Monday
May062013

IGDA Presentation Slides

We gave a talk at the Albany IGDA last Wednesday (May 1st) about our first year as an indie company. 

Some information covered in the presentation: 

  • Background
    • Why we left AAA development
    • How we used our time before leaving to prepare
  • Business Stuff!
    • What an LLC is
    • Insurance Costs
    • Software Costs
  • Making and Selling Amelia
    • Our timeline
    • Additional costs
    • What we've learned about prototyping
    • General lessons
    • What we've learned about marketing
  • Crush
  • Color Thief (our current game!)

 

I've added notes to the powerpoint to fill in some of the information that isn't captured in the slides. You can download the presentation here: http://www.troubleimpact.com/storage/TroubleImpact_IGDA_withNotes.pptx

 

Monday
May062013

FL Studio Tutorial

Pretty great FL Studio tutorial. I'm definitely interested in the possibility of making the music for our game, although I've never really made music before, so it might turn out to be pretty unrealistic!

I've been playing around with the free demo, which I believe is pretty much the full program minus the ability to save files. There are a lot of versions of the software you can pick up, but I've been told by a friend that the $99 "Fruity Edition" is generally all you need to make stuff.

Tuesday
Apr302013

Chugging Along...

Things are moving along! I'm making the parts and pieces for the redesign of the 2nd half of the tutorial section. I wanted to have something playable for the Albany IGDA meeting tomorrow (we're presenting a talk about our first year as a company!) - We'll see how far I get! 

Here's a bunch of stuff! 

Brainstorming/level planning. It's not very pretty, but maybe it's interesting?? 


Some screenshots of the game as it is right now. Nothing about the art is final at allll but this is what we're working with currently. :)  

 

Turning on the fountain:

Some issues with things floating in the water:

And some little fountains:

 

Also I got this baby veiled chameleon for help when I redesign our character!

Thursday
Apr252013

Making a Web Ad!

I've been thinking I need to post more often, so all of my updates aren't huge!

On Tuesday I saw that this blog I read, Cute in Korea (seriously, read ittt! I want to celebrate Pepero Day this year!), was selling some ad space, and I thought we could try advertising Amelia on there. It's an awesome travel blog by an illustrator, Miss Kika, who is living in South Korea - and I thought that our style would fit, since our characters on the cute, Asian-inspired side. Even more than that though - the audience that would read a cute travel blog is totally in line with the audience I designed this game for! It's a game for "non-gamers," (but it's still definitely challenging!) - and so far I am finding that of my friends that have bought it, my girlfriends are the ones that are really sticking with it. :) I really hope that putting the ad on a non-game blog introduces more people to our game.   

Making the ad was sort of a funny process for me, so I thought I'd post it. I kept "finishing" it, sending it to Issam going "here's the final version!" and then noticing small details and updating it... Overall it ended up taking up a huge chunk of my day. 

First ideas - since we use the Amelia profile for our icons, etc: 

I sent Miss Kika an email asking about the ad and she recommended making something as cute as possible - and I realized that our icon was definitely more "cool & tough" than "cute". Haha! So I thought about what other images we had, and chose the finish line shot from the intro

This was the final.

Here are a bunch of the small changes I made through the course of the day. :)

Monday
Apr222013

1 Year Anniversary & Updates

We celebrated the 1st anniversary of our 1st working day last week! :) We had a lot of cake, it was fun!  

Game-wise, we've made some big design changes in the last couple of weeks. Initially, color was an 'energy source' which was sort of abstract, and I was having a hard time making the rules consistent (especially since I'm trying to avoid sci-fi). I knew I wanted to try having Veil move slower when she was missing color (the chameleon is going to be redesigned as a girl chameleon!), and in brainstorming I kept coming back to the idea of things turning into stone when they lost their color. When I thought more in this direction, I found that I was able to come up with ideas much easier. For awhile I worried that it was too "magicky" - but the premise is already magicky, so I think it's ok. We're going to try it for awhile and see what happens! 

I made some rough & ugly concepts while Issam and I were discussing what the 'transition to stone' could possibly look like. Also we've been working from the assumption that you need to return the correct color to an object to make it "work," and how to show that. 

Using vertex color to have some of the original color remain. Right now its spreading too much towards the middle - I would want it to cling to the edges more. 

Experimenting with fading in the stone texture where color is missing. In this concept, the texture of the grass seems too busy - so then I tried...

...doing this kind of ugly mockup using a screen shot from Wind Waker. Haha. We wanted to see the blending if the colored textures were less noisy to begin with. We spent a lot of time sliding the opacity back and forth to see the transition. I think if the textures are simple enough (which is what I want anyway!), then it will be ok to transition to a noisier stone texture. (I played Wind Waker for the first time last week! I'd been thinking about Ocarina a lot, since it's the sort of feel I'm going for with our temples, and I got a lot of ideas. I wrote about it in my game journal.) 

Issam also implemented a version of it in game with the placeholder texture. It already changes the feel pretty dramatically - and opens up gameplay possibilities. We're definitely not going to use a photo real stone texture though. :) 
See, you wouldn't expect to be able to move that block. (Also, why does it sound like I'm hitting a million buttons?)

The tutorial section was playable a couple of weeks ago, but after having Issam play through it, I found some weaknesses that I am trying to address. (Mainly, the first half was interesting, and the second half was really boring and didn't contain any actual puzzles...). I spent the tail end of last week redesigning it with the stone concept, and now I am starting to implement the new puzzles. 

We're trying to have something ready for the Albany IGDA meeting on May 1st, where we'll be giving a presentation about how our first year has been going. I'll post some more about that later.

PS - The new Fez Remix album is really great to listen to while working! 

Tuesday
Apr162013

WiDGET Blog Post: Going Indie

I wrote this blog post for WiDGET - a women in games & tech blog. It's about how I got into games, despite not feeling like games are generally 'made for me,' and why I went indie. 

Check it out here!: http://widgetau.org/going-indie-my-journey-as-a-game-developer/

Monday
Mar252013

PAX East 2013 Recap

I forgot to take pictures again!!

Another PAX East is over! This was our 4th PAX East (if you want, you can read my writeups of 2012 - Friday, Saturday & Sunday, and 2011)

There were some good panels and some bad panels, and we saw a lot of neat games and met a bunch of indie devs. Overall, it was an exhausting, but fun, weekend! We mostly went to panels, so this is a long write-up. :)

Click to read more ...

Wednesday
Mar202013

Trouble Impact Merchandise

We made a store!! Right now there's a lot of Amelia stuff like shirts, mugs, and keychains, as well as some Trouble Impact logo items. 

You can check it out here!: Trouble Impact Store

All of the shirts are available in different styles! The preview images are all women's shirts, but they are available for men and children as well!  


Some of the items: 

Monday
Mar182013

Amelia vs. the Marathon - Available on the Nabi 2 Tablet!

 

Amelia is available on the Nabi 2 tablet! For more information about the tablet, go here: http://www.nabitablet.com/

Thursday
Mar142013

Color Stealing

I got Vine yesterday because it seemed like a simpler way of showing some really quick progress. It seems the best way to embed video currently is by embedding the tweet.  

I've been meaning to post more updates! Right now I am basically learning how to design levels, while Issam is doing some contracting work. 

Which means before I go to bed every night, I scribble a lot of pages that look like this: 

And then during the day I try to build them into an overall layout in Unity with cubes and walk through them and imagine things working. Haha! Right now it's just one big level, since it's all just cubes - and it's easier to reorder things while I'm figuring out what to do. 

I'm also now moving into doing some really simple scripting (so that I can do more than just pretend) - or well I'm at least trying to...

 

 

 

I'm also taking some time to just sit back and *learn* about level design. I watched this Scott Rogers talk the other day from GDC '09 - Everything I Learned About Level Design I Learned from Disneyland And I've been looking through his book about design again. Making this game is clearly going to be a long process, but I am excited!