a postmortem of inago rage ichiro lambe dejobaan games

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A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games www.dejobaan.com

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Page 1: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

A Postmortem of Inago Rage

Ichiro LambeDejobaan Games

www.dejobaan.com

Page 2: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Summary Ichiro Lambe, Dejobaan Games Topic du Jour: Inago Rage

Postmortem 3 best decisions we made during dev. 3 worst decisions we made during

dev.

Page 3: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Background Information WPI, Class of 1998 Enjoyed playing games... Enjoyed creating games... A career in game development:

Perfect!

Page 4: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Dejobaan Games Founded in 1999 9 Titles

7 PDA Titles 3 PC Titles (There’s some overlap.)

Most recently: Inago Rage Larger, more immersive than our

previous PDA games.

Page 5: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Inago Rage Began in 2002 First-person shooter for Windows Players create the levels in which

they fight. Released about 3 months ago.

Page 6: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Good Decision #1: Differentiation We differentiated the game from

others in the genre. Pac Man clone won’t sell.

First-Person Shooters = tough market. Noticed: building is popular but

inaccessible to casual gamers. Differentiated by allowing all players to

build.

Page 7: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Good Decision #2: Middleware We used middleware right for the

scope of our project. ...and we used it wherever possible.

Conitec A6 Gamestudio for 3D Saved us development/debugging

time. Improved over time.

Page 8: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Good Decision #3: Reusable Framework We created a code base that was

re-usable in future projects. Have been doing this for PDA games

too. Example: Last Man on Mars Benefits

Less work in the future. Concepts not in first title can be in

subsequent ones.

Page 9: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

What We Learned Differentiate your game. Use middleware appropriately. Create re-usable code. Lesser advice:

Back up regularly. Get plenty of rest. Hydrate. Go dancing occasionally.

Page 10: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Mistake #1 – Poor Design Architects design buildings before

building them. Prototypes Blueprints

We failed to do this. We started off right, with “Killgame”

prototype...

Page 11: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Mistake #1 – Poor Design The prototype “evolved” into the

actual game. Code, art assets added piecemeal.

Failed to separate design and implementation. Design decisions clouded by technical

considerations. Had to re-create systems.

Page 12: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Narrative/Walkthrough

Outline:1. Player launches Inago.2. Title screen appears.3. Pre-game slideshow.4. Player begins game.5. First-person view – we see platforms,

gems.6. Timer countdown.7. (Etc.)

Page 13: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Mistake #2 – Marketing Woes We switched from PDA to PC games.

Lost an audience receptive to our games.

Lost journalists receptive to our news. Four problems we ran into:

1. Had to develop new code. 2. No existing fanbase on PC. 3. No press contacts for PC market. 4. Greater competition.

Page 14: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Mistake #3 – Playtest? Us? We failed to do external playtesting

consistently. Internally, we played the game one way. New players played it differently! Our way was more fun.

We therefore had to backtrack and re-implement. And Inago Rage suffers for it to this day.

Page 15: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Postmortem Summary Do:

Create gameplay that differentiates your game from others.

Use middleware where appropriate. Create reusable code.

Page 16: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Postmortem Summary Don’t:

Start development in earnest without a design plan.

Underestimate the effects of millions of people who have no reason to listen to you.

Assume everyone will play your game the way you do.

Page 17: A Postmortem of Inago Rage Ichiro Lambe Dejobaan Games

Project Summary Released November 11, 2004

Demo released January 30, 2005 2 years from official start to completion. Budget: $11,000 18 people involved in one way or

another. 2 Artists 2 Voiceover actors 1 Dan Playtesters, models, and me.