Archive for OxygenAddict

Highscores in X-Orbtek II

I’m currently looking at the options available for high scores in X-Orbtek II.

I figure that for local high scores, you don’t care about beating the 7th placed score. As a result I plan on keeping to one “high score”. When I first build the game it had two modes and then single player and multiplayer versions of those. This lead to four “High Scores” (i.e. one top score per mode). A little clunky but possibly explainable.

However now I’ve gone and expanded that. Effectively I could have 8 different forms of gameplay with 5 difficulty levels, which of course opens up a horrible mess of highscores. “You beat your top single player score on Easy difficulty with Classic orb collection and combat enabled”. Hmmm. I think not.

I’d like to reduce that but should that be reduced to just one highscore or have a couple for specific configurations (eg single player / multiplayer, combat / no combat, classic / survival). My concern is that it may be exploitable and there may be a specific configuration that allows for near unbeatable scores.

Saying that, this is for local highscores only. The goal of a local highscore is to get you trying to better yourself and making the best of any specific unbalanced selection only really applies in the online world. Also if the game becomes popular enough for an exploit to be known, well I’ll take that and address it later. Of course I hope to balance the game as much as I can before release, although there’s only so much playtesting that you can do!

I don’t expect to provide any form of online highscores for the XBLIG version* of X-Orbtek II, in large part because you can’t. Okay, there’s ways to fudge it via P2P communication but I’d rather only implement it if I’m doing it properly!

Anyway… here’s a video:

* As opposed to …?

Thank you Microsoft

Just like many other gamers and developers I hurried home to watch the live stream of the Xbox reveal only to be left disappointed by the focus on TV & Sport. Then as snippets from interviews poured onto Twitter it became clear that Microsoft have abandoned indie support. However rather than having another moan, I’d like to look back and say “Thanks”.

Several years ago, just into my first full time job, I was looking to buy a console. Despite everyone telling me to go for the 360 for the indie support, I wound up going with a PS3. Despite never previously feeling the need for two consoles, I grew to learn the error of my ways and am now the proud owner of both consoles with around two dozen indie games. My Steam account also includes many great indie games, but it was the 360 that made me fully appreciate their value.

Just over 18 months ago I even started making my own games and, thanks to Microsoft, I am currently developing a game that I will be able to release on a console. Several years ago I never would have thought that I could achieve something like this but the open nature of XBLIG and ease of access to XNA has really opened doors. I have to say, Microsoft I owe you a massive thanks.

I’m not alone here. Many people do. They’ve been a vital part of helping the indie scene thrive and perhaps right now that is being forgotten.

Sadly XBLIG never hit its potential and is in decline. I also know that I’ve joined the party too late but I’m still very excited to have some part. I had hoped, perhaps expected, that this was because the new Xbox console would have even better indie support, alas that isn’t the case. I’m not sure why. They’ve created something great, potentially wonderful, then cast it aside. It is a real shame.

However Sony and even Nintendo have seen the potential and benefits of getting indie developers on board to create new, original and exciting games (as well as many rubbish ones, if I’m be honest). Rather than bemoaning the decision of Microsoft, lets thank them for opening the door for indie developers on the consoles and now go through the ones being offered by Sony & Nintendo.

Thank you Microsoft. Your Xbox 360 was and still is fantastic. Thanks for giving me the opportunity to release a game on it (due out “soon”!). Also good luck with your TV, Sports & games box. Doesn’t look like my cup of tea but I’m sure many will enjoy it.

X-Orbtek II Playtest Feedback: Game needs more modes

This weekend I ran a playtest of X-Orbtek II, my forthcoming XBLIG. Overall people had positive things to say about the game and it has shown to be an enjoyable game in single player or multi player. Playing for longer than an hour to two hours is maybe a bit too much, but the game was always intended to be one for shorter sessions.

There was plenty useful feedback, new bugs found and it was a great session but there was one thing that I maybe didn’t expect. There were plenty suggestions for further game modes. Obviously doing all of them won’t be viable and some are maybe better saved for other games, perhaps some of the variations could be achieved by having two or three modes then providing an element of customisation.

Theoretically I could even have no game modes and allow for full customisation of the gameplay, although that would involve delaying the project by a month plus of course overwhelming the player when they first play! This would probably be just as bad as providing five or six pre-defined game modes. I really want to keep things simple for the player and avoid unnecessary complications. It is a pick up and play title after all.

It will be a chunk of work and of course more reflection and evaluation of potential variations in gameplay is required at first, but providing more ways to enjoy the game, as well as the ideal experience for the player, sounds good.

Invertical: Should players be able to skip levels?

Whilst work on X-Orbtek II is going at a pretty solid rate, the remake of Invertical has slowed down a little bit… after all there’s only so many hours in the day (curse you day job and sleep!). However there has been progress and I’m hoping on looking at a June re-release of Invertical with the Linux version out just after (or at the same time!).

With the new levels all built, just needing plenty playtesting & bug fixing, my coding focus now switches to the user interface. One of the key things that I’ll be introducing is a pause menu. This will include a few options that you can toggle and the option to skip the level.

The original intention here was to be for players who have already completely the chapter and are replaying for collectibles, or just the fun of it. However I’m rather tempted to just have it as an option all the time. On many games I have came across that one level, jump, puzzle or bad guy that I can’t beat. As a result I may have stopped playing and that isn’t a particularly great situation. The game developer has all this great content in the game yet I’m blocked from accessing it over one bit of gameplay. I’d hate for that to occur in Invertical.

On the other side of things, if I’m allowing players to just skip through the game then surely that devalues that whole achievement of playing through a game? The skill requirement and challenge is what makes players better at the game as well as providing satisfaction when they win.

Could this be a bad move or will it allow players to experience more of the unique and interesting levels in Invertical that they otherwise might not get to play?

Feel free to share your thoughts.

Why X-Orbtek II has a key focus on local multiplayer

One of the major changes in X-Orbtek II over the previous releases is the introduction of local multiplayer.

Two player action

Two player action

I’ve always been a fan of local multiplayer over online multiplayer as half the fun is simply the banter with your mates. Friends mocking each other is completely different to any online discussion and its generally good fun. A great game just makes the experience even better. The other benefits are that you don’t have to deal with people quitting out mid-game or struggling to get an opponent on a quiet day. I’ve often found the process of going through logins, lobbies and having to wait on other players remembering to ready up can be infuriating. Imagine in X-Orbtek if you had a 2 minute wait and crashed within 20 seconds? Rage quit time! So yeah, X-Orbtek II is sticking to what I feel suits it best – local multiplayer.

That said, one of the difficulties that I’ve found with local multiplayer is that skill and experience can lead to the same result over and over. What really exacerbates the issue is that a lot of games are quite complex to pick up or require in depth knowledge to compete. For example in most fighting games, someone with a bit of experience will know a move or two. They will obliterate someone who can only button mash or do basic attacks every time. Equally they’ll get destroyed by a pro. This takes a lot of the fun out of the game.

I am looking to avoid this with the multiplayer in X-Orbtek II. The game itself is a simple concept. The same applies to the various multiplayer modes and this means that new players can come in and straight away start playing. Okay, they may make a few judgement errors at first by firing off bombs needlessly or trying to squeeze through gaps that aren’t there but a few games in and all players should be up to speed. Of course there is still a big skill demand to “master” the game so I’ve looked to ensure that the top player gets more attention from the enemies.

On both the new main mode and Classic mode it requires co-operation. When you work together it will be possible to keep collecting orbs for much longer than in single player. Because the game becoming increasingly difficult, as you start getting overwhelmed as the game goes on with ever increasing numbers and difficulty of enemies then you are really going to want your mate there to lend a hand! The session, and ultimately your score, will certainly keep going longer if you can support each other.

From my early playtests this proved good fun. You always push to do as well as you can for your score but at the same time you want to keep others going. You may even find yourself giving up that extra life or ammo to your fellow player as they struggle to keep up. I am very excited to do further playtesting with different people, different mindsets and different skill levels.

If saying “Go team!” isn’t for you and you just want to lock horns in a battle of skill then this can still be done in the main mode and Classic mode, however there’s a third mode that is available only for multiplayer. The “Survivor” mode will be much more competetive. The rules here are very similar to Classic with one life and no weapons, however unlike anything in previous versions of the games, it isn’t game over when the orbs disappear. The game keeps going until you are all dead, ensuring there is at least one orb available at any given time. Rather than having everyone chase the one orb around the screen, this mode gives players their own orbs to collect. This should bring a real competetive element to the game and some new tactics.

There’s still plenty playtesting to go in order to refine these modes but I’m very excited about playing X-Orbtek II with friends and hope others get to enjoy it as well.

Getting to grips with C# and XNA

Since starting my “Blog A Week” policy, most of what I’ve written is about how I’ve improved Invertical. Whilst I find the ongoing improvements very exciting and hope you’ll love the end result, I thought I’d take an alternate approach this week. Instead I’m going to reflect on how a newbie can pick up and create games for the Xbox.

X-Orbtek II is being written in C# using XNA, which provides a huge library of game functionality and is proving a great backbone. I was a little nervous about making a game for XBLIG as the language, API etc was new to me and it had been quite a while since I’d used a “proper” programming language. For the previous few years most of my games were made using GameMaker’s GML, Javascript through Unity and also browser games written in PHP. However I’m loving it.

Being able to step through code is invaluable and I really missed it with GameMaker. Visual Studio is of course very powerful and I do like the fact that I can press “.” and I’m away! One of the favourite things that I’ve learnt is partial classes. The amount of code I have in my main function is pretty crazy and it is really nice to be able to split it up. Maybe thats a sign that these ought to be unique classes but one thing I’ve found is that I want to keep my list of objects in my main game class, eg list of player, list of orbs, list of enemies etc. However often I want one list to access another so that all needs to be in the main game class!

Not everything is amazing about moving away from GameMaker. It is certainly slower to get everything working. Perhaps the hardest part when moving from GameMaker has been creating different modes & menus. Everything of course runs through your main game loop. I’ve got a state machine in place to monitor whether my game is in main menu, game, options etc and update & draw that accordingly. Personally its a bit, well ugly. I do like being able to create rooms and just say, okay lets go to options.

So in summary, for prototyping I’ll definitely be sticking to GameMaker but X-Orbtek II is unlikely to be my last C# or XNA project. This has certainly reignited my love of programming! Now I’ve just got to improve.

Invertical and the new types of levels

In my previous “Blog A Week” I reflected on the Great Big World. Previously as a reward for completing the story you unlocked one HUGE level but that had its flaws. To tackle this I’ve looked to create a series of smaller rooms.

Work in progress

Work in progress

Each room has a portal to save your progress (I may replace this with your classic disk sprite) and collectible items. The design is very much about puzzle solving your way to the books and scrolls then moving onto the next room. Each room is styled based on the main chapters in the game so you could climb up from the underground areas and enter a city level or go along to a castle.

I’m rather liking it and this could well be something that I look to use in future versions. I’ve actually had a play about with Invertical as a mobile game. A lot of the levels involve inverting whilst jumping diagonally. Unfortunately this is a bit too fiddly on a mobile device. In order to make the game work on Android/WP8/iOS the levels will all need redoing. However I feel that the design and structure of the new bonus and Great Big World levels are the foundations for a great mobile game.

Lets not get ahead of ourselves though. This PC version (definitely Windows, likely Linux too) has to get finished first and X-Orbtek II is shaping up rather nicely!

Introducing X-Orbtek II

I am delighted to reveal my forthcoming game is the sequel to X-Orbtek, which was recently listed as one of the Top 5 Pick Up & Play PC Indie Games.

X-Orbtek II will introduce new gameplay that brings a whole new edge to the game as well as a local multiplayer mode that combines competetive and co-operative play in one mode. There will also be a classic mode for those who are fond of those simpler days…

Release is scheduled for 2013. That is about as specific as I’m willing to get for now!

Invertical and the Great Big World

After completing the main game in Invertical you unlock “The Great Big World”, which is a huge level encompassing aspects from all of the different chapters. This allows for more in the way of exploration, however I’m not sure whether I like it any more.

Does this need replacing?

Does this need replacing?

On one hand being able to take your time and explore the worlds is an interesting and enjoyable experience but it can be hard to navigate your way around and there are performance impacts. I like the way that saving works so rather than being stop / start you have to find the portals. If you die, you lose everything. That said, you don’t really die. In fact I’d be tempted to remove all stuff that kills you! In fact I’m tempted to remove the whole damn level.

Obviously I don’t want to re-release Invertical with less content than there was originally but if I’m making major changes then coupled with my current improvements, I could just you know, redo everything and make it a sequel. However I’ve other projects on the go and I’d like to get this done. Decisions, decisions. Let me know your thoughts on Twitter (@OxygenAddictUK).

Full version of X-Orbtek released on Android

Unlockable theme

Unlockable theme

For a mere 65p, less than $1, you can buy the new version of X-Orbtek. It comes with several unlockable themes, new enemy types and additional power ups, including bombs and a decoy ship.

If you’ve not played it already, X-Orbtek is a great game that is easy to pick up and with global high scores it can be hard to put down.

It is available on the Play Store now!

Get it on Google Play