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A day in Networking Game Asia 2013

Networking Game Asia 2013 - Panel Discussion

[More like sharing experience from a trip and some feedback, not much relate to technical or design stuff] It’s so sudden that we finally decided to head to Singapore for Networking Game Asia 2013 a couple of days ago. The event attracts asian developers and publisher notably SEGA for potential discussion about game development, insights,…
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Feedback from folks in local indie scene and much more updates

This will be a long post, yes, for sure.

There’re lots of things going on lately. I will try to write them down clearly enough, so stay with me :)

We just have some time off after working hard to submit a game build to IndieCade (E3 event) and Develop in Brighton 2013 in a last couple of days ago. As we said to you in the previous update that we have good folks in local indie scene to play and give us feedback, we met them. We let them play the game then gathered and collected their thoughts, then noted, shared, and discussed to our team initially prior to writing this up. We will have a great conversation together within the team again when Ping comes back from Japan.

Zombie Hero in Japan! Literally

Zombie Hero in Japan! Literally

Ping, our game designer, usually goes back and forth between Japan and Thailand. This is a reason why there’s a feeling of Japanese culture embedded into the game in various places from dialogue to cut-scene transition. So this is a nice chance that we could take some shots off the ground!

Back to feedback. Here are some notable lists of what others think about the game and what they want the game to be. Some we can add and are really happy to, but some are not suitable for the game as we better take the original design as first and highest priority. That’s the way of creativity to give what others didn’t see yet.

  • They need dashing!
  • Boss is too difficult as only 1 of several folks in the event can beat it.
  • We could be able to fine tune more of UI and animation hinting when character begins to act anything ie. a boss begins to kick then it should clearly hint what to expect next. This eases the difficulty to level that most people will feel they’re really good at the game. Of course, there’re some other ways to go around which we addressed that within the team.
  • One of the folk take Final Fight to compare with our game in which we would say it’s “taste” issue. You should not damage your game with taste from other games too much. We take feedback but some mechanics from others will ruin the game. So this point is safe for us to be ignored.
  • Range in attacking seems to be short. We addressed this issue now, and it can be improved with translating a little bit or so in every sub-combo attack.
  • Usually this kind of genre is an easy target for your game to be compared with others. So some asked about the mechanics which are good and cool in other fighting games to be put into yours. You know what we mean here.

Apart from the suggestive feedback, all in all, is they love art stuff and animation. It’s pretty smooth and nice to watch. The game is fun, and addictive. I’ve met one junior fine folk during the transit. I gave him a game to play. He loves it and has played it since then until we reached the event. At last, he’s the only one who can beat the prologue boss. What a nice effort.

Here are some shots!

Sharing session

Sharing session

Folks playing Zombie Hero

Folks playing Zombie Hero

This is a guy!

This is a guy!

So what’s next?

We left with a final submission of IndieCade by the end of this month. Develop in Brighton 2013, and IndieCade (E3) are done. We will have much more time to polish and refine the game, and finger cross when we will be submitting it later on. In fact, our build now is complete in sense for Prologue storyline. All necessary features like cut-scene (intro/outro), tutorial, gameplay, dialogue, and boss fight are included, in additional with feedback / enhancement which is applied up on the voice from our friends who had a chance to play our game.

We left you with a screenshot adding with initial refined UI of Ultimate Attack. By removing the clunky circle button to activate ultimate attack on the right in which it hinders the visual, we directly play with Kiki avatar.

Initial refined of Ultimate Attack Button

Initial refined of Ultimate Attack Button

Til next time!

SC – Wasin

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Progress and Attending local indie-dev meetup

So what’s going on in the past weeks, and what’s next. We have an update along with some shots for you here.

Mostly what we’ve done was as follows.

  • Added a couple more features to enhance gameplay like variety of animation in normal punch and kick.
  • Improved the game from feedback both coming from ourselves and some friends.
  • Fixing bugs.
  • Discovered new issues to be fixed in the next cycle.

New combo system

Next big thing is that as our artist wants a perfection on animation. We have to implement the following combo system up on what we actually have in the current build.

New combo system

New combo system

The current build (as of bulid-0.51.1.16) we have only hit delay frames as you can imagine when the attack hits, it should have some delay in frames to indicate force acting on something. Yes, we have that but it’s not enough. Consider for complex animation + combo system resulting from interacting with buttons (kick and punch in this case), what we need is like a fallback frames at the end if combo cannot be made, or even cut some frames at the end off to smoothly perform the whole attack animation with good flow and less pain gameplay experience. We will add it pretty soon, hopefully in a couple of days.

Attending local indie-dev meetup

In fact, today in the afternoon we will have a great chance to show our game and let our folks in local indie scene to be able to play the game and let us know some valuable feedback. They’re good folks and this won’t be a show-off situation, but we treat it as a community sharing approach. Chit-chat, and share some ideas in order to get the best out of our game is the main priority. The group is called TGDC (Thai Game Developer Corner). We will get you some shots after the event, and update what others think about our games.

Some shots, whoaah!

Dialogue in-game

Dialogue in-game

 

Our developer working desk

Our developer working desk

Yeah, we will get you some more shots especially what’s it look like for our artist working desk as you know we’re working remotely and we communicated mainly via e-mail. A nice stats show that we’ve sent 1,652 e-mail threads since day one as checked in the past morning. We have no problem working with this stuff.

Til next time !

SC – Wasin

 

 

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Initial Local Testing along with Fix/Improvement List

It’s so amazing in the past couple weeks that we can manage to push things out and implement features that we expected for the very first stable demo build should be. In fact, we would like to create such a dev build that can express our design and feeling from playing this kind of action game to players. There’s also a plus by doing those things as we will have a stable build in hands ready to showcase to larger audience in some possible indie game events in the future. The major benefit is to understand them more, and improve the game.

At this stage, we handed the games to some of our close friends. Let them play without information, or any guidances. We then note some useful data by sneaking behind them and write down everything!

Fix/Improvement list

Fix/Improvement list

A current build consists of

  • Fast and Simple tutorial showcasing current 3 possible combos that the game already had.
  • Wave-by-wave Gameplay
    Currently there’s 5 waves with easy setup to test how players react. We don’t want it to be too difficult as developers themselves always good at their own game. We can fine tune it later when we have larger audience.
  • Boss fight with dialogue cut-scene
    Currently Mask Hero is the boss in prologue gameplay.
  • Intro and outtro cut-scene

Initial notable data we got from seeing testers playing our game in real action is as following.

  • Major known bug keep popping up 3 times in one single gameplay session.
    We knew this, and it will be fixed very soon, but now it’s put on hold as this bug comes in not often, something like once for 10-15 gameplays. So we need to keep focus on more important things in line first.
  • A couple of UIs need to be improved in order to make it stand out and easily understand in the first eye-catch.
  • Enemy AI should be harder and improved in some ways.
    Yeah, we can make it real hard for developers to pass and audience to try again and again :P
  • They learned to evade out then approach back to attack enemies without being hit. This happened after they died a couple of times. So it means learning curve is in good steak, and not too high.
  • A couple of features like special attack has no real impact at the moment, so it’s good to see that they use rarely. This confirms the thing should be.

We’re thinking about capturing a gameplay video to showcase the features above. But right now, let us fix and improve things first. Check back again for more!

SC – Wasin

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Zombie Hero – Official 1st Teaser Video

Hey guys, it’s been a long way since we started this whole development process. Finally we have something to show the progress of the game. It will be a long way ahead but for now let’s see what we’re up to.

Check back at the following channels for your convenience in order to follow its development
Devlog: http://zombie-hero.com/devlog,
Twitter: @zombieherogame
Facebook: https://www.facebook.com/zombieherogame
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