My Next Project is a Spandex Force Sequel

January 17th, 2010

My latest game Wildhollow was released before Christmas, and while I’m still no millionaire it’s selling enough to finance my next project. I’ll do a proper Wildhollow postmortem later, but right now I’m going to babble on about upcoming things. Interestingly enough, when I started working in Wildhollow it was just going to be a quick intermediate game before my next real project, Spandex Force 2. Stuff(TM) got in the way, though, and in the end I got delayed about a year. But now I’m back on track again, and the next game has the working title Spandex Force: Superhero U.


Just a crappy placeholder logo. Artwork and final title is still pending.

I’m pretty excited about this game for a number of reasons. If everything goes as planned, these are some of the highlights:

  • More puzzles and more game types
  • Battle mechanics innovations
  • More customization with skill trees, sidekicks and items
  • Wacky superheroes/villains combined with a superhero university setting. “X-Men meets The Tick meets Harry Potter.”
  • Larger budget for backgrounds and (hopefully) GUI artwork
  • Some voice acting, if the budget allows
  • Possibly some online battles…
  • And finally, I’m aiming for a release before summer

Another big thing about this game is that I’m trying a new development platform: Actionscript 3/Flash, which opens up a lot of new possibilities… I have some very cool ideas for that, but I need to see if everything is feasible first.

So yeah, this is what I’ve been occupying my time with for a number of weeks now. If nothing unforeseen comes along I think the schedule might hold, but we shall just have to wait and see…



Am I the Crossdresser?

April 30th, 2008

Yesterday I received a very kind e-mail thanking me for developing Spandex Force, heaping enough praise over the game to make me blush like a little girl.

This morning I blushed almost as much, as I got another mail from the same source, suggesting that The Crossdresser (one of the villains in Spandex Force) bears quite some similarity to me. I leave it up to you to decide:


The Crossdresser to the left. No, right.

Arguments for:

  • Both have long hair and a beard.
  • I have been known to wear a dress in order to disguise myself.
  • The Crossdresser is completely insane; I think most people would say that we share that trait.

Arguments against:

  • The Crossdresser’s wearing a wig in that picture.
  • Uh…
  • It’s not me, I promise!

Man! Outwitted by my own lists!



Game Economics Design Thoughts

April 15th, 2008

I’ve been a lazy bum lately – my new puzzle/management/adventure game Wildhollow is progressing very slowly. This last week I have only written one dialogue, and added eyeblink and speaking animations to the dialogues. I’ve tried to defend myself with the fact that I’m still waiting for some art in order to test the dialogues properly…but the fact is that I still have a lot of work left on the puzzle and management parts of the game.

First of all, I need to decide where to apply puzzles. I’m thinking that the player has to capture wild animals in order to get new traits and fresh genetic material to crossbreed with the existing animals, but I haven’t decided on the puzzle mechanic for these captures. Also, I haven’t decided what other puzzles should be present. Puzzles when the player breeds animals? Gambling in towns? Tasks the player can perform for various people in order to earn money? I’m still undecided…

And this leads to the second big issue: how the game economics should work.

In Spandex Force I decided early on to have a number of resources: money, reputation and experience. It made sense to have many resources that have to be gathered, which enable different things in the game. Money allows you to upgrade your base, buy powers and get artifacts. Reputation decides your rank, affects the difficulty level of the minigames, and decides what artifacts you have access to. Experience decides your level and what powers you have access to. There are many other kind of resources and checks in the game (clues, power levels, etc) but these are the most important resources and checks. It wasn’t completely trivial to come up with this structure, though: the biggest task was to try to think of a scheme in which the player always has need for all of the resources.

In my first Spandex Force designs, money essentially became useless after a while. I partly solved that by raising the base upgrade costs in the later game, but even that would have made money completely irrelevant after the last upgrade. So, instead I went for a solution where you can only have a certain number of powers and artifacts at a given time. This has made people annoyed, but it was a carefully selected choice in order to make money useful throughout the entire game – there’s always a new artifact to try, or a new power to try out. (Well. At least for a long while.)

Now I’m facing similar problems with Wildhollow. I’ve cut down on the number of resources to one: money. Yes yes, I’m a capitalistic pig who can’t see beyond monetary power, but it was the only thing that would make sense. Granted, there are lots of other things to keep things interesting: items, animal food, animals themselves, etc. But money is the common thread throughout – every item and animal has a value.

But how can I make money useful throughout the game, except as a score-keeping mechanism? In order to make money relevant, there need to be things that have a cost. “Well duh,” the reader sighs. But this isn’t as easy as it sounds. What can I introduce into the game that the player wants and/or needs? Food for the animals, of course. Items that improve the animals. Upgrades to the ranch. But then what?

And, more of a problem, I’ve almost decided that the player should be able to sell his animals to make room for new and interesting breeds. But this will generate money – and I still have no real solution to the what-to-spend-money-on problem. It’s easy to fall back on the upgrade solution. You need to collect cash to upgrade your ranch. Then you can breed more expensive animals that you can sell in order to get more cash you can use to upgrade your ranch. …But after the last upgrade, this economic setup will crash and burn like a tinder house in hell. (Unless it’s Dante’s version of hell.)

I’ve been trying to think of ways to get around this:

  1. The tired old cliché: you’ve borrowed money in order to build your ranch in the first place. When you’ve paid off your debt you’ve finished a vital part of the game! Go you! This is actually surprisingly tempting, and would work very well. But it’s not a solution – it just delays the point of economic failure.
  2. Capturing animals costs money. You can capture new animals but this costs something. I don’t know why exactly - it could be bait for the animals, or one-shot items used to capture beasts… This is still vague and undefined.
  3. There’s no way to capture wild animals; you have to buy all your animals at the market. I don’t like this solution, but irritatingly enough it would solve a lot of things. This would mean that you could never get an animal for free, so, while you might make a profit on selling it later (after some grooming and taking care of), it wont be as big.

There are probably hundreds of other things I could do. As I’m writing this I’m starting to realize that point number three makes way too much sense for my own liking – I just might be forced to go for a combination of one and three. …With the possible addition of just capturing a couple of magical beasts in the wild…



Wildhollow – First Art Delivery

April 10th, 2008

The regular readers of this blog is probably wondering what I’m doing right now.

“You’ve reached fame and fortune with Spandex Force. Have you taken the money and gone on a cruise or something? Have you bought a house in Monaco? Have you bought a space shuttle?”

Alas, while Spandex Force inded has sold decently I’m still not able to roll around naked in cash.  But I have been finding ways to spend my hard-earned cash on art for Wildhollow, my upcoming adventure/management/puzzle game. More specifically, I’ve been trying to find art for the game!

The character art was very easy to decide upon: I loved the art for Spandex Force, so I took a few days to come up with an insane storyline and then sent a list of more-or-less strange characters to the secret artist located in a secret country, and asked her to come up with more-or-less strange designs for the characters in question. Oh, and by secret I mean not secret at all. But I’m not writing her name here, ’cause then she’ll be able to find this post when she googles her name, and she’ll see how I’m flaunting her excellent artwork downsized by a million per cent, saved as a lousy JPEG, essentially making it look like a smeared patch of mud instead of the brilliant character art I received.

Anyway, here’s the first completed art delivery for the game. The male hero:


Smeared patches of mud that once was great art.

See the expressions to the right? If you thought I was going to repeat the static dialogues from Spandex Force you’re incredibly wrong! This time there’ll be mouths flapping and our brave hero or heroine will show emotions. KarjaSoft is moving into 90s technology!

Aside from this I’m estimating a dozen backgrounds and another 20-something characters, plus a world map, plus item icons and puzzle elements. Dang, there’s going to be a lot of art!



Software 3D Algorithms Revisited

March 3rd, 2008

This will be a very nerdy blog post describing some technical aspects of Spandex Force. Sorry in advance.

Many moons ago I complained about BlitzMax and 3D, and described how I solved that problem. Well, it turns out that I’m a moron and the solution described didn’t solve anything at all. This is essentially what I wanted to acheive:

Well, when I switched to a more detailed texture everything got jagged and crappy. Which I should have foreseen if I hadn’t felt so proud of myself for working around my limitations. I know, I suck. Anyway, I needed a better solution.

Someone in the old post mentioned that you can do 3D in BlitzMax by using textured polygons, but I don’t know if he’s ever tried. Using the common textured poly functions result in affine texture mapping, which is completely useless for depth effects. So, the only solution left was to go for proper 3D.

This is surprisingly simple in BlitzMax as long as you know how to do it. (Duh!) All you have to do is set up the projection matrix properly, and then do the primitive drawing commands. I won’t paste the dull code here, but it involves some trigonometry and a glFrustum() call (for OpenGL). That took care of the background itself.

But wait, that’s not all! What about the little objects on top of the background? Well, I wanted a billboard effect (the images should always face the screen) so I could either do a lot of rotations and draw everything in 3D…or draw the icons in 2D afterwards. I chose the latter approach and was thrilled when I noticed that OpenGL has a function called gluProject() which would let me find the screen coordinates from 3D space coordinates. Yay!


All for this little minigame!

Time for a short interlude. “Why are you mucking around with OpenGL like this,” the eager reader asks. “Isn’t DirectX the standard for Windows?” Sure it is, but I also want my game to run on Mac and Linux. So in my first approach I chose an OpenGL-only solution. But, as the experienced game developers out there could have told me, that just wouldn’t do. OpenGL works most of the time, but there are severe compatibility problems with out-of-the-box XP and Vista installations!

I was aware of this limitation, but I just didn’t know how to get around it. See, the magical gluProject() function has no corresponding function in DirectX. After a lot of messing around with matrices I managed to make the DirectX projection matrix similar to the OpenGL one, so the background could be drawn in both modes. But I still had no way to draw the icons correctly. I tried lots of various interpolative methods but everything looked pretty crappy.

Then it struck me like Mjölner from a clear sky.

In my old blog post I ranted about how old methods can be utilized to good effect even today, and there was one old method that I had overlooked. Can you see what I’d missed?

Lookup tables!

When running the game in OpenGL I could create a lookup table for the projected X and Y coordinates of the icons. This table could then be used for both the OpenGL and DirectX versions of the game to create identical results for the 2D icons. It worked perfectly, and this enabled me to have DirectX as the default renderer in Spandex Force from v1.1 and onwards.

Many times I thought about skipping the Catch ‘n Match minigame completely in order to have DirectX support, or shipping the game with compatibility problems. I’m happy that things worked out in the end!



Great Gadzooks! Spandex Force Released

February 9th, 2008

At last I’ve unleashed Spandex Force onto the world! Go download yourself a copy of this exciting puzzle RPG right now, and make sure you buy it as well. Here’s the official press release which you can find on…surprisingly few other game-related pages so far. Strange. Sheeplings was picked up like wildfire, and judging from sales per day compared to Sheeplings, Spandex Force is approximately 1900% better than Sheeplings.

That’s a completely bogus comparison, of course. Sheeplings was slow to pick up speed, and didn’t really start selling after I made a new version that added many improvements; Spandex Force, on the other hand, has sold consistently since v0.5. Speaking of sales, I imagine that it’s easy for the casual reader to think that making games is all profit and fun, but let’s put things into perspective a little:

For the work I put into Sheeplings I got less than 50 cent per worked hour, after deducting what I spent on art. Probably more like $0.2 – I didn’t keep track of the hours I worked on the game. Surely, if Spandex Force sells better than Sheeplings, I must be better off this time?

Not exactly.

At the moment all sales of Spandex Force have paid off just above half of the art and music costs. I.e., so far I’ve had to pay for the privilege of releasing a game.

So go play Spandex Force and buy yourself a copy so that I can make more games! I promise you that I won’t be buying any sports cars for your dough – it’ll all go into production costs for my next game that I’ve started prototyping…



Submit Your Best Pose and Get Spandex Force for Free

February 6th, 2008

Since I’ve issued yet another press release regarding Spandex Force I might as well show it here as well. This regards the awesome Spandex Force photo contest that I’ve announced!

The actual press release follows:

To celebrate the upcoming release of the superhero-themed puzzle RPG Spandex Force, independent game developer KarjaSoft have announced a heroic photo contest.

Bring out your halloween costume and submit a photo of yourself dressed up as a superhero! Five copies of Spandex Force will be given to the funniest, most original and overall best entries. Extra credit will be given for inventive superhero names and an amusing background story for the hero. For more information and a couple of inspirational example photos, go to:

http://www.spandexforce.com/contest.php

“I couldn’t find any disgustingly tight spandex for the example photos,” laments Miro Karjalainen, owner of KarjaSoft. “But you can see me pose as Prince Harming and the Dubious Desperado at least.”

The last day to submit an entry is February 14, and winners will be announced on February 16.

Spandex Force is a tongue-in-cheek puzzle game with RPG elements, available for Windows and Mac. For screenshots and downloads of the beta version of Spandex Force, visit:

http://www.spandexforce.com

Come on - send me a picture at contest@karjasoft.com!



Spandex Force Beta Reception

January 31st, 2008

I’m sure you’re dying to know how people have reacted to the Spandex Force beta which was released recently. I sure am, at least! Or, I would be if I didn’t already know.

Overall, I must say that I’m pleased with the reception. I’ve received positive feedback, and people do seem to enjoy the game. Sales from the game’s webpage are up to what Sheeplings sold during six months; granted, I poured more into this second game, but it’s still going better than I thought. I wonder what will happen when I announce the proper release in a little while, along with a photo contest! (Intrigued? You should be. Stay tuned for more information!)

Other positive notes include that the game is mentioned on Gamershell, IGN, Gamespy and other news sites. Still no whisper about it on Gamespot, despite a press release I sent there, but maybe that will change after the real release. Other places have also picked up news about the game; for example Lesbian Gamers and Gay Gamer. Hmm… I wonder if it has something to do with the spandex?

As for feedback, most of what I’ve received comes from forums and e-mails. I won’t toot my own horn, but the concept seems to work very well, and the variation in the minigames works its magic for most people. But – as always – there’s just no pleasing everybody. Here is a list of user reviews, and Spandex Force has received both praise and scorn. And speaking of more scorn, here’s a scathing review from Rock, Paper, Shotgun. I was initially crushed until I started analysing the complaints and compared them to the positive feedback I’ve received. I’m first to admit that my game isn’t as “good” (subjective term of course) as Puzzle Quest; I don’t have the budget or the time for that amount of polish. But I’m not competing directly against Puzzle Quest either - I’m targeting another set of customers. Sure, there’s some overlap – myself for example! I like both casual games and hardcore RPGs. But while Puzzle Quest is aimed at the RPG crowd, my intention is to bring something exciting to the casual crowd instead.

I doubt that this is obvious, though, so I think I’ll have to be prepared for some bad reviews coming up comparing Spandex Force unfavourably to Puzzle Quest.

Back to more positive things, I received a request for a Linux version of the game, and I figured that it shouldn’t be much of a problem. True enough, I’ve done some initial testing and I think I can get it to run on Ubuntu at least. I’ll probably only support Ubuntu, and then have a “see if it works for you – good if it does” clause for other distributions. There’s no way I’m going to offer support for multiple distributions – Linux is simply too problematic. I don’t think I’ll actually gain much from having a Linux version either, but it’s a good learning experience at least. Incidentally, the person asking for a Linux version also mentioned that this game would fit well on Nintendo DS, and even supplied a hint about a publisher working with DS. I’ll see how the game is received after the release, but hey – who knows. Thinking about playing my own game on a DS almost makes me come. Not that you wanted to know that. And not that it’ll happen. But it sure would be nice…

Anyway, I’m feeling positive about the upcoming release. I’ve optimized the game a little, sorted out a Mac bug, received many suggestions for improvements, and the game is slowly coming together properly. The biggest thing left is to playtest the game thoroughly and balance it even more. I really hope people will be pleased about the game’s length – I anticipate that it’s well over 8 hours game play in it, and quite possibly more along the lines of dozens of hours. That may sound cool to you, but for me it sounds like damn hard work, playing through the whole game….again….and again.



Thwapp! Zok! Kapow! KarjaSoft Announces Spandex Force Beta

January 23rd, 2008

The title is from my press release announcing that Spandex Force is officially in beta stage now. It’s been noted that this press release seems slightly confused. “Okay, the game is in beta and they [that is, I] would like to hear comments and suggestions what to do before the final release… But the game itself doesn’t mention much about being in beta state, and you can buy the game! What’s up with this?”

Well… I think the terminology has gotten a bit confused, and I’ve been forced to apply the beta label without much thought. First of all, I was only releasing test builds up to 0.4; people tested it and gave feedback. Not much more to that. But after 0.4 I decided to set up the order page, since a few people had expressed interest in purchasing the game. But lo and behold! It appears that when I accepted affiliates for Sheeplings I’d unthinkingly allowed some people to be affiliates for all my games – which meant that Spandex Force became available for them to sell as well!

One thing led to another, and before I knew it I was receiving traffic from a few sites; quite a few downloads in fact. That’s when I decided to release 0.5 – an in-between release that’s fully playable and corrects most issues - and decided to call it the official beta. I didn’t want people to believe that 0.4 or 0.5 was the final version of the game, so I decided to make a press release to state that there will come a newer version later. But of course, the game itself doesn’t care much about what label I’ve put on it – it just happily states its version number.

So I guess people who expected the game to be more opaque about being in “alpha,” “beta” or “final” are a tad confused.

Either way, the game is both in beta and for sale; I don’t see a conflict there. It’s playable and enjoyable to the end as it is, and those who buy the game now get the current full version as well as the final release once it’s done!



Designing a Game: Spandex Force Analysis

January 17th, 2008

Game design is a strange beast. Yesterday I made build v0.4 of Spandex Force, my new puzzle/RPG/adventure game; it’s coming along very nicely, and with this release all main functionality is present. But after I’d finished the build I had a look at my notes from half a year ago, and early screenshots. The game is very much the same in spirit, but many design choices differ between my original drafts and the soon-to-be-finished product.

One important thing that differs is the scope. In the finished design, the player’s hero has just gotten a job as superhero of Vigilance Valley – a city troubled by minor crime and wacky super villains. In the original design I had planned a more involved process where the hero would start out as “city hero” and eventually graduate to “world hero.” This shift would be very visible: the city screen would feature minor villains and citizens in need, and the world globe would feature global threats and major super villains. This would have been interesting…but totally unnecessary. The game’s budget would’ve increased by a magnitude (well, maybe not; but it would have doubled at least) and the game would have taken months more to develop. I doubt that the benefits would have outweighed those consequences.

And speaking of scope, another thing that I was planning from the beginning was a more involved story inspired by Bildungromans. It would tell the story of how the hero grows from fledgling whippersnapper to responsible self-sacrificing hero. I had planned a structure where the first three episodes would be stand-alone, but then a subtle plot involving a villain trying to frame the hero would emerge. The hero would try to find out information through the following episodes, and eventually meet the ultimate villain in the next-to-last episode. Inspired by Watchmen, after our hero had beaten the villain he would explain to the hero that it’s too late anyway – the Evil Plan(TM) was already set into motion a long time ago. Our hero would race to stop the Evil Destructive Device(TM), only to discover that it’s too late to stop it. Panic! What to do! He would sacrifice himself to protect the city…and everything would go black.

…And had I had my own way, that would have been the end of the game. But, of course, I had to think of a happy ending. So I pondered a final episode after this, where the hero wakes up weak and sore, and supervillains whom he have already beaten have teamed up to take revenge on him in his weakened state. Almost like the fight-all-the-bosses-before-the-final-boss in the Mega Man games. It all would end in a heartwarming scene where the people of the city aid the hero and he defeats everyone. Yay!

But that’s not how things turned out. Instead, I chose a format where every episode is stand-alone, and there’s no on-going storyline in the game. “How dull,” you exclaim now, “that totally sucks!” From an artistic point of view: yes, this is the worse choice. But I think it will work better from a gaming point of view! The game focuses on easily accessible minigames, humour, and instant-get-in-the-game-ness. That approach conflicts with a deeper storyline; if nothing else, it becomes difficult to jump into the game if you’ve had a break for a few weeks. Instead I chose episodes that you can finish in about an hour (depending on the episode) and clearly defined sub-tasks within each episode. Each subtask only takes 15 minutes (or something like that), so you get constant updates on the episode’s plot.


Old concept showing the early city screen and some dialogue.

But there are other design issues on a lower level that differs between then and now. For one thing, at first I intended to make Spandex Force into a game that would have been much more of a Puzzle Quest clone. The current implementation has many strictly different puzzle mechanics: Catch ‘n Match, Slide ‘n Match, Shoot ‘n Match, Click ‘n Drag, mini-minigames…and last but not least, the two types of puzzle battles. But in my original notes I only planned on doing the puzzle battles – nothing else! I had thought of a system with slightly different game modes: standard, simultaneous, and so on, and the type of villain you fought against would decide which game mode it would be. Supervillains would have a very special mode; the villains would have the simultaneous mode; and the henchmen would have classic modes. But after some prototyping I quickly abandoned this game design. It wouldn’t have given enough variation, and the simultaneous mode was…too chaotic. Play Spandex Force and, when you come to a battle, imagine that you both perform your actions simultaneously instead of turn-based. Sure, it opens up to great things like stealing your opponent’s cascading matches…but it would be too action-oriented, and impossible to have a clear overview.


Old prototype of the puzzle battle game. Can you see which game I received inspiration from?

If things go well with the first game I just might implement a better simultaneous version in Spandex Force 2, though. ;) And speaking of Spandex Force 2, here’s another thing I had to consider:

  • If I made the game with a very large scope I would put all my eggs into one basket. If the game fails I will have lost a lot.
  • However, if I choose restraint and lessen the scope, I can see how the game fares. If it does awfully and it’s because of the game design or the theme…then it’s not worth making a sequel. But if it does well I’ll gain a lot of feedback that I can use to implement an even better sequel.
  • This sequel can then use many of the discarded options from the original design. For example, it can revolve around a global hero instead of a city-based one, and experiment with innovations to the minigames.
  • Also, if the first game does well enough, I can implement something that I didn’t dare in the first game… Multiplayer! Puzzle battles online, where you can defeat other heroes and villains! I think this would be absolutely brilliant but I don’t have the resources to pull it off unless Spandex Force does reasonably well.

So, here’s to hoping that I can make Spandex Force 2 soon!



Copyright © 2008 KarjaSoft