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 have about eight blog posts I wan to make coming out of the Intel Elements 2011 Conference, most of them positive. BUt one of these seems pretty time sensitive and I want to be part of the conversation out here so I’m going to do this now even if it’s only half baked.
Whoever is in charge – you cannot use the name Tizen – it’s about the worst possible marketing move possible at this moment. Instead – call it MeeGo5 – and you’ll be celebrated instead of mocked.
We’re here at Intel Elements 2011, a “one year later” event from where we first heard Peter Biddle lay out a rather large vision for the Intel AppUp Center. Without going back into the history and our previous thoughts on AppUp I find myself feeling increasingly invested in this thing. Far more than getting tied up in what AppUp is or is not, I’m fascinated by what AppUp wants to become.
One of the most exciting and powerful tools available to the indie developer today is Unity 3D (http://www.unity3D.com), a wildly popular game engine that exploded in popularity when the iPhone app store roared into public prominence. The Unity 3D engine has become so popular in part because of its ease of use, powerful tools, and too-good-to-be-true pricing. We’ve raved about Unity as a tool in the past though so I wont get into all that again. Instead I’d like to look at one specific aspect of how Unity and AppUp work together in beautiful unison.
Big Lesson #1: Multi-platform is not an either-or concept. It’s emphatically an also-and concept.
One of the most valuable aspects of Unity 3D is its ability to deploy a single project to multiple platforms. By installing various plug-ins or a little ninja coding you can build one game that runs on everything from Mac and PC desktops, all manner of mobile devices and even in a browser. Today’s case in point will be our recent release of Bok Choy Boy and how we brought it to Intel AppUp (here) at the same time we launched to several other platforms including iPhone, iPad and a browser based mini-game.
IMHO the profound magic of the app store model, specifically places like AppUp, iTunes and the Android marketplace is a massive, instantaneous, global distribution network. So long as you plan for it up front there is no reason not to target ALL of these platforms at one time in order to create the widest possible exposure for your game…and in so doing try to take over the world…again. The reality is that you never know where a game will catch on. For example, when Bok Choy Boy launched we never expected the HUGE audience we garnered in China. Over half of the total downloads have been in a country that we weren’t even thinking of. In hindsight we can guess why the Chinese market liked it, but we would have lost a ton of customers if we hadn’t taken advantage of the globe spanning power of app stores like AppUp and planned for multi-platform distribution and used a tool like Unity 3D. So I could keep beating that horse but seriously…do this. Continue Reading…
It was exactly 1 year ago that we got our first taste of Intel’s AppUp Center when they launched the beta store at CES 2010. It was received with mixed reviews and nobody really knew what to expect from it.
What a difference a year makes.
Note to Intel: Why does this page still say "Moblin?"
Today you look at the AppUp Center and right up front is what must be the biggest runaway hit game of 2010 – Angry Birds. What a huge coup! What a great “I told you so” moment. Congratulations to Intel – Peter, you called it man.
The app store concept is not a product or a service. It’s a complete reset of the way ALL intellectual property will be sold, shared and distributed. It will completely reshape the world of books, music and software.
How can Intel’s ApUp Center thrive and dominate?
1. Make it Cheap
2. Make it Easy – More importantly, make it LOOK easy.
3. Improve on What Apple has Already Done Well
4. Never Mention MeeGo
5. (After you never mention it) Make MeeGo Beautiful and Bulletproof
6. Apple is Not Your Enemy – Google Is
7. Show Us The Money – But In Secret
8. Support MeeGo and Air. Drop Everything Else
9. Leverage and Cooperate With Existing Services
10. Encourage Other Forms of IP
And 11 – Embrace and celebrate the huddled masses of
disempowered Flash developers – they are your future.
When we set out to make G: Into The Rain, we came to understand that sound design was an area we did not want to neglect. This is not to say that we were immediately aware of the importance of having good sound. In fact, to be honest, we knew that G was going to be first deployed on the iPhone. The on-board audio playback hardware on the iPhone is not exactly high quality – unlike the netbooks which we eventually ported G to late in 2009. During the development, we started to realize that we weren’t necessarily tied to one platform, and that devices like the netbook could impart a much richer game play experience in terms of sound.
In the early conceptual phases of our development, we decided to have a look around at the games that we all liked. Sound design wasn’t something that jumped out as a priority. Frankly, the first non-visual game element that most people notice is music; and while we were blessed with a very talented composer for the musical score of G, that is a topic for another post. Sound, as a game element, is often overlooked. If you ask many people what they enjoyed about a particular game or application, more often than not you will hear about how they liked the gameplay, or that the art was stunning, or that the storyline moved along really well, or that they really liked (or hated) a particular character. Sound design, or rather good sound design is not something that is in your face. It’s subtle, and most often it’s only really noticed after the visual. For instance, when you walk into a room, unless there’s a buzzsaw running, most likely the first thing you’ll notice is what it looks like. We are visual creatures, and hearing most often is employed after sight.
Now I don’t want to convey the idea that because we’re primarily visually oriented, that good sound design can be left for the back burner. Quite the contrary. When we looked around at the games that we all liked to play, we started to catalog and attempt to define what it is that we enjoyed about those games. Eventually, we began to pay close attention to the sound design. In doing so, we had to look beyond the iPhone, and plan accordingly. We came to the conclusion, that one of the reasons we liked the games we did was because of the sound. In most cases, it wasn’t an obvious, in-your-face sort of revelation. Sound was used here as a way to augment the look and feel of the games. Looking ahead, we made the choice to take sound design seriously – which is especially vexing considering the less-than stellar (external) speakers on the iPhone. But if we had taken the approach that “nothing will sound good on the iPhone” and had half-hearted sound design, then G certainly wouldn’t have sounded as good as it does now on a netbook. Continue Reading…
Posted 5 years, 2 months ago at 3:48 pm. 1 comment
Today we explore the emerging zeitgeist of two companies that I love. I submit to you that embedded in the very code of their developer SDKs lie the underpinnings to a complete corporate world view. I know, profound stuff. I thought so myself while typing this in the airline terminal of Denver International Airport while waiting for a friend to arrive. Perhaps I’ve waited too long and those funnel cake sticks from that other burger chain have started to affect my brain chemistry. We shall see.
My new working theory is derived by examining the use of patterns in the User Interface components of Cocoa and Flex.
Exhibit A: Apple believes the world and developers must be controlled and well managed. This is why the primary pattern for talking to User Interface (UI) Components is the delegate pattern. The delegate pattern means that when a user does something to a component, like clicking on a Picker, that Picker UI Component delegates responsibility to a delegat-ee. In other words, the Picker tells the delegate what to do and when to do it. There are a few benefits to the use of this pattern. Delegates clean up well (memory-wise), delegates have a clear and predictable function, and there is one and only one responder for any action by a UI component. Continue Reading…
“I just flew in from Taipei and boy are my arms tired…”
I wrote that line a month ago when it was hoped to be at least slightly true…So the “just” has now become a distant memory and I’m only now getting to this blog, but better late than never right?
The whole point of this article is to give a report on what I saw at Computex which was in Taipei (as always) June 1-5. Now in the spirit of full disclosure I should say right off the bat that I was only in Taipei because I was invited to go by a large semi-conductor outfit you’ve no doubt heard of. And since I really never read those NDAs I sign I really don’t even know if I can mention then by name here…but you’ll read between the lines no doubt (where Google will not). Anyway, it’s worth saying that these folks were very generous to lil’ol’ Soma Games, took great care of me and didn’t EVER stop feeding me! I swear I ate 13 times a day over there…which was a good thing. I stood atop the 2nd highest building in the world, the Taipei 101 and was shocked to see that a Starbucks in Proto-China looks exactly like a Starbucks in Seattle – I just couldn’t really read the menu. But who cares right? ’cause I just know where “Americano Maximus Quad Shot” is on the menu anyway and everybody understands a pointing finger. Continue Reading…
Posted 5 years, 3 months ago at 12:06 pm. 2 comments
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