Back after the Holidays

Wow, we’re already over a week into the new year and we’ve not yet asked you all how you’ve been! How are you? We’ve been fine thank you, the Bzzz team have had a bit of a longer break and find ourselves in different countries than before so progress has been slower over the winter but still steady indeed!

We have altered the art for our main character slightly and Maciej has been working hard on structuring the levels within the app and realising the user interface in code. This means I am left with not much to show in terms of pretty pictures and colours, so here’s an attractive picture of a work in progress for the artwork on our menu screen.

Optix_UI_4

It’s such a delight to see some of my earlier sketches being created and improved upon! I’m still creating more levels and I hope to share more of them with you in the coming weeks.

Here’s just a quick plug for our twitter account (see left) and tumblr page where we become slightly less professional and reblog interesting game or other related content.

Roll on 2013!

-MBo

Please vote for Optix

Please vote for Optix

Please vote for our game on the Indie Dev Grant. It’s a puzzle / colour mixing game. I think it’s the only nomination intended for mobile devices.

You gotta get the Bundle in a Box to vote – it’s Pay What You Want & you get a ton of great indie titles – win/win! (Click on the picture to find out more).

More Menus

Time to catch up a bit more on development and design.

I’ve done some wireframes & design for our menu system that I hope our artist will hopefully be able to realise with more finesse! Of course it’s important that the menu art is coherent with the rest of the game art.

The game is about mixing colours, so I’ve given each button a different colour. At the edges where the primary colours meet, the colours mix to form secondary colours.

Pressing on a button will reveal a sub menu, themed to the colour of the pressed button, as below:

It has been suggested that we keep the menu art in this style, but it would certainly colour the player’s perception of the game away from the slightly darker mood we are going for.

As always, ask anything and it shall be answered!

-MBo

Catch-Up & Recommendations

It’s been very busy here in the world of Bzzz, which is fantastic, but it’s a shame when this is of detriment to the composition of a blog.

We had a brilliant time at Eurogamer Expo! That feels like a long time ago now, but we met lots of gamer types who were full of great ideas and we enjoyed scouting around the indies section chatting to other devs. Fellow iOS games Fluid Football and Lazarus were getting lots of attention amongst the PC heavy line-up, and were great fun to play! I’m not a football fan, but as a fan of strategy games Fluid Football has been something of an addiction since the Expo. I’m looking forward to the release of puzzler Sokobond on mobile and will be downloading Chompy Chomp Chomp onto my Xbox next time I have a game party!

 

The week after Eurogamer was Appsworld and I made the trip back to Earl’s Court to be immersed in the world of apps! I managed to track down a handful of game makers there and got a lot of great advice about publishing. Speaking to those manning the many advertising stands, I had my perceptions of in-app advertising challenged and have started consider a budget for marketing our own game through in app advertising. I still favour a method of cross-promotion through developing our other game ideas and working with developers we have a good relationship with. I’ll have to keep in touch and see what opportunities exist nearer launch time.

 

The gaming highlight of Appsworld was playing a FPS on the Galaxy 3 using Samsung’s equivalent of Airplay. It’s mad how powerful the computers in phones can be nowadays, especially considering how impressed I was by the graphics of the N64 (and the 8mb expansion pack). The game summed up AAA FPS gaming for me – even on mobiles it just mounts to impressive graphics being hampered by repetitive gameplay and uninspiring controls, but is a good giggle nevertheless.

 

So now we come to the biggest news, Optix (remember? the game we’re making?) now has an artist! The biggest barrier to showing you all the wonderful things we’ve been up to has been that we thought we could do art ourselves and just haven’t come up with anything we’re comfortable sharing. First impressions in games are visual and therefore the art needs to be perfect. We have found our perfect artist in Inese Vira, artist and game maker extraordinare, whose puzzle game Feed Me is soon to be released for Windows Phone. She’s already had loads of ideas for Isaac’s adventures and we’ll be sharing her artwork for Optix the moment we have enough to kick this project forwards.

 

OK, that’s a summary of the most recent news. As always, I’ll write about these topics more in depth when those issues arise now I’m back on the blogging bus.

 

-MBo

Optix at Eurogamer Expo!

 

Hi everyone, this is just a quick post to anyone who is going to Eurogamer Expo in London this weekend. Optix will be playable on Thursday 27th at the inKUbator stand.

We’re preparing 10 levels for you to try, we’d love to hear your feedback because it’ll be the first time we’ve opened the game to up strangers. Honest, discerning, strangers.

Not just strangers though, GAMERS! Gamers at Eurogamer, the most dedicated kind! Scary stuff.

But you’re not scary, reader. You’re honest and your opinions are valued. Honestly, not in a ‘send your feedback to Southern Rail’ way. We’ll probably be making big changes to the game based on what people tell us this week.

So come by and say hi to Maciej and I!

Better get back to work, lots more to prepare!

-MBo (Michael)

To tell a story

At the heart of Optix is a puzzle game where the player has to figure out the shortest way to the exit. Why include a story? I occasionally question the necessity of a storyline when playing casual games because the mechanics and level design should stand up without any arbitrary plot or setting. Simply put, a story can give any game a sense of context, fun or emotion. It’s another way to connect with the player. Sounds obvious.

The core mechanic of this game is colour mixing. Stripped down, it is a simple game where you rebound a disc against other objects in order to change its colour. It seems like a strong enough idea on its own and I’d hate to be accused of ‘tacking on a narrative’ where it isn’t necessary. Yet this is an opportunity to improve on something that I already think is good, so I’m wondering how I can use this game to tell a story and to connect with people on a different level.

One ground rule. If we’re going to have a story, it must serve to enhance the game. Equally, the game must enhance the story.

How do you tell a story when your levels are a series of apparently unlinked screens or environments? Well, fellow puzzler Portal linked its levels through the medium of a scientific test facility. It seems like an elegant solution, so I have taken this main idea and placed the player into a network of tanks, where they must solve puzzles consecutively in order to progress through the network. Deciding on this setting helped trigger further ideas for the story. (Note: I am not copying Portal any more than any more than most fantasy MMORPGs copy Tolkien’s Middle Earth setting (and whoever he copied it from)).

One of my favourite approaches to story telling in any game, not just the puzzle genre, is in These Robotic Hearts of Mine by Alan Hazeldean (Draknek). In his game too, each level consists of a single screen with a puzzle to solve. The story in Robotic Hearts is revealed to the player one line at at time before each level, with the correct solution to each puzzle also relating to the story visually. The levels are linked by the story and therefore do not feel like isolated screens but essential parts of an overall narrative. It also has a wonderful ending, so please play it!

So there is time to tell a story in a puzzle game between levels.

I like the idea of revealing the story to the player slowly. I enjoyed how the ‘glyph’ minigames in Assassin’s Creed II hinted at backstory through short audio soundbites. I want the player to find out what Isaac is really doing in the tanks. Since he can’t freely investigate the facility, he is only able to overhear conversations from the scientists experimenting on him. I want to start each level with a snippet of conversation between two scientists, building a sense of intrigue and mystery.

I already have the ‘meat’ of the story sorted and probably gave too much away when announcing this game! I am working to build a title that will surprise players with a story that sets a mood and keeps them guessing.

Testing

Today we* have been running some performance tests on a few devices. It seems smart to start testing early to show up any major problems that can be dealt with before the game gets more complex.

We’ve been testing on Android devices and have found the variety of different handsets to be something of a mind-boggler. We have mostly been testing on a shiny Galaxy 3 and… well… my Android phone, the HTC Desire.

As you’d expect, there has been little issue in the way of performance on the Galaxy 3. On the older handset, however, it has been more difficult. We are well below Unity’s recommendations for draw calls and vertex count yet it’s hard to keep the frame rate high on the Desire. We were running at around 40fps on the Galaxy 3 but the same build was at 12fps on the Desire. Maciej left in the afternoon with this message:

I will work on performance and if I can get it working on your phone then it should be fine.

I was hurt.

Later this evening Maciej has managed to get the game to run at a minimum of 20fps on the Desire, which looks just about acceptable. Unfortunately a few of the graphical flourishes are missing from this build, so we’re working on finding a good balance between speed and style for you all.

I like my HTC Desire, but apparently it’s a pain for Unity developers.

After this experience, we’re likely to be testing and launching on iOS first since there ought to be less variation in performance on the handsets and we can test on the lower spec units. We want to release as polished a game as possible at this will be easier to do first on iOS, then we can build on that experience to get a well balanced build for Android.

*Maciej has been doing pretty much all of the testing work, I have been playing with my phone and saying “make it faster”.

UI and scoring

The game is feeling more and more like a real game on each new demo. It now has multiple levels, a possible musical score (blog on that to follow:) game saves, a scoring system and a menu. Wow.

This post will focus on the UI and scoring. Exciting stuff.

Seriously though, this kind of thing has serious impact on how players interact with the game and how they feel about playing it again (and their ratings on app stores). Here are our ideas and the elements that we are considering when making decisions.

Scoring

The scoring has been implemented. The game will reward players with a set amount of stars after the level is completed. Rather than choose an arbitrary points threshold for each star level, the starts are rewarded on the following basis:

1 Star – Complete level (even if not all colour orbs collected)
2 Star – Complete level, 100% of ‘correct colour’ orbs collected
3 Star – 100% correct orbs & 1 move only used

This means it must be possible to complete each level on one move, an issue dealt with in my first post on level design. The intention is for this scoring system to build some replay value into the game, hopefully players will find completing the level in 1 move “addicting” and will want to tell their friends!

UI

The pause menu is found by tapping the icon on the top left corner of the screen. This is an area that is unlikely to be tapped accidentally by the player, level design has so far left this corner free of objects. In this menu, the player can see their best score for the level and can switch between levels. At present, the current level will restart when the player leaves the menu. Since the levels are short, this will not result in a loss of much data or playtime, but since it is ‘unexpected’ behaviour, we hope it correct it so the game can be resumed from the current position.

I think that we’ll look at the UI again in a future post. The ‘main menu’ is not yet built (as we don’t really know what’s going in it yet) so we’ll have to discuss that and smooth out the link between gameplay and menu.

What do you think? Is there anything we’re missing?

New game announced!

Bzzz are delighted to announce that we have been working on a new title for iOS and Android.

The new title is called Optix and challenges the player to mix colours to solve puzzles. It is designed for casual gamers, making use of touchscreen controls as players swipe the screen to navigate mazes.

Isaac the Jellyfish has lived in a scientific testing laboratory for all of his life. He has survived some of the strangest experiments dreamed up by science and his cells have contributed to the diagnosis and discovery of several human cancers. Isaac is a hero of his humble test tank.

But now the lab has been bought out by Mercenary Science, and the experiments are getting stranger. The mercenaries have been hired by Exploit-o-Corp PLC to invent a new colour for their upcoming corporate rebrand and market repositioning strategy. The scientists think that secrets hidden in the luminescence of the jellyfish hold the answers.

Help Isaac to solve the colour mixing puzzles and survive the experiments. Help him to discover the secrets of the lab. Will you be smart enough to exit the lab?

The game is just leaving the early stages of development and we’ll update you regularly with updates and changes. Art is currently placeholder. FYRFLZ is taking a back seat for a month or two due to the shifting workload of members of the Bzzz team.

We hope to release Isaac to a laborotory near you during the Autumn 2012.