We’re Going to PAX Prime!

// August 23rd, 2012 // 3 Comments » // DRP, Fun Stuff, Indie News, Monster Loves You!, Ugly Baby

By this time next week, we’ll be setting up for PAX Prime. I (Ichiro) am heading out on the 29th of August, and will stick around until the 3rd of September. With us will be Rohit (aka Leo) and Jonathan. Sadly, Elliot (DRP’s tech lead) will not be able to make it, but I’m thinking we should set up a two-way live stream on a mobile robot.

Anyway, while we’re out, here’s our checklist:

1. Be part of the Indie MEGABOOTH

30 indies. 30+ games. Here’s the trailer:

2. Grab a Bite with Valve

You know a publisher loves indies when you say, “Hey, want to meet with a bunch of us for dinner?” and they say, “Sure — when’s good for you?”

3. Show off DRP

“A massive, angry robot fires banks of lasers at an orphanage, slicing it apart to the horror of thousands of onlookers. You emerge from the wreckage on your jetpack, and blast at its weak points, breaking it apart like you’re dismembering a boiled lobster.” So goes our press release. And we’re ready to show off some of the latest Titans we’ve been creating. [Website!]

4. Show off Monster Loves You!

“You’re a young monster, orphaned by humans who now wear your parents as luxurious pelts. You live in the village of Omen, and your favorite snack is human toes.” We’re still working to polish the PAX Prime build with Radial Games, but it’s working on PC and iOS! Haxe for the win! [Website!!!]

5. Show the Ugly Baby?

Development is fascinating (read more about the PCG component here), but lengthy. Will we get to show off a snippet of the game at PAX Prime? Time will tell. [Website!!!!!!] Here’s the latest background test:

And So!

There you have it. If you’re in Seattle, come say “howdy”! Here are some shots from PAX East:

Sadly, Alicia (left) is staying in MA for this one. Kate (right) will be at the SEGA booth with her brethren and sistren at Owlchemy, showing off Jack Lumber.

Connect via @dejobaan and Facebook.

New England Institute of Art Students Playtest Aaaaa! Semi-Sequel Beta

// November 15th, 2011 // 1 Comment » // Awesome, Dejobaan News, Fun Stuff

The awesome Jason Wiser, part of the animation faculty at the New England Institute of Art (NEiA), helped orchestrate an in-school beta playtest session on November 2 for our upcoming Aaaaa! semi-sequel. Nearly 20 animation and game art students from NEiA played hooky and offered feedback that will help us polish the final game.

Why did we test at a school? We have hardcore and casual players (both fans and newcomers) playing the beta outside of academia. NEiA student feedback adds a layer of analysis from people professionally studying game art and design. Here are a few snippets they sent us:

  • “I failed [the turbine level] so many times, but when I finally got it (with a 5 star rating no less) I was really happy. Not a lot of games do that.”
  • “The ‘honeycomb’ level stood out, too.  Also, anything with lots of enclosed spaces to fall through- not necessarily too small, but it really got me stressed and focused (in a good way) to not be able to just bail out into the space away from the buildings.”
  • “Mouse sensitivity needs bit of work (it’s always been kinda bad on Mac).”
  • “I had difficulty in using the parachute.”

Those who have experienced similar issues in the beta, rest assured: we are working hard to refine the problems reported by our testers. Everything is being taken into consideration; our spreadsheet of bugs and suggestions is filled with so much TLC. Thanks to everyone’s thoughtful feedback!

Jason and our faith in the students’ discretion made the event virtually hassle-free, with zero paperwork — no messy NDAs — just games. Steam’s client and code redemption UI made the installation easy on NEiA and on us. The students completed an online feedback form after playing the game, and Jason’s instructions were simply not to talk to any press. To our knowledge, no tabloids have run stories on these awesome volunteers’ experiences, so we’re good!

For those local indies interested in a similar focus testing opportunity, we totally suggest contacting Jason at NEiA.

Once again, we give a huge thank you and shout out to Jason Wiser (Fun fact: he’s teaching his two year old daughter a language never before heard on Earth, probably influenced by Aaaaa!’s new outer space levels). We also send a huge thanks to NEiA, or as we like to think of it now: NEiAaaaaAAaaaAAAaaAAAAaAAAAA!

The Enemies of Ugly Baby: Pretty Babies?… Also, Ichiro’s Tour Schedule

// November 4th, 2011 // Comments Off // Awesome, Dejobaan News, Fun Stuff, Ugly Baby

While Owlchemy Labs helps us with the semi-sequel to Aaaaa!, the rest of our time is for the upbringing of Ugly Baby. So many fascinating and challenging designs have come and gone in Ichiro’s quest for awesome algorithms to make stages from songs. Scaling back the challenge some, Ichiro’s focused on one element of a stage:  its enemies.


Ichiro’s curious for feedback on these enemy types and on the daily tidbits he’s shared on the @devdejobaan Twitter account to point him to a new vision of Ugly Baby and onward to the final version. Are you all enjoying those daily dev tweets?

Ichiro’s also spreading his exper-tease (see what I did there?) at his alma mater: Worchester Polytechnic Institute (WPI). He’s teaching a Master’s class called “The 4096 Secrets of the Game Development Industry.” While students excel in core skills like programming, 3D art, modeling, U/V mapping, these are no secret weapons to success.

Dejobaan’s always been concerned with its game design, business, and network. Focusing on gameplay at the exclusion of all the other stuff is the equivalent of a premature CTRL+ATL+DEL to a game’s lifespan for us. In other words, developers (without huge publishers) can’t just “force quit” after innovating some gameplay mechanics. Developers should engage and expand their audience way before and after the game’s distributed.

To that extent, Dejobaan is currently working on plans for PAX East 2012, to (re)connect with fans and newcomers alike. We hope to display a game or two there. Ichiro’s also hoping to give a talk, if Penny Arcade wants him. We hope we don’t have to beg too hard… We love you long time, PAX East! By the way, PAX East has opened registration, and we are not getting paid to point you to their tickets.

Dejobaan Games, LLC and Terry Cavanagh, GMBH have announced their final collaboration: VavavAVavaVAVavAVAVaVAVAV!!!

// April 6th, 2011 // 2 Comments » // Dejobaan News, Fun Stuff, Indie News

FOR IMMEDIATE RELEASE

Dejobaan Games, LLC and Terry Cavanagh, GMBH have announced their final collaboration: VavavAVavaVAVavAVAVaVAVAV!!!

Terry Cavanagh (creator of VVVVVV) and Ichiro Lambe (creator of AaaaaAAaaaAAAaaAAAAaAAAAA!!!) shook off their mutual alcoholic impairment and found themselves face to face, fists raised, in the shadowy back stretch of a San Francisco bar. “You got your VVVVVV in my AaaaaAAaaaAAAaaAAAAaAAAAA!,” screamed Lambe. Cavanagh replied, equally indistinctly, “You got your AaaaaAAaaaAAAaaAAAAaAAAAA in my VVVVVV!” The indie crowd just called for blood, and of that blood was borne this:

VavavAVavaVAVavAVAVaVAVAV!!! is coming.

In VVVVVV, you played Captain Jameson, flipped the direction of gravity, and found the crew of the Nemesis. In Aaaaa!, you guided BASE jumper Alex Bruce to earn fame and fortune by flipping people off. VavavAVavaVAVavAVAVaVAVAVaVAVaavavaVVAVAVvvaavVA!!! combines the best aspects of these two award-winning games, forcing you to fight in the skies around the floating megalopolis of Boston, Massachusetts, holding yourself aloft by warping the gravitational constant of the Universe itself.

It sounds easy. But be careful: with each application of your powers, however brief, hundreds of innocents tumble out of the atmosphere, wheezing and clutching at their throats, eyeballs freezing, and blood vessels bursting in a bloom of red-then-blue-then-white bruising and frost. This loses you points.

As you play on, you’ll collide with everything from buildings to young lovers locked in a desperate embrace as your uncaring omnipotence hurls them off the Earth to a certain death. These collisions cause you damage that’s retained throughout the game. Hitting young lovers blemishes your soul. But clipping a ledge with your skull will prevent you from knowing how to turn left for the rest of the game. Eventually, your damanged mind will forget things like the names of fruit, and between rounds, you will need to complete a minigame where you feed yourself strained peas to keep yourself from starving to death alone.

This is the future of indie gaming.

Availability and system requirements: VavavAVavaVAVavAVAVa!!VAVAVa!VAVAvAAvAAvvAVAVAvavavVAVVAVAAAVAaavavaVVAVAVvvaavVAVavavAVavaVAVavAVAVa!!VAVAVaVavavAvavAVAVavAVAVa!!VAVAVaVavavAVavaVAVavAVAVa!!VAVAVaVaVAavAVaVAVAVavAVAVa!!VAVAVa!!!!!!!! is planned for a Q3 2011 release on PC, Mac, and OS/2. A left-handed and right-handed mouse are required. You will not need a keyboard.

Oh, wait. It’s not April 1st anymore. Forget about it. Sorry, Terry.

// March 25th, 2011 // Comments Off // Aaaaa!, Dejobaan News, Fun Stuff, Ugly Baby

I was just rambling on… at some length… about the use of unexpressed background elements in the creation of games, and just as it occurred to me that I could find a more receptive audience on the Dejobaan blog, the driver told me to get the hell off of his bus. It seemed a little abrupt- I hadn’t even gotten to the dolphins yet- but the other passengers seemed to be on his side, so I walked the rest of the way to the grocery store.

And now, since I still have this quasi-rant bubbling around in my pretty little* head, you get to read it as I spew it forth onto the Internet! What a wonderful thing.

 

tinyurlDanPotatoEyes

* – My head is not actually little. It’s big and fat. Seriously.

One of the things we do at Dejobaan is often described, in the greater business community as Throwing Stuff Against the Wall to See What Sticks. It’s also known as Random Flailing Without a Clear Purpose. However you care to characterize it, we take our random flailing a little more seriously than perhaps we should. The background of “AaaaaAAaaaAAAaaAAAAaAAAAA!!! – A Reckless Disregard for Gravity” (I know you love it when I use the whole title) is surprisingly well thought-out; we know when the world of the game diverged from the real-world timeline, what the big advances were, who was involved and who made enormous amounts of money as science, art, commerce and culture swirled around in a zero-G funnel. We worked out the whys, the wherefores, the players and the played. We have enough information to write several bad novels or 1.5 mediocre ones… and we put almost none of it into the game. Instead we had a thousand oblique references, some fiction presented as assumed fact, and a baseline to inform our later craziness. Not efficient, perhaps, but great fun for Dejobaan.

When we started developing “1… 2… 3… Kick It! Drop That Beat Like an Ugly Baby,” our working setting was described as “23 years after Aaaaa!” and all the strangeness evolved, shifted, split apart and recombined. And just like before, we won’t be showing 99% of this stuff to anybody.

That said, I’m going to show some of this stuff. To somebody. To you. If you’re still reading. And if you’re not still reading, how are you reading this? Caught you in a paradox, didn’t I? I’m INSIDE YOUR BRAIN. Now get inside mine.

In Aaaaa!, you might note references to flying whales. Cetaceans have been modified through exotic and unexpectedly hereditary gravity-affecting force fields to become smarter and to be capable of flight. Humans call it “uplifting” but dolphins, in particular, call it “enlightenment.” In the far future year of Aaaaa! (2009), several cities have Delphine-American communities and dolphins are generally seen as the next big rising immigrant class. By the time of Kick It, the president of the fragmented, floating United States is a dolphin.

He won the election thanks to a very strong Delphine-American turnout, but also thanks to being the richest sentient creature in America. Moreover, he was incredibly famous- though he changed his name during his adolescent years, he was born “Sweetie Baby,” the child of the first major breakout Dolphin movie star. He risked his massive inheritance in a series of real-estate and stock-market maneuvers that proved so successful that the earlier stain of his mother’s expectations was wiped away in the memory of the public.

The President is now in the process of turning around the national economy, though it’s proving to be pretty hard, even for the creature whose brain is now a model for most current-generation expert share-trading systems. His critics give him a hard time, but they know his heart’s in the right place, except for a fringe of crazies. The crazies say that the floating tank where his mother gave birth to him was technically above international waters, not above US soil, so he’s not really a citizen. “Show us the dirt!” they cry. These “earthers” are a constant annoyance, but they’re easy enough to ignore. Most of the time.

…well, I think you get the idea. We have a world, here. One day maybe we’ll make it more overt in a Dejobaan game. We have a continuity going back to Inago Rage, if you happen to remember that title, and stretching quite a bit more than 23 years into the future.

I think our games are better thanks to this process. The shared background gives us a bulging lexicon full of slang, locations, customs, technology and insults to draw on as we weave mechanics with flavor and hopefully create something worth playing… and tasting.

My rant draws to a close, I fear. I apologize to those of you who were annoyed by it. Perhaps someday you’ll be in Boston and you’ll see me sitting next to you on bus. Perhaps on that day you’ll be glad I already got it out of my system.

Someone Drew Us a Picture…

// January 5th, 2011 // 1 Comment » // Dejobaan News, Fun Stuff, Ugly Baby

Yep. That’s him buying Kick It!. Thank you, Eric!

No Drunken Robot Pornography

// August 1st, 2010 // Comments Off // Dejobaan News, Fun Stuff

Intern Ben Esposito’s take on DRP. Mmmmmmmmmm.

Indies Will Shoot You in the Knees

// July 20th, 2010 // Comments Off // Dejobaan News, Fun Stuff, Indie News


“Everyone is talking about Indie games — titles like World of Goo, Braid, and AaaaaAAaaaAAAaaAAAAaAAAAA!!! — A Reckless Disregard for Gravity are making press and making money. But they’re fighting against games with $200 million dollar budgets and 100+ person dev teams. How do Indies compete? Three Boston-based Indie developers will check their water-guns at the door and tell you why and how Indie games are kicking more ass, taking more names, and chewing more bubblegum than their AAA rivals. You will hear from the Ichiro Lambe (IGF Finalist Dejobaan Games, Aaaaa!), Scott Macmillan (Macguffin Games, All Heroes Die) and ex-Bungie AI wizard Damián Isla, founder of the new indie Moonshot Games. The panel will be moderated by Eitan Glinert, founder of Fire Hose Games.”