Archive for the ‘Travel’ Category

Beginning of the Summer …

Tuesday, June 8th, 2010

So the summer is here again (almost). It’s been a busy couple of months. My last post was about Crash for Cash getting popular and boy has it ever gotten popular. In 2 months the game has been played 2 million times. Furthermore my estimates for daily profits were accurate. The first week that advertising kicked in I started kicking myself for not adding it sooner. Beyond getting played 2 million times, Crash for Cash also took the #1 spot in the racing category for about 3-4 days in April. The day it occurred was truly magical. My wife and I were in San Francisco on her Spring Break vacation. During the day we visited Alcatraz, walked from Fisherman’s Wharf to Crissy Beach, checked out the Exploratorium, and then finally walked the entire length of the Golden Gate Bridge to and fro. After crossing the Golden Gate Bridge on the way back was the first time I noticed Crash for Cash in the #1 spot. That was a good day!

Of course Crash for Cash isn’t the only cool thing going on. I also completed the new book iPhone 3D Game Programming All in One, which is currently being printed. This great new 400 page book is published by Cengage and should hit your local Barnes and Noble sometime during the first week of July. In the book I show new iPhone developers how to create a casual flight simulator for the iPhone using Unity. A pre-release version of the game accidentally went out onto the App Store (I forgot to pull it once I uploaded it for book screen shots, that Apple wouldn’t give me permission to use anyway). Long story short though the game actually pushed the book into Amazon’s Top 100 Game Development, 3D, and Apple books in various countries (US included). I ended up leaving the rough cut of the game up for a while since it was promoting sales. I now have a slightly more user friendly version coming out to coincide with the release of the book. A big goal of mine is not to change the game much from what the book covers. Originally, I was looking for 1 : 1 parity but I’ve since decided that a few more play tests and minor minor tweaks aren’t a crime so long as I stay within the realm of the book’s lessons any user should be able to replicate my minor tweaks in a few minutes. In due time I would like to release a fully polished product using the engine from this book. The flight model is really pretty cool and allows for loops and barrel rolls using a fairly accurate and sophisticated method of force and friction applications to the body of the aircraft. It’s not a dead ringer for X-Plane but it’s pretty close in my opinion.

Still in other news I began working at L3 Communications doing some serious games work in February. The work I’m doing there has been very fulfilling. I work with a fantastic team of individuals who love this stuff as much as I do (and GASP … I didn’t have to move to the West coast to find them, although one of them is from San Francisco). Through this job I’ve gotten to attend some really great conferences I might otherwise not have gone to and I’ve gotten to polish my skills even further all while working on projects that have a real world impact (something that I often find hollow in the traditional games industry). At some point I hope I can share more about my work in serious games but for now I’m just happy for the opportunity to apply my skills and communicate with a slew of talented people in this new (to me) arena.

There will be some more game information soon. I haven’t actually released a new game for the iPhone since last year. The funny thing is that by focusing on marketing I’ve been able to increase income from the App Store tremendously without releasing anything new. I plan to reinvest all that I’ve earned through the App Store although it may not be in the traditional sense. Keep reading to find out how all of this will grow (hopefully) into part of a larger plan ;)

Game Dev Agony …

Saturday, November 28th, 2009

In 1997 I came up with a game concept. That concept was a fun and simple 2D building demolition game where players would plant charges and try to level a cityscape. I developed this concept about a year after learning some BASIC programming on my TI-85 calculator and before I entered college. At the time it’s safe to say I didn’t really have the skills to do the concept justice.

Fast forward to 2006. I sit down at my computer one evening and I finally prototype this concept now calling it Debris. I develop a working sim with blocks, bombs, and a caution tape line. The premise is simple, plant the bombs in such a way that upon detonation all the blocks fit below the caution tape line.

I work on this prototype for a few months (mainly tweaking the physics) and eventually show the concept to a company who’d published my earlier work. They write me back and tell me they don’t see any promise in this concept. They tell me they can’t suggest even a single bit of advice in order to make the concept more fun for them.

Their feedback of course stood in stark contrast with my vision as well as the feedback I’d received from several other people who I’d actually gotten to show the game in person. As with anything communication is key when unleashing a brand new game concept. I’m sure something was lost without myself involved to fill in the blanks as someone played this game for the first time. Such is the potential fate of any unfinished prototype.

In October 2007 I attempted once again to show off this concept.  This time at the Indie Games Con. Again, it’s turned down for publication by this company that had worked so closely with me in the past.  To add insult to injury, I’m told by someone I’d once considered a mentor that it “sucked”.  I went home dejected and dropped the development of Debris to work on Full Contact Debate another idea I’d had banging around my brain for years.

Of course there was one redeeming event which took place at IGC that year. The morning after I was told the game sucked I walked in an there was a group of 6 other developers standing around a computer laughing. As I walked up I realized they were playing Debris and they’d just realized you could take the helicopter out if you planted the bombs correctly. In the PC/Mac version of Debris the helicopter would go spastic and bounce around the screen taking everything out in its path. As they left a few of the guys told me it was a great game concept. Seeing their reaction to the title renewed my belief that eventually this would be a hit game.

Now we move on to October 2008. At this point I’d long given up the idea of pitching ideas to publishers with lesser vision than myself. Throughout the years I’d pitched concepts to a plethora of publishers and I was always disappointed with the results. Finally though, the iPhone and the App Store had arrived and there would no longer be a difference of creative opinions to stop the publication of any title. I jumped onto the iPhone development wagon as quickly as possible and I knew exactly what my first title would be.

Debris appeared on the App Store by December 5th 2008 and to my knowledge was the first 2D casual building demolition game created. When I originally developed the prototype I searched for other controlled demolition games and the only thing I found was an obscure PS2 game released in Europe but it was a more serious 3D simulation instead of a casual physics game. My prediction circa 2006 was that the most popular casual games were going to be physics based as opposed to the match-3 titles that dominated the early-mid part of the decade. Looking at the iPhone market today I was absolutely correct and I’m proud to say that I not only made an accurate prediction but I took part in the market with a handful of causal physics sims which I developed.

Now it’s the end of 2009 and it’s been the roughest year of my life. It hasn’t all been bad but it has been a roller coaster. As most people who read this blog know, I lost my dear mother to suicide on March 23rd. I have been depressed since then although certain events have been overwhelmingly positive this year, the loss of my mother casts a shadow over those events. To further add to my pain this year a title called Implode! landed on the App Store about a week ago and since then has risen up the charts into the top 5 best selling iPhone games. Implode! is Debris, it’s a casual 2D controlled demolition game and it arrived almost exactly 1 year after Debris on the iPhone.

Considering that I developed this concept sooo long ago I’m heart broken that I wasn’t the one to fully capitalize on the concept. When I developed it in 2006 I knew it had the potential to rise straight to the top. Unfortunately, being first isn’t always best and in fact some people would say it’s detrimental. This is one of those cases.

I rushed Debris out on the iPhone trying to take advantage of the devices unique abilities such as pinch/zoom, swipe momentum, and the accelerometer tilt. Unfortunately, using these special capabilities of the iPhone was ultimately a distraction from the core experience. Implode! for the iPhone is actually much closer to what Debris was originally for the PC/Mac. Plant bombs, detonate, and try to get the blocks below a line. The version of Debris I ended up putting out for the iPhone wasn’t received particularly well because the core was watered down in an attempt to make it iPhone-centric. Granted, some components of Debris are great fun but overall I let the core suffer in favor of design diversions such as tilt, zoom, and killing aliens with the blocks.

Still, I’m not jaded or angry (OK, just a little). Debris was after all the title that allowed me to develop my own concepts as my sole source of income. Without Debris I wouldn’t be where I am today. Furthermore, there’s no law against sequels and while Debris may not ultimately get recognized as the title that brought the casual controlled demolition genre into the limelight perhaps its sequel can utilize the success Implode! is currently enjoying to be an even bigger success.

Hope everyone had a happy Thanksgiving!

MIT Business In Games Conference …

Sunday, May 10th, 2009

This past Friday a good friend and I flew up to Boston to attend the MIT BIG conference. There were a variety of high profile industry guys there including Ken Levine and Curt Schilling. Overall this was probably the best conference I’ve been too. I enjoyed GDC and of course IGC was also fantastic back in the day but MIT BIG seemed to cover more ground in far less time. The panel discussions were almost all interesting with the only downfall being the QA sessions, which were far too limited. Overall, I’m looking forward to attending again next year and hopefully there’ll be some more iPhone discussion.

On a side note, Boston is a great city. This was my first time visiting and I’m already excited at the prospect of a return visit. This particular trip was a whirlwind. We woke up at 4AM on Friday to catch a 7AM flight. We arrived in Boston at 8:30 and hot footed it over to the conference (the T helped). The conference lasted until 6 including the reception and then we made our way over to Fenway Park for a Red Sox game. We scalped some decent seats and drank beer until our hearts were content. Finally, we made our way back to a relative’s house to spend the night. The coolest part about that was waiting on Commonwealth Ave. for our ride. I decided to see what would happen if I let out a little scream of joy (a whooooOOOH if you will). The response my scream elicited was pretty cool. Two blocks down someone screamed back, then another from 2 blocks in the other direction, before long people in their cars were honking and screaming into a crescendo of joy over the Red Sox victory. It was all in good fun, and good fun it was!