Thursday, May 17, 2012

Android gamers need love, too!

Did we mention Wall Street Titan is also coming to Android?

 Droid Gamers gave WST a nice little write up here:
http://www.droidgamers.com/index.php/game-news/android-game-news/3752


Wednesday, May 16, 2012

Incredibly useful app icon template

Anyone needing to create an app icon should immediately check out Michael Flarup's amazingly awesome template here: http://www.pixelresort.com/blog/app-icon-template/

It's got loads of great photoshop actions baked in, lots of textures and nice border types, highlights, etc., and has save actions to save out every iOS icon size you'll need all at once, saving a TON of time.

We used it to create ours and couldn't be happier with how it's turned out.

Some other great icons made with this template can be seen in this Flickr group: http://www.flickr.com/groups/1873804@N25/pool/

Let us know what you make with it!

Tuesday, May 8, 2012

2D / 3D Hybrid Approach Explained

Q: "What made you choose a combination of 2D and 3D...were performance/costs a consideration? If these constraints were not there, would you have gone for 3D all the way?"

A: Many people have asked about Wall Street Titan's mix of 2D sprite characters and 3D vehicles and objects.  It's an unusual approach, but it's worked extremely well, we just had to take care to make everything feel like it was part of the same world.

Wall Street Titan's people are 2D pixel sprites living in a 3D world


There are several factors that convinced us to go this route, but the three main reasons were style, performance, and development time.

1. Style - The game concept originally had you trudging through big city levels, decimating buildings and squashing people like ants.  Because the people were so small, and we wanted to have big crowds, we knew not only would 3D not be feasible with performance on mobile devices, but it was totally unnecessary as the people were so small on screen.  

Early prototype on an iPhone 3 - the white circle was your finger squash radius

Although our world's inhabitants were tiny, we wanted them all to have personality and style, so tightly controllable pixel art was a good solution, and would allow us to have a huge variation in people with minimal memory/performance overhead.  


Tiny people in a dangerous city

As the game's development progressed, we realized the city was too big, it was hard to get around, early testing showed the people were too small, and even though they were just 2D sprites, the huge crowds we had early on were just too hard on performance. (huge crowds not pictured)


2. Performance - This was really the key factor.  As development furthered, we found having good physics on the vehicles was already a big performance bottleneck, and our cool building destruction physics slowed everything down immensely, so we came up with a scripted solution, a bit more like the old arcade game Rampage.  If we tried to have animated 3D people here, even with pre-scripted animations for everything and no physics, there's no way it would have run on a mobile device.

In fact, we originally had full physics on the 2D people, blowing them up to hilarious effect, but even this was too much for something like the iPhone 3GS (our base performance target), so we settled for some seriously clever scripting that our Technical Director, Brian Hunsaker put together.  It looks convincing to me, though; as far as I'm concerned, it's magic.

It's good!

3. Development Time - With our camera now pulled in tighter, bigger characters, and fewer objects to fit on screen (saving processing time), relatively few people and vehicles makes it feel densely populated.  We could now process some 3D characters, but we'd have to sacrifice population density, which we feel would negatively impact the game, and would unnecessarily tack on a bunch of development time.

We definitely want the game to end up as high quality as possible, but at the same time, as a bootstrapping business, we don't have the luxury of the time or budget to do everything we'd love to do with the game.  We don't have the pockets of Valve or Blizzard, that's for sure, lol.

That said, we've had really positive feedback about the characters.  They seem to be hitting a chord with the public, saying they've got the right balance of charm and style, while being faceless enough that you don't feel bad about the horrible things you're doing to them.

So go on, give 'em a high five and squash all you want.

- Eric Boosman

P.S. Thanks to Manu Goel for the question!

Thursday, May 3, 2012

We explain why Kickstarter isn't about the money

 http://www.gamasutra.com/blogs/EricBoosman/20120503/169761/3_Reasons_Kickstarter_is_not_actually_about_the_money.php

'Most people think Kickstarter is some kind of "get rich quick" or easy funding option, and that it's all about the money. Here's why money is the least important part of a Kickstarter campaign.'

Wednesday, May 2, 2012

Great indie marketing resource

 http://www.pixelprospector.com/the-big-list-of-indie-game-marketing/

This is about as comprehensive a list of indie marketing tips as you'll ever find.

Pixelprospector is full of great stuff, definitely check it out.

Tuesday, May 1, 2012

WST featured on hookshotinc.com

http://www.hookshotinc.com/wall-street-titan-can-kickstart-do-the-business-on-mobile/


Good article asking a good question.  Funding through Kickstarter is definitely a challenge for mobile.  Is it more of a challenge than for larger projects that promise higher value, but are bigger risks?

Saturday, April 28, 2012

15% funded in 24 hours!


 We're blown away, but we'll take it!



Check out our Kickstarter video if you haven't seen it!