Scorched Earth – NORTHWAY Games https://northwaygames.com Makers of Rebuild and I Was a Teenage Exocolonist Fri, 08 Aug 2014 05:26:57 +0000 en-US hourly 1 https://wordpress.org/?v=6.0.3 The Long Road Under the Sky https://northwaygames.com/the-long-road-under-the-sky/ https://northwaygames.com/the-long-road-under-the-sky/#comments Thu, 07 Aug 2014 23:56:40 +0000 http://northwaygames.com/?p=3220 DUTS_logoDeep Under the Sky is a new game Rich Edwards and I are going to release very soon, like this month!

But I’ve been wanting to make this game since way back in 2010! Back then Sarah and I were in Honduras and I had just started to write Incredipede. Our internet was terrible and we didn’t have any books so entertainment for the dark-hours was not easy to find. Fortunately in one of the bright-spots of our internet-connectivity I read this article written by Tim W. about a prototype someone named Richard Edwards had released for free online. I played it and fell in love with the feel and the mechanics. It’s got a wonderful Scorched Earth kind of gameplay but is more immediate and arcadey. I played the short prototype through but since it was so hard to download games I had to squeeze more fun out of it, it was the only game I had!

Working in Honduras

I started making extra challenges for myself and the game kept getting more and more fun. I’d remove a mechanic in the game so that it would be harder and the game would get more fun! I even wrote up a blog post about the challenges in case you want to try them.

After playing for a few days I wrote Rich a long gushy email about how much I liked the game and a bunch of annoying design notes about other directions he could push or pull the game. I was really excited about him doing a full version. He wrote back a friendly email saying he was working on some other prototypes and wasn’t sure BrainSplode was the game he wanted to polish and release. Much to my sadness.

About a year later Rich released Pineapple Smash Crew, a game about running around abandoned spaceships throwing grenades everywhere. It’s a really fun game and he released in on Steam and his own site. He dropped me an email asking for some feedback on the game just as I was leaving for Tokyo to show an early version of Incredipede at SOWN. We talked about Pineapple Smash Crew and I tried to convince him to make BrainSplode again. Infuriatingly, he demurred and instead went back to prototyping stuff instead of making the game I wanted to play!

At Tokyo Game Show for SOWN

A few months later Sarah and I were in the Philippines with some friends. Here is where I found Thomas Shahan and started working on the art for Incredipede. But I also couldn’t get BrainSplode out of my head. I decided I had time to do design work on a new game and work on Incredipede at the same time so I wrote Rich and said basically “Dude, I want to clone BrainSplode, can I clone your game?” And Rich replied with something like “No… unless I do the art”. Which was pretty much the perfect answer from my point of view!

Mike Prepares Uni in the Philippines

I didn’t have time to write the code for the game so I emailed my friend Mike Boxleiter who wrote Solipskier, 4Fourths and some other games I really like. He was working on Gasketball with Greg Wohlwend but had a two month window where he could work on another game. Luckily he was into it and he even came to the Philippines where work started on the new game. With Mike writing code, Rich doing art, and me doing level design we’d do it small and lean and crank it out in two months! And everything went great! For two months. But as everyone of you have predicted two months was not long enough to finish the game. After two months we had a pretty nice little half-finished game but when we lost Mike I couldn’t take over coding because I was in the middle of Incredipede and Rich didn’t want to do the entire game himself. So it went up on a shelf.

We shipped Incredipede from Mexico!

And it stayed there until April of 2013 when I was finished with Incredipede and Incredipede mobile and was finally looking for the next game. Now I had the time to write code so I emailed Rich and pitched him on restarting the game using the Incredipede engine. He was keen so BrainSplodeDeluxe was reborn!

We asked Mike for a price to buy him out of the partnership and he gave us very reasonable terms. He did a lot of fundamental design work on the game when we started and deserves credit and cash for his work.

So Rich and I started anew about a year and six months ago! It started as a small game we were going to crank out quickly but, as these things go, we got more and more attached to it and more and more excited about it until it became a for-real beautiful full-hearted creation. The last year and a half of development on Deep Under the Sky has been some of the most fun I’ve had making games. I got lucky again with Rich as a collaborator. He’s great to work with, produces amazing art and has brought all his make-that-game-feel-amazing design chops to this game.

And so after that first email written four years ago finally there is almost a full version of BrainSplode in the world. Coming this summer: Deep Under the Sky!

Deep Under the Sky
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How Complex is BrainSplode!? https://northwaygames.com/how-complex-is-brainsplode/ https://northwaygames.com/how-complex-is-brainsplode/#comments Fri, 03 Jun 2011 18:09:38 +0000 http://northwaygames.com/?p=435
Playing BrainSplode! in Honduras

When we were in Honduras last year we had a pretty crappy Internet connection. It was pretty slow and we had to pay for our bandwidth by the meg. When you pay by the meg suddenly podcasts and torrents are less fun. Fortunately there were a few indie games I sucked a lot of fun out of. They kept me entertained for days and all they asked for was a few megs of bandwidth.

One of those games was BrainSplode! by Rich Edwards. BrainSplode! isn’t even a proper game. It’s just a prototype. But it’s so good it drives me crazy that Rich is continuing to prototype stuff rather than just double down on BrainSplode!.

You can think of it as a game about programmable howitzer shells. I like it for a couple of reasons. One is because it is incredibly, rediculously fun. Another is that you can so easily enumerate the complexity of BrainSplode!.

I will give a very brief description but you should really just go play it. Brain Splode! starts off as a very familiar ballistics game ala Scorched Earth or Crush the Castle. But it mixes in some Roborally/SpaceChem style programmable elements. Namely, you can chose to change the direction of the shell, fire off a booster rocket, pop a parachute, or any combination of these three actions at any time after the shell is fired. You do this by lining up three ‘actions’ to take before you fire the shell and then activate them in turn by pressing the mouse button.

As an example, I can fire the shell high and to the left, then I can make it face backwards, then I can fire off a booster rocket which sends it flying to the right and then pop a chute to slowly glide towards my final target.

Manually calculating ballistics trajectories

BrainSplode! has something like 6 variables to play with. Two for the cannon, one for how I program the shell, one for how I set the direction changer (assuming I use one) and then another couple for when I choose to activate each action.

Since a lot of these variables are along a continuum and not discreet choices it’s hard to enumerate the total number of options available but we can easily see that the solution space is huge. In fact I think it’s too big. BrainSplode! is yet another game in a long series of games that I love but utterly fail at convincing my friends to play. I pestered everyone I knew and almost no one else finished BrainSplode!. I think that has to do with the complexity of the solution space.

There is some good empirical evidence that the two variables of the ballistics game on their own represent a comfortable level of complexity (Angry Birds). So I think BrainSplode! is stumbling outside the optimum complexity fun-zone. As an interesting experiment I’d like to try pushing it back into the fun-zone. Here’s how the experiment goes. You can play along at home.

  1. Download BrainSplode!
  2. Beat BrainSplode! normally.
  3. Go back to level 7 and set the cannon to shoot up and left with minimum power (put the power meter in the very top left of the square). Now beat level 7 without moving the cannon.
  4. Do the same for level 6.

You have to beat the game first because steps 3 and 4 are very hard (since the game isn’t designed with them in mind) and if you didn’t the difficulty curve would be way out of whack. By holding the cannon variables constant we push BrainSplode! back towards the optimal-fun zone where the complexity is more manageable. I think as players and designers we intuitively understand when something is too complex or not complex enough, but only after the fact. We pretty much have to build something and play it before we know if it needs more or less stuff glued onto it. Worse still after we’ve been living with a game for a while we lose perspective on the optimum complexity: “I have no problem understanding the game I’ve been making for 4 months, I don’t know why other people are having trouble”.

I’d love to understand the relationship between complexity and fun better. Mostly I find it an impenetrable fog. I’m always trying though and BrainSplode! is probably the most fun experimental complexity playground I’ve yet to find.

 

p.s. if you’re really looking for a BrainSplode! challenge I have two more for you:

– Try level 7 but with only one set of programed commands. You can use parachutes and rockets and everything, but you can only set them once  at the beginning and never change them. This includes the green change-angle power. You can use it but you must chose one angle at the very  beginning and never change it. You also have to leave the cannon locked in one place, but you can set it anywhere you like. No changes to  anything! (if you play RoboRally then think of it as having all your registers locked).

– Then try level 6 the same way.

I’m pretty sure I’m the only one in the world to get these ones. Even Rich shied away from these challenges. Happy ‘Sploding!

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