Archive for the ‘Design’ Category


I’m Still Here…Making Progress

It’s been a little quiet here on the blog and video blog lately. I apologize for not being more communicative. I’m hoping to get a new video blog posted in the next couple of days. The gameplay for the game has been nailed down and I’m really close to having the in-game art locked. Once I finish up a HUD for the game I’ll post some screenshots and even some in-game video! Woo!

However, before that can happen I’ve been taking care of some less exciting stuff. The last couple of days I’ve been working on a save system for the game. It turns out saving the state of a game that has a physics engine and is interacted with in real-time is a lot more complicated than for a turn-based puzzle game. Who knew? I kid. But seriously, what I hadn’t anticipated was having to build a whole new save game framework to handle it nicely.

At this point I’m getting a little concerned with the fact that there are only 10 days left in October. If I’m going to submit by the end of the month, I’ve got a lot of work to do. If I really buckle down I still might make it, barring any horrible problems [knocks on wood]. Otherwise I might end up pushing a week in November. Here’s hoping the next two weeks go well!

The good news is that my play testers seem to be really enjoying the game! There are a couple that keep battling for the high score in the leaderboards. It’s exciting to see! A week ago I thought I was Mr. BigShot with the high score in the game for the first level. Now I’m 5th. I love it when that happens. It means the people playing the game are discovering strategies that I hadn’t anticipated.

It should be an exciting next couple of weeks!

Owen


Video Blog – Episode 7

It’s time for another fascinating look into the development processes in making an iPhone game! Yes, it’s episode 7 of the Streaming Colour Video Blog! In today’s episode I talk about the new Spawn Manager that’s making the game more fun, and about a whole new artistic direction in which I’m taking the game.

Owen


A Question for Monday Morning

I spent a lot of the weekend working on a prototype for a new game. I had an idea for a simple game mechanic that I thought would be really fun. This happened Thursday night. I then spend Friday morning obsessively drawing concept art. By Friday afternoon I started coding. By Saturday evening I had a playable prototype which turned out to be quite fun.

I had been working on a non-game utility app that I was quite excited about. However, this game concept grabbed my brain and pulled. I’m going to spend a couple more days playing with the prototype code to see if it’s worth developing into a full game. At that point I’ll decide whether to go back and finish the utility app or do this game. I do run a games company, after all.

Ah yes, the question I mention in the subject. This is something I started thinking about during the updates to Dapple but didn’t feel like it was worth starting near the end of a project. I’ve been thinking about recording some developer video diaries, but wondered if that was something anyone had any desire in watching?

The videos would be short (1-2 mins each) and would document the process of creating this new game. I think that games development is exciting, but I wondered if anyone else was curious enough about the development process to watch the videos.

Thoughts? Comments? Opinions?

Owen


UI Mockups

I’ve spent the last couple of days working on UI mockups for my new project. It’s a non-game app, so the whole application is basically user interface. After watching an inspiring presentation on UI design for iPhone from WWDC, I decided to do what Apple recommends and do a lot of paper designing early on.

Apple recommends using paper to do early mockups because it’s extremely fast. I know that there are online tools that allow you to drag UI elements around on a virtual iPhone, but there’s something about a pen and paper that just feels better. I even tried doing some mockup work with my pen and tablet in Photoshop, but it still slowed me down. Pen and paper is the only thing that lets me feel free enough to make mistakes and if each sketch takes 45-60 seconds, I do a lot of iteration really quickly.

However, the one thing that bugged me about doing some of my early sketches was that I felt like I was getting the main proportions of the screen wrong. So I whipped up a little Photoshop file that’s just 3 line drawings, side by side, of iPhones. I set it up so that it prints so that they’re the exact size and proportions of a real iPhone. With these, I can then do really fast sketches while also getting an idea of what will or won’t work.

This is the process that seems to be working well for me (though my little sketchbook is quickly filling with table view layouts too). I thought other people might find my little iPhone mock-up file handy, so I’m making the Photoshop file available for download. The file was created in CS3, but hopefully it should work with a version or two older too.

I hope you find it useful.

Owen


Designing for a Touch Screen

I play a lot of iPhone games; it’s part of my job (it’s rough, but someone’s got to do it). I’ve been thinking a lot lately about why some games feel so good to play and why others don’t. It wasn’t until I put my iPod touch down and picked up my PSP a couple of weeks ago that I started to formulate a hypothesis.

I hadn’t touched my PSP in about two years until recently. With the release of Patapon 2 on the PSN store (downloadable game store by Sony) for the PSP, I finally decided to plug it back in and charge up the long-dead battery.

Patapon is a rhythm game where you control little creatures on the screen entirely by sequences of button presses in time to a beat. For example, to make them move forward, you tap “square, square, square, circle” in time to the beat of the drum and they move forward a little. It’s fantastic and I’ve really been enjoying it.

Aside from enjoying the game, it also got me thinking about what I’ve been missing from the iPhone’s touch screen interface: buttons. This then got me thinking about why some games just feel right on the iPhone and others don’t.

Console video game systems all use control schemes that have physical buttons that you can press (with the exception of the DS, which has both buttons and a touch screen). The physical buttons are great because they provide tactile feedback to the player about where their fingers/thumbs are without having to look. When I’m playing Patapon, I don’t have to look at my right thumb because I know it’s on a button; I can feel the physical shape of the button. The iPhone, with its touch screen, is missing that tactile feedback.

However, what the touch screen excels at is providing a mental connection between touching the screen and something happening immediately below the point of touch. Where the touch screen excels is instances where you need to directly touch the object you want to interact with on the screen. Where it fails is when the touch point is separate from the result of the touch.

In other words, the touch screen is most effective when you’re touching where you’re looking. If you’re looking at point A on the screen, but the game requires you to touch something at point B, things break down. Because the touch screen can’t give you any tactile feedback that you’ve touched the right place, it feels sloppy and inaccurate.

Look at the games that have ranked the highest on the app store. Games like Flight Control or Pocket God require that you touch where you’re looking. In fact, you never touch the screen anywhere except where you’re looking. I think that’s part of the reason these games feel so intuitive and nice on the iPhone. The game is designed to be used the way the user expects the device to be used.

Conversely, many of the games that put on-screen controls onto the screen suffer from a clunky user experience. If you read reviews, games that have controls that substitute on-screen controls for a D-pad or buttons often end up being criticised for poor controls. If you think about an FPS on the iPhone, many of them adopt the technique of virtual analog sticks on the screen. But if you think about it, you’re looking at the centre of the screen where the bad guys are, so you can’t constantly look at where your thumbs are to make sure they’re still in the right place. The result is that there’s a disconnect between the controls and the game. Any barrier between the controls and the user enjoying the game results in a feeling of dissatisfaction.

There are exceptions to both of the examples I’ve given. However, my point is that as designers of iPhone games, learning how to effective use the interface we’re given is an important part of creating games that feel like they were meant for the device. By forcing control methods from button based controllers into our games, we’re not doing the player any favours. When you’re designing your next game, think not only of whether the game is a great idea, but think about whether it’s a great idea for the iPhone.

Owen