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	<title>A Game Developer&#039;s Saga &#187; mixing game genres</title>
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	<description>An uphill journey of a struggling game developer</description>
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		<title>When Genres Collide: an Invadazoid Post-Mortem</title>
		<link>http://bantamcity.com/blog/game_development/invadazoid-post-mortem/</link>
		<comments>http://bantamcity.com/blog/game_development/invadazoid-post-mortem/#comments</comments>
		<pubDate>Wed, 07 Oct 2009 11:53:27 +0000</pubDate>
		<dc:creator>Bruno Campolo</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[game design tips]]></category>
		<category><![CDATA[mixing game genres]]></category>

		<guid isPermaLink="false">http://bantamcity.com/blog/?p=69</guid>
		<description><![CDATA[I had so much fun writing the Trials of Werlin post-mortem that I decided to do one for Invadazoid as well.  For those of you that have never played Invadazoid, be sure to purchase a copy after you&#8217;re done reading this post   (or just download the free demo).  I remember sleeping in one [...]]]></description>
			<content:encoded><![CDATA[<p>I had so much fun writing the <a href="http://bantamcity.com/blog/game_development/how-to-make-your-first-game/" target="_blank">Trials of Werlin post-mortem</a> that I decided to do one for Invadazoid as well.  For those of you that have never played <a href="http://www.invadazoid.com" target="_blank">Invadazoid</a>, be sure to purchase a copy after you&#8217;re done reading this post <img src='http://bantamcity.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  (or just download the free demo).  I remember sleeping in one Saturday after a week or so of debating over what game project I would work on next, when it hit me&#8230; A mix between Space Invaders and Arkanoid!  And just as quickly, the name jumped out.  Invadazoid!  The idea was so profound (at least I thought so), that I rushed to my computer and started whipping up a prototype.  Within a couple days I had something &#8216;playable&#8217; (surely not by your definition), and I knew I was on to something.  The more I added to the game, the more fun it was!  &#8220;This was surely going to be the hit I was looking for&#8221;, I thought.  It wasn&#8217;t.  Don&#8217;t get me wrong, compared to the abysmal sales of ToW, Invadazoid was a huge success, but why wasn&#8217;t it the next Tetris or Snood?  I must have done some things right because it was more successful than Trials of Werlin by a mile, but what was preventing this game from being a smash hit?  I can&#8217;t say for sure, but here&#8217;s what I&#8217;ve come up with so far:</p>
<p><strong>The Good:</strong></p>
<ul>
<li> It was a unique idea.  Mixing genres has always been a great way to bring new life to two stagnating genres.  I remember one reviewer made a funny Reese&#8217;s comparison to the effect of, &#8220;You got your Arkanoid in my Space Invaders!&#8221;&#8230; &#8220;No, you got your Space Invaders in my Arkanoid!&#8221;  It makes me chuckle every time I think about it.</li>
<li>It was instantly fun.  There weren&#8217;t long instructions to read or training levels to muddle through.  You hit Play and you were dropped right into the action like a virgin at the prom <img src='http://bantamcity.com/blog/wp-includes/images/smilies/icon_eek.gif' alt=':shock:' class='wp-smiley' />   Even if it wasn&#8217;t immediately obvious what to do, after a few successful bumps it became almost instict (&#8230;talking about the game, not the prom).</li>
<li> Graphics&#8230; Although I decided to do my own artwork again, I really spent alot of time getting it right this time and overall I was pretty happy with the outcome. I upped the resolution from 640&#215;480 (for ToW) to 800&#215;600, added some particle effects and better alpha blending.  I also created most of the objects in a 3D modeling program and then rendered them to 2D&#8230; this helped a lot!  Programmers that don&#8217;t have much art background (and no cash) could benefit from this technique; mainly because the 3D models just have to look decent so you don&#8217;t have to worry about keeping the poly count to ridiculously low levels.</li>
<li>The Portals&#8230; some indies would argue with me here (and with good reason lately), but I used most of the big-name online portals (Real Arcade, Big Fish, Reflexive, etc) to get the game out to the masses.  For a casual action game from a company with hardly any of its own traffic, this was the best way I could think of at the time.  Through these publishers I sold thousands of copies where I probably would have only sold a couple hundred on my own.</li>
<li> Marketing&#8230; I learned my lesson from last time and decided to do a press release.  This alone put Invadazoid into the hands of publishers and editors that would have never even heard of it otherwise.  I was contacted shortly after the press release went out by PC Zone (UK) to do a spot on Invadazoid.  I can&#8217;t even tell you how good it feels to see your game covered in a big gaming mag!</li>
</ul>
<p><strong>The Bad:</strong></p>
<ul>
<li> Marketing&#8230; I definitely did more this time, but not even close to the amount that I should have done.  I put too many eggs in the Portal basket and didn&#8217;t do enough of my own marketing.  I&#8217;m still kicking myself over this one.</li>
<li> Too many game play modes.  Invadazoid has 4 modes, but when you play for the first time, its not really obvious which one you should start with.  Alot of players ended up clicking &#8216;Classic&#8217; mode first (I guess because it sounded the most like &#8216;Normal&#8217;) which was nothing more than a Space Invaders clone and not nearly as exciting as the other modes.  I should have provided at least a visual cue as to which mode to start with or locked the other modes until certain progress was made.</li>
<li> Too much time spent in the engine.   I used most of the same &#8216;engine&#8217; code from ToW (C++ and DirectX 6) and despite not having to start from scratch, I spent alot of time fixing engine bugs and adding things like particle effects instead of working on GAME DEVELOPMENT.  I think I spent the most time trying to get the ball to move smoothly without jittering (if you&#8217;ve made a breakout game then you know what I&#8217;m talking about).  I said this last time, but I can&#8217;t state it enough, &#8220;Don&#8217;t reinvent the wheel!&#8221;  Your customers aren&#8217;t going to care that it took you 100 hours to add anti-aliasing to your graphics engine!  They just care how good the finished product looks.  Unless you want to write game engines for a living, go find some tools that already do what you need.</li>
<li> Too late on the second revision.  I added some cool features like an online high-score board in the second revision, but unfortunately this was after the big spike of sales from the portals and most of them didn&#8217;t republish the new version because the game had dropped in sales at that point.</li>
<li> Flash Version.  I contracted out help to create a flash version of Invadazoid to help convert web site visits to downloads (and then sales).  The problem was that I should have done this as soon as the game launched instead of many months later.  The other downside was that its hard to reproduce the fun of a REALLY fast paced action game in Flash (v7 at the time).  The flash version definitely lost something in translation and in that respect may have even prevented some sales&#8230; not to mention it cost a good chunk of change.  Hmmmmm&#8230; I&#8217;m not really sure why I still have this up on my website.</li>
</ul>
<p><strong>The Ugly:</strong></p>
<ul>
<li>Difficulty&#8230;  I did it again!  Although more fun and more attractive than ToW, the game was still too hard for the casual crowd.  When I was a kid, I used to play the same levels of <a href="http://www.amazon.com/gp/product/B00005AV8W?ie=UTF8&amp;tag=bancitgam-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B00005AV8W" target="_blank">Castlevania</a> a hundred times until I beat them all, not even taking a breath in between.  These pansy-ass casual gamers obviously don&#8217;t have the same mindset.  I did allow restarting a game from a location once the previous location was completed, but I didn&#8217;t allow restarting from each individual level.  For some of the later locations this meant fighting through 8-10 intense levels with an onslaught of invaders each launching massive amounts of missiles at you, all with about 5 lives&#8230; ouch!  In hind-sight, I probably should have allowed restarting on each level.  <img src='http://bantamcity.com/blog/wp-includes/images/smilies/icon_rolleyes.gif' alt=':roll:' class='wp-smiley' /> </li>
</ul>
<p>I hope this was helpful (or at least a good read).  After proof reading this a few times, I wish I had written it a long time ago because I think I just taught myself a few things!</p>
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