Archive for the ‘Game Design’ Category

The Quest for the perfect design tool!

Wednesday, February 3rd, 2010

As designers we are always looking for the best tool to communicate our ideas. At Fishing Cactus we always try to come up with collaborative solutions and we try to keep the following motto: “not make a 100 pages design document”. Instead we try to find solutions to keep the design document light and readable for different audiences. Managers want to have an overview of the game in order to evaluate scope. Programmers want to have a clear understanding of the mechanic they have to implement and game designers want to know how a mechanic works with another. Most of the time all these people are looking for either a very detailed aspect of the game or a big overview.

All design documents are living pieces, changes in scope and gameplay mechanics occur more than once in the lifespan of a game project. Also there are different types of design documents: game concept, game treatment, one pager, game design document, game backlog (if you are using SCRUM). Also, a variety of production documents is generated as the design undergoes implementation (asset lists for one, localization texts list and so on…).
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Minim gameplay video

Friday, November 20th, 2009

If some of you wanted to know more about Minim, our new iPhone game released yesterday, here is a small video showing how this game plays. Thank you Sandrine for the shooting.

Enjoy.

Perceived value, red ocean and pencils

Monday, August 3rd, 2009

Red OceanEquilibrio is out for 16 weeks now and despite good reviews (from both press and users), highlights from Apple and quite high production values for an iPhone game, our title only sold only a few thousands units so far. So what’s happening here? Let’s try to analyze this.

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Test of Hysteria Project

Tuesday, May 5th, 2009

Hysteria Project on iPhoneI had the opportunity to buy and play Hysteria Project this week-end. This is BulkyPix’s first project on iPhone. I thought it would be a good idea to drop a few lines on the blog to talk about the project and discuss why it is worth the try.

At the start of the game you will notice that you are locked in a small cabin, hands and foot tied up. What will you do? Decision making is the main gameplay of the game.

Right up from the start, Hysteria Project dives in a world mixing influences from Blair Witch Project, the Hole and other thriller / horror movies of the same kind. The game is made of first person video shoots. Between the cut-scenes you are asked to pick decisions from available choices, the decision you take will define the fate of the coming steps. You’ll have to pay attention to details because most of the time they will help you pick the right option, picking up the wrong one will inevitably make you die.

On top of the decision making system, some cut-scenes feature quick time event sequences where the player has to quickly push visual cues appearing on the screen. This gameplay mechanic brings a lot of tension and pressure to the experience and in my point of view seems like a complementary feature which increases the overall immersion of the title.

I definitely recommend the earphones so you can truly live a stressful experience (which is not something I believed in when I launched the game). This game made me shiver more than once.

Definitely taking the path of episodic content Bulkypix has been really smart from the art point of view and, with Hysteria Project, they crafted a very good game. The only problem? The game is a little bit short, I simply want more!

You can find Hysteria Project on the App Store following this link.

The pooling ideas philosophy

Friday, May 1st, 2009

brainstorming.jpgAfter reading Damion Schubert’s excellent article on pooling ideas in May 2008’s Game Developer magazine, something came immediately on our mind: the problem, with designers, is not exactly the will to get ideas from everyone but how they gather it, filter it and analyze it to model the game experience.

We released this article on Gamasutra three weeks ago under the Expert Blog highlights and wanted to share it here too.
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Banana Scrum

Wednesday, April 15th, 2009

Banana Phone?Fishing Cactus is proud to announce that we are using Banana Scrum web management tool to track the progress of our projects using Scrum methodology of course. We are currently evaluating the tool with two internal projects.

And it’s free.

Banana Scrum tool includes the following features:

• project backlog with tagging and intuitive sorting through drag and drop, which allows you to put there items that need to be done in the project

• sprint planning that allows you to assign items with tasks to the sprint

• sprint backlog where you can add tasks,expected time of doing it and sign them to team members

• impediment list where you can place encountered difficulties during the sprint and add it’s description

• file uploading for each item to be done in the sprint

• tags managing which allows you to add new tags and mark your tasks

• CSV export that will export your backlog items to CSV file

• burndown chart that shows you on a diagram if your sprint is feeling fine

• admin panel with users managing and project managing options

• different roles including Product Owner, Scrum Master and Team Member

• intuitive, easy to use user interface

• separate accounts with multiple projects and users

If you want to know more about Banana Scrum you can go here or watch a small presentation video here.

You wonder why this tool has such a silly name? Remember the Agile Manifesto? “Individuals and interactions over processes and tools”. This is just a tool, nice and useful but just a tool. They don’t want to get too pompous about it.

Movie of the day

Saturday, March 7th, 2009

World builder movie by Bruce Branit

I saw this morning this video (a short film). The title is self explanatory: World Builder.

It is simply full of creativity and very scary too. This video will echo for any level designer out there.

Don’t want to comment too much so you enjoy the movie as much as I did.

A new designer in the team

Wednesday, December 31st, 2008

We have a new designer in the team, and hell yeah she’s talented! She’s overlooking the creation process of the levels of Equilibrio and bark to motivate her fellow colleagues like any good project manager no? And uh, I’m talking about the dog by the way.

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Yeah this is also how we work at Fishing Cactus.

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And yeah, I nearly forgot about that, Happy New Year to everybody!

Equilibrio Dev Diary #3: Pay the price!

Tuesday, November 25th, 2008

This is the third Equilibrio Dev Diary posted on Fingergaming.

You can read our previous entries at the following links: Entry 1 and Entry 2.Today I’m going to talk about a slippery subject: defining the price of a game on the App Store.

As independent game developers and when you start the development of a new game, one day or another you’ll have to face the following question: what will be the price of this game? What will be our strategy to make a good game as well as a financial success? What?! This industry is not just fun and joy? Uh… in which world are you living? Developers are not only making games for the sake of humans’ entertainment, it is also a business and people are living of it.

For indies, careful thinking about the price, costs, Apple cut (30% of the price), marketing budget amongst other expenses is not really an option.

So defining the price is not an easy task especially if the price varies a lot like on the App Store where you have really good games at 0,99$ and some less good games at 7,99$… It is then difficult to define a price that will make your game stand out. You have to correctly analyze what other games propose and find a way to interest the gamers in buying your game.

There are different marketing strategies. Some “bigger” games have the following commercial principle: start with a very “high” price point which they lower every month or so thanks to the App Store’s flexible system. Other games remain at a high price point. Some other games offer different versions of their game with more or less content depending on the price (lite, normal or premium versions).

For Equilibrio, we are thinking about launching the game with a low price point (less than 5$). We also want to explore the option of additional content packs which can be purchased and downloaded with new bonuses and levels. We plan on making content packs available for less than 2$.

We think that this way the game stays accessible for a wide range of gamers and their budget while those who enjoyed the experience can invest more money if they want to.

Don’t hesitate to post comments if you want to share some ideas and comments about the price and trends in general on the App Store or for Equilbirio. I think it would be very helpful for Fishing Cactus and the whole iPhone developers’ community.

Blobbies Wars XNA Dream Built Play contest

Saturday, November 1st, 2008

We submitted a version of Blobbies Wars in mid September for the XNA Dream Built Play contest hoping for a publishing contract with Microsoft. The contest has now ended, winners were announced and sadly we aren’t in the finalists.

Honestly the quality of the game was already pretty much there but there wasn’t enough polishing and content on the gameplay side to compete with other talented game creators. In fact there was only a two player game mode while other games had tons of modes, even multiplayer ones. The 1st game has even a level builder included! Difficult to stand against that…

In the end, I don’t feel so sad because we lost. I’m even more convinced that we can achieve something better next time, we just hadn’t enough time to invest on the project. Anyway this was a great opportunity to make an important step on the game.

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