My iPad Predictions

January 28th, 2010

I’m going to depart from game design and dev updates to offer my opinion on the iPad for a bit here.

If you’re reading this, chances are good that the new Apple iPad is not aimed at you, though you can get one if you want it! All the grumbling from folks about this missing feature or the price, or  “Why did I have to wait so long and why would I pay for just a large iPod Touch?”  The yawning, the jokes. You’re missing the point, and it’s because it’s not about you.

I predict the iPad to be a consumer household device for casual content consuming, gaming, communications, specific industry workflow- not at all aimed at the traditional pc/laptop market.   A family device that is hard to break, maintenance free, difficult to infect and looks sexy.  For people who don’t want to lug a laptop around in the living room/kitchen/bed, or folks on the job who flaunt a clipboard as a constant accessory.  For IT and customer service folks, it’s easy to support and extremely easy to learn to use.  It’s not for hardcore work at all, or with all of the ‘open ended’ uses that a computer has- though it will overlap in many ways.  “There’s an app for that” and if there isn’t, there will be.  For people at end-of-life for their current laptop or family computer, something new and sexy and probably as cheap as the replacement computer they were thinking about will seem like a good idea.  Apple marketing will take care of the rest.

In comparison, the iPad has very much the same broad market appeal that a Nintendo Wii has been successful with, yet with the overflowing App Store it seems tailored for a broader use than you would think. To arrive at and identify the potential market seems in retrospect, a no-brainer.  The surprising sales of eBook readers and iPods for application and gaming and the huge UNCAPITALIZED market of household casual computing is ripe for the picking.  Aside from households and private industry, there is also an enormous potential for government employee use, and broader military use.  The lack of moving parts and places for sand and dirt to get into is a fantastic reason to get these things… support costs in comparison to normal laptops and computers would be fantastically lower.  Though as my friend pointed out: a child dropping it would probably be a Bad Thing(tm) for the glass.

Right now everyone who is interested in or were scouring for news about the device are the existing laptop/desktop users who were left thinking “What do I need this for!”  Yet the ones who are already using their iPhone/iPod for communications/gaming/content consumption may very likely and instinctively want to get an iPad badly.  I certainly felt the yearning.  I am not a laptop fan at all though, I MUCH prefer a desktop.  The people who were expecting a laptop or netbook replacement out of the iPad are sorely disappointed now and scoffing, yelling “Fail!”. No camera? No Office Suite? No USB?  Well.. why would there be? These things were intentionally left out! Apple will continue to sell MacBooks and iMacs for those purposes, it probably doesn’t want to cannibalize its userbase.  Though it’s safe to say that brand loyalty and coolness factor will generate a substantial number of sales.  I’ve been a Mac Hater for.. 25 years!  Until I actually used one :)

I believe Apple will begin to market this device to the household consumer, and large (niche) industry- not the student, not the gamer yet, not the ‘computer user’ yet.  Then: sales forces, medical personnel, education.  For those of you who don’t ‘get it’ it, and I was certainly one who had major doubts about the iPad, we’re also the same folks who don’t really see why Facebook and Facebook games are so popular. We mock and scoff. Yet that doesn’t stop the millions of users, or the revenues.

As a content provider myself (I make games!) I am excited about the new device and its potential userbase, and what it will bring to casual gaming. I will make sure my iPhone/Facebook MMO DangerLands will look great on it, and I am very thankful for the additional device power. It effectively adds a new platform to cross-platform gaming without much extra effort on the part of the game developer. This is a GOOD thing :)

December Update

December 28th, 2009

I was just reminded from a friendly email that I haven’t posted here in awhile :)  I’ve been really busy wrapping up the year and continuing development on DangerLands, some other games, and, as always, working full time for  Gamesville.  I handle video ads and do quite a bit of Flash game development for the day job, and it’s a lot of fun!

To sum up: Been Busy Coding!

DangerLands development has been going strong (with the natural exception of the usual Thanksgiving and Christmas slowdowns) and I’ve gutted the network code to move away from the click-to-move control style into a joypad/keyboard style movement by popular request. It sucks up a ton more network traffic, yes, but is very much worthwhile interms of movement precision and world immersion. It took a few weeks to do this one thing, and it still needs tuning, but it works!  In the process, I developed some really cool server architectures which enable us to fire up a DangerLands zone server on any network-enabled device.  This should let us run instances, let people build their own zones, and reduce our infrastructure costs dramatically.

I’ve been posting on some other places too lately (not blog persay) but lots of little updates about DangerLands over on the DangerLands site and on TouchArcade, where there is a lengthy thread about the game.  There is also a private messageboard we use for DangerLands dev with over 300 posts, but it’s private and lots of top secret confidential take-the-world-by-storm type stuff.

The DangerLands team has between 2 and 4 people on it, depending on what’s going on.  We’re all art-timers, and I am still doing all the development/coding.  I’m not doing world design, which is a good thing.  That’s being handled primarily by Winin, and he’s been posting some blogs about his experiences over on Multiplaying.net.

We recently announced that we are expanding the cross-platform nature of the game to include Facebook. It will probably end up being the primary platform for DangerLands in a casual gameplay sense if my hunch is correct.

So, this is really gearing up to be an awesome 2010!  And… I’ll try to post more :)

iPhone MMO in Development

September 20th, 2009

Thought that headline might grab ya!

Though.. it’s not *just* iPhone. It’s more accurate to say that it’s a cross-platform MMO, but it FEATURES an iPhone client. Which makes it a front-runner in that arena anyway.  Here is the full post, which I broke on Touch Arcade:

This has been an exciting summer! A new baby for me, born on 9/11/09, and the release of my third solo game (Arcana: Spell Duel) on 9/12/09. I’m quite proud of both :)

It also marks the time when I decide to get a team together to work on a game that we’ve been wanting to make for a long time.  The timing is perfect. I’m between updates for Arcana and CastleGuard2. Working alone is great sometimes, but you really miss having some help when companies like Gameloft are cranking out really nice and well-polished titles.  My art skills are somewhere between non-existent and horrendous after all, and I’ve had a rough time getting by on my own. It’s time to raise that bar, a thousandfold.

It is therefore my pleasure to announce:

New 3D iPhone MMO in Development

A new MMO with the working title ‘Gryphon’ is currently in development. This MMO is being built from the ground up as a cross-platform MMO. This is not the “text and pictures” style game that is prevalent in the App Store now, but a full 3D real time online game: with everything you would expect from (yesterday’s) and today’s Massively Multiplayer Online games, and more.

  • massive areas to explore
  • pvp as well as pvm
  • quests
  • immersive and strategic combat
  • brilliant spells and spell effects
  • skill-based character system
  • full array of stats and leveling to create a unique character
  • online chat and emotes
  • diverse crafting: perfect for casual play or long term play investment
  • property ownership
  • thousands of inventory items
  • build your own section of the world and influence the main story
  • unique gameplay elements [B]not found[/B] anywhere else
  • staged releases, with new features being added with each new release

A key differentiator for Gryphon is that it is being developed from scratch with an iPhone client and casual gameplay in mind.  So, while you can play at home on your Mac or PC, you can also play using your iPhone using 3G or WiFi, your iPod Touch using WiFi, or even your favorite web browser!  There will be additional platforms developed in the future.  This cross-platform design will let you take the game as seriously as you want to, wherever you want to!

The development team is using a rapid prototype and development release cycle which will facilitate an organic growth model in response to user demands and overall story arc vision.  This means frequent releases and content updates focusing on key gameplay features in a manageable way, giving the players something new to look forward to each release.

Who is the team behind Gryphon?

They are a motley band of foolhardy gamers and Indie developers who have created a secret club and handshake to do something which moves quickly and sweepingly into your daily life. Small, but powerful. Like Yoda. If forced to answer the question “What is the game going to be like”, they might say something like this: “Our unofficial Gameplay Influences are games like Asheron’s Call and World of Warcraft, and the art team is heavily influenced by brands such as Lego, Dr Seuss, and the Muppets.. which are trademarked and copyrighted of their respective owners, of course.”

What is the Story of Gryphon?

Rumor has it that the design team has accidentally discovered an interdimensional window to a parallel universe and is focused on recording and making drawings of the things they see going on there, which serve as inspiration for the game. There’s no telling when the window will close, so this is a very busy time indeed!

One thing is clear. This story has never been told, and it’s going to take quite some time and many episodes to do it.

You..the player.. will have a part to play in it

Right now we are about at the point where we’re deciding what will go into the initial release and plotting out the map to get to initial release in early November. The World/Story Team and the Art Team are about formed up, and the Development Team is close behind.

New Baby: Chase David Young

September 20th, 2009

I gotta take a sec to post about my son: Chase David Young, born 9/11/09.

He was born at 5:07PM EST. He’s been really quiet and he’s just a little cutie. I’ve been spending tons of time with the family, and my two-yr old daughter too, so that she isn’t so jealous :)

It’s very exciting to have another boy around!

Click-To-Move is Alive!

September 6th, 2009

I went to bed late last night with visions of sugarplums dancing in my head. I actually wrote that previous blog post from bed, my wife was asking me “what are you doing?” and I told her I just needed to get my thoughts in order. I had great hopes that click-to-move (I’m gonna use the acronym ‘CTM’ for now on) would be a holy grail. The bottom line is that it would save a tremendous amount of network messages that would normally get sent out many times per second, per user. So at the rate of 10 times per second, if you had 20 other people in the scene with you, you would be receiving 200 network/positional updates per second, and sending out 10 messages yourself.

CTM allows me to broadcast the requested target position of the player, and the code will set basically a navigation target marker. Then at your own leisure, you update the position of the target object until it is where it needs to be.

There is already a navigation pathfinding framework in Shiva which I tried to use. I’ve used it before for CastleGuard2, all the monster AI relied on it. Basically you build a level/map, and then you build a path node grid of navigation points. When you want to use it, you pick a target spot, ask the navigation system to tell you what the nearest navigation point is, and the system finds you the shortest path between those two points, using only the navigation grid. Then you move a navigation object along that path over time, and update your player to be near that navigation object to create a nice smooth transition. It works quite well.

Unfortunately it comes with a couple drawbacks. The first drawback is that you do have to build (manually) a navigation map for your entire level. That takes up memory (albeit probably not much) but could potentially be quite painstaking. I plan on having a free-roaming and possibly large game world, and some of it I wanted to procedurally generate. This means I can’t manually build nav meshes for every level.

One of the other drawbacks is the feel of it.  As a player, I want precise control, as precise as I can get it. When you use a nav pathfnding system to move a player character, he will always face in the direction of the nearest path marker he is journeying to. However, the path might not be in a straight line, even though there might not be any objects between you and your destination. That’s due to the granularity of the navigation mesh. It’s way too expensive to have navigation nodes everywhere, so you pick a granularity number, say 1 unit, and nodes are placed every 1 unit. However you don’t move (or turn) in values of 1 unit, unless you’re making Frogger. So the effect is crooked paths to represent the shortest point between A and B. This is fine for enemies, as they can use it to avoid obstacles and what have you, but bad for players.

So I took a chance and ditched the navigation pathfinding experiment, and rolled my own.  It works in a similar way in that a destination navigation target is set, and a navigation object is used also, which your player object updates itself towards in a smooth manner. The difference is that as soon as you place a new destination, your navigation object orients itself towards that destination object, and then moves FORWARD towards that navigation destination in a smooth manner.  It also will continue to point at the destination. The end result is that you turn and point in the direction you wanted to go to, and you walk towards it. Just like you would in real life. This means no strafing possibly (unless I combined the CTM system with a tiny bit of normal multiplayer movement).

I am quite happy with the result, and it feels *great* so far. A heck of a lot less clunky than the FPS style movement or dual sticks that everyone complains about on the iPhone, and always draws comparisons to the latest greatest dual stick mover.

Time to have some breakfast with the family, and then see what’s next :)

IPhone mmorpg framework

September 5th, 2009

I had rapid success with creating drag and drop inventory this week, so I started in on an online multiplayer framework that would work on the iPhone. Arcana showed me that turn-based is quite doable, but I had a hankering to have more realtime play, mmo style. I had a multiplayer prototype pretty early on this year actually but I wasn’t going to use it soon and I didn’t keep it around.
I’ve also learned a bit more about nuances and timing gotchas that happen on the iPhone.

So I created a timer loop which sends out updates 10 times a second. On the other side, the remote client receives the update and interpolated the physics object attached to the player object and creates a smooth update. I tested it first with two players, then after figuring out how to use the interpolation and physics object to smooth things out, I turned sown the update frequency and tested with four players. Two web browsers, an iPod touch 2g, and my iPhone 3gs. It ran pretty smooth all around, but I have a nagging idea that just won’t go away…

If I were to use click-to-move gameplay, where the player clicks a spot on the ground and then moves towards it, I would *dramatically* cut down the net traffic. I’d also be transmitting rotation, but then the iDevices could handle many more players in a scene. I’m going with a crazy low poly count on the player model: 559 right now. It would be a tremendous competitive advantage if I did something no one else is doing and made it high capacity as well.

The real crucible is that the average gamer likes a certain style of player control. So CTM could be a nasty failure. I need a success. Well, as awkward as it may be, it is a magic dust to the game technology so I am going to begin thinking of it as a gameplay feature. Diablo was a CTM game.

So tomorrow I will prototype that concept and see how it pans out. While using traditonal multiplayer networking means I can’t even come close to the MMO moniker, CTM could very well help that to reality. The big prob with iPhone multiplayer is that it’s hard to find pol to play. Lots of games and casual gameplay needs make multiplayer a flash in the pan. I plan on countering that by going cross platform with the client, allowing web, mac, pc, iPhone. This should help ensure that players will be online to give the persistent world the life it needs.

Arcana: Spell Duel has been Submitted

August 31st, 2009

A full test group submitted many bugs which needed addressing, and my son and several testers helped me test several online duels to iron out some other miscellaneous bugs and needed features.  I submitted the first build of Arcana: Spell Duel to the App. It was a lot of spare time work this summer but it was definitely worth it.

In the next two weeks I’ll be working on a promo vid and figuring out what to do next. I’m glad to have this done, as I’m expecting a new baby any day now!

CastleGuard2 Sources Released

August 26th, 2009

In the spirit of giving, and of fostering perhaps a community RPG project like what we used to have at www.mydreamrpg.com, I have released the source code of CastleGuard2, my iPhone RPG created with Shiva. It doesn’t contain any of the protected artwork which is licensed to me, but it does maintain referential integrity. I’m releasing the project for a few reasons:

  1. As I said, to see if a community RPG code project can be sparked up
  2. To help some Shiva coders maybe learn a few things they need to know to make iPhone RPG/Action games
  3. As I continue to develop it, I will take advantage of improvements other suggest: I like to learn from folks!

You can find the thread/files here. There is a Personal Learning Edition (free) of Shiva which you can use to figure out if it’s the right tool for you to use to make games with.  It uses StonScript, a LUA-like language for coding. I personally think it’s an exceptional product and I look forward to using it as long as I can, or until I need more!

Arcana Update

August 18th, 2009

The game previously known as Recombiner has been going by the working title Arcana: Spell Duel.  There’s a cuople threads about it over on TouchArcade where I post frequent dev updates.  I’ve had some vacationing and a lot in life going on but I found some time to get some playtesting in and some new features added. I’ve finished adding in the replacement player, using my existing customization system and player. I added in new skin color options and all the clothing options for a really wide range of appearances. Though the players ingame aren’t using the custom settings yet ;)

I’ve also added in a battle scene system and am building some new environments.  I am using one large outdoor map right now with several predefined locations for battles for now.

Anyway, the purpose of this album is to show off the new interface (work in progress) and the customization options quickly.
I’m shooting for end of August for submitting to the store. Online battles are working, just a big list left to do and balancing, etc.
Enjoy!

Spell Duelling Teaser Vid

July 2nd, 2009

I’ll add some details later :)