Archive for April, 2009

Announcing: Get Dirk Drunk

Thursday, April 23rd, 2009

About a month ago I was showing one of my friends – a bartender here in Tokyo – some applications on my iPhone. He asked “why is there no cocktail mixing application?” and I had to reply “I dunno!” And so Get Dirk Drunk was born.

What began as a simple cocktail mixing toy turned into the glorious game you see before you. In the game you play as the local bartender. Further explanation is on the website:

Dirk is your average guy out on the town on a Friday night. He has had a tough week slaving away for his corporate overlords and it is time for a drink. That’s where you come in. As the bartender of the local drinking establishment you’ve got to keep mixing drinks and pouring them into Dirk’s mouth to keep him drunk. If he sobers up, you lose!

So be a pal and Get Dirk Drunk!

If it isn’t obvious from the trailer the game has its tongue firmly planted in cheek. I built it in my spare time and it was easy to make time in my schedule as the game involves two things I enjoy: silly, crude humor and drinking.

I wanted to go through the full process of releasing an application – idea, design, development, hiring outsourcing, release preparation, marketing, licensing, etc. – to get more experience in the areas I haven’t had the chance to work in on the large teams I’ve been on. Specifically I wanted to gain more experience in the production side of the business and though this is a tiny minigame going through the process was valuable. It is onward and upwards from here.

Now, be a pal and go and help Get Dirk Drunk! iTunes store link.

(please drink responsibly)

Zombie Apocalypse

Saturday, April 11th, 2009

Zombie Apocalypse, the recently announced zombie shooter for PSN and XBLA, is one of the games I have been working on recently. I worked primarily on gameplay, AI, weapon, and player control systems. I’m proud of the results and think it is especially fun when playing with your friends in the up-to-four player simultaneous multiplayer game modes. Congratulations to everyone involved at Nihilistic and Konami for finishing off the project strong.

Check out the video below for a sample of gameplay.

Prescription for Sleep Lite is #1 in Japanese app store

Friday, April 10th, 2009

p4stop

In the “Health & Fitness” section of the Japanese Apple application store the free version of Prescription for Sleep is the most popular application.

The application is much more popular in Japan than it is in the rest of the world currently. I’m not sure why that is given that there are far more iPhones in the US and Europe. Certainly having it localized in Japanese helped immensly but that doesn’t account for its comparatively lower download count in other countries. There may be cultural elements at work here I don’t understand. The idea for the application was conceived by a Japanese person after all and perhaps simply appeals more here.

The application certainly isn’t for everyone but it is nice to see that a good number of users are enjoying it.

Long time game developer

Wednesday, April 8th, 2009

On a recent trip to the US I dug up some old items of mine from storage that indicate the beginning of my game developer roots. First, here’s a picture of me at 15 years old along with John Romero, Adrian Carmack, and Shawn Green from id Software. It was taken in 1996 at the Computer Game Developers Conference, or CGDC, which later became the GDC we know and love today.

Me, Romero, Carmack, Green

At the time this was taken I was playing a lot of Doom 2 and it was awesome for those guys to take some time out to chat with an aspiring game developer who looked up to them. I ran into Romero at GDC 2009 and he was just as friendly as ever. Doom 2 is still one of my all time favorite games.

The photocopied check in the upper right is from my first job as an intern at a defunct game developer named Rocket Science Games. That company was in a building on 2nd and Townsend in San Francisco. The same building now houses Secret Level and ngmoco.

Next we move onto early experiments in game design. Below is a map of a pen and paper RPG (geek alert) I created as a kid with a childhood friend of mine. Construction paper for the win!

Catiso

We were working on that right around the same time I started to teach myself how to program, around 11 years old. The game was called “Catiso”. I don’t remember many of the details unfortunately but I do remember that we had a rulebook to go along with the maps. Hopefully I’ll find that someday. I bet lots of game developers have fun game designs from their youth too. It would be great if someone shared a story in the comments.

Finally, this isn’t related to me but here is a cool video from Romero that was recorded during the creation of Doom. It’s great that he uploaded it – it’s fun to see how small id Software was during the creation of one of the biggest games of all time.


A Visit to id Software from john romero on Vimeo.

Crazy inverse square root code

Thursday, April 2nd, 2009

Can you understand how this works?

float InvSqrt (float x)
{
    float xhalf = 0.5f*x;
    int i = *(int*)&x;
    i = 0x5f3759df - (i>>1);
    x = *(float*)&i;
    x = x*(1.5f - xhalf*x*x);
    return x;
}

There are some crazy approximations in that code that take use of the x86 architecture and implementation details of IEEE floating point. It popped up in the open-source Quake 3 code base but apparently has a history going much further back.

An author at Beyond3D spent some time trying to figure out who wrote the code. Here’s the article on his findings. Pretty crazy. And for the record, no, I don’t understand how the math in that function actually works. It is pretty cool though.