The week we wrapped up V 1.0 of a new game and soon, Lord willing, Code-Monkeys will launch Magic & Magnums. It’s a goofy, spoofy, arcade game that is also an evolution of our game Santa’s Giftship (on iOS and Kindle) from 2011. And, as a sad matter of fact, this is the first real game release we’ve had since Suitor Shooter (iOS) in 2012…yikes!
But we have a good excuse…we really do…and it’s all connected.
Oh SG1 Gunship, where art thou?
Shortly after Suitor Shooter was in the store we got a call from a friend who was working on a project that sounded pretty fantastic. He had inked a deal to make a few games based on the Stargate SG1 TV show and he needed a quick and simple game that could be set in the Stargate world and be ready for ComicCon…in 3 weeks. It was meant to be a wham-bam quick project for marketing purposes, not a thoughtful, deep exploration of game design principles. Given the parameters we thought an SG1 version of Suitor Shooter could be put together quickly and off we went on a 3-week sprint without any expectation of it going any farther. ComicCon went off as planned but our friend wasn’t able to put the rest of the details together in that short time and wound up staying out of it – and so did our game. That was the first of a long chain of ‘almost launch’ events for what was then being called Stargate Gunship…a game that would, in the end, never come to be.
IDF 2014 was not the first time we’ve been honored to have a tech demo on the floor. And as we’ve been to the rodeo we’ve learned a thing or two about floor demos. First among those things: Keep It Simple Sherlock. So with that lesson in mind we created Cloak&Badger – a very simple game mechanic that splurged on the eye candy (a wonderfully animated badger guard) and did exactly one thing: it used the recently updated RealSense (Beta) SDK and its emotion sensing API. The entire game worked as you made faces at the camera…that’s it…and it was a blast!
Cueing the player to what emotion drove the RPG-Style dialog tree in a particular direction was straight-forward and folks had tons of fun trying on the various emotive states that the API supports. (Includes: Joy, Sadness, Disgust, Contempt, and Surprise plus the more general “sentiments” that are Positive, Neutral, and Negative.) By the rules of our KISS constraint it was an unqualified success and we had tons of smiles, laughs and genuine fun all week
Soma Games wrote our first line of game code at the tail end of 2008, just as the iPhone was really blowing up and as it happened, we were in the right place at the right time. It wasn’t on purpose, it was partly opportunistic, but it worked out. We rode that mobile wave for years and were part of the Indie Game Renaissance it helped generate. (See: Polygon, GDC, Wired)
One Rig to Rule Them All…
What made mobile so attractive was, of course, the low barrier to entry but that was only what got us interested. What kept us interested was the demonstrated market for indie games. Hardware constraints initially leveled the playing field so big studios had a much less pronounced quality and scope advantage over small shops so nimble little shops like Soma Games could compete and still land a feature from Apple or get covered by Kotaku.
Now it’s 2014 and as far as I can tell, the mobile space is no longer interesting for indies. I’m not the only one either. (See: Gamasutra, and this…for a start.) In fact, just about everybody I got to know as other indie mobile developers in the last several years is coming to the same conclusion. Mobile is over, let’s do PC games.
IDF is always a great place to get a glimpse of upcoming technology and while some portion of what you see there never quite makes it to the real market a trained eye can start to sense what ideas really have legs and are likely to keep going. This year, the stars that caught my attention were the consumer scale robots with Edison tech, and wireless everything. Continue Reading…
It was sixteen months ago that we posted our first blog regarding Redwall, or Project Mouseworks. Shortly thereafter we launched our AbbeyCraft kickstarter, it funded, and then roughly a year ago this month AbbeyCraft was released. All going well so far. The plan at that point, as far as we could see it, though shrouded in some pretty dense fog, was to wrap up a modest private funding effort, build a modest adventure game and then see what happened. It was a pretty straightforward plan and while Redwall was obviously a big thing, our goals were fairly short term and limited. But something happened on the way to that pivot and while it’s cost us some time I hope you’ll see it as something overall quite positive – I know we do.
Setback #1: If I’m honest, I was just horribly naive about how the private funding world works. I’d never done it before but with all things considered it felt like the right play as opposed to either a traditional publishing deal or taking a second draught at the crowd funding trough. I’ll certainly write more about this experience in the future but suffice it to say that I underestimated the time this was going to take. On its surface that sounds like a bad thing, it was certainly wretchedly frustrating at times, but as I’ll describe below I think it was actually a blessing in disguise.
As part of the continuing series covering our experience with the RealSense technology from Intel, I’ve been thinking about gestures…
I’ve been saying for a long time that one of the keys to Apple’s success in getting developer buy-in for iOS was the very approachable and well designed tool kit they provided in X-Code. It was as if they polled 100 random potential coders and asked, “If you made an iPhone app, what’s the first thing you would want to tinker with?” and then they made all of those APIs easy to find and easy to use. The result was a tool kit that rewarded you early for modest effort and thereby encouraged developers to try more, to get better, to learn more again and keep exploring the tool kit for the next cool thing. It made adoption of something totally new feel manageable and rewarding. That not only encouraged the curiosity crowd, but also the business-minded crowd who has to ask, “How long will it take to adopt this tech? And is it likely to be worth it?” So long as the first answer is “Not too much.” then the second question is less acute. The point being: it enabled early adopters to show off quickly. That drew in the early followers and the dominoes fell from there.
RealSense would benefit greatly from this lesson. Hardware appears to be in the pipe and were adequately impressed by the capability – check. A Unity3d SDK (among several others) is looking really sharp – check. So now I’m thinking about the question, “…What’s the first thing I want to tinker with?” and probably 75% of my ideas revolve around gestures. In fact, gestures are probably the essential component of this input schema and as such, it will be make-or-break for Intel to make gestures easy to get started with and also deep enough to explore, experiment, and mod. But Easy needs to come first…
Coming back recently from CGDC has me thinking again about something I always think about at CGDC – whether or not we’re the “black sheep” of that group…and if we are, is that a good thing or a bad thing.
Last year at the end-of-conference Town-Hall part, where everybody can basically bring up anything they want, Mikee Bridges from GameChurch said something that brought this idea back to the front of my mind. I don’t remember exactly what he said but it was something along the lines of “Are all of our [game projects] actually serving the function of outreach?”
It’s a perfect question for Mikee. After all, GameChurch’s mission statement is one of outreach – specifically an outreach to gamers. But I was surprised at how quickly my mouth popped open and I said “that’s not what we’re doing…” And I’ve been pondering that brief exchange ever since.
Continuing our series on Intel’s new/upcoming RealSense technology we recently got the alpha build of their Unity3D enabled SDK and a much improved version of the camera. While the package is cool and opens up a lot of interesting theoretical possibilities it got us thinking about the practical question surrounding this tech.
RealSense is, at its bottom line, an input device. In that sense it will be measured against things like joysticks, mice and game controllers and as a developer trying to make a living with this software we’ll be looking at several things beyond the “cool” factor. Things like:
Typical hardware profile
Time/cost to implement
When we’re being compensated to experiment and do basic R&D (And – full disclosure again – we are.) then we can ignore basically all of these considerations but when we move past that and start to explore actually deploying such tech…suddenly the calculus for deployment changes dramatically.
I should have written this months ago, while all the memories were fresh, but sometimes you need a little time for an idea to find its place in your mind and sort itself out – perhaps this is one of those times.
A few months back we were at GDC in San Francisco. For the first time we took a risk and bought some booth space on the Indie floor sharing a slot with our friends at OmegaTech. Not being exactly organized we brought three things to show: a working build of Stargate SG1 Gunship, an alpha build of G Prime and a banner for Redwall. (Memo to self: next time try ‘focus’) G, for all the pretty screenshots, really wasn’t a good choice for a booth show – it’s more of a thinker really, and only alpha. SG1 showed pretty well. People seemed to like what we’d done with the UI, but far and away we had the most response to Redwall…even though we had nothing to show but a banner.
Seriously I was shocked…again. At times we had folks four and five deep around our tiny little table and at other times people were literally throwing resumes at us. Tweets and posts and selfies, all because of the way this series of books has touched people. There was a no-man’s-land of open seating adjacent to our booth and I could sit there inconspicuously watching as people would come up to the banner and take long pauses as if they were reliving fond memories. Sometimes they’d want to ask us questions but more often they just looked wistfully on at the sandstone walls and the setting rose-colored sun and seemed to be moved, almost to reverie.
This article is part of a series that documents our ‘Everyman’ experience with the new RealSense hardware and software being developed by Intel.
Full disclosure, Intel does pay us for some of this stuff but one of my favorite aspects of working with them is that they aren’t asking us to write puff-pieces. Our honest, sometimes critical, opinions are accepted…and even seem to be appreciated…so we got that going for us.
A First Look
There’s no denying that the Pre-alpha SDK is exactly what it says on the box, a pre-alpha, that said there’s a surprising amount of useful functionality which can be gleaned from looking deeper into the C# samples that are present and taking lessons learnerd from previous SDKs.
First off, the kit includes a Unity3D sample (there is just the one in the current package) is the Nine Cubes sample within the frameworks folder of the samples directory structure.
This gives us a good starting point to look into how to take advantage of the camera & SDK, although a few red-herrings are present which may be hangover from development versions, it gave us enough of an idea to further explore and adapt some of the separate C# samples bringing that functionality into our initial Unity3D project. (CS: We use Unity3D almost exclusively here at Soma Games so having this bridge to RalSense was a practical pre-requiste for us to consider adoption of RealSense)
For this exercise we were primarily concerned with being able to track & record finger joint positioning within Unity3D. The available methods and documentation suggest there is an planned ability to load, save, and recognize gestures from a pre-defined library but after a little digging and running questions up to the dev team it appears that feature has been ‘delayed’ So with our hopes dashed at not finding the C# gesture viewer sample we wanted to see how, or even if, we would be able to access the joints to explore developing our own approach to logging finger & hand poses.