Monthly Archives: August 2015

Making Menus, Maps, Minigames & More

We’re now up to more than 70 levels in Disposable Heroes, levels that vary in complexity, in terms of scenery and diabolic machinery; in terms of your enemies, how many of them there are, the powers and abilities that they have and in terms of the weapons, lotions and potions you have at your disposal to assist you in your quest to find and defeat the Lizard Wizard, find the king’s son, bring back his head and return the light to an accursed land.

Once I had a few levels in place, the ideas just came thick and fast; from deadly tipped arrows, to falling bricks, swinging cogs and wheels to all manner of bad guys and bosses including some guys who can kill you with their farts. There are things in there that can injure, splat and slay you in numerous gruesome ways which makes it unsafe to stay where you are for more than a second! And of course with our protagonists being utter idiots, working in tandem doesn’t always make the job easier.

So one particular challenge in making the game has been how to order it all, and here I explore how I went about that using a variety of menus, maps, minigames and more…

Menus

Organising the menus has been an interesting challenge as I have incorporated a whole bunch of Steam achievements in there too. That’s been something of a logistical and technical challenge; while defining the achievements themselves was pretty straightforward, incorporating them into the mechanics of the game and linking them with Steam was something I’ve not done too much of to date, so I’m sure we’ll find a few bugs in there every now and again. Certainly though it marks an exciting development in how I put games together, and I hope makes the whole adventure of Disposable Heroes even more of an immersive challenge!

So to do all of this, in addition to the main menu that offers 1P/2P, character selection, sound and music options, I introduced a subsequent marketplace scene into which our Heroes gallop on horseback, where you can choose various additional options including trading of your coins for a set of lotions and potions alongside the Steam achievements and other choices.

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Maps

With all of that going on it became clear fairly early on that I was going to have to make a way of organising it all, so I decided to make it a journey through the accursed land, not just a series of perilous challenge. This is where the scrolling map came in, and I am pleased with the result. It’s very much in keeping with the cartoon comedy of the game and, with our stick-man-and-woman Heroes and the evil bad guys along the way, it has plenty of character too. I’ve divided things up so there’s pretty much one section per 8-10 top-down view levels which offers you saving ‘marker points’ along your journey, from where you can resume your quest each time you play again.

Minigames

There are five minigames in Disposable Heroes designed to test reactions and hand-eye coordination; there’s a minecart chase, a trebuchet assault, a near-perpetual tumble down an almost-bottomless pit, a scene in which you must dodge falling masonry as the castle comes down around you and of course my own personal favorite – a trip via an enchanted portal to Planet Earth in the year 1995! Here’s a little bit about each of them.

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The Minecart

Although it now appears approximately half-way through the game, this was actually the first minigame to appear in the overall piece and indeed the one that led me to the notion of putting these ‘little extras’ in to add variety and to break up the succession of top-down view scenes, which runs the risk of becoming repetitive if it is without variation. In the minecart level you (and your colleague, if you are in 2-player mode) must use directional controls to speed up, slow down and dodge the evil, foul mouthed scum chasing you through the mine, avoiding obstacles on the tracks as you go. David’s mock-bluegrass track for this level adds to the overall craziness and still makes me chuckle every time.

SSS_Uh_Oh_Dodge_The_BricksEscape The Castle

The idea here as you make your way through the sections is that all is crashing down around you and you have to dodge the falling masonry and escape to the (relative) safety of the outdoors. You must use your powers of concentration and coordination to negotiate the stones and make your way to the courtyard.

Almost-Bottomless Pit

A few years back I made a game called Stumble Tumble. The premise of that game was that you are some hapless dude who is condemned to falling, perpetually. I guess I was trying to take a new angle (quite literally) on the scroller. So for Disposable Heroes I dusted off the concept and had our Heroes chased by the pursuing pack of ne’er-do-wells into a pit that threatens to reach to the very bowels of existence. There’s no alternative route, gravity is the only thing that will deliver you to the Lizard Wizard and to the ultimate confrontation. As you tumble you must avoid the detritus that rains down upon you, flung by the nasties who are after your blood.

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Trebuchet

The Trebuchet level came about when I was talking to a friend about the game and its medieval (albeit ‘wacky-medieval’) setting. I’d wanted to make a game that invoked our fascination with that era of history but also to poke fun at ‘the stuff of Arthurian legends’ like Monty Python did in The Holy Grail (but obviously not with quite the same degree of legendary comic genius..!). I wanted to send up the genre in an absurd manner. We got talking about medieval weaponry and all of the different things I could potentially include in the game. I already had an impressive arsenal at the Heroes’ disposal – club, swords, orbs, magic wand (and not forgetting of course the hugely non-authentic, non-medieval laser gun!) but then I realized that I was missing a trick… A trebuchet is a medieval siege weapon as impressive as it is flamboyant. Engineered to perfection as it is, as the very nature of the development of weapons technology has always led things to be before things become obsolete, with their counterweight and powerful reach, I loved the idea that the Heroes could have a scene in which they wheeled in the siege engine and used it to battle the nasties. So here you have it. Collect and load the rocks, aim and fire at your adversaries, avoid the hail of arrows and scimitars that come your way. Plus there’s some ‘top banter’ from the Red Leader to get you all fired up for battle…

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Back to the Future

This level is just a cross-dimensional extension of the general absurdity of the game. Having battled to save the local alchemist from the clutches of some evil witches, our Hero (or Heroes) drink a potion that transports them across time and space from wherever and whenever the accursed kingdom in which they live is, to Planet Earth in the year 1995. Once there they are confronted with a completely alien environment, and to return to their homeland they must cross the busy road to activate the return pad. Think of it as Horace Goes Skiing meets Enchanted. 

Well, that’s your menus, your maps, your minigames… but of course there’s loads more to explore in the game. In addition to hearing the story of how the light vanished from the land, there are many, many levels for you to navigate and many foes for you to vanquish, even before you encounter the Fat Baby boss, Bongo the Rather Silly Pirate and the Lizard Wizard.

Launch day is getting closer, it’s an exciting time for the Disposable Heroes..!

Ben

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Doing a Trailer  

by Evilized Games’ Ben Aprigliano

It’s a real milestone when you reach the point at which you’re ready to put together a trailer for your game. It feels like you’re rounding the bend towards the home straight and that it’s time to get your glad rags on, ready for the big show.

A trailer is obviously an essential part of marketing your game, we all know that. But I’m not a marketing expert and I don’t have a PR team so I’ve got to think carefully about how I get the message out there, how I introduce my game to the world.

As with all of the marketing, I try to build some catchy hooks, I try to repeat catchy, punchy key messages across various channels with the aim that people can get to know you and your product.

For me it’s your opportunity to get people juiced up, to give them a peek into the world that you have created and – with a game like this – to show them how much fun it will be to get stuck in.

I’ve aimed to hang the trailer around the overall persona that I wanted to convey for the game itself – using things like the tag line ‘Idiots vs Idiots’ and repeating the phrases I developed to illustrate the game like ‘madcap medieval caper’, phrases that I hope best convey the stick man cartoon concept and vibe in the cleanest, quickest and most accessible way possible.

With something like Disposable Heroes that is very much one such fast-paced, cartoon adventure, it’s about capturing that speed, that pace, that vibrancy, and above all the sheer wackiness of a game inspired by irreverent comedies that poke fun at the stereotypes of historical staples.

You’ve got to keep it short so you maybe have 90 – 120 seconds to capture and hold people’s attention. Any longer than that and it will most probably start to drag. Like with a press release you’ve got to be brutal with what you include and what you leave out; imagine you’re coming to this for the first time – which can be difficult; as it’s your own pet project you will be drawn to pack everything in. Pack stuff in for sure, but keep it pacy, with no more than two or three seconds of each gameplay scene before you move to the next.

That said, juxtaposition is also a valuable tool when it comes to trailers. You can build suspense by relentlessly pushing something mechanical and simple to start with, as if straining and flexing to push a heavy object off a cliff edge. Once you hit your pivot point however, that’s it, tension time is over – go hell for leather.

Music is crucial, and as it needs to link with what will invariably be a selection of gameplay it will need to reflect the pace. It’s really important to use the combination of visual and audio as a launch pad from which to deliver energy through synergy; to get pulses racing and to use the accompanying track to turbo-charge the action.

One thing I would say is to get someone to check text such as titles and splashes for errors and typos; someone who can come to it fresh and look at it from an objective perspective. I say ‘errors and typos’ cos typos are easy to make and miss with tired fingers late at night, but errors can be anything grammatical from the ‘your’ vs the ‘you’re’, for example (or even, in the case of Disposable Heroes the ‘yore’!) to things that you include because you know the whole piece inside out, but that may be confusing to someone watching for the first time who doesn’t know the background.

Overall, it absolutely has to capture and engross, you need to grab people and immerse them for that whole 120 seconds in the world you have created, leaving them with something they will remember so it forms a connection the next time they see something about your game. Hopefully I’ve gone some way towards achieving that with the Disposable Heroes trailer!

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Building a cartoon world 

by Evilized Games’ Ben Aprigliano

The unconventional stick-man style of Disposable Heroes has received a mixed reception in its early phases; during the greenlight stage on Steam I had people saying everything from ‘what an amazing and original art style’ (thanks, mom) to ‘this looks like a child has drawn it’.

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Obviously I prefer the more favorable comments over the disparaging ones, but it’s up to people to have their own viewpoint and many of us will know that you have to have a fairly thick skin as an indie game developer anyway.

The upshot is that enough people liked it to greenlight it and now here we are on the cusp of releasing it in Early Access on 1 October.

The thing is, the cartoon stick-man style is entirely intentional. I wanted it to be a rebuff to the seemingly endless numbers of medieval fantasy clones with their clichéd storylines, looks and feels. This game is bonkers, and it’s meant to be. If further proof be needed, check out the screenshots we’ve posted over the past few weeks.

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Terrifying stick twirling cave girls…

This, from some of the promo material, sets the scene… “In a faraway Utopia, a king and queen rule a sunny and prosperous land full of happy and devoted people. All that was missing from the royal couple’s live was a child to inherit their throne. One day an excited newsboy announced the royal birth, but as he did so the sky began to go dark – the baby prince was so hideously ugly that the sun had fled the kingdom, leaving the land shrouded in darkness.”

“Famine and disease stalked the land and it seemed the only way to lift the terrible curse was for the king to sacrifice his son. But as he made this most terrible of decisions the boy was spirited away to live the rest of his life in safety in the forest. The king sent his best men to track down the young prince and bring back his head, but none of them returned. The only potential warriors who remained formed a rag tag band of idiots; the utterly useless Disposable Heroes.”

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Avoid the evil scum chasing you in the mine cart level!

So you can see it’s all fairly ‘out there’ anyway, and my own quest while developing it has been to make it ‘as bonkers as possible’. I decided that this was the game’s style, no one else’s and that most of all, it was just perfect for the humor of the game, which I ascribe to influences such as Python to The Goons and even the Mighty Boosh. What else could propel the Heroes from a medieval fantasy land to Planet Earth in the year 1995, and back, in the space of one game..?!

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The entrance to the mine shaft

From the ridiculous Heroes themselves to the full range of absurd enemies and diabolic machinery there is to overcome across 70 levels of cartoon capering, I want people playing the game to have a huge amount of fun as they encounter the most bizarre characters and environment during an essentially very silly quest.

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Screenshot Saturday: the Story So Far…

Hello hello! Here, for your perusal and delectation is a round up of the images that we have posted for #ScreenshotSaturday on our Twitter and Facebook pages over the past few weeks.

With now over 70 levels, Disposable Heroes is taking shape nicely, with a ye olde worlde style mappe to guide your quest and a number of hugely fun minigames to challenge you along the way.

In the run up to Early Access launch on 1 October we will start to introduce you to some of the characters in the game – the good guys and the bad eggs – just some of whom you will catch a glimpse below..!

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Dreaming of Disposable Heroes

by Ben Aprigliano, Evilized Games

It’s strange how my mind works sometimes, I could see a horror movie or just dream something one night, and cogs begin to whirr, wheels begin to spin and I get all these crazy ideas and it doesn’t take long before I have the whole thing in front of me. I never put anything on paper or keep track of things, my mind is a land of perpetual chaos – and it’s in chaos where I long to spend my developing time.

I was looking on Steam one day for a new game that I would like to download and play, and all I could see were a host of fantasy games with wizards and knights, usually with a loot system and what – to my mind – was always a variation on the same cliché.

Don’t get me wrong – I love fantasy games, but I am very much ‘old school’, so I love games like Eye of the Beholder or Barbarian, but over the last few years so many people have released these ‘spend cash and buy gear’ fantasy games that instead I thought about making a fantasy game that was supposed to be a completely over-the-top melodrama, but instead with laser guns, outrageous motion-muddling spells and time traveling – and utterly loony characters.

Now that vision of an over-the-top cartoon melodrama is close to becoming a reality – Disposable Heroes will be in Steam Early Access from 1 October 2015. 

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The Disposable Heroes. Well, it takes all sorts…

The thing I wanted to do with this game was to draw in an almost childish style, meaning that it that it would intentionally look rather silly the whole time you play the game. The story had to be a little different to those told elsewhere, but I am a total sucker for fairy tales and for books like the Brothers Grimm, so a story with dark undertones about an accursed kingdom, a king and his son’s head wasn’t too difficult to think of.

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It was originally supposed to be a small game about a wandering village idiot and a lame horse, with only 20 rooms and a small selection of weapons. I got pretty excited about the gameplay and mechanics, but like most projects my bubble was burst somewhat by some negative responses on Greenlight. Still, among the many comments were enough positive ones to encourage me to push on with it, and as a result of those people who did want to support this game it has now become a rich world with full characters, a narrated story, mini-games including trebuchet assault and mine cart chase on top of the 70 main adventure levels, maps, marketplace, Steam achievements and more.

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A scrolling map guides you on your journey through the accursed kingdom

In a nutshell, this game was intended to send up the whole fantasy genre from the past decade through the deliberately crafted medium of childish art and silly voices. That’s what it’s meant to be. I hope people will get the joke and will enjoy the game, and I am very grateful to those people on forums like Greenlight whose words of support encouraged me to continue with developing Disposable Heroes. I’m really looking forward to showing the whole game when it hits Early Access on 1 October, in the meantime you can head on over to our promo page at disposableheroesgame.com to meet the Heroes and play through six sample levels. Enjoy!

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