Halloweeen (Ezone.com) - Behind the Scenes of Making a Game!

Discussion in 'Upcoming iOS Games' started by ezone, Sep 30, 2014.

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  1. ezone

    ezone Well-Known Member

    Mar 3, 2009
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    Game Developer @ Ezone.com
    Perth, Australia
    #1 ezone, Sep 30, 2014
    Last edited: Oct 10, 2014
    Hey guys and gals!

    We are doing a re-make of a platforming game we made way back in 1999. You might have played it back in the day on Ezone.com:

    [​IMG]

    http://ezone.com/games/halloween

    (only follow that link if you are one of the two people with a working version of the Macromedia/Adobe Shockwave plugin!)

    It has always been one of the most popular games on our site, so we thought we would have a go at making a new version in Unity so you'll be able to play it on iOS and our website. We've already made a start on the new assets which look something like this:

    [​IMG]

    Right now we are in the prototyping stage and we thought it might be interesting to share how a game evolves as it goes through the various stages of development. Over the next few days we'll be putting up playable Unity web builds that you can try out and give feedback on as the game progresses.

    Without further ado, here is the first prototype to test. Don't worry too much about the artwork (it's using assets from another game), this is purely to test whether a two button control scheme will work.

    http://ezone.com/beta/halloweeen/a1/

    [​IMG]

    (note: you'll need a computer browser with the Unity plugin)

    Use the ARROW KEYS to jump left and right. You can also double-jump. Let us know in the comments of this thread what you think of the controls.

    As you can imagine we are under the pump if we want this game approved by Apple before Halloween, so we will be cranking out the builds for you to try out.

    Also, if there is anything else you want to know about what goes into making an iOS game, let us know!

    ** UPDATE: Here are all the builds so far:

    http://ezone.com/beta/halloweeen/a1/
    http://ezone.com/beta/halloweeen/a2/
    http://ezone.com/beta/halloweeen/a3/
    http://ezone.com/beta/halloweeen/a4/
    http://ezone.com/beta/halloweeen/a5/
    http://ezone.com/beta/halloweeen/a6/
    http://ezone.com/beta/halloweeen/a7/
    http://ezone.com/beta/halloweeen/a8/
    http://ezone.com/beta/halloweeen/a9/
    http://ezone.com/beta/halloweeen/a10/
    http://ezone.com/beta/halloweeen/gm1/ <-- submitted to Apple!
     
  2. ezone

    ezone Well-Known Member

    Mar 3, 2009
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    Game Developer @ Ezone.com
    Perth, Australia
    #2 ezone, Sep 30, 2014
    Last edited: Sep 30, 2014
    Build 2 - Boo-Boo is back!

    Here's build 2 to try out (Unity plugin required):

    http://ezone.com/beta/halloweeen/a2/

    [​IMG]

    Changes:

    - New graphics:
    - "Boo-Boo" the ghost
    - Title
    - Candy
    - Easier controls: shouldn't get stuck on a block
    - You can die if you go too far to the left
    - Fullscreen web player

    Can anyone spot the in-air collider bug?
     
  3. ezone

    ezone Well-Known Member

    Mar 3, 2009
    614
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    Game Developer @ Ezone.com
    Perth, Australia
  4. ezone

    ezone Well-Known Member

    Mar 3, 2009
    614
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    Game Developer @ Ezone.com
    Perth, Australia
    Build 4 - New Art and Controls

    It's really starting to take shape in build 4:

    http://ezone.com/beta/halloweeen/a4/

    [​IMG]

    Hold down longer to jump higher.

    • Controls: the longer you hold, the higher you jump
    • New title art
    • New background art
    • New gate and street signs
    • New trees in foreground
    • Glowing candy!
    • Pumpkin baddies
    • Baddie bounce height based on vertical speed
    • Candy collect explosions
    • Bigger baddie explosions
    • New mansion goal
    • New "trick or treat" win sound
     
  5. marcorocco

    marcorocco Member

    Feb 11, 2014
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    Melbourne, Australia
    Looking great guys! Looking forward to seeing more!
     
  6. JCho133

    JCho133 Well-Known Member

    Jul 27, 2012
    7,907
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    Sup Ezone!

    Lookin real spooky ;)
     
  7. curtisrshideler

    curtisrshideler Well-Known Member
    Patreon Bronze

    Jul 30, 2011
    3,097
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    Video Producer/Editor
    Texas
    Looks cool! Wish I could get Firefox to recognize I've installed the Unity Web Player. Safari recognizes it, but it's just a completely yellow screen with music. Well, when you release it, I'll play it!
     
  8. ezone

    ezone Well-Known Member

    Mar 3, 2009
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    Game Developer @ Ezone.com
    Perth, Australia
    Build 5 - Clock and New Levels

    @JCho133!! How's it going?!?

    Thanks for checking it out @marcorocco, and sorry it's not working for you @curtisrshideler.

    Here's the new build to try out:

    http://ezone.com/beta/halloweeen/a5/

    [​IMG]

    Controls still need some tweaking...

    Clock: complete the level before time runs out
    Level 2: Purple terrain and zombies
    Level 3: Blue terrain and vampires
     
  9. ezone

    ezone Well-Known Member

    Mar 3, 2009
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    Perth, Australia
    #9 ezone, Oct 3, 2014
    Last edited: Oct 4, 2014
    Build 6 - Lives and Control Tweaks

    Here's the new build (6) to try out:

    http://ezone.com/beta/halloweeen/a6/

    [​IMG]

    Have gone back to a simple double-jump control and no wall-jumping (was difficult for a lot of play testers)

    Lives: start with 3, lose one for every hit, gain one for completing each level
    Lives: you don't restart the level if you lose a life (unlike the original 1999 version)
    Clock: if clock runs out you lose a life
    Controls: back to the previous double-jump
    Controls: removed wall-jump (playtesters: interfered with the hold down to auto-jump)
    Enemies: need to add some physics/rigidbodies so they don't float around!
     
  10. ezone

    ezone Well-Known Member

    Mar 3, 2009
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    Game Developer @ Ezone.com
    Perth, Australia
    Build 7 - Level Design 101

    Here's the new build (7) to try out (see if you can beat my score of 752!):

    http://ezone.com/beta/halloweeen/a7/

    [​IMG]

    Now we've nailed down the controls (hopefully!) and we've started on some level design

    Level 1: design layout
    Scoring: added a x10 multiplier
    Scoring: reduced time bonus (so you get a higher score for collecting everything quickly, rather than just blazing through a level)
    Scoring: hard to get candies worth 5x more
    Sound: new candy collect
    Sound: new damage sound for Boo-Boo
    UI: Instructions built-in to first level
    Enemies: added physics and simple AI so they can fall off ledges (or not)
    Assets: mansion lights turn on when level completes (visual clue if sound is turned off)
     
  11. ezone

    ezone Well-Known Member

    Mar 3, 2009
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    Game Developer @ Ezone.com
    Perth, Australia
    Build 8 - More Level Design

    Here's build 8 with layouts for levels 2 and 3:

    http://ezone.com/beta/halloweeen/a8/

    [​IMG]

    Levels 2 and 3 finished layout and added a glide to the double-jump

    Level 2: design layout
    Level 3: design layout
    Controls: hold down during a double-jump to glide (you are a ghost!)
    Player: fixed jump animation when bouncing an enemy
    Player: change facing with button press during double-jump
    Enemies: colliders a bit bigger
     
  12. ezone

    ezone Well-Known Member

    Mar 3, 2009
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    Game Developer @ Ezone.com
    Perth, Australia
    Halloweeen Release Plan

    Hey, sorry we didn't get the new build of Halloweeen up today, but it is shaping up to be a big one with a ton of changes! However, we do have some details about the release plan:

    - free
    - ads between levels
    - no IAP
    - no revives
    - no pay to win (you'll have to earn your high score!)
    - GameCenter
    - release Monday Oct 27, 2014 (subject to app store approval timing)

    To reward the early adopters we are thinking about removing the ads permanently for everyone that downloads the game before Oct 31st.

    What do you think?
     
  13. ezone

    ezone Well-Known Member

    Mar 3, 2009
    614
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    Game Developer @ Ezone.com
    Perth, Australia
    Build 9 - Level Up!

    Here's the new build, and there is a lot here!

    http://ezone.com/beta/halloweeen/a9

    [​IMG]

    We've been wanting to make a game where levelling up changes not just your character, but the environment as well. Having a single score (rather than multiple levels) is also better for competition between players. In this build you start at level 1 with just a single jump and as you gain XP (from your score) you upgrade and unlock new abilities (jump left, double-jump, double-jump glide, etc), new elements in the environment (higher value candy, tougher enemies, clock bonus, more time, hidden areas, etc), and currency that you can use to buy cosmetic things like hats.

    Have a play through and see what you think of the levelling-up.


    New:

    Player: added XP and levels
    Level: objects tagged to appear depending on player level
    UI: removed multiplier
    UI: clock removed until unlocked
    UI: lives removed until unlocked
    UI: hide instructions after a few runs
    Player: cannot die until lives unlocked (just lose score on enemy hits)
    Controls: can only jump right at level 1
    Controls: unlock jump left at later level
    Controls: unlock double-jump at later level
    Controls: unlock double-jump glide at later level
    Controls: unlock triple-jump glide at later level
    Scores: no negative scores
    UI: XP bar for levelling up at game end
    Scores: fix score multiplier
    Clock: fix score bonus
    Sound: level-up
    Clock: item unlock
    UI: Show level-up item unlocked
    Enemy: zombies require 2 hits
    Enemy: vampires require 3 hits
    Player: improve collision with enemies
    UI: level display

    To Do:

    Levels: tweak xp and unlock timing
    Scores: higher up you land on the mansion, larger the score
    Scores: increase multiplier when collecting multiple candy without touching the ground
    UI: on-screen display of score for each item
    UI: Badge for new best score
    Bonus: add score for lives remaining
    UI: continue with extra xp after level-up
    Coins: award
    Coins: unlock hats/ghost party
    Coins: unlock more streets
    UI: coins display
    Enemy: fix AI for zombies and vampires
     
  14. ezone

    ezone Well-Known Member

    Mar 3, 2009
    614
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    Game Developer @ Ezone.com
    Perth, Australia
    Build 10 - Getting Close!

    Build 10 - Getting Close!
    This one is getting very close! We better submit it today if we want it approved before Halloween. Could be a late night tonight...

    http://ezone.com/beta/halloweeen/a10

    [​IMG]

    New:

    Scores: increase score multiplier when bouncing multiple enemies without touching the ground
    Scores: higher up you land on the mansion, larger the score
    Scores: add bonus score for lives remaining
    Scores: GameCenter (iOS)
    Objects: increase height of mansion collider
    Objects: add more secret candy to the left
    Enemy: fix AI for zombies and vampires
    Enemy: lock max velocity
    Enemy: reverse direction when bounced
    Coins: award
    UI: on-screen display of score for each item
    UI: Hide share button for web
    UI: Hide GameCenter for web
    UI: Don't show XP if score = 0
    UI: Sound volume toggle
    UI: Badge for new best score
    UI: Badge for new best score wiggle
    UI: Ezone logos
    UI: Change web links
    UI: Fix non-responsive pause menu
    UI: coins display
    UI: disable 'quit' menu on iOS
    UI: Pause menu during game

    To Do:

    Levels: tweak xp and unlock timing
    Coins: unlock hats/ghost party
    Coins: unlock more streets
    Bonus: randomly show the ghost party mansion where you can buy hats
    UI: Share score/screen button
    UI: Credits menu
    Player: Pointer when off top of screen
    UI: Everyplay replays
     
  15. ezone

    ezone Well-Known Member

    Mar 3, 2009
    614
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    Game Developer @ Ezone.com
    Perth, Australia
    #15 ezone, Oct 10, 2014
    Last edited: Oct 10, 2014
    Gold Master 1 - Submitted to Apple!

    Submitted. Now for the waiting game... with current App Store approvals taking a bit over 2 weeks we will be very lucky if this gets approved before Halloween :(

    http://ezone.com/beta/halloweeen/gm1/

    [​IMG]

    As you can see from the list below, there are still a number of features that didn't make it into the first iOS submission. We'll be adding them in over the next few days for the Android version and also be ready to submit an update to Apple as soon as the first version gets approved (not ideal, but development is always a game of trade-offs and compromise)

    New:

    Levels: tweak xp and unlock timing
    UI: Share score/screen button - Everyplay replays
    Ads: iAds, Chartboost and Vungle
    Screenshot: 5 for each iPhone4, iPhone5, iPad, iPhone6, iPhone6+
    Video: Preview video for iTunes
    Metadata: Descriptions, keywords, categories, etc

    To Do:

    Coins: unlock hats/ghost party
    Coins: unlock more streets
    Bonus: randomly show the ghost party mansion where you can buy hats
    UI: Credits menu
    Player: Pointer when off top of screen
     
  16. ezone

    ezone Well-Known Member

    Mar 3, 2009
    614
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    Game Developer @ Ezone.com
    Perth, Australia
  17. ezone

    ezone Well-Known Member

    Mar 3, 2009
    614
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    Game Developer @ Ezone.com
    Perth, Australia
    #17 ezone, Oct 18, 2014
    Last edited: Oct 18, 2014
    Gold Master 2 - Out Now!

    Wow! A lot has happened since our last post - but the main thing to know is that 'Halloweeen!' is OUT NOW and available for download on iOS and Android:




    [​IMG]

    After submitting GM1 to Apple last week we also posted it to Kongregate. Based on player feedback we knew we needed to add in the extra things like more streets, the ghost party and hats. As you can see from the list below we got most of it into the web and Android versions which we were very happy with.

    Now we had a dilemma. The early version in the review queue at Apple was now a shadow of the GM2 build. The problem was, if we rejected GM1 and submitted the new one we would lose our place in the queue and maybe miss out on Halloween entirely. We decided to take a risk and try for an 'expedited' review. We've never tried one, but thought this is worth a shot. Here's what we sent to the review team:

    This is a scary tale of Halloween woe
    Of a developer who acted too slow

    We are haunted as Halloween draws near
    Our game won’t be approved in time, we fear

    The darkness is closing in on us!
    Please don’t tell us that we’ve “missed the bus!”

    Developers since the app store’s commencement
    We’ve never asked for any special treatment

    We’ve taken much care to craft our ghost game
    To miss Halloween would be such a shame

    Oh! Hear us in our sincerest plea!
    and please approve our game rapidly

    We humbly thank you in advance
    For giving our game’s success a chance!


    Alright, maybe the commencement / treatment rhyme is pushing it, but the great news is that our expedited review was approved and 8 hours later it's available in the store. Thanks Apple!!

    In summary we are really pleased with the way the game came together (in less than 3 weeks!). The two-button control scheme actually turned out better than we hoped for and the game has that nice balance of being simple to play, yet nuanced enough that a skilled player can rack up some impressive scores. The real keys were making the player maintain their vertical velocity when bouncing off an enemy combined with the bounce multiplier. The other key to a big score is to make sure you hit the mansion as high as possible with a good bounce multiplier to end the level. Anyway, looking forward to seeing some heathy competition on the GameCenter leaderboards!

    Now to start getting the word out...

    New:

    Coins: unlock hats/ghost party
    Coins: unlock more streets
    Bonus: randomly show the ghost party mansion where you can buy hats
    Bonus: Lock ghost party until level 3
    Levels: change order of level-up items
    Levels: add all enemies and level unlocks
    Level: Don't show extra lights on win if ghost party active
    Level: lives instructions change from L3 to L7
    Player: Add effect when swapping hats
    Player: Pointer when off top of screen
    NPC: Stop when level finishes
    Sound: Ghost party house volume adjust for sound settings
    Sound: start level sounds
    Sound: Disable ghost party sound at start
    Scores: Save local and global scores for multiple levels
    Scores: Add Kongregate web scores
    HUD: Add XP bar to game
    XP: Increase required for last level
    UI: Menu for street selection
    UI: Street menu fix slide in/out
    UI: Pause menu change Quit to End
    UI: Fix buttons to activate on release (for dragging buttons)
    UI: Re-enable button after pressed
    UI: Scrollable street menu
    UI: Title menu add street selection and coin count
    UI: Menu for hat selection
    UI: Fade to black between levels
    UI: Pause menu show coin total
    UI: Random coin pickups to levels
    UI: Hint button (can only proceed if that button pressed)
    UI: Hint menu system to guide players through menus/unlocks
    UI: Show street menu after awarding first coins
    UI: Gameover menu add street name
    UI: Don't reload level on first run
    UI: Improved fade-in/out between levels
    UI: Resize hat button collider if purchased
    UI: Fade to black between levels
    UI: Change collider on unlocked hat button
    UI: Fix ghost party pause bug
    UI: Gameover menu add main menu button
    UI: Pause bug
    UI: Buy confirm button
    UI: Remove Everyplay (less memory requirements)
    UI: iOS sharing dialog
    UI: Android wired up the share button

    To Do:

    Items: save original prices
    UI: Pop-up message alert
    UI: Ezone logo goes to credits
    UI: Gameover number of unlockable streets
    UI: Level-up candies and enemies add point values
    UI: Show 'Maxed Out' for level > 20
    UI: Credits menu
    Player: Scroll vertically
     

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