Archive for the ‘Game Lab’ Category

Tokyo Arcade: First Playable Build

October 17, 2010

Ok folks, sorry this took me all weekend but it’s been a bit crazy. I’ve actually had this ready since last night but I’ve been tortured trying to figure out how to install a WordPress plugin from the Unity3D company that would make it easier to embed games to WordPress. After a lot of time lost, I discovered that WordPress plugins can only be used with privately hosted blogs :-(

Ok but enough excuses…and on to the caveats lol:

1. This is a very rough first build. It’s got just one collectible item, and well, that’s all. We’re still working on a whole XP system to unlock more collectibles, the gallery and the in-game mail system.

2. You will need to click or copy and paste the link below into a fresh new browser window (that’s because I couldn’t get the plugin working)

3. If you don’t have the Unity plugin already, it’s pretty simple to click to link and it will download for you.

4. Our game is still not optimized for file size so it’s about 25 mb in size and it’s hosted off our own personal Dropbox account….so if you’re on a drippy web connection, you might want to go take a pee while it’s downloading

Ok enough talk, here’s the link:

http://dl.dropbox.com/u/3801106/Crane%2010-15-2010/WebPlayer.html

Comments and suggestions would be really helpful for us at this point.

 

The Tokyo Arcade Gets Music, Props, and an Environment

October 16, 2010

Couple of big days and we were able to generate a bunch of the UI and environments for the Tokyo Arcade. It’s getting there! Kyle also did some music for the gameplay scene and Gordon parsed it to play portions according to the various states of the crane. He also put in cool rotational controls to let people view the game box from different angles.

 

a control system to rotate the view into the game box

 

Grant took a bunch of reference images of Tokyo pachinko arcades from places like Akihabara and started to create the interior of the arcade.

 

Japanese Pachinko Arcade

 

The first pass looked a bit too much like a casino so he went back to the drawing board and came back with this little piece of magic:

 

a view out of Unity with various environment props built for the Tokyo Arcade

 

I had some fun building the gallery scene and probably spent waaaay too much time on it. Actually we just wanted a simple interface to let players view all the various items they had collected out of the game. A simple display cabinet would probably have been fine but I was having too much fun with it and modeled out a whole zen garden lol. Anyway, here’s a quick look at it inside of Unity.

 

The scene view in Unity with a gallery containing various items that have been collected

 

I also did some sketches of the typical support staff you would expect to see in a Tokyo Arcade.

 

Greetings from Akihabara Japan

 

These are typical ‘maidens’ that you would see throughout the arcade area of Tokyo, as they hand out pamphlets, promotions, and little packages of facial tissue. We figured a little manga rendition couldn’t hurt. Here she is in both bitmap and then vector forms. Still need a name for her.

 

Manga girl says, 'you have a point there'

 

 

More serious manga girl now in vector art. She'll be our little helper to give instructions and encouragement.

 

Grant then went to work to put my manga girl to life through a 3D mesh with a great animation.

There’s a bunch more, but you get the idea of how things are coming together. Bottom line is that we’re getting pretty close to finishing up. Gonna try hard to get a preliminary build of just the basic gameplay online this weekend. It’ll still be pretty rough around the edges but at least our fans can have some fun with it. Will probably post it on the Unity forums too. So stay tuned!

-Ed

Tokyo Arcade

October 14, 2010

Well folks, the week is progressing nicely and we’ve got a bunch of items created that can be picked up by the crane. Oh, and we’ve decided to call the game Tokyo Arcade, in keeping with the Japanese arcade theme. So here’s the basic idea: as you might have guessed, it’s a crane game so the focal point of gameplay will be to try and pick up various items from the box. Of course, that might get boring quick, so we’ll mix items in the box so there are occasional ‘gifts.’ Just to give you some background, a moderate craze in Japan is to try to collect various trinkets in machines that give out ‘capsule prizes’ or ‘gashapon.’

Once you pick up a gashapon in the Tokyo Arcade, you’ll take delivery of a special item in your in-game mailbox. This might range from another item to try to pick up in the game box, or a consumable ‘turnkey.’ So what’s the deal with this turnkey?

 

This is a turnkey, not a turkey

 

 

ya...it's a pig

 

Well, as you collect new items from the box, they will appear in a separate gallery area. We’re envisioning the gallery to look like a bookshelf containing a display of all the cool collectibles you’ve captured. But alas, these are but inanimate objects…unless of course, you can wind your toy and make it move with your turnkey! So if you’ve managed to pick up enough capsule prizes, you’ll have a stash of keys to deploy on your little figurines. Better yet…when you have a turnkey in your toy, we’ll let the player click a button to send an image with a special message to your friends to show of your latest prize.

Here’s an oinker I modeled in about 8 minutes (and it shows).

And here’s a kitty that has an armature in the head portion to bob back and forth.

Of course, Grant did many other, more impressive objects. In the meantime we’re off to making environments for the arcade and the gallery tomorrow. If I have enough bandwidth I’ll put up another post with those goodies. And maybe…just maybe, we’ll have enough of this game roughed out by the weekend to put up a playable beta. We’ll see. As always, comments, critiques and suggestions welcome.

-Ed

A Claw Is Born…and Some Game Art

October 9, 2010

Well the claw aspect of the game has definitely proven to be challenging. We’re using the latest beta version of Unity and the physics are still a bit erratic. Whenever we would move the piston, the individual claw elements would fling themselves out in unpredictable directions. We decided someone might lose an eye playing the game that way, so we resorted to Blender to build out some of the claw mechanics. We started by creating a bone rigging of the claw mechanism and added various restraints to make sure the joints would flex like a real bone:

Then we added a some animations to drive the key bone elements to get the following result:

Voila! a claw is born.

Also spent a bunch of time going through a variety of art styles and themes. It sounds a little crazy, but we’ve decided to go with a slightly retro, Japanese game-show aesthetic.

Here’s some artwork to show you the direction we’re headed.

 

Some silly art ideas, Japanese game show

Mister Pinchy and the Claw, depicted as a Japanese cartoon

 

 

The Claw zoning-in on a pig

 

And here’s the texture loaded into the game box.

Next on the list of things to do will be modeling a bunch of trinkets and toys to fish for in the box. We’re thinking we can have a lot of fun with that, given the Japanese game-show theme. Everything from little animals to godzillas and hello-kittys (with slight variations to avoid copyright issues of course :-P ). Will also try to think of ideas to make the crane game even more engaging and fun. Lastly, Gordon is working on putting it all together…the box, the claw mechanism with any items to grab and some kind of scoring system (maybe experience points?). It’s all good.

-Ed

Crane Game Anyone?

October 7, 2010

Towards the end of the summer, Gordon and Henrik came out and we all headed to the New Jersey shore. Of course, we hit the boardwalk and went straight to the arcades. Nothing better than a good ‘ol fashioned crane game to siphon all your quarters so you could, at the end of a small fortune, get a scrunchy bunny!

It was so much fun that we’ve decided to make a crane game ourselves. It’s just a start but decided we’d target a few platforms. Definitely iPhone, iPad and Android seem obvious choices, but we’re also feeling like a crane game could be great for those couch-potato moments when you’re surfing Facebook and want to get even more vegetative…because thumbing through other people’s walls and friends photos is too draining. Ya. So, we’re thinking maybe Facebook game…we’ll see.

We started off by modeling out a claw mechanism:

 

the claw part of a crane game

Here's a first pass claw mechanism using Blender

 

So we started trying to work out the physics of this thing and it’s kind of tough. After looking at a bunch of reference images and videos, it looks like the mechanics of a claw involve a piston in the middle that drives a series of pivots. We’re gonna try and pull that together so we can have a truly physics-driven game. More to come on this one…

In the meantime, we went ahead and cobbled some primitive geometries together for a game box:

So we’re plowing ahead!

Next steps will be to settle on an artistic direction that will be fun….carnivals, beach, boardwalk, arcade…all imagery to take into consideration. Suggestions welcome :-P

The Making of the Blabbelon Video Intro

October 2, 2010

Well the week was packed with stuff, but of the many things we tackled, few was as gratifying as creating the Blabbelon video intro. We realized with some games underway, we’d need some polish to give folks some station identification while our games chug away during loading. So we took the jingle made for us by Kyle, and had Grant do some rough sketches. The result was a two-minute storyboard of several possible directions:

1. The Blabbelon logo doing a simple fade-in

2. The purple blabmonster in a close-up with the Blabbelon logo panning in

3. The blabmonster juggling some balls while trumpets play overhead

4. A pattern of square tiles coming together in an animation to spell the word Blabbelon

You’ll see each of these concepts placed to the tune of the 5 second jingle in this flash movie:

We realized that since we use Unity, there needs to be a still image displayed during loading, so we wanted a video sequence that would start with a first that could also serve as a still. We decided to go with Grant’s draft of our little purple blabmonster juggling balls, while trumpets would herald the forthcoming game! Grant basically pulled an all nighter and some time around 7 a.m. the following morning he sent out the following:

Of course, it’s just amazing, the stuff Grant can do with Maya and some imagination. We gathered our thinking caps and while Grant was good and tired, decided to poke holes in his creation:

- how about putting the purple guy on a stage
- how about some props, and a spotlight…maybe a curtain that pulls open at the start
- maybe a stronger reflective effect and lens flare
- the blabmonster looks too stiff and needs more movement…maybe he gets down on one knee at the end…Ta – DAaaaa!

…the list went on. So Grant whipped up Maya and After Affects and got crackin, while Pat did some great concept art with yet another blabmonster characters:

Dog Blabmonster concept by Pat

The end result was looking pretty darn good:

We decided the whole scene was starting to look like a Medieval Fair, so the stage should reflect that. Maybe a more blond-colored wood panel and let’s have some fun with the dropping props. Oh and what’s up with the flapping hands at the end lol…so we got rid of those. Below is a close-to-completed final product. The back of the stage is still just a photo of New York’s Central Park so Pat’s working on some magic there. But all-in-all this has been a great example of the collaboration and creative process we have at Blabbelon. The whole process took us about a day and half and we had a blast with it.

Many thanks to all our fans who follow us and read about our zany creations. You guys rock. If you have questions about what or how we do things that you see, feel free to put up a comment.

How Blabbelon Makes Games

September 25, 2010

Of course there’s no secret sauce to making great games, and there’s little correlation between the technical complexity, budget, graphic styles etc, and the ultimate success of a game. Surely Pac Man had nowhere near the visual richness of Halo and yet, both games could certainly be considered ‘successful’ (blockbusters in fact).

Aside from the subtleties of what makes a game entertaining, in 2010, there are a whole host of technologies that will make almost anyone’s game vision come true. Of course it’s extremely helpful to have some basic knowledge of computers and maybe even some artistic skills, but all these aside, the tools are readily available to everyone.

At Blabbelon, we use a lot of different products to make things happen, but in this posting I’m going to give a high-level overview, with a focus on products that are free. Yes, FREE. And while cheaper isn’t always better, in much of what I’ll describe below, in most cases they’re arguably just as good. Also, at Blabbelon, we’re pretty much an all Apple MacIntosh shop, so any of the tools we’ve selected need to work cross platform both PC and Mac.

1. Game Engines: there are a ton of incredibly impressive technologies to make your game development drag-and-drop. We use a game engine called Unity3D, because it’s highly versatile for PC and web games as well as mobile (iPhone or Android), and it’s a very mature product. Great news is that they have a base product that is free, and pretty darn functional and well documented. As mentioned, there are a ton of others, and again, I want to keep this first post high level. Another totally free (and open source) game engine is SIO2.

2. 3D Packages: these are software products to help you create 3-dimensional models as meshes, and then add skins to add color and texture as well as bones so that you can make your creations move around. blabmonster kitty.jpgBy far the industry standard is Maya made by Autodesk, and it’s amazing stuff. Unfortunately it also costs 5K a pop…eew. A no-compromise alternative that is totally production-quality is a product called Blender, and it’s free.At Blabbelon, we actually use both (Grant is a Maya beast), but we veer towards using Blender. Since it’s free, there’s no reason why everyone can’t and shouldn’t download it so that the whole team can view, edit, and add input to the artwork as it develops. Best of all Blender 2.49 integrates seamlessly with Unity3D. Make a Blender mesh and save it to your Unity project and voila, it just simply appears in Unity3D…double click the Blender file from within Unity, and again, like magic the Blender file opens up for you to edit. It’s sweeeeeet. I’m a Blender junkie, so definitely more posts on Blender in games to follow. FYI, Blender even comes with a built-in game engine. You can check out Yo Frankie, which is a game that was made using Blender and SIO2. You can download the game for free (I think they even give you the source files).

3. 2D Bitmap Art: well there’s almost nobody who hasn’t heard of Adobe Photoshop, and indeed the latest Creative Suite products are amazing. They even have some great 3D features that I’ll write about in another post. But in the meantime, again, with a focus on Free…nothing beats the Gimp. Feature-rich, Gimp will let you do anything Photoshop can. So if you want to touch up a texture on your latest zombie using detailed brushes on various layers and cool filters, well, give Gimp a try. gimp

4. 2D Vector Art: again, Illustrator is the bomb…but it costs money. If you want to make some nice precise icons or do-up some 2D sprites for a game but you don’t want to drop a load of cash, try Inkscape…it’s free, it does absolutely everything, it has tons of documentation, ’nuff said.

In closing, I’d like to point out three things:
First, the choice in opting towards free software comes in part because the tools we’ve found are extremely functional and comparable to the industry “gold-standards”. Also, however, is the fact that at Blabbelon, every person in the company is geographically dispersed. That means we have no office, and everyone works from home. It also means that it would be impossible to buy just one copy of Adobe Creative Suite to install on the “2D workstation” in the office or Autodesk Maya to use as the “3D workstation”. We needed to think of software solutions that would service the whole company, in a financially acceptable way, without sacrificing functionality. So while there are tons of other options out there, the products listed have worked for us, and hopefully this list will serve to save you countless hours of research and due diligence.

Second, is the shameless plug for Blabbelon’s core voice product. Since we are a virtual company, with some of us in New York, others in California, yet others in Europe…it’s crucial to have great communication tools for groups. Blabbelon1We all log into Blabbelon every day, where we’ve set up our own little room, and talk and text all for hours. It works great, and we couldn’t live without it. When we want to expand on a conversation and have an in-depth meeting, sometimes push-to-talk is not ideal, so we then swap over to Skype. Again, both Blabbelon and Skype are totally free.

Lastly, as I’m sure many of you reading this post will comment, I’ve neglected to mention SO many other comparable products out there. But I’ve tried to keep this as cursory as possible, as I’ll take deeper dives into each of these product categories in separate posts to follow. Also, people should note that I am 100% self-taught, and have no business writing a blog post like this. So whatever I know comes from a bunch of Google searches and Youtube vids. There are sure to be others who are a lot smarter than I, but I’m happy to share what little I know :-)

-Ed

We’re Makin’ Games!

September 20, 2010

Yes, you read right. Our vision has always been to make the most of voice communications by giving people something to talk about :-)

We think games are a fantastic way to stay social with friends and family, as well as meet some folks along the way. We’re still revving up our operations to make games, but we’re going to open up this section of the BlabLab to focus on game talk. That includes tidbits about our team, how we make games and the tools we use. We’ll post everything from storylines to concept art, and wherever possible, playable builds of games in progress so you can give us feedback.

So for starters, here’s some of the team:
Meet Row (aka Weng)

Screen shot 2010-09-20 at 4.40.34 PM.png

Weng does everthing from come up with game design and levels to play the games…oh and yeah, she does the hiring too lol.

…Then there’s Ed:
Screen shot 2010-09-20 at 4.50.21 PM.png

Ed spends his time trying to figure out how to keep himself from turning small projects into huge projects. Self control was never a strength. Ed’s also involved in game design and pitching in wherever possible.

Gordon is our lead game programmer and he’s played every game ever known to both humans and aliens alike. He communicates in bleeps and buzzes and when he’s not programming a game, sustains himself on a diet of green leafy vegetables and the occasional Little Cesars pizza.

Pat is our concept artist and is responsible for much of the great concept work you’ll be seeing as we go forward with this blog. He’s never short of enthusiasm, and he’s always happy to turn an idea into a little pink fluffy boo boo with many eyes and antennae. You can also see some of Pat’s work both at Blabbelon and elsewhere on his blog: http://marconett.blogspot.com/

Henrik is joining us soon in October and will be working hard to join the games we make with the voice aspects of Blabbelon. He’s also an uber computer dude and in his own words: “Mad Skills.” Gordon and Henrik are usually playing Team Fortress 2 all night so they’re extra fresh in the morning.

Grant comes to us as a freelance artist and CG specialist. He’s so fast with Maya that he’s usually got finished 3D assets before we get back to our seats from a meeting to figure out what’s what. Grant also has some great game development experience, having authored his own title, “Brink of Alienation,” with multiple award winning episodes (http://www.newgrounds.com/collection/brinkofalienation.html).

Last but not least is the music guy: Kyle Crane, aka Crane is the king of the jingle. But that’s not all. As a formidable musician, he’s got a great way of capturing just the right mood we’re trying to convey in our games, and set it to music. You can hear more of his good stuff at http://www.myspace.com/kylejeffreycrane.

Well, I think this is a good place to stop for a first entry into our gaming post. Stay tuned for next time where we’ll put some stuff out about how we make games, from our favorite tools to pipeline processes that seem to work best for us. We’ll also get some post going about the latest stuff cookin’

-Peace


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