebook page, and follow us on the usual
social media sites! We will be leaking information regularly 

The winning shot:

http://forums.toucharcade.com/showpost.php?p=2257412&postcount=15

The Other Brothers Dev Diary: Facebook Winner #1!

Facebook Competition Winner #1 announced!

A big thanks to our facebook contest winner Gary Norbraten for being such a good sport. Bjorn Hurri had a blast creating him gloriously pixelated! We have all had good laughs at the end result! He ended up being a perfect fit for The Other Brothers!

Check out the real mcoy plus others in the gallery for the competition:

Our facebook (like it!)
http://www.facebook.com/theotherbrothersgame/

Like the facebook page and tweet about us, bookmark http://tobgame.com - keep your eyes peeled for more compos and exciting news!

Soon we will announce the second winner of the facebook competition, and this dude… we think you know him! 

Stay pixelated!

http://forums.toucharcade.com/showpost.php?p=2256398&postcount=13

EDIT: Please note, competition winners ARE actually ingame bosses. Yes you have to fend off an unlimited ninja swarm from this bonus boss. The next competition bonus boss will blow your mind though… next post should be it!

The Other Brothers Dev Diary: Ladders, Water and Moving Platforms

Today I’ll talk about Ladders, Water and moving platforms. Apparently it takes some developers a long time to figure out something as simple as the humble ladder but it took an hour here.

Climbable Surfaces

However The Other Brothers ladders were designed with the following:

1. ladders can be any shape or size, and any angle.
2. ladders can rotate (anything can in my code base), and move.
3. ladders can pass through other ladders in an intricate network or ladder-soup.

But what about playability? How do you make something as boring as a climbable area, exciting?

Here’s how!

1. player should be able to jump while on the ladder, and not catch it again until almost half a second has passed. This means there’s no point spamming jump to go up ladders faster, and the player is forced to think. This also allows you proper clearance from the ladder when doing risky jumps.

2. the ladder must allow player to pass through platforms. We solve this with some clever collision states.

3. the ladder must allow us to hang from it or attach to it at will, so we can run past it and ignore it or jump through it without a worry. This is solved by checking if the player is pushing up or down when your character passes a ladder.

Water

Water is a similar system to the Climbable Area. Once the player enters, we want to change how you play.

There is no point in water being a sort of big climbable area so the only way you can swim is to tap jump. This makes a stroke upwards. You can swim normally left and right regardless. The physics are changed to make it suitably weighty.

Again, water isn’t limited to any specific shape or size, and you can even climb up a moving ladder into a pool of water (not that this makes any sense).

Moving Platforms

It’s important to get this right. We want moving, rotating, shifting and falling areas. We want it exciting, unpredictable and varied. This is solved by having a pin cushion concept. Whenever the player moves into a zone marked as platform, it becomes a child of that zone, and inherits the parent’s movements.

Zones

You may have guessed all 3 above concepts sit on something I call a Zone. A zone is a polygon mesh or mathematical shape which can define an area of importance. The work flow for this is really cool in unity, and artist friendly. We can tell them to be anything or do anything – even start up cut scene.

Cut scenes?! Yes the cat is out of the bag, there will be many full cool cut scenes to tell the story, but that is for another diary posting!

Stay pixelated!

-Rob (@SquaredApe)

http://forums.toucharcade.com/showpost.php?p=2256362&postcount=12

The Other Brothers Dev Diary: Pricing

Hi guys, we have a tentative answer for you regarding the price and availability.

1. We are aiming at the lowest price point of $.99 across most platforms, so that people just buy it once without bait and switch.

2. it will (most likely) be EPISODIC with about an hour’s worth of play for the first episode with similar times for each episode. We plan to expand the story arc and the game over time so people REALLY dig the value for money angle. We think this is the only way to make pirates really appreciate it enough to buy.

Let us know what you think of this :-)

You can also grab hold of me via the support form on our developer site, or here, or via @SquaredApe on twitter if you’re interested!

http://forums.toucharcade.com/showpost.php?p=2253375&postcount=10