A Postmortem of Inago Rage - PowerPoint PPT Presentation

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A Postmortem of Inago Rage

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Topic du Jour: Inago Rage Postmortem. 3 best decisions we made during dev. ... We differentiated the game from others in the genre. Pac Man clone won't sell. ... – PowerPoint PPT presentation

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Title: A Postmortem of Inago Rage


1
A Postmortem of Inago Rage
  • Ichiro Lambe
  • Dejobaan Games
  • www.dejobaan.com

2
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.

3
Background Information
  • WPI, Class of 1998
  • Enjoyed playing games...
  • Enjoyed creating games...
  • A career in game development Perfect!

4
Dejobaan Games
  • Founded in 1999
  • 9 Titles
  • 7 PDA Titles
  • 3 PC Titles
  • (Theres some overlap.)
  • Most recently Inago Rage
  • Larger, more immersive than our previous PDA
    games.

5
Inago Rage
  • Began in 2002
  • First-person shooter for Windows
  • Players create the levels in which they fight.
  • Released about 3 months ago.

6
Good Decision 1 Differentiation
  • We differentiated the game from others in the
    genre.
  • Pac Man clone wont sell.
  • First-Person Shooters tough market.
  • Noticed building is popular but inaccessible to
    casual gamers.
  • Differentiated by allowing all players to build.

7
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.

8
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.

9
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.

10
Mistake 1 Poor Design
  • Architects design buildings before building them.
  • Prototypes
  • Blueprints
  • We failed to do this.
  • We started off right, with Killgame prototype...

11
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.

12
Narrative/Walkthrough
  • Outline
  • Player launches Inago.
  • Title screen appears.
  • Pre-game slideshow.
  • Player begins game.
  • First-person view we see platforms, gems.
  • Timer countdown.
  • (Etc.)

13
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.

14
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.

15
Postmortem Summary
  • Do
  • Create gameplay that differentiates your game
    from others.
  • Use middleware where appropriate.
  • Create reusable code.

16
Postmortem Summary
  • Dont
  • 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.

17
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.
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