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Game Design Game Development Marketing/Business Personal Development

An iPhone App in 8 Days

Stephen over at Unobserved Musings wrote about an ambitious plan he tackled with a colleague: creating an iPhone app in 8 days. It’s not 8 days of straight development for this project, either. He and his colleague have other obligations, too.

Is what we are attempting even possible? Can two individuals really give up all of their free time, and perhaps much of their sleeping time, for 8 days, just to make a single product on the side of their other commitments? Success or not, it’s going to be a wild ride – but Josiah and I are determined to push ourselves and prove to ourselves we are capable of anything.

Over the course of the next few days, screen shots were uploaded, and details of the development process were hinted at. By the end of 8 days, a finished game was indeed ready, and it was soon available for purchase for iPhone users everywhere. After a week, Stephen posted about the first week of sales.

Bottom line: sales were disappointing, mostly due to the fact that of the people playing the game, only a small percentage were doing so legally.

On the other hand, in a little over a week, Stephen has created a game that he can sell, and his marketing efforts are still kicking into gear. And he does have legitimate sales, which still seem to be coming in. I’m more encouraged by the fact that he was able to start selling a game that didn’t exist as of a couple of weeks ago! When I created Sea Friends, it took me a month, and I felt that was fast!

After only 8 days, Stephen now has something that can be nurtured or abandoned. If sales start to pick up, great, but if not, he only lost a little over a week of development time and has learned so much from doing so. Sounds win-win to me.

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Game Design Games Marketing/Business

Plants vs Zombies: How Did PopCap Do it?

It’s almost 9:30 PM as I write this post. The significance of the time is that it is hours after I expected it to be. The reason: I’ve been playing the demo of PopCap’s Plants vs Zombies and didn’t notice the passing of the hours.

If you’re a game developer, the first question on your mind is probably “What did PopCap do so right?” It’s bizarre. Tower Defense games were last year’s Big Thing. They’re old hat now. Everyone made their own Tower Defense game variation to the point that it was becoming its own genre. So how did PopCap take what is essentially a played-out game mechanic, theme it with zombies and plants, and create it’s fastest selling game that is being talked about all over the Internet?

Well, it’s PopCap. I’m sure they prototyped a lot of really bad implementations before hitting on the finished version.

But the game has zombies and cutesy plants. How didn’t this game simply fail at trying to appeal to everyone?

The game was conceived by George Fan, who is also the creator of the IGF award-winning Insaniquarium. So that’s where he went off to! There’s a few interviews with him, although they aren’t terribly in-depth. GameArena and Hobbit Hollow Games managed to discuss the game design and development with Fan, but I would have liked a bit more info. Gamasutra managed to report that the first prototype of the game was completed three years ago in an analysis of Plants vs Zombies.

Three years! No wonder there are so many modes to the game! I bet there were a number of winning prototypes, and the decision was made to include them all. And again, I ask, how did this not fall on its face as trying too hard to be all things to all players?

I have a feeling that the game was being tweaked and changed all the way up until it was finally released. While most players might not notice it, I think the game looks slightly unfinished, as if a few more weeks (!!) of polish would have made it perfect. Sometimes it seems like an animation is missing or a color is off. One complaint I’ve seen online is that the later plants can sometimes be pretty pointless.

On the other hand, what IS in is fantastic. The variety of zombies and plants is amazing. The first time I saw a Dancing Zombie, I was cracking up long enough to distract me from collecting sunshine. It almost cost me the level. The entire game is rich in detail. The plants dance and move, the zombies fall apart as they get destroyed, and the game mechanics even change every so many levels! Suddenly, instead of planting seeds, you’re bowling for zombies or hitting them with mallets as they pop out of graves!

There’s humor, interesting character designs, and a regular reward schedule. The game is pretty active. While most Tower Defense games only let you purchase and place towers, Plants vs Zombies lets you collect sunshine as a resource. Regularly. You’re constantly clicking somewhere on the screen. At the end of most levels, you’re given a new plant, and the next level might introduce a new zombie type. So each level, there is something new to see. And again, the game changes significantly every so many levels. Instead of being able to pick and choose your plants based on resources, you might have a conveyor belt of pre-chosen plants with which to fight off the zombie horde. Instead of planting seeds, you might bowl the Wall-Nut into them.

So even if you are a regular Tower Defense veteran, somehow you won’t get bored by how easy the game is. There’s just too much to do and see! Is the insane variety of everything the secret to the game’s success? Do you want to keep playing just to see what’s next?

Apparently Plants vs Zombies appeals to both casual and non-casual players equally. It’s very easy to get into, and it is very easy to stay in. Like all Tower Defense games, it’s a resource management game. Before a level starts, you can choose which seeds to carry into battle with you. You only have so many slots, so you’ll find yourself choosing between the option of slowing zombies with snow peas or destroying many of the undead with the cherry bomb. When you plant a seed, there is a reload time before you can plant another of the same type (one of those things which intuitively doesn’t make sense outside of the fact that it is a game), so while you might not want to plant a peashooter until you know where the next zombie is coming, guessing correctly means you had enough time to plant a second one before it shows up. Some zombies use props to try to protect themselves or circumvent your defenses. The pole vaulter will jump over the first plant it sees, so the Wall-nut that should be protecting your weaker plants isn’t as effective. The snorkeling zombie can’t be hit by normal shots unless he is out of the water. I know I’ve planted lily pads specifically for this guy to chew on just so my peashooters can take him out as he rises to chow down. Failing that, squashing him with squash was another cheap and effective way to deal with him.

If anything demonstrates my claim that a game can be made more casual by making it more accessible, Plants vs Zombies is it. It does so many things right while providing so much of it to the player in a manageable way. The entire experience is fun and enjoyable.

As an indie, I take heart knowing that a fantastic game like this can be made by a small team, can use what would otherwise be considered an old game mechanic, and set a new standard that appeals to a wide cross-section of players. I hope I can learn more about the day-to-day development of this project. Was it three years of focused development, or was Fan’s team working simultaneously on other games at the same time? Was PopCap getting nervous that this game was taking too long, or were they fully backing the project, giving it as much time as it needed to be good? What can an indie game developer learn from the development of this game? When will we see the Plants vs Zombies post-mortem?

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Game Design Game Development Geek / Technical Linux Game Development Personal Development

Ludum Dare #14 Final Results Are In

Congratulations go to mrfun, dessgeega, and rob for their top three placement overall!

I managed to pull my second gold medal out of the Food category, and I seemed to have a respectable showing in the Journal category as well. As expected, I did pretty badly in the remaining categories, although it seems some people liked the graphics, even if there wasn’t much to see. B-)

To see the full set of rankings for all categories, check out the Ludum Dare website.

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Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#14: Time lapse

It’s not very exciting, so I made it short.

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Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#14: GBGames Presents a Very Unfinished Game: Walled Off

Screenshot-Walled Off by GBGames-1

Linux binary: 2MB

Ok, so this isn’t even close to a finished game, so you don’t have to play it to know that. However, I might still be able to pull a medal out of the food compo, so I’m submitting.

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Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#14: A Valiant Attempt

This is the first LD I wasn’t able to get game play in by the deadline. This project is a long way off from being something that could even resemble fun.

Well, unless you like clicking a box with a check mark in it and knowing that underneath the scenes, it is now the next player’s turn. B-)

Here are screen shots of the project as it stands at the deadline:
Screenshot-Walled Off by GBGames

Screenshot-Walled Off by GBGames-1

As some of the IRC members noted, the attempt was still beneficial. I learned a lot this time around, and I’m better at game development for it.

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Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#14: GUI and Gooey

I’ve been hard at work, and I’ve been making some decent progress. I can load the level and render it, so that’s good. I have a basic economy that updates based on income, but I don’t have a way to spend it yet or a way to let you know how much you’ve hoarded.

Unfortunately, I ran into the problem of handling the GUI. I want to know when the player has clicked a button, and even though I read up on IMGUI techniques beforehand, I forgot to use them! Suddenly I found myself with code that I needed to gut because it doesn’t work. IMGUI is simple, but there’s only so much time left in the compo.

So let’s eat. I baked one of my favorite LD staples: vegan pizza!
The LD staple: vegan pizza!

Eating it in sandwich form is much more efficient:
Much more efficient in sandwich form

I also made some oatmeal and cranberry cookies:
Making cookies

Just finished:
Finished cookies!

“What an incredible smell you’ve discovered!”
What an incredible smell you've discovered!

Back to GUI code. Hopefully I’ll get something resembling game play soon. Why does it always happen at the end of the compo? Sheesh.

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Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#14: Shower, Lunch, and Seven Hours Left

I had a good night’s sleep, got some coding in, and have decided on a plan of attack that should result in a completed game. But I have less than 7 hours left. It’s going to be tight.

First, I moved the laptop from the living room to my office. I had to clear a place for it on my desk, which meant moving papers and books to the coffee table in the living room, but what’s the point of having a dedicated work space if I don’t use it? It will be a lot easier to focus just by knowing I’m in a place to do just that.

Second, I showered. It’s almost subconscious, but knowing in the back of my mind that I hadn’t done so today is distracting.

Third, I had lunch:

Peanut butter and Nutella sandwich

That’s an awesome-tastic peanut butter and Nutella sandwich that I washed down with apple juice. Note the shout out to all LDers, everywhere, especially those who are essentially making an entire game in the last 7 hours of the competition. This sandwich was for you.

So, I’m clean, I’m full, and I’m in an environment conducive to hardcore concentration and hacking.

Now imagine I put on shades when I say, “Let’s do this” in as bad-ass a way as possible.

Let’s do this.

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Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#14: More Eating

A friend of mine has come in from out of town for the night, so a few of us went to one of our favorite college spots: Allende Restaurant, or what I like to affectionately call Club Allende. They have the best burritos in Chicago!

I ordered a vegetarian burrito and horchata (rice water).

Best burrito in Chicago

That burrito is going DOWN!

It's going down!

It seems that most of my pictures this competition are of the food I’ve been eating, so here’s picture of my “work environment”:

Work Environment

What you don’t see on the blanket to the left in the picture is my cat Diego. Gizmo was on the chair on the right. They wait until I write a line of code, and then they pounce. I should move this effort into my office for some privacy.

Speaking of code, I have about 13 hours left in the compo and almost no code. This is going to be either a lot of fun or a lot of pain. And I know I’m having lunch with my parents today, so that’s even less time. Wish me luck!

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Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#14: A Snack and a Cat

One of my favorite things to eat is a crispy, crunchy Granny Smith apple.

A delicious apple

Look how delectable!

Ok, so if you saw my previous post, you know that I have absolutely no code, and the first 24 hours are almost up! So as soon as I decided to start filling my project directory with brilliance, I’m attacked for my ambition:

Time to code...oof! Hi, Gizmo.

She always does this. I could be idling away online for hours, but as soon as I want to do something productive, guess who is crawling on my lap and over my shoulder, preventing me from computering? Gizmo, you’re lucky that you’re cute.