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.

© Copyright 2010

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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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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My XBLIG game sales numbers

I think its about time that I shared some of my game sales so far as well as some insights into the business of making games for xblig. Let's start of with some numbers. As of April 9, 2010 I have these stats to share.

Game Price Point Release Date Trials Purchases Ratio
Gum Drop Celestial Frontier - http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855026f/ 200 ms pts at launch switched to 80 ms pts in Oct 2009 July 26, 2009 2696 87 3.23%
Neo Terra - http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550379 80 ms pts Nov 19, 2009 1949 164 8.41%
Impossible Shoota - http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550442/ 80 ms pts Feb 09, 2010 8077 613 7.59%
Scribble Defense 240 ms pts ??? ???
???
???

Having these sales numbers is very humbling. I thought at first is that if I make a interesting and new game people will buy lots of it. But I think the sales of the game was hurt because of bad timing of the new 80 ms pt drop that I missed as well as having bad cover art. Gum Drop Celestial frontier took the longest to create of all my games, it took around 1 year from concept to a shippable product. I was also new to the XNA platform at that time which incurred a lot of research and learning. I did a fair amount of PR work with this game, and was able to get it on most XBLIG sites. However at that time most XBLIG sites were not mature and did not have alot of following.

The second game, Neo Terra faired better than Gum Drop Celestial Frontier, but it was still disappointing in terms of sales. This is also the first time I had someone else do the artwork for me in which I spent around $500 dollars for the artwork of the whole game. It took me 4 months to get this game out the door. I can also note that it went faster because I had known the platform alot better and have a collection of libraries that I could use to make my game. It also helped that I pretty much was trying to mirror galcon in terms of gameplay. Yes, I cloned galcon, but it was something I wanted to experiment at. I made a big mistake of not doing as much PR with Neo Terra,  because I fooled myself thinking that this game is so awesome that people would play it. Neo Terra is also not easy to get into as you have to learn quite a few concepts to get to understand the game. However Neo Terra has gotten quite a second wind when I released the Zune HD version for free.

The third game, Impossible Shoota was a experiment in minimalist game creation. I took the chance to make something in a short amount of time (2 months) with the least amount of expense (only paid for 2 music tracks) to generate a big ROI. I knew in my heart this game was more like a feasibility study if I could seriously make games for a living as a indie game developer. Thankfully the numbers have drastically improved since my first two games. However I am still unable to pinpoint why this was more successful than the previous two. Although I have theories as to why this is the case. First of all this game is a straight up twin stick shooter with a very basic premise, shoot and dodge. Secondly, I think the cover art was a bit more telling as to what the game is, it's a giant fighter ship that says impossible shoota, I think most gamers would understand what it is by just looking at it. I did email a couple of folks about Impossible Shoota to drum up some attention. Most XBLIG sites picked it up, and I was lucky enough to get into the IGN top picks in the Xbox 360 channel which helped with my sales.

Lastly, my newest game in production Scribble Defense is planned to be sold at the middle price point. This is more attributing to a higher offering, giving gamers a few hours of gameplay for the price of around $2.50. I am hoping that people will more likely to buy the game based on the game content, and some interesting game mechanics. Currently I am at 2 months time in the game with around 1-2 more months of development. Hopefully this combination/theme will produce better reviews as well as higher sales.

To summarize my experiences in with XBLIG, I would say that it is definitely a hits driven business. You have to command the attention of people and make them want to play your game. This can be achieved by doing something crazy, new, innovative, etc... Basically whatever it takes to make journalists, and players take notice. However not because you think you have the most awesome game means that people will take notice, and play it. So it is very important to get yourself out there do it.


Posted by Elbert on Friday, April 09, 2010 11:32 PM
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5 Tips to make your 2D XNA game faster

Hello everybody! (in a fake Simpsons Doctor voice)

I guess it is time for me to share some nuggets of wisdom about 2d game development in XNA. I'm saying 2D because I primarily work with 2D games, and going into 3D goes through a whole new set of tips. Although I am sure some of these can apply to alot of 3D based games as well. 

So here goes the tips!


1. Simplify your particles. I know this might sound stupid, but most 2D games don't need 1000 particles swimming around the screen, this effect can be done with just 1 sprite. Have it scale, alpha, and rotate to achieve around 90% of the effect with just 1 draw call! I really don't see a need for complicated particle systems because the user  usually won't perceive this as just 1 sprite being scaled. Hopefully the user is too busy enjoying your game to notice that you cheated and only have 1 particle displaying instead of 1000.

2. Pool your objects! Nothing drags a game slower than having to load content each time you want to spawn a enemy. This is all fine and dandy on the PC because of the sophisticated Garbage Collection the full .net CLR has. Pooling can be a pain in the butt if you have multiple objects not residing in the same inheritance hierarchy that means creating even more objects! 

3. Keep it simple. The less you have to call in your update functions the faster your game runs. Remember players will probably not notice very subtle and complex interactions in your game. So if you program your game keeping in mind what the player actually perceives then most of the time it will come out simpler.

4. Preload all your content if you can. Hitting the harddrive in the middle of a gaming session to load up a texture is generally a bad idea. So you probably want to load up your sounds, and textures at the loading level so you never hit the hard drive.

5. Test early, and test often on your target platform. Since the PC version of the CLR has better performance than the mobile and xbox versions it is really important that you deploy to those target platforms and check for performance issues. Better to catch them early than late in the game where it might seriously threaten your game shipping in time.

That is what I learned from working on the Xbox 360 and Windows Phone 7.!

 


Posted by Elbert on Monday, March 29, 2010 1:20 PM
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Active Movement System for Scribble Defense

I decided to give the game's philiosphy a name. That is the Active Movement System, with this philosophy the player should never sit idle for long periods of time waiting for things to happen in a tower defense game. The player's direct involvement is crucial to winning the game. Having the player dynamically upgrade and pick up money are core components to the game. Also having certain nodes be movable adds another dimension to a already crowded tower defense genre.

 


Posted by Elbert on Tuesday, March 16, 2010 1:37 AM
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Introducing Scribble Defense

After weeks of trying to find a name for my new tower defense game I have settled for the name Scribble Defense. I chose this name because the game reminds me of scribbles I made when I was younger. Mixing contrasting white lines on a black background, as well as having colorful towers to accentuate and add colors to the game.

Currently I added some new concepts to the game. First of all the game now supports 2 player co-op. Having two players in the game will increase the challenge level to account for the added player. Also I have added a money drop system, money no longer automatically add to the player's bank, but has to be picked up by either player to be added to the bank. This makes the game more dynamic as the player has to constantly move around in order to get money he needs to buy more towers.

 


Posted by Elbert on Friday, March 05, 2010 2:12 AM
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Impossible Shoota Postmortem

General Thoughts:

 

  1. This is my third game to be published on XBLIG
  2. Code base was derived from a unpublished game which had the framework setup
  3. I just wanted to create a simple shooter game
  4. Attempted to do cross marketing between my games
  5. Development time took 2 months

 

What went right:

 

  1. Very fast development time because I knew I just wanted a simple dual stick shooter
  2. The code base I have been using has been mature enough that I did not spend alot of time scratching my head
  3. Simpler menus allowed me to concentrate on the gameplay better

 

What went wrong: 

 

  1. The cross marketing seemed to have ticked some people off, even comparing my game to the Yaris game that came out of XBLA
  2. The game was not quite as impossible during the first release, I had to fix gameplay for a patch but that probably hurt my sales
  3. I did not try to innovate as much with this game to differentiate it from the dozens of twin stick shooters out there 

 


Posted by Elbert on Wednesday, March 03, 2010 3:06 PM
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Neo Terra ready for download on Zune HD

I recently put up the alpha version of Neo Terra Zune HD here. It is a simpler version of my Xbox game Neo Terra (Xbox.com).  You can download the game from here: Neo Terra Zune HD


Categories: XNA | Zune HD
Posted by Elbert on Monday, March 01, 2010 8:57 PM
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