Programming Training Wheels

November 2nd, 2010

When work began on Volatile, we knew we weren’t going to get things right the first time. We had this big list of perks and equipment that change the way players receive and deal damage to enemies, which means we have a lot of balancing on our hands.

If I felt like a perk did too much damage or didn’t cost enough energy, I knew it was going to be a pain in the ass for Henry to do those changes for me. He had more important things to work on and I know he didn’t want me pestering him to fiddle around and change a few numbers here and there.

So, he did what any good coder would do, he minimized his work load. He came up with the idea of using an XML file for all of our balancing needs. If I want to change how much energy is needed for Hack or how much the Transmatter Fluxuator costs, I load up the XML file and start changing numbers. It’s in XML so it’s easy enough for me to dive right in, change some values and test it out.

Doing it this way lets us focus on what we do best and keeps us out of each others hair. Perfect.

As always, be sure to follow us on Twitter @insaneroot for up to date news on Volatile.

-Matt

Game Design Library Card

October 26th, 2010

I was having a conversation with another fellow indie developer about books that have to do with design or the game industry and I noticed just about everything that I have purchased has nothing to do with actual game design or the game industry at all. Games are designed by people and played by people, so I study people! Here is a break down of my three favorite books that I think helped me the most as a game designer.

1. The Design of Everyday ThingsLink

This is the only book you will ever need for game design. It was written in 1988 but the lessons in design will still be useful until the end of time. It doesn’t mention video games at all but instead touches on the overall rules of design, interface, and human psychology, all of which are elements of game design. I’ve had this book for years and it’s been read over and over more times than I care to mention.

2. ReworkLink

This book will literally take you less than an hour to read but it’s worth every penny and every second. It’s a common sense type of business book. When you read it, it’s almost as if is reading your mind and putting it on paper for you to read and digest all over again. It’s simple, to the point, brilliant and will change the way you work.

3. When I Stop Talking You’ll Know I’m Dead: Useful Stories from a Persuasive ManLink

When you want to make a game, 99.9% of the time, you’ll be working with other people. And make no mistake, as a game designer you have to convince and manage people to get what you want. This book is a great source for stories about persuading people, getting what you want and how to get it in the best way possible.

To be a better designer, you have to know people. Having a deeper understanding of how people get angry and why certain things are enjoyable will make you a better designer.

-Matt

Concept to Completion: Hatch Doors

October 11th, 2010

One of the main critiques from the San Francisco Postmortem was how lackluster the win/lose screens were. You spent a good 4-5 minutes kicking some evil bastards ass in a puzzling bout of mental fisticuffs and you were rewarded with a tiny little screen that said Mission Complete. Not so great.

After a few brainstorming sessions, I came up with the idea of having a giant hatch that would come from the top and bottom of the screen and meet in the middle. The hatch would then open and the player gets a full screen of information on their performance from the battle. Now that I had the idea, I needed to start making it!

The first thing I did was open up 3D Studio Max and start messing around with some basic ideas. Modeling it out in 3D is a lot easier than trying to paint everything by hand and it also gives me what we call an ambient occlusion map, which helps me out a ton when it comes to painting it in Photoshop.

The finished hatch in 3D Studio Max.

Using the AO map as a base, I can add color, hightlights, shadows, bolts, rust, grime, and all types of nastiness you would expect a dilapidated space junker to collect over years of planet hopping. Below is a progress shot of the hatch, from render to completion.

Texture Progress

Working in 3D first is a wonderful way to save time. If I were to do this all in Photoshop, it easily would of taken me a good 2-3 days. I was able to complete the 3D model and paint over in one night using this texture rendering technique. To learn more about texture rendering and how it’s used in other games, check out the tutorial section on the super talented Philip Klevestav’s website.

-Matt

Volatile in the Wild

October 4th, 2010

This past Tuesday was the San Francisco Postmortem. It’s a monthly gathering of game developers in the San Francisco Bay Area to talk shop and share a beer or two with your fellow developers. I go just about every month, but this past Tuesday was special as I was finally able to show Volatile to other game developers for the first time!

To be honest, I was nervous about showing Volatile off to other game designers. It’s like a director showing a room full of other directors a movie they’re still in the process of creating. I’m not in the film business, but I don’t think that’s something that happens often. Nevertheless, I worked through my jitters and showed it to as many people as I possibly could.

Max McGuire from Unknown Worlds

John Graham from Wolfire

Brian Cummings from Unknown Worlds

Group shot of others playing

All though I didn’t take as many pictures as I wanted,  it was still a lot of fun talking about why certain game play decisions were made, features that need to be tweaked, and the overall progress. All of these guys know their craft so it was a great pleasure to get direct, hands on feedback from them.

If you developing your game in a vacuum you’re at risk to make some giant mistakes. Get your game out to some fresh eyes, no matter how nervous you are about it. Sure, it might sting a little to see the player fumble over a certain mechanic that you know is a work in progress, but you’ll be surprised at how much you didn’t notice because of how close to the project you are.

-Matt

5 Tips for Indie Voice Acting

September 27th, 2010

Having some sort of voice acting in Volatile was important to me. I want to make sure that when the player loads up Volatile, they feel like they’re getting a polished, well put together game. However, being an iPhone puzzle game, we realized that a large number of people were probably going to be listening to their own music while playing the game. This meant that we couldn’t have important information about the game conveyed to the player relying entirely through audio cues alone. Volatile would still be the same basic game without voice acting, but it would lack that polish that we think makes good games great.

Voice acting in video games has a stigma attached to it. You either do it well enough where no one notices it or you do it really bad and everyone cringes when they hear it. Here are 5 tips that we think will help you with getting voice acting in your indie project without it making your audience want to turn off the audio.

1. The Right Stuff

A Mic:

A decent mic in these days of amateur podcasting isn’t going to cost you an arm and a leg. We went with the Samson CO1U USB Condenser Microphone because of it’s quality, price and ease. It’s a great USB mic that works great and has excellent quality.

PopScreen:

If you want to step it up a notch and save yourself some hassle, buy or make your own popscreen. This will help you out a lot when it comes to cleaning up the audio in post.

Audacity:

We did all of our voice capturing and clean up in Audacity, a free open-source program. Didn’t cost us a penny and had everything we needed to get the job done.

2. Find an Actor/Actress!

Bad voice acting is usually the fault of the actor and direction, not the quality of the recording. There is no “Make Actor Better” filter in anyones audio recording software.

There are many ways to find actors and actresses. Hire Scott Stoked, check the help wanted section on Craigslist, GameDev.net Help Wanted forums or ask around your local college in the Drama department. Approach the teacher in their office, email or ask them about students who may be interested. It never hurts to ask. And since they’re students, they’ll more than likely work for free for the experience and exposure they could get from your game.

Unless you’re confident in your own abilities as a voice actor (even then, get a second opinion!) finding a local professional or inspiring professional is imperative. I’m sure David Hayter would still sound fantastic if he was recording on a Speak & Spell.

Local drama student Alex.

Audio before filters:

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Audio after filters:

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3. Record at Night

This might be a no-brainer, but it’s quieter at night, which means less background noise for your mic to pick up and less noise for you to filter out in post.

4. Be Prepared

Script:

Your script should be well prepared before you even start looking for an actor. Read the lines yourself, make sure it sounds believable, the flow works right and words that are fabricated or hard to pronounced are spelled out phonetically some place for the actor.

Equipment:

Set everything up early so when the actor is ready there are no technical difficulties. Nothing will kill the mood more than having the mic cut in and out in the middle of a recording. We all know how angry some actors can get in those situations.

A Glass of Water:

Depending on the length of your script and how long you have with the actor, providing some sort of amenities will go a long way. You don’t need to pick out all the green Jelly Beans in the jar or anything but a few bottle of water should be fine.

5. Turn Off Your Cellphone:

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-Matt

Where Have You Been?!

September 19th, 2010

It’s been awhile since the last blog post. That isn’t because we forgot or stopped working on Volatile, in fact it’s quite the opposite! Volatile has changed quite a bit in the last few months, and I look forward to showing how and why!

When development first started on Volatile, I knew I wanted to make it as packed full of detail and goodness as I possible could. Everything would be polished before AND after it was put in. Nothing would be rushed or approved without careful thought and delibertation. In part, that’s why Volatile has taken so long .Yes, it’s just an iPhone game but before that it’s an InsaneRoot product. I want everyone to know that our products are and will be as close to perfect (to us) as they possible can when we release them. Thankfully, there is light at the end of the tunnel!

I apologize for the long gap in between updates but that is the thing of the past. Check out the Twitter updates to stay in tune with the daily updates of Volatile and be sure to check us out next week for a look behind the curtain into the wonderful world of indie voice acting!

-Matt

Domo Arigato, Mr. Roboto!

March 16th, 2010

Last week we showed some of the ways we get things done for Volatile. This week, we’re going to go into a little bit deeper and show how we go from concept to a complete asset, ready for the game.

In Volatile, there are a number of NPC’s (non-player characters) that the player interacts with to get missions, buy items or fight against. For this case, we needed a particularly unique NPC for the players in interact with in the middle of the game. This NPC is going to be giving the player a lot of key missions and providing some unique comedy relief. The idea for the character was pretty simple. We needed a robotic servant that the player could easily befriend. A robot. A butler. Mr.Botler was born.

Coming up with an idea for a character is the easiest part. Now we had to get him onto paper and flesh him out some more. What happens next is we have a brainstorm session for the character. Who is he? Where is he from? What does a robotic butler sound like? Even though you never hear Mr.Botler speak, in our heads we pictured him sounding a lot like Johnny 5 from Short Circuit. The more life you breathe into the characters, the better. An example I like to use is from the movie Collateral by Michael Mann. In the movie, there is a character named Vincent. Anyone who has seen the movie knows the character is unique, mysterious, and fun to watch. In the commentary for Collateral, Mann says he provided Tom Cruise (the actor portraying Vincent) with an amazing amount of backstory. Information like, where he grew up, the type of people his parents were, where he went to college and more. The audience is blind to this information in the movie, but it helps make the character come to life. It’s easier to picture the way they would act or look or feel in certain situations which in the end, makes it that much easier to bring them to life.

After a few brainstorming sessions and a lot of tea, we came up with the following concepts:

Some of them were okay, some were great but only one really stood out to me. Number 2. One of the few requirements for Mr.Botler was that his neck resembled a bow-tie and that he looked happy. Out of all of these, Number 2 worked the best. Number 1 was also considered, but after some initial testing, we found out it didn’t work so well with the way we were going to be displaying these portraits.

After we’ve found the one that we think is best, we elaborate on it and start the color stage. This is also one of the easiest parts. All of the values are already in the initial concept, now it’s just time to clean him up a bit slap that extra layer of paint on to get him looking right:

And there you have it! Rinse and repeat for every portrait and you’ve got yourself some work ahead! I hope you enjoyed this little look into our art process!

-Matt

Getting Things Done

March 9th, 2010

Independent game development usually means you gotta wear a lot of hats. You might be an artist one minute, a voice actor, a web designer, or an IT expert the next. Sometimes it’s difficult to keep track of everything that needs to get done and finding the time to do it all. Today we are going to share a few ways we get things done for Volatile.

To help us organize our tasks, we use Pivotal Tracker. I’ve used a lot of different tools that do basically the same thing (Microsoft Project, Trac) but I kept coming back to Pivotal Tracker.

In it, you create new tasks, assign a difficulty and owner of the task (who you want the task to be completed by) and “start” it. After you start building up a stack of completed tasks, Pivotal Tracker keeps track of your velocity. Judging on your velocity and the difficulty of your current tasks, it’ll give you a date projection of when you’ll have all the tasks listed complete. Not only is it a great way to assign tasks but it also is a good way of judging what you can get done and when. Another great thing about Pivotal Tracker is that it’s all web-based, meaning I can use it from any where.

Volatile’s “Icebox” in Pivotal Tracker which are tasks yet to be started.

For source control, we use DropBox. I’m not sure what  humans did to deserve something as amazing as Dropbox, but we did and I’m not going to start asking questions now.

Quite simply, it works exactly the way I want it to. I drop in a file and everyone that has access to that folder can see the changes instantly. If I screw up, I can revert the file. If I delete something on accident, I can get it back. Sure, there are other programs out there that do this (TotroiseSVN) but for us, Dropbox just works the way we want it to. All the time and without any headaches. If you have a bigger project with a large number of developers, then you might want to use something like TortoiseSVN or Perforce but for an indie company, Dropbox will do you fine.

Some art assets under source control in Dropbox.

For everything else, there’s Google. We use it for mail, instant messaging, calender, document management (I’m writing this blog post in Google Docs on the train using Google Mobile from my iPhone!) and just about everything else. And the best thing about everything we use here at InsaneRoot is that it’s all free and doesn’t cost a dime!

I think one of my favorite things so far about developing Volatile is how easy it is for me to work on it from anywhere. Instead of sitting on the train watching an episode of Family Guy that I’ve already seen, I’ll use Google Mobile on my iPhone and write a few ideas down for Volatile or start writing up the next blog post. I know this won’t work for everyone (I couldn’t imagine how hard it would be to do any type of programming when you have a smelly bum next to you on the train asking you if you know a good place to get gingerbread pancakes…) but the point is to try and find ways to work on your project when you think you can’t. Those 5-6 minutes on the bus, waiting for your friend, or during a coffee break at work start to add up.

-Matt

Block Rockin’ Beats!

January 20th, 2010

Creating music for a puzzle game is a puzzle all in itself. It can’t be too distracting, it can’t be short, it can’t be too loud and most importantly, it should fit nicely with the theme of the game. Luckily, I had found a musician who was able to work with all of these restrictions and still come up with a great sound for Volatile.

I found Nishant of Wavestation from the help wanted section of Gamedev.net. When I first got in contact with Nishant, I explained the game a bit, showed him screen shots and told him about the restrictions. He took the information and quickly came back with a few samples that were only 25-30 seconds in length. For us, this was perfect. I could get a sense of what he was trying to accomplish with the samples and he could turn them around quickly. Some were great, some were okay and some didn’t work at all and had to be discarded. The audio sketches I liked the best were expanded upon, tweaked and eventually finished.

I’m not going to pretend to know just how Nishant works his ear pleasing magic, so I’ll let him explain the process:

To get the feel of the music for Volatile, I listened to a lot of ambient and electronic tracks on Myspace and Acid-Planet. Matt also introduced me to Mass Effect’s music, which is absolutely brilliant and was a great inspiration for Volatile’s music.

For composition, I mainly use Cubase with virtual synths like Spectrasonics Omnisphere, Arturia Moog Modulator and the Waldorf Largo. I then bounce it to Pro-tools for mixing.


I mainly focus on getting a unique ambient sound that adds distinct atmosphere to the tracks. To achieve that, I had to create new synth presets. Most of the tracks were produced using different synths and piano except a few where I tried  experimenting with guitar, flutes and even strings. Each track’s arrangement consisted of about 30-40 different tracks.

I composed 30-second demos of every track and mailed to Matt for a review who got back with feedback and notes which were helpful in heading in a particular direction. It was a great experience working on Volatile’s soundtrack.

Click the play button below to listen to a sample of Volatile’s music.

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-Matt

Bruce Lee was right…

January 14th, 2010

I’m not one to spit quotes or use fancy language, but this quote I heard from Bruce Lee when I was younger really stuck with me and I think it’s a great example for game design. Lee says:

Waaaaaaahhhhhhh!

In a previous blog post I posted about the importance (or lack thereof) of design documents. The development of Volatile is a perfect example of what Lee was trying to say. The idea of Volatile from when I first wrote the design document to what it is today has changed quite a bit.

While the things that were in the design document sounded fun and dandy on paper, they didn’t quite hold up in the prototyping phase and had to be changed and put through the prototype phase yet again. In a matter of speaking, I was able to bend with the wind. For some developers, this is simply impossible. It’s a luxury in this business to be able to throw things out that aren’t working and the companies that do have that luxury are the ones making the greatest games.

Blizzard makes amazing games for a number of reasons but you better believe that when you have the ability to adapt and change without fear of a publisher pulling your funding or sending your contract to some other company, it makes developing an amazing game seem a lot more tangible.

-Matt