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Raphael's Website & Blog

Global Game Jam 2010 Final Day!

So the deadline is now over and submissions are in. We’ve finished our game and are fairly proud of what we got done in 48 hours. (Global Game Jame 2010 Link)

And now presenting… Skunkoffee!

Download Link: Skunkoffee (v1.3) [Requires XNA 3.1 Runtime & Xbox 360 Controller(s) to Play]

Skunkoffee Soundtrack available for download on the Skunkoffee Game Page.

Our To-Do List on the last day:

The initial vision sketch:

And the final product gameplay:

And… the Skunkoffee Team! (after 48 hours of jammin’)

Global Game Jam 2010 Day #2

Another quick update as I get ready to head to bed/watching the Australian Open Federer-Murray Finals after getting just an hour of sleep since this event started.

If you saw the third photo on my previous post, you saw a whole bunch of TO-DO post-it notes . Here is the follow-up picture after today:

Our game is just about complete and we are now working on polish until the event deadline. We’ve had several runs of local multiplayer gameplay and each run brought on a large amount of excitement so I think that’s a good sign. We’ll find out tomorrow!

If you’d like to keep updated throughout the day, the link to our project page on the Global Game Jam website is http://www.globalgamejam.org/2010/skunkoffee.

To wrap up Day 2, here are some screenshots from today:

Global Game Jam 2010!

The Global Game Jam 2010 has kicked off this weekend! 48-hours of rapid game development and as I am writing this post, I am taking time out of that precious development time, so I’ll make this post quick. We’re working on a game currently titled “Skunkoffee” about running a coffee shop and competing against your fellows!
We have until 5pm Sunday to make our game and submit so I’ll update everyone after we’re done! (We are at the Seattle DigiPen location)

For now, check out the Global Game Jam website: http://www.globalgamejam.org

Here’s are a few pictures from today:

Australian Open 2010!

Hey folks! For all the tennis fans out there, it’s been a pretty exciting day #2 of the Australian Open in the first-round matches. The Federer vs. Andreev match showed a couple of real close-calls but in the end he made it through and a lot of other players are still playing as I write this post. If you’re reading this right now, tune in from your TV and check it out!

My New Favorite YouTube Video

Check this out! 32 songs in 8 minutes of awesomeness:

Happy New Year + Milestone #2!

Happy 2010, everyone! We’re looking forward to a wonderful and exciting new year and hope for the best to all of you!

As for me, I’ve been working on the robot game (as mentioned in previous posts) with my brother during my free time and on vacation during this holiday season, which leads to the update today! We reached our 2nd milestone with working gameplay and AI. We’ve also finalized the story and progression of the game and so a sneak peek into the story: the game involves robots rescuing other robots from ants on a foreign planet. There are various types of ants and you can see one of them below. We’ll reveal more about the game when we reach our next milestone, but to start the new year here is a gameplay screenshot!

Look for this game coming soon this year in 2010 on Xbox LIVE Indie Games for the Xbox 360!

Thoughts on Individualism

I was flying from Seattle into Virginia yesterday and while two babies behind me were competing to see who could scream louder and kick the seat in front of them harder, and I was trying to make sense of the on-flight movie, 500 Days of Summer, I came upon an interesting thought. It might sound completely unrelated but they link together somewhat.

The parents of each child were giving the kids milk to quiet the kids down and telling them how good they were every chance possible between the screaming if any pause lasted for longer than 5 seconds and their methods for positive feedback to the kids seemed to me to only encourage further screaming to receive what they want. From the vibe of all passengers in the seats in front of them in row 32, I felt I was definitely not the only one.

And then this movie that talked about “love” and tried to accomplish some sort of artistic feel with a couple of interesting scenes and barely subtle, trying-to-be-clever messages had also included various shots of architectural “masterpieces” where the main character “could be a great architect if he tried”. All of which brought me to this thought on Individualism: “The key to invidualism isn’t how you’re different from everyone else, but how everyone is uniquely different from you.”

You see, the babies were so focused around themselves and what they wanted that they were completely unaware of their surroundings. Same case with some of these architecture pieces which looked great by themselves in one angle but in a city filled with “great architecture”, they all tried so hard individually to stand out that none stood out at all. As an individual, trying to differentiate yourself from everyone else places “everyone else” into a homogenous group in which you compare yourself to an imaginary being that represents the total of what is “them” vs. “you”. However, if you decide to take on the other point of view, you allow the work to happen through everyone else. All that you need to be is yourself and that is enough to distinguish all others from yourself. You might wonder, “well don’t we learn from each other and are trying to imitate what others have done with a twist to make it our own?” But that’s the beauty of it.

The environment and all others that you’ve interacted with will affect you in some way but are all in their own way, individually different from you. It’s a strange thought I had, but I realized that we don’t need to try so hard to be unique and to stand out. In fact, we become more similar the harder we try to be different from everyone else. I’ll end this post with a visual of what I mean to say. Imagine if each pixel had tried to be different from all other pixels:

Merry Christmas, everyone!

Gamasutra: Achievement Design 101

Here’s an interesting article on Gamasutra about Achievements that I think is a must-read for game designers:

Achievement Design 101

Every game on the Xbox 360 (with the exception of Xbox LIVE Indie Games) ships with achievements and games have used this functionality in many ways to both their benefit and their detriment. For example, Avatar The Last Airbender is known for allowing you to add 1000 points to your total gamerscore within a couple of minutes while Guitar Hero has its ’hardest-song-on-expert’ achievements like Through the Fire and Flames, in which most people have trouble getting past the first 2 seconds of the song. Achievements have added an interesting dynamic to games and now many other games like World of Warcraft have adopted a quantifiable scoring system along with Sony’s Playstation 3 Trophy system and Steam’s PC game achievements. For some, it’s even been a reason to purchase a game for a specific platform over another.

And while for the most part, the achievement system has been considered mostly local to each game but there is also something to be said for the achievements ecosystem like on Xbox LIVE where players can compete amongst themselves for the highest total gamerscore across all of the games played, which means games that are too easy to ‘finish’ like Avatar or games that can be exploited with cheats can be harmful to the ecosystem and devalue the scoring system. In this sense, it is ideal to have each and every game find a good balance in their achievements ranging from easy to hard and finally to the hardcore, awarding players for their level of investment into the game. Paired with in-game rewards that open up new gameplay for the player, achievements can go a long way to help an individual game retain replay value while keeping the achievement ecosystem healthy.

So next time you’re thinking about how to get players to continue playing your game, consider having a good achievements system (especially if you’re making commercial games!).

Christmas Season Is Here!

I hope everyone had a wonderful Thanksgiving! My brother, Daniel, and I’ve been busy working on the our game and have been going through a couple of gameplay prototypes. We’ve gone through several iterations of gameplay involving battery powered robots and the storyline, and now we feel comfortable with our latest gameplay idea. Our next milestone is end of December so look for more updates about the game around then. For now, I thought we would share another screenshot, this time our Level Editor:

Sparkle Level Editor

Me Playing the Piano

I purchased a Yamaha M08 recently in order to be able to hook up to my computer and compose for my games. Now that I finally got it hooked up yesterday, I recorded two songs; one for classical fans and one for video game fans. Check them out!

Download MP3 here:

Moonlight Sonata by Ludwig Van Beethoven

To Zanarkand from Final Fantasy X by Nobuo Uematsu