Posts tagged with “robot”

Designing Slam Bolt Scrappers: Iteration 2 (of 5)

Lost? Wondering what you missed? Read Yesterday’s Post!

September 2008 came and went, and we had a few prototypes for what would eventually become Slam Bolt Scrappers. Now it was time to roll the parts we liked together into a mega-prototype to see if we could actually make something more fun that everyone would enjoy.

The features we wanted to keep were: User generated content for making levels, an architecture theme, and fighting mixed in with the building. We also thought that the electricity and water elements from the tree prototype were interesting as well. The stuff that we wanted to fix was the lack of clear goals and lack of level structure. We spent October 2008 jamming in python, and here’s what we came up with.

Right off the bat you’ll notice a lot of differences. The game play was kind of similar to the T-Rex prototype, with a marauding bad guy (in this case a robot) that you could temporarily knock out so you could focus on building. The building was still centered around the idea of picking up I-beams from piles on the side of the screen, but we increased the complexity, allowing the player to build anywhere and asking them to also make sure that every part of the structure was both powered and watered. We also made the fighting more complex, giving the player a gun to shoot beams and a powerful close range punch attack that was stronger depending on how fast the user was moving. Finally there were two lose conditions; run out of money or have your whole building destroyed and you would fail the level.

Making the game 2 player was a very smart decision, as the game was suddenly much more fun when you had someone else playing the game in the room with you. It also gave rise to all sorts of interesting strategies, like “you fight! I’ll build!” Once we put multiplayer in it was clear that it was going to be a central feature for the game.

Perhaps one of the most interesting points of this game is the controls – you’ll notice the XBox buttons showing up on screen, as we initially envisioned the game as an XBLA title (we had a good contact at Microsoft in that department at the time). The trophies in the bottom right corner of the menu even led to unlockable achievements.

The level editor was a neat feature that people liked but ultimately we decided to cut it. Our Microsoft friend pointed out that we’d have problems with ratings once people started submitting levels that spelled out “Fuck” or had a giant penis in it, and we weren’t convinced that it was worth the hassle of adding a feature that could lead to mediocre level design. Ultimately this was the last iteration that featured the level editor as we dumped user generated content from our core feature set.

We still didn’t have an artist on board until the very end of October so much of the art in this prototype was borrowed. We found sprite sheets online for robots from TwinBee and Mega Man X and repurposed those as our player characters and computer controlled bad guys respectively (it was especially weird for me as I played Mega Man X a lot, this robot was much tougher :) ). To make the background feel like a city we altered the background from SimTower, and to give the game an epic feel we put in some Matrix music by Rob Dougan. The tiles for the building, beams, and pipes were all original art as our artist managed to get us new assets for those at the last second. We were getting close to the point of pitching though, so this would be the last prototype we would make with non-original art assets as we didn’t want to get into legal trouble.

The prototype was neat but our Microsoft contact confirmed our suspicions that it wasn’t strong enough to get a greenlight for XBLA. We therefore set out after this to make an even more polished prototype, and to fix up some of the things we didn’t like about the version we had.

Pros of Construction Robot Prototype:

  • Multiplayer was a lot of fun. We decided it would be neat to try out 4 player mutliplayer next time.
  • Game felt innovative and different
  • Lighting up the building and punching out robots was satisfying, but could get frustrating quickly when it was too hard
  • Achievements were cool, people liked them a lot

Cons of Construction Robot Prototype:

  • User generated content too much of a headache, not compelling enough
  • Building felt too simplistic
  • Going back and forth to the edge of the screen got old quick
  • Money mechanic was too complicated and confusing, and added almost nothing to the game
  • It felt silly to not only have to build but also to have to water and power it, and people weren’t clear on why that was their goal. What was the point?

It’s pretty cool to see how this game is already much closer to Slam Bolt Scrappers than the first attempts. Tune in tomorrow for a run down of iteration 3!

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What we played in 2010

List of games I still need to play from 2010: Limbo, Starcraft 2, Red Dead Redemption, Rock Band 3 with a Keytar, Kirby's Epic Yarn, and Minecraft just to name a few. Time to get cracking!

It’s time for our annual “we’re too lazy to put up new content so here is a rehashed post” list of all the games we played this past year. Sweet! Here’s what we played in 2010.

Our year started off with one of the best games to come out of the Boston Global Game Jam, a highly descriptive and amusing platformer called RunRunRunJump that has one of the best soundtracks you’ve ever heard. After that we played Robot Unicorn Attack which since our post has become one of the best selling games on the iPhone (coincidence? I think not! Of course not all games on our blog get quite as much attention, and Paul Sztajer’s Particulars seems to be somewhat abandoned nowadays judging from the leaderboards. But hey, if you ever wanted to be #1 on some boards now is your chance! I’m personally at #2 of all time with 325K.

We laughed a ton playing Sydney Shark, one of the most hilarious games we’ve seen since Robot Dinosaurs that Roar. Where else can you chomp horse heads, killer whales, and nuclear missiles as a shark? Jay Pavlina’s Super Mario Bros. Crossover got a ton of well deserved internet attention, and since the initial release Jay’s been hard at work adding special new features for each character. We then looked at an artier game called Every Day the Same Dream, which still has a terrific ending if you haven’t tried it yet. I find it interesting that since that game came out a similar title called One Chance was released, which while somewhat derivative is also excellent with a fantastic ending(s?).

Of course if you aren’t feeling especially artistic and just want a fun platformer then Enough Plumbers was probably right up your alley. Any game where you kill clones of Mario and light yourself on fire with jalapeno peppers has to be fun. If you’re more of an RPG or educational gaming fan you’ll probably like CellCraft, a game which not only has “craft” in the title but teaches about both cellular microbiology and platypuses. And if you’re the type of gamer who care for roguelikes and has several days of free time then Desktop Dungeons is the game for you – I think I almost burned a week on that one before deciding I had gone “far enough”. I hope QCF design brings it to consoles!

At the end of the year we wrapped up the demo of the still-in-development indie game Planck by Shadegrown Games, a neat experimental music game with some fun shooting bits. We also played the phenomenal tower defense game Ghost Hacker by Core Sector, and then finally wrapped up the year with the engaging short interactive fiction title The Warbler’s Nest by Jason McIntosh. It was a good year!

If you haven’t played any of these games yet be sure to take a look at them over break, they’re a ton of fun and every single one of them is free to play!I can’t wait for the awesome games we’ll wind up playing in 2011.

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New SBS Teaser Up

WHAT IS THIS? Is it a new teaser with all the awesome juicy bits we are going to be showing off at PAX? I DO BELIEVE IT IS.

This teaser is our first time showing off two of the new co-op campaign levels. The first is the Robot Boss, who is fought high up in the snow covered mountains overlooking Slam Bolt City. The second level is Volcano City, where our heroes battle vicious computer AIs and demon chicken riders above pits of fiery lava. This level has a fun twist but if you want to see what it is you’ll have to come to PAX and play it yourself!

Hop into the comments if you want to talk to us about the new level additions. We’ll have a more detailed write up of the new features after PAX. And of course we hope to see any of you that are planning on going to Seattle this weekend! Remember: SCHWAG!

Oh, and we’re on the Sony PlayStation blog! Nice.

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Slam Bolt Scrappers will be at PAX!

Robot Boss Battle in Slam Bolt Scrappers

Just 10 days until PAX in Seattle! We’re getting really excited, we’ll be showing off a bunch of new features including new levels, new characters, and this charming guy up top. We’re talking MADNESS, people!

If you are going to be in town for the show be sure to stop by our booth (#3834, next to Square Enix and located on the lower right hand corner of the exhibitor hall map) and say hi! We’ll have some nice schwag to give out to our fans, and of course we’ll have the game for you to play.

Also I’m on a panel along with a bunch of sexy indie devs (Robin Hunicke [thatgamecompany], Nathan Vella [Capybara Games], Dylan Fitterer [Audiosurf LLC], Andy Schatz [Pocketwatch Games]), and we’ll be talking about all sorts of fun new games worth checking out. It’s called “In(die)credible! The Best New Games You Haven’t Played”, and it’s taking place on Sunday, 12:00 PM – 1:00 PM, in the Raven Theatre. Come and check it out!

Oh yeah, and we’ll be taking pictures during the show. Oh yes. PICTURES.

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What We’re Playing: Robot Unicorn Attack

I feel like may be pretty close to the video game equivalent of a Rick Roll.

Need a laugh? Have a burning desire to play more video games that look like they were based off the old Trapper Keeper binders from middle school? Well, you’re in luck! Robot Unicorn Attack is a new video game from the nuts over at Adult Swim Games and is definitely worth a play. The premise is pretty simple; you’re a robot unicorn chasing dreams and fairies with your three wishes. The aesthetic is what’s truly memorable (nauseating) as you’ll see when you start playing. I highly recommend playing with the sound on – the soundtrack is epic.

As a side note, I have to hand it to the Adult Swim Games guys. Rather than just churning out crap titles based on their well known IP they focus exclusively on new content that generally has a really catchy idea behind it, and their games are generally higher quality as a result. Well done!

I beat 20,000 on one wish. I challenge you to do better.

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