Showing posts with label kajaani uas. Show all posts
Showing posts with label kajaani uas. Show all posts

April 26, 2013

Kajaani Pelaa!

Coming to the most awesome bookstores soon!

This week's blog post has a little less to do with Interplanetary, but it's great news nonetheless! 

”Art Unknown: Raw Diamonds from the Frozen Wastelands” is finally released. Created by Marita Paldanius, Marko Keronen and Aki Savolainen with support from Kavio Cluster, the book contains game art of the young and talented game developers of Kainuu region. (That includes us, yay!)

From our part in “Art Unknown” you can find art from some of our earlier projects, such as Spiritual and Ouroboring Life, as well as some the earlier concept art from the upcoming Interplanetary. (There’s plenty of more to come as well.) Though Interplanetary has developed dramatically both as a concept and in practice since the material for the book was gathered, Jukka Kivijärvi's illustrations have stood the test of time very well. There are even a couple of never before released concept images from our adorable mobile game concept Hedge Hop,  by Tarita Tammela. 

The release and the press conference with the books authors took place last Wednesday, April 24th, at the Kajaani Pelaa!- event in Kajaani. The event also included presentations of some of the games created by the Kainuu developers, BeaverKarts tournament (which was a lot of fun, thanks Rust0) and the screening of short movie The North, which is to be shown at the upcoming Cannes Festival. 


By the way, there will be some fresh graphics from Interplanetary tomorrow at the Screenshot Saturday. Don't miss it.

July 3, 2012

Maybe we'll stick to indie marketing for now.


So, we made an expedition into the swamp of online advertising the other day. Boring statistics reveal that a) paying for online ads isn't all that effective for a small WP7 developer, or b) we are doing something very wrong. Maybe both, back to the lab!

This week we have been dabbling with SQL and PHP again, programming an online highscore funtionality for another Kajak team. This has been a great opportunity (read: pretext) to rewrite some messy code from earlier, making it easier for us to apply online highscore functionality in our future games as well.

Speaking of which, if things go all right, we will publish a fun little game for WP7 soon! Beyond all the fun the game is also an experiment to see how we can affect the downloads of another WP game by releasing a promotional minigame. We will go into more detail about it in a later post.

June 11, 2012

Busy busy business


Whoa! Several weeks went by just like that. We are sorry to have missed some blog posts between this and the last one. These weeks have been quite eventful, so lets take a look at some past events:

Riku Leinonen has joined our crew for the next few months, as it turns out our 3:1 ratio of programmers and artists needs even more imbalance. Welcome!

Break MORE Aliens! has been published, and we even stayed on schedule. A future blog post will go into more detail about the publishing process, advertising, reviews ans all that jazz, but right now you can:

Check out the game itself! (If you have a Windows Phone)
Take a look at the official trailer!
And read through this awesome review by wpcentral.com!

We were lucky enough to teach game programming basics last week at Kajaani UAS, very rewarding experience. To all our students, thanks for attending, and keep making games on your own time! To all those who took entrance exams during the week, see you in September! ;D

Along these we have been, and still are, working on some very interesting subcontracting projects.

Next week we will finally begin our grand summer project, stay tuned! TJR out.

May 3, 2012

Tests were conducted on aliens

This week's, or should I say last week's, blog post is a little late since we've had all sorts of crazy stuff going on, sorry 'bout that. We should be moving to new premises soon, and we just got our new website published a while ago. If you haven't seen it yet, please take a look and let us know how you like it!

To this week's topic then: We were lucky enough to get some Kajak students to help with testing Break MORE Aliens! last week, and the results were very interesting. Thanks to everyone who participated!

We thought this would be an excellent chance to take a closer look at BMA! through some of those comments and suggestions we received. We will explain some original game design decisions as well as why we are willing to tweak some parts of the game based on the comments.



"The balls bouncing is too slow and the player have too much time to do nothing."
"The scrolling texts are disturbing, because I don't know where I should concentrate."


We're not certain whose idea the scrolling texts were originally, but one of the reasons we have kept them there is that reading them is precisely the kind of thing player can do when the ball is taking it's time bouncing around, which would be pretty hard to mend without breaking the core gameplay too much. We were happy to also receive positive comments about the quotes, which has been the general feedback in the WP7 Marketplace as well. Few of the quotes actually contain information that is more important to player, and we've made those bright red to help them stand out more. However, we decided to remove all other colors from the quotes and also make the default color a bit dimmer as well. Thank you for pointing those out!


"There are quite a few powerups, which is a good thing on the other hand, but that's why you should make them more regocnizable. Which affect the paddle, which affect the ball, which are 'general' powerups"
"Powerups are very unclear. The laserblasters look like a beer bottle, and the others are pretty random expect the resize icon."


This is something we have been somewhat worried about as well, but there's only so much you can do with the limited amount of pixels. The original game had higher resolution powerup symbols, but they were against the overall visual style, and more importantly, appeared so small on the screen that it was still very hard to make out what they were supposed to represent. We also received several comments about there being too much powerups on the screen at the same time, so we reduced the amount a little.


"The player can't tell from the hearts that they're the extra balls and that player's board shows the health (?). This is a good solution otherwise, but you should put balls in stead of the hearts, if I understood correctly."
"The health hearts are also unclear as to what they refer to. Do they mean how many extra balls I have left or do they mean how many hits I can take from the aliens?"


 Actually this might be something where we have probably made a mistake with the game design by making it overly complicated while trying to actually keep it simple. There are three ways those hearts can be lost during a game: Whan a ball is lost (so they are kind of like extra balls), when aliens reach the bottom of the screen, and when player takes damage. We felt it was the simplest solution to combine these, and then added the most obvious symbol we could think of from the world of videogames, the heart. By the way, the condition of the city in the background also reflects the amount of hearts the player has left, did anyone notice that?

"The cannons on the side of the board don't feel like a very powerful powerup, their rate of fire is so low."

All you need to know about the laser cannons is that they're stackable, and you should aim to stack five of them. ;)

"Why the nuke is exploding in the city!?! Shouldn't the player protect it ? Also, the nuke flashes the screen witch makes the game uncontrollable for a second and this is issue when you should see the ball and the bat."
"I think it [the nuke] should be THE powerup, one that leaves positive feeling to the player without any negative effects."


Nuke is meant to be a double-edged sword that player should avoid in some situations. In the original game Nuke did two damage to player, but we decided to nerf it down to one. The bright flash is also a part of this "double-edger sword philosophy." Although it may be a little weird in the otherwise light setting of the game, the Nuke is one of the elements that also has a deeper meaning, and we also wanted to make a little room for tactical thinking in the seemingly simple gameplay. Whis is why there are other powerups with seemingly negative effects, such as the one that shrinks the brick.

"The pixel art/retro look is really nice and works well with the music."

Thank you! We saw similar comments a lot, and we're very happy for that fact. Retro always has it's place, and we were very lucky to find such fitting music when we worked on the original game. Again, the musician is Multifaros, you should definitely check out other stuff he's done as well!

If you feel like discussing more, please do, and thank you for hearing us!

September 23, 2011

SDL Artillery, the game available now


For some weird reason our first video featuring the artillery game we made with SDL for Advanced Networking classes during our second year in Kajaani UAS, SDL Artillery for short, is still the most popular video on our YouTube channel. By far.

So due to popular demand (one guy asked for it in the comments, thanks vkvanja), here's the game for all windows users to enjoy:
http://goo.gl/KN4AI

We still won't be realeasing the source, not because we're mean, but because we want to protect you from it. It's HORRENDOUS.

Also thanks to Antti for going through the trouble of making the game work in VS 2010 and Win 7 just so we could release this.