Ooooh what’s all this then?

So… what’s become of Treasure Tomb?

Well, it’s another one of our unfinished projects temporarily on ice. Treasure Tomb is going to take a lot of work before we reckon it’s awesome enough to release, in the form of level design and loads more graphics. In fact I suspect there’s another six months work left in Treasure Tomb, and in the meantime, once again, we are broke 🙁

But… what’s all this?

Droid Assault Screenshot 1 Droid Assault Screenshot 2 Droid Assault Screenshot 3 Droid Assault Screenshot 4

Yes, that’s right, it’s another game we’ve been working on in the meantime! We started mid-December after realising that Treasure Tomb was just going to take us too long to complete before we became utterly skint. The rationale behind it was to create a game that used as much code from Treasure Tomb as possible so it took the absolute minimum time to write. Of course the code bit doesn’t necessarily really take nearly as much time as the graphics and sound bit but there we go. In order to keep the costs down we’ve done more silly Ultratron style graphics and got a single tileset built in layers that we can colour differently.

So… what exactly is this new game?

Well …. back in 1985 a rather brilliant game for the Commodore 64 came out called Paradroid. We all read eagerly about its imminent arrival in Zzap64! magazine, which published a diary over three months of the programmer, Andrew Braybrook. Andrew Braybrook is a really nice guy. Once upon a time when I was a wee bairn I wrote to him asking how to do raster interrupts on the 64, and he wrote back with four pages of beautifully handwritten script, including 6502 machine code (also handwritten!).

When Paradroid finally turned up we all rushed out and bought it from the shops – I think it was £8.95 on cassette. And it’s a truly awesome game!

You can play what more or less amounts to a perfect clone of Paradroid with this remake, Freedroid, which differs only in that you use the mouse to aim.

Anyway – we’ve given Paradroid the same treatment that we gave Space Invaders and Robotron. It’s been Puppified, sliced, diced, and aweseomificated beyond recogntion, and it’s going to be released on to an unsuspecting Indie gamer scene in about a month, which is just as well as that coincides with all my money running out.

The State We’re In

We’ve been talking to friends in the industry about the state of play with regards to copying, warez, torrent sites, cracking, and people’s attitudes to what most people regard as “piracy”.

I borrow books from my dad; I lend him books. I don’t feel obliged to pay for my own copy to read it. He’s in close(ish) proximity to me and knows he’ll get his book back (sometimes, haha). But that’s about as far as that book is likely to get because it is a bulky piece of physical media. Funny how the oldest bit of technology is also the most future proof in this ecosystem.

Records were the same, 40 years ago, and then tapes turned up and people could easily give recordings to each other and the RIAA whined and moaned about it and levied all sorts of crazy taxes on blank tapes and yet mysteriously record sales went up and up ever since until they got replaced by CDs. This, I think, is because there was an inherent value in a record that wasn’t present on a recording on a tape – the physical medium was quite nice, and the recordings usually didn’t sound nearly as good anyway. Then some bright spark realised you could sell prerecorded tapes and actually have the existence of the medium increase profits.

Then we get CDs and there’s a little golden era for the record companies because CDs are novel and taped recordings of them sound so inferior to digital media that tapes die off pretty fast too except for people who listen to music in cars. And then CD players for cars solved that. The RIAA is happy because CDs are actually valuable.

…And then along comes the internet and hot on its heels MP3 compression and they’re back to the tape/vinyl situation again and they start whining and moaning again in the face of increasing music sales on CD despite the amount of copying going on. Then some bright spark realises they can sell prerecorded MP3s on the internet. Does this sound familiar?

The situation is remarkably similar for computer games, in their somewhat shorter history.

First came tapes of games. We copied them (well I didn’t, coz I only knew about 2 other people with C64s in my year at school so we just borrowed each other’s games) and so they put copy protection in and that was cracked anyway. Mysteriously the games industry grows. There are lots of little casualties and the survivors consolidate.

Then came games on disk. They were copied, and then copy protection got put on them, and they got cracked and distributed via BBS to a wider audience. Mysteriously the games industry grows. There are lots of little casualties and the survivors consolidate.

Then came games on CD. They are copied, and then copy protection got put on them, and they got cracked and distributed on the internet to a worldwide audience. Mysteriously the games industry grows. There are lots of little casualties and the survivors consolidate.

Around this time though some bright spark realised you might as well distribute the games on the internet in the first place and the modern day Indie (indicus publishus developus) was conceived. Then the games got copied, so we put copy protection on them and then they got cracked and distributed on warez sites with powerful search engine mashups to aid people.

This is where we are now. There are many, many little ideas springing up all over the place to make money in the present ecosystem – which is basically the same as the record industry’s. We have all sorts of valid and working ideas:

  1. Encourage people to give full versions to friends and family (like borrowing books!) That’s the model we use, currently
  2. Ad-supported sites or software (and its derivative, websites full of Flash games that aren’t actually for sale, but with lots of ads). Yuk! But it works.
  3. Consolidate into being a publisher or affiliate retailer and stop developing games. This is probably where we’ll end up if we don’t figure out how to make more money soon.
  4. Portals. Haha. No.
  5. Client/server and various opportunities that entails (like total copy-proofing). Not necessarily multiplayer games either.
  6. Simply carrying on while the percentages make it worthwhile.
  7. Magazine distribution of full versions for specific territories (which I’m looking at in great detail!)
  8. Rant about pirates and waste time on tryign to educate them despite the fact there’s 1,000,000 times more of them than there are of you and if there’s one thing we know about economics it’s that might is right

What’s your choice?

Space Barnacle!

Space BarnacleI found a very cute game over at TIGsource today called Space Barnacle by a little known crew going by the name of Doomlaser. We at Puppygames dig the ultra-retro graphics and sound. The game’s a tad difficult (mainly because it’s a bit too fast for my ageing reflexes) but there’s just something about it I just loved.

I mean… a space barnacle. With a gun. Genius.

Guert from the TIGsource forums has done a comprehensive review of the game in his “Grinder” which makes interesting reading.

July Treasure Tomb Development Diary

27 June 2007

I have decided to keep a diary of the Treasure Tomb development for posterity, like the Alien Flux one before it somewhere on the javagaming.org forums. It might be an amusing read for you, or enlightening. Mostly though, it’s my public trail of shame. Can’t quit on this game if you have to see a daily progress, eh?

So: where are we with development for starters?

With the guts of Monster Mash ripped out and a quick package name refactor, I’ve got a basic game framework set up in Eclipse that launches and has a title screen, register screen, nag screen, hiscores screen, options screen, help screen, and credits screen. Of course all of the graphics and layouts are from Monster Mash (I just scribble over the top of the title with “TREASURE TOMB” using the Gimp) and it’s for Chaz to sort out later. But there we have it – the cradle in which a game sits.

Currently tapping M on the title screen brings us to the Map Editor. I’ve decided to do the editor completely before I do any game development, as it’s by far and away the most work involved in this project.

The map in this game is rather big. 1024×1024 tiles, to be precise, which is a lot to fit in memory at any one time when you also consider that each tile may also have an item on it (like a munchable dot, or a jewel, or monster spawner). Not only that but some of the map squares have special actions associated with them: teleports have a destination; script tiles fire off a “script”; and switches fire off a sequence of changes to the map. Furthermore, in the editor, we want to be able to turn switches on and off and see which tiles have been affected on the screen with some sort of indicator.

Were I to implement that naively and have each coordinate on the map represented by, say, some TileInfo class which contained the floor tile, item tile, any special action, and a flag, I’d need to create an array of 1,048,576 of them, and each one would take up 8 bytes overhead and 16 bytes of object data. That’s 24 megs! Not to mention the 4mb just for the array pointing at them. I don’t really fancy using half of my entire heap just to store the ingame map – not to mention the fact it’d make serialization slow and probably very bulky – so I’ve already decided to optimise this data structure.

The map now consists of two short[] arrays which point at indexed Tile instances; that’s the floor and item layers. Now it only takes 4 megs for the entire tile storage. There’s another 4 megs that points at optional ExtendedInfo instances – so mostly null. An ExtendedInfo, when present, is where I can bung everything else when necessary, like tile actions, flags, etc. So that’s more or less got map storage down to just over 8 megs, much better. And serialization will be lightning fast.

The editor is proving extremely difficult to write because I’m doing it properly – one of the most important things I’ve implemented is a multiple undo feature. This is quite tricky to implement especially when drawing one tile can affect its four neighbours (the wall tiles automatically adjust to get the edges right). But it works! Hurrah.

Also implemented is setting Teleports and destinations – just to test that part was working ok.

Tomorrow comes the much more extremely difficult design and implementation of the switch editor. Why so difficult, you ask? Well, firstly, because I want to be able to undo switch edits. And secondly because I want to be able to flip switches in the editor – both on and off. In the game, they cannot be flipped off. However, they can be flipped in any order, and the bit which recalculates walls has to be able to cope. And Undo. Gah. It’s making my brain hurt just thinking about it.

Continue reading

Treasure Tomb Development Diary!

I started a development diary over on the javagaming.org forums. Go and take a look and comment if you so please.

I would have done it here, but seeing as it’s more of interest to developers and nerds of all sorts, I thought it would reach a wider and more interested kind of audience over on JGO.

Game Programmer’s Block

Every now and again, you can be writing a game and be really enthused about it… and then suddenly your mind just goes a blank. All feelings about the game just strangely dissolve, and no matter how much you try to motivate yourself to continue writing it, you just can’t be arsed.

Unfortunately, Monster Mash has succumbed to this phenomenon. There it languishes, a year after we started it, still going nowhere. But fear not! This happened during Titan Attacks too, and what we did to get around that was write Ultratron instead. And then we went back to Titan Attacks and made it the best space invaders game ever (in our humble opinion of course).

So what has taken the place of Monster Mash? Well, the game we are now working on – and getting quite into with much enthusiasm and aplomb – is code named Treasure Tomb, and it might end up staying with that name too because I like it. It’s beginning to look a bit like this:

tempscreenie31.jpg

That’s the grassy bit. Eat flowers. Yum.

tempscreenie11.jpg

This one looks like the original Pac-Man.

tempscreenie21.jpg

This looks rather like the underground passages one might find in a volcano. Or Hell. I like Hell.

tempscreenie01.jpg

And here’s a dark and futuristic hi-tech “base” of some sort.

What’s the game all about then? Well, it was originally scribbled down on a bit of paper as the “scrolly dot munching shooter”. Imagine Pac-Man with a gun, inside a massive 100×100 screen world that scrolls, with a few treasures and powerups scattered about, and a few puzzles based on flicking switches and opening locks with keys. And there you have it. The core gameplay comes from Time Bandit for the Atari ST and Amiga, and of course we’re puppyfying it somewhat with powerups, lots of dots to eat, and lots more puzzles to solve.

Right now I’m half way through writing the map editor, which may or may not make it in to the released game. Chaz is busy turning those mockup screenies you see there into real tilesets for use in the game.

Reviewing Games on Gametunnel

You may or may not have noticed that I now review games on GameTunnel’s monthly roundup nowadays. As usual I’ve been kicking up controversy with my reviewing style and outrageous review scores (2 out of 10! He can’t be serious!)

Well, I think I ought to set the record straight on the review thing as it’s spawned numerous grumpy decisions around the internet.

Gametunnel uses a marks-out-of-ten review system for the monthly round up, which I’m not a great fan of anyway. It’s got some advantages but mostly disadvantages in my humble opinion, mostly being that very rarely does anyone ever score anything much below 5, and also that scores just aren’t consistent from one reviewer to the next or even for one month to the next.

I wanted to make the marks out of ten system work for me, and be consistently reliable so that I could look at a game and know that I’d always rate it the same. And let’s be clear here, it is my opinion, not anyone elses, so I can justifiably come up with any score I want for a game, just like everyone else does,.

So here’s the scheme I settled upon:

  • 1 point if the game installs and runs painlessly
  • 1 point if it doesn’t crash or go wrong in some way at all
  • 1 point if it’s slickly presented
  • 1 point if it’s original
  • 1 point if I think the graphics are good
  • 1 point if I think the sounds and music are good
  • 1 point if I think the overall style is good
  • 1 point if I enjoyed playing it
  • 1 point if I wanted to play it some more later on even though I didn’t have to
  • 1 point if I’d actually buy the game either for me or for someone else

Now, I’m very lenient about my ratings for graphics and sound and style. Style is a combination of graphics, sound, presentation and gameplay which is where the whole thing comes together to create a consistent and immersive experience.

The first three points a game can earn are very objective. It’s not much to ask that a game installs fine and doesn’t crash, and that it presents you with clear and concise options and menus to let you start playing.

The graphics, sounds, and style are subjective but as I say, I am very lenient and have a critical eye for what works and what doesn’t. That’s why Lexaloffle’s Chocolate Castle, with its simplistic 16-bit style unantialised 640×480 graphics gets a point but Magi didn’t: Magi has nice icons but very weak particle effects and sprites which just don’t seem to work.

Then there are the absolutely totally subjective points of whether I actually enjoyed playing the game or not, and whether I wanted to play more than I had to for the purposes of a review, and whether I felt like actually buying the game. And mostly this comes down to plain old whether I like the game, not if I think someone else might like it. That’s the whole point of it being me that’s reviewing the game instead of someone else.

But the end result is a scale that works from 1 to 10 consistently. You know what you have to do to get 10/10 from me. It won’t be very easy at all, of course, but at least it means that if a game gets 10/10 from me I don’t think it could really do any better!

Scunthorpe

The online hiscores tables in Ultratron and Titan Attacks have recently been plagued by naughty potty mouth people filling them with all sorts of profanity and unpleasantness. Well, that’s not very nice, is it? Especially as I know who’s done it as well.

A few parents have complained, rightly so, about the profanity, and so the hiscores server has been tweaked in a similar manner to the web page. It’s easy to defeat of course but it’d be nice if you just kept the bad language off the hiscores and remember that we’ve got 5yr olds playing the games too.

And no, it doesn’t cope with Scunthorpe very well.

Now More Expensive Than Ever!

Well, here’s a little announcement to the world in general.

You may or may not know that Chaz and me write Puppygames just for the love of it in our meagre spare time, and we’ve barely ever made a bean from it. In fact to date I think we haven’t actually made a profit. Impressive!

Well, this year, we’re going to go full-time at producing games and selling them, and that means quitting our day jobs and having no money to live on. Unless, of course, we actually start making some money selling games.

So all you lucky people out there who bought Titan and Ultratron at the bargain price of $9.95 – you did wisely, because as of this very moment, they’re now at the more sensible industry standard price of $19.95. Hopefully that’ll see us making a little money to live off of.

The next step is the ambitious release of no less than 3 more mini-games next year in the same style and general mould of Titan and Ultratron.

And sometime during the year we’ve got to work out a few business arrangements with our two favourite underdog portals. More news on that as it happens, but largely speaking, we’re delegating the marketing function to some other people who enjoy doing it.

Happy new year!

Puppylation

Hola, I’m Kev (sometimes seen as kevglass roaming around various forums) and I’ve been graced with posting privileges here on the illustrious PuppyBlog. You lucky lucky people!

Well, well, well. Finally Tiltilation is live and “out there”. After years of pushing out demos and free games in the Java world, I’ve decided to dip my toe into the pond of indie games. The great people here at Puppy Games have been nice enough to help me out, so a big thanks to them.

screenshots and download here

tiltilation-screen-4.jpg

In Tiltilation you guide a ball round a level to collect the tokens and get to the exit. “Thats It!?” I hear you cry. Of course not! There are a tonne of features including electric fences, pinball bouncers, teleports and of course the evil Fuggles! All topped off with the twist that instead of controlling the ball – you control the board, tilting it to cause the ball to roll about, teetering on the edges of the level. In the full version you’ve got 6 unlockable balls (ooer) and 64 levels of fun.

So what now? My first game is out there, sales are slowly rolling in. I’ve suddenly got free development time … what next? Well, I’m working on a new freeware game based around the classic board game SpaceHulk, development shots below. Let’s also not forget the Java 4K games contest is coming soon, I’ll be trying to get at least a couple of entries in this year – including one that works a bit like LocoRoco for the PSP, called Loopy Gloop (very much a work in progress).

Space Hulk WIP

Someone set us up the Ac!dbomb

Hey all, Shinji here. As you may remember, there was a preview of Ac!dbomb by Vertigo Games on that other site about a month ago. Well… they finished it. As soon as I noticed this, one download and six hours later, I started writing this review. So….

Ac!dbomb is an odd mix of the gameplay of Minesweeper and the Metal Gear Ac!d style (MGA being a card game hybrid of the famous Metal Gear Solid series for the PSP). Basically you’re a bomb technician who uses a software program to defuse bombs in real time. Using SDUs (or beams of light) you need to pick out and mark pistons from the remaining dummy tiles. In Minesweeper terms, fine the bad spaces before time runs out.

Now this is a very nifty concept, but like anything it could get old quickly. Unlike the demo, there are a variety of bombs, each with their own rules, such a temperatures to watch out for (hard), or ones that are unstable that can only be marked on the pistons (extremely hard), then ones that scramble themselves after a set period of time (stab someone in the eye frustrating).

Gameplay is fantastic, along with levels that unlock with more and more that are completed, and gradually introducing new bomb types, and the occasional boss (yes, bosses in a puzzle game). Also, the piston positions are randomized, so you can play levels over and over again and never have the same bomb twice, putting the replay value through the roof. Top that off with an editor (which you unlock after a bit) for custom levels, and challenge levels afterwards (with unlock rewards).

Controls work quite well. You use the number pad to move your SDUs around (not the arrows, make a point of using the number pad for when you have 3 SDUs) and the mouse to mark. One possible feature that could help moving the SDUs is to have them wrap around the edges (moving down at the bottom and having it bring to the top). Also, the ability to define if left or right mouse does the marking would be great, plus a marked piston can be tricky to undo, especially if under the gun.

The graphics and sound are perfect and spot on with two minor exceptions. The visuals are great, looking just like a computer program without ripping off Tron for once. Phasing backgrounds, tiles lighting up in sliding patterns, it’s all very nice. And the style is consistant throughout. The only gripe I have is with the sound. There are a myriad of music clips, all of which work great, from general gameplay to a special set for when time is running out to really put on pressure. However, when one sample ends and another picks up, the game will hiccup a minor amount. Also, the piston marking noise in the demo was far superior. That might sound trivial… but you hear that sound a lot.

Two final mentions are that there is a minigame of sorts that you can unlock with is quite good. But also, be sure to read the manual. It’s quite a gem, with some great writing – it looks and reads just like a goverment safety manual.

Little by little

Slow progress the last couple of weeks, due to mounting pressures at work. Ah well, such is the indie developer’s lot.

Tonight I finally had a few hours to do a bit of coding on the game again, and I’ve implemented robot turrets and minefields. Borrowed some graphics from Ultratron which look completely out of place, and also cobbled together some wizzy computer HUD style aiming computer type graphics for the robot turrets. They look more or less entirely awful. Chaz will hopefully spot them on Monday morning and sprinkle magic Chaz dust on them.

Robot turrets are nifty but expensive – drop a robot into a turret and you don’t have to worry about firing it any more. There’s a 1 second delay before they fire and their range is limited to the suspiciously computery number of 96 pixels.

Minefields you can just scatter about the place and the gidrahs wander into them. BAM! 10 points of damage, usually enough to finish them off instantly. Minefields work 3 times then stop. They also have a 1 second delay between explosions so the gidrahs can rush through if they’re determined.

Monster Mash Takes Shape

We’ve been working on our new game the past week or so, and Chaz has been experimenting with all sorts of various graphics. Here’s a mockup:

Mockup of the new game

The game currently actually plays, with the game starting, an initial base formation spawning in the middle, and then the gidrahs start to appear at the top of the screen and wander down looking suspiciously like they’ve escaped from Ultratron. Saucers appear here and there. And when you’ve blasted all the gidrahs to bits the shop screen appears, but you can’t buy anything yet.

Actually rather a lot of the game currently looks suspiciously like Ultratron because currently about 90% of the code is the same!

More praise for Ultratron

Gamevortex.com has reviewed Ultratron and once again they like our stuff! Which is always great.

I especially like the review format at GameVortex. No stupid percentage ratings, not even an “out of five stars” score, not even a silly gold/silver/bronze award. Just a review, and a well-written one at that. The beauty of proper reviews like this is that they make you actually read the review instead of scanning for the final score and then letting that colour your interpretation of the review before you’ve even read a word. <Edit> Actually it seems they do have a stupid percentage rating! (It got 90%). It’s just so small and irrelevant I didn’t notice it. Ah well, there goes my rant.

We are going to do some more reviews soon. Poor old TIGsource looks dead as a dodo. Trouble is it takes quite a lot of effort to do quality reviews and I’ve got precious little time…