I make games. Play them here.

Well hello there. Put your feet up and relax. Get comfortable. My name's Kyle Rodgers and I'm something of a game developer. I've made a few games over the years and have collected them here on my webzone. Click around and see if you find something you enjoy.

19 May 2009 0 Comments

SA GameDev Contest

Another game development contest on the SomethingAwful forums!

The theme is ‘Dealing With The Devil’ which should present some interesting possibilities. I’ve got the month of June to come up with something finished so expect a result before July!

My initial idea is some sort of game where you have a top-down view of a city with people walking around, living their lives. You are the devil. Using a gradually increasing cash fund you must deal with the people to buy their souls from them. With souls you can activate certain powers to cause chaos and destruction across the city, which earns you points. The more points you get, the better!

Once we get to June I’ll start updating with my progress.

11 May 2009 0 Comments

Recent Silence

Cloud Rising was released at the beginning of 2008. We’re now well into 2009. I haven’t released anything in that time!

There are a few reasons for this. The biggest of which is that I have significantly less time to myself now that I have graduated from university, owing to my acquiring a full-time job. Another reason is that my skills in ActionScript 3 have been rapidly increasing, meaning that whenever I look at some old code I spend a lot of time rewriting it to make more sense and ultimately achieve nothing!

I have been working on stuff, however! For quite a while I was working on Helix Defense 2, which was looking to be a vast improvement over the first (and I’m almost ashamed of how simple Helix Defense 1 is), but that was shelved temporarily while I started work on another project which I’ve been working on for the past few months. I’ll prepare a preview post soon giving a quick idea of what this new game is going to be like, but for now I’ll just say that if you liked Lemmings, you ought to be a fan of this!

The momentum after my first games died down, but it’s going again now. Let’s hope I can keep it going.

11 May 2009 2 Comments

Where are Flash Games going?

Flash games, Indie games and casual gaming in general are all doing very well at the moment, Flash games in particular being in a very good place for developers. The tools required to develop in AS3 are readily available (there are very good paid tools available [Flash IDE, FDT, Flex Builder] and it’s possible to create AS3 apps without actually paying anything [FlashDevelop + Flex SDK]). These tools are also sufficiently designed that it is relatively easy to create a game without being held back too much by the technology (that is, you don’t have to fuss around as much trying to figure out how to get everything working).

The latter point is most interesting to me, with the best point of comparison right now is with twenty or so years ago when the games industry was in its infancy. The whole industry was being fuelled by bedroom developers making games in their free time and as a hobby because they just liked making games. These days we have a similar situation with many flash games being developed by people in their free time as a hobby for similar reasons. The main point of interest for both of these cases is that a single person could quite easily make a game by themselves, without needing a full team to take advantage of all the capabilities of the technology. Obviously with traditional videogames the technology did advance and bedroom developers largely vanished in favour of development teams, but will this happen with Flash?

As technology evolves the possibilities evolve with it, but the effort required to make use of these possibilities increases accordingly. A single person could code a text adventure game on, say, a ZX Spectrum fairly easily, but when the Mega Drive/Genesis and SNES consoles were released, the games that were developed had bigger teams behind them, usually split up into an art team and a programming team.

The Playstation era saw us enter the world of 3D in commercial games, which is probably the largest single leap in technology games have seen in their lifetime, and also the largest leap in requirements to make a game. 3D models are much more difficult to create than 2D sprites and dealing with performance issues is much more ambiguous (2D sprites were mostly limited by colours, 3D models are limited by animation complexity, number of polygons, etc). All of this meant that you needed specialists who knew how to model 3D objects on your team when developing 3D games.

These days it’s not unusual for big budget console games to have teams of hundreds of people working on them, with the possibility of even more people being involved due to outsourcing to external companies. Grand Theft Auto 4 had an overall development cost of $100 million, which really highlights just how far past the age of the bedroom developer we are.

Taking all of this into consideration it’s interesting to look at the state of Flash games recently, which somewhat mirror the situation twenty years ago with developers making games as a hobby, and try to predict how things will change as Flash and Actionscript become more and more advanced (or even replaced by better or more accessible technologies). This is already happening with 3D being implemented into the Flash API and other libraries like Papervision and Box2D offering advanced systems to be implemented in games. 3D especially adds a lot of work to the game development process, as explained previously with the effort needed to create 3D models.

If things were to happen like they did before then we would see more and more Flash game collaborations where people combine skills to make a better game than they could make on their own. The overall quality of games will raise so much than a single person can’t make a good enough game anymore; the public would demand better graphics, better gameplay and more features than it is feasible for one person to implement. The number of people required to make a decent game will rise and rise as demands and the technological capabilities of peoples’ computers also rise.

But… will that happen? I don’t think so, and we have to look at a number of factors to understand why.

The first point of interest is an idea that the mainstream games industry has been running with for decades. The idea that consumers want MORE features with BETTER graphics that are more REALISTIC or otherwise impressive. There is a kind of technological arms race going on with companies boasting about the number of polygons in their characters, the minor details in their characters’ facial expressions, the number of individual blades of grass that are rendered…

There’s a simple fact that Flash games are much more casual than traditional hardcore games and are usually free and played for less than an hour at a time, mostly supported by advertisements. The fact that they are free is the key point here as it means the player’s only investment in playing them is their time (as opposed to a hefty £40/$60 when buying a new game), which means players are much more likely to actually try a game and are significantly less likely to be put off by poor graphics and low production values (the old idea of “You get what you pay for”).

The same holds true for other casual games, such as most of the iPhone’s game library. They do cost money, but usually only a fraction (£0.79/$0.99 for many, a little more for others) of what it costs for a full console game.

So, with a lower investment for consumers, there is less pressure needed to convince them to play your game. Which means less reason to pile on the graphics and increase production time and costs. We are more able to focus on making a great game.

Flash games in general have been playing catchup to console and PC games, mostly because of technological limitations of working within the browser. Because of this, the types of games that you see made in Flash tend to be very reminiscent of many retro games that were around fifteen years ago when similar technological restrictions were in place in the games consoles of that era. You see lots of 2D platformers, racing games, puzzle games, etc. One thing that you can notice, though, is that the Flash equivalents of these games are usually a lot more sophisticated than the retro games of yesteryear. Mostly because of theft.

It’s not really theft, though, but people making games will almost always look to existing examples for ideas and for examples of what not to do. For example, if you were developing a 2D platformer game now, you could look at Sonic 3 or Super Mario Brothers 3 to see what they did. You can look at those games and see what worked and what didn’t work and you can incorporate the best parts into your game and leave out the bad parts, perhaps coming up with an extra idea or two of your own to add to the mix. Later, someone will play your game, take your ideas and make them their own and the cycle continues.

This is a process that has always been going on in the games industry and you can actually see it happening if you look back at certain games. Raph Koster in his excellent book A Theory of Fun for Game Design suggests that for old shoot ‘em up games, Space Invaders came first, with Galaxian coming later, adding a couple of extra features (such as more aggressive enemies). Later came Centipede which let you move around more and later still came Galaga which added bonus levels and power ups. The general idea of what he says is that games would copy the general format of games that came before them and build upon that, adding new features and improving the overall experience. This process is what spawns genres and, if anything, has become much more blatant in recent years (What are the major differences between most first-person shooter games of this generation? Hardly anything, mechanically).

An amusing example of what is probably the latest big genre to be created is the Tower Defense, which is an apt example as it has been a big deal in the Flash games community (I’ve even made one!). I used to be into the custom scenario making community of Age of Empires 2 when that game was big and there were a few (very crude) TD scenarios released for that. Later, I got into the custom map community for Warcraft 3 and that is really where TDs started to become big. There are a lot of TD variants released for WC3 and most of them were pretty popular. So popular, in fact, that one of them (Element TD) was remade in Flash and, I believe, the first Flash TD to be very popular. Then Desktop Tower Defense was released and achieved an insane amount of publicity, allowing the creator, Paul Preece, to go on to form the Casual Collective (interestingly, it seems the flash version of Element TD was made by the other founding member, Dave, which I just discovered).

Nowadays you can see TD games everywhere and it is basically a genre in its own right now. I even have one on my phone (geoDefense)

This point has become a bit long-winded but what I’m trying to get across is that as Flash game developers we have a huge library of games that came before us that we can look to for ideas and mistakes that we can learn from.

So, back to the original point. Where are Flash Games going? Where will we be in five years? Ten? Twenty?

It’s likely we’ll see a variety of things happen. Some will find success releasing free games and reaping advertising rewards. Some will have their games sponsored. Some will manage to sell their games. Some will simply enjoy games and make them without thinking of making a profit.

It’s one of the benefits of having such an open platform with Flash in that there are no restrictions in what we can do. What happens with flash games is up to the developers themselves and the only limit is how daring we will be.

12 February 2009 0 Comments

Secret Project

Just started work on a secret project today which I’m very excited about.

Not going to say too much yet but it will be reminiscent of a classic game and something I haven’t seen done in Flash yet (and I searched quite a bit to find try and find something like it).

Stay tuned…

12 February 2009 3 Comments

The Last Stand: Why it works

The Last Stand

By Chris “Con” Condon, this game pits you, the player, as a survivor of the zombie apocalypse. The aim of the game is the survive as long as possible in order to be rescued, fighting off waves of zombies as you do so. You control your character using the WASD keys to move and the mouse to aim and shoot against the zombies. Between waves, you can allocate day hours into searching for other survivors, weapons or repairing the barricade.

laststand2

The gameplay is actually pretty simple, all you do is move up and down and click in the general direction of zombies to shoot at them (of course, it varies a little bit, with some zombies moving faster, having more health, or occasionally only having certain areas of their body be vulnerable), but it’s pretty addictive to play. The gameplay is broken up nicely by the management aspect between waves, letting you make a few strategic choices about how best to survive.

laststand1

The main reason this game shines, though, is the absurd amount of style and polish that can be seen in all parts of the game. The “menu” screens are presented as a clipboard or other real-world objects (including the back of a receipt) with all the text made to look like handwriting. Tips on how to play the game are plastered on the clipboard as post-it notes. This works really well with the atmosphere of a zombie apocalypse, showing how supplies are limited and the survivors have to use everything as their disposal to get by.

laststand3

The graphics in the game itself are superb, with all survivors and zombies being animated well, with enough variation in the player graphics to avoid noticeable repetition. Even the menu screen is polished, with blood spatters that flash in and out, sometimes making discernable shapes.

The overall feel of the game is very cinematic and reminds me of 28 Days Later, putting it way above the calibre of most flash games, and that is why it works; good aesthetics and pleasing gameplay.

2 February 2009 1 Comment

Zombies!

I like zombies, as people who read this blog have noticed.

I found a site that has a pretty good list of all zombie-related flash games: Zombie Games.

Had a blast playing Pandemic 2 via this site, which I’ve somehow missed before. I realise it’s not actually a zombie game but it’s still good!

29 January 2009 0 Comments

Keep it simple, stupid

While at Flash on the Beach last year, one thing that was gotten across quite a lot was the “KISS” principle, or “Keep it simple, stupid”. The basic idea behind this is that when designing something (this principle applies to a great deal, not just games), simplicity is one of the most (if not the most) important things to consider.

While reading a forum thread about Valve’s latest game Left 4 Dead, I noticed a lot of people were being armchair designers and suggesting “cool things” to add to the game that they thought would improve the overall experience. I’ll list a few of them here and why they wouldn’t work:

  1. Having other groups of survivors holed up in various locations. You could barter with them and trade ammo for medkits or vice versa! Or you could just kill them and take their stuff! One of Left 4 Dead’s main strengths is its fast paced gameplay and the high level of tension it maintains throughout, giving you the feeling that you are never safe. Stopping to barter either means you break the pacing and tension while you shop around (by stopping zombie attacks while you interact with the survivors) or you are constantly being attacked while shopping, making the exchange annoying as hell. Either method wouldn’t work.
  2. Have a huge open world city with a start area and a target area. You could take any route you want to get to the goal! Valve originally had something like this in mind but they found that players would often get lost as there was no clear way forward. As they explored the city, they would often end up at places they had already been or run into dead ends, getting frustrated. These problems go away as players learn the layout of the city, of course, but once players know the layout of the city they also know the best routes. Once players find a “best” route, even if it only shaves seconds of the overall travel time or is only marginally easier than other routes, they will always use this roure, to the total exclusion of others, turning it into the linear game it is now, except with huge amounts of wasted time and effort given to the areas that players will forget about. Valve applied the KISS principle and resigned the levels to be simpler and more linear.

I mentioned above that players find a “best” way to do things and stick to this no matter what. This is true in most situations (well, why would you do things worse?) and can especially be seen in online games like World of Warcraft. In WoW, you can compare two damage-dealing classes and if one does, say, 1100 damage per second and another does, say 1045 damage per second (5% less), everyone will consider the latter class to be vastly inferior than the former, despite the fact that a 5% damage difference is largely irrelevent in all but the most cutting edge of content (which only a small proportion of players will ever experience). This is foolish behaviour but it exhibits itself whenever some level of competitiveness is present in online games. However, it’s a matter of psychology rather than pure game design. I’m also digressing a lot.

So yeah, keeping it simple. When designing a game, you will inevitably think of cool things to add to the game that you (and your friends) think will make the game that much better. But will it? Be careful with every feature you add to the core gameplay and really ask yourself “is this worth it?” as good gameplay is a volatile mistress who can be upset by the slightest thing.

An example of this in one of my games, Helix Defense, I thought about adding boss character waves in, where instead of 10 ships attacking there would be a single really strong ship. I tried it briefly but something about it bugged me. I took it out in the end, mostly for reasons of turret balancing (the game is balanced around all turrets being roughly equal; having waves with a single strong enemy skews this by indirectly making turrets that attack a single target better and turrets that attack multiple targets weaker).

When I released the game there was only a single enemy type whose health and speed increased for every wave. All the turrets were roughly equal at killing these enemies, which I liked. The game was simple and easy to pick up while still maintaining a good level of variety, which I also liked. However, I now think there really should have been more variety with the enemies. One of the main things I noticed from people who played the game was that people almost always ended up using the chain turret exclusively (along with the slowing turret, which was always essential), even though it was only a little bit better than the other turrets. This goes back to the player behaviour thing I mentioned above.

The game was too simple, in the end. There was very little to differentiate the turrets (aside from the slowing turret, again) as their only job was to do damage to enemies. There should have been some other incentive to use every turret to encourage the use of all turrets. Perhaps having different kinds of enemies that are susceptible to different kinds of turrets would have solved this? It would take experimentation to see if this is the case or not.

These are the things I have to consider when designing Helix Defense 2 (hoping to come up with a better name for it).

(You may have noticed that it hasn’t been released yet, despite I said it might be done in january! Well, between work and family i’ve been quite busy. I’m still working on it, I promise!)

That’s enough rambling out of me for now. Tata.