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Going forward

We’re back on track, at least it’s safe to say that. Let’s jump right into the core.

Bug that plagues us for months

The first thing I really want to say is “Bug”. As cocos2d-x is an action-based framework in which case if you want to do something, you fire up new actions or cached ones. It goes like that not so similar to state-based or intensive update-loop approach that you need to keep track of the current state and act immediately upon that.

Things get complicate as there are several actions in both major types as follows.

  1. Animation
  2. Translation & Misc

Those two are combined and packed up together in one final action (or CCAction) in which you use it as a parameter in runAction() of particular CCNode.

Consider this case when Kiki hits a target zombie with a hard punch, a zombie would then be bounced back for a reasonable distance due to punching force and at the same time it plays an underattack animation. When it hits the ground or says logically it finishes translating for that bouncing back distance then the animation should change into falling (or down) then after some short amount of time it wakes up and goes back into normal (or stand) animation.

That’s pretty much the concept of one such the whole chain of action trigger what’s behind the scene to start working. Let’s imagine if something in parallel or very close in proximity of time along with that executing action just starts and ready to roll in, then we have a chance to break the whole things going on if something won’t finish gracefully and completely. You know we have to stop previous action before start a new one, thus this leads to stop the whole thing as I mentioned previously.

This kind of situation might occur if that kind of action involves spinning in mid-air.

Freezing bug - Shot 1

Freezing bug – Shot 1

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Gallery
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Our lead animator’s work

As we promised you about getting to know more about Kum, our lead animator, who draws all the characters and create animation stuff making characters look alive.

Yes, we promote how individual would contribute to the team, and this is nice. At much of the moment, he involves in making The Mavericks comic issued in local Thai bookstore.

Here is the fine piece of works. Click each image for full size.

Check back at this for more of his works.

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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