Yonatan Does Coulton

// November 5th, 2012 // 1 Comment » // Uncategorized

On hearing about the DRP alpha, Yonatan (whom you might know from the Dejo FB page) wrote us a passion-filled, heart-wrenching parody of the Portal 2 end credits theme:

It’s always such a pleasure.
Remember when I bought your games twice?
Oh how I laughed and laughed.
Except when I wasn’t playing.
Under the circumstances I’ve been shocked by their price.

I want your DRP key; give me…
That’s what I’m counting on.
I was Ichiro’s biggest fan
Now I think I’m liking John.

I was a lot like you.
Maybe not quite as crazy.
Now little Yonatan
Wants a key, too.

One day I’ll load it up,
And I might play forever,
It’s such a shame the game,
Is not quite finished right now.

You guys are really great devs,
That’s what I’m counting on.
You know why I write this,
Now I think I’m liking John.

Goodbye from your greatest fan.
(Oh. Did you think I meant me?)
That would be funny. If it weren’t so true.
Well I’m quite busy these days.
I barely have any time now.
But when I’ll get the key,
I might just come back again.

Go make some more games better,
That’s what I’m counting on.
I’ll let you get right to it,
Now I think I’m liking John.
Now I think I’m liking John.
Now I think I’m lik-ing John.

Here’s the original for reference:

Ugly Baby Beats

// August 9th, 2012 // 1 Comment » // Uncategorized

What do these numbers have in common?

0.4748333320, 0.9506041660, 1.4263749990, 1.9021458320, 2.3779166660, 2.8536874990, 3.3178541660, 3.7820208320, 4.2577916660, 4.7335624990, 5.2093333320, 5.6851041660, 6.1492708320, 6.6250416660, 7.0892083320, 7.5649791660, 8.040749999000001, 8.516520831999999, 8.9806874990, 9.4564583320, 9.932229166000001, 10.4079999990, 10.8837708320, 11.3479374990, 11.8237083320, 12.2994791660, …

They’re our first attempt at beat detection using our new Unity-Ugly-Baby-compatible system. In particular, beats detected from the first 12.3s of Don’t Hold Back, Just Push Things Forward, which is, in and of itself, an amazing damned mashup. Seriously. Listen to it.

With the help of DC-ite Andy Eiche, we’re using a few tools to help us analyze the audio:

Vamp Plugins: Vamp is an audio processing plugin system for plugins that extract descriptive information from audio data — typically referred to as audio analysis plugins or audio feature extraction plugins.

Libsndfile: Libsndfile is a C library for reading and writing files containing sampled sound (such as MS Windows WAV and the Apple/SGI AIFF format) through one standard library interface.

For those not versed in the demonic arts of programming, these are just libraries that help us convert/digest the WAV data and spit out beats. Our next step is to connect this to the level structure. Stay tuned.

Designing for Emotion in “Monster Loves You!”

// June 23rd, 2012 // Comments Off // Uncategorized

Someone recently asked a group of us about game design that springs from emotion and feeling versus game mechanics. I think we’ve gone this route in our upcoming Monster Loves You!.

Back when I worked for a Commercial MUD, we’d run periodic D&D-tabletop-style events, the best of which always triggered some sort of emotion. To prep, Dan (Brainerd, also now of Dejobaan) and I would begin by passing back and forth a document touching on event’s backstory, fleshing it out in passes, and getting our themes straight. What’d we want to say? How did we want the players to feel? We used that sum of information to create our narrative. And from that, the puzzles always just seemed to fall out naturally.

So, for example, one event included themes of isolation (from home) and distance. We wrote up a quick document and passed it back and forth between us (here’s the first draft of such – from the timestamp, it looks like we ran this one in 1994(!)), each building it up as we went along. We conveyed isolation by sticking the players on these giant rafts (with no way to get back home), and distance by setting them across the ocean (bye!).

Ideas for gameplay would pop up after a few passes. “How can we make steering the rafts interesting? How about a system of navigation via the stars! Say, these rafts are big — who lives here, and what do they do? They’d probably have an oral tradition, since they didn’t have much to write on, except soggy seaweed. So, their magic would be spoken. What if we created a system of magical syllables the players could learn?” and so forth.

From there, we’d triage and go with the best bits.

18 Years Later…

Dejobaan’s games are supposed to be about delighting people and making them laugh, so it’s been a while since we’ve led with any strong emotional theme. But we’re now working on a title with Radial, about hatching a baby monster, navigating the rigors of monster society, and dealing with the larger problem of angry monster-human relations. We originally thought “Creature Tamagotchi,”but the gameplay has evolved as we established an idyllic, 18th century setting, gradually built backstory about how monster society had come about, and set out to explore the raising of a creature in that context.

As an example, we considered how we’d implement rites in Monster Society, and had this conversation:

  • “The Oldest Monster is coming to town and you must make sure it stays happy while it’s here.”
  • “Like a Tea Ceremony. Something highly ritualized. Food. Monsters love food.”
  • “Follow the instructions in the Manual of Monstrous Manners to a T and don’t get partially eaten.”
  • “No! Reading pages of text is boring. What if you just picked bits and pieces up as you do most common knowledge?”
  • “Yes, and what if your monster could actually communicate something by how it conducted the ceremony?”

The concept of being able to nuance your interpretation of the ceremony intrigued us. If you (the player) had paid attention when watching monster TV and talking to monster elders, you might know that laying out forks would be a terrible insult (“You have just implied that your guest doesn’t have the claws to cut its own food”), or that refusing it entry into your house was an honor (“You have spoken the ancient words of the ritual, formally rejecting your elder and, in so doing, truly inviting the old one to violate your commandment and barge inside.”).

So, my steps would be something like this:

  1. Forget about the mechanics.
  2. Consider emotion, setting, theme.
  3. Start writing shit down.
  4. Pass it back and forth with a respected creative type, building on the best ideas.

We often have these “aha!” moments that then translate into gameplay.

How Do I Become a Game Developer?

// June 7th, 2012 // Comments Off // Uncategorized

A fellow named Mike recently asked me this:

While looking around for nearby game studios, I discovered your website and I began to wonder if you might be able to help me a little and tell me about how you all got started doing this.

The “this” was “how to develop games and not have to live in a cardboard box by the side of the street.”

It’s 2012, and the good news is that it’s easier to get started now than it was in 1912. Here’s my most general, one-size-fits-all, step-by-step. Being one-size-fits-all, it’ll be entirely incomplete for everyone. But maybe it’s a start:

  1. What: Figure out, broadly, what you think you’d enjoy, and be able to communicate that. The following aren’t all mutually exclusive:
    • Are you interested in starting your own studio as a business? Do you want to join a small team? A bigger, AAA studio? An AAAA studio? How about an AaaaaAAaaaAAA– er– nevermind.
    • What’s your area of interest? Illustration? 3D modelling? Audio design? Tools programming? AI? If you say “game design,” be prepared to back that up with some development skills.
    • Pretend, for a moment, that you’re five years into your career. What does that look like to you? Sit there. Envision it. Taste it. Then be prepared to communicate that to other people.
  2. Immerse yourself: Spend a week straight just immersing yourself in game development resources online. Google for articles on game development. Leaf through Gamasutra. If you’re going indie, read Andy Moore’s blog and watch his devVlogs to get a sense for what indie development’s like (disclaimer: there are hundreds of billions of indies, and life’s different for each of us). Read up on all the various areas of game dev. Search through a stack of resources. Read, read, read, and read. You may feel overwhelmed, but that’s how everything vast and awesome is at first.
  3. Talk: Find people in the industry (cold e-mail people if you must — what’s the worst that happens?), tell them (succinctly) what you want to do, and ask them for their thoughts.
  4. Relax: Step back and breathe. Detach and let your brain sort everything out.
  5. Find Groups: If you do nothing else, do this: Hunt down groups of like-minded people. Find meetups and visit them regularly.
    • Major cities tend to have clusters of folks who want to create games, and things just sorta magically happen there. For example, here in Boston, we have Boston Post Mortem and Boston Indies.
    • People at these groups tend to be really friendly, so introduce yourself around. Talk about the games you like, and ask people questions about what they do.
    • Be consistent — it may take several visits before things “click.”
  6. Plink: Play around with the simplest game development tools you can. Something as straightforward as GameMaker will give you a taste. I’d avoid fancy-pants 3D engines at first, as you have to learn a great deal of technical stuff before you get to the juicy bits of game development.
  7. Rinse, repeat.

And that’s what I think an aspiring game developer should do.