Indicator Maniacs review

The TheDigitalLifeStyle has some nice words for the Indicator Maniacs application I programmed for Mission-One:

Get Dirk Drunk press in Japan

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My silly drinking minigame Get Dirk Drunk, also known as Hebereke-kun in Japan (へべれけくん), is getting some release press on a number of Japanese iPhone blogs. The minigame was created as a comical play on the spirit of Japanese drinking culture so I’m glad some people are enjoying it and not taking it too seriously.

Here is the direct iTunes Store link if you are interested in checking it out further.

Coverage:

If you want to see the game in Japanese first download the latest version (1.2) if you haven’t already and then set your iPhone language setting to Japanese (written as 日本語 in the menu) and you can check it out. Hebereke-kun’s voice comes courtesy of my friend Yoshi to give it the authentic Japanese feel.

“10 games in 10 hours” videos

You have two options for watching the presentation.

First, here’s a screencast I recorded after the live presentation. The voice and picture quality is clear but it lacks the crowd reactions.

Next is the live version. The quality is much worse but it is still watchable. The presentation is a bit different as I played up some things for the specific audience and fed off their reactions. The audience reactions also make the atmosphere more lively and more fun.

Thanks to Jean Snow for the heads up on the opportunity and to James Kay, Paul Caristino, and all friends who showed up to support me live. You guys rock.

“10 games in 10 hours” Pecha Kucha presentation

Pecha Kucha Tokyo Presentation

As I mentioned earlier this week I gave a presentation at Pecha Kucha 62 in Tokyo last night. I built 10 brand new tiny games in less than 10 hours for the event. I know at least one person was recording a video so there may be video footage soon. If not I will do a screencast of the presentation for the web.

Although the games were mostly (completely) silly they seemed to go over well with the crowd and I got some laughs. A full set of photos is available on Flickr.

Right now I don’t have the time to post all the details of all the games but will do so in the near future. For now here is the game list, in the order they were presented:

  1. “Can You Say Pecha Kucha?” – iPhone – Rhythm game
  2. “Shinjuku Shame” – Web (Unity) – Homeless staring FPS
  3. “Game Developer Life” – Web (Flash) – Game industry wage slave simulation
  4. “Scream Test” – iPhone – Screaming competition
  5. “Voice Invaders” – iPhone – Voice controlled vertical shooter
  6. “Surfing on Sine Waves” – Web (Flash) – Procedurally generated surfing game
  7. “Architris” – Web (Unity) – Blueprint Tetris
  8. “Para Para Punch” – iPhone – Hooligan punching game
  9. “Blind Masseuse” – Mac – Sound based massaging simulation
  10. “Basket Bomb” – Web (Unity) – Basketball terrorist physics game

I leave you for now with this photo of the crowd as I was speaking. You can see some laughs as well as some contorted faces filled with horror. :-)

Pecha Kucha Tokyo Presentation

Indicator Maniacs video

While browsing a Japanese iPhone blog I ran across a video of Indicator Maniacs, an app I programmed recently for Mission-One. It was cool to see someone post about it. Check it out in motion below:

Great presentation on human behavior

The below presentation from the TED conference by Dan Ariely about how humans make decisions was quite entertaining. Watching all 17 minutes is recommended if you have the time. If the embedded player below doesn’t work – it is acting funky for me – the original link is here.

Presenting at Pecha Kucha Tokyo this week

Just a quick heads-up that I will be presenting at Pecha Kucha Night in Tokyo this week. Specifically Wednesday night, 5/27/2009.

The topic of my presentation is “10 games in 10 hours”. I built 10 games in less than 10 hours to see if it could be done and to record what lessons I learned from this attempt at extreme prototyping. Admittedly, most of the games, if you can even call them that, are rubbish. One or two interesting ideas came out of it though and I did learn how some lessons on how to optimize prototyping speed from the experience.

Don’t know what the event is? I’ll let their site explain it:

What is Pecha Kucha Night?

Each presenter is allowed 20 images, each shown for 20 seconds each – giving 6 minutes 40 seconds of fame before the next presenter is up. This keeps presentations concise, the interest level up, and gives more people the chance to show.

I’ll post info about the games on G-Mixer after the presentation. Thanks go to Jean Snow for the alert of the speaking opportunity.

inFAMOUS has excellent player control

I downloaded the demo of inFAMOUS on the PS3 today and was pleasantly met by how well the player control was implemented. Mapping user input and intent onto what an in-game character does, particularly in third person games, has been a personal interest of mine for some time. It’s great to see a game doing it so well.

There are many challenges to overcome to result in a player control system that feels fun. In a third person game player control is the cross section between input handling, physics, animation, and camera systems. If one of those systems does the wrong thing at the wrong time it can completely break the players experience and drive the user directly to frustration. Everyone can tell when a player control system feels bad but it can be difficult to pinpoint the specific factors that make a control system feel good.

What the developer Sucker Punch really nailed is the recognition of player intent and the animation that supports the belivability of the character’s actions. For example, at one point I wanted to climb from ground level up to eleveted train tracks (part of the first mission in the demo). To the software my intent is fairly vague as I jumped at a grouping of concrete supports, street lamps, telephone poles, and fences. inFAMOUS does a good job of figuring what I wanted to do from all the available options. Not only is the character going where I want him to go, the character’s actions look purposeful. Basically, the hero looks like a hero.

It’s not surprising that it turned out well as the controls in earlier Sucker Punch games has been great too. The Sly Cooper series of games have a lot of the same high quality recognition of intent in their platforming actions.

While writing this post I downloaded a developer interview video on PSN and it touched on the controls quite a bit. One part I particularly enjoyed was seeing some of their debug information for animation and controls up on one of the developer’s monitor. Below are photos of the video:

inFAMOUS Debug Screen

This is displaying what looks like the animations that are being driven on the main character. Of course it is impossible to know exactly what is going on since I wasn’t on the development team but it looks like there are quite a few locomotion animations being simultaneously blended on the player. Slow and fast versions of the base locomotions (fairly typical), plus a lean factor, facial animation, and head look. I’m curious what the “balance” animation does.

On the bottom is what looks like performance and memory metrics. The colored bars are likely how much time the game is spending in various subsystems with each bar representing a thread. “M” and “V” are likely memory and video memory, respectively. I don’t know what “globs” are, perhaps it is Sucker Punch’s nomenclature for game entities.

inFAMOUS Debug Screen

In this screen we can see a bunch of debug spheres being rendered that appear to indicate where the hero character can grab onto various parts of the environment. I always like seeing images like this as it gives me some insight into how the control system was developed. Based on the size of the environments in the game it is unlikely that these points were authored by hand. More likely is that there was a tool pre-pass that determines where the player can attach onto that can then be cleaned up by a level designer by hand afterwards if necessary.

Hopefully someone on the development team will write up something for Game Developer, GamaSutra, GDC, or their own blog. I’d love to read more about how the recognition of player intent was balanced.

Shall we muscle?

Hey you! I am sad that I didn’t come up with this. Wii Ware’s new must buy game in video form below:

Here’s the translation:

“To everyone who loves muscles…”

“MUSCLE MARCHING” (name of game)

“Hey you! You can’t just look can you??”

“Lets all hustle together with Wii Ware”

“Protein is our energy but a robber took it, wait wait wait!”

“This is nice! And nice body!”

“Today’s tears will become muscles tomorrow!”

There are more awesome quotes but that should be enough to hold any muscle lover over.

Announcing: Indicator Maniacs

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An iPhone application I recently worked on for a client has been released. It is called “Indicator Maniacs” and it has all the sauce needed to wet your otaku whistle. It’s basically a Star Trek “tricorder” that you run on your phone and it shows various meters and numbers. There are six indicators to choose from and the user can select three of them at a time, set their layout, and tint them to a variety of colors. I did all of the engineering.

The information website in Japanese is here.

You can check it out in English or Japanese on the iTunes store.

The indicator types are:

  1. Analogue clock – crazy elliptical clock
  2. Digital clock – 3 more ways to represent seconds than are necessary
  3. Memory – see your available disk space, memory, and what processes are running
  4. Microphone – live feed of the mic and a history of its activity
  5. Motion – reads the accelerometers and shows phone orientation and motion activity
  6. Warp switch – hold it down for three seconds for a mind blowing warp effect!

In the screen shot above you can see the digital clock, memory and microphone indicators.

If you are into really geeky stuff like this or use your iPhone in a dock as a clock be sure to give it a look.