Archive for the 'My Games' Category

23
Aug
11

Satellite Launch is now on Kongregate

I’ve made a fresh new version of Satellite Launch and posted it at Kongregate. You can also play it at Mostly Tigerproof.

I’ve been eyeing up Kongregate’s Unity support for a while now, though it’s not much of a business proposition at the moment. Unity games on Kongregate get 40 times fewer hits than Flash games. Still, I figure it’ll be an interesting experiment, and I’ll get to see what their ad rates are like.

I’m mindful that I’m exposing it to a gamer audience instead of a game dev audience, so I’ve made a limited attempt to polish it up, but I’ve hit my self-imposed deadline before I’m truly satisfied with it. In any case, I’ve been operating in a vacuum for too long, and it’s time to get some feedback.

Scoring Overhaul

I ran out of momentum prototyping the concept 2 years ago because I couldn’t see any interesting progression mechanics to pair up with basic challenge of trying to launch as many satellites as possible. That and there was a fairly boring dominant strategy where you can just queue up a lane of satellites in the same inclination.

In the new version, the objective is to link up pairs of ground stations. This provides an incentive to spread your satellites across different inclinations. Also, picking orbits to cover the most stations possible makes the game feel a bit more tactical.

The scoring is now a multiplication of two numbers, so linear improvements in the player’s skill grant quadratic improvements in the player’s score. This is nice because when you’ve been playing something for a while, it’s discouraging when the law of diminishing returns kicks in. I want to compensate for that by spreading out the high end of the score distribution. Yet another little thing I learned from Geometry Wars 2. That game is an education.

Other Changes

  • I fixed some problems with the input that were hampering the player’s ability to place satellites over the ground precisely. Added an orbit prediction line too.
  • UI redesign. All the crappy programmer art has been replaced with programmer art that’s somewhat less crappy. Yaay!
  • The game ends now. It used to just run indefinitely, and save your highscore when you’d achieved a new personal best. This is the part I’m least sure about. You’re allowed only 5 collisions, so there’s a bit more tension. It feels more like Jenga now. That said, if I’d made an Undo function instead of a lives system, it’d be less frustrating.

While I’ve been writing this, the game’s been played more times at Kongregate than in the last year at Mostly Tigerproof. Heh.

01
Jul
10

Flick Kick Football is #1 in the UK

Flick Kick Football is #1Some weeks ago I was the code lead working on a little soccer game for iPhone called Flick Kick Football. To my great satisfaction, it’s currently the top selling iPhone application in the UK.

Updated, 17 July 2010:

…Aaand Angry Birds is back on top again. 16 consecutive days in the top spot – we’re pretty happy with that!

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.

16
Oct
09

Orbital Billiards Revisited

I was all set to go off in a totally new prototyping direction, but for some reason my thoughts kept returning to the first Mostly Tigerproof prototype: Orbital Billiards. The prototype UI had a lot of really obvious problems, so perhaps I was hasty to consider the game concept a dead end.

I’ve made some improvements that should make it more of a game and less of a physics toy:

  • A prediction line for the cue ball’s path.
  • You can rotate the globe to view the reverse side.
  • Single player score keeping.
  • It’s properly turn-based this time, instead of letting you strike the ball any time.
  • Twice as many pockets, twice as many balls. The pockets are now arranged around the globe in a tetrahedral formation. The starting configuration has a rack of six balls placed at the centre of each tetrahedron face. I’m hoping this gives the player far more viable shots than the old set-up with pockets at the North and South poles.

Play it on the web here.

19
Sep
09

Glob Arena Revisited

Glob Arena 2

Glob Arena was the prototype I enjoyed the most. I’ve gone back to it and filled it out with 5 more enemy types. While none of them has changed the game as much as I’d hoped, the extra variety has given it more longevity.

I’m starting to explore the idea of an ecology of creatures inhabiting the arena, interacting with one another. The first revision of the game just fills and fills with obstacles. I’ve given this one some monsters that consume others and it’s helped to maintain a reasonable enemy density in the endgame.

The windows executable is here (5MB).
Play it on the web.

12
Sep
09

Jetpack Planetoids Prototype

jetpackplanetoids
One revision of the Glob Arena prototype had way too much recoil on the glob launcher. You could push yourself into high orbit with the thing. It was kind of fun, but it broke the game. I’ve taken that and turned it into a game in itself.

This prototype tests using these controls to navigate a 3D space. It’s an interesting set-up for me. I’ve always tended to prefer linear movement (i.e. hit left to move left) over angular steering in fast action games. These controls held the promise of using only 2 control axes to move in 3D (rather than the more traditional 4), yet still retaining the ability to sidestep projectiles.

The controls are reasonably effective, but playtesting this game is giving me a headache! Ceding control over the camera orientation to some dodgy heuristic doesn’t help with motion sickness. Particularly when the camera somersaults if you pass by a Lagrangian Point.

I think this a pretty good indication I should try something different. The Windows executable is here (5MB).
Play it on the web.

09
Sep
09

Satellite Launch Prototype

SatelliteLaunch

How many satellites can you keep in orbit? Click to place satellites in orbit and set them on paths that won’t collide.

This prototype is a bit of a dead-end; it’s too shallow. I’ve put it up here as a headstone to the last few days of effort trying to turn it into something more. I experimented with flinging the satellites with mouse motion, but it was inferior to what you see here. It made it really hard to set a consistent orbital velocity. I also thought about adding an opposing team of bad satellites, but it’s pretty clear that there would be epic collateral damage every time you try to deorbit one.

Still, the randomised news-flash messages are fun. Get the Windows version here (5 MB).
Play it on the web.

05
Sep
09

Glob Arena Prototype

Glob Arena

Sticky glob action returns, except this time you can rove around the globe. Globs are fired out from a player character on the surface of the sphere, and the recoil sends the player coasting in the opposite direction. This is the most conventional prototype yet, it’s recognisable as an arena shooter, even though it avoids dual-stick controls in favour of pure mouse control.

The weird physics bugs have been calmed down, so you shouldn’t be seeing any writhing compound structures. There’s still the odd force explosion of course, because my boulder spawning code isn’t very clever about where it puts things.

There’s a Windows executable here (5 MB).

03
Sep
09

Glob FPS Prototype

Glob FPSThis is the spherical billiards prototype after exposure to hazardous radiation. The mutations are:

  • The aim is to prevent balls from falling into the hole.
  • You do this by shooting sticky spheres at them.

Now you’re probably thinking there’s some kind of h-game subtext to shooting sticky globs, but I’ve got a different theme in mind.

It’s very chaotic and not calmed down by the charming bug where clusters of spheres start spinning for no apparent reason. Still haven’t tracked down the source of all this mysterious torque. In any case, it keeps it unpredictable. :-)

Get the windows executable here (5 MB).
Play it on the web.

03
Sep
09

Orbital Billiards Prototype

OrbitalBilliards

This is a little experiment with pool on the surface of a sphere. You make your shots by dragging a rubber band away from the cue ball. It’s a poor man’s pool cue; you might’ve seen the same thing in minigolf video games.

It’s quite satisfying to break and send the balls flying into low orbit, although judging cut angles is distinctly tougher than in normal pool because of the oddities of spherical geometry. I had some difficulties getting Ageia to do gravitation toward a point without screwing up static friction. As a result the balls coast to a stop much too gradually. I haven’t pursued this concept far enough to give it AI for single player.

There’s a windows executable here (5 MB).
Play it on the web.




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