I’m taking on a side-project from my side-project this weekend in celebration of the Global Game Jam.  They’re a bit related, though!

The Diversifiers of Inspiration

GGJ does its best to help spice things up a bit by posting not only a theme, but also “diversifiers.” Diversifiers can be thought of as challenges or achievements to strive for you in your game development, and are usually a diversion from “standard” gameplay mechanics.  I particularly like them as they spark my imagination.

The list of diversifiers this year was full of inspiring angles on gameplay (even if they are a bit technically heavy this time around). The ones that jumped out at me were numbers 3 and 4:

3. Asymmetry
(Every player is different)
The game requires more than one player, but each player has entirely different goals and rules.

4. Collaborative Casual/Hardcore
(Two players: one casual, one hardcore)
Collaborative play for two, but one player has more to do than the other (or the difficulty level is different between them).

I’ve been on a recent co-op kick;  the barren wasteland of co-operative video games drove me to board gaming, where I’ve been having a lot of fun. I’m often pining for titles I can play at my computer – and with my girlfriend, who has significantly different tastes in games.

This particular mixture of asymmetry, differing skill levels, and my own personal desire for co-op play, seemed to open up several doors in my imagination. Maybe I could fill this void! Llamas to Space was born!

Setting Up

I’ve been developing for mobile devices for the last week, but a lot of my time spent has been learning the ropes. I feel like I know enough now to make something much faster than before, if I build on what I learned. I decided right from the start that Llamas to Space would be:

  • iPad only
  • Co-operative, 2 player
  • Simultaneous gameplay
  • With two very different games for each player
  • … but the two games have intermixed mechanics; one players performance can effect the other player.

I hope that mix will make engaging gameplay, encourage discussion between players, and be a fun game that can be shared across diverse gameplay preferences.

I also settled on a bit of a backstory and plot to help guide the style and development. I’ll save that for later. :)

I slapped together a few placeholder pieces of art, and set out to do what I do with all my jam games: learn something new.

Work so far

The first thing I needed to tackle was handling simultaneous touch inputs for two different players. This is something I’ve never done before, wasn’t sure was possible using AS3/AIR, and I definitely had no way of emulating it on my PC dev environment.

After some scouring of the internet I figured out how the touch event listeners worked, I got my first tech-test app built surprisingly fast!  Took me about 30 minutes to have the basic arena setup with two player inputs being tracked seperately.

I actually spent much more time figuring out how to work around the PC emulation problem. I can’t develop very quickly if I have to push a build to my iPad every time I compile. I didn’t find a good solution so I just hacked another layer of mouse event listeners on top of everything else. It’s messy, but that’s what gamejams are for: messy code!

All in all, I only put in 3 hours of work today (we had a late start and some technical issues at the GGJ venue). But I manged to pull off this:

Glorious programmer-art! The brown line is the divider that cuts through the middle of the iPad screen; one player plays on the bottom (cropped in this photo), the other player plays on the top.

What I’m demonstrating here is a basic “castle defence” style of gameplay; badguys stream in, and you have to repel them by hitting them with lobbed mortars (missle-command style, I suppose). I’ve got a lot of ideas for making this a difficult, unique action-gameplay experience. For now, I’m happy to say that player 1 actually has something to do, with actual win/lose conditions!

I’m also excited to have implemented what is, essentially, mini-blitting for the first time. The backdrop gets “stamped” with death and crater images; they aren’t unique gameplay objects, and they don’t fade with time. I’m guessing the battlefield will be pretty piled up at the end!

I haven’t worked on player 2′s game yet so I’ll save that for another post. :)

Hope everyone else is having fun at GGJ this weekend!

 

(Check out the first 4 days here)

It’s Thursday! Party time!

In these devlogs I’m trying to avoid describing the core mechanic of the game; I’m not absolutely certain it’s final and I’m still experimenting. So if things seem a bit vague: don’t worry! It’s intentional.

I didn’t get a whole lot done today. Probably only put in about 2 hours of work, but that’s allright. The big changes for today? A brand new game mode, and some tweaks to the scoring and gameplay start/end. Most exciting though: solidified an artistic relationship!

Artistic design in games

I want to stress here that I put a huge amount of value in artistic direction, and significantly less value in actual artistic execution. Not to be unfair to the more artistically minded, but to be frank: a simple artist is a dime-a-dozen. I get emails from talented folk on a monthly basis; all they need to work is a specific direction, and plenty of hand holding.

For example, you might ask for an image of a penguin. The artists in question might say “sure! but… How big should the beak be? Should the eyes be big or small? What palette do you want to use?”… The level of hand-holding here is very aggravating. It’s like the easiest way to communicate is to just mock-up all the art assets myself and just have them draw over it, but better.

And that’s exactly what I don’t want. Sure, I have preferences and intended artistic themes for my games. But I also have enough experience to know I don’t know what’s best, and I should just shut the hell up and leave it to the pros. This is one of the reasons that I fawn over amazing designers like Greg Wohlwend and Dan Cook so much:  They can completely design – from the ground up – a projects entire image, and execute on it  with amazing talent and precision. I wish I knew appropriate artistic lingo to drool over them professionally.

Another name to add to that list is Sven Bergström - an indie developer with a lot of passion from South Africa. I’d say he’s a newcomer, a rising star on the horizon – but really he’s just new to my personal network; he’s been making games for longer than I have, and knows a lot more about – oh, let’s say mobile development, than I do. I wish I knew he existed sooner! He’s the one that helped revamp the visual design on my personal blog here a few months ago, and he’s super talented in all that he does. I’m excited to have him on board!

Sven just started working on this mysteriously-titled “Word Game” yesterday, and I asked if he could put together an image to share with you.

Check that out! Character design for the game. This is the first stage of evolution for our lead character! I love reading about this kind of stuff. I learned things today about character design!

Two types of player

When I take a look at most word games, there seems to be two camps.

On one side is the person that likes to find long words. These are the people that like Boggle, or a lazy Sunday spent staring at a Scrabble board. In the mobile space, you pretty much just look at the games that have no time limits or external pressures. The goal is to be your best. I like to put SpellTower in this category.

On the other side is the person that likes action, and would be just as happy dazzling you with an array of 3-letter-words. These types of players tend to play the faster-paced, more hectic games. Games like PuzzleJuice, or tournament Speed Scrabble. Sure, there’s bonuses in it if you have long words, but the score to be gained by just going fast is the prime target here.

I like both styles of play, and I’ve been trying to work them into a single game mode. This has been failing! Balancing long words versus big “combo multipliers” is very tricky indeed. I fought my urges to unite these two camps and instead built a second mode into the game.

Now, without changing any mechanics (just the scoring algorithm), I have two different game modes: one that rewards long words, and one that rewards lots of small words in rapid succession.

The jarring end

One thing that is a common occurance in word games is that brick-wall ending. Maybe you have a word half-spelled, maybe you are massaging your temples as your brain cascades through all the potential letter combinations. Then BAM! The game suddenly ends, your tiles disappear, and you are left holding nothing.

I think this ending is hugely anti-climatic and I really dislike it. I reworked the game to instead allow you one more super-move after the timer expires. Sure, you can sit there for as long as you want and hunt down the best possible word – but in Speed mode, your combo multiplier soon runs out and you’ll not gain much for it. In LongWord mode, it’s the final cherry on top of your sundae.

I’m playtesting this new feature now; I hope some variant of it will stay make it into the final game.

On a smaller, but similar note: the big mean ol’ nasty countdown clock doesn’t start ticking until you’ve actually made your first word. Terrain in this game changes a lot in just a few seconds, so being able to plan out your first move isn’t a huge advantage.

Other odds & ends

I got TestFlight setup so I can start an actual iOS closed-beta program for the game, and get some feedback before launch. I also made my first iPhone build (so far it’s been iPad only) and I was very pleased to see that the game was simulating nicely without any modifications at all. I’ll have to actually see it on-device before I declare it a success, though.

There’s a few mobile-specific features in the game now too; things I consider housekeeping: rotation locks, proper (mockup) icons and loading images, pivot behaviour hooks, specific code for android “back” button mis-presses, and customary stuff like remembering to pause the countdown timer if you swap out of the game (and reducing the game to 1FPS in the background, so it doesn’t suck up your battery). Whenever folks talk about mobile development having a lot more “gotchas,” this kind of work makes it seem very true. However, I did all of these tweaks in about 30 minutes of code. The only trouble they’ll give anyone is if they simply forget about them before launch!

I think the most notable thing about today is that I spent way more time playtesting than I did coding. I think that’s a very good sign.

 

Hey everyone! I haven’t spoken a lot about game dev recently, but I started doing a side project and thought it would be good devlog material.

The Inspiration

Last Saturday (January 21st) I topped off my evening by rocking all the high score tables in the new word game, PuzzleJuice. I really love that game, and as I drifted off to sleep that night I started thinking about how easy it would be to make a word game of my own.

(EDIT: My girlfriend informs me that I had the idea a week before PuzzleJuice, but my brain has re-written history and I don’t believe her.)

I mean, how hard can it be? Get a little dictionary of words, spell some things out… Should be no problem, right? I decided to find out. Laying there in bed, I wasn’t heart-set on releasing a commercial product; I just wanted to see if I could make something up quick.

Day One: Sunday

I spent my morning coming up with a theme. I wanted something casual and cute; my girlfriend suggested penguins as a central theme, so penguins it was! I thought up a quick and easy central mechanic (a variation on a Boggle-like interface) and started prototyping what was initally dubbed “Word Fishing.”

I spent a lot of time toying around with different UI design elements, and fleshing out the codebase for what was to come (game-jam style, not proper-engineering style). I only put in 3 or 4 hours this day, but it was good start. Most of all, I got a bunch of research done on what lay ahead of me.

Day Two: Monday

On Monday I setup my first dictionary-lookup chunk of code – an older, out-of-date word database with an OK search algorithm. The best part was that it was mostly cut-n-paste from some fellow devs – it pays to network!

I then moved on to actually implementing the gameplay. I got some temporary art in place, implemented a simple mouse click-to-select interface, and was able to actually play what I had envisioned less than 24 hours before. Hooray! Prototype #1: Complete.

As I was playing the game into the evening, I was surprised at how fun it was. I mean, I love Boggle to start with – but this new twist on mechanics seemed to be playing out really well. There was no timer implemented yet, so it felt somewhat freeform… That would go on the to-do list.

It was around this point I decided to make this a proper commercial application!

Knowing a word game would work much better as a mobile application, I started eyeballing my 2-year-old Nexus One (Android phone). I’ve never made a mobile application before… could I do it?

Monday night was spent downloading Android development interfaces, debugging tools, and drivers of various sorts – the whole time being hand-held by the wonderful FlashDevelop documentation. That’s right, I just pressed “New Project > Mobile App” and my folders came pre-stocked with all the batch files and automated certificate generation routines I could ever want.

I got the app working fine in the Android simulator on my desktop, but I couldn’t manage to get it over to my phone… Very frustrating. But still, I put in about 6 hours of work this day, and I’m starting to get really stoked.

Day Three: Tuesday

The first thing I did on Tuesday morning was fix my deliver-to-phone problems. Turns out it was really stupidly simple: the USB port at the front of my computer wouldn’t maintain a debug connection to my drivers. Everything else worked fine, but moving it to the back panel solved all my problems. Sometimes computers are really really frustrating!!

I was avoiding implementing a touch-friendly draw-to-spell interface (it just felt like grunt work!) but I managed to pull it off with just an hour of work. I patched all the memory leaks, converted all my graphics to cached bitmaps, switched my phone to GPU-rendering, and generally worked on mobile optimizations. For my first stab at doing all of this, it was much, much easier than I expected.

In the evening I implemented some visual pizazz – particle effects, simulated gravity for falling blocks (instead of prototype-instant-teleportation), and other things that just give the game a bit more “crunch.” It was around this time I started looking for a proper artist to dress the game up for me.

I topped the night off by updating the dictionary words to the official, tournament Scrabble word list (the tournament version includes naughty words, unlike the home version).

In total, the day was probably 7 or 8 hours of work, and the Android app was running really nicely on my older Nexus One. My thinking was, if I can get the game performing really well on that old equipment – I wouldn’t have to worry about further optimizing for newer equipment.

Day Four: Wednesday

After not getting enough sleep, I spent Wednesday morning trying to cut down on the CPU overhead. One of my best optimizations was rewriting the dictionary search routine – now implementing a Binary Search Algorithm. I also implemented “live spellcheck” (it detects proper words while you are spelling, instead of waiting to search after you’re done), which changed the game a surprising amount.

More mobile optimizations in the afternoon – in this case, the simple act of deliberately manipulating the frame rate to very low numbers when there’s no action. Other than saving CPU time, this also has the benefit of not bleeding your mobile battery dry. No reason to render the motionless Main Menu at 60 FPS!

In the evening, I finally bit the bullet: I signed up for the $99 Apple Developer account, installed iTunes, and created some certificates. With only 2 hours of work, I had my first-ever iPad app running on my device!

Of course, transitioning my app from the smaller-screened Nexus One to the larger-screened iPad2 unveiled a bunch of scaling errors I made in my code. I spent the bulk of the evening fixing up all of my dynamic-screen-size handling classes and trying to make things pretty.

And that brings us up to date. It’s Wednesday night as I write this! I’ve put in about 6 hours of work today and the game could be launched in the app-store right now, if I wanted to shoot myself in the foot marketing-wise.

Coming Up

Now that I’ve got the last few days out of the way, I’ll try to update my blog once-per-day with more details on what’s going on.

I think it’s really exciting that I was able to take my AS3 coding skills and a free IDE (FlashDevelop) – and use them to generate a market-worthy Android and iOS application in just 4 days of part-time work.

 

Global Game Jam is coming up, and that reminded me: I still haven’t talked about my last jam game! I made a video here (the first 3 minutes is talking about game jams in general, the rest is about the game):

So the last half of the video there, I start summarizing the new things I’ve learned with Project Corona. Here’s a list:

  • First time to not over-think pre-game organization
  • First time drawing exhaust trail things
  • First time rolling own mini-physics engine
  • First time implementing inverse kinematics
  • First time making fast-paced action game
  • First time making an action game with no “badguys”
  • First time making a monochrome game
  • First time making all audio myself (except midi source) (and it being decent)
  • First time making all art myself (and having it look good)
  • Based on a true story – educational game I guess
  • First time implementing deep parallax

Anyway, if you want to check it out, here’s a link to the last build I made. It’s meant to run 800×600 or so, so if your browser window is huge you might have to resize to get the right performance out of it.

Some tips while playing:

  • The point is for you to grab the film cannisters from the sky and return them (gently!) to the airbase.
  • Your maximum velocity goes up with your score.
  • The “end game” (at least for me) is discovering the moon. Can you make it there?

I’ve pretty much abandoned the project at this point, but I still go and play it once and a while. Let me know what you think!

 

I first heard of the iOS Game Puzzlejuice via Greg Wohlwend’s blog post on the subject just a few weeks ago. I’m always a fan of the work Greg does (he is the art behind this game, and some of my old games too), and I was looking forward to playing.

Title Image for PuzzleJuice

I was expecting good things from this game. What I got was a face-full of unexpected awesome from indie developer Asher Vollmer.

But first: What is it?

The recipe looks a bit like this:

  • Start with 2 parts Tetris
  • Mix in 2 parts Boggle
  • Stir in 1 part Bejewelled
After some solid gameplay balancing, throw in a dash of powerups, challenges, and package it all up in a wonderful UI.
PuzzleJuice Screenshot

Instead of your Tetris-like rows disappearing when you clear them, they instead turn into letters – that you must make words with to clear from the screen, in a similar fashion to the iOS game Wurdle.

The gameplay is balanced beautifully. I have just enough time - and not a second more - to ignore the falling blocks and spell a few words, before I must switch back. I find myself constantly juggling between Tetris skill-set and my Boggle skill-set… But my Tetris skills are old and rusty, and my Boggle skills are not accustomed to this speed of processing and level of perpetual distraction.

If I was a particularly good player, I might even start paying attention to what colors my falling blocks are – as the match-3 component appears to be pivotal to keeping my score multipliers alive.

It’s about managing priorities.

Any other match-3 or falling-block games get increasingly stressful and difficult as you begin to lose at the game and screen real-estate disappears. Not so with PuzzleJuice. Being close to failure on the falling-block game probably means you have an entire screen full of letters to string words together with. The longer your words, the bigger their “explosive block-clearing radius”, thus dramatically decreasing the height of your stack.

From where I’m standing, the idea behind Puzzlejuice is to give you three things to think about, which ends up being one too many. – Greg Wohlwend

It’s all about managing priorities. I’ll admit I’m fairly terrible at it now, but I’ll bet in 4 months I’ll be astounding myself with the leap in mental processing I’ve made.

The execution is awesome.

PuzzleJuice isn’t just a well-designed, incredibly-balanced game, though. It’s polished in just about every way. Sure, it has a minor technical glitch or two, but I am playing a pre-release version still in development. Even then, there are some really nice chromed bits – it even has one of those “under-the-finger” pop-up windows that is so useful on touch devices, and yet so conspicuously absent in actual availability.

In pursuit of enjoyable scaling difficulty: you are now guaranteed to have a vowel next to a consonant (and vice versa) early game. – Asher Vollmer

The menus are slick and fast, the design easily leads the eye to where it needs to be, the interface is clean, and the whole ordeal is just incredibly polished. From the font selection, the tone of voice and language used (more on that soon), the pacing, the tutorial, the awesome tunes by Jimmy Hinson, the unlock progression…

This game obviously reflects the ton of work that must have gone into it.

The interface language is human.

There’s no “OK” buttons or “NEXT” prompts. Everything is spelled out, as if the game was an old friend encouraging you on. I chuckled when I unlocked an item, and the dialogue box was closeable by clicking “SO COOL!”. It’s little touches like this that not only humanize the game, but also help my own mindset on the right path. This isn’t some cold, Russian game of skill - this is a friendly, fun jaunt with an awesome game.

I’m even inclined to call the “Tutorial” the “Introduction.” This game places a hand on your shoulder and introduces you to every single awesome guy at this party.

The challenge system is great, and way better than achievements.

The one thing I really liked about the iOS game JetPack Joyride (by Halfbrick) was their awesome “Challenges” system. Instead of a long list of possible achievements, JPJ and PuzzleJuice both present you with three clear, distinct goals that you can focus on right now to get to the next level of gameplay.

This kind of direction (and structured design in the challenges themselves) makes the gameplay last a lot longer for people easily distracted, like me.

As a final word.

As a developer, this game makes me feel downright shameful for all the corners I cut. My levels of polish were never this high, not even with SteamBirds or Protonaut (my two most polished games to date). I am humbled.

I hope PuzzleJuice goes on to see a bajillion sales. You should be a proud owner of this gem – even if you are just a developer with no interest in the gameplay, you can learn a lot from the amount of polish and solid design here. As an artist, you can pick up some amazing cues from the art direction. As a gamer you’ll have a lot of fun, actually learn some things and improve your vocabulary and such. And if you just don’t care about any of that? Own it, just to own a part of indie history.

Feel free to add me to your GameCenter list if you want a challenger! My username is “weasello”.

(PuzzleJuice launches January 19th 2012 on the iPhone/iPad/iTouch AppStore)

 

I picked up From Dust in a pre-order sale, and held back from playing it until just yesterday (due to all the press about horrible DRM and such). All this time it’s been sitting on my PC, installed, in my “pending” folder on Steam, taunting me.

And now I’m terribly disappointed.

But first, about the game

The game is reminiscent of the old Populous games, where you play a super-powered God and you have to guide your little tribesmen to various goals. They usually want to travel to some nearby marker to build a village, but an inconvenient river (of water, or sometimes lava) is in the way. From a top-down perspective, your main tools are landscaping-oriented; picking up and dropping down sand will be your primary duty in this game.

To add a bit of spice, the game also contains three unique plants: one that absorbs water (and releases it if the surroundings get too hot), one that randomly bursts into flames (and evaporates nearby water while doing so), and one that explodes, leaving nothing but a crater, if hot stuff gets nearby.

The good stuff

The game is beautiful. The way the waves slosh around in your lakes, the way rivers erode sand (and even rock!) over time, the way the whole landscape slowly becomes more and more real is just phenomenal. I love the aesthetics of the game and the liquid physics engine is awesome.

And it felt good to toy around with, too; crafting new valleys to redirect rivers gave me a nice rush. Directing the off-flow of a volcano to skirt my villages was neat. Tidal waves were entertaining to deal with, as was magically shifting terrain.

I think that’s where the game falls apart, at it’s most fundamental level, though: I didn’t have fun playing with it. I had fun toying with it. Which brings me to my long, bullet-pointed:

The bad stuff

This game had a lot of bad things hanging about it. I’ll try to touch on the most important ones:

  • There was no challenge to the game. Nothing was particularly “hard.” There were some glimmers of hope here, but they cocked them all up. Here’s just a few off the top of my head:
    • The name of this game is resource management. You only have so much sand to distribute around, and making smart choices with it is key. Sure you can change your mind and re-allocate the stuff, but do you make an isthmus to another area you need to access, or expand your vegetation? Build a wall to protect yourself from a threat or create a path to safety? Oh wait, you unlock the “unlimited sand” button in the second level. No more hard choices.
    • Sometimes a tidal wave could wipe out your village. The challenging solution is to build a wall to protect your village; or perhaps raise your village up high enough on a mountain of sand that it exceeds the height of the wave. The game’s solution? “Water invincibility shrine“.
    • Sometimes an erupting volcano will send a landslide of hot magma towards your village. It’s a fun challenge to divert the lava flow by molding it into a channel; you can blow up channels using explosive plants; you can even redirect a river to meet the lava and turn it all into cool rock. These are fun. The game’s solution? “Magma invincibility shrine.”
    • Sometimes a small dribble of water slowly builds over time to completely swamp your village and drive the people out. Channelling this water away is my go-to solution; but you can even evaporate some or all of this water using a fire-tree plant, and it’s fun to balance the danger of it setting your village in blazes too. Oh wait, did I mention the “magma invincibility shrine” also protects you from all forms of fire? Challenge erased!
    • Even then, if your village is in danger of being engulfed in flames, you can likewise balance the water-plant to put out the flames automatically, but risk it flooding your village. Did I mention the water-invincibility shrine?
    • And if all of those horrible game balance decisions didn’t impress upon you with how easy this game is: if all else fails, you can MOVE YOUR VILLAGE TO A SAFER LOCATION. Sure, it takes about a minute for your villagers to pull it off, but you can easily say “screw you!” to the map designer when he tried to force you to live on the side of a volcano. I can build my own paradise over here, thanks.
  • The cutscenes were terrible. I started up the first level, and there was a nice video showing my tribe’s journey to the location. “Neat!”, I thought. I kinda looked forward to unfolding the continuing adventure… Except they used the same cutscene between EVERY SINGLE LEVEL. It was basically a fancy loading screen.
  • Maybe the cutscenes weren’t totally at fault; the narrative was completely terrible. Maybe they just had nothing to work with. The game never really made clear if YOU are a God, or if you are just representing the power of the shamans in your tribe. They seem to summon and control you? But you have free will and can be a dick to them? I don’t get it. They tried to build on some story where you are looking for your lost ancestors, but I didn’t buy it. Why was I doing this? I had no motivation!
  • The big payoff ending was eye-rolling-ly uninspired. I won’t spoil it for you, but I can feel the game trying really hard to say the end scene was a big deal, but it just wasn’t.
  • The game is too short. From first load to finish – including bathroom breaks, eating, reading blogs and doing other stuff alt-tab’d out, and a 3-hour evening reprieve in which I left the game open, I only logged 8 hours. I figure the in-game content is only 3-4 hours long. They try to tack on more content by introducing “challenge mode,” which is essentially doing all the levels again but this time with a time limit.
  • The controls are awful. The game plays like it was designed for a console (it was). Moving around the map with a mouse is haphazard and I’m often over-correcting or under-compensating for my movements. I feel like nobody play-tested the PC version.

Allright, I’m stopping my list now mostly because I’m getting bored of typing them all out. I could go on quite a bit longer.

Conclusions?

It feels like a nice upstart (very talented!) programmer created a neat toy that included some great dynamic water modelling. He ran up to his boss at Big Studio X (Ubisoft?) and they tried oh so hard to turn it into a game, but it fell flat on it’s face – probably because of time or budget.

It feels rushed, like it’s still a prototype. This game has all the hallmarks of Awesome Tech, but developed via document and not via iteration. They tacked on a bunch of features that sound cool up front, but just didn’t pan out to a fun experience.

This game is particularly agonizing to me because – with a few months(?) of iteration, cutting, and adding features – this game could be awesome. Because half the features were essentially cheats, you could just CUT things from the game to make it more fun, more challenging, and more rewarding.

And this is exactly why smaller studios – and indies developers – can do so well in our field: We ship when it’s fun. Not before.

 

I was feeling adventurous a few days ago, and decided to pick up a copy of RockSmith for my XBox 360 (also available on PS3 and PC).

RockSmith is most easily described as a Guitar Hero / RockBand clone. There are no drums, bass, or vocal scorings; it only features guitar mode (with optional two players), with one small twist:

It comes with no plastic instruments – instead you plug your actual guitar into the game.

I’ve had a small electric guitar gathering dust since I was a teenager. I know a few chords, I don’t know how to pluck anything, and I just kinda strum it and sing along to mid-90s alternative rock (or classic songs that use G, D, and C chords). I figured this game would help me to dust it off and learn a few new things.

How would I rate certify the experience?

When I first started the game, it started me out with a bunch of quick factual videos on guitaring-best-practices. Things like how to properly hold the pick, how to place your hands on the neck, various little things that nobody ever told me before and I was half-assing. It’s easy to try to ignore this stuff; I mean, the way I hold my pick is COMFORTABLE FOR ME and I NEVER WANT TO CHANGE, but I also can’t play rapid notes in sequence with my method either.

One of my favorite features of this game is the skill level detector. It starts you off just playing the big fat E string, and only one or two notes every 5 seconds. If you can ace that, it’ll throw in another note. Then another. Then upgrade you to double-stops (playing two notes at once), then throw in some sustains, some slides, and if you’re really good – it’ll start you in on some chords. The twist here is that this skill is not measured on a per-song basis, but a per-bar basis. The game remembers exactly what riffs you have trouble with. It’s possible to ace an entire song, except that one bit in the middle where it will downgrade the difficulty automatically for you.

Between songs, the game recommends little mini games and practice scenarios… Featuring the bars of music you’re currently having the most trouble with. Amazing.

Something that has stood out for me so far is that the game isn’t teaching me things, strictly speaking. It’s just me having fun while I happen to be learning things. I mean that in the most positive way possible; this, right here, is the best way to learn.

I’m only three days in now, and my fingers are pretty raw. It’s amazing when a game encourages me to break beyond an actual, physical pain barrier for me to get at more of the fun-good-times.

If you have a guitar or are getting one, I’d say that the $60(CDN) this game is worth will grant you hundreds (perhaps thousands?) of dollars worth of guitar lessons.

 

At OrcaJam this year, I put out a call early on for people to ramble on about whatever they want for under 5 minutes. I recorded most of them, but didn’t quite get them all. Here they are:

And, as a bonus, I have a short 15 second clip of our board-game-hour:
I have one more post to do on OrcaJam, and I’m saving the best for last: the 5 minute game challenge!
 

I made a video to END ALL INDIE DEFINITION DEBATES:

Heh, OK, I’m not seriously trying to end the debate. I am interested in hearing how you define it, and why. Feel free to leave me a comment! I’m not set in my ways, and I want you to change my mind if I’m incorrect!

Here’s my definition in a nutshell:

An “Indie” as an individual is a person that can execute their assigned tasks with impregnable artistic vision, realized without external compromise.

 

At OrcaJam this year, I spoke really briefly on how important community is to me. Quiet-audio video of it here:

To summarize:

  • Attending GDC is what inspired me to start making games in the first place.
  • I wouldn’t have been (technically) able to make my games if it wasn’t for the Indie Community at FGL and TIGSource
  • All of my titles – successful and otherwise – have grown from community events such as PAX and GDC
  • All of my partners, artists, and co-conspirators were met – in person – at community events such as GDC and Casual Connect
  • All of my industry, press, and business contacts that I rely on so heavily come from community events such as GDC and GDC: Online
  • Half of my best friends were all met at GDC

Basically, without getting out there and making the friends that I did, I wouldn’t be where I am today. I owe my entire game dev career – and even the name of my company – to the glorious community that surrounds indie development.

Heartfelt thanks to everyone.

For everyone out there that argues the community isn’t worth the time, the effort, or the expense: You are simply wrong!

(Edit: Sven Bergstrom recently spoke at RAGE as well on the topic. He’s involved in some awesome South African communities!)

© 2012 Andy Moore Suffusion theme by Sayontan Sinha