DuckBall Devlog 003: Textures, Orbiting, and Throwing

DuckBall is back with new features!

New Textures for Ducks, Ball and Background: A couple weeks ago I made these textures mainly to squeeze the ducks into a more circular shape, they just needed to be re-animated which turned out to be a pretty painless process. Adding the background scenery to work was a bit more tricky, but I learned a lot about grids and layers, so it’s all for the best. Layers are definitely fun: The ducks sit behind the grass, which is pretty cool, now I just gotta decide how deep to make it.

Orbiting the Ball: While a duck holds the ball, the player can change the position of the ball relative to the duck by moving the Right Thumbstick. At first I tried to accomplish this by taking advantage of the Parent-Child relationship that attached objects (such as the ball) have. Changing a Parent object’s position will make all attached Children change position relative to the parent. So to have the attached ball “orbit” it’s parent duck, all I’d have to do is rotate the duck and the ball would follow, right?

Well it’s not so simple: My Duck Entity typically has two “Children” which are attached to it already: 1. The Texture, what you see, and 2. The Collision Circle, which is used to determine what the duck collides with (walls, floors, the ball). The Ball is attached as a third Child to the Duck, so to use the rotation method mentioned above, I’d have to rotate the entire Duck, which means the visible texture would rotate as well. I tried this, it looked dumb.

So instead, I used trigonometry to determine the position of the ball (had to look up definitions for sine and cosine, sorry Mr. Lomenzo). As I was writing this post though, I came up with another possible solution: If I add a “HeldObject” Child to the duck, and attached the ball to that as instead (making the ball a grandchild to the duck) then I could make the ball orbit the duck by rotating the HeldObject.

Entity Diagram

I’ll have to try this out, but it’s possible this could solve some problems, specifically with the next new feature.

Throwing the Ball: This feature was technically working last week, but the ThrowStrength variable I had set up was so low that the behavior was difficult to detect, and I was more concerned with getting Grabbing to work. After a couple other adjustments, Throwing is operational but still has some problems. For one thing, the speed at which the ball is thrown is not consistent, the ball is either tossed gently or launched like a rocket. I’m still not sure what causes this yet, but it may have to do with the ball changing position from one side of the duck to the other without traversing the space between. Hopefully changing how the ball orbits the duck will help solve this problem.

Keep a lookout next week for more Duckball updates!

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When Life Gives You Walking Tanks

Every gamer has a long list of reasons why they like video games. For me, one of the top reasons is access to walking tanks. These mechanically impossible beasts – with their jump jets, big guns, and pure stomping power – are perfect video game centerpieces. Pity that so many games do them badly. In fact, I’ve been looking for something to scratch the itch since, oh, as far back as MechAssault on the original Xbox. That was the last game to bring life to these lumbering, yet oddly agile, machines without getting too bogged down in fun-killing minutiae. The last such game to grab me. And now we have Explosionade from Mommy’s Best Games.

Your weapon of choice is called GrenaDOS (because hokey names are compulsory for walking tanks), and immediately, things feel right.  GranaDOS moves heavily, which is a part many mech games miss.  And it jumps, shoots and lobs grenades. All right. Portions of the environment can be destroyed. Got it. So what’s next? Everything.

Explosionade is equal parts action game and platformer, and it excels at both. As with his past games (Weapon of Choice and Shoot 1up), Nathan Fouts’ inimitable art and sound design assures that the firepower is rewardingly destructive. Once I discovered all of the subtle tricks I could do, I was able to traverse the environment with a grace and speed that rivals platforming classics. Hover. Shield. Shield bounce. And unleash the Grenade Cascade. You’ll want to do this all day.

But that’s where there’s a little missed opportunity. It’s not that Explosionade is a short game – this is the kind of drink you can enjoy again and again - it’s just a little… finite. If you get into it as much as I did, you’ll eventually hit your head on the score ceiling. That is, if you play the whole game, kill and collect everything, and you don’t die, that’s a score of around 700k. There is a time-bonus structure, but it doesn’t move the needle as much as the coveted “all-kill” bonuses.  Time will tell if these time-bonuses leave the window open enough for high-level play.

That’s a minor gripe for a game with so much going for it. Here is some mint garnish, as it were: Two player co-op. Online leaderboards. Customizable game speed, difficulty, and button settings (protip: the default setup is pretty much correct). Awards (because, alas, indie games can’t have achievements). They even mixed in some humor through a ‘why-the-hell-not’ storyline.

A lot of column-inches, both here and elsewhere, have been devoted to calling Explosionade a ‘fund-raiser-game’ that will bankroll Mommy’s Best Games’ next major effort, Grapple Buggy. That sells it short. This game can stand proudly with without proviso, and it is busting at the seams with great concepts that cannot be contained by its mere forty levels. Any fan of 2D-anything should not hesitate to feed their dollar into the Xbox Live Indie Game Marketplace for this tasty beverage.

Postscript: Mr. Fouts, can I has more levelz? Same engine, forty more levels – a simple sequel. I wouldn’t call it cashing in… the concept just has that much juice left over. It’s worth iterating, and if it will help fund Grapple Buggy, all the better. By the way, this thing screams for a level editor. I know those can be tricky to debug, so save it for Explosionade 3. Which I’ll also buy. The Explosionade Triade. Maybe I’m just giddy over having a new favorite walking tank, but Mechassault was 2002, and I don’t want to wait another eight years.

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Gamer: Dig Deep, Episode 6

Hypership Out of Control is another item I’m pulling up from the unofficial Game Grump Summer Hiatus period. A few months ago on the playtest forums of XBLIG, I was fortunate enough to get to see Hypership in early development. I had already bought Fun Infused’s previous releases (Nasty and Abduction Action), and was glad I could get a look at to their latest game as it came together. Hypership is good arcade-y fun and well-polished, keep an eye out for a fourth game down the line because their titles are on an upward trend of awesome.

You may have heard that Explosionade was delayed for a few days because the online marketplace at XBLIG was being temperamental. Every game comes up on the New Releases queue when it’s released, and the time it spends there will likely be when it gets the most initial downloads, thereby affecting its potential to reach the Top Downloads queue. If Top Downloads (and the rest of the queues) aren’t updated often enough, the release of a game that took months to develop can fall off the radar after a week through no fault of its own. I can’t say this happened to Hypership Out of Control, since it was released in September, I just know it’s a good game that isn’t on any queue now.

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DuckBall Devlog 002: Diving and Grabbing

DuckBall development continues, with all-new features! Dive your mighty Duck by pressing Y! Grab the Ball my holding Right Bumper!

Exciting I know. Actually, both of these are features that already existed in a much older version of DuckBall, but had to be entirely re-coded when I moved my project over to FlatRedBall’s Glue. Glue is a handy piece of software that comes with the FlatRedBall Devkit that helps you create clean, tidy, organized code, something I definitely need since I haven’t written my own software before. It was worth it to move the whole project over, but as a result some functionality was lost. Diving was easy to re-implement, but Grabbing was a lot trickier since it’s attaching and detaching multiple possible objects under specific circumstances (the Duck has to be grabbing, the ball can’t be held by another Duck, etc).

Throwing the Ball was supposed to be working by now, but it’s sitting this one out, maybe next week. I just got Grabbing working this afternoon, and you can see around :30 and :37 that the ball stops in mid-air when it shouldn’t, so it still needs some work. (The reason it’s doing that is because after being knocked away the ball still has a connection to the duck that was holding it). Something else on the to-do list is putting the new textures I’ve been working on into the game, I’m getting tired of looking at those naked rectangles.

In related news, about a week ago my laptop went on the fritz and I was worried all development would halt. Fortunately, it falls into a specific category and repairs were acquired, gratis. Before I took it into the shop for an overhaul, I made sure to not only back up my files, but also finally install a Version Control System so I could have backups of different versions of my project.

After a fair amount of research (i.e. learning what a VCS even is, the difference between centralized and distributed, and listening to Linus Torvalds berate CVS for over an hour) I settled on using Tortoisehg, which is Mercurial with a GUI. My reasoning: 1. It’s free, 2. It’s easy. 3. Even Linus Torvalds says it’s good.

This was a good idea not only because my laptop was about to go under the knife, but also because when I got it back the very first thing I did was corrupt my project.

REVERT!

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Eastern European Jank

What? Were we supposed to name this podcast after Halo Reach? MAtt certainly talks about it enough. He, Dan and Craig also get into other games, their take on the Minecraft phenomenon, and the video game case that’s headed to the Supreme Court.

Podcast 26
Hosts: MAtt Dujnic, Dan Dujnic
Guests: Craig G.
Subscribe: [iTunes] or [RSS]
Download: [MP3]

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Ha Ha Halo: Reach is a Stitch

Halo: Reach is a landmark in the burgeoning humor game genre.  Not only that, it is more enduringly funny than a lot of the games we usually consider humorous.  Now, before you rush down to the comments section to fire back with your favorite Tim Schafer game, hear me out.  Yes, the story of Reach is a downer; it’s a war tale where everybody dies.  There isn’t much comedy writing in the game, which is how we traditionally measure this genre. What there is, instead, is comedy gaming, which is what the true measure of the genre should be.

Reach is a first person shooter.  You kill things.  And when you’re not killing, you’re reloading.  Killing is grim business, but in Reach, there is a careful concoction of what you kill, how you kill, and how things die that ultimately generates real, honest amusement.

Singing in Harmony (credit: skeozz on XBL)

So how does Reach do it? Actually, let’s start with what it doesn’t do.  It doesn’t do dismemberment or decapitation.  It doesn’t do torture.  And it never, ever has you firing on civilians – or even human military.   You get your kicks by taking out evil space aliens who are bent on humanity’s destruction, all of whom are ugly and threatening but not above looking a little dopey from time to time (the panicky Grunts are clearly there as premeditated comic relief).  And Reach doesn’t even do red blood – aliens bleed in clean splotches of purple, green, blue, or orange.  When you get into multiplayer (player versus player) you’ll see red, but even then, everyone is encased in head-to-foot body armor.  Everyone resembles a robot, and the most spectacular death looks no worse than a tossed action figure.  There’s no grim killing here – it’s okay to smile.

Second of all, Reach is really fun to play.  It should go without saying that all games are fun, but an all-too-common stumbling block of the “humor game” is lackluster gameplay.  Tim Schafer, you are a funny guy, but the actual game parts of titles like Psychonauts and Brutal Legend can be frustrating and boring.  If you are being frustrated, you’re less likely to laugh and that makes a funny game less successful.   If you’re having fun, you’re more likely to laugh.

So what kind of amusement can we expect from Reach?  Answer: impeccably timed slapstick.  Tex Avery, Three Stooges kinds of stuff, with a dash of America’s Funniest Home Videos. Things like tagging a guy in the junk with a sticky grenade and seeing the explosion pinball him off the wall. Using a rocket launcher to flip an opposing jeep off a cliff, only to have the whole flaming wreck tumble down and flatten you.  Even the quiet moments can bring a smile, like watching my body ragdoll over a railing while the smug bastard who just shot me mistakenly sidesteps into oblivion.  We both cartwheel gracefully into the ocean and I can’t stop giggling.

Me, Falling

That's me in the foreground. In the background... karma.

What’s so significant about Reach’s humor is that laughs are generated organically.  That means it’s a bottomless well of comedy.  It doesn’t have pre-written jokes to run out of – it’s all emergent behavior (sort of like, um, humor in real life).  Sure, it’s largely one type of humor, but slapstick is primal and it doesn’t get old.

Of course, my description of the comedy probably didn’t seem very funny, because with visual comedy, you sort of had to be there.  Bungie, the developers of Reach, knew this.  To solve that problem, they built a robust Theater mode that allows you to re-watch matches, record highlight reels, and snap virtual photographs (this is where all of the pictures in this article came from).  YouTube is filled with this stuff.  The Bungie developers recently put up their own blooper reel, and I inserted it below.  It’s a little slow to start, but pretty soon they get into some nice vehicle mayhem (they also, helpfully, play things back a couple of times from different angles). You don’t have to be there – they’ve recorded it for you.

At this point, a lot of people comfortable with the “standard definition” of humor games might say, “but none of that stuff counts! That’s just shit-happens, all games have that!”  First of all, no, all games do not have that, and no game has it at the level of Reach.  Secondly, it does count.  Thirdly, it counts much more than cleverly-written cutscenes, jokey gadgets, or pre-built environmental gags.  Comedy writing is hard, but comedy writing in game cutscenes is no more difficult than writing a comedy screenplay, because  non-interactive situations allow complete authorial control.  If you make me laugh during the intro, but can’t make the play funny, you’ve come barely halfway.

Is Reach funny all of the time?  No, especially not in serious competition, or at the serious difficulty levels. But if you choose to be serious… well, there you go.  But what ships in the box, standard-issue, is a comedy goldmine.

And yet.

It is not the pinnacle.  This isn’t the holy grail of comedy games.  But it does shine the light, point the way.  As funny as surprising moments in gameplay are, the background story of Reach is still that downer of a war story.  So, imagine combining the gameplay wit of Reach with, say, the written wit of Tim Schafer.  Hilarious cutscenes, hilarious gameplay – in one.  It would raise the standard for comedy games forever, and it’s something I can’t wait to see.  Until then, watch your step.

Credit to cactipuss on XBL.


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Preview: Explosionade Coming to XBLIG

[UPDATE: Explosionade has been delayed a little longer, for reasons Nathan explains in his devlog. But it looks like he decided that the Top Downloads section was working properly, because Explosionade is now in Review. Look for it on Thursday. -Dan 10/5/10]

In case you hadn’t heard, the latest release from Mommy’s Best Games, Explosionade, is coming to Xbox Live Arcade October 4th, that is to say: Monday!

Explosionade is another title straight from the noggin of Nathan Fouts, who brought you such awesome indie titles as Weapon of Choice and Shoot 1Up. You can count on there being delicious hand-drawn graphics, tons of shooting action, and fun fun fun. Like Shoot 1Up, it will be only a dollar, and since MBG’s Xbox Live Arcade title Grapple Buggy is still on hold, it’s time to go out and support, dammit!

For some reason (likely suspects), I missed the XBLIG playtest and review boards when Explosionade was passing through, otherwise I might have more to tell you. Previous games from Mommy’s Best have had great hooks: Weapon of Choice had a multitude characters to play as who all had specialty weapons, Shoot 1Up let you control up to 30 ships at a time, Grapple Buggy will have both Grappling and a Buggy.

Who knows what treasures await us in this release? You’ll have to look to MAtt to tell you – he’ll be reviewing it next week. You could get it for yourself too, in fact you should, your support will ensure that Grapple Buggy will actually come out one day.

Explosionade screenshots:

Apparently at the beginning of the game you steal this. You rebel you!

I want to know what the glowing dome in the corner is.

Eyeballs!

More twisted, tentacled, pus-dripping monsters. Good times.

Word.

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DuckBall: XBL Indie Game Development

A couple years ago I participated in the Global Game Jam to see if I had any interest in game development. Turns out I did, I was surprised that I was able to contribute in so many ways. I figured I would just help out in testing and the like, but I ended up creating graphics, music, sound effects and design elements. We made a platformer in which you are a Q-tip running from a fat guy with huge ears, with horrifying animations to match (not bad for 48 hours). If you are interested in game development, I highly recommend attending a game jam.

Unfortunately, prior employment in a tanking economy led me to not really venture far into the field. Now, I have a bit more time on my hands, and in the past few months (i.e. the ones in which Game Grump has not been updated much) I’ve been developing a game for Xbox Live Indie Games. After creating video reviews for a few indie games from the XBLIG community I decided to get a paying membership so I could playtest games before they came out. I’m not sure when, but at some point I was aware of enough of the tools and best practices involved that it occurred to me: “I could probably make one of these”.

So I am. Some research on game engines led me to FlatRedBall, which is an excellent engine that provides lots of tools for things like objects, collision, and some basic physics. Not only that, it also has loads of documentation. I’ve been animating sprites, writing C#, designing fun, and learning a shit-ton of stuff I didn’t know. This whole thing is a learning process, and what DuckBall becomes will probably reflect that. Who knows how fast it will progress (I should probably knock out a “schedule”), but the plan is to have something fun that is deliverable to the Xbox Live Indie Games marketplace.

So behold! DuckBall: Press A to Flap, Press B to Quack.

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LIVE!

I tried, I tried.  I tried to concoct a more clever headline.  I tossed around wordplay with the number 5, because this is our fifth major iteration of Game Grump.  I also tried punning off of “WordPress,” because that’s what’s powering this freight train of game-related content.  Eventually, I recalled the conversation Dan and I had over the re-launch itself – we did lots of spitballing about how to do the launch, and in the end, the answer was, “just put it live.”

And so we are live, and it feels great.  Not only is there a fresh podcast and a truly epic Grumphack video (just scroll down to see both), but we are free of the shackles of our aged, decrepit, awful content management system.  Gah, that thing was a nuisance (and I can bag on it, because I’d built it).

All of the old content is here.  Categorized, searchable, fast, easy to read.  Type anything into the search bar.  I bet you didn’t even know we had half of this stuff.  A rumination on Intellivision’s Frog Bog?  It’s in there.  Video of Dan buying (and nearly eating) a PS2? That too.  It’s even easy to find our first post, which turns out to be an opinion piece on Jeff Gerstmann. And the commenting system works great (because it’s WordPress) so write some feedback.

Thanks to all of you, Dear Readers – you made this relaunch worth the effort.  We are now freer than ever to deliver more of what we do best.  And no thanks to Halo Reach, without which this relaunch would have happened a lot sooner.

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Grumphack Episode 13: Endgame

So I finally beat Nethack.

After an embarrassing number of hours of play, I broke through Dungeons of Doom, passed the Valley of the Dead, and delved into Gehennom to retrieve the Amulet of Yendor from Moloch’s Sanctum (about 45 levels down). This episode of Grumphack picks up after I have brought the Amulet back up to Level 1 in order to traverse the Endgame to the Astral Plane where I can offer it on an altar (i.e. win).

To put it in Cliff Yablonski terms:
Finding the Amulet of Yendor = “Getting the power up”
Offering the Amulet on the Astral Plane = “Winning the Game”

The video exaggerates how it really went down, but only just. Since it was my first (possibly last) ascension, I made tons of dumbass moves, and I did my best to preserve them all for your entertainment. I don’t know why I attacked that Archon, possibly because I assumed I wouldn’t see another again.

Sometime soon I’ll post the original screen-captured footage of my ascension sped up to about 300%, if you’re into that kind of thing.

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