Archive for the ‘SPUDZOOKA’ Category

SPUDZOOKA updates

Saturday, July 26th, 2008

In a few free moments the other day I implemented some much-needed improvements to SPUDZOOKA. There aren’t any new levels yet, but I did make some changes several people had requested:

  • I made the second level easier. It’s a sign that you didn’t do enough testing when people repeatedly tell you they can’t get past the second level. Mostly it was people who don’t play games very often, but in a casual game they’re the ones to accommodate.
  • I added a counter that tracks how many targets you’ve hit and how many are required to beat the level. This helps people track their progress and gives a better sense of how urgent things are as time ticks away.
  • I fixed a bug where the money you earned at the end of the last level wasn’t being added to your total. This meant you couldn’t buy anymore cannon parts after playing through once.
  • I also added some bonus money to your total when you beat the final level. Now when you enter free play you should have enough money to buy any remaining components and customize your cannon any way you like.

So if you’re a SPUDZOOKA fan but haven’t played in a while, go back and check out the new enhancements!

Life lessons from SPUDZOOKA

Monday, May 12th, 2008

I still find it difficult to call SPUDZOOKA finished. There are still so many things that would make it better. More levels, more cannon parts and paint jobs, more things to shoot at, a new environment to play in (something other than a warehouse) — all would help. I even planned to build a level editor at one point.

But, as I’ve said before, SPUDZOOKA was never supposed to be more than a learning experience. What did I learn, you ask? Did any life lessons stick in my head? Here are a few:

Programming is the easy part
Yes, it’s essential. Interaction (gameplay) is what makes games tick, and programming makes gameplay possible. There’s no denying its importance. But I learned that it’s much more difficult to create compelling visuals than compelling gameplay. Gameplay either works or it doesn’t. There are levels of quality in there, certainly, but once you’ve got your central game mechanic humming along, you’re done with the bulk of the work. Everything else is details.

The visuals, though, can go on forever. You’ve got to model dozens of objects, texture them, and possibly animate them. The process is endless, and it’s made even more nerve-wracking by the fact that it’s always possible to make something look better. I could have spent weeks trying to create the perfect cardboard box, giving it so much character that you would gasp at seeing it for the first time. But I found that the “good enough” threshold for modeling and texturing comes fairly early in the process for me. Partly I was frustrated my lack of knowledge. I don’t know the right tricks to make things look perfect, and I found my patience was limited for experimentation. So I generally created something that was close enough and went with it.

Maybe this means I’m not a natural-born modeler/texturer. Or that I should have been a programmer.

Self-promotion is a tricky game
I loved building the web site for SPUDZOOKA. In my day job I work on a large, convoluted corporate web site. It was fun to create something very simple from scratch. But now that it’s there, how do I get people to see it? I can blog about it endlessly, be sure the site shows up on Google searches, submit it to game publishers like shockwave.com (we’ll see if they respond), post about it on the Unity forum, and post something about it on Facebook. I’ve done all of the above, and I even added an e-mail-a-friend feature to the page where you play the game. But there’s a critical mass to these things, and I haven’t hit it yet. It’s been an interesting test. I’ll keep plugging away, but I’ve learned that it’s a full-time job to promote something like this using the grass-roots tools of the Web.

If a target-shooting game takes four months…
How long will it take to create an RPG with memorable characters, a sweeping story, and a vast world to explore? This is the big one. It will take (more) years, and a lot of dedication to make it happen. I might be better off focusing on a series of smaller projects and putting the big project aside indefinitely. Or I could figure out a way to divide the big project into smaller ones. Maybe there’s another kind of story I can tell that won’t be so ridiculously large. Instead of aiming right an an epic, perhaps I should start with a short story.

Regardless of what I decide, I have to decide on something. I’ll probably spend the next week or two mulling the possibilities and see what develops. SPUDZOOKA is the first step. Now I have to take the next.

SPUDZOOKA is here!

Thursday, May 1st, 2008

Yes, at long last, SPUDZOOKA is live and ready to play. You’re excitement is intense, I can tell.

I made a few visual enhancements since the beta version, and I fixed a number of bugs, including one irritating one that would randomly cause people’s browsers to crash (never a good thing for web-based game).

There’s also a web site where you can learn a little about the tools I used to create the game and leave comments letting me know what you think.

Oh, and one more thing: there’s a little surprise for people who play all the way through the levels. It was a much-requested feature. I hope you enjoy it. Ok, enough jibber-jabber. Go play SPUDZOOKA!

SPUDZOOKA…almost…finished…

Tuesday, April 22nd, 2008

It’s getting close. I can smell it. I’m putting on the finishing touches now — well, the last touches before I call it finished. Then there’s a little matter of creating a web site for the game to live on.

I’m going camping this weekend, so the big launch will be most likely be sometime early next week. Maybe I’ll be ready to do it Tuesday in celebration of the GTA IV release. Plus, games always come out on Tuesday. It’s easier for the press that way.

On second thought, while maximizing the amount of press for SPUDZOOKA should certainly be a top priority, I think I’ll just release it when it’s ready. What is a solo game studio for, after all, if not rebellion?

SPUDZOOKA beta is live!

Thursday, April 3rd, 2008

The SPUDZOOKA beta test is now live and ready for vigorous testing. Please leave comments and let me know your thoughts.

I made a number of enhancements to make gameplay a little smoother and the overall experience a little more interesting. Keep an eye out for:

  • Cannon animations
  • A new ammo type
  • Customizable paint jobs!
  • A simpler cannon editor (It’s no longer possible to have more than one cannon, but that feature wasn’t necessary anyway.)
  • Better ammo switching (Use the number keys now instead of the tab key.)
  • Some new sound effects
  • Two new levels

It’s pretty exciting to have things coming together. There’s still a long list of things I’d like to add to the game, but I’ll have to decide how much more time to invest. Like I’ve always said, my real goal is to make games that tell stories, so I don’t want to take away from that.

Hope you enjoy the beta!