Friday, January 31, 2014

Apps World Press Release

PRESS RELEASE

February 2014


GLOWSTICK GAMES IS EXHIBITING AT APPS WORLD NORTH AMERICA


Glowstick Games is to exhibit within Apps World North America’s start-up village at the San Francisco show from February 5-6, in a unique opportunity offered by the show’s organisers who are supporting start-ups with complimentary exhibition space designed to encourage innovation and new businesses.


Glowstick Games will be exhibiting in the Indie Game Zone, where they will be showcasing the new cross-platform horror game, Dark Deception. Dark Deception features the voice of Carolyn Seymour (Mass Effect, Gears of War, Star Trek) as Helen Bierce and the game will be demonstrated using the Oculus Rift. Dark Deception is being developed for PC, mobile devices, and consoles (Wii-U, Xbox One).




"Apps World is a great opportunity to demonstrate how our first game works with new VR technology to some of the most influential people in the industry. This will be our first time at Apps World North America and we feel very fortunate to be able to participate and add to the event." - Vince Livings, CEO/Co-Founder of Glowstick Games.

"Apps World is a chance to get the kind of feedback that is essential to creating fun games.  We look forward to having a lot of industry experts play our game and tell us what they like, what they think customers will like, and what could be better." - Mark Henderson, CTO/Co-Founder of Glowstick Games

Ian Johnson, founder of Apps World, said: “Apps World North America is a key event for anyone in the apps and mobile industry but it is also a chance to support and promote the exciting new talent that is coming through the industry too, especially as they will evolve into the market leaders of tomorrow. We are pleased to be able to support the start-ups with dedicated areas at the show and wish them every success at the event.”

Apps World North America, which runs from February 5-6 in San Francisco, will include more than 300 speakers, attracting more than 8,000 attendees.

                                                                                                                              


 For further information contact:


Glowstick Games

Vince Livings
CEO/Co-Founder
info@glowstickgames.com


Mark Henderson
CTO/Co-Founder
info@glowstickgames.com



Glowstick Games was founded in October 2013 by two game industry veterans : Mark Henderson and Vince Livings. Both have spent the past 9 years working with various companies such as EA, Microsoft, Zynga, Red Hot Labs, and Riot Games. During that time they developed some of the key technology and visual styles used for several successful social and mobile games at Zynga and Red Hot Labs. The focus at Glowstick Games is to be a positive influence on the game industry, not a negative one. That means the core of the company culture is innovative thinking and fun game design. Glowstick Games is not utilizing reactionary data driven design or designing hardcore monetizing games. The mission is, simply, to deliver great games that people will genuinely enjoy playing and want to share.



Apps World North America

Kate Williams
Senior Marketing Manager
kate@sixdegs.com / +44 (0) 117 973 2353

NOTES FOR EDITORS

Apps World

Now in its fifth year, the Apps World event series has grown to be one of the leading global multi-platform events in the mobile industry with annual events held in both San Francisco and London. Read more at http://www.apps-world.net,  via the blog Twitter: @apps_world

Wednesday, January 29, 2014

Apps World Preparation

Just submitted our sign design for the show! It's going to print 24" x 84". Might do a few concept art prints as well.


Wednesday, December 11, 2013

Glowstick Games at Apps World

It's official! We will be showing Dark Deception at the Apps World Indie Game Zone on Feb. 5th! This will be our first time showing a live build of the game to the public, so it is pretty exciting and nerve-racking at the same time! It's a chance to get some great feedback though! We are planning to demo the game with the Oculus Rift for the maximum horror experience. Should be fun :)! Hope to see some of you there!






Our website is live!

After putting it off for what seems like forever, we finally spent the time to get a functioning website up last night. It's still under construction and the navigation flow is not quite perfect yet, but you can check it out to see a little more about us and our game. We will update the site with more info soon! Promise! :)


www.glowstickgames.com

Wednesday, November 27, 2013

Playing with the Oculus Rift

A couple days ago, we finally got our hands on an Oculus Rift dev kit. I'll admit I was cautiously optimistic. Virtual reality has been around my entire life and it has pretty much sucked my entire life. The Oculus Rift is supposed to change all of that. The word is that it actually works! However, before I could get too excited, a lot of reports began surfacing that the dev version of the Oculus caused severe motion sickness. The low resolution screen on the dev kit probably doesn't help (1280x800). We decided to become a developer and order one anyway. Better to try it out and see for ourselves. We had to wait a month for the kit to finally be delivered, since they weren't in stock when we applied.



Thankfully, once we received the kit, it only took a few mins to download the SDK and get everything setup within our build. I decided to test it with the hotel level first. I have to say, the hotel level has never looked so amazing! I was floored at how well the Oculus Rift immerses you into a 3D environment. You can pretty much look around at anything. I have to compare it to the feeling I get when I go scuba diving. You feel as if you are looking through a viewport into another world - a world that is very real.  For horror games, I think it adds a lot of exciting new options :).



As for the motion sickness, that is also true. After 15 mins of playing, I felt a bit nauseous. Not so much that I wanted to puke, but queasy nonetheless. I got more used to it the more I played and now I no longer feel nauseous so quickly.

Overall, I am completely sold on the Oculus Rift. I'm really looking forward to the 4k screen with less sensor lag. If they price and market it right, it will evolve gaming to a level that, until now, I've only been able to dream about.



Thursday, November 21, 2013

Joined Twitter

Just a quick note. Glowstick Games is on Twitter now. Follow us for the latest updates (game and non-game related) and an inside look at what's happening in our office.

https://twitter.com/GlowstickGames


Wednesday, November 20, 2013

Unity or Unreal Engine? Thoughts after getting started with both.

We got started working on Dark Deception as a couple guys working on their weekends, and one of the first things we had to decide was: What engine should we use?


Background 


After a bit of looking around, we had 4 main contenders: Valve's Source Engine, CryEngine, the Unreal Development Kit, and Unity.

We dabbled in Source Engine for a bit, but the lack of artist tooling made us drop it.
Then we spent a good while in the UDK (Unreal Development Kit), but ran into problems and decided it wasn't a good fit.
We considered CryEngine, but avoided it due to rumors about licensing delays and problems preventing nearly completed games from being finished. (When funding a game out of pocket, the idea of finishing it then not being able to release is really scary).
We decided to try out Unity for a couple of days, and we liked it enough we decided to drop the UDK and focus entirely on Unity.

Costs 


Unity and the UDK are both very upfront about their pricing.
UDK:
Basically, you can start out a commercial license for $99. The first $50K you make from your first game (after platform fees and taxes) goes straight to your company. After that, you pay a 25% royalty (again, this is calculated after platform fees). I'm pretty sure that money earned from kickstarter actually counts as game income for these purposes.  Epic recommends you get in touch with them for a full license after making about $200K to $250K, which means the full license probably costs around $50K.

Unity:
You can start out for free.  To really get anywhere with the game in a team project, you're better off with the pro version and the team license.  That's $2000 up front per person, though there's actually a leasing program that lets you pay a lot less ($95 per month for a year).  By the time a year has passed, we'll either have a decent budget to buy the actual software, or we'll be closed, so we both went with subscriptions.
Unity has no royalties.

So as a comparison, lets look at what you take home depending on how much you make.  I'm looking at the money after platform taxes & fees (I don't know exact numbers, but I wouldn't be at all surprised if 30% of the money from every purchase on Steam goes to Valve).  This is assuming 2 people and that Epic doesn't charge you another $50k when you want to get the full license.  This is also ignoring any costs for buying Visual Studio and NFringe to edit Unrealscript.

Game MakesUDK cost  (estimate)Unity Cost (per developer)
$0$99$1,200
$50,000$99$1,200
$100,000$12,599$1,200
$150,000$25,099$1,200
$200,000$37,599$1,200
$250,000$50,000$1,200
$300,000$50,000$1,200
$1,000,000$50,000$1,200
Unity also has some extra costs in the form of the asset store - basically, you can buy libraries and assets from other people.  A lot of stuff that Unreal does automatically needs to be either made from scratch or bought from the asset store, which drives up the price somewhat.   A little annoying, since sometimes people will post a script to the asset store and link it in help requests, instead of just posting the code to show people how to solve their problem.  OTOH, lots of really cool libraries available for relatively small amounts of money.

Coding


UDK uses Unrealscript, which is a customized language that has a lot of odd constructs.  I've been working in C++ family languages for a long time, so a lot of coding systems Unrealscript requires feels very odd to me.
With the help of NFringe, you can program Unrealscript in Visual Studio, which is awesome (though very much not free).  However, every time you modify your scripts you have to restart the editor... very annoying, but I've heard rumors online that they're fixing that in Unreal Engine 4.

Unity uses C# with a bunch of custom classes and functions.  They've gone through a lot of effort to make things dead simple to use, but that does have some drawbacks.  They package MonoDevelop with Unity and with a bit of effort you can do inline debugging (you have to launch the unity editor from the IDE, then load your map and start the game). 

In general, I found Unrealscript to be more verbose than Unity's C# systems, which can be both a good and a bad thing.  I'll show an example of basic Bot that follows the player around.

In Unity, I drop in a 3rd person player, tear out the camera and control components, and add a Nav Mesh Agent component and a new script.  I also need to select my floor & obstacles and bake the Navigation in the editor.

My script is simple:

public class Follow : MonoBehaviour {
private NavMeshAgent nav;
public Transform playerLocation;
void Start () {
nav = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update () {
nav.destination = playerLocation.position;
}
}

In the editor, drag the player game object into the playerLocation variable, and there you go.  Took me a while to figure out how to do all of that, but very little overall code.  On the other hand, this bot will always play the same animation, will often look a bit clumsy, and you don't actually know anything about what the NavMeshAgent is doing under the hood.

In the UDK, making a basic bot is far more annoying.  You need to make 2 classes (a pawn and a controller), figure out all the required defaultProperties (set the mesh, set the controller, set the groundspeed, etc), figure out UnrealScript's state system and important controller functions.  The code below replaces one line of the code in the Unity script:


Begin:
Player = GetALocalPlayerController().Pawn;
NavigationHandle.SetFinalDestination(Player.Location);
if (NavigationHandle.ActorReachable(Player)) {
MoveToward(Player,Player);
} else if (FindNavMeshPath(Player)) {
NavigationHandle.SetFinalDestination(Player.Location);
if(NavigationHandle.GetNextMoveLocation(TempDest, Pawn.GetCollisionRadius())) {
MoveTo(TempDest, Player);
}
}
Goto('Begin');

Lots more to type, and far more opportunities to screw it up.  But since I've already got that entirely typed out, I can pretty easily stick in alterations to change behavior at specific times.  For example, if I want to do a lunging jump as soon as there are no obstacles in the way, I just replace the first part of the if statement.

UDK also automatically handles animations really well, so when a bot is turning or sidestepping it plays appropriate animations.  The bot has built in footstep sounds too.  My understanding is that its not too hard to set that up on the artist side, but we never got to that point.

Overall, UDK depends pretty heavily on large amounts of scripts if you want to do anything custom.  In Unity you're just adding custom scripts to GameObjects, and those scripts are often really short and simple when you get them working.  I'd say the UDK is much harder to get started on and do simple things in, while in Unity it's harder to get a really polished final product.

I've been getting stuff done a lot faster in Unity than in the UDK, but I'm still worried that I'll have a harder time with the really deep and complex stuff.

Art


Vince seems to like Unity a lot more than the UDK.  He was making good progress with the UDK, but light mapping issues were giving him fits.

From almost everything I've seen, most Unity games just don't look as good as most Unreal games.  An engine written the way Unity has been will have a very hard time matching Unreal in terms of performance, which means fewer polygons and rendering tricks.  UDK also comes with a lot of awesome rendering, lighting, and special effects systems, while in Unity you'll have to find those in the asset store (and most asset store systems don't post any information about how expensive they are to render).

At this point our Unity build looks better than our UDK build, but most of that is because we're not running into lighting problems.

Level Creation


Both editors are really good at letting you put together large and complex levels.  I like Unity more because of their component and prefab systems.  The component systems means you can easily add almost anything to an existing game object.  Want something to emit light? drop in a component.  Want it to move around? be an obstacle? emit particles? Just add the right components.  

Being able to quickly and easily create new components that can be configured in the editor means that when Vince wanted to make a flickering light, he could just copy and paste a script someone had posted online, then configure the speed of the flicker in the editor.

The prefab system means you can easily create dozens of copies of an object.  You can modify some of those objects to be customized, and you can easily change the prefab to modify all instance of the object across all your levels.

In the UDK, you can create custom types of objects via script (which then requires an editor restart), but you can't do much to modify the functionality of an object that already exists.  However, the UDK has kismet, which allows you to set up complex systems and behaviors without touching the code.  The biggest complaint I've heard about kismet is that it can't really be put into a version control system, but it's also missing some basic functionality (like vector math).

Conclusion


For a small indie studio that doesn't want to spend years on a single game, Unity makes a lot more sense from almost all perspectives.  It wont give you AAA quality visuals or top of the line rendering capacity, but it will let you focus on your gameplay and actually get your project out the door.

For a larger team that wants to make a game that looks amazing and/or has tons of enemies on screen, the UDK is probably a better choice.  The upper end of what can be done with the engine is higher, and most of the systems assume that you'll take the time to polish everything.