Occasional Gamer

XNA development blog of Elbert Perez

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The opinions expressed herein are my own personal opinions and do not represent my employer's view in anyway.

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More information on Zombie Epidemic Simulator

I've been working diligently on Zombie Epidemic Simulator on Windows Phone 7 and have made some big improvements. First of all the graphics and level design have been increased in quality. Meaning the actual game levels will look a lot better have more interesting gameplay per level. I'm trying to avoid repeats of levels that only tweak a few variables. There might be some but most of it will major changes to an existing level design. I've also gone for the retro 8bit-ish graphics, but not quite pure 8bit, more like 8bit inspired themes to set the art direction correctly. 

 Also the notion of the heroes being human have been changed. Now as the player you are the human controller of 4 intelligent H.E.R.O (Human Epidemic Response Officer) units. This will fit better into the story and theme of the game and allow me to have a bit more freedom in designing and illustrating the heroes. Also a new zombie type has been added, our favorite zombified canine.

Well I can talk all I want but that won't be fun, so here is a video of the current work in progress. The game is slated to ship when WP7 devices start shipping.

 


Posted by Elbert on Saturday, August 21, 2010 4:03 AM
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Zombies are out to get you!

I'm working on a new Windows Phone 7 game called, Zombie Epidemic Simulator. It is pretty self explanatory in that you have to fight off different zombies in a variety of scenarios. You will control 4 heroes with different abilities and roles. There will also be a ton of different kinds of zombies to fight off as well. Details are light right now but I will share this video which is still in Alpha so artwork is far from finalized :)

  


Posted by Elbert on Wednesday, August 18, 2010 1:17 AM
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Scribble Defense is now in Beta and undergoing rigorous testing

Glorious days for Scribble Defense for Windows Phone 7! The game is now feature complete and almost ready to ship! Well I can't ship it because there are no phones yet to ship to :)

 Anyways to celebrate I added a new video with the complete set of features for Scribble Defense!

 


Posted by Elbert on Tuesday, August 10, 2010 12:03 AM
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Evolving Scribble Defense to take advantage of the Touch Screen

One of the cool things about developing for Windows Phone 7 is that the developer has access to the touch screen. This mode of input can provide a more intimate tactile feedback than a controller could in many different situations. For example in Scribble Defense for Windows Phone 7, I added the ability for the player to flip over the pencil and use it as a eraser. The player then proceeds to rub the enemy scrawls to death, which from my recent testing have shown can be very fun :)

Another advantage with the touch screen is by placing contextual buttons in the game screen. Most people are used to pushing buttons with labels on them, this creates a self-reinforcing notion that this button will always do what it says. The player does not have to worry about memorizing controller layout, they just look at the screen and there are all the controls. It also is easier for people who skip tutorials and jump right in the middle of the game, because the controls are self labeled making them less prone to confusion.

I've made this video to show the upgraded UI and the eraser mode. Enjoy!

 


Posted by Elbert on Sunday, August 01, 2010 1:09 PM
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My Experience with Programming XNA on Windows Phone 7

A few days before this post, I embarked on a mission to port over Scribble Defense from Xbox to Windows Phone 7. I estimated it will take a few weeks to finish, given that I have tried to port over Neo Terra to the Zune, in a matter of a few days. However the Zune version was very limited because of the hardware and debugging tools that were available, was pretty much crap. Now skip a few months ahead and now I am using the Game Studio 4.0 Beta SDK. It has a mostly fully functional emulator (no throttling, or accelerometer data), a stablized API (meaning less breaking changes if any until RTM), and more educational samples. Right now, after about 5 days of working on porting the game part-time(4 hours a day), I am able to say that I ported 100% of the code over to be Windows Phone 7 compatible (using touchscreen, going through the certification checklist, performance, etc ...) Now I am in polish mode, tweaking the touch interface, adding better assets, toning down some of the particles to compensate for the phone, as well as playtesting.

What I learned:

 

  1. The emulator is not throttled, so if you are developing on a beefy machine then you will completely screw yourself over if you do not test your game on a phone before hand. My development machine is a Quad Core I-7, 4 gigs of ram, and a ATI HD 5730. 
  2. The emulator is not enough to get the feel of the game. Holding a phone will be a different experience because for one you are not using the mouse as a touch device, and two the way you play will be different on the phone because you hold it different and have a far smaller screen
  3. Porting over Scribble Defense has been really easy for me because my game did not use any custom shaders, and if you designed your game properly porting over the controls should not be a problem as well. It took me probably an hour to make a new windows phone 7 project and import over all the files and content, as well as draw something on the screen. It took another 5 hours to resize assets, move around menu objects, as well as creating a rudimentary replacement for the controls.
  4. Use the Creators Club Educational samples to your advantage. It would have taken me far more time to figure out the new gestures api, if I did not base it off the sample on the site. There will be new ones coming out in the future, I suggest trying them out even if you don't think you will need it for you game. Just knowing what tools you have available is a tremendous help in your confidence when porting your game
  5. Touch Screen controls are a whole different paradigm than controllers and keyboard and mouse. Doing gestures like pinch, drag, and flick will not always work for a game because it might not be something the user might think of doing. Consider using buttons, and alot of reminders to the user that this action is available to them.
  6. You can get away with more on the smaller screen than on the Xbox. The good thing about the smaller screen is that you can cheat on alot of particle effects by making them have a lower quality and quantity. Remember, the phone will only have a 1ghz CPU, and a even weaker GPU. If you relied alot on the GPU on the Xbox, you will want to rely more on the CPU this time around
Well that is what I have learned so far in porting over a 3.1 Game Studio game from the Xbox to the PC. It is not very hard to do, and most of the API's are the same. Just remember that you are developing for a handheld and always keep that in mind. A good example of how easy it is to port to Windows Phone 7 is by showing you a sample of my game after 5 days of work in porting it over. Enjoy!
  

Posted by Elbert on Sunday, July 25, 2010 8:26 PM
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Scribble Defense for Windows Phone 7

Introducing Scribble Defense for Windows Phone 7. I have begun porting over Scribble Defense from Xbox and PC to the new Windows Phone 7 platform. New art assets are being used to bring Scribble Defense to life in Windows Phone 7. As well as a new control scheme and gameplay tweaks to make the game a natural fit Windows Phone 7. Scribble Defense for Windows Phone 7 will try to launch the same time the marketplace for Windows Phone 7 launches

 

Here is the video of Scribble Defense in action on the Windows Phone 7 emulator.


Categories: Windows Phone 7 | XNA
Posted by Elbert on Thursday, July 22, 2010 12:25 AM
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Scribble Defense sales data and thoughts

Welcome to another round of analysis on my indie game sales on Xbox Live Indie Games. Now that a month has passed since Scribble Defense has sold, I am confident to say that this is my best selling game yet (yay!). However that still does not mean I am making gangbusters with this game, in fact I am still net negative in terms of the amount of time I put into this game. Good news though is that whatever monetary resources I put into this game was gained back through the sales. 

Before I delve into the actual sales numbers, I want to talk about what I did different with this game that made it my most successful game to date.

 

  1. I had someone now involved in the development process critique my work as a game designer. Vernon Dunmore is a very talented game designer that helped me refine the gameplay and push the quality bar higher. I believe without his critical input the game would not be as high quality as it is now.
  2. I pushed really hard with marketing. This is a definite must in any indie game development push, because without people knowing your game exists no matter how high your conversion rate is nobody will know your game exists. I almost exhausted all my 50 game codes giving out to journalists and contests. I would say effort to market the game is around %30 percent of the whole time I worked on the game.
  3. Experience does matter, having published 3 other games before this, I have a greater understanding on what works with selling a game and making it fun. 
 Sales Data:
  • Trials: 3978
  • Purchases: 541
  • Purchase/Trial Ratio: 13.60 %
  • Time Period: 5/25/2010 - 6/21/2010
Okay so it's not really a 1 month period, but I have a pretty conversion rate and a decent trial rate. However as before it seems like the game is not interesting enough to people to try it out, or maybe my marketing once again failed. From all the reviews I have seen, I have unofficially averaged the game at 8 out of 10 with all of them recommending to buy/try the game out. 
 
So to wrap up this post, here are the things I will need do these on my next game to make it even better.
  1. Continue engaging other people to give feedback on the game early on, and have a person be a stakeholder in the success of the game that will help me out.
  2. Keep increasing marketing efforts, I still see big room for improvement. Especially in making reviewers for the more popular sites to notice
  3. Make it so that when a player sees a screenshot, that it elicits a must play spark in their mind. Videos are not enough, screenshots alone must be able to sell a game, especially as a indie. 
Download 
If the game interests you, it is available to download from here:  http://occasionalgamer.com/page/Scribble-Defense.aspx

 


Categories: Business of Games | XNA
Posted by Elbert on Monday, June 21, 2010 12:10 PM
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Yes Scribble Defense was inspired by the anti-spirals :)

Looks like the interwebs have found my secret! Yes, I am a big otaku, and I do love Gurren Lagann so much that the scrawls were inspired by the anti-Spirals. While we are at the topic of anime, I also like the following anime.

 

  1. Ghost in the Shell Series, pretty much all of them. This is probably my favorite anime series
  2. Gundam Series, I like all of them except for Turn-A and Gundam X. My favorite era would U.C because it has the most canon of all the eras
  3. Macross, is it quite obvious that I love mechs? Macross has the most ingenious ways of making music into WMD, nuff said.
  4. Gurren Lagann, as I said I love mechs and GL has that and even more. Plus the outrageous never give up mentality always excites me
  5. Code Geass, more mechs! OMG.. I love thinking man anime, especially with mechs in them
  6. Full Metal Panic series, well it has a awesome mix of comedy and seriousness with mechs invovled!
  7. Patlabor, robot police work!
 
To further drive my point here are some pics of my desk. Anyways, I hope you guys liked Scribble Defense because I did put alot of effort into it.
 
 


Posted by Elbert on Monday, May 31, 2010 2:34 PM
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Scribble Defense is now available on Xbox Live Indie Games

You are the Scribble Meister, a master of inks and defender of Scribbles. As their sole protector, you alone defend them from an unrelenting march of vicious Scrawls. Each puzzling level will challenge you to play creatively; deploy destructive towers to unleash powerful attacks, or kinetic towers to manipulate foes and the very paths they use to assault you. Hurry, the Scribbles need your help!

Now Available for Xbox Live Indie Games for only 80 ms pts!


Features:
- Addicting puzzle based levels that require more than just tower placement strategies
- Place direct damaging towers and kinetic towers that push and pull enemies at your own whim
- Waypoints can shift positions by themselves or by using kinetic towers, making the battlefield dynamic and fun


Categories: Scribble Defense
Posted by Elbert on Tuesday, May 25, 2010 8:38 AM
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Scribble Defense Gameplay Video and Screenshots

 
One of the levels in the Scribble Defense, a upcoming XBLIG game. Scribble Defense features dynamic tower defense gameplay where the player can move enemy waypoints around the map. Using the pull tower the player can pull waypoints as well  trap enemies in the other tower's attack radius.

 
Scribble Defense challenges players with multiple enemy paths 
 
 
  
Levels are almost never static in Scribble Defense. This level has morphed far from the starting level
 
 
Players are challenged to use the level design in conjunction with limited but meaningful tower choices
 
 
  Scribble Defense tries to maintain consistent replayability for each level but also add some random and dynamic elements that will keep the player coming back for more
 

Posted by Elbert on Friday, May 21, 2010 12:07 AM
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