St. Louis game jam (April 2012 Edition) April 23, 2012Posted by Jesse in : Game Jam , add a comment
This weekend was another adventure at a St. Louis game jam. I last did a jam back in July of 2011, and I was really eager to participate since I missed the Global Game Jam earlier this year. I’d planned to work with a really small team and do something super simple, so that I could use the experience as a chance to play around with a new game development tool. (Something like Game Salad or Stencyl.) But it was not to be.
This year, my wife Mollie wanted to participate, but we couldn’t both attend, as there’s no way we could find someone to take care of our daughter for an entire weekend. So instead we decided to have her work from home, while I worked with a musician at the event. But when teams started forming, we somehow found ourselves with a second artist and two extra programmers. Whoops! Here’s a photo of the team:
From left to right: Ray Phillips (Programming, Level Design, Menu and Credits), Mollie Chounard (Background Art), Jesse Chounard (Programming, Character Animation), Jake Hilbolt (Music, Sound Effects), and Tim Snyder (Character Art). Not pictured is Ethan Hall (Programming).
The theme was “Light Justice.” It’s not what we initially planned during brainstorming, but we ended up with a game about a personified light bulb acting as a sheriff in the wild west, fighting a horde of bandit moths. I spent a huge portion of my time animating the characters that Tim drew and colored, and a bit of time organizing the files sent in by Mollie. Not as much time programming, but it’s okay, because Ray really picked up my slack. Putting Mollie on speaker phone to talk to the team worked out pretty well, and I think we functioned together nicely. I’m super thrilled with how the game looks! Mollie and Tim really knocked it out of the park.
In my opinion this was a far more successful jam for me than that last one. Before we started working, we identified specifically what we wanted to accomplish over the weekend, and we did it. Of course, we kept saying “Wouldn’t it be cool if…” but those suggestions were only to be added if we had extra time. (And some of those made it in. Like the hero’s light bulb shattering during his death animation.)
It’s likely that I’ll talk more about the jam in my vlog this week, so if you’re curious about anything in particular, please let me know.
Third Party Ninjas Developer Vlog #2 April 17, 2012Posted by Jesse in : Game Development , add a comment
In my second vlog update, I discuss the jumping physics and the new camera system in the 2D platformer we’re working on.
Here are some links to the blogs I mentioned in the video:
Shaun Inman’s analysis of Super Mario World’s camera system
Shaun’s camera system in Mimeo
Replica Island blog’s camera discussion
Third Party Ninjas Developer Vlog #1 April 10, 2012Posted by Jesse in : Game Development , 1 comment so far
As you can tell, I’ve changed directions again. I wasn’t really happy with any of the control schemes I came up with for platformers on iOS, so I’m taking a break from that and instead targeting PC, Mac, Xbox 360, and Playstation Vita. (If the PS Suite gets access to PS3 as rumors suggest, then we’d go there too. That would make me very happy.)
It’s not in the video, but I’ve got jumping controls in, and it feels a lot better to me than what I had in Bluebones’ Curse. It’s fun to just run and jump around, which is a good sign.
We’re nine weeks away from this years Dream Build Play deadline. I know we won’t have a finished game by the deadline, but I think it should still be pretty sweet by then, and I’d really like to compete again this year.
HSOOC! nominated in Pocket Gamer Awards 2012 February 9, 2012Posted by Jesse in : Hypership , 1 comment so far
I just came across this news, and I’m totally blown away.
Hypership Out of Control! has been nominated in the Pocket Gamer Awards 2012 in the category of Best Action/Arcade Game. In the same category are Assassin’s Creed: Revelations, Grand Theft Auto 3, Jetpack Joyride, and Super Mario 3D Land. That’s some crazy company. I’m beyond stoked right now!
Bluebones’ Revenge November 9, 2011Posted by Jesse in : Bluebones' Curse,Game Development , 2 comments
A little over a year ago, we released our second game, called Bluebones’ Curse on the Xbox Indies platform. It was total failure commercially, with just a total of 282 sales to date. We were expecting to do quite a bit better than that.
The game had a number of things going against it.
- Xbox Indies Platform
- It isn’t very good
Bluebones is a 2d run and jump platformer, a genre completely overrun on XBLIG. Many developers struggle to turn a profit, and releasing a basic platformer might not be wisest choice, if profit is a consideration.
We had planned Bluebones to come out in time to possibly score a tie in with the Halloween Xbox 360 dashboard event that they run every year. Unfortunately, by the time the game launched, I was informed that the promotion selections had already been decided. Now, that doesn’t mean we would have been included, but we obviously made a mistake with the timing.
Duh. This took me a really long time to come to terms with. The graphics and animation look great, and I’ve gotten lots of great comments on my intentionally cheesy voice recordings, but the game itself isn’t all that memorable. It’s not bad, it’s just doesn’t bring anything special to the table. Obviously, while it’s worth noting the other problems, this is the one that really matters.
Now that Hypership is out and Kris has taken over the responsibility for future updates (I’m still willing to help with bug fixes, of course), it’s time to turn my attention to the next project. Mollie (my wife and artist) and I are really excited to return to working on Hero In Training. We love the concept, and have a lot of content ready to go. Plus, we have some fun ideas on how to freshen it up. (For starters, it’s no longer going to be a standard action-combat platformer.)
But before I get to work, I feel I owe it myself to take another look at Bluebones and see if I can do better. In addition to redeeming myself, I have two specific goals in mind. First, I want to experiment with platformer controls on mobile devices. Few games have done a good job there (virtual d-pads are an abomination!), and I’d like to see what I can come up with. Additionally, I want to really kick the tires on my code and make sure that it can handle releasing on all of the platforms I want to target in the future. (iOS, Android, Windows, Mac OS X, and Linux.)
Hypership iOS Postmortem September 28, 2011Posted by Jesse in : Hypership , add a comment
It’s been two weeks since we released Hypership iOS into the wilds of the Apple App Store. Sales have been good, and the critical response has been fantastic. I spend a small chunk of time each day scouring the web for information, and I’ve found positive reviews of the game in Russian, German, and Swedish. That is pretty crazy! I’m glad to have been a part of bringing Hypership iOS to life. I’m very proud of the work we’ve done, and for the first time I don’t feel foolish when I say that I’m a game developer.
I’m very happy with how Hypership is selling. As of September 27th, we have 2603 sales. It isn’t the next Tiny Wings or Angry Birds, but considering that I’m a hobbiest with dreams of someday being able to go full-time indie, these sales are great!
What went right
Working with an existing game
As I’ve mentioned on the blog before, Hypership wasn’t an original game for iOS. It was originally released on the Xbox Live Indie Games service by Kris Steele of Fun Infused Games. (He later released it on the Windows Phone 7 marketplace as well, though most people are more familiar with the XBLIG version.)
Using a complete game for reference rather than a design document meant that I already knew that all of the mechanics were fun and we didn’t need to do a bunch of rounds of prototyping and testing. Plus, all of the art and audio assets were already assembled and ready to go.
On top of that, Hypership had built a small but very loyal fanbase. When we announced that the game was going to be coming out on iOS, the response we received was fantastic. I knew that we needed to deliver a game that lived up to their expectations, but also that they would help spread the word when the game was ready to launch.
iOS development tools
I’ve been using Windows and Visual Studio for nearly all of my development for well over a decade. Switching to using Mac OS X and Xcode was a particularly scary idea. Even now, I’m still not as comfortable as I would like. That said, the other tools that come along with Mac/iOS development are amazing.
I love the framework package system, compared to the dll nightmare I’m used to running into. Xcode comes preinstalled with all the tools and libraries needed to start coding, and you won’t need to install any libraries on your customers’ computers, as they are all packaged along with your application bundle. I’ve been singing praises for Instruments since the first time I used it. This is an area where Visual Studio is definitely lacking in comparison. There are awesome profiling tools included in the professional versions, but they aren’t nearly as easy to use. And Instruments is completely free!
When I built and shipped Kris the very first build of Hypership iOS, I found it to be an annoying process. From explaining where to find the unique device id, to using a wired connection with iTunes to install seemed confusing to me.
Luckily, that was right when Josh Whelchel introduced me to TestFlight. TestFlight completely automates several of the steps, and makes is very easy to install the test build wirelessly. They recently made the service even better with a ton of great features that I’m looking forward to using in my next game. If you’re an iOS developer and not already using TestFlight, you should definitely check it out.
We were really lucky with our launch. The day after we released, Hypership was featured in the “New and Noteworthy” featured section in the iPhone App Store. Then a week later, when that section rotated new games in, we appeared in the “What’s Hot” featured section. Apple also mentioned the game on the official AppStore twitter account, which is followed by 470,000 people. (In theory, anyway. I suspect a large number of those followers are bot accounts. Twitter is odd like that.)
We couldn’t have asked for better support from Apple. It’s a little overwhelming, and we realize just how lucky we’ve been.
We’ve gotten great reviews on a ton of sites. 148apps (4.5/5) said “Hypership Out of Control is a gem of an iOS game.” PocketGamer (9/10 gold award) wrote “there are myriad little touches that make Hypership so compelling.” TouchArcade said “It’s crazy fun.” We’ve heard that it’s likely that we’ll see reviews from some of the mainstream games press in the next week.
What went wrong
I think this is our biggest mistake. While Apple did a lot of work to support our release, there’s been a large delay in getting coverage on some of the bigger sites. (And the bigger the site, the longer that delay is.) Getting early sales is really important in rising high on the top games charts, and getting early coverage seems like a great way to help generate those sales. Now that we’ve dropped off of the charts, the coverage might not have as much impact as it could have.
Many of the sites we’ve contacted have suggested that they are interested in receiving information before release, and in some cases, they’d be willing to play a pre-release final build so that they could have a review ready at release time. I’ll be taking them up on that for future games.
Outside of the press, I think I’ll also try to build up some early interest by putting together some video development diaries. I’m a huge fan of what Wolfire has done in that direction.
When I first approached Kris about porting the game, our goal was to build Windows and Mac OS X versions of the game so we could submit it to Steam. There aren’t a whole lot of shooters on Steam, but my thinking was that the Mac games library is still pretty weak compared to the Windows side. Even so, they weren’t interested in the game. We knew it was a long shot, but I wish I’d gone directly to working on the iOS version, instead of spending a lot of time getting it to run well on the other platforms.
It wasn’t until near the end of testing that we learned that the game doesn’t work on second generation iOS devices. (iPhone 3G and 2nd Gen iPod Touch.) It would have been a difficult process to fix this, including buying a second generation device. With the fifth generation devices right on the horizon, it seems many developers are dropping support for the second generation devices, so we chose to do the same.
Based on my research, I don’t think it would have made sense to do all that extra work for such a small number of players, but I’m very sad that there are people out there who want to play the game but can’t.
Overall, I consider Hypership iOS to be a tremendous success. I’m really happy with how everything turned out, and I’m pleased with the iOS platform in particular. I’ve already started prototyping ideas for what my next game will be, and the future looks really bright.
Hypership iOS is available! September 15, 2011Posted by Jesse in : Hypership , add a comment
I’m thrilled to announce that Hypership Out of Control for iPhone, iPad, and iPod Touch is now available worldwide on the Apple App Store.
If you have a chance to try it out, we would love to hear your feedback!
This is my third game release (the first two on Xbox Indies), but I’m still just as nervous and giddy as I was the first time. I wonder if this ever goes away. (I hope not.)
Hypership for iOS is complete! September 12, 2011Posted by Jesse in : Hypership , add a comment
I’m happy to announce that Hypership Out of Control will be available on the Apple iOS App Store this Thursday (September 15th).
We’re really happy with the way it turned out. Kris wrote that he thinks this is the best version of Hypership to date. I know I’m having a lot of fun playing it. It’s definitely the best game I’ve ever worked on. I can’t wait to hear what everyone thinks.
If you’re a journalist who writes about iOS/mobile games and you’re interested in obtaining a review copy, please send me a note through the contact form.
Hypership plays great on iPad as well!
Hypership Update August 3, 2011Posted by Jesse in : Hypership , add a comment
A little over a month ago, I posted about my efforts to port Hypership to Windows and Mac OSX. The game is very close to being finished. It’s currently lacking leaderboard and achievement support, and then it needs buckets of testing, but it’s close.
I didn’t want to add a custom leaderboard/achievements system if the game ended up being published on a platform with those features. Kris submitted the game to Steam, but they aren’t interested in publishing it. I was really hoping that having a native Mac OSX port would help our chances, because their Mac games library is still pretty weak compared to the massive Windows side. Ah, well.
Now we’re looking into our other Windows/Mac OSX publishing options. Desura looks interesting, and I’ve signed up for the IndieCity beta. If anyone has other suggestions, I’d love to hear them.
While waiting to hear back from Steam, I started on a new project. I’ve ported Hypership to iOS. It runs really smoothly on my iPad, and Apple’s Game Center is a perfect match for what we needed for leaderboards and achievements. Kris has ordered an iPod Touch for testing and is setting up an account with Apple (we’ll be publishing under his name, because it’s his game). Barring any trouble, we’ll be submitting the game to Apple for approval shortly. Yay!
St. Louis Summer GameJam 2011 July 11, 2011Posted by Jesse in : Game Development , 2 comments
This weekend was the 2011 St. Louis Summer GameJam. This is my second time participating in a game jam, and I’m really glad to have been able to go. While it’s still fresh in my mind, I’d like to write up a quick postmortem of my experience.
Our team (left to right): Jesse Chounard (programming, animation), Peyton Hediger (art), Randy Phillips (level design, art), Ray Phillips (programming), Leslie Neal (story, voice acting), Kelli Michelle Andrews (art), Brendon Diedrich (QA), Dave Derrington (project manager)
What went right
- Better time planning
- Working with a team
- Building on existing technology
- A really cool premise
For my last game jam I wasn’t expecting to be able to stay the entire duration, so I worked alone rather than annoy a team with my random comings and goings. This time, I made plans early enough that I was able to stay the entire time.
It was really cool to have a team (in fact, a very large team) to work with. There was always someone available to bounce ideas off of, and when I started to get stressed, I could take a break and have a conversation and laugh a bit.
Last jam I thought it would be a good idea to build everything from scratch at the event. That was a really poor idea. This time, we used Demina, Gleed2d, and the platform collision code from Hero in Training. Everyone seemed happy with the tools, and we wouldn’t have gotten nearly as much done without them, so I’m really happy we had them available.
The theme for the jam was “Twice Upon a Time.” My idea was to use an old story (the kind that might start with “Once Upon a Time”) and change the main character to have multiple personalities. So for our game, we used Little Red Riding Hood as our premise. But in this version of the story, there was no Big Bad Wolf. Instead, Red’s got a bit of a Tyler Durden problem, and is unknowingly doing all of the bad stuff. You’d play as both Red and The Wolf, and when you reached Grandma’s house, she’d realize that she was the one responsible for what had happened to poor Grandma.
What went wrong
- Biting off more than we could chew
- My management skills
- Our demo
This is, of course, the single greatest problem you hear about games at jams. I fell in love with the premise immediately, and decided to run with it even though I knew it was way too big for a single weekend. Another developer suggested a Wario Ware style game. Maybe I should have joined that team.
As I mentioned above, we had a really huge team. Two programmers, two artists, a level designer, a story writer, a tester, and a project manager. Yeah, that’s crazy. I’m counting myself as a programmer in that list, but I really didn’t get to spend nearly as much time coding as I would have liked. I animated the two main characters (Red and the Wolf) in Demina. We also had a bunch of problems with tools and with subversion, and I spent far too much time trying to fix them.
We worked on the game until about five minutes before the deadline. This means that the demo we cobbled together was slightly less than polished. We still got a few laughs, and it didn’t crash, so that’s positive.
Overall, it was a very positive experience, and I look forward to future jams. (The next one scheduled is the Global Game Jam starting January 27.) For the next one, I think I would like to have a small team in place before the jam. The organizers were stressing that it was best if you work with a new team. It was fun, but I’d really like to be able to accomplish a bit more. So a small team who already know the tools, with one or two additional members picked up at the jam would work well.
Here’s some samples of what we put together.