Author Archive for craigtimpany

05
Feb
10

I made a random number god!

Any Nethack player will tell you that RNG doesn’t stand for Random Number Generator, it stands for Random Number God! The RNG’s divine providence influences every aspect of Nethack.

I’ve built a Random Number God of my own (ably assisted by Jeremy Lai). It procedurally generates levels for Bird Strike, PikPok’s latest iPhone game. Level generators are close to my heart, so I’m thrilled to have worked on it!

I’m inordinately proud of Bird Strike. It’s not the most high-tech project I’ve ever worked on, and not the most ambitious, but it more than makes up for it with quality. The rest of the team have put together a game that’s pure, fun and charming. I really hope the fans enjoy my contribution to it.

Here’s the iTunes link.

03
Jan
10

Orbital Billiards v0.04

I’ve been tinkering with Orbital Billiards yet again. I’ve tweaked a lot of little things in an attempt to give the UI more precision. It’s an inherently difficult game, so I want to give the player every advantage I can think of.

The changes are:

  • The prediction line now shows the extent of the cue ball, rather than just its centreline. Now it’s much easier to judge the angle of a shot that isn’t straight.
  • The globe surface is now marked with lines that indicate the direction of the nearest hole.
  • Scoring has been revamped to reward runs where several balls of the same colour are sunk. Each colour has a score multiplier which is raised by sinking balls of that colour.
  • The shot power meter has markings that indicate how many degrees around the globe the cue ball will travel before coasting to a stop.
  • The camera FOV is much narrower. This should make it easier to judge angles on the reverse side of the globe.
  • I’ve capped the fullscreen frame rate to 60FPS. This should prevent laptop owners scorching their laps!
  • When you sink a ball, you’ll see it fall to the centre of the globe. It’s cosmetic, but satisfying.
  • I’ve modelled the pockets instead of using a plain sphere with pitch black triggers attached. I’ve violated my design constraint of only using perfect spheres!

Play it on the web here.

21
Nov
09

Italian Dressing

There’s nothing called Italian Dressing in Italy. That’s no surprise, right? The French call the quarter-pounder a Royale with Cheese, and the Italians would just call their dressing, salad dressing, surely. Imagine our surprise when we couldn’t find salad dressing at the supermarket. Lots of mayonnaise, lots of other sauces, lots of dressing ingredients. No salad dressing by any name we could decipher.

It became clear after we ordered a salad at a restaurant. The waiter gave us a little cannister of olive oil and a little cannister of balsamic vinegar. Aha! It’s mixed at the table. Nobody has ready-made vinaigrette because the ingredients are common table condiments.

I wonder what a table would look like with every culture’s condiments? Salt, pepper, sugar, ketchup, mustard, BBQ sauce, soy sauce, wasabi, chilli oil, MSG shakers, Worcestershire sauce, vinegar, chutney, etc. You could serve the customers a lone raw potato and the rest would take care of itself. ;-)

 

21
Nov
09

Venice

Venice is a maze of twisty streets, all alike. As with most mazes, the walls are much less interesting than the paths. The shopping is shit: it’s either Gucci, Prada, or street vendors selling plastic bath toys. There’s very little in between. Save for the overpriced restaurants and the occaisional art gallery, there’s little reason to ever set foot indoors.

The maze consists of tiny streets and the famous canals intertwined. Venice is like a bonsai tree among cities. It’s been cramped in the same small space for so long it’s grown stunted and warped. (I’m ignoring Mestre, which we didn’t visit. It’s a suburb on the shore of the lagoon half an hour’s bus ride from old Venice. That’s where the locals eat and sleep. I hear it’s rather normal compared to the theme-park atmosphere of central Venice).

As a city, Venice is disappointing, but as a maze it’s astoundingly intricate and the finest I’ve ever explored. If I ever do a game prototype that demands a maze, I’m going to be tempted to crib from Venetian satellite imagery.

15
Nov
09

Positano

alleyPositano is the most beautiful least practical place. It’s a steep coastal cliff that’s barely suitable to cut a road into, but the refugee founders managed to build a town there, growing crops on the terraces.

Most of the town is spread along one windy hairpin laden road. If I recall correctly there are two intersections in the whole place. The rest of the buildings are hidden up steep staircased alleyways. Even the alleys have vertigo inducing million dollar views (as you can see at the side).

The linearity of the town means you don’t have to worry much about getting lost. The town is situated at a U-shaped crevice where the cliffs double back and form a kind of canyon sloping down toward the sea. It’s a strange feeling to be able to stand at the top of an outcropping and realise you don’t really need the tourist map anymore, because the opposite face of the town is spread out before you, every building visible.

I thought the likes of Queenstown was a tourist trap, but I think Positano might have it beat in that department. Restaurant prices seem to be the result of market collusion and I got the impression that hotels outnumber private homes.

We got a great deal on a 4-star hotel room and I’m still not sure how it wound up in our price range. It was a pretty swank place, but I think I might’ve been more comfortable in a well run 2-star place. Even if the room rate is cheap, they still feel entitled to try and work in exorbitant fees for every service. Poor Melody came down with bronchitis, and we wound up having to book another night at a ludicrous rate so that she could recover. Oh well, you can’t plan everything.

15
Nov
09

The Vatican

ceiling

I went to see the Pope’s house. I’m not a big fan of the guy, but I heard it was quite something, and it was.

The tour started with the Vatican art museum, which is submerged in a tide of people. It pushes you along ceaselessly at half walking speed. Even at that hasty speed, it takes 3 hours to see the permanent exhibition. Every wall and ceiling is covered by something impressive. The mosaics on the floors weren’t bad either. It’s like a treadmill of masterworks. After that, you stagger out in front of St. Peter’s Basilica dizzied by sensory overload.

Perhaps the Vatican is trying to corner the art market, or maybe they’re going for a Civilization culture victory. Bet the Italians will wish they had finished the job when Rome gets culture-flipped. ;-)

It’s a fantastically ornate monster’s lair. It’s a little sad to think that this is where all the marble missing from the ancient Roman sights went. I was certainly disappointed when I showed up at the Pantheon, and instead of it being full of awesome Hellenistic gods, it had been retrofitted as a church and was full of saints instead. Bah! Doesn’t Italy have enough churches already?

That said, I was tickled to see one basilica with coin operated machines controlling the lights for the artwork. If you want to see the sights you have to use coin operated enlightenment.

15
Nov
09

Rome

fountainMan, central Rome is thoroughly awesome. It seems like there’s something fascinating hidden in every street, be it a ruin, a huge basilica, a fountain or sweet alfresco dining. The sights we queued for weren’t as interesting as the ones we found serendipitously.

Rome is easy to get around. Most sights are within walking distance. My guidebook says the metro isn’t worth bothering with, but it’s wrong, wrong, wrong. If there’s a metro stop near where you need to go, it works extremely well. Far easier than trying to figure out how the buses work.

11
Nov
09

Back from Italy!

Freshness is Protagonist!

Freshness is Protagonist!

Soon I’ll post about how it went, but first I have to make some travel insurance claims. :-/

21
Oct
09

Radiohead model applied to World Of Goo

2D Boy, the developers of the indie classic, World of Goo, recently concluded a promotion where customers could name their own price for the game. They’ve released a ton of information about how much people paid and why they chose the price they did. There are two datasets, 57,076 units were sold in total, and 4,095 people completed an after sale survey (at the time I requested the survey data).

2D Boy are doing their fellow developers a fantastic service here. If you’re trying to price your games, you couldn’t ask for more pertinent data.

Here’s a histogram of unit sales versus price:

histogram

Here’s the same data, multiplied out to find the revenue versus price:

revenue_vs_price

Look at that peak at $5! Looks like iPhone App Store-style pricing might be here to stay.

From the survey, here are the reasons why people chose their prices:

price_reasons_overall

The segment of reformed pirates is about 10%, which is disappointingly small, considering the very high piracy rates that 2D Boy have alleged.

It’s interesting to see a significant number of people using this as an opportunity to pick up the game for a different platform, especially since if you bought it from 2D Boy back when it was first released, they gave you download links for Windows, Mac and Linux. I’m tempted to interpret this segment as people who bought it from WiiWare, disliked the imprecision of the wiimote, and bought it again for PC to play it with a mouse.

The graph gets far more interesting if you break it down by the price chosen:

price_reasons

Now, bear in mind that a large majority of the revenue came from prices $5 and over. The grid’s right-hand half is where the money was made. Notice how nearly 40% of that side chose their price because they wanted to reward 2D Boy for using this business model. If pay-what-you-want becomes the norm, it’ll no longer be a novelty, and those customers will start paying what they feel is affordable. The novelty factor could be boosting 2D Boy’s revenues by up to a third.

The survey also asks how much the game should ordinarily sell for. You get an entertaining graph if you put that against how much people actually pay:

professed_over_actual

See, this is why market research surveys are full of shit. People will tell you one thing and then act completely differently. There’s a general consensus that World of Goo is worth at least US$12, but on average people paid US$2.03 for it.

It’s said that a thing’s only worth what people will pay for it, but if you give people a bargain and a fair price, and they’ll take the bargain.

17
Oct
09

Flashbang no longer doing the portal thing

raptorsafariFlashbang have announced they’re discontinuing further Blurst games in favour of a full-fledged Off-Road Velociraptor Safari game.

Blurst hasn’t met our expectations.  More specifically, Blurst’s traffic has not increased to levels where it will pay for itself. … We are halting development of our 8-week projects and beginning longer-term development on Off-Road Velociraptor Safari.

Flashbang Studios are the guys that single-handedly brought Unity 3D out of obscurity. They created Off-Road Velociraptor Safari, which spread all over the web. For people outside the Mac sphere such as myself, it was a showcase of the technology. As far as I know Unity weren’t paying them to build games on the platform, but they should have been.

To confuse their branding situation further, Flashbang created Blurst, a site which collects all their Unity games together with the same user and highscore table system. They embarked on a plan to create a new game prototype every 2 months. It resulted in some superb stuff, and they’ve been a huge influence on what I’m doing with Mostly Tigerproof.

(Except for their plan to grow into a portal with an army of repeat visitors, of course. Pretty unlikely I could pull that off! Mine’s more of a portfolio site.)

It’s a slight disappointment to see them pick Off-Road Velociraptor Safari for full production, but totally understandable given its brand recognition. If you ask me, Blush is their best work. It’s the same basic game mechanic as Velociraptor Safari, but the camera is more helpful. It also has much greater focus: there’s only one goal, fetch eggs and feed them to a spooky glowing orb. Compare that to Velociraptor Safari: when I play that, I’m torn between dinosaur hit ‘n’ run, corpse fetching, orb collection and driving stunts. If you play only one Flashbang game, play Blush.

The trouble with Blurst was the low frequency of new games. A consistent style and level of quality is peachy, but to make it in the portal business you’ve got to have a game for every occasion a visitor wants to kill time. That means 3rd-party games. Perhaps this product-centric business model will suit them better.