Archive for category projects
Feeding Time is Coming!
Posted by The Management in projects on January 22, 2012
We’re making a small iOS puzzle game, let us know what you think!
Trudy’s Mechanicals Early Animation Sample
Posted by The Management in projects on August 18, 2011

While we’ve been hammering away at our work-for-hire projects, we’ve also been steadily working on Trudy’s Mechanicals. Below you can check out a short compilation of our initial unit animations.
Since the game is played from a top-down pseudo-isometric perspective, the units are fairly low-poly. There’s also up to a dozen of them on-screen at any one time, along with numerous 3D props and visual effects, so we constantly find ourselves pushing at the technical limitations of the iPad.
The end result looks quite good, though, and I’m happy with our decision to use 3D models. We debated going with 2D “cutout” sprites — as is the norm with many tactics games — but eventually chose against it. A fully-3D environment allows us to properly implement dynamic lighting, and the 3D animations come out much smoother than simply using a handful of 2D frames. Our initial concerns with the animations not being as expressive as in 2D also proved unnecessary, which will be even more evident in our next showcase!
Trudy’s Language
Posted by The Management in projects, writing on May 6, 2011

JRPGs, and by extension SRPGs, have an unfortunate tendency to use text as filler. Even with numerous types of fast-forward buttons — something of a band aid solution — their dialogue sequences are often very lengthy.

Luminous Arc starts off with roughly 150 text boxes. Such quantities are pretty common throughout the entire experience.
Verbal diarrhea is never necessary, though, and with Trudy’s Mechanicals we’re taking multiple steps to avoid it:
- Dialogue sequences are often optional. If the player doesn’t want to listen to a character, he can simply choose not to initiate the conversation.
- Colourful tid-bits are non-blocking. This means that if an enemy or an NPC wants to deliver a bark-style one-liner, it simply fades in and out. The text itself is aesthetic and doesn’t hijack the player’s interface, leaving him free to navigate the UI or issue battle commands.
- Cutscenes are short and to the point. Characters don’t prattle on if they don’t have anything interesting to say, and the player never needs to wait too long before he’s back in the “driver’s seat”. A skip option is also implemented as it’s an expected standard for those who are not interested in the story or might be replaying the game.
This less-is-more approach means that our script is much, much smaller than that of a typical tactics game. As a result, we’re taking extra care to make sure the language itself feels unique and interesting.
Here are some examples:
Slang
Planescape: Torment is famous for its cant, Victorian slang that adds personality to its setting. Seeing as Steampunk has its roots in a romanticized Victorian era, we decided to take a similar approach with Trudy.
Although it’s tempting to go overboard with jargon, it doesn’t help if the script can’t be understood by most people. Consequently the use of slang is somewhat conservative and the words we picked often have current-day connotations.
Here are some examples:
- Barker – A gun. Not immediately obvious, but easily grasped given proper context.
- Nibbed – Arrested. As in nabbed, or kidnapped. The word doesn’t have a strict association with the police, but its sentiment is easily understood.
- Lushery – A public drinking den. Lush isn’t a common term for alcohol, but this one was just too amusing to pass up.
Names
Naming characters in a fictional setting is a bit tricky. You typically want to steer clear of popular current-day names that might break the suspension of disbelief, e.g., Mike Smith or John Brown. On the other hand, something truly alien might prove too difficult to vocalize internally, while symbolic names like “Black Lightning” tend to come off awkward and hokey.
Of course we could’ve simply used Victorian era names, but I wanted to differentiate Trudy from typical Steampunk pulp.

Unlike the lead stars of the game, NPC dialogues are not accompanied by "talking heads". This is to save on production costs as well as prevent NPC barks from taking up too much space on the screen.
Our solution was to use old Greek and Slavic names.
The result is not entirely alien, but it’s enough to stand out. Characters are given names such as Renatus, Tatjana, Darko, Milos, Daria, etc., which keeps the naming conventions consistent and adds a bit of flavour to the world.
Proverbs
Finally, proverbs are my favourite trick for imbuing a setting with a sense of culture and history.
Proverbs are usually quite short, but they convey words of wisdom that often speak volumes about an entire society. In keeping with our naming approach, I picked out a couple of Greek and Slavic proverbs suitable to our script:
“Gray hair is a sign of age, not wisdom.”
“As long as a child does not cry, it does not matter what pleases it.”
“Eat and drink with your relatives; do business with strangers.”
Designing Trudy’s AI
Posted by The Management in design, projects on February 19, 2011

When I initially sat down to design Trudy’s combat, I wanted each unit to have a unique feel. Different attributes and abilities were a good start, but to truly achieve this, all entities had to behave in a distinct fashion.
To begin, I brainstormed a variety of scenarios I wanted to see in-game. These ranged from the somewhat common (an area-effect unit preferring to target foes clumped together) to the more original (a Steampunk robot trying to activate random machinery and only attacking when provoked).
Once I had a list of these, I came up with some character types that would facilitate each case.
Below are three examples of our finalized units, along with a short description and their AI routines. The AI is a bit simplified from the code, but shows a sorted priority of possible behaviours.
The Corsair

The Corsair is quick and agile, preferring to take out enemies from afar. Due to his mercenary nature, he has a tendency of sidetracking to grab extra treasure and retreat from a fight if it gets too dangerous.
- If badly wounded, randomly alternate between the following actions:
- Retreat to closest exit.
- Head for a healing station, if available.
- Take pot-shots at closest enemy in range.
- If defending, take pot-shots at first enemy that approaches.
- Grab any nearby treasures.
- Man any nearby turrets.
- Use saw-blade if upgraded and surrounded by 2 or more enemies.
- Attack closest enemy that’s weak to the flintlock rifle.
- Attack closest enemy that’s low on health.
- Pursue closest enemy until in flintlock range.
The Bruiser
The big and burly Bruiser is slow to act, but capable of travelling great distances once he’s rolled up into a ball. As the muscle of the Underworld, the Bruisers pride themselves on their reputation and never run away from a fight.
- If badly wounded, randomly alternate between the following actions:
- Put up defenses and wait.
- Retreat to closest alarm station to call for backup.
- Don’t move if current position blocks projectile attackers from hitting team members.
- Roll into closest enemy by a wall in order to push them back and cause extra damage.
- Roll into any nearby enemy.
- If upgraded, follow up a rolling attack with a ground slam for extra damage.
- Activate closest alarm station if requiring backup.
- Retreat from flying units that can’t be targeted with the roll attack.
- Pursue non-flying enemies out of range until adjacent to them.
The Sewer Slug
The Sewer Slugs mutated in the slop cocktails of the Underworld, slowly filling with acid and becoming living batteries. Although they’re naturally docile, they’re considered a dangerous nuisance as they don’t avoid human habitats.
- If dying, explode in an acidic burst that showers the surrounding enemies in corrosive fluids.
- If badly wounded, randomly alternate between the following actions:
- Retreat to closest nest if flying-charge is ready.
- Use self-healing ability.
- If not attacked, simply move between closest nest and hatchery.
- Fire electric goo on closest enemy to damage and stun them for one turn.
- If flying-charge is ready, move toward closest enemy.
- If flying-charge is not ready, pass to regain it.
This highly autonomous behaviour means that there’s no “field general” controlling the entirety of the opposing force. Instead, the combat takes on a gang-skirmish feel where each unit follows its own whims.
For quick, small scale battles where the units are all predefined, we found this to be a generally more fun approach.
Trudy’s Mechanicals
Posted by The Management in design, projects on January 17, 2011

Over at Incubator Games I am currently working on a title called Trudy’s Mechanicals.
Trudy’s Mechanicals is a “tactics” game set in a Steampunk universe, and we’ve been plugging away at it for a little while now. Since I’ve yet to announce it on my blog, I figured the new year would be as good a time as any.
In an effort to create some extra exposure for the game, I’ve also decided to start cross-posting my articles from the Incubator website. First up is a design overview of Trudy’s Mechanicals entitled “Planning a Tactics Game”.
Tactical games are something of a sub-genre that’s a bit difficult to nail down. Plenty of Tactics games have been released over the years — on both PCs and consoles — with many similarities and differences.
Despite a loose definition, a common thread among them is a focus on turn-based battles between individual units. These conflicts usually take place on wholly isolated maps and center on moment-to-moment maneuvers rather than the long-term goals of strategy games.
Our whole team has always enjoyed these titles, but none of us have worked on them in the past. As a result, we had to do some research before diving into production on Trudy’s Mechanicals.

A Tactics Ogre remake was recently announced for the PSP; the original still stands as a pioneer among console Tactics games.
We played a bunch of the most notable entries that fall under the Tactics banner, and took some high-level notes on “the good” and “the bad” of each title. Here are the highlights of those lists:
The Good
- Units possess unique abilities and physical attributes that provide various combat options.
- Maps are varied aesthetically and can grant passive modifiers, e.g., it’s harder to move through mountainous areas, troops can hide from long-range attacks behind buildings, etc.
- Units tend to grow stronger as the game progresses, creating a steady stream of rewards while modifying how the battles play out.
- Bonuses for side/back attacks and elevation are intuitive and fun to exploit.
- Where available, fog of war creates a strong need to explore the map while facilitating ambushes and other tactics.
- Outsmarting the AI by utilizing all of the above factors is extremely satisfying and a key component of the genre’s appeal.
The Bad
- Controls rarely accommodate for the most common use case, e.g., it often takes as many actions to use an antidote (rare) as it does to launch an attack (common).
- Terrain is usually static and non-interactive, e.g., it’s not possible to blow up bridges or set forests on fire.
- Movement and attack ranges can only be checked for one unit at a time, creating a lot of busy work where the player needs to cycle through all the enemies in order to pick the optimal location for his own unit.
- Attack animations — especially when presented via separate screen cinematics — are quite lengthy and devoid of any interaction.
- Unit types and abilities are often duplicated from game to game. For example, in a fantasy-themed title it’s common to have a melee warrior, a long-range archer, a spearman with an extended reach, a mage that casts destructive spells, and a generic healer. This approach makes many of the games feel too derivative while missing the chance to introduce possible new tactics.
- Conflicting variables make it hard to predict battle results, e.g., rock-paper-scissors unit weaknesses are combined with terrain modifiers, facing directions, weather, time of day, zodiac sign, faction allegiance, etc. As a result, some games feature an attack preview that informs the user of the likely outcome. This works well enough, but presents another manual check and input-step that interrupts the overall flow.
As an iPad game, we’re aiming to make Trudy’s Mechanicals as quick and accessible as possible. Using this goal as a filter, we paired down the above points to what we considered appropriate for our own title:
Our Takeaway
- The most common actions should only take one touch/swipe to execute. For example, tapping a valid enemy should make the current unit approach it as close as necessary in order to attack (preferably from the side or back if possible).
- Visual indicators should be provided for range (which enemies are in the current unit’s range, and which enemies can also attack that unit), health, “elemental” weaknesses, and any other metrics necessary to plan the optimal course of action.
- Fog of war might be an interesting concept, but it’s not very intuitive and should be avoided alongside any other potentially confusing mechanics such as terrain modifiers that contradict facing/elevation bonuses.
- Usable and destructible map objects should be sprinkled throughout the levels in order to add extra combat options and make the world feel less static.
- Unit levels and inventories should not be implemented in order to avoid extra micromanagement and potential multiplayer issues. To compensate for the removal of the leveling-up reward stream, each successful mission should provide the player with a permanent upgrade such as a new recruitable unit or the ability to use more in-level objects.
- Attacks should take place on the same screen and appear quick and vicious in execution. In order to achieve this, an attack’s kinetic impact and visual effects should by styled after action games instead of abstract strategy titles.

Laser Squad Nemesis was one of the first games to feature a deep planning segment that culminated in all units executing their commands simultaneously.
Of course there were also numerous other considerations: Should the maps be 2D or 3D? Should movement be grid-based or more organic? Should randomization elements be added to extend replay value?
Eventually a lot of these questions answered themselves, but a solid mission statement really helped to lay down the groundwork and guide future design decisions.
For more concept art, design talk, programming approaches, etc., head on over to our website.









