A
Creepy Platform game like nothing you've ever seen!*
This game aims to offer a fresh, pick-up-and play platform shooter
experience with an unusual silouette art style that affects many areas
of the gameplay. What weird and scary things lurk in the shadows around
the haunted swamp?
Target Audience
Anyone who enjoys 2D platform games and cartoony graphics. Spooky swamp
is a reasonably low risk concept and draws on many proven formulas. Its
quirky graphic style and sense of humour should help it appeal to a
wider range of people!
The product is cartoony yet dark, with gothic trimmings and an art
neuvea slant. This broad style aims to attract teens otherwise into
alternative "spooky" movies and comics; Tim Burton, Jhonen Vasquez,
Roman Dirge etc.
Detail through simplicity - Will look great in
motion on the iphone's hi-res screen!
The Story - This Swamp Aint Big Enough For The Two Of Us.... Trying to get around a swamp infested with things
that keep
attacking you is hard. Lucky you have a shotgun, really! You've just
moved into a creepy house located at the heart of a picturesque but
unfortunately haunted, infested and generally unpleasant swamp. You
thought you'd do everyone a favour and "take out the trash", hopefully
impressing your girlfriend in the process. No mercy, those guys are
asking for it! Just look at their beady little eyes!
I'd like to keep on
screen text to a minimum. The flow of the levels, music and atmosphere
of the game should tell what there is of a story, leaving some things
up to the
imagination. One of my pet peeves in gaming is spoon-fed stories where
they aren't needed.
Rules
Explore the environments and defeat the enemies!
Kill all of the evil creatures in the map to progress, trying to rack
up combo and time bonuses.
Don't fall into the swamp! Try not to die! These rules seem a lot like
every other platform game, but spooky swamp has some tricks up it's
sleeve..
Click For Larger Version
Gameplay
Influences
Cave Story by Pixel
& Nicalis - 2004 - (PC, Mac, Wii) - Screenshot from: Indiegames.com
- Easily
one of the most inspiring indie projects I've played. Freeware and
dripping with its own cute style. Currently being commercially ported
to both the Wii and PSP.
Has an incredibly large, loyal fanbase. Proves there's a
market for retro gameplay if combined with a nice style, atmosphere and
playability. Cave story doesn't really do anything new, but it's pretty
much perfect, giving as much as you put into it back. It's casual
friendly with tonnes of save points but also a lot of depth and
replayability.
Turrican 2 by
Factor 5 - 1991 - (Amiga, Sega Megadrive, Super NES) - Screenshot from:
Hall Of Light
-
Run 'n' Gun exploration gameplay at its best. You could charge through
the game blasting away and get a lot of satisfaction, but there was a
deeper exploration element too. To do well on later levels it helped to
learn the earlier one's secrets, as you'd run out of lives otherwise!
Action games like this worked at the time but modern
sensibilities would consider it FAR too unforgiving. No save
points!
Obviously Spooky Swamp will be full of save points to
make it playable to everyone.
There have been at least 3 mobile phone (.jar) Turrican
games, none of them being all that great.
Look & Feel - Looks
a bit like...
The Nightmare Before Christmas
Warner / Time Burton et al.
Blade Warrior
Imageworks - Amiga - 1991
interesting looking game, shame it had
terribly gameplay.
Trap Door - Terry Brain &
Charlie Mills
I loved this series as a child, it probably
had an effect on my later work. :)
Invader Zim - Jhonen Vasquez/Nickleodeon
The series got cancelled unfortunately. Him
and Roman Dirge are the two most well known "spooky" comic creators..
Biig audience.
Also looks a bit like...
Creeping Me Out - Me - 2004 to present - Creepingmeout.com
My webcomic, i havent had time to update it in months though. :( In its
heyday was getting thousands of hits per update. I can potentially
leverage some of the readers to get interest in Spooky Swamp, but
that's really not the point. I'd intentionally distance SSwamp from
Creeping Me Out as I'd want it to stand on it's own merits.. That's not
to say it won't be mildly linked.. I do intend on updating CMO properly
again at some point, so cross promotion is my best bet for getting
noticed...
Characters and
Promotional Ideas
The player character in Spooky Swamp is intended to be quite ambiguous.
The audio-visual style of the game itself provides most of the
game's identity rather
than a mascot character. Saying that - you are Francis Kershaw, a
teenager who gets into all sorts of trouble with undead things, aliens,
talking jellies and girls.
A hidden agenda: The strong visual style of Spooky Swamp
is a hook.. The game shares characters and themes from Creeping Me Out.
By putting a short free game up on the Apple App Store I
can also get people to look at more of my work. If I had on site
advertising
I could probably make some money that way!
Technical
Considerations
Control Schemes The iPhone is a strange
beast in the field of portable gaming devices. With no physical buttons
you're left to either use the accelerometers or multi-touch controls.
For Spooky Swamp I'd use a pair of virtual controls in the corners,
though it could conceivably work with gestures too.
The screen would flip if you put it the other way up
too, (normal functionality for the phone)
"Virtual controllers" will be the default control scheme as at least
everyone knows what to expect with those.
Specs
The iPhone / iPod Touch
3.5-inch (diagonal) widescreen Multi-Touch display
480-by-320-pixel resolution at 163 ppi
8GB / 16GB / 32GB flash drive
Wi-Fi (802.11b/g) / Bluetooth 2.0 + EDR
Accelerometer / Proximity sensor / Ambient light sensor
GPS / 2Megapixel Camera *
The iphone is actually very
similar on a low level to Sega's Dreamcast console, using a faster
ARM CPU and PowerVR graphics chip, partly explaining Sega's interest in
the platform.
Currently the iphone doesn't support flash OR java, everything has to
be programmed in Objective C. There are a couple of easier basic-type
languages (Torque and Unity) with iphone export in beta but they're
quite expensive and need approval on a per-project basis. I couldn't do
that. Can't afford the cost of a language without knowing I'd be able
to use it well in advance, which I suspect I couldn't!
Market Considerations Recent articles show the Apple App Store is a very
intelligent way to market indie games. Not only is the annual
membership (necessary to submit titles for Apple's approval) miniscule
at $99,
people who've filled niches have made tidy sums with their games. Apple
pass 70% of the game's price (set by the submitter) back to the
developer. No server costs, instant advertising, and a community of
people looking for interesting new ideas to discuss. Touch Arcade is a good example of a
news site focussing on interesting ipod/iphone game news.
"Trism has made $250,000 for its developer,
Steve
Demeter, in just two months. A simple game, it looks to be as addictive
as Tetris*, and it hits the right spot for pricing: $5. [...]
Remember,
Trism
is the work of one man. If the game keeps selling at this rate for a
year, he will have made $1.5 million. Not bad for a lone coder." - Wired
Magazine
"The game, called Chopper, is available for download
on
Apple’s App Store, which launched in July. Chopper had 20,000
downloads, at US$7.99 (NZ$11.21), in the first month, says Frampton. At
the moment, there are about 500 downloads a day, he says.
“I’m shell-shocked,” he says.
Third-party developers selling applications on the App Store get 70% of
the sale price. That means Wellington-based Frampton is clearing nearly
$4,000 a day. [...]
Frampton’s artistic background definitely comes in handy for
developing
games, he says. “Without my art skills it would have been
difficult to
build a game like Chopper,” he says. - COMPUTERWORLD
- Neither of the games mentioned above are ground
breaking in any way, they just filled niches and made good use of the
hardware. Especially Trism, with its ability to drop the blocks down
according to gravity. Chopper doesn't really do anything clever like
that. There is not a run n gun
platform game on the iphone, (there are about a million driving
games!) and there's nothing that looks like SSwamp on any system
really, so even if it is destined to be a freebie, it's one that will
hopefully get me some attention, looking good in my portfolio!
Resources
A shopping list of the tools I'll need for this game: Myself - by
choosing such a simplistic style I wouldn't need any other artists. A Programmer.. Oh
dear, I really don't fancy my chances programming in Objective C. Prototyping:PGF by Sawblade
Software (osX) (already owned) Xcode (Free) ADC Membershop (Have it) iPhone Developer Status ($99) Garage Band - for
music I've been composing midi-like arrangments. (already owned) Photoshop - All the
graphics will be done in Photoshop (already owned.. Thankfully. Eek)
* Zombie Holiday Prologue - A
retrospective.
Spooky Swamp could be considered a companion to my Mac
game - Zombie Holiday: Prologue. It is an episodic, story
based platform game which has more in common with Castlevania and
Shadow Of The Beast than the run and gun gameplay in Spooky
Swamp. It's not very casual basically, requiring quite a lot of effort
to play.
I've recently found out that the engine's creator will
be paying me to include Zombie Holiday Prologue's working files with
the engine
itself. I'm absolutely stoked about this,
it's reassuring to see other people valuing a project which had
previously
been a labour of love. I learned so much from ZH:Prologue that I'm
looking forward to doing another game.
As an aside, Zombie Holiday's thread at the
engine's forums has had 102397 page views.
Differences and lessons
learnt from ZHP:
A completely different
graphical style -The coloured environments of
ZHP are lush but they're incredibly time consuming to produce. They're
also not the most portable assets given that they are just giant (10k+
pixel wide) PNGs! The SSwamp graphics are punchier and make a bigger
statement, but take about 1% of the time to create. Importantly, I
could actually finish a game using this style, wheras I'd have to get
help on board to make a game like Zombie Holiday. Simpler
Gameplay -
Swamp has to have frequent save points as well as
much less depth in weapons. Things like the "floatiness" present in ZHP
and many other platform games had to be toned down to be appropriate
for a handheld game and avoid player frustration. Kill-em-all
Gameplay -
ZHP's focus is exploring and unlocking new stuff. Spooky Swamp is
kicking butt. If you went around trying to kill everything in ZH you'd
be wasting a lot of health, time and effort.
The screenshots above show Zombie Holiday Prologue
running on osX. ZH's graphics would be way too fiddly a graphic style
for a handheld device. The Mac is an odd choice for a game of this sort
too. On one hand there's a captive audience as they're deprived of a
lot of good indie titles and very open to new stuff.. On the other hand
making similar games for Windows offers a much bigger base of people to
try it out. This is why I'm planning on making the next desktop ZH
chapter for both Mac and PC.. Which will be difficult, as there's no
version of the PGF engine for windows, so it'll be a complex porting
process. The plus side is I'll be able to implement new features in the
Windows version that aren't possible in PGF - A big problem with using
such a high level script/drag and drop engine.. Namely, two player
co-op.
Anyway, these screens are an important reference as
Spooky Swamp will have some adapted ZH assets for the purposes of my
prototype, and they have the same root style..
Prototyping
a
new
graphical
and
map
style
Below are test maps for the swamp, based on one of the
ZHP maps but completely redone with the new considerations.. For
example in ZHP much of the time your feet are below the "ground"
because ive painted rocks and background things in the foregroound
layer. This led to some confusion even with full colour, so monochrome
things had to be much more straightforward. (you need to stant on top
of the floor's upper pixels!)
This new
style presents
some new problems. How do I signify something that can be walked
through? How do i stop enemies from hiding inside bodies of blackness
and killing you?
I decided
to blanket
the walk-throughable areas with holes. It might not be realistic but it
looks nice. The grey is actually half opacity black, so any parallax
layers i put behind will still be visible.
GAMEPLAY
&
Interface
So that Spooky Swamp isn't like everything else I'll discuss features
I'm going to implement to make it fresh and innovative.
A Living Environment
One thing I thought would be exciting in a game like this is having the
environment come to life around you. This wouldn't be possible in a
normal sprite based game as it'd be way too obvious what was going to
start animating. (like in cheap old cartoons!)
I could go crazy adding loads of similar but different creature's
"start frames", making sure i have very similar background scenery
sprites. It'll be a lot of fun. I can imagine the player panicking when
a harmless section of level starts wriggling and bouncing at them!
Weapons
The primary weapon in spooky swamp is a scatter gun/shotgun type thing.
It has infinite ammo and has an intentionally wide area of effect to
counteract the slightly-difficult-to-judge-where-enemies-are graphics.
You'll be able to beef it up by collecting objects dropped by some of
the enemies. This will just give a wider spread and more bullets per
shot..
Similar to the "multiple" gun in Turrican. Or the Shotgun in The Chaos
Engine (bitmap brothers 1993, Amiga)
I'm Dying!
To reduce on screen clutter I'd use a trick I've only ever seen in
first person shooters.. Having the screen go red around the edges and
gradually take over the view. It looks nice, is instantly
understandable and is easier to keep track of than an energy bar in the
corner of the screen.
High Scores
One handy thing about the iphone's wifi and constant network connection
through the mobile network is the ability to send little snippets of
data to a server. An arcade game with somewhat randomly placed enemies
and twitchy gameplay is a perfect candidate for a database of online
high-scores, offering a lot of extra replayability!
Title Screen
It would be nice to have the misty wispy layer scrolling past in the
background of the title screen..
It's really nice not to have to worry about antialias. The high DPI of
the iphone screen means crisp pixel graphics look great without.
Menu items have to be big enough to easily tap to select.
Piling Them In
There needs to be a lot of creatures in each of the small levels, and
secret ways to cause more to spawn, allowing you to get bigger
multipliers and high-scores. I'd like there to be very little time just
sat around admiring the scenery, but still enough to set the scene and
have atmosphere.
Music & Sound
I'd probably be lazy and use music I've previously composed for Zombie
Holiday. Here are some online examples; Crypt Song /
Boss Music / Graveyard
/ Underwater
- it's not as if "real" developers don't recycle the same music, and
there's only one of me. I did these in Garageband using a cute
little Edirol midi keyboard.
Progression
I'd implement a map screen that gradually grows, starting from a single
swamp location in the middle. If I have time I'll draw a mockup. By
clearing the levels more areas will appear, then you'll be able to
choose which to go to next. They'll stay unlocked once they've been
seen even once allowing you to jump right into a level if you found it
fun or challenging.
Prototype & Demo
- see more here.
For a very early prototype of platform motion and basic collision
detection done in Processing: Click
here. It took me ages even with advice and an example file to base
it off.. So I decided I'd be better off using a) an engine that's
designed with platform games in mind.. and b) Something I'm familiar
with so I don't go crazy.
The result looks like this - the SSwamp prototyped in PGF. The
animation
is wonky, in the final version there would be parallax scrolling, and
the creatures are way too floaty at the moment. (eg they aren't
supposed to go flying away when you shoot them, oops) The ghosts are
supposed to be killable too. Basically buggy as hell at the moment, but
I'll carry on working on it once the brief is over, probably switching
to MultiMedia Fusion and doing it for Windows as a practice project.
Hopefully I've shown how Spooky Swamp will be an
exciting, viable game.
I'd want to play it anyway! You can grab the prototype and source from
its own section here.