Saturday, 30 April 2011

The Making of Trouser Trouble


The game has already been out on Android Market for two months now but I figured I might as well do little write-up about the project, since I've taken up the blog again.

It all started back in january. I was having lunch with a friend and we were talking about work and stuff and how nice it would be to make money without working. He casually suggested that I should start making games for Android. Having just returned to work at M&D and being generally uninterested in mobile phones I was rather dismissive of the idea and jokingly said that I would much rather keep working on my 3d pants removal technology. The words had hardly left my mouth before a brilliant idea struck me; to my combine pants removal tech with Androids touch screen interface and make game were you pull down people's pants.

That very same evening I downloaded the Android SDK and set to work, convinced this idea would make me rich (well maybe not really). I started porting my engine to Java, rewriting it file by file. It wasn't until a week later that someone told me about the ndk, and that it was actually possible to code in C++ for Android. By that time I had nearly gotten it running, and the official documentation pretty much advised against using the NDK anyway so I kept at it. I was willing to give Java the benefit of the doubt despite my extreme prejudice gainst all interpreted languages. After another week I had everything running in java on the platform. However, it was ridiculously slow. I installed the NDK, tried moving some of he most expensive functions to c++, and the difference in speed was almost silly. So then I started from scatch, and after a few days I had everything running smoothly in c++ and my hatred of java confirmed.

Then it was onto making the actual game. I didn't really have much of a plan for the gameplay but I figured it didn't meed much gameplay. A lot of people were weighing in and having a lot of different ideas, about different gamemodes and different types of clothes to remove and different thing to do to people once their clothes were off, but I wanted something fairly simple. I felt it was best to keep it to just pulling down pants. Partly because it was easier make that look good (as detailed in the post about the cloting deformations), but also because pulling down someones pants is less violent than forcibly tearing of their shirt in the middle of a street. It feels more like a simple practical joke, rather than attempted rape; and regardless what you might think I didn't really want to make a very offensive game. Also there is something inherently silly about people walking around with their pants around their ankles. As I realised that I wouldn't be able to make very sexy people with the hardware limitations and with my limited artistic skills, I though it better to aim for some mild sillyness than for sexual arousal.

In the end the gameplay wasn't really that interesting. I realized from the start that there would be a risk of the game becoming more of a onetime joke than something you play over and over, and therefore wouldn't be spread very much or get a high rating. I added a few different types of challenges and a combo system to encourage people to get a good highscore, but nothing really groundberaking. At this point I was getting a bit tired of spending all my free time working on the game and just wanted to get it over with. So I made a handful of characters, clothes and background, whipped up some rather ugly menues and released it as fast as possible.

The total development time was about two months. It was released on Android Market on the 2nd of March 2011. It has not made me rich... yet...

Unemployed again

It turned out that going back to Might and Delight may not have been such a great idea, so I have now left the company again; most likely for good this time. The commute got a bit too much for me in the end. Also my train card ran out this month. So in order to keep working there I would have to give another 40 000 kronor to SJ for a new train card or move to Stockholm. Neither option seemed very temping; especially considering that the company's financial future is still very uncertain.

I'm not quite sure what happens now though. I have been looking forward to being unemployed and to work on my own projects, but I happened to accept a job offer the other day. I still don't know if anything will come of it though. So I guess I'll just try to enjoy my unemployement while it lasts and see what happens. If I do get started on an epic project I'll try to keep the blog updated.

Tuesday, 4 January 2011

Back to work

Happy new year everyone! I've just returned to work at M&D. It feels a bit weird to start working again and very exhausting to go up at 6 o'clock in the morning to catch the train, but hopefully it will work out better this time around. Of course it does feel really nice to get some money again.
Unfourtunatly I haven't finnished any of the epic projects I started during my time off, but I've done some neat experiments with my engine and some pretty effective optimizations. I've almost quadrupled the framerate (though that isn't really as impressive as it sound, given the state it was in).
Also I finally recieved my wacom board yesterday and I've been practicing drawing ever since; in the little spare time I have now. Maybe I'll post some images soon, if I dare. Other than that I probably won't be posting a lot for a while now.

Tuesday, 21 December 2010

Lack of Love



This is a game I've been meaning to play for ages. It's an extremely unknown dreamcast game developed by Lovedelic, with music by Hollywood composer and synth-pop legend Ryuichi Sakamoto.
A few days ago I finally plugged in the dreamcast and played through it. But I'm not quite sure if it's absolutly brillaint or plain awful. The game is a kind of evolution adventure, kindof like Evo and Spore. You start off as a small squid-like creature and then gradually evolve into a large mammal. In order to evolve you need to befriend other creatures and collect their DNA. Each type of creature has a different way to befriend them, and you have to figure out how by observing their behaviour and experimenting, without any dialog or text. I really wish I had the patience to enjoy it but in the end I had to use a walkthrough for most of the game. A lot of times it just seems like you have to do random things or you have to watch the creatures for ages before they'll show you what they want; but when I did figure things out myself it felt really great.
Still the game is charming and definitely unique; it has a nice story and some great music, but it's very hard to play after having been spoiled by games that constantly tell you what to do

Monday, 20 December 2010

Merry christmas to me



I've just ordered my christmas present; a Wacom Intous4 A4. I really miss my old tablet PC, which broke down this year, and my old wacom board is ridiculusly tiny and crappy. I've started sketching a lot in the past few months and I'm also interested in learning more about painting digitally and drawing textures.
Unfoutunatly there are not a lot of mid range products available so I had to buy the top of the line, super advanced Intous4, even though its features and prize far exceeds my needs and my budget. But what the heck, it's christmas and after a year of no pay and eating egg sandwiches for lunch I deserve a fancy toy.

Sunday, 5 December 2010

Normalmapped pixel graphics

This is an idea I've been meaing to try out for quite a while and last night I finally took the time and made a quick test.The idea is to make pixel graphics with dynamic lighting using normal maps, but still keep the hand made, low res pixelart feel. I figured I'd have to use a a small palette for the normalmap as well. So here's a test I did with the character bengt from an old 2d project of mine.



I used a 25 color palette for the normals; it's a bit much but it was the easiest way to do it (5 values for x and 5 for y). As for the results; I'm not really sure what to think about it. It doesn't look quie as bad as I had feared but somehow it feels more like a super pixelated 3d render than a 2d sprite, though maybe it would look a bit better if I made some tiles as well and rendered in his native resolution rather than having him walking around in a 3d world.


Saturday, 4 December 2010

After another week of manic coding and 3d work I think I'm slowly starting to run out of creative energy, and maybe I'll be able to resume some structure in my life; hopefully even get time to go out and buy some food.
I haven't really achieved a whole lot this week though, nothing quite as epic as the pants-removal system at least. I have worked on a lot of small stuff though, and some pretty valuable improvements to the engine. I've improved the shadow system; so shadow rendering will be disabled for all the lights off screen and only be rendered once as long as there's only static objects casting shadows. I've finally rewritten the exporter so I don't have to manually convert all the files to xml after they're exported, and added support for scaling joints in the animations and multiple UVsets.