Agent Logs

Back in 2011 we had a problem – How were we going to fit a 6th desk into our tiny (4.5 x 5 meters) office space.

Old office layout with 5 desks

Old office layout with 5 desks

We had the following equipment, and the option of an extra desk (we could pick large or small)

  • 4 Large Desks 1800 x 900mm
  • 1 small desk 1200 x 600mm
  • 1 Whiteboard 1900 x 500mm
  • 5 Happy smiles

I wanted to start moving stuff around to get a feel for the space, but Simon – being the super game-designer that he is wanted to prototype the solution before we started turning off computers, knocking over monitors and generally making a mess.  So he opened up flash, made some boxes and started dragging and dropping.

The Tool

The Tool

We had some pretty creative layouts, involving putting everyone around a central island (Cabling would be a nightmare), or maximising empty space by getting cosy with 2 people to a desk.

Creative Desk Layouts

Creative Desk Layouts

Prototype Power!

Prototype Power!

At the end of the day, we easily had 40 different solutions. Some ideas were much better than others, and we came up with some pretty crazy layouts.

That’s the awesome thing about prototyping, once you start messing around with ideas, you find things that you never expected. The simple tool allowed us to do things that would have been simply too-hard in real life. The end result? It’s actually not that different from our original layout, but it’s actually a much better use of space. Even though we added another small desk, the room actually felt more spacious.

The final layout

The final layout

Which desk layout do you like?

 

No tags Hide

Hi, how’s it going?

I’m Sam TC Wong, the latest addition to The Full-Time Voxel Agent’s Dev Team and one of Melbourne’s Resident Game Jammers. I’m also a recent Computer Science and Multimedia Graduate from Swinburne University of Technology. During my studies I made a bunch of games in my own spare time, outside of work.

So…Hey! I was thinking, I’d share about them, but FIRST…
…here’s my personal experience with games in a highly paraphrased format!

Primary School

The first ever video-game I played as a kid was a Tetris variant, titled ‘The Blocks Game’. In primary school, my Dad and I would always fight over whose turn it was. To this date, Tetris is still one of my favorite classic games. *THUMBS UP!!*
Before jumping onto my first console, my Mum used to bring home games from work off of Floppy Disks that her colleagues lent to her. I played them on my first ever PC, which I won in a shopping centre raffle when I was in Primary School.


I played a lot of Paganitzu, and it was another favorite childhood game!

My first ever console was the PSX during my Late Primary School Years.
It currently sits inside of its home (a cardboard box next to my bed).

Secondary School

In Secondary School I moved back to the PC. I joined an online community of players in Starsiege: Tribes and quickly started making maps. I got a really big kick out of interacting with players as a level designer. My parents weren’t too happy about this huge distraction from my studies, but for me it was heaps of fun.


Here’s a Tribes Legacy video for those who may be slightly interested…

During High School, I was always thinking in the back of my mind,
“Oh Hey! Imagine how cool it would be to make levels or even games as a day job!”

I always enjoyed programming in VB 3.0, VB 6.0 and played around a lot with animating in Flash. At this stage in my life I was looking to head down the web design/development, software programming career path…

BUT THEN…The penny dropped and in late High School, I found out that there were Universities offering courses in Games Development.

University

I decided on doing University to better my programming, design and art skills. Eventually meeting a fork in the road where I had to decide which discipline(s) I would try to focus my attention on. In the end, I picked programming because I always enjoyed it the most and I always wanted to build my own games without having to rely totally on other programmers. Previously in High School, I always looked up to the cool kids that included scripts in their Tribes maps.
University did have an impact on my tastes as a gamer; I eventually switched from being a hard-core gamer to a more casual/indie gamer…


I’m now more inclined to consume games in the video above than the typical AAA content.

Game Development

In 2009, I attended my second Freeplay Independent Games Festival and I met Tom Killen at the After Party, we exchanged emails and the rest is pretty much history. Between that time and today I’ve made a heap of games outside of work, here are some I can share with you.

Late 2010

Shmockey


Attributed to Sam TC Wong

This game is a love-child between a SH’M'UP and Air Hockey!

Reason for Occasion: Games Programming in C++ at University
Cooking UtensilsC++ with SDL, x2 PS2 Controllers, x1 Controller Compatibility Adapter
Cooking Time: 1 Month

Early 2011

Avalancher


Attributed to Sam TC Wong

A SkiFree-inspired game where the player attempts to delay their impending doom for as long as possible!

Reason for Occasion: Just another distraction from University.
Cooking Utensils: AS3 with Flex, x1 Optional XBOX 360 Controller
Cooking Time24 hours

Breeder


Attributed to Team Sideways

A 2-Player survival game between two genders (Male and Female). Each player takes control of forces of attraction between males and females. The winner is the gender who out-lives their opponent.

Reason for Occasion: Global Game Jam 2011
Cooking Utensils:  AS3 + Flex, x2 XBOX 360 Controller
Brew Time48 hours

Honey


Attributed to Sam TC Wong

A 2D Hex-Puzzle inspired by 3D Logic Puzzle Flash Game.

Reason for Occasion: Holidays overseas in Singapore!
Cooking Utensils: C++ with SDL
Cooking Time: 1 month

Late 2011

As of late, I’ve teamed up with the guys at Wanderlands (a separate Melbourne-based Independent Games Studio consisting of Harry Lee and Jarrel Seah) to create awesome:

Droplink


Attributed to Wanderlands

A 2D connect-the-dots action game, based on the theme, ‘Rout.’

Reason for Occasion: The first-ever #squidprobro Game Jam
 Cooking Utensils: AS3 with Flex
Cooking Time: 24 hours

Counterpart


Attributed to Wanderlands

A variation of sokoban with magnets, based around the theme, ‘Counterpart‘.

Reason for Occasion: The 1000 Hour Game Jam
( Note: 1000 in the Binary Number System is 8 )
Cooking Utensils: AS3 with Flash IDE
Cooking Time: 8 hours

Stickets


Attributed to Wanderlands

A single player 2D action puzzler, based around the theme of ‘Prediction‘.

Reason for 
Occasion: 
The Last Jam of 2011!
Cooking Utensils: AS3 with Flash IDE
Cooking Time: 48 hours

We actually went to the beach for a day to brainstorm and found this very dead-looking blow-fish that washed up…


The poor blow fishie…We nearly stepped on it! :O

Leave Me Alone


Attributed to Sam TC Wong

 A 2-Player Top-Down-Face-Off-Poke-Em-Out game based around the theme, ‘Alone‘.

Reason for Occasion: Ludum Dare #22
Cooking Utensils: 
AS3 with Flash IDE
Cooking Time: 24 hours

No tags Hide

Agent Sam is a mad-keen programmer who was actually one of the very first Voxel Agents. He started with us waaaay back in 2009 doing 1-2 days a week – which was as much as his university schedule would allow.






Tom Simon Tian Matt Henrik Sam

When Sam started, we were just winding up on the original Train Conductor, and starting to prototype new ideas.  Sam got straight to work on an awesome shooter game that we were calling Thumb-Shooter.  The premise was simple – your thumbs control massive guns, and you fly through the galaxy shooting stuff up.

Dual thumb shooter concept idea

Dual thumb shooter concept idea

The concept didn’t really take off. It seems obvious now – but apparently trying to fit 2 fat thumbs on an iPhone screen, as well as a whole screen full of stuff that you want to shoot is pretty tricky, and your thumbs tend to get in the way of each other.

I’ll let Sam introduce himself in another blog post – but for now Welcome Aboard! Now that we have 3 programmers on the team, maybe I can join the art department! (Just kidding)

No tags Hide

We’re proud to announce that Train Conductor 2: USA is finally available for android phones! Launched in early december, the new Android version is double the size with twice the content of the iOS version. We’ve spent many months creating cool new unique content for this release. It’s the biggest update to the Train Conductor series that we’ve ever attempted. So what’s new?

Challenge Mode

Stopped Train Timer

Stopped Train Timer

The existing survival mode feels like you’re running a marathon compared to the fast paced, action packed new Challenge Mode. In Challenge you’ve got to deliver as many trains as you can in about 2 minutes. One thing we noticed about the old survival mode is that you can draw out the experience by stopping lots of trains and dealing with one a time. This is fine, and we’re leaving survival mode as it is so you can continue to play that way, but in Challenge Mode if you leave a train waiting for too long, it will signal to the train network that there’s a delay and all new trains will stop from entering the screen. This keeps it fast paced and rewards players who can “Enter the Matrix” of Train Conducting with finest of crash-avoidance skills.

If challenge mode sounds stressful to you – don’t panic! You can toy around and make mistakes without stress as you’ve now got three lives up your sleeve in Challenge Mode. We all love the new three-lives feature, and in the later challenge levels, you’ll need it!

Three Strikes

Three Strikes

Updated Game Icon

If you look at all the best icons, they feature just one element and look very clear when miniaturised. Finally I think we have a very distinctive and clear icon to represent the game, also it looks HAWT :D

Updated Game Icon

Updated Game Icon - worthy of your home screen

New location: Chicago – the six track demon

Like Challenge Mode, Chicago is not for the fainted hearted. Players have always asked for six tracks, and here it is – it’s a demon!

During the course of a typical day on a busy city train network, there will be peaks and troughs in the flow of trains as commuters pour into the city in the morning and out again in the evening. Agent Henrik and I were trying to recreate these peak times of the train network in this new design.

We found that six tracks is at the EXTREME limit of human train conducting abilities :D Seven was out of control, to the point where it’s hard to target the right track because they were so close together, whilst also being hard to find the right track instinctively without having to count down from the top every time. So this is it, the maximum number of tracks we’ll ever put in a level.

Control trains across 6 tracks in Chicago

Control trains across 6 tracks in Chicago

Android Exclusive: New Train Droid gives extra points

This Android character is one cute little robot. We couldn’t resist putting her into the game. You’ll find Train Droid in Challenge Mode levels, but she can’t be everywhere at once – so keep an eye out for which level she’s in each day.

The new Droid Train

Droid Train appears in a different challenge mode each day.

Deliver Gold Trains to unlock Challenge Mode

The new Gold Train

The new Gold Train

Existing players of TC2 are thinking, “Gold Trains? They already exist!”, but what I mean is Double Awesome Super Special Gold Train, it’s just a bit long of a name. In this update there’s a new “golder” train, maybe its 24 carats? In all levels except Miami, you can deliver Gold Trains (or Gold Ghosts at night) to collect Gold Tracks, and with enough Gold Tracks you’ll unlock Challenge Mode of that level.

The Gold Trains are rare, and boy when one appears, you do not want to stuff that up!

New Nashville level art and special FX

Previously we redid the Miami art because it just wasn’t up to standard, now Nashville has also had a make over too!

We’ve also updated the colours on the ghosts. Previously, the ghosts and demons were similarly coloured (i.e. white), and users were smart to complain. It most adversely affected the Nashville level, and you can see the results of Agent Tian’s touches.

The new Nashville

The new nashville is much brighter.

Improved score screen

We always felt that the score screen didn’t really reflect your excitement each time you beat your high score – it didn’t erupt with awesome like a cream filled awesome cake. Hopefully now when you break that high score, you’ll feel like a king. We’ve also added some great feedback in-game for when you deliver that trains that puts you in the record books. But you’ll just have to play it for your-self to experience it.

New High Score!

New High Score!

Keen conductors will notice that we’ve also brought the score screen over the level. This means it takes less time for you to hit the ‘retry’ button. Some players are playing levels hundreds of times over in one session and we don’t want to waste their time jumping between screens.

Improved “Level Unlocked” Screen

Unlock a new level and be showered in awesome :D

Just unlocked Challenge Mode!

Just unlocked Challenge Mode!

New Level Select Screen

The previous level select screen was entirely superfluous once you’d played the introduction. It really didn’t do much for you. Although I don’t think the new design is without it’s own flaws, you now have access to both modes (an unavoidable decision making step) and the introduction button is appropriately de-emphasised. Also, you don’t have to jump into a level to see the leaderboards anymore, it’s right there on the next screen.

Shiny new Level Select screen

Shiny new Level Select screen

Lite Version

Not to be forgotten. we created a whole new Lite Version that will bring the game to a wider audience. If you’re not sure if you will like connecting trains, test out the Lite Version and see what you think. It’s got the first three locations there and will keep you busy for hours. Almost all of the changes above are in there, with the exception of Challenge Mode.

Train Conductor 2 Lite

Get Train Conductor 2 Lite Today

And more!

  • Sparkles and Fireworks - New celebration for players who beat their high-score
    • When you beat your high score, you want to know about that in-game, not just at the end. Break a high score and you’ll see it, hear it, and feel it.
  • Menu backgrounds and buttons are more pretty
    • Simply, we let Agent Tian loose on the graphics, and she worked her magic.
  • Added a screen to let you know that “You finished the game!”
    • It just seemed odd that you spent so long unlocking levels, and then suddenly there were no more to unlock. At least you can feel good now that you’ve unlocked every location! (and now go collect Challenge Mode levels :D )
  • We made the sound effect and music mute buttons bigger.
  • Tutorials are shorter and more to the point.
  • All buttons are now blue.
    • This helps show what you can click, and what you can’t. There are a few minor exceptions, but the major pathways through the game are cleaned up.
  • Twitter and Facebook integration have been rewritten to improve the login and posting processes.
  • The pacing of the trains appearing in Miami has been made more interesting, less repetitive and more friendly to new users.
  • The fonts in-game throughout the HUD, menus and in-game are more consistent.
  • Numerous graphical elements were upgraded to HD.
  • Improved the induction process of welcoming the player to the game.
  • Bug fixes galore.

And this is just the latest in a long history of improvements…

This is the sixth major update to TC2. Here’s what’s been added in the past:

  • v1.5 – Massive “high definition” update, prepared the game for iPad’s big display.
  • v2.0 – Added world and friend leaderboards
  • v2.1 – Added a new level: Roswell
  • v2.2 – Added a new level: Seattle
  • v2.6 – Update for Retina Display, including the new Miami art.
  • v3.0 – Everything mentioned above!
Get it right now on the android market! (iOS users will just have to wait)

No tags Hide

Dec/11

20

Agent Matt

The Fire Game

So this is an awesome prototype that I worked on earlier in the year. It’s been sitting on the shelf gathering dust. Dust is boring – Players are fun! So now I’m setting it free.

Hit the image below to start playing, or skip ahead for the long story.

THE GAME

Play the Fire Game in it’s own window

The Fire Game

Play the Fire Game

THE MAKING:

The fire game started long long ago. Regular readers will remember last year when we competed in the 48hr Game Making Competition 2010.. The three keywords were Dinosaur, Revenge, and Bar. So we came up with a game, where you drop raptors into a bar, and try to kill as many people as possible.

PLAY: Raptors in a bar

The bar from "Raptor in a cocktail bar"

We eventually dropped the ‘Raptors in a Bar’ idea, and ended up making a game we called Egg Basher, but the idea of setting things up in a room, and then trying to kill as many people as possible stuck with me. However, there was one major problem with the idea.

Problem: If a player is going to invest their time setting up the scenario, then the outcomes needs to be predictable, and 100% repeatable.
Solution: Replace unpredictable dinosaurs with Scientific Fire.

It has to work. It’s Science!

I remember an episode of C.S.I. (or some similar show) where a house burned down. The police expected arson, because of the strong burn pattern up the front stairs. But some clever investigation showed that the fire actually started upstairs, but when a neighbour came to help, they opened the front door. The sudden gust of fresh oxygen caused the fire to rush down the stairs, and blast out the front door.

I was envisioning a series of traps and tricks that The Player could set up in order to make the fire spread faster. A game with complex timing mechanisms, technical oxygen measurements, and scientific fire!

What we ended up with was an interesting prototype. A very fun toy to play with, but ultimately, not a game.

Play the Fire Game in it’s own window. I hope you enjoy playing it as much as we did making it.

No tags Hide

Scary 'demon trains'!

Everyone knows when you release stuff into the wild that players will leave some pretty interesting reviews. But we have a story that I think puts the icing on the cake….

When we launched TC2 on the marketplace our first few reviews were coming in, and it looked like everyone was loving the game.
Great variety of levels.“, “Awesome visuals“, etc…

But then we got a couple of odd reviews saying the second level of the game was too scary for children.

Now, if you’ve seen the ghosts in our game, you will know they are quite cute and relatively harmless. Ghost trains provide a fun and fast paced twist on the usual ‘avoid-the-crash’ gameplay. We quickly called an emergency meeting at The Voxel Agents to think about how we could respond to this issue, and save our star rating! Meanwhile… Fans of Train Conductor were coming to our rescue.

I see nothing wrong with demon trains” – 5 Stars
I bought it for the demon trains!” – 5 Stars!
‘Demon trains’ hahaha! (…) GREAT GAME!

And finally Katie chimed in with the Gem:
I have a large preference towards games with demon trains in them. In fact they are the only type of games I will purchase. 5 out of 5 demon trains

Thank you Katie! We love demon trains too!

Check out the game for yourself and let us know what you think about the Demon Trains.
Get Train Conductor 2: USA on the Android Market

No tags Hide

We were doing QA in the office, and we needed a way to record some of the particularly hard to reproduce bugs.

Solution: masking tape of course.

The result? Well we still can’t work out what was causing the bug, but now I can capture me beating Agent Simon’s high scores on video which is ultimately much more satisfying.

, , Hide

Last weekend, we competed in the #fab48hr game making competition in Brisbane, Australia… and what a wild weekend! We won! That was great, but more importantly I was absolutely blown away by the quality of games made by the other teams. I was particularly impressed with the level of quality and polish that was developed in “indie” / student room. There is an enormous amount of talent in Australia and I’m sure we’re going to see more from those awesome young developers.

In the #fab48hr competition, each team must concept, design, and create a game based on three keywords that are provided at the beginning of the competition. This year, those words were “suit”, “key”, and “badger”, provided by Yug, Hex, and Jinx.

We made this:

Download the game we made here [WINDOWS] or if you use a Mac, try this link [MAC].

The Badgers of Fury 161

The Badgers of Fury 161

How to Play: Without giving too much away, if you have a couple of XBox controllers, plug them in for the best experience, using “A” as your action button. If you have to use a keyboard, you can use the arrow keys for player 1 and WASD for player 2, with “shift” as the action button. Also be aware the the glowing yellow floor (which totally looks like lava) will kill player 1 and the swirling blue circles (evidently poisonous gas…) will kill player 2. That’s all you really need to know… oh yeah one more thing: the badgers aren’t nice and they will eat your face.

The Badgers of Fury 161 was developed by the Alliance of Indie. This team was composed of developers from a number of Australia’s top Indie studios including yours truly Agent Tom (The Voxel Agents), Liam Hill (Defiant Development3 Blokes Studios), Cratesmith (Cratesmith,DefiantStrange Loop), Matt Ditton (Queensland College of Art, Defiant), and the incredibly talented Milenko (Strange Loop,Defiant).

The Alliance of Indie

Matt Ditton, Agent Tom, Liam Hill, Cratesmith, Milenko

But really, kudos where kudos is due:
As proud as we are of the game we managed to make in 48 Hours, the real winners of the competition were the indie team Rockin Moses (read about them here: http://making-games.net/48/?p=2916) who made a really fun game called The Fifth Suit. 

This game was great fun to play. For me, their game evoked “Smash Brothers Brawl”. While playing, I was less concerned about winning and more concerned about trying to make life difficult for my opponents. It was a strong social experience and quite a polished product for just 48 hours of work! You can grab a PC version of their game here [WIN] but it’s best played with XBox controllers. If you’re lucky enough to have some XBox controllers then I strongly suggest you get this version [WIN - XBox Controllers].

Congratulations Rockin Moses!

, , , , , , , , , , , , , , , , Hide

« Previous Entries

Next Page »

Get Adobe Flash playerPlugin by wpburn.com wordpress themes