I have just received the first of the final edits for Magma Surge's musical score! Jamie has been busy over the last week and produced some lovely stuff. He has managed to capture the sort of music I'd envisioned for the game perfectly. Below is a sample of the games title screen music. Its got a quirky catchy tune that also sounds great when played loudly!
Enjoy!
Sunday, October 30, 2011
Monday, October 24, 2011
Control Schemes
One of the most essential parts of any game is its control scheme. Being able to accurately control your game character is the difference between a fun and frustrating experience.
Touch screen smartphones allow for a variety of interesting control setups that can used. Using tilt sensitive game controls can be a fun and different alternatives to using standard directional buttons. Other mechanics like having a constantly jumping or running characters can focus the player's attention on other hazards. Most platformers on touch pad based platforms use a scheme where directional buttons displayed on the screen. When touched they move the character accordingly. This is a simple and reliable method for a number of reasons. It is often the most ideal method when precise or careful gameplay is the order of the day. The majority of gamers today, casual or hardcore, would have held a game joypad at some stage in their lives. This method simulates the positioning of the buttons found on most standard game pads and so most people will intuitively know what to do.
One of the most obvious disadvantages of using a virtual directional buttons is that the persons thumbs will physically block portions of the screen, potentially causing the player to miss important hazards or items. Fortunately, there is a simple way to avoid this problem by simply incorporated the virtual buttons into a solid HUD, with a separate game window that has nothing covering it up. This can also be used to store other important information such as the time, player lives and the score. The game Pizza Boy, seen on the right, uses a similar system. There is lots of scope to create an interesting HUD that can incorporate the necessary virtual buttons and places to display information.
Another problem is positioning the areas of the screen that are to act as buttons in a place where they can suit different players. The laws of genetics ensures that people come in all shapes and sizes, so the UI needs to be able to cater for long thumbs, stubby thumbs, extra thumbs and no thumbs. A simple solution to this would be to allow the player to customise the control scheme by being able to place the buttons that suit them personally. This could also help players who are left handed to swap the controls if they need to. Frogatto there on the right has no discernible HUD, rather the virtual buttons are positioned directly on the game window. This has the disadvantage of the players fingers blocking the screen showing whats coming up on the level. This is not an ideal situation and could lead to frustration. The buttons are also transparent, which could be hard to see if the level gets busy or complicated.
There are other control schemes as previously mentioned. They involve a game where the character is constantly moving or jumping, without input from the player. The character is then guided along using the tilt controls. Other controls such as shooting or using items is achieved by simply tapping the screen with your finger. A well known example of this is Doodle Jump. Here the player controls a character that continuously moves upwards up an infinite column of platforms. Tilting the phone allows the player to move left or right. This control method is interesting, however, the degree of accuracy it gives the player could be an issue if the level consists of sections that will block the player from moving continuously upward. Item collection would also be difficult. Another drawback it would limit the level design to vertical columns. If the level changes, requiring the player to to move laterally or at an angle, this could lead to unnecessary complications.
Another form of control would be to have the game character follow the players finger. Similar movement control mechanics can be found in other touch platforms, namely the Legend of Zelda, The Phantom Hourglass on the Nintendo DS. Here the player uses a stylus or their finger to direct the game character by creating a moving point that the character follows. This game is viewed from an isometric viewpoint, however the principle of this control method could be easily adapted for a side scrolling game. This sort of control scheme could be unnecessarily tricky if the player has to jump often. This scheme would also be limited to the capabilities of the individual smartphone being used, so more senstivie touch screens or higher spec hardware could result with some unreliability.
Magma Surge is also intended to be released for PC users. The control scheme using a keyboard would need to be simple and precise. Using the left and right arrow keys and a jump button positioned on the other side of the keyboard such as 'ctrl' would allow a greater degree of precision rather than using left, right and up. Having the player use two hands to control the game rather than one should allow the player more accurate jumping, however this is an option that could left to the player to decide. The controls should be customisable for the user. It is also important that the different versions of the game feel the same to play on each of its platforms.
Presently, the standard virtual button method is being pursued for Magma Surge. These will be incorporated into a HUD set up in such a way that the game window will not be obscured with the players fingers. Some HUD designs will be posted up soon. User testing will be begun soon, different methods will be explored so watch this space.
Touch screen smartphones allow for a variety of interesting control setups that can used. Using tilt sensitive game controls can be a fun and different alternatives to using standard directional buttons. Other mechanics like having a constantly jumping or running characters can focus the player's attention on other hazards. Most platformers on touch pad based platforms use a scheme where directional buttons displayed on the screen. When touched they move the character accordingly. This is a simple and reliable method for a number of reasons. It is often the most ideal method when precise or careful gameplay is the order of the day. The majority of gamers today, casual or hardcore, would have held a game joypad at some stage in their lives. This method simulates the positioning of the buttons found on most standard game pads and so most people will intuitively know what to do.
One of the most obvious disadvantages of using a virtual directional buttons is that the persons thumbs will physically block portions of the screen, potentially causing the player to miss important hazards or items. Fortunately, there is a simple way to avoid this problem by simply incorporated the virtual buttons into a solid HUD, with a separate game window that has nothing covering it up. This can also be used to store other important information such as the time, player lives and the score. The game Pizza Boy, seen on the right, uses a similar system. There is lots of scope to create an interesting HUD that can incorporate the necessary virtual buttons and places to display information.
Another problem is positioning the areas of the screen that are to act as buttons in a place where they can suit different players. The laws of genetics ensures that people come in all shapes and sizes, so the UI needs to be able to cater for long thumbs, stubby thumbs, extra thumbs and no thumbs. A simple solution to this would be to allow the player to customise the control scheme by being able to place the buttons that suit them personally. This could also help players who are left handed to swap the controls if they need to. Frogatto there on the right has no discernible HUD, rather the virtual buttons are positioned directly on the game window. This has the disadvantage of the players fingers blocking the screen showing whats coming up on the level. This is not an ideal situation and could lead to frustration. The buttons are also transparent, which could be hard to see if the level gets busy or complicated.
There are other control schemes as previously mentioned. They involve a game where the character is constantly moving or jumping, without input from the player. The character is then guided along using the tilt controls. Other controls such as shooting or using items is achieved by simply tapping the screen with your finger. A well known example of this is Doodle Jump. Here the player controls a character that continuously moves upwards up an infinite column of platforms. Tilting the phone allows the player to move left or right. This control method is interesting, however, the degree of accuracy it gives the player could be an issue if the level consists of sections that will block the player from moving continuously upward. Item collection would also be difficult. Another drawback it would limit the level design to vertical columns. If the level changes, requiring the player to to move laterally or at an angle, this could lead to unnecessary complications.
Another form of control would be to have the game character follow the players finger. Similar movement control mechanics can be found in other touch platforms, namely the Legend of Zelda, The Phantom Hourglass on the Nintendo DS. Here the player uses a stylus or their finger to direct the game character by creating a moving point that the character follows. This game is viewed from an isometric viewpoint, however the principle of this control method could be easily adapted for a side scrolling game. This sort of control scheme could be unnecessarily tricky if the player has to jump often. This scheme would also be limited to the capabilities of the individual smartphone being used, so more senstivie touch screens or higher spec hardware could result with some unreliability.
Magma Surge is also intended to be released for PC users. The control scheme using a keyboard would need to be simple and precise. Using the left and right arrow keys and a jump button positioned on the other side of the keyboard such as 'ctrl' would allow a greater degree of precision rather than using left, right and up. Having the player use two hands to control the game rather than one should allow the player more accurate jumping, however this is an option that could left to the player to decide. The controls should be customisable for the user. It is also important that the different versions of the game feel the same to play on each of its platforms.
Presently, the standard virtual button method is being pursued for Magma Surge. These will be incorporated into a HUD set up in such a way that the game window will not be obscured with the players fingers. Some HUD designs will be posted up soon. User testing will be begun soon, different methods will be explored so watch this space.
On Music
One of the most important ways to translate the desired feel and pace to a game other than its game play is its music. Today games can have epic musical scores that could be compared to that of movies. They can often be dynamic and respond to the players actions to create the appropriate atmosphere. Alternatively they can be simple synthesised musical loops that bleep and blop mindlessly as the game is played. The quality and complexity of a games soundtrack would usually dictated by its intended platform and budget, so the more monies can be invested, the more intricate the musical score. Older games kept to simple 8-bit melodies that were limited by the hardware of the day. As games have progressed, so has the scope of their musical scores.
With simpler games, like those produced by lots of small indie game companies, the musical scores are nonetheless still very important. Music has a fundamental impact on the tone of the experience. Apart from a games setting and graphics, the music is the next most important aspect in building the games atmosphere. Whether the game is supposed to be serious or lighthearted, scary or humorous, having the right kind of music is essential. Puzzle games like Angry Birds or Cut the Rope, have cheerful music that goes well with the colourful graphics to create fun puzzlers that are not meant to be taken too seriously.
Alien Traps Capsized is an example of a game where the music can be . While the game is side scrolling platformer that has stylised cartoonish graphics, overall the game has serious tone and feel to it. This is achieved through its use of an immersive electronica soundtrack, produced by Solar Fields. The haunting music certainly adds to the mystery and danger that the games setting invokes, while also keeping games pace fast and furious.
Another very simple game that has excellent music is Armour Games Red. This is a simple but fun game where the player must deflect large objects from hitting the player. The player controls a stationary gun platform that can shoot the incoming objects to change their course so they do not impact. It just has one piece of music throughout. Absolute Space (Jazzanova Remix) by Koop is the track used. It gets quite fast and intense as it goes on, which is very similar to the game itself. It also gives a serious tone to what otherwise would be a simple puzzle game.
When selecting what to use for Magma Surge, the games main premise needs to be considered, ie the player escaping from a deep dangerous volcano. The constantly rising lava plume means that the player needs to keep moving to avoid death. So the game involves people and risk of an explosive demise, but it is also a platform game and will contain stylised cartoony graphics. What was needed was a form of music that would be fast paced but not oppressive. Very lighthearted music suited to puzzle games would not be appropriate, nor would a heavy rock soundtrack akin to a mindless FPS or fighting games.
Taking this into consideration, the music that I settled on was an electronic drum and bass soundtrack. This versatile genre was I felt ideal for creating the atmosphere that was needed. Games with large underground sections, for example Mario or the more recent Terraria, have a moody music when the player is in these sections. Levels where the player is being chased or pushed forward by a large and deadly hazard usually speed up the music to increase the tempo. Drum and bass has a naturally high BPM and the electronic aspects would be well suited to creating the desired atmosphere.
So our resident producer, Jamie Page, is currently working on creating a number of track loops that will be incorporated into the game. The final music delivery is expected this week, with the stuff created so far more than surpassing my initial hopes! Once they have been delivered I shall be posting up some examples for your aural pleasure.
With simpler games, like those produced by lots of small indie game companies, the musical scores are nonetheless still very important. Music has a fundamental impact on the tone of the experience. Apart from a games setting and graphics, the music is the next most important aspect in building the games atmosphere. Whether the game is supposed to be serious or lighthearted, scary or humorous, having the right kind of music is essential. Puzzle games like Angry Birds or Cut the Rope, have cheerful music that goes well with the colourful graphics to create fun puzzlers that are not meant to be taken too seriously.
Alien Traps Capsized is an example of a game where the music can be . While the game is side scrolling platformer that has stylised cartoonish graphics, overall the game has serious tone and feel to it. This is achieved through its use of an immersive electronica soundtrack, produced by Solar Fields. The haunting music certainly adds to the mystery and danger that the games setting invokes, while also keeping games pace fast and furious.
Another very simple game that has excellent music is Armour Games Red. This is a simple but fun game where the player must deflect large objects from hitting the player. The player controls a stationary gun platform that can shoot the incoming objects to change their course so they do not impact. It just has one piece of music throughout. Absolute Space (Jazzanova Remix) by Koop is the track used. It gets quite fast and intense as it goes on, which is very similar to the game itself. It also gives a serious tone to what otherwise would be a simple puzzle game.
When selecting what to use for Magma Surge, the games main premise needs to be considered, ie the player escaping from a deep dangerous volcano. The constantly rising lava plume means that the player needs to keep moving to avoid death. So the game involves people and risk of an explosive demise, but it is also a platform game and will contain stylised cartoony graphics. What was needed was a form of music that would be fast paced but not oppressive. Very lighthearted music suited to puzzle games would not be appropriate, nor would a heavy rock soundtrack akin to a mindless FPS or fighting games.
Taking this into consideration, the music that I settled on was an electronic drum and bass soundtrack. This versatile genre was I felt ideal for creating the atmosphere that was needed. Games with large underground sections, for example Mario or the more recent Terraria, have a moody music when the player is in these sections. Levels where the player is being chased or pushed forward by a large and deadly hazard usually speed up the music to increase the tempo. Drum and bass has a naturally high BPM and the electronic aspects would be well suited to creating the desired atmosphere.
So our resident producer, Jamie Page, is currently working on creating a number of track loops that will be incorporated into the game. The final music delivery is expected this week, with the stuff created so far more than surpassing my initial hopes! Once they have been delivered I shall be posting up some examples for your aural pleasure.
Wednesday, October 19, 2011
New Site!
Behold the new website for Magma Surge! This will be the location where new screens, videos and demos will be uploaded! The promotion of Magma Surge will begin once there is a playable demo completed. The demo is currently being built in Corona and should be ready to go over the next few weeks!
www.magmasurge.com
Please check it out!
www.magmasurge.com
Please check it out!
Thursday, October 13, 2011
New Website & the Team Grows!
The Magma Surge website is nearly up and running. The site will be a place to track progress, play a demo once its complete and to view the latest videos and screens. Magma Surge now has a Facebook page which will be launched properly once the site is complete.
The development team has also been increased with the inclusion of Marco Castorina. He will be tackling the coding side of things so now the limitations and frustrations associated with Stencylworks will hopefully no longer be an issue. The game made so far will be used for some basic user testing and as a general proof of concept.
So good thing happening at the moment, promotion of the game will begin soon once we have a simpled demo completed.
Watch this space!
The development team has also been increased with the inclusion of Marco Castorina. He will be tackling the coding side of things so now the limitations and frustrations associated with Stencylworks will hopefully no longer be an issue. The game made so far will be used for some basic user testing and as a general proof of concept.
So good thing happening at the moment, promotion of the game will begin soon once we have a simpled demo completed.
Watch this space!
Tuesday, October 4, 2011
Domain Registered!
Magmasurge.com is now registered. As the game takes shape a greater amount of time will be allocated to promotion. Expect to see a site for the game to appear soon, once the first demo is completed.
I hope the site to contain a playable demo, screens and information on the game as well as links and info on the people involved in the game. The focus point of the games online promotion will be the website so I hope to make something simple but effective.
More on this soon.
I hope the site to contain a playable demo, screens and information on the game as well as links and info on the people involved in the game. The focus point of the games online promotion will be the website so I hope to make something simple but effective.
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