Gonna Catcha v.0.8 Post-Mortem (Oh no, somebody catch its spirit!)

Gonna Catcha is gonna be shown in the Arcade at the Bit Bazaar Winter Market on December 7 (the day after this post was originally published). Being an arcade-style game played in an arcade-style environment; Gonna Catcha will be put to the ultimate test in its own element. I’ve been working hard to get it polished up for public playing. Here’s a list of changes and improvements I made between v.0.7.4 and v.0.8.2:

High Score Tables and Name Entry

Your name registrated

This is no doubt the biggest change to the game since the latest update.  Instead of only keep track of one high score value, Gonna Catcha now keeps track of twenty high score values: the top ten for single-player and the top ten for co-op.  Not only that, it also keeps track of the highest round reached for that playthrough and, of course, the player’s initials, so that your valiant efforts will be remembered forever for future generations to admire, until someone bumps you off the list. Hmm, better stock up on quarters and snacks.

AAA – the undisputed champion

Instructions Screen

Crash course in spirit catching

As I mentioned earlier, Gonna Catcha will played in an arcade-style environment at the Bit Bazaar. As such, players won’t be able to read the manual to figure out how to play the game. Heck, they won’t even get the luxury of instructions printed on a cabinet. Sure, I’ll be there to help people out if needed, but frankly, after explaining the rules to the many new players to the game in previous playtesting sessions, I’m getting tired of it.
To minimize confusion and delay, I added the above instructions screen, which is shown just before the first round starts. This explains the basic rules and goal of the game: what you can touch, what you can shoot and what the heck is going on. The game’s “hidden” rules can be learned through experience. Hey, at least I’m not charging anyone multiple payments of 25¢ to learn the game by trial-and-error.

The Fourth Maze and Endless Play

How high far can you get?
After much procrastinating, I finally added a fourth and final maze to Gonna Catcha. This also means the game can finally be played endlessly, as it was intended to. Rounds 1 to 16 have a fixed distribution of spirits and pretas. Beyond Round 17, however, the distribution of spirits is randomized for each round, likewise with which pretas decided to show up in a round. In addition to that, spirit and preta movement gradually speeds up each time the maze changes after Round 17. Speaking of rounds, next we have…

Rearranged Rounds

I’ve probably played Gonna Catcha more than anyone else in the world, and because of that, I’m probably the most likely person to get bored of it. One problem I’ve noticed in my playtests is the round progression. Originally, you needed to play four straight “regular” rounds of spirit catching before you hit the bonus round, and then afterwards the maze changes and the cycle repeats. In all my playtest sessions, I was playing co-op with another player, and I felt fatigued at the fact that I had to endure four rounds of pretty much the same gameplay before two major gameplay changes happen one after the other. It’s not as bad in single-player because the character you control, and therefore the gameplay, alternates between rounds. Still, I knew something had to be changed for the sake of co-op mode.

The solution was simple: in each existing set of five rounds:

4 regular rounds → bonus round → (maze change) → rinse and repeat

I just moved the bonus round into the middle, i.e.

2 regular rounds → bonus round → 2 more regular rounds → (maze change) → rinse and repeat

This way, instead of having two major changes to gameplay every four regular rounds, now there is one major change for every two regular rounds. Hopefully by spreading out the changes, it will make the game more interesting to play for longer.

Pause Function

ザ・ワールド!時よ止まれ!*
One minor annoyance I had with Gonna Catcha while playtesting it was that I couldn’t pause the game when the other player had to attend to something else for a moment. After all, why would I need to put a pause function in an arcade game? There’s no time for pausing in the arcade business, time is money. However, since I’m not really interested in extorting quarters and attention from people in exchange for making it on the high score list, and the fact that I’ve already violated a few limitations and conventions of early-1980s arcade games, I decided to put a pause function in the game for the sake of convenience. Actually it was more like taking he pause code from Rise & Fall (shader and all) and plopping it into Gonna Catcha, hence the black-and-white blurry effect.

*ZA WARUDO! Toki yo tomare!

(Yes, it’s actually “Toki yo…” not “Toki wo…”.)
Copyright © Quadolor Games. All rights reserved.

High five! I mean, ten!

Last week, I updated Gonna Catcha to v.0.7.4. It was pretty much a knee-jerk response to some issues I encountered when playtesting it last night at Bento Miso. It added an option to toggle a fullscreen mode, to hide your desktop and other windows behind black while you’re playing, and a few bugs fixes. Unfortunately, being a knee-jerk response, I didn’t test it properly and there are a couple of bugs with the fullscreen mode, though the bugs don’t interfere with normal game operation.

In addition to fixing these bugs, the next version, v.0.8.0, will replace the single high score of the current version with a high score table (or two). Here is a screenshot of what it looks like so far:

In addition to keeping track of the top ten scores, it will keep track of the other standard high score information: player initials and the highest round reached. I am considering a second, separate high score table for co-op mode, which will also keep track of which character the player used.

Well, that’s all I can do to make this sound bigger and more important than it really is. I’ll be doing another meatspace test this Friday. I should really try to finish this before then.

In other news, when I woke up today, I was greeted by this on /r/gamemaker:

As someone work mainly works with vectors for higher-resolution artwork (i.e. not low-res retro sprites), I am pleased by this turn of events.
Copyright © Quadolor Games. All rights reserved.

More public spectacles

Gonna Catcha has been updated to v.0.7.3. This update added a new maze to the game, allowing me to bump up the round cap to 12. This also had the side effect of unlocking an enemy type that wasn’t in the previous versions (because it didn’t appear until Round 9). NPCs now also gradually speed up after each bonus round after you’ve played through each maze once. Oh, and there are some miscellaneous tweaks and fixed here and there, yadda yadda yadda.

I will be showing off Gonna Catcha in meatspace at Bento Miso on two occasions:

Since I enjoyed looking at and playing all the games that were showcased at the last Bit Bazaar in May, I thought why not participate this time? The Bit Bazaar offered two options: submitting a game as part of the Arcade or getting a table, which requires you to sell something physical as well (e.g., merchandise, Steam keys or preorders printed on something). Since this is my first time showcasing at the Bit Bazaar and I have no ideas for what to sell, I decided to play it safe and go for the Arcade submission. Perhaps I’ll get a table next time. I’ll get you next time , Gadget… next time.
Copyright © Quadolor Games. All rights reserved.

Greetings from Gamercamp!

It seems like a long time since I last wrote a post. Since I’ve released the beta demo of Gonna Catcha, I have been less compelled to write about it since it’s much easier to learn about the game by playing it than sitting here reading about it. Also, I was going to post about the International Archaeology Day playtest session with Rise & Fall, but the post ended up being not very interesting on it own, so I’m going to combine it with the Gamercamp playtest session post I’ll write about after Gamercamp, which is happening right now. Yay.

In the meantime, I suppose I can talk a bit about what was added to Gonna Catcha since it’s release. Aside from several major bug fixes that somehow slipped through my keen eye, the biggest update to the game is the inclusion of several new options in the game’s Service Mode (fancy arcade talk for “Options Menu”).

Well, there’s your problem.

I feel like I’m being very thorough with the amount of customization you can do with the game, and I haven’t even put in the sound test or let the player customize gameplay settings yet.

During the development of the co-op mode, I had difficulty deciding how to bind the controls to what keys on the keyboard without the two player bumping their hands into each other. Also, what might be the ideal key bindings for co-op might not be for single-player mode and everyone has their own preferences on what the best key bindings are. In the end, I decided to let the player(s) figure out what controls work best for them and put in a key configuration menu.

UNLIMITED POWER!

This is the first time I’ve made a key binding system for a game and it turned out to be less trouble and error-prone than I imagined. GameMaker: Studio has built-in functions for rebinding keys, but I ended up creating my own solution.

With great power comes great responsibility.

I have received some feedback from people who played the demo. Aside from pointing out the bugs, most have praised the retro arcade art style and audio of the game, saying that it’s quite accurate and devoted. One thing that came up was some people had trouble getting the game started because they couldn’t find the “Insert Coin” key. So to help new players, I added “key reminders” on the title screen to help them get started.

I don’t understand your crazy
moon controls!
I also made the list of default key bindings clearer in the manual (if people actually read that thing). for those acquainted with the controls, there is an option in Service Mode that allows you to turn the reminders off for a more authentic arcade experience.

Oh man. *tap* *tap* Which button is it?
*tap* *tap* *tap* *tap*
What would make it even more authentic is an entire arcade cabinet, but let’s not get ahead of ourselves.
Copyright © Quadolor Games. All rights reserved.

You’re going to make a public spectacle of yourself.

After some thought and playtesting of the co-op mode, I decided to move the beta release of Gonna Catcha ahead of schedule.  I feel the game is stable and complete enough to be playtested by a wider audience. The things I planned to do before I wanted to release the beta has now been moved to the “Beta → Release Candidate” list. What does that mean? Nothing really. Development will continue as it was before, it’s just that there won’t be a high score table or attract mode in the beta right away. Technicalities, blah blah blah. However, before I do release the beta, I do need to do a little bit of tidying and housekeeping to get the game ready (i.e. write documentation and make the interface a bit more user-friendly). Stay tuned to this blog for more information and a special TV offer! (Wait, no.)

Not to leave you empty-handed, here’s a screenshot of the title screen:

Wait, do you even know how to write that on paper?

Gasp! It has a proper title in it now! After many changes and revisions, I’ve settled on “導魂使隊” as the Chinese-character title for Gonna Catcha. “導魂使隊” translates to, or at least what I want it to translate to, “team of spirit-guiding emissaries” or “team of psychopomp emissaries”.


In related and coincidental news, Rise & Fall will also be making its public debut at the “ROM Game Jam: Ancient Arcade” event at the Royal Ontario Museum in Toronto on October 19, as part of International Archaeology Day. My team and I will be there from 1PM-3PM. So if you happen to be going to the ROM that day, feel free to drop by. This will be the first of a handful of planned appearances by Rise & Fall at a public event. Stay tuned to the blog for more information and we’ll double your order absolutely free! Just pay shipping and handling. (Nah.)

Copyright © Quadolor Games. All rights reserved.

Two-player action!

This week, I switched gears and went back to mainly working on Gonna Catcha, in particular the co-op mode. Things have been more difficult than I imagined. You’d think that with a game that screams “CO-OP GAMEPLAY!!! (Oh, and you can play solo too.)” I would have designed and coded the co-op part first or at least made the single-player mode in a way that would be easily expanded to co-op gameplay.

Well apparently I didn’t.

For the sake of simplicity, I designed and coded many of the features in the game around the single-player mode. It turned out that the code was so intimate with the single-player mode that it made coding the co-op mode difficult. To give you an idea of what I had to do, I pretty much had to tear out the code for various features from the game, smack the co-op version of that code onto them, then shove them back into the game. The results seem to be working so far, aside from a few hiccups:


But now the code design isn’t as pretty. Oh well, so much for my idealism.  It probably won’t matter in the end; I don’t think Gonna Catcha is resource-intensive enough for a few pieces of unoptimized code to have any impact on the performance of the game. When the co-op mode is working properly (for the most part), I’ll upload a video it, but for now, I give you the above. 

In other news, there was some footage of a “whoopsie doodles” in the development of Rise & Fall that I forgot to upload last week. I think this is a rather common graphical glitch, but I find it amusing nonetheless:

Copyright © Quadolor Games. All rights reserved.

Where Is That Thing You Were Working On Several Weeks Ago Now?

Okay, I’ve held off publishing this post for two days now, time to stop writing and actually do it.

(But there just this tiny little thing I want to ad-)

Nope. We’ve live. Wait, who are “we”? I’m talking to myself again. Anyway…

On this episode of Where Is That Thing You Were Working On Several Weeks Ago Now?, or W.I.T.T.Y.W.W.O.S.W.A.N.? (“Witty Woss Wan”?), we have a gander at Rise & Fall. You know, the thing I worked on as part of the team Robots Mashing Keyboards for the ROM Game Jam. (Oooh, that thing.)


Quite a few things have been added or changed since the ROM Game Jam prototype. The biggest change is the inclusion of jump-through platforms (i.e. platforms that can be passed from below but not above). The original prototype only had completely solid platforms, but to have a greater number and density of platforms in the level, my team decided that we need to have jump-through platforms as well. Seeing how something like this should be Game Programming 101, I should have learned how to do a long time ago, but never did until now. Still, I had to learn it from the source code of this demo by Bill23. Even then, it took me two attempts to get it working right. Other changes are relatively minor, such as adding mercy invincibility, or bug fixes. We will also be changing up some the graphics and adding more levels before the playtest session at the ROM on October 19.

During the development of Rise & Fall, I had encountered the weirdest glitch I’ve ever seen in all my time using GameMaker, even weirder than the ones I’ve seen while working on Gonna Catcha. Furthermore, I don’t think it was (entirely) my fault:


It looked as though GameMaker didn’t rebuild the asset cache after I deleted some objects from the project, so the game ended up drawing the wrong sprites and even creating the wrong objects (i.e. the projectiles seemed to have been replaced with experimental wall section object I had been working on). Clearing the asset cache and rebuilding the game once more fixed everything.

Speaking of Gonna Catcha, nothing visually interesting has happened with it since the last update, so no video or screenshots for you. However, I did completely overhaul how the game handles round progression, now incorporating the NPC speed multiplier I talked about last time. Alright, that another task down for Gonna Catcha, what left? I really should make a list of these things.

Copyright © Quadolor Games. All rights reserved.

Alpha demo gameplay video thingy

The part of my brain that comes up with clever titles is out of office today.

After some thought, I’ve decided to make the Gonna Catcha playable demo a closed alpha for testing purposes, as I think it’s still too early for me to throw the game up on the internet for open testing.  As a consolation prize, here is a video of the playable demo in action:

So what else do I need to do to move this game from alpha to beta?  Well let’s see…

  • More rounds. Which maze the round takes place in and the number of spirits, rocks, preta and bonus items (in bonus rounds only) in it are manual determined by me for each round, rather than determined by some algorithm. Even though the game will have 256 rounds, I’m only going to create round data up until a certain point, then either start repeating the last few rounds or randomly generate round data to fill in the rest.
  • Co-op mode.  It might have modified round data compared to single-player mode to balance the game.
  • Attract mode. How else will you know how to play the game?
  • High score table
  • Controller support
  • Bug fixes and code optimization.  Even when I thought I’ve squashed most of the major bugs in the game, a new challenger appears:

And here are the features that would be nice to have, but not entirely necessary:
  • CRT shader. The game is setup up to use it, but it’s no longer a required feature to me anymore.
  • Demonstration cutscenes. Whether or not I need these will depend on how much info I can cram into the attract mode.
  • Bezel art. Artwork to put on my virtual arcade cabinet.
Well, looks like I’ve got my work cut out for me. …Wait, haven’t I already said that before?
Copyright © Quadolor Games. All rights reserved.

A revelation

Alright it’s a new day, let’s fire up GameMaker: Studio and playtest Gonna Catcha to see what needs more work for a playable demo version.

Hmm, everything seems to be in order, no major bugs that I can see. Let’s play it again just to make sure.

Nope, nothing. Hmm, any unimplemented features I need to implement?

New mazes? No, I already have two, which is good enough for the demo.
Extra life system? Nope, I already did that. Extra life at every 20 000 points.
Combining the double and long shot items in one “Power” item? Did that too.

Well, how about bugs? I know there were a lot of them that I needed to get fixed.

Losing lives in a bonus round? No, I changed that. Now you just skip to the next level if you die in a bonus round, no lives or powerups lost.
Aha! The powerups weren’t being carried in between rounds, let me just- wait, no, that’s been fixed too.

You know what, I’m just going to read over my changelog…

… Uh huh… Bonus rounds no longer increment round counter … … Donum can now pass through stunned evil spirits and preta… … fixed a bug where the shelter/jail would show that there are spirits inside when it was empty… There has to be something that’s not done. Maybe a tiny graphical glitch, or- or a character not behaving as the should, or-

… …. …

Wait a minute, … I think I might have actually done enough for a playable demo…

OH NOEZ! What am I supposed to do now?! It’s pandemonium! Now is the perfect time to panic!

Source unknown.  OH NOEZ!

One hysterical episode later…

OK, so I guess I should be showing off my playable demo now. Give me a little time and come back a bit later while I sort this out.

Copyright © Quadolor Games. All rights reserved.