Student. Flash developer. Game designer.

     

    Augmented Reality in a Nutshell

    I’m fascinated by virtual reality. Of course, that encompasses a lot of things, even some of which exist today (such as videogames). However, I mean moreso the type that is envisioned in the future, where we will be ‘wired’ in to a virtual world and all of the sensory information we receive will be virtual. At this point, imagination would cease to be that which can only be portrayed through mediums. We could live and breath any sort of world imaginable.

    Anyways, we’re not quite there yet. At the moment, one of the closest things is augmented reality (AR). Now, I often see this simply as a stepping stone to virtual reality, but that’s not quite true. You can also view it as the meeting grounds between virtual and “real”. It is related to mediated reality, which is essentially a view of the real world which is modified by a virtual interface.

    Here’s some really neat projects that encompass AR:

    Google - Project Glass

    One of the coolest things I’ve seen in awhile, and since it’s being backed by a company as monstrous as Google, it should definitely turn out to be a success.

    Julian Oliver - levelHead

    This is more along the lines of stuff I’d like to do, as it revolves around a game. I think the neatest thing about this project is that it takes real life objects (the cubes) and makes it seem that there’s a world different within them.

    Marco Tempest - Virtual Magician

    Now, this guy doesn’t bring anything practical to the table, or really anything all that interactive for a general person, but it still is quite interesting.


    And if you’re a developer like me, here’s a couple SDK’s I’ve come across:

    Qualcomm - Vuforia AR SDK

    I’m trying out this one right now, mainly because it has a unity integration, and sounds pretty easy to get up-and-running. Also, you can use it for Android and iOS development.

    ARToolKit

    Now, I’ve heard a lot about this SDK in developer communities, so it must be quite good, but I can’t even get it compiled. That’s probably partially because it’s open-source (which is sweet) and I can never figure out how to install and configure those projects.


    I’d love to have some AR projects to show in the future, so hopefully I can get things together and working. 

    Cheers.

    Game Ideas of the Week

    Multiplayer will be the theme of this post (if only to make me want to write it). Just about every game designer has had a dream of making the world’s grandest MMO, one in which everything would be possible. A true virtual reality. This is much the same as how a musician wants to start the world’s greatest band, or a young college kid wants to start the world’s greatest business. Impossible, no, but neither is it by any means likely.

    So, since I’m (highly) unlikely to ever see these to fruition myself, I’ll write them down! Multiplayer games that I would love to see done.

                   

    1) Pokemon MMO

    Since I’m dabbling in theoretical territory, I’ll go full out on what I would like to see. The game would mirror the gameboy games in way of starter pokemon, bicycle to get around, catching pokemon, fighting gym leaders, elite four, and a few other things. However, it would be in a completely 3D environment, and gone would be the days of turn-based battle. The combat would ideally be more like WoW, with cooldowns, and each pokemon’s move would be fully animated to show it’s magnificence. 

    The PVP alone in this game would be amazing. Endless different types of match-ups (game design wise this would be horrible to balance), and it wouldn’t just have to be in arenas. World PVP could see you encountering another trainer on a field and sending out all of your pokemon to autobattle it out. I’m crossing my fingers that Nintendo one day sees how great this would be.

    2) New Lands

    A world in which the landscape is randomly generated so far that it would take years to discover the end of it. Land could be claimed by adventurers, and kings could rule the lands. Ideally, it would mirror exactly what happened with human civilization, though I’m not sure anybody would want to play a character that’s a peasant haha. One solution to that though is that the longer you play, the more gold you naturally accumulate, so the longest-playing players would be the lords and kings, while the newbies would have to be in the low-caste for awhile. 

    The main appeal would be that there’s a world out there undiscovered, and if you want you can go discover somewhere and make a town there.

    3) Teacher’s World

    Leveling in this game wouldn’t be based upon killing monsters, but instead upon solving problems and answering questions or riddles. To avoid a fully educational experience, there would certainly be minigames you must beat to get experience, but I think it’d be neat if whoever completed certain challenges were then able to become ‘teachers’ and teach those who haven’t completed it for some extra experience. Or even swap knowledge with somebody who hasn’t completed it but has completed something you haven’t.

    I picture this more as a living, breathing virtual reality that you could literally live in productively, because you would be learning as you play, instead of just messing around. The max level could see you develop into a sage haha. 

    Flash Game Postmortem: Beast Cannon

    Play Here ! Okay, perhaps I should insert a warning before I send you off to play this game haha. It was made about four months ago, for a local IGDA game jam in Chicago. The jam lasted about 48 hours, and this is the result of it (plus about a week of slight touches - title screen, loading screen, etc.). Thus, it’s short, bug-ridden and not all that fun in my opinion. But for having such a short period of time, I don’t think we did half bad. (It was me and my friend Erik as the artist)

     What Went Right

    1. Completion

    We’re glad that we at least completed the game, however filled with bugs it may be. Just the act of completion is a good feeling. 

    2. Art

    The game doesn’t look all that bad. Definitely not my artist’s best work, but it’s consistent art, which is important. You could have the best art in the world, and if it doesn’t mesh together well, it will look awful.

                           

                                          I’ve seen worse title screens.

    What Went Wrong

    1. Design

    The way I envisioned the game before we started on it was completely and utterly different from what we ended up with. That’s not always a bad thing, a game usually evolves while you develop it, but in this case I feel like it was way worse than it could have been. The concept of shooting enemies that could potentially come back and kill you, rewarding those who have good aim, was very unique and fresh. However, the execution didn’t complement the gameplay mechanic, and the mechanic wasn’t even done well in itself.

                             

                  If the monster you shoot hits the ground, it turns into an enemy.

    2. Bugs

    I mostly chalk this up to drunk coding. During the jam, I was staying at a buddies’ place at UIC and got a bit drunk the night before we were to show the game. This ruined my logic naturally, and a lot of bugs seeped in that later on I wasn’t even able to flesh out. Unfortunately, this later ruined my desire to even want to work on the game, so we released it without being fully bug-free.

    Statistics/Overview

    We tried for a sponsorship but didn’t get any bids, but we sort of expected that. Thus, we released it with mochiads about a week or two ago, and are simply going to hope for a bit of pocket change.

    In a week there’s been 6,000 hits, and we’ve only made $1.50. Rolling in the dough! 

    I did learn a thing or two from this project (not to code while wasted), and I am looking forward to trying another game jam in the future.

    Thanks for reading! Farewell.

    Game Ideas of the Week

    I’d like to start this mini-series more for myself, in hopes that it’ll keep my creative juices flowing while working through my current projects and schoolwork. Every week I’ll try to post three interesting game ideas, whether on a large scope or small scope, whether befitting a flash game or a future virtual reality game.

    These are simply the best of the ideas I’ve had for projects in the past few months.

    1) Game in a Game

    Yes, it reeks of an inception joke, but it’s an idea that I still wish to work on eventually. The concept is that you’ve fallen asleep (though the player won’t know at first) and you’re in an RPG game where the monsters are icons of other popular games like tetris or bejewelled. To defeat an enemy, you must be sucked into their game and then beat it, earning yourself experience like any other RPG.

    2) After Life

    Inspired from a dream I had, the game opens with your death. From there, you float off into a strange sort of lobby. The receptionist asks “Is this your first death?” and explains to you that this is truly reality and that you were simply in an “Earth Simulation”. You find that there are many other worlds that you can jump into for that world’s lifetime (nothing compared to a real lifetime) and compete with others to see who can get the most resources. There’s so much to explore with this.

    3) Mad Chemist

    A simple platformer, placing you in control of a chemist who’s creations (monsters) have broken free with help from his latest creation and are on the verge of breaking out of the lab. You must travel down through your lab destroying any monsters that you happen upon. The combat would be you throwing potions you’ve mixed up at the monsters, each with a different special effect. Then, at the in-between level shop you could buy new potions and mix it with any current ones to effectively upgrade each of your attacks.

    Flash Game Postmortem: Community College Sim

    Play Here ! To date, this has been my most successful game, earning me about $900 and accumulating around 700,000 views after about four months (more on this later). Modest amounts compared to successful flash games, sure, but quite an accomplishment for a broke college kid. The coding and art were both done by me, while the music was done by a talented girl who goes by Morphone. As far as how long it took, I’d say ballpark 2-3 months. It was my fourth or so completed game. But, enough of the numbers.

                           

    The ‘lowlife’ was originally a pothead.

    What Went Wrong

    1. Design

    I didn’t start this project with a design document, with though-out ideas of what a player would want, or even with much of a goal for the player. Instead, I just started working on something that seemed fun and then winged it. This turned out to be terrible when it came to explaining to players/friends what the game was about and it’s purpose. “Well .. you’re supposed to go to class and parties .. and stuff ..” Wow, I’m sold!

    Basically, there was no goal. There were no incentives to finish. And it wasn’t open-ended in a good way, like Minecraft, it was just a bit too much on the pointless side. Alas, I can’t travel back in time. But if I could, I would start off the project with a design document and stick to it, which is at least a very good lesson learned.

    2. Art

    Like I said earlier, I handled all the art. The problem with that is that I’m a programmer by trade, so I was learning as I went. I haven’t gotten too many complaints on the graphics, but they’re obviously about five years behind the times. Though, I think I did learn pretty quickly. It was quite a step up from Hungry Dino.

                         

    Acceptable graphics I suppose.

    I’m hesitant to complete another project with my art alone, but hopefully I’ll learn the same amount as I did last time and be able to come up with something worth selling. If you’re an artist reading this who wants to collab and split the income, don’t hesitate to contact me!

    3. Time

    I suppose this could time in with design, but I ended up spending far too much time on this project, changing it over and over again. I actually started a little bit less than a year ago, drew most of the backgrounds for it, and then shelved it for like six months until I picked it up again. It’s really nice to get it out there finally.

    Like I said, I’m sure that if I had planned it out .. at all, then it would’ve been much quicker. Or maybe I’m just a terrible procrastinator and am blaming external factors.

    What Went Right

    1. Humour

    Or, humor, if you will. All of the dialog was certainly appropriate since I am indeed a student at community college. At any rate, it’s one of the only things I’ve gotten compliments on, so I’m proud of it. I’m generally not a fan of trying to win over the player with over-the-top humor, but it seemed like a good fit for this type of game.

                           

    Some drug-related dialogue “slipped through the cracks”.

    2. Polish/Bugs

    Now, there’s always room for improvement. But, to my standards, I really pulled it together at the end. It’s definitely difficult to make a game presentable and user-friendly. There’s plenty of examples of games that don’t pull it off however, and they’re good motivation to get it done so that your game doesn’t end up a piece of crap like that.

    There were of course a bug or two found (a pretty bad one at that haha), but I fixed just about all of them. It’s as close to perfect as I think I could’ve come in the amount of time bug-wise.

    3. Nothing

    Yeah, that’s it. Maybe I’m being pessimistic, but I don’t feel like I did much else right.

    Numbers

    So, let’s go over how much I’ve made so far (a week) from the game.

    Primary Sponsorship: $400

    Which after paypal ends up at about 380 and then 10% of the $400, so $40, is requested by Flash Game License as commission for helping me sell the game so it ends up at about $340. I may request wire transfers in the future. Twenty bucks lost is a bit much.

    License: $250

    I think about 20 dollars were lost through paypal, so let’s say 230.

    CPMstar Ads: $325

    From about 725,000 views. So about a $0.45 eCPM. There were 7600 clicks, and a 2.5% conversion ratio (which stayed very constant throughout).

    Total Income: ~$895

    The sponsorship took about three weeks to come in, which had me worried, and there was only ever one bid on it. Big thanks to Ira over at OneMoreLevel for that, as he saw potential in the game. I earned a bit more than I expected overall (with more potential still in ad money) so I’m quite happy about that, but I’m definitely going to aim to earn a bit more next time.

    Thanks for reading! Farewell.