Posts Tagged iPad

Feeding Time is Coming!

We’re making a small iOS puzzle game, let us know what you think!

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Trudy’s Mechanicals Early Animation Sample

trudy header Trudys Mechanicals Early Animation Sample

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!

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Infinity Blade Bits

infinity blade header Infinity Blade Bits

With the recently announced Deathless Kings update, I figured I’d take a quick look at the extremely popular Infinity Blade.

The bits:

— The entire game consist of only about a dozen or so “pit-stops” along a short but branching path. Each stop can include any of the following: a one-on-one battle, a treasure, a fork in the road, or any combination of the above.

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Moving from environment to environment is done automatically, allowing the player to appreciate the vistas while hunting down optional loot.

— Traversing the environment is automatic, with the player’s avatar walking along a rail from one pit-stop to another. These segments can be fast-forwarded, although they represent opportunities to collect extra loot via a hidden object minigame. Unfortunately, there’s not a whole lot of randomization to the placement of objects, resulting in the player quickly memorizing all the potential treasure spots.

— Combat is timing-based and includes dodging (pressing either the lower left or lower right area of the screen), blocking (pressing the lower middle area of the screen), parrying (swiping in the opposite direction of an incoming attack), casting spells (tracing magic runes on the screen), and attacking (tapping/swiping the enemy itself).

— Although blocking is the easiest of the defensive maneuvers, each subsequent attack degrades the equipped shield and can eventually destroy it.

— In order to score hits reliably, the player must create openings by successfully dodging/blocking/parrying incoming attacks. The player can even stun the enemy with a well-placed counter, initiating a slow-motion effect complete with a hotspot that can be stabbed for extra damage.

It’s a small feature, but it works well as it prevents the player from swiping around as quickly as possible in order not to miss any opportunities to deal bonus damage. The only downside to this is that some enemies have ridiculously long wind-up periods that seem like slow motion, suckering the player into attacking at the wrong time.

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Enemies are usually much larger than the player, but it's still fairly easy to deflect their blows with the proper timing.

— Occasional segments where the combatants’ weapons clash add further variety. These result in a tug-of-war that has the player rapidly tapping the screen in an effort to overpower the enemy and score a few free hits.

— The battles progress through phases accompanied by cinematic transitions, e.g., an en enemy retreating over a bridge and away from the player’s onslaught. When an enemy is defeated, it goes into a stunned phase that allows the player to score a bunch of free hits (each one granting an extra bit of experience) before being dispatched with an auto-executed fatality.

— Infinity Blade has a bit of a Demon’s Souls vibe, both in aesthetics and gameplay. The visuals and the God King’s speech are somewhat similar, as is the ability to retain one’s stats/equipment after dying (admittedly, though, Infinity Blade is much more forgiving than Demon’s Souls).

— The enemies level up with the main character, and although the encounters are always the same, the opponents’ armaments change with each subsequent playthrough.

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Each piece of equipment has its own experience counter that -- when leveled up -- adds to the player's base stats.

— One final note of interest is that each equipable item gains experience along with the player. This not only encourages equipment-swapping for visual and physical improvements, but also to maximize the rate of advancement. In a game that’s largely loot-based, this works great as an additional motivator for seeking out extra treasures.

I had a few issues with Chair’s breakout hit Shadow Complex and its plethora of mechanics, but I found Infinity Blade a very focused and enjoyable experience.

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Nelson Tethers – Puzzle Agent Bits

Nelson Tether Puzzle Agent1 Nelson Tethers – Puzzle Agent Bits

Nelson Tethers: Puzzle Agent cribs quite liberally from Professor Layton, and relies heavily on its art style, but it’s still my favourite of Telltale’s episodic games to date.

The bits:

— Obviously the most noticeable thing about Puzzle Agent is its offbeat, crayon-drawn art style. What’s interesting here is that the game relies on stop-motion like animations reminiscent of old, low-budget cartoons. The effect is actually quite good and and the choppy movements are consistently utilized even when smooth animations could have easily replaced them  (e.g., a snowmobile driving in a straight line).

The system made me wonder if other art styles not conducive to animation could successfully adopt a similar approach.

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Nelson Tethers: Puzzle Agent is quite a cinematic game that uses lots of different framing techniques for both its interactive and non-interactive sequences.

— Aside from the visual style itself, PA is a very atmospheric title in the vein of the old LucasArts adventure games. The characters are bizarre and expressive, the Fargo-esque setting is unique (at least for a videogame), and the great music and voice acting enrich the overall experience.

— PA was clearly designed with the iPhone/iPad in mind. The player never walks his avatar around the screen, and clicking most places sends out a helper-shockwave. As this shockwave expands, it highlights any points of interest that can be clicked on to initiate conversations, puzzles, scene transitions, etc.

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These icons briefly pop-up whenever the player clicks on any close-by, non-interactive areas.

— The actual puzzles in PA are a bit of a letdown. This is due to two main reasons: lack of instructions, and the inability to jot down notes in-game.

A lot of the puzzles are quite obtuse, sometimes to the point where a hint needs to be purchased just to figure out what the game wants the player to do. Unfortunately this seems like a concession to the game’s hint system (all puzzles must contain 3 individual hints) as some cases actually contains an additional screen that explains the controls and the goals of the minigame.

The secondary complaint deals with the nature of the puzzles themselves. Many of them are common math/logic problems that are meant to be solved in a series of steps. However, the player is often forced to visualize and work through them without any in-game aids. This artificially inflates their difficulty, especially when compared to the visual jigsaw puzzles.

These points certainly don’t ruin the game, but do I hope the various minigames are improved in future episodes.

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Unfortunately most of the other puzzles are not described in nearly as much detail.

- Many puzzles are completely optional and make exploring the world feel more like a non-linear, interactive experience.

- The actual hint system is quite clever. The game starts off with the protagonist trying to solve a crossword, and, having some problems with it, eventually reaching over for some gum to help him concentrate. As we soon learn, the town he visits is experiencing a gum shortage. This forces the player to pick up old, discarded pieces of gum to aid Agent Tethers in his puzzle solving endeavours. Yes, it’s quite gross, but perfectly fits the mood of the game and gives the designers a great excuse to sprinkle virtually all parts of the environment with a useful collectible.

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Agent Tethers comes face-to-face with Mike "The Lobster" Lobb.

Old gum also seems to be a reusable resource, reappearing in new spots as the Agent Tethers travels around town. This provides the player with an unlimited source of hints and prevents him from getting stuck on any one puzzle.

- As a nice little touch, the time of day on the title screen changes up periodically while the camera slowly scrolls around the Scoggins eraser factory.

- The UI of the game is very flashy but intuitive, with lots of animating widgets composed of labels and icons. The unskipable puzzle submission is a tad long, but the overall interface is a joy to use (especially when compared to many other adventure games).

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My favourite scene with the creepy gnomes had one of them invade my puzzle in the middle of me trying to solve it! The sequence worked very well since the puzzles (at least up to that point) were a separate, uninterruptible segment only exposed to the player.

- Agent Tethers uses a tape recorder throughout the game to narrate his experiences. This provides extra personality and context while clearly outlining what must be done going forward.

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