Site Changes

February 19th, 2006

Finally, I have replaced the default WordPress header image with something a bit more appropriate to this site’s content.

I’ve also added by email addy to the sidebar for easy reference. Sorry for the lack of an easy “mailto” link (stupid spammers).

A nice new Bullfrog icon now adorns the top of the sidebar. Maybe, I’ll get more click through traffic to the game’s free download page.

I’ve relegated the Google Adsense stuff down to the bottom of the page. I have a feeling the ads will eventually end up in the great circular folder in the sky. As I start pushing my own games as products the need and distraction of the advertisements will be minimized.

Bullfrog: Top Priority Bugs Resolved

February 13th, 2006

Tonight, I completed the last of my top seven prioritized “cases” for the next release of Bullfrog.

I have twenty total issues assigned to this next release, though a large portion of them are of the nice-to-have type. Depending on time, we’ll see how many of them actually make it into the release.

As part of the development going into this release, I’m putting FogBugz through its paces. So far it’s performing very nicely. I’ve been looking for an easy to use bug tracking tool and everyone seems to rave about FogBugz, so I decided it was time to give it a shot. I’ll be sure to let you know if I decide to stick with it.

Bullfrog: Next Release

February 5th, 2006

I started work on the next release of Bullfrog this weekend.

There was a short list of bugs and features that I didn’t have time for prior to the OMG Cup deadline. So, while I’m brainstorming on what the next project will be I thought I may as well try and knock some of the items off the list.

One of the top items on my list was to build Bullfrog as a Universal Binary. This turned out to be pretty easy to do, but the hard part is getting my hands on an Intel Mac so I can test the build prior to releasing it.

I’m considering the “big upgrade” from my 800Mhz Titanium PowerBook to the new MacBook Pro. But, the financially prudent approach would be to head over to the local Mac retail store and give Bullfrog a test run on a display model.

I’m also considering making the jump to submitting the game to VersionTracker and similar download sites. I’m very interested in what kind of traffic this would pull in, especially for a simple freeware game. It seems like this would be a good test and learning experience.

The Escapist: Striding the Wasteland

January 28th, 2006

The recent issue of The Escapist has a terrific article examining the protagonist in video games: Striding the Wasteland. There are plenty of items to take away and think about when you’re writing your next game’s story and trying to fill it with meaningful characters.

Bullfrog: A Postmortem

January 24th, 2006

When iDevGames.com announced the 2005 OMG Cup in October I immediately considered entering. A contest was just the right motivation for me to actually start and hopefully finish a game project.

Aside from needing an idea, there were a few hurdles to tackle. Not only was this my first game project in almost fifteen years, it was also to be my first Mac project, written in Objective-C and Cocoa. I was also aware that most games for the platform are written in OpenGL because of the sub-optimal performance of CoreGraphics and Quartz Extreme. Though I have been a professional software developer for twelve years, I felt that learning OpenGL in addition to Cocoa was too much to tackle in such a short time frame. So I had to make do with what Apple’s API would provide.

Budget was the next hurdle to tackle. Money was limited, I had to operate on a very small budget. I would either need to create all my own artwork and sound or acquire what I needed for free or very cheap. To help limit the amount of artwork I would need, the game would have to take place entirely in one location.

Once I decided upon the basic game idea, I put together a very rough prototype to get a feel of how the game would play and whether it was something I could finish inside the six week deadline. Armed with my prototype and a rough project plan, I dove in.

Here is what went right and what went wrong:

The Good

Cocoa

Apple’s Cocoa framework is amazing. It does have a steep learning curve, but once I got a feel for how things fit together work became a pleasure. CoreGraphics may be slow, but it has some great functionality built in. There were many times where I feared having to write a very complicated set of routines to get something done, but a quick search through documentation lead me to a class or method that did exactly what I needed. While I did have performance issues to work around, especially on older machines, I wouldn’t hesitate to use CoreGraphics for simple games that don’t have intense animation requirements.

Collaboration

I’ve written extensively about my experience working with my graphic designer. While I was very happy with the quality of work and the timeliness of delivery, the best part of working with someone else is the additional input an objective observer can provide. My designer provided many ideas and suggestions that had very real and positive impacts on the game’s design.

Bullfrog was originally going to have a simple black background. Jordan would have nothing of it. Before I knew it he’d sent me a very nice background image with some ideas on how to use it. Ultimately, the background changed a bit and ended up being a simple window dressing for the game; but, I ended up with some very cool ideas for the next version.

The Bad

Sound

There were two significant disappointments on the sound front for Bullfrog. First and most significant was my decision to go cheap (read free) for all my sounds. When selecting the sounds, each one sounded adequate. When put together and repeated many times during game play they became annoying rather quickly. Even if they don’t annoy, the overall sound mix does not meet my standards. Next time, I pay for quality tracks. In hindsight, I would have been better off with no sound than bad sound.

The second issue was technical. While Cocoa’s sound support is adequate for playing simple audio, performance and functionality is the pits for game development. I would consistently see significant frame-rate drops when more than a couple of sounds were played concurrently and the API provides very limited access for controlling how the audio tracks are played. There is no support for fading or panning. Next time I’ll definitely look into alternatives for my audio needs.

Tiger Only

Unfortunately, somewhere along the line I boxed myself into only being able to support the latest version of Mac OS X (Tiger). The game would execute just fine on 10.3.9 (Panther), but something with my handling of images caused graphics to disappear when animated. Since I don’t have a long history with Mac development, I have no frame of reference for what could have changed from 10.3.9 to 10.4 in the graphics handling. I suspect it was the png support changes I read about somewhere, but I didn’t have the time or the experience to hunt down the problem within the contest timeframe. Thankfully, the OMG Cup only required Tiger (10.4) so I settled for having to fix the problem after the contest. Since the game was targeting simple game play for casual and young players, I need to target older OS X versions since this audience is more likely to fall behind in operating system versions.

General Observations and Lessons Learned

Play Testing

Play testing is critical. I don’t mean testing for bugs, that goes with out saying. I mean testing game play. Is the game fun? Is it easy to learn? Do the controls work as designed? Is your game “user friendly”?

It was fascinating to watch someone play my game for the first time. Especially people who are not hard-core game players. One of the first things that jumped out was my choice of control keys. I had gone with the first-person-shooter standard of ADWS for left, right, forward, back. Bad choice. Simply choosing the more obvious arrow keys made a world of difference. Get as many people to play test your game as you can. Do this early. Do this often.

Everyone found the game more difficult to play than I do. What I thought would be challenging, others found frustrating. What I designed to be easy, was often just right. This probably varies between games, genres, and target audience to some extent, but I would bet that there is some of this for all games.

Polish is Important

Games that are not polished aren’t done. Developer graphics and sound won’t cut it. No matter how “fun” the game is, if the presentation isn’t professional and polished then the game will disappoint. Cutting corners will only serve to pull the overall feel or value down. See my experience on using free sounds above for reference.

Deadlines are Good

One of the things that excited me about working on my own development projects was the lack of artificial deadlines. I was looking forward to the ideal of only releasing my software when it was done. The reality was indecision and procrastination. Before the OMG Cup announcement, I spent months flailing about without choosing a game idea or creating a final design. I started and abandoned several prototypes and never committed to moving forward.

The OMG deadline motivated me and got me moving. It also kept me working through to completion. It forced me to decide on a game design even if it wasn’t my “ideal” or favorite idea. A finished game is better than a great idea that isn’t even started.

Conclusion

Bullfrog was an incredible experience. I gained confidence in both game development and Mac programming and I learned a lot about myself in the process. Six weeks seemed like a very short time to write a complete game, but I surprised myself with what I was able to accomplish starting from scratch.

The OMG Cup was a ton of fun to participate in and the people at iDevGames.com were an inspiration and invaluable support network. I look forward to trying again next year.

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New Company Logo

January 16th, 2006

I’ve posted a detailed article on the design of my company logo over on my company’s blog.

OMG Cup 2005: Winners Announced

January 14th, 2006

iDevGames has announced the winner and runners-up for the 2005 OMG Cup.

You can play the winning games as well as all 36 entries by visiting the OMG Cup Downloads Page.

Bullfrog in the French News, Again.

January 14th, 2006

Bullfrog gets mentioned on another French website, Mac à l’école (Mac at School).

Original French Text:

Des jeux intéressants à utiliser en classe issus du concours idevgames 2005… Encore plus de choix cette année (36 logiciels), et avouons-le, nous n’avons pas tout testé !

Pour commencer Bullfrog plaira aux plus petits. Il s’agit de diriger une grenouille et de lui faire manger toutes les méchantes bêtes à l’écran…

Translated via Google:

Plays interesting to use in class resulting from the contest idevgames 2005… Even more choice this year (36 software), and let us acknowledge it, us very did not test!

To begin Bullfrog will like smallest. It is a question of directing a frog and of making him eat all the malicious animals with the screen…

I don’t speak French, but I think they are saying that young children will like Bullfrog. Any French speakers out there?

A few good things…

January 11th, 2006

Casual Game Artwork: From Concept to Completion

December 29th, 2005

What’s involved in building a casual game these days?

There is a lot more to making a casual game than most people realize. I learned this first hand recently, as I participated in the 2005 OMG Cup these past two months. I always believed casual games were simple and quick to develop. Compared to the modern enourmous budget A-list first person shooter games, I guess they are — but for a one person development shop it’s still a lot of hard work.

Phil Steinmeyer has given us a hint to just how much work is involved by sharing with us the artwork life cycle for his recently released game, Bonnie’s Bookstore.

I love when developers allow the outside world to see how their games were built. Sharing knowledge is what the internet is about. In this case, Phil not only shows us the artwork that made it into the game, but also the artwork that was rejected.

Phil also discloses his method for deciding on what theme his word game should use. It’s very interesting to see the numbers behind his survey and what themes people liked or not. I had not thought of surveying blog readers for their opinion on game design directions.

But, why not? Readers would probably be a ready and usually willing participant in the process. After all, readers are already participating by visiting your site. By allowing readers to join the design process, they get a small stake in the success of the game and may be more apt to purchase and spread the word.

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