James Silva Lead Dishwasher, Ska Studios Intro Stylistic Action - - PowerPoint PPT Presentation

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James Silva Lead Dishwasher, Ska Studios Intro Stylistic Action - - PowerPoint PPT Presentation

DIY XBLA FTW The Dishwasher: Vampire Smile Postmortem James Silva Lead Dishwasher, Ska Studios Intro Stylistic Action Platformer Sequel to The Dishwasher: Dead Samurai XNA on XBLA 1 person dev team Background Dead Samurai


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SLIDE 1

DIY XBLA FTW

The Dishwasher: Vampire Smile Postmortem

James Silva Lead Dishwasher, Ska Studios

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SLIDE 2
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SLIDE 3

Intro

  • Stylistic Action Platformer
  • Sequel to The Dishwasher:

Dead Samurai

  • XNA on XBLA
  • 1 person dev team
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SLIDE 4

Background

  • Dead Samurai was 2007 Dream

Build Play winner

  • Only hobbyist game dev

experience prior

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SLIDE 5

The Road to a Publishing Deal

  • Dead Samurai did well enough
  • Fans wanted a sequel
  • Microsoft wanted a sequel
  • I wanted a sequel
  • I pitched the sequel
  • BLAM!
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SLIDE 6

Design Goals

  • More substantial production

quality

  • 60 FPS + visual insanity
  • Scripted storytelling in

gameplay

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SLIDE 7
  • Scripted storytelling in gameplay
  • Pacing, atmosphere
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SLIDE 8
  • Heavy use of blood,

smoke, fire trails

  • Pseudo physics:

bouncing spark particles and gibs, wavy hair

  • Dozens of contextual

executions meant to push, not disrupt the flow

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SLIDE 9

Themes

  • Hospitals
  • Suicide
  • Wire fu
  • The Count of Monte

Cristo meets Machine Girl

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SLIDE 10

Dead Samurai Revisited

  • New/improved engine, revamped

revisited characters

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SLIDE 11

Dead Samurai Lessons

  • Dead Samurai mishaps:
  • Fixed sprite size = blurry bosses
  • Map sprites had no scale/rotate
  • Map sprite sheet metadata maintained

by hand in a text file

  • No character animation tweening
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SLIDE 12

Tools

  • Improved from Dishwasher,

ugly as sin, quite functional

  • CharEdit
  • MapEdit
  • …many more! (world map,

guitar minigames, cutscenes)

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SLIDE 13
  • CharEdit: 2D, scriptable, now with

tweening!

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SLIDE 14

CharEdit Hierarchy

  • Part: arm, leg, head, sword, etc.
  • Frame: collection of parts
  • Keyframe: references Frame, has Script
  • Animation: sequence of Keyframes
  • Model: collection of Animations and

Frames

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SLIDE 15

CharEdit: Scripting Combos

  • Keyframe Script
  • Up to 4 lines, either:
  • Command
  • Command integerParameter
  • Command stringParameter
  • E.g.:
  • setatkgoto [keyframe]
  • setanim [animationName]
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SLIDE 16

Scripting Combos: BASIC-like!

1 – 4 slash! 5 – 10 slash followthrough setatkgoto 12 setstronggoto 50 11 setanim idle (end) 12 – 15 backslash! 16 – 21 backslash followthrough setatkgoto 23

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SLIDE 17
  • “Triggers” are basically emitters
  • Fire an event when frame containing trigger is

reached

  • Sword slashes, sparks, blood, gore, bullets…
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SLIDE 18
  • MapEdit: Metroidvania-style nodes
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SLIDE 19
  • GUI for defining sprite sheets
  • Sprites can have special behavior flags, like

rotating (fans), pulsing (lights), swaying, etc.

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SLIDE 20
  • Rudimentary scripting for kill rooms (and
  • ther stuff)
  • Set map “theme” (hazy? Dank? Musty?)
  • Set/delete collision tiles
  • Create & watch trap triggers
  • Create, maintain “buckets”
  • Set/check flags
  • Scope levels: local, global, and uber
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SLIDE 21
  • Arrange map segments Metroidvania-style!
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SLIDE 22

MapEdit + CharEdit = Game

  • Maps: exploration, treasures, kill rooms,

boss rooms

  • Monsters: wide challenge scale
  • 1 hit grab kill bots: stress relief!
  • Button mashable baddies: good intro!
  • Block/warp/counter baddies require attention
  • Minibosses/bosses shrug hit animation
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SLIDE 23
  • Monster types: “Pods,” “Swats,” “Blades,”

minibosses and bosses

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SLIDE 24

Xbox LIVE networking

  • Uses XNA framework…
  • Great for LIVE integration (friends, invites,

etc.)

  • Easy to implement, send/receive data
  • …but I am bad at it
  • >50% of debugging was for multiplayer

issues

  • Lots of crazy corner cases
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SLIDE 25

Challenge: Stereoscopic 3D!

  • Inherent problem: game doesn’t render

things in 3D space, just classic 2D parallax

  • Works but not for depth changes
  • Mistake: drew everything in front of

screen, should’ve drawn behind

  • Interesting repercussion: began to see all

real life depths incorrectly

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SLIDE 26

Dev Tools

  • XNA/e4a 3.0 in Visual Studio 2008
  • C# FTW, 60k lines of code
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SLIDE 27

Dev Studio

  • 1 Alienware

M17x and nothing else

  • Almost Project

Zomboided us when the HD failed

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SLIDE 28

Art Department

  • Paintshop Pro (terrible)
  • Wacom Bamboo (amazing)
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SLIDE 29

Epic Music Studio

  • Garageband
  • Fender Strat
  • 49-key controller
  • Some bass
  • iMac that I hate
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SLIDE 30

Epic Audio

  • 15 tracks
  • 6 rhythm minigame

tracks (but no violin!)

  • 1 creepy chiptune

from Audio Aggregate

  • Mary Morgan voices Yuki
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SLIDE 31

Final Product

  • Two solo campaigns, 1 coop campaign
  • 50 arcade levels
  • 12,000 frames of animation
  • Xbox LIVE multiplayer
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SLIDE 32

Next up: Adventures in Marketing

  • Dishwasher 1 had stupidly

awesome marketing from XBLA

  • Dishwasher 2 would not
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SLIDE 33

Adventures in Marketing

  • XBLA to me: go nuts
  • Doubled company size
  • Breakdown became 50%

development, 50% marketing

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SLIDE 34

Tom Morello

  • Halo: Reach

screens had just been leaked by a MLG user named Tom Morello

  • Leak satire!
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SLIDE 35

FERVOR 朗らか shine!

  • Sent dish soap to major
  • utlets announcing Japanese

liquid soap sponsorship

  • Included leaflet linking to

fervorshine.com

  • Countdown to announce

trailer

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SLIDE 36
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SLIDE 37

PAX’s! (three of them)

  • Cheaper (but not

cheap!), maybe indie-friendly

  • Gamer-oriented
  • Strategy: merch,

schwag, kiosks

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SLIDE 38

PAX East 2010

  • Z0MB1ES unexpected success

pushed justifying cost

  • 20x10 at PAX East in Boston
  • Special PAX-tailored demo
  • Wall of Greatness
  • Best media pickup of all PAX’s?
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SLIDE 39

PAX Prime 2010

  • Shipping is a

nightmare

  • Blood pack schwag is

disgusting

  • Syringe pens are a hit
  • Demoed first story

level

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SLIDE 40

PAX East 2011

  • Weeks before launch:

pressure!

  • Stuck in literal alley behind

some headphone people

  • Demoed full game
  • Victim of a growing pond?
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SLIDE 41

OXM UK

  • Awesome: one page print mag writeup
  • N’awesome: fried dev kit
  • Something about universal power adapters

and voltage

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SLIDE 42

Plushie Bribery

  • Big launch push
  • 48 hour sewing

marathon

  • Sent 11 Dishwasher

plushies out to big review sites

  • Michelle is amazing
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SLIDE 43

Publishing and launch

  • Self-funded, total design

freedom

  • Slot 2 on dashboard at

launch for two weeks

  • Promoted in Xbox

newsletter

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SLIDE 44

Postmortem: What went right

  • Overall quality explosion
  • Better tools
  • Better XBLA XNA integration
  • Indie marketing blitz
  • Awesome launch
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SLIDE 45

Overall Quality Explosion

  • First game made

entirely as a full time indie dev: so much to prove!

  • Screen-filling gore

accentuates intense action

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SLIDE 46

Better Tools

  • Faster creation of maps

and character content

  • Prolific animating!

12,000+ frames over nearly 40 models

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SLIDE 47

Better XBLA XNA integration

  • Dead Samurai was an e4a guinea pig
  • Vampire Smile is an e4a elite guinea pig
  • Fewer e4a-caused hitches, better

preparation on the part of Microsoft on recognizing and getting said hitches waived

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SLIDE 48

Indie Marketing Blitz

  • More fun than making the

game? Nearly.

  • Gained a ton of pickup
  • Bittersweet: At PAX and on

forums, general sentiment is “why am I only just now hearing about this?”

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SLIDE 49

Awesome Launch

  • Scary: initially 7 slot on

Spotlight

  • XBLA rescued: moved to 2

slot, stayed there for two weeks

  • #2 top XBLA for two weeks
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SLIDE 50

Postmortem: What went wrong

  • The uncanny valley of charm
  • Variety took a backseat to

polish

  • Platformer Child Angst

Syndrome

  • Crushing: Cert failure
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SLIDE 51

The Uncanny Valley of Charm

  • Dead Samurai had that rough “student

game” charm

  • Vampire Smile is more polished, but not

industry vet indie studio polished

  • Sympathy versus expectations?
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SLIDE 52

Variety Took a Backseat to Polish

  • Major emphasis on creating and

polishing super fast-paced combat experience

  • … but not much else to do
  • Two main characters + 9 primary

weapons = too much one size fits all combat

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SLIDE 53

Platformer Child Angst Syndrome

  • Growing up with Ninja Gaiden and

Castlevania inspired irrational hatred of evil platforming

  • Warp mechanic kills platforming challenge
  • Overcompensation?
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SLIDE 54

Crushing: Cert failure

  • 3 XNA-related: can’t run off MU,

can’t detect corrupt save file, can’t show storage selector with only 1 device connected

  • 1 my fault: rich presence not

correctly updated for client in multiplayer game

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SLIDE 55

Conclusion

  • 2 years dev time, on and
  • ff
  • 1 dev, 1 marketing

coordinator

  • 120k+ units
  • 81 on Metacritic!
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SLIDE 56

Post Launch

  • Merch
  • Fan love
  • Soundtracks
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SLIDE 57

Neither Here Nor There: Merch

  • Punk Rocker’s dream?
  • Not practical, but that’s
  • kay:
  • It is amazing that

people want to wear shirts with my game on them

(That’s actually me)

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SLIDE 58

Fan Art: The Art Unicorner

  • ska-studios.com

gallery

  • Facebook gallery
  • Great way to connect
  • Flattering, humbling,

hugely motivating

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SLIDE 59

Fan Art: The Art Unicorner

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SLIDE 60

Fan Art… wait, what?

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SLIDE 61

Bandcamp Soundtrack

  • Powered by tips
  • Mostly free downloads,

some stupidly generous tips

  • Added more soundtracks

(ZP2KX, Z0MB1ES, Time Viking) as requested

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SLIDE 62

Ska Studios: Where Are We Now?

  • 8 years of obscurity
  • 4 years of awesome
  • More years of awesome

to come?

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SLIDE 63

Uber Timeline

  • First “game” was

Zombie Smashers X (PC, 2000)

  • Survival Crisis Z (2004)

has a weird cult following

  • ZP2K9 was first

10,000+ selling game

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SLIDE 64

Career Trajectory/Postmortem? ;)

50000 100000 150000 200000 250000 300000 350000 400000 450000

ZSX SCZ ZP2K9 The Dishwasher Z0MB1ES!!1 ZP2KX Vampire Smile Z0MB1ES!!1 (Phone)

Units Sold

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SLIDE 65

Current Project: Charlie Murder

  • Return to roots?
  • Hope I learned something! But…
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SLIDE 66

The Future: Dishwasher 3?

  • Fans want a third
  • Microsoft wants a third
  • I want a third
  • …trilogy?
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SLIDE 67

Thanks for Listening!