Agent Logs

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.

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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!

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The cream of Australia’s indie game development world are joining forces to compete in Brisbane’s annual fab48hr computer game making competition.

Last years winners, Cratewerks, which included Matt Ditton and Cratesmith, are combining forces with one of 2007 and 2008 winners, Agent Tom Killen, of the teams sif90 (2007, 2008) and The Voxel Agents (2010). They will be joined by the exceptionally talented Liam Hill, Mark Filippelli, and Milenko.

Matt Ditton (on the left) and Crateworks (on the right) are back again!

The 2010 event saw close competition between both Cratewerks and The Voxel Agents. Both teams made great games and in the final community voting round, Cratewerks won by a crucial single vote.

Joining them will be Agent Tom (second left) of The Voxel Agents
There were some calls for the two teams to fight it out once more, but according to Matt Ditton ofCratewerks, it makes more sense for the teams to combine forces. “It was a tight competition back in 2010, and even though we did beat those guys pretty soundly, working together is always better than working apart.”
Agent Tom of The Voxel Agents put it more bluntly. “It you can’t beat them, join them.”
You can follow the Alliance of Indie struggle through sleep deprivation, caffeine overload, and the need to get along at their blog (http://allianceofindie.wordpress.com) and over Twitter @allianceofindie.
The fab48hr is a computer game making competition for Australian independent and student developers. It runs from Friday, 30 September, to Sunday evening on October 2. Over 48 hours, participants must come up with a game idea, and then make that game in a frantic weekend of programming, art, and design.

About The Alliance of Indie
The Alliance of Indie are Liam Hill (Defiant Development3 Blokes Studios), Cratesmith (Cratesmith,DefiantStrange Loop), Matt Ditton (Queensland College of Art, Defiant), Milenko (Strange Loop,Defiant), Mark Filippelli (Strange Loop), and Agent Tom (The Voxel Agents).

Twitter: @allianceofindie
Blog: http://allianceofindie.wordpress.com

And follow the #fab48hr:
Twitter: @48hrgamecomp
Web: http://48hrgamecomp.com
Follow the action with the hashtag #fab48hr

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We spend a lot of time being all creative and fuzzy and nice here at The Voxel Agents, but often we need to stand back and have a good hard think about what’s actually happening out there in the mobile games space.

To make sure we are all still on top of everything, I spent all of last week researching the mobile market space. I forgot everything I knew about iPhone and Android and had a good hard look at the information that is out there. Some of my findings certainly will be old news to you, and some might change what you thought you knew. So, if you’re interested in the business (pronounced “biz-niz”) side of being an indie game developer, check this stuff out:

 

You may think the iPad is a mobile device, but you’d be wrong.

  • 43% of iPad owners use their iPad more than their desktop computer 
  • 28% say it’s their primary computer
  • 34% use it more than their TV
  • 83% use it primarily while at home. Only 11% use it on the go.

Source:
http://gigaom.com/apple/admob-survey-shows-what-the-ipad-is-good-for/

 

Developers are flocking back to the iOS platform

According to a blog post by Flurry, in the first quarter of this year, about 65% of new projects were for iOS compared to a respectable 35% targeting Android. However, in the second quarter, iOS accounted for 75% of new projects, leaving just 25% for Android.
It’s worth considering this is based on Flurry’s information alone, so it could equally be taken to mean that Flurry itself is proving to be more popular with iOS developers compared to Android dev’s. This would mean Flurry’s stats in the future are going to have a strong iOS bias.

Sources:
http://blog.flurry.com/bid/66618/iPad-2-and-Verizon-iPhone-Take-Some-Wind-Out-of-Android-s-Sail
http://news.cnet.com/8301-1035_3-20079497-94/apple-regaining-momentum-with-developers-study-says/

 

Even though iOS has more Apps, Android has more free Apps

And that’s not proportionately, that’s in total. The paid model is just not working well on Android.
This same report concludes that sometime this year, the total number of Android Apps will equal the number of iOS Apps (contradicting the story told by Flurry).

Sources:
http://www.distimo.com/blog/2011_04_the-battle-for-the-most-content-and-the-emerging-tablet-market/
http://makingmoneywithandroid.com/2011/05/google-android-marketplace-vs-apple-app-store-latest-report

 

iOS has served 15 Billion downloads compared to Androids 4.5 Billion

Given that the iOS App Store has been around for so much longer, this is not a bad showing from Android. However, the vast majority of the iOS downloads occurred in the face of competition from Android. The nail in the coffin: a greater proportion of those iOS downloads were paid.

Those numbers should have six 0's after them too, by the way

Also interesting: the average iOS user has downloaded 75 apps.

Sources:

 

Android App installs per day may be reaching parity with iOS installs

But more of the Android installs are free Apps. Clouding the picture is the fact that Apple has clamped down on “incentivized” installs which has removed a lot of “false” installs.

Source:
http://www.insidemobileapps.com/2011/07/14/android-ios-parity/

 

500,000 Android devices are activated every single day

Which means that in the time it took you to read this post another 30,000 Android users began on their merry way. What’s less clear is how many of these devices really deserve to be considered competitors to iOS devices; presumably a large number of them are low powered devices designed only for basic email / web access and social networks.

Sources:
http://www.ubergizmo.com/2011/06/google-activates-500000-android-devices-daily/

 

 

and most importantly of all…

Android or iOS regardless, it’s a very VERY tough market out there
There’s only so much pie, you see. If we all got an equal slice of that pie, then we’d take home about $8,500 each, which is hardly “quit your day job” money. If you then consider that Angry Birds and Fruit Ninja are both very very fond of pie, then you start to realise that a lot of developers are going hungry (so to speak…).
Sources:
http://gigaom.com/apple/the-average-ios-app-publisher-isnt-making-much-money/
http://blog.flurry.com/bid/24163/Rise-of-the-New-Middle-Class-Indie-iPhone-App-Developers-Part-I
http://www.geeky-gadgets.com/80-percent-of-paid-android-apps-are-downloaded-less-than-100-times-27-05-2011/ 

Thanks for reading this far. Hopefully this is useful information for you. Please let us know your thoughts on the state of the market. Should game developers consider market forces, or should they make games they love and hope that there’s an audience?

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We’ve prototyped a lot of games over the last few months, some of them were made and discarded within 2-3 days, others had a much longer development process and Slingshot was one of those games. Since I previously posted a concept video of the game here on our blog I thought I do a Postmortem on the project.

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We like to use paper prototypes to test our ideas. We find it helps to test ideas really quick, and playing board games is a pretty super job to have :D We like it so much, our next game came from a board game prototype.

It’s the weekend, and maybe you don’t have much to do… Or maybe you’re attending the Freeplay Festival like us and get all inspired to make some games. To help you, we put together a generic set of board game pieces that you can use to develop your own board game! Download the pdfs below, print them on A4 and get started prototyping new boardgames! The set contains a total of eighteen unique pieces for you to play with :D
Three “good” characters
Three “bad” characters
A house
A treasure chest and a coin
Three environment pieces
A life
Five generic symbols
And all of these icons in easy to print PDF’s are available here and here.
So get crackin!

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As we approached a decided on what prototype to bring into production we needed get a feel for it’s potentials, beyond the core and decided to spend a week trying out different variations. There were lots of ideas and almost twice as many new rules we wanted to apply. Most of them, unlikely to be a triumph on first go or even useful at all. This is the reality of a design process. There is always a heavy amount of tweaking and adjustments that goes into taking and idea and turning it into something that works.
We wanted to see many variation made in a short amount of time and even with two fantastic programmers on call and a level editor to use I can’t request adjustments on the fly. So with an old pair of scissors, pens and an wrist measurement for malnutrition I pieced together a cardboard level editor with a grid and compliant tokens and gamecards.

Getting away from the cursed desk is a massive relief by itself and moving gamepieces around with my hands instead of the using the mouse is like crawling out from the swamp of despair and walking on solid ground.

Need a new rule?

Bam! New rule.
(Link to The Prodigy – Firestarter for your convenience)

After only 3 days we had such success with the variations we felt secure that our game had plenty of potential far beyond the scope of the core. It was not the cheer amount of variation made but how surprisingly easy it had been to create very solid new puzzles.

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We need to learn to communicate our creative ideas better as a team! We figure that since our diverse life experiences and inspirations shape how we dream up and explain our ideas, we should share more of them with each other. Voila! Voxel Afternoon Tea was born. During Voxel Afternoon Tea we share something that has inspired us recently, and let the discussion begin…

You can also check out the first Inspiration Session from a few weeks ago.

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Agent Henrik is cutting paper boards for our next game! Guess what kind of game it is!

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The Voxel Afternoon Tea! Sound’s awesome, doesn’t it?

As creative individuals we are always producing new ideas, but how can we continually produce without also absorbing ideas?

So, we came up with this idea of holding an ‘afternoon tea’ session every Friday lunchtime. During tea each Agent shares something that they have recently discovered or found interesting and we all discuss.

We thought you might be interested to check what each person shared!

 

Name: Agent Matt
Material shared: Not Tetris 2
Play it on: http://www.stabyourself.net/nottetris2
Reason for sharing: I think it’s an interesting subversion of a classic game. The ‘broken-ness’ of it just works, and it is self documenting.



Reflection
Henrik: I’m impressed of the product. It’s been taken way beyond what he needed to show the concept. I’m not entirely sure what the developer is trying to tell or show us more than that its works but regardless I’m impressed.
Simon: I like how the whimsical controls match the developer’s attitude in destroying a classic :D
Tom: Subversive! Loved how he broke the rules of tetris by making the blocks not behave the way they should, but the players objective remained the same. I’d love to see someone clock this game (see http://www.youtube.com/watch?v=keeSEJG4XzU).
Tian: It’s interesting to watch it, but I don’t think it will be as enjoyable as the original Tetris…
Ramsey: Great Rehash on a classic, lovin it bro

 

henrik

Name: Agent Henrik
Material shared: Amnesia Dark Descent Gameplay Video
Reason for sharing: Along with Limbo, Amnesia was the best game I played last year.



Reflection
Matt: Watching videos of people’s reactions is always interesting. It’s incredible just how psychologically hooked people can get, even though they can just walk away at any time.
Simon: Amnesia looks like an horrifying ride and I want to take it :D
Tom: I need to play this game, but after watching that video I also need to play it on skype with Simon.
Tian: I was worried at first when you told me it’s going to be scary, because I tend to scream if I see something scary. But I didn’t and it was kinda confusing… and funny. However I still would not play the game, just because it’s a scary game and I’ve experienced enough scary things.
Ramsey: Looked fantastic, I’ll get on it as soon as I grow a pair to play horror games lol. It seems the developers really understood how to manipulate the emotions and fear of the player and tweak it to ALMOST the point of snapping.

 

Name: Agent Simon
Materials shared: Live coding!
Reason for sharing: These guys inspired some of my final year work at uni and have been an ongoing inspiration. I like the idea of using a computer as an instrument, and not just to play samples, but to use it’s logic to generate interesting melodies on the fly.


Reflection
Henrik: Much admiration to the people who travel in new direction of creativity. Extra interesting since it’s an area I too wish to explore.
Matt: Code as performance is awesome!
Tom: Loved the performative aspect of this. Reminded me of conditional design more than generative design.
Tian: It’s always amazing for me when someone can do both art and programming. They would have some really symmetrical looking brain I think. :D
Ramsey: Future sailors, taking retro to its logical conclusion! Boosh aside, this looks really cool and I’d love to see where these guys end up creatively in a year or two’s time. It seems to me that once they master their tools ( which they created lol ) they will definitely come into their own.

 

Name: Agent Tom
Material shared: We are the Strange (trailer).
Reason for sharing: Striking visuals and an amazing story. I love how it combines so many different types of visual elements and twists them into an unholy creation of amazing awesome.

Reflection
Henrik: Don’t know if I’d enjoy the movie but will see it because of it uniqueness. If we did not have creations like these our culture would be very dull.

Matt: Crazy video, I imagine it would have been very difficult to juxtapose all of the various techniques.
Simon: I don’t know whether I like his commitment or his craziness more.
Tian: Interesting find, I would love to know how he can afford to make such a long movie by himself. 18 months of production time doesn’t sound like a long enough period for making a good quality movie to me. Also I would love to know how he promoted and sold it, I think it’s really hard to market this kind of film.
Ramsey: Really cool animation man, I can’t wait to pull out the popcorn and anti-seizure pills and let it siege my senses.

 

Name: Agent Tian
Material shared: Get Out – Animated Short
Reason for sharing: Awesome story and imaginative visual style, and the concept is very funny yet heartwarming. Best animated short I saw at MIAF so far this year.


Reflection

Henrik: Fantastic short by people with skills and understanding that goes beyond animation goodness. I think the isolation cell metaphor worked for the most part. The additional details noticed through a second screening were few but impressive.
Matt: Great surprise ending. I was starting to feel really sorry for the guy. Sometimes you think if people can be happy in their own head-space, why should we force them to change? I think this video shows why.
Simon: Cleverly French.
Tom: Great animation. Interesting world. I didn’t actually like the ending. It made everything ok and nice and fine in the world… to me that’s as good a story device as “it was all a dream”. Nice twist in the tale though, I’ll give it that. Animation: 10 points.
Ramsey: Really great little short, beautiful animation and characters, im glad you shared this with me, I will definitely be showing this to my friends!

 

Agent Ramsey shared a top secret idea, so will remain in the vault :P

Where do you find your best sources of creative inspiration? Please post in the comments any interesting things you’ve found on the internet as we’re really interested to see what inspires you.

 

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