Monday, October 14, 2013

The 2013 Captivate Conference

The 2013 Captivate Conference took place in Austin from October 4 to October 6, and Chess Heroes was one of ten finalists for their indie game competition. Since I also have a lot of family in that area, I flew down from Oregon for a taste of that Texas heat (which I adore) before digging in for a northwest winter chock full of game development.

Dylan, my brother-in-law, is a film producer. He kindly stepped up with the expo assist, which was awesome. 

Everything worked out in the end, and it was a good trip, but it was a pretty rocky start!

During a flight stop in Oakland, I discovered that the Steam Greenlight page I had set up was "live," not "waiting to go live." It had no screenshots and a bare minimum of descriptive text. Whoops! (and make no mistake, there were several other assorted expletives) Why was this a big deal? Well…

When you launch a game on Greenlight, it gets immediate exposure on Steam, and then the results determine how long it continues to get that exposure (measured in hits). The page needs to sell the idea to its maximum potential in order to build up enough… uh… steam to get to the top. And I had no screenshots and a video that started out with story instead of action (a common mistake I should have avoided). Only 33% of visitors were voting "yes," while the page helpfully informed me that games in the top 50 averaged 50% or more. And the early comments were 100% pure troll, e.g. "lol nope." I was not a happy camper!

The flight was boarding as I rapidly took screenshots from the latest build, uploaded them to the page, and apologized for a sloppy start. Then I spent the next couple of hours in the air, unaware of what was happening on the internet and unable to make changes. When I touched down, I was distracted and irritable: I couldn't alter the video (because my PC was in Oregon), my jump start on Greenlight was a dead fall, and the next day would be filled with family time, preventing me from sitting down and trying to hammer out a solution.

To be fair, the scenery was wonderful.

The conference started with a keynote by Warren Spector. It was odd to hear him say "I don't know anyone who is doing the art, the design, the programming, and sound effects by themselves these days, not since Richard Garriott" while Chess Heroes -- a direct counter to his statement -- was on display only 100 feet away. Ah well!

Thus began three days of standing on my feet and talking to people non-stop. Sure, it was tiring, but there is no better antidote to online trolls than seeing people sit down in front of the game -- sometimes skeptically -- and then stand up minutes later with a glowing smile and exuberant words. Another benefit is being forced to work the pitch over and over again until it was polished and smooth.

"Chess Heroes is a modern take on chess that draws a lot of inspiration from video games," became my opening line. If people said, "I don't know how to play chess," I'd respond: "Great! This is the game for you!" And if they said, "Ooh, I love chess," I'd reply… wait for it… "Great! This is the game for you!" Of course, the pitch would diverge after that point, but you get the idea: I was looking for feedback, and it was almost universally positive.

Chess with Friends. I wonder if Zynga is already doing that?

By the second day, I realized that recording some of their reactions would be a good idea. Here's what they had to say, straight from the show floor!



After the first conference day, I fixed the few bugs I found, caught up on business e-mails, and checked the Greenlight page. Lo and behold, it was 15% of the way to the top 100, in only a few days, after a disastrous start. It was way behind the pace of other popular games, but then again, Greenlight is over-populated with traditional video game material: shooters, platformers, strategy games, and the like, Given enough production value, they are probably (I'm guessing) guaranteed a decent "yes" rate. Chess Heroes is not only visually divergent (in a lo-fi relaxing way), but sits in a crowd of "traditional games with a twist" titles that are easy to dismiss.

It's been almost a week since the Greenlight page launched -- with no advertising and only a handful of links on community forums -- and it's sitting at 21% of the way to the top 100. I'd prefer to skate to success, of course, but I'm prepped for a marathon, and I know that when people play the game, they like it. Validation and marketing plan, all in one!

I've uploaded a shorter video to the Greenlight page, and I have a task list nearly three pages long. There's plenty to do until I show the game at iFest in Seattle on November 9. If you're in the area, you should come by: it's a free show!

Now then: back to work! Woo hoo!

Friday, September 20, 2013

Dev Notes: Private Pre-Alpha Demo!


This is it! Chess Heroes has taken its first steps into the wild!

I compiled a list of 60 people whose opinion I trust and respect, and sent them links to the game today. This is a big step for me. It's sort of like the first time you leave your child at someone's house. If they get back in one piece and everybody's smiling when it's over, I'll call that a success. Until then, I'll be in a corner, gnawing on a frozen towel for comfort.

And reading this tweet, over and over:


Christer "McFunkypants" Kaitila is a bad-ass indie developer who consistently crushes it with game jam entries, and hosts a few of his own, including #onegameamonth. (Which I totally signed up for then immediately bailed on, due to hurricane levels of WTF in my life) His support means a lot to me, and he sent back some excellent feedback that -- no joke -- deeply altered some of the core level design concepts of Chess Heroes.

I also got help this week from Jon and Jon (Jon Rush of Battlecry Studios and Jon Heiner of Realta Entertainment), who helped me solve a texture problem that was bugging me.

All I can say is, developing a game by yourself just means you get the biggest credit on the box. There's no way I'd ever be able to do this alone.

Saturday, September 14, 2013

Dev Notes: Demo Development!

Wither: A spell cast by the Scarecrow King.
Restricts movement to a single square.

The past week has seen the game transformed from a mostly-stable, silent, hands-on demo to a rock-solid downloadable demo that's alive with sound!
I wanted to be able to send the game to interested bloggers (like the fine folks at Geekenstein) without a full page of stuff "that should be there." I also entered the indie game competition at the Captivate Conference. The game must represent itself well, without me holding its hand, and I think I'm getting pretty close.

After a thorough round of testing, I'll be posting it live to the internet. 

Hoo boy.

Major additions this week (September 8 to September 14)

  • Music Manager to handle transitions, fades, etc.
  • Audio Manager to handle sound effect calls
  • Integrated 18 sound effects. A mix of custom recording, remixes of base sounds, and direct downloads from freesound.org. (note: all sounds will be original on game's release)
  • "Quit Chess Heroes" menu now available on all screens (before that was created, you had to kill the process to exit. heh heh)
  • Revised cinematic for Upgrade spell to show Pawn transforming
  • New cinematic treatment for boss abilities Wither and Riptide
  • Revised logo graphic and added "Pre Alpha Demo" to title screen
  • Keyboard input to acknowledge instructions, open menus, etc.

Bug Fixes of Note

  • Fixed "Unlock All"
  • New users no longer get the "Continue" option
  • Title screen buttons now sit at screen percentage, instead of fixed height
  • Various interface issues cleaned up
  • No longer possible to "soft lock" the game using Enrage on a piece with no valid moves
  • Indicator arrows match camera rotation
  • Camera rotation does not snap back to default after each move
  • Cleaned up various issues with spell interface

Tuesday, September 10, 2013

Chess Heroes FAQ

GAMEPLAY


What is Chess Heroes about?
You are a chess King who's pieces have mysteriously disappeared, just as your kingdom is invaded! You must take back your pieces and rebuild your army, then travel abroad to learn new skills and ancient spells that will help you overcome a sinister foe.


What is a Tactical Puzzle game?
You fight the enemy in a variety of scenarios that are short and fun. The board can be any size, and there are no rules on the number of pieces on the board. This means you'll encounter a new challenge each time you play! The tactical puzzles are designed to reward skill and experience, while new players will get a sense of accomplishment as they "unlock" the secret of the puzzle after a handful of tries.


How is it like chess?
Each chess piece moves like it should, so players with only a passing experience of the game will be right at home. And the King earns new pieces one at a time, giving totally new players a chance to learn how to play, by playing!


How is it different than chess?
In Act 2 and Act 3, players will earn Special Abilities and Battle Magic, which put incredible power in players' hands. They'll need it as they face down bigger and bigger groups of enemies, and to beat the unique bosses at each location!


What are Special Abilities?
Special Abilities alter the player's view of the battlefield by turning Pawns into a resource. For example, the King can sacrifice a nearby Pawn to move as a Queen for one turn, while the Rook can launch a Pawn across the board to capture an enemy piece, destroying the Pawn in the process! Each piece has their own Special Ability, and as the campaign to take back the kingdom goes on, Pawns will become more and more valuable!


What is Battle Magic?
Every time a piece is captured, magical energy is released onto the battlefield. The player can use this energy to accomplish wondrous feats, like moving a piece twice, upgrading a Pawn, freezing an enemy piece, and more!

How long will it take to play?
The demo features twelve scenarios across three locations, and it takes most people about 40 minutes to an hour. The final game will have eighteen locations across three acts, as well bonus challenge levels! I'm also considering a scenario editor, cosmetic unlocks, achievements, and other stuff that's fun to play around with.

PRODUCTION


When is Chess Heroes coming out, and what platforms are supported?
Chess Heroes will be released in three acts on PC, Mac, and Linux platforms, starting in the Fall of 2013. (I'm aiming for early November) Those who buy earlier acts will get the later acts for free, which is a bargain, since the price will go up each time! It will start at $6, go to $8, then stop at $10.

Is Chess Heroes coming to mobile?
A lot of people expressed interest in playing the game on a tablet, and I really want to make that happen! On the sunny side, I'm using Unity, and the game will be a snap to port. On the cloudy side, releasing a new title with little to no publisher support on a mobile platform is … dicey. At best. So, hopefully, by starting on PC platforms I can build an audience and some awareness of the project, and work towards an eventual mobile release. It's a business decision at the end of the day.

Will Chess Heroes be released on a console?
I have a background in console development, and I would absolutely love to put this on a console. Once again, Unity and a simple interface save the day, and once again it comes down to a business decision. I wish I could just smash a bottle on the wall, wail away on a guitar in a thunderstorm, and raise a middle finger to mature fiduciary practices, but a mortgage and kids really change the calculus on things, amirite? But seriously, it can happen, and hopefully will.

How many people are working on the game?
If you count the musician, then two. I mean, I count the musician. Like a one, a two, a one two three? Er. Sorry.

What?
It's just me, Ted Brown, working on the game. Corey Jackson is creating the music.

Tuesday, September 3, 2013

Seattle SIX Roundup

Chess Heroes had its first public showing at SIX, the Seattle Independent Expo, on September 2. And the reception was incredible! It was almost unbelievable how positive people were when they saw and played the game. Nobody walked up, played it, and tried to sneak away, for example. Nobody gave half-hearted praise as they scooted away from the table. It was all good! In many cases, it was extremely enthusiastic! To say that this was a "tremendous boost" really doesn't do it justice, but I'm technically on vacation right now and capturing emotions with highly specific poetical nuance is not high on the list. =)

I want to give huge thanks to everyone who skipped a bit of the Penny Arcade Expo to see us at SIX, and to everyone who spent some time with Chess Heroes. Another huge round of applause goes to my wife, without whom it could not have gone as smoothly!


That's us. Now you know what we look like! (but when you read this, I hope I still sound like Morgan Freeman in your head, instead of one of those singing chipmunks)


According to my wife, this was a typical crowd watching Chess Heroes on the big screen we had in the corner. Other times, the station looked like this:


People sat down to try the game, and often played through several levels. Other people liked to sit back and watch the animation, comment on tactics, and sometimes heckle friends who made silly errors that let their King be toppled!

Without a doubt, this was a worthwhile trip. I know I'm supposed to be on vacation after working every day for a month, but I'm so stoked right now that I can't stop thinking about it! (which is why I'm sort of straddling the line with e-mails and blog posts, heh)

I'll post a FAQ later today, but to answer a common question: Chess Heroes will be out, in some form or another, by November of this year. It will be released in three waves, once for each act, and those who buy it early (and cheap!) will get the later releases for free.

Thanks again! And like us on Facebook if you want a chance at winning $20 on Steam on September 5th!

Saturday, August 17, 2013

Dev Notes: Animations and Rigid Bodies

Wow! What a great week. I started knowing what I had to accomplish (adding character to the chess pieces via animation), but had no idea if (a) it would work and (b) how to actually do it. And then when I got (a) and (b) done, I had to worry about (c) getting it into the game!

I'm happy to report that the results are in, and measured by the "it feels good" meter, animating the chess pieces and tying that to a rigid body collision system really hits the mark.


The Pawn, for example, hops around from space to space, with a little squish and squash action on his base as he does so. And of course, he headbutts pieces he's trying to capture. Spunky little guy, isn't he? The rest of the pieces each have their own "personality" and set of animations. I can't wait to show you!

Collaboration!

Two other great things happened this week: my good friend Corey gave me a CD of musical "sketches" of him trying to hone the dual themes of the game: the bright, clear sounds of the Light side, and the heavy, warm sounds of the Dark side. It sounds great so far. He is a gifted musician, and I'm incredibly honored he will be taking the time to help me out on this.

I also sat down with my friend Jim, a senior designer at Zynga, for the first ever playthrough! Jim gave me clear-headed, well-articulated design critiques and suggestions that are extremely valuable. But the key emotional takeaways for me were the words "I'm impressed" and "It feels good to capture pieces." Rock on! Especially since I'd only finished integrating the animation system that morning. :D

Identification!

Jim also helped me figure out exactly what Chess Heroes is, in terms of genre classification. I was straddling the line between Tactics and Strategy, but it didn't really fit the definitions, and I wasn't comfortable with the "high concept" summary. But he helped me realize that, based on the scenarios I've designed, it's a "tactical puzzle" game. I've crafted each scenario with specific intentions in mind, and hopefully this will clear up any confusion from future players.



That's not to say I can't shift gears later, and offer a more strategic take in later builds or acts, such as a meta-design similar to the classic Heroes of Might and Magic. Time (and feedback!) will tell!

Market Penetration!

Ew! Really? Ok. Um.

I had to rejigger the website for Oreganik (it was pretty... boring) and make one for Chess Heroes. There's also a Facebook page, so please Like it if you'd like to get the updates and occasional funny game-related news snippets.

Preparation!

I'm actually writing this on Saturday, as I've shifted to a 7-day workweek schedule until the Seattle Indies Expo (SIX) is over. I was stoked to discover it will be next door to PAX, so if you're there on Sunday, please drop by and say hello!

Here's the hit list for the week. I'm considering posting the remaining list online. If I get a SINGLE E-MAIL saying that would be good idea, I'll do it. :)

BUSINESS TASKS
  • New Business cards
  • Get info on SIX turnout, layout, etc
  • Buy set of warm gray Copic markers

MARKETING
  • Set up Facebook page
  • Create website (chess-heroes.com): features, summary, supported by, SIX3 blurb, launch date, Google analytics
  • Oreganik.com update
  • Update sword in logo (VERY IMPORTANT: the first sword was clip art off the internet! now it's all 100% original)
  • Update logo in game and all websites
  • Dev Blog Update (hello!)

GAME SALES
  • Contact Humble Store (no response! *sadface*)
  • Contact Fastspring

DEVELOPMENT
  • Capture intro and send to Corey for music
  • Hi-rez models of Knight, Queen, and Rook
  • UV and Ambient Occlusion pass on King, Queen, Pawn, Rook, Bishop, Knight
  • Light and Dark textures for King, Queen, Pawn, Rook, Bishop, Knight
  • Add support for Dark textures
  • Integrate animation system into game
  • Animate move and capture for King, Queen, Pawn, Rook, Bishop, Knight
  • Re-make Outline models for King, Queen, Bishop, Knight, Rook, Pawn
  • Bug: Fix tutorial arrow placement on screen
  • Playthrough and notes


Monday, August 12, 2013

Dev Notes: The road to SIX

On Sunday, September 1st, Chess Heroes will make its first public appearance at SIX3, the Seattle Indie Expo. This was not part of "the plan" until it was announced, but I feel like I can have the build in presentable shape by then.

So! Thus begins the Road to SIX. And, honestly, the journey started last Monday, so we're halfway to TWO or something. I have a laundry list of stuff to do, and here's a list of what was accomplished last week.

ART

  • Value study of the Castle (this is where I use shades of gray to "sketch out" what will eventually be color values on the model. It helps makes things cohesive when actual color gets involved)
  • Windmill Model and value study
  • New chess piece model: Pawn King
  • New chess piece model: Harbor King
  • New chess piece model: Scarecrow
  • Hi-rez King
  • Hi-rez Pawn
  • Hi-rez Bishop
  • Hi-rez version of Oreganik Logo


ANIMATION
  • Created an in-game cinematic system for camera and actor control
  • Scripted the intro sequence.
DESIGN
  • Added "boss battles"
  • Integrated the Pawn King, Harbor King, and Scarecrow
  • Added Boss Ability functionality (sort of like a unique spell)
  • Created a boss ability called "Riptide" (it pulls pieces towards the boss, and they can be swept off the board)
  • Created a boss ability called "Wither" (shrinks pieces on the XZ axes and limits their movement to one space)
  • Finished the demo scenarios for Castle
  • Finished the demo scenarios for Harbor
  • Finished the demo scenarios for Granary
  • Switched demo flow a bit, changed the order you get certain spells and abilities
TECH
  • Discovered and fixed a handful of bugs
This week I'll focus on re-modeling and texturing all of the chess pieces, then animating them in game, to give them a bit of "life." (the example I give is Pixar's wonderful short "Luxo Jr.") I also need to set up business stuff so I can accept money for the game! Very important.

On an unrelated note, even though the game code framework is holding together, and I can add new features (like boss battles) fairly seamlessly, I am fighting a huge desire to go back and re-engineer the game "properly" now that I understand exactly what it is I'm making! I understand this is common...