Wednesday, December 16, 2009

Global leaderboards now in!

Not much of a blog, but global leaderboards are now in, thanks to Open Feint. It'll need some testing before I'm happy to send it off, but it's in! Woohoo!

That's 1 day turnaround time, folks. That's what I love about the iPhone...

Also, website is updated with video.

Holidaybegone - 1.01 imminent

So Flaboo is out and responses have been very good so far. For those of you who have bought it I send a huge 'Thankyou'. Please spread the word if you've enjoyed the game. If you're feeling particularly generous write a review or score the game in the App Store. It all helps. Indeed, it's vital for a tiny company such as mine to have good word-of-mouth in order to compete with the larger outfits.

Since the game was launched earlier than I expected I was planning on taking a break until January before doing any further work or PR for Flaboo!. You know, put my feet up and play those games I said I was going to play when I left Lionhead.

Things never work out that way, do they?

Several people have rightly pointed out that my lovely Flaboo! music isn't what they wanted to listen to while playing the game. Apparently some people want to play Norwegian black metal ("Nightspirit, nightspirit, Embrace my soooooooooooul!" intones Ihsahn) while bouncing a fat yellow chick into a bright puffy-cloud-filled sky. Others want to play the spoken works of Sylvia Plath and weigh up the relative merits of various white goods as facilitators of suicide while playing.

As a result, I just uploaded Flaboo! 1.01 to t he App Store. You now have the option to continue playing your lovely iPod music regardless of suitability to the game's mood. The update should be available in the next couple of weeks.

Now to rest... I mean, code the global high scoring. Hopefully I'll be done by Christmas.

Monday, December 14, 2009

Piracy? Already?

I'm doing very little work, marketing-wise, at the moment. Version 1.1 will be coming out in January with global high scoring. I'm waiting for that to be finished before doing too much PR. As such, I expect little initial interest in Flaboo! Word-of-mouth takes time and nobody knows a game exits until PR happens. Right?

Thus, I am - perhaps naively - stunned to find there are already countless crack sites out there with Flaboo! listed among their downloadable content. That's less than a week.

I have always assumed piracy was linked to price-point and that with Flaboo only being $1 I had little chance of being added to the list of cracked software.

As I say, naive.

If they can't afford a dollar then I can only imagine that the guys pirating it are genuinely needy: you know, destitute, smelly individuals with little chance or hope of a good life living in cardboard boxes while eking out a living selling matchsticks supplemented by their sales of iPhone games from the backs of lorries piled high with louse-infested sacks of games.

Hang-on... these are kids with iPhones.

Hmm.

Second, I'm surprised by the number of random people who now contact me thus:

tw@scumbag.com: Dude - your game looks sweet and I'd love to give it a 5 star review in the app-store. Can you give me a promo code?

These aren't reviewers - who are entirely welcome to a code - but regular kids who just fancy trying their luck. To avoid paying a dollar. One. Dollar.

All I need is a few reviews saying: 'Dis shud be free' and I'll have the set.

The wonderful thing about technology is that it is a social catalyst: society morphs with it, often becoming unrecognisable in a short span of time. Some of that change is bad. The internet's anonymity and cheap data transfer have made piracy more pervasive than ever before.

However, with each negative change that new technology brings there is a corresponding change for good. In this particular case the world's vocabulary has been increased by one wonderful word.

App-holes.

Sunday, December 13, 2009

Flaboo released

Flaboo! is now available here.

Overall, the release process was relatively easy, painless and surprisingly quick. It only took about 12 days in total. That's from 'Agh! I have sent the game off! I hope it works!' through 'What the hell is this form? What do they mean, "Please name the primary beneficiary?"' all the way to, 'Yay! My game is available for people to buy! Wow. Now I have to do the work in supporting it!'

Many thanks to the folks who have bought Flaboo! and also to those who have said kind things about the game. If you're feeling particularly generous, an iTunes rating would help build customer confidence and help the little yellow chick to fly even higher. Although he really should do more exercise, too.

Next: global leaderboards and Facebook integration!

P.S. Forgive the lack of wit or humour in this post. I'm jetlagged from a two-week behemoth theme park holiday in Disney World.

Friday, November 27, 2009

Music and Up, Up and Away!

I went through three musical revisions on this project. I feel a little like Goldilocks.

First effort (rough and unfinished) was this. Feedback was that it was a little too cold. See - porridge analogy? No? Never mind. Consider this a similie free zone. After spending over a day coming up with various ways of microwa... (no metaphors either) 'humanising' it a bit, I decided to try again with something completely different. Something delicate, moving, and... stringy?

As a result, my second effort was this. I composed the strings on - believe it or not - an alto glockenspiel. I think it's musically successful, but seriously depressing in a 'This Mortal Coil' way.

Also, as I really have no ability whatsoever with drums, I used a Tenori-On to come up with a glitch beat, but the result was... um... variable. No, that's too polite.

Dear God.

The drums.

They sounded great in my little studio/office, but if you play it on anything like an iPhone or iPod speaker...

...they
...drill
...into
...your
...head

...and
...cause
...nosebleeds.

As a result, I decided to go with this piece I composed a while ago. I think it fits and hopefully will neither aggravate nor detract from the playing experience. Mayhap it'll even enhance the mood for people playing on headphones.

To the App Store we go!

As of the 26th of November, 2009, Flaboo was sent off to the Apple App Store approval folks. Hopefully they'll be kind to this fat yellow chick and allow him to be released into the wild where he belongs.

Wish us both luck, and keep a look out for this little icon at an App Store near you.

Friday, November 20, 2009

Flaboo! Off to Apple Next Week!

I've learned a few things over the last month. They were odd lessons: the sort you pay for without knowing exactly what it was you wanted to learn, and then sit weeks later, honking out scales on an instrument the size of a walrus wondering if the strange, threatening man who claims to know how to play the tuba is actually a music teacher, or a brickie whose house you turned up to one day who thinks it's hilarious you pay him £20 a lesson when he wouldn't know Chopin from Rodan the spikey-nosed monster Godzilla once fought.

Here's a clue:


(The top one is Chopin)

Believe it or not, this wasn't a massive tangent. No, really. Oh, maybe it was. Anyway...

Lesson 1: Names are very important. In my head, 'Bounce' has been 'Bounce' for as long as I've been thinking of it. That's ages (a random value which expands or diminishes an amount corresponding to the distance to the nearest Microsoft employee).

Despite this, apparently, other people in the world have the gall-faced-bear-cheek to think their
game is more deserving of the moniker. In fact, I can't help but feel that - in light of the most recent baby boom (yes, of course having more kids than usual during the world's worst recession is the best of all possible plans - no really) there'll be a lot of cheques written to and from Bounce Smith, Bounce Jones, and all the other little Bounces out there once I reach my dotage. Or maybe there won't. Perhaps cheques will be treasured and meted out like golden tickets to a version of Willi Wonka's chocolate factory run by the same people who own Pound Land...

...ahem...

The bottom line is that there's already a 'Bounce'. And a 'Bounce On'. And 'Bounce Up'. And 'Mr Bounce'. And so on.

As a result, it seems that only coining a brand new, ludicrous, non-existent name will stop 2 billion people having got there before you. As a result, Bounce is now 'Flaboo!'

Look left and you will see the title screen in all its majesty. Look right to continue reading.

See. I wasn't joking. 'Flaboo!'

In this year's 'flu season, can I suggest you all start sneezing 'Flaboo!' whenever possible? Please? I can't afford marketing.

In renaming the game, I've embraced the silliness suggested by the title and made various changes.

1) The game now yells 'FLABOO!' at you when you start. Just in case you forgot how silly the name was when you read the icon on the app page.

2) I've given random pieces of sage advice (like 'use an air horn when kids cry in restaurants) that float about in the background. Obey them!

3) Coffee now plays a large part in the game. I know that's not strictly 'Flaboo' related, but I have started calling coffee 'a nice hot steaming cup of Flaboo!' just to get people talking. As I said, marketing is expensive.

Lesson 2: So, music is a funny thing. Not funny 'haha', more funny in an 'oh, why did you have to sit next to me on the tube, you strange, smelly, vaguely threatening man - and didn't you take me for tuba lessons for a year?' kind of way.

For months I've been using Boards of Canada's 'Music is Math' as a stand-in for my own music. I wanted to ensure that the game's mood was all set up before embarking on a musical spree and creating something potentially jarring with the game's rhythm.

My usual musical outings sound like this. It's a little sloooooooowwwwww for a game as bouncy (I mean 'flabooey') as mine. But since the game's finished I now have no excuse for not writing the music and getting it just right.

I wanted Flaboo! (gesundheit) to be 'all of a piece' with no part jarring, or seeming out of place. A one-man-show like mine is probably the easiest way to pursue this... or it would be if I could write happy music with a modicum of sincerity.

I'm not a miserable git, but I don't like my music too saccharine: unless it's so happy it comes around the other side of 'twee' and starts sounding sweeter than unicorn farts. Then I'm up for it. Like múm.

As a result, Flaboo! (Oi? You looking at my pint?) now has music that sounds... um... surreal. Anyone remember Marble Madness's weird FM-synth ambience? Imagine that with a slightly reluctant beat and you're half-way there. The other half is a wide open vista dotted with the carcasses of worn-out gods who have been ignored to death. And twinkly bell-ish bits.

As a result, this game about a little chick who desperately wishes to fly despite his excessive weight now has a very specific, unexpected character. It's already a slightly strange game and it just got a little stranger. Personally, I like it. I hope others will, too.

I'll update this post at some point soon, after I've done the final mix.

Lesson 3: People love repetition. And people hate repetition. As developer, I've now played the game over a thousand times. Personally, I got a little tired of playing the same bits over and over again, even though I loved the simple, rhythmic nature of the game.

In order not to bore myself into an awkward somnolent state, Flaboo! (who?) now randomises every aspect of the game once you get over a certain height. Didn't like that stack of single clouds on your last game? Well, this time you might be plunged into darkness, with only lightbulbs to stave off the shadows. Next time it'll be different.

In addition to the randomisation the game intelligently alters the pacing of the game so there is a constant rhythm of tension and release. Not enough games do this. They are either easy or hard, or random mixes of both. Who hasn't put down a game because of some stupid difficulty spike?

Flaboo! looks at your game-playing session as a waveform and adjusts the difficulty dynamically, flowing neatly from 'challenging' to 'comfortable' and back again as time goes on. As a result, you're never bored and you're never frustrated. I believe this is where the populace usually says: "Result!" I wouldn't know - I don't get to see them much.

Anyhow, once I've remixed the music, this game is going off to Apple for approval.

Please wish both me and the little chick good luck.

Friday, October 16, 2009

Release... pending

I can't believe it, but I'm almost done.
Bar saving out high scores, options to turn the sound off, pause screens and similar trivia, it's done.

Best of all, the game is really good. I'd buy it (although saying that reminds me of Buffalo Bill preparing for some naked mirror dancing in Silence of the Lambs - but maybe that's just me. Wait... I'm drifting...)

...and I've always thought you can tell how good a game is by how long the testing process takes.

Testing the game takes a long time. This is not because there's so much to debug (it's a modest little title, as it was supposed to be), but because I keep forgetting I'm supposed to be debugging it and find myself - half an hour later - staring at the Game Over screen wondering what it is I was supposed to be doing.

After the enormous massive-team, aeon-long timescale endeavours of the Fable series, this is a small, simple, addictive, fun little game. No feature-bloat. No agonising over key design decisions, story points, or cuts, and now it's pretty much done.

There has been something quite wonderful about the process of making Bounce, and the demands it has placed on me, personally, rather than some other unfortunate. Turnaround speed and feature implementation is frequently measured in minutes.

I make up to eight builds a day. That's not just eight compiles, but eight instances where I feel such a significant amount has changed that I need to individually name and backup the file to avoid significant (and heartbreaking) loss.

Here's an example. Up until yesterday, the beginning of the game was far too abrupt. From the start menu you tapped the screen and you were off! The time limit began ticking down immediately. It was jarring and stressful, nothing like the calm, rhythmic experience that the game was supposed to be.

As such I decided to add a countdown to the beginning, in cute Japanese racing-game fashion. I went downstairs to my sound recording PC, booted up Audacity and counted down into a microphone three times. I layered these over each other, then pitch-shifted the sample up an octave. I then split the file into the individual sounds and plonked them in dropbox, a remarkable little file-sharing and backup utility.

I returned upstairs to the dining table where I code (my wife, Kara, is appalled that our main living space has somehow become my office) and dragged the files from dropbox into the game project. Done.

I could see the outcome and efficacy of my design decision less than half an hour after I made it. I repeated this process about 6 times for the different sounds and found I had finished the entire game's sound effect set before lunch. Yes, alright, I did at one point have a balloon that sounded like a very specific brand of American flushing toilet, but I went back and changed it. In minutes. Not months.

Marvellous.

I must make mention here of the wonderful sfxr, without which the whole sound creation thing would have been much more painful. Anyone who ever worked on the C64 will find themselves crying a small tear of nostalgia.

So now I have a game sitting in front of me. It requires a few cosmetic tweaks, but it's pretty much done...

...or is it? Now I have to make a decision whether to release early and update, or alternatively to keep adding to the feature-set. I mean, I have a great idea for a way to use rare cheeses in the game. And don't get me started on how a hard-hat could really turn the whole bonus experience on its head.

Perhaps things haven't changed quite so much after all.