Q: Can you introduce team kazoowee and talk
a bit about your earlier works ?
tomsamson: Team Kazoowee is right now made up
of Anthony "blinkok" Blinco,
Chris “daydream” Hildenbrand me, Ugur “tomsamson” Ister
and our newest member George “jeb” Baldeon.
We work in a bigger alliance of development teams which is called
Stimunation.
It unites the teams squarecircleco, cator, shoah/1coin1play, nGFX
and kazoowee, just as several single coders like Marmotte, Mbenney
and Strille. We exchange coders, sound artists and graphic artists
and work together in groups based on the needs of the current game.
Some games of our team members are heli attack2,bug on a wire,the
jbj sisters and twiddlestix.
Q: We could see a preview of the level editor
for the next HeliAttack 3 game. Can you talk about it and describe
its features ?
tomsamson: The ed allows to create tilebased maps
in any size, you can load and save maps and you have several tools
for editing which you might know from applications like fireworks
or photoshop. For example you are not forced to draw one tile at
a time, instead you have tools for drawing circles, rectangles and
lines of tiles. The editor will also be available in the final heli
3 game in a way so that players can create and share their own levels.
Q: You used a third party software to expand
Flash capabilities and enable it to save to local files. How important
are these tools for game development in general ?
tomsamson: I remember the time when third party tools converting
swfs to exe files were only used to allow smooth playback in
fullscreen mode by changing the resolution.
Much more was also not needed as flash was much more limited
and creating full applications with it was only imagined by
few.
Since the release of flash 6 and more powerful wrappers like
swfstudio,screenweaver and flash studio pro,you can do much
more though.
Flash, just like java for example runs in a sandbox scheme, meaning
the developer has very limited access to the user´s machine.
This is good in terms of security but turns it almost impossible
to create full feature applications. Not being able to load several
filetypes and even more not being able to save (without using some
sort of backend solution) means you can´t create most types
of applications.
Wrapper applications enable the flash developer to create most
types of applications,so they will get more and more important.
For game developers I can imagine features like loading,saving,changing
the resolution,using joysticks and making use of 3d hardware
as things which are already possible or are worked on right
now.
Squize,team leader of shoah / 1coin1play, Coder and Sound engineer:
Just to add to Tom's point a little bit, Olli from nGFX is
currently developing a wrapper / player for the stimunation
off-lines games.
It will allow us as developers to provide a richer experience
for gamers, and allow a greater level of interaction between
the gamers
and ourselves. Sounds very cryptic I know, I guess the best
way to describe it is a cross between Windows Media Player
and Steam.
But a good version of Steam ;)
Kdsh7, co-founder 1coin1play: Using flash with
third party wrapper applications is also great in the way it allows
us flash developers to effectively create content across a wide
variety of platforms. It's nice to be able to create the basic flash
file, and then say, compile executables with fancy features for
the Mac and PC with minimal effort.
Q: Can you anticipate some features of the
new Heli3 game ?
tomsamson: Chris "iopred" Rhodes is the coder of heli3
and Chris "daydream" Hildenbrand the graphic artist,
so i´ll pass all related questions to them =)
iopred: Heli Attack 3 is on track to be quite a good game,
I dont like to over hype things, but at the present time, it
has
the workings
to be a very fun game. Its built on a very fast scroller, so
we've thrown in a lot of eyecandy (which is toggleable), and
are abusing
things like alpha channels to have a very pretty looking game.
I'm a fan of over-the-top gameplay, so I've spent the last
week or so including a lot of weapons, we currently have over
20 weapons,
which is a lot more than Heli Attack 2's 13 weapons, and I'm
still including more. Additional to Heli Attack 2's 'Time Distort'
(similar
to 'The Matrix's' Bullet Time), there will be more 'time powers'
for the player to use, one of them being (as far as I know)
a first in any game, ever.
Our final plan is to have at least 5-6 levels, and 2-3 boss
levels. Unlike Heli Attack 2, the goal is to create a full
platform game
experience, with multiple large levels, and lots of enemies
to defeat. There are additional plans to make Heli Attack 3
unique
for Flash platform games, but I wont go too far into that.
Of course, I dont want to alienate the fans of Heli Attack
2, so
Heli Attack
3 will include an 'arcade mode', which is fundamentally the
exact same gaming experience as Heli Attack 2, but with all
the new
features and weapons.
DayDream: The graphics have been improved quite
a bit. The first design for HeliAttack2 was done by iopred and I
had the pleasure to reskin them in a day or two. It was a straight
reskin back then with no added features. Replacing the old images
with new ones with same dimensions.
HA3 is developed jointly. There is a constant input of new ideas
for the gameplay, the enemies and the weapons. The whole atmosphere
will be a little more realistic - with some guns looking more like
the real weapons, while others are still over the top.
The player sprite has undergone major changes and looks a lot
smoother now. This is mainly due to more sophisticated animation.
The Ngage version of HA2 already features four different locations
- so will the GBA version currently under construction. HA3
will even have a few more scenarios to create a better gaming
experience.
All this should make it a fun game that continues where HA2
leaves off.
Q: Did you switch from AS to AS 2.0 for
this new chapter of the game ?
iopred: Yes and No, For Heli Attack 3 I have switched
to AS2's typechecking, however, I do not use AS2's classes, I've
found that using classes, and proper getter/setter methods, still
runs too slowly for realtime games. However I will surely use classes
for turnbased games such as Battle Plans. I'm sure Tom agrees with
me on this point.
Q: It seems that a good portion of game
developers were pretty reluctant to switch to the new AS 2.0
What do you think about this ?
Tomsamson: Using the more oop approach of flash7 is good for
having clean,sorted and easily managable and extendable code
but in situations
where performance is most important (like in fast paced action
games and complex applications) the flash player still isn´t
up for it.
Besides that i think its important for people to see something
really rewarding at the end of the horizon when they start
learning something new instead of doing what they are used
to.
Flash is evolving into a direction in which it turns into a
fully oop programming language and environment.
A big part of the flash developer base are designers or coders
who are not familiar with other oop programming languages.
I think macromedia has to watch out not to loose this group
by deminishing the “easy to get into” bonus flash has
while trying to make it a full flavour language coders coming from
other languages accept and use.
iopred: I think a lot of people are actually more
scared of it, because they dont really understand, or haven't taken
the time to look into it. Also I think alot of newer programmers
who got into Flash because of its simplicity, dont understand classes
and OOP.
Squize: I think another aspect of the whole AS2
debate is actual player penetration. For off-line games this is
of course no big deal, but is essential for web based games. It's
a skill set all of us as Flash developers have to add, but the main
issue is that a lot of clients want and expect as many people to
be able to play their games with their current technology, no matter
how small the Flash player is to download.
I think a lot of developers are loathe to learn AS2, and build
up a nice library of routines, only to have to make their next
game Flash 5 compatable to suit their clients. Big chicken
and egg thing right now, and may well be until the next version
of
Flash.
Tomsamson: Yep, Squize is right there, I´m
also creating sites and webbased applications (nowadays known as
RIAs) and clients often want the player which has the best penetration,
so even telling him to use flash6 gets difficult (not to think of
7) sometimes.
Kdsh7: As long as backwards compatibility is kept with future
iterations of the flash player, developers will continue to
be reluctant to
make the switch. The change will come at some point - Macromedia
will make sure of that - but as long as the choice is there
and the tangible rewards are slight, developers will favour
the increased
compatibility and the familiarity of AS1.
nGFX: AS 2.0, as good as it is, has some major problems. one
of them is the flash ide. i'm used to write oop apps in c#
and vb.net
and a one can write good oop in a fraction of time with the
right tools (like visual studio). in vs the intellisens feature
spell
AND typechecks your code as you write it, allowing to concentrate
on REAL bugs, not on typo errors. but the flash code window
is a real pain (although it's getting better). i also think
that
they should have based as 2.0 on c++ or c# which is a lot easier
to
understand then java (but this is my personal point). in the
end i think that as 2.0 could be a benifit for game-developers,
but
sometimes a goold olf function call is just enough ...
Q: When do you think we'll be able
to play the game ?
iopred: Heli Attack 3 doesnt have a specified release
date, however, a large portion of the game has been coded, it should
be released in 2004.
DayDream: At the moment we are still coming up
with new ideas. As soon as these are put into shape and implemented
we get close giving a realistic release date.
Q: Meanwhile you've been selected for an
important mobile game contest.
Tell us a little bit more about it.
iopred: Back to Tomsamson for this one, though
I hope to be helping him with this in the future =D
tomsamson: yep,you´ll probably have to ;)
It’s the first worldwide contest on creating 3d games for
mobiles and is sponsored by the big players in the mobile market
and also 3d sotware developers .
Basically it is split into two big blocks: The first was about creating
a game concept and several images of the game.
We feel honoured that our entry “titans inc” was chosen
as one of the 14 finalists of over 100 submissions to that. The
second round of the contest is about creating a game prototype of
the entered game within 2 months. The finalists of the first round
were split into several categories based on the filesize (and therefore
the target mobile type(s)) for their game. We are in the 16 meg
category,which is the one for the high end mobiles.
You can read more about this and also see some of the screenshots
of the finalist games here: http://www.3dmobilegamingcontest.com
Q: We had a chance to see some of the "Titans
inc." rendered characters and we think they're really great.
What software was used for those ?
jeb,3D artist of titans inc: For characters and
vehicles im using 3dsmax and i think it could be used
for detailed backgrounds (depends on the deadline), textures are
hand painted in photoshop so every element in the game has a unique
treatment. I'm still looking for the final look of the rendered
image for the sprites. Characters are fully rigged so they can be
animated in any way we want. Discreet´s
software offers tools that are so quick to work with and this helped
me develop several characters and vehicles in a fairly short time.
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Q:
Can you unveil a little bit more about the game (story, gameplay,
techniques) ?
tomsamson: Sadly I can´t unveil that much right now,
basically titans inc is a team of elite specialists, each member
has own special abilities to fight against evil.
The gameplay will be similar to games like metal slug and contra/probotector
as it is a jump´n´shoot game featuring constant action
without compromise but it will also have a teamplay element.
We will use the x-forge 3d engine from fathammer for the development
and 3D Studio Max is used for the models.
Q: What are the main challenges
you will face during the development ?
tomsamson: I´d say number one is the short deadline,
followed by developing for a different platform with it's own strengths
and weaknesses, we´ll see the rest later.
jeb: I think reaching the animation level of great
games like metal slug. It is very inspirational for me since the
first time i played it, so i imagine this game as a tribute.
Q: It's a pity that we don't have
yet a good flash player for mobile devices, capable of delivering
games.
What do you think about the future of mobile gaming and Flash ?
iopred: Mobiclip have just released their first version
of a mobile flash player, its very restricted, with only about half
of the functions from Flash 5 availaible, however, it's a start,
and a lot of games are possible with the restricted function set.
Squize: I've actually spent some time developing
for Mobiclip, and unfortunatly I had to walk away from it. The core
engine is excellent and runs very quickly, but at the moment it's
still far too limited. Once Mobiclip iron out some of the issues
with it, it will be a very exciting platform to develop for, and
one we are all keeping an eye on.
Kdsh7: I've been working on porting one of our
existing games over to the Mobiclip technology recently and it does
indeed have a lot of potential in bringing a wider variety of developers
to the mobile market. Unfortunately limitations in the player have
stalled this particular project for the time being. As my colleagues
have said, the core engine does run very well, and it does support
a lot of the Flash5 command set but there is the insurmountable
problem of available memory. This makes it very difficult to port
existing games, or to even create games with large environments
and complex graphics. I have no doubt very high quality games could
be made using this technology when designed from the ground up with
Mobiclip in mind, and I am sure Flash will play an even bigger role
in the use of the next (and more powerful) generation of mobile
devices.
Tomsamson: yep,many interesting technologies and
possibilites approaching there,none evolved ideally yet, but its
getting there =).
Q: Let's talk a bit about sound
production. How do you approach it ? Do you make your own soundtracks/sound
fx ?
iopred: I usually get others to create my soundtrack, or
in the worst case, find free loops. As for sound effects, i've always
created my sound effects myself. Little bit of trivia, all the sounds
in Heli Attack 2 are made with my voice, and alot of sound filters.
Squize: I seem to have slipped into the music guy's
role in stimunation ( And of course 1coin1play ). As to sfx, I normally
just go hunting around for public domain sounds and mix them up
as needed, such as adding a metalic clang to an explosion for a
shoot'em up etc.
Just to slip into a little rant here, I really think good sfx are
under used in Flash. So many games you can just tell the sound was
added at the last minute with very little thought, almost as if
it's a chore having them in there. I always try and get as many
sounds into a game as soon as possible, you have to live with them
for a while to see if they fit and work within the overal mix. No
one would leave a dodgy looking sprite in a game, it shouldn't be
any different for a sound. Phew, feel better for that.
Kdsh7: I tend to play the events in my mind, and
then try and imagine the best possible music and sound fx for the
sequences. Like many things in game design, things can can happen
nicely by accident, but just pointlessly scouring endless libraries
for fx that "could sound right" usually just wastes time
and more often than not you end up with something you just settled
for because time ran out. Most flash developers tack the sound on
last minute, and I can see why they do it. While the majority of
flash developers have no problems getting code to work, or designing
original art (since the whole foundation of flash content creation
is based upon visual construction), coming up with an original sound
is that much harder. Not that that's any excuse of course. For music,
I'm always thinking about cutting down the filesize and so I usually
stick to two and four bar repeating loop sets.
Q: What software would you reccomend
for sound production ?
Joel,developing sound for titans inc: I'm creating
tunes and some fx:s for the nGage game (titans inc). I'm also a
big fan of Goldwave though I also use Wavelab. For tunes, I recommend
Cubase, Orion Platinum and Cakewalk. Cakewalk was my first MIDI
program, and I still use it to make the first "schetches"
of my songs. It's really easy to use and fast to edit in. Orion
Platinum is one of the best studio packages there is, with many
cool features and a great sampler.
Squize: Soundforge for me, with anything at all for the music (
Acid, EJay, mod tracker )
iopred: Any wave editor will do, Goldwave is free and very powerful,
and offers the same functionaility as some of the more expensive
packages like SoundForge and Adobe Audition (Formely CoolEdit).
I prefer to use Adobe Audition, its a great package.
Kdsh7:I wouldn't necessarily recommend it, but
Pocket Music on the Game Boy Advance has a lot of features for the
price and it has given me the freedom to write and sequence tunes
from the comfort of my bed, the kitchen and even lengthy bowel emptying
sessions. Ahem. Acid is great for creating sequences that loop perfectly
in flash.
Q: Is it better to keep music and fx in
separate files or do you incorporate everything in the main SWF
?
iopred: I like incorporating things into the main SWF,
there are an abundance of issues with loading and attaching audio
from another file, most of them are fixeable, but in the end, everything
needs to be loaded, so I place them inside the main SWF.
Squize: Same here for the most part. Sound can
be reduced in size so much using the mp3 settings that it's more
than possible to have really rich and varied sound in a game. Off
the top of my head I think for example The JBJ Sisters Snow Adventure
had 31 sfx and 4 tunes, all within a 140k.
Kdsh7: I don't think there's such thing as better,
rather you have to use whatever is best for the project at hand.
Usually I like to keep everything in the main swf, it keeps everything
predictable and it's easier to handle. If I had a project that involved
a long piece of low compression music playing in the background,
then I'd probably load that externally so those on slower connections
would have the option of cancelling the loading.
nGFX: i like to load the sound from an external
swf. i noticed that this speeds up dev-time a lot. i have written
a sound-framework (currently used only in nGFX games) to handle
external sounds. so in my case i normaly use something like "mySound.playSFX("Soundname")"
or "mySound.crossFade("Sound1", "Sound2")",
so i don't have to think about that anymore. also it shortens the
time the compiler needs to process the swf. for one of our latest
games ("Fish'n'Fun") the sound was made by someone else,
so during dev-time, i only used some dummy sounds and afterwards
just replaced the sound.sfw. another really nice feature is that
you can have different sound files for different mediums like on/offline
without having to recompile the game itself (or worst having different
flas for different sound versions)
Q: We know you're also working on a multiplayer
war game. Can you unveil something about it ?
iopred: Battle Plans is a similar game to Advance Wars
on Game Boy Advance. Set in World War 2, but with a difference.
DayDream: With iopred and me working on both HA3
and Battle Plans we had to make a choice and HA3 won. The huge response
the game has been getting and still is getting made a sequel necessary.
Which resulted in Battle Plans being put on hold for a little while.
Though once released.it should be a great addition to online gaming.
Q: What are the difficulties in developing
multiuser interaction for games ?
tomsamson: A big one is of course network latency and how
to get around it enough to achieve smooth gameplay on all clients.
Its mainly about reducing the information which has to be sent and
received to the minimum possible .
Another issue is that Flash performance mainly depends on the cpu
of the user,so that scripts aren´t executed equally fast on
all clients. Therefore the clients should have to execute as few
scripts as possible, mainly work as view of the game (and parts
of the controller) and most game code should be executed on the
server.
Q: Another problem many professional developers
are facing is game protection. It's very common to find your own
games hosted on other websites that didn't ask permission. How do
you face these problems ? Any advices ?
iopred: The easiest way is to lock it to a specific URL,
there are ways around this, so its also important to set up your
webserver to ban external linking, using both of these techniques,
stealing SWF's should be close to impossible.
Squize: This is a sore point for me, as anyone
looking at either the shoah or 1c1p sites will know. It's a double
edged sword. Game sites leeching your games brings in an insane
amount of traffic which leads to clients approaching you, but on
the other hand it makes selling currently written games a lot more
difficult when they are sitting on dozens of shovelware games sites
( Not to mention the bandwidth costs ).
With the forth coming stimunation site we figured it wouldn't be
too much of an issue to just close the sites down for a short while
rather than dive in and attempt protection schemes.
Q: Did you develop some sort of framework
to help you port the code or do you start from scratch ?
DayDream - At the moment we work on a framework to enable
faster conversion but that's mainly limited to basic level design
routines and ways to handle the game data. Most of the ActionScript
routines can not yet be converted in a satisfactory way.
Q: What channels do you use to sell the
different game versions ?
DayDream - HeliAttack2 is the first game that we successfully
ported to Ngage / mobile phones and it will be available through
major online portals dealing exclusively with mobile games. It will
take couple of games to get the distribution running smoothly as
the ways of distribution vary a lot.
Q: What differences are there in the market
for flash / gba and ngage games ?
DayDream - The fact that online flash games have to be
limited in filesize to enable a good delivery even on slower connections
and the easy access to the markets are still the major advantage
of the flash games.
The game concept still is more important than extremly elaborate
visual effects. Commercial games for consoles or the PC require
huge teams and piles of money that are beyond the limits of smaller,
independant developers.
Money and market access is a major issue with the GameBoy Advanced
games - even though the homebrew market is growing rapidly. Reaching
the customer is the problem with the Ngage and mobile phone games.
The portals / phone service providers control the delievery of the
games to the customers phone and take a huge slice out of the sales
for their services. It will take some time before the market opens
up and allows easier access.
Q: And now for the inevitable question:
what would you expect from the next Flash version ?
Any wishlist ?
iopred: And now for the inevitable answer, faster
display performance, hardware acceleration. Flash MX2004 has gone
a long way to speed up the actionscript, it could always do with
a bit more of a boost, however, the display really is the bottleneck.
Squize: Yeah display speed is the number one wish
from me too. I know 3D is flavour of the month, but at best it's
only going to lead to games looking on par with the original Quake.
I'd rather Flash could do one thing really well ( Such as being
able to throw a lot of data around the screen quickly ) than try
and be all things to all people, with a limited 3D capability and
average display rates.
With faster display speeds Flash games could be easily of the quality
of SNES / Amiga games, and I'd much rather play an excellent version
of Alien Breed or Speedball II on-line, than a limited Quake clone.
Also some sort of mod ( Music format ) playback. I really can't
believe that a platform such as Flash, which is all about high impact
/ low bandwidth content doesn't have such a feature.
Kdsh7: Anything and everything that these guys
mention is guaranteed to better flash. And better protection. You
can never have too much protection.
Tomsamson:yep,pretty much the same list here =)
(besides that,some may remember the april 1st hoax pictures of the
new flash version which I made,those showd all of my dream features
for the next flash version =) )
nGFX: SECURITY, SECURITY, SECURITY! and speed.
it may be useful that the swf format is open, but for us as developers
it's just pure pain. everyone could just decompile the gamefile
(not that i really think that someone could reuse the code). so
preventing the swf to be opened would be a nice feature (i also
think that this would allow flash to be used in some more "security"
related apps, as you could finally built business-logic into the
flash ap (like data processing)). A bit more gfx speed would be
nice, or the abiltiy to control the gfx output (like setting parts
of the movie to low quality or setting up your own buffers)- How
do you work on the different game versions ? (Flash / gba / ngage
/ off-line)
DayDream : In the past we have developed with the
online games market as the primary focus. We are now starting to
port the successfull titles from Flash to other platforms. Once
the gameplay has been tested and refined in flash we start by adjusting
the graphics ( scale and contrast enhancement for portable displays
) and begin coding on the other platforms.
Squize: As to off-line versions of our games we
soon realised that simply adding joystick support and full screen
display isn't enough.
As soon as a game is for the off-line market it's competing agaisnt
everything! It's not enough that a game may rock as a web based
Flash game, it's got to rock as a game full stop. The near constant
mantra of "It's really cool ( For Flash )" isn't acceptable
with full blown off-line games. With that in mind we're adding a
lot more value to the off-line content.
It goes without saying that music is remixed, and all the bitrates
pushed right up, but when developing away from the browser you can
claw back a lot of cpu time which can be used to not only enhance
the visuals ( Being able to use 24bit pngs is bliss :) ) but the
gameplay.
Personally speaking, I think all our games are built on strong gameplay
( I think it's cause we're all retro kids at heart, and remember
when gameplay was more important than polygon counts ) so we could
probably get away with just wrapping the current games up with only
the most basic and obvious alterations, but as a team we see that
as a lazy option.
We want to give our customers the definitive versions of the games
in off-line form, the directors cut for want of a better term. That
means additional options, features, game modes, levels and a tight
interaction with our sN Player.
Q: We have already named some of your future
project you're working on. Is there something else coming up soon
?
iopred: Sadly no, only a few small games for clients.
Daydream - HA3 and Battle Plans are both games
that take up a lot of time to develope leaving little time for any
more. One project I am doing "on the side" is remake of
the classic "Bomb Jack" with heaps of graphics and eyecandy
coded by Squize. Most of the time goes into GBA and DS as well as
mobile phone developement with a couple of titles to the released
soon. One of the most interesting ones will be a game for a tongue
controlled GameBoy Advanced.
Kdsh7: I'm working on a few things. "Twiddlestix2",
a sort of Winnie The Pooh "pooh sticks" simulator but
without Winnie The Pooh. "Beach Challenge", a variation
on a popular sport - and Dark02, which I don't want to say too much
about right now!
Squize: We're also working on an off-line version
of our Space Invaders game, "MJ-12", which features an
offensive amount of particle effects :).
As daydream has said, a Bomb Jack homage ( Not clone :) ) with the
working title "UXB Kid". Only early days yet but I'm really
pleased with how it's going, and it should hopefully be the definitive
version of that genre in Flash. And the only one with homing missles
:)
Also in the final testing stages of a JBJ re-skin for a play-4-cash
site ( Read: Security nightmare ) with the graphics done by marmotte
called "Chimbo's Quest" which I'm really proud of. Speaking
of the JBJ Sisters, that will be making it's way to mobile platforms
just in time for Christmas.
And daydream, Tom and myself are working on a bit of a secret project
under the banner "Team sN" which should be showing some
results really soon. Let's just say plungers and flippers and leave
it at that...
nGFX: we are currently working on two games, a
western-styled shooter (Westbank), targeted for offline use with
rendered graphics and it's own unique style. the other one (DynaMiner)
will be a game based around dynamite with lot's of explosions. we
hope that both could be send to a public beta-test during the next
two month, hoping that DynaMiner will be ready in 3 weeks or less.
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