The New Art is Out!

Despite my best intentions to do it “right after PAX“, I finally released the new artwork into the wild this week! Yes, if you are already a beta tester, just run SpyParty and connect to the lobby and you’ll get the update automatically, and if you’re not a beta tester, and want to check out the slick new look for yourself, head over and sign up for the Early-Access Open Beta right now!

I spent yesterday cutting a trailer to show off the fancy new characters and level:

That video spends a bunch of time ogling the new characters in their environment so you can get a feel for the quality of the models and animations in the game. I’m really happy with how they’re looking, and they’re going to get even better looking in the future: you can still see animation pops, interpenetration, and various oddnesses, and the lighting model is not even close to final, especially on the environment. Still, it’s a huge step! Poor Security Agent Damon…

I think I’m at the wrong party. Where did these people get mouths, eyelids, and fingers?

As you can see in the video, I put the new artwork in alongside the old art in a new map named Modern. The old art is going to be around for a long time because it’s where all the tuning and balancing effort has gone over the years, so you fans of nostalgia will have plenty of quality time with it. 

Modern, the new art level! Don’t expect much, gameplay-wise yet, but it’s pretty!

The new art isn’t very playable yet, since we only have the five characters so far, and only a subset of all the animations even for those. John is working away furiously on getting statues and books and drinks and briefcases and everything else supported by the new folks, and then he’ll move on to do the next batch of characters. It will be a while before the new art is tournament worthy.

I don’t want to spend much time on the gameplay for the new art until we have a critical mass of characters to make it a real competition-worthy level, but I did realize people would want to play on the new map with the new art because it’s shiny, so I made a few gameplay modifications and spent a bit of effort getting it working as a game. First, I added the option to only enable a single mission on the map, so you can do “Known 1” or “Any 1 of 3” game types. Since there are only five characters, it turns this map into a bit of a Balcony-lite, which is fun. Second, based on playtesting it on stream the other night, I made the Ambassador unknown to the Sniper. So, combining these, you can do “Known 1 Bug Ambassador”, where the Spy tries to get away with bugging when the Sniper knows he or she is going to do it, but the Sniper doesn’t know which character is the Ambassador! 

It’s a little silly, but it’s fun and it actually elucidated a few interesting things for me about the design going forward, including how nice the game looks from the Sniper viewpoint without the triangles on people’s heads, and also how interesting it is to try to deduce characters from their behavior. The Ambassador has a “personal space violation” mechanic that triggers if somebody stands too close, and watching for that kind of behavior is very much in line with the design aesthetics I’m going for with SpyParty. You can even pretend you’re the Ambassador by bailing out when somebody stands too close to you for too long!

Update on the New Art, and SpyParty at XOXO in Portland

The new art is finally nearing release to beta testers, so if you want to check it out yourself as soon as I post the build, sign up for the beta!  I’ll post more details here when I release it, and of course I’ll stream the release notes on twitch.tv/spyparty and then post them on the SpyParty YouTube channel. Again, a reminder: it’s more of a tech demo than a playable map right now, it’ll be a while before the new art can replace the old art for real competitive play.

I fully intended on having the art released right after PAX, but I underestimated how much stuff I had agreed to do in September, so here we are.

The new artwork is working pretty well on a wide range of machines. For the PAX booth and the Omegathon, I only had to get it working reliably on Intel HD 4000 graphics, but now I need to try to make it work on everything. Dealing with different hardware and software configurations is the only real downside to doing PC games compared to the more closed platforms, but it is a significant downside. Here you can see a bunch of machines I’ve been using for testing, what year they’re from, and what graphics chip they have:

I try to keep a bunch of old machines running for testing, and I owe huge thanks to Ben Kutcher from Intel for always hooking me up, and to Jonathan Blow from The Witness for keeping me in constant supply of his discarded old machines. Especially for a multiplayer indie game, making sure you run on older machines is vitally important because you don’t want to limit your audience any more than you absolutely have to. I also try to develop on slightly old machines, because I think it keeps you honest as a programmer. It’s easy to get lazy if you always develop on a monster machine.

You can see the new map and characters work pretty well on most of the machines in the video, most at playable framerates even before optimization. The two exceptions are the Sony VAIO from way back in 2006, that has an Intel GMA 945 graphics chip in it,1 and the ThinkPad T500 from 2009. The latter is actually fast for a few minutes and then slows down, so I think there’s some kind of memory leak in the driver or something. I need to investigate more, because that hardware should run it fine.2

I also briefly tested on MacOS using Wineskin, and the new art loads correctly, but it won’t draw the new level on the machine I tested. I’m not actually sure how to debug this other than commenting out stuff and hoping it starts working, but I’m crossing my fingers that it’s something simple I can find. Hopefully, once I release the build, MacOS beta testers can give me some feedback on which machines work, if any. I really need to get a Mac at some point…stealing my girlfriend’s machine after she goes to sleep is not a very robust testing methodology.

Loading correctly is actually half the battle, and usually when things go wrong, they go wrong during load. So, I’ve put in some code that will detect if it’s the first time you’ve loaded the new art, and if so, it’ll keep track of whether it crashes during load. If it does, the next time you run it will prompt you for whether you want to skip loading the new art, or try again. The last remaining thing I need to do is make it so if you have loaded the new art and you try to play a game against somebody who skipped loading it, you can both still play the old art levels correctly and it fails reasonably gracefully if you try to play a new art level. This shouldn’t take long to get working. Famous last words.

XOXO

Last week I was invited by Andy Baio to bring SpyParty to the XOXO Festival Arcade in Portland, Oregon. Andy’s been a fan of the game for a while, and they had a great selection of experimental indie games this year at the festival. I had to return early so I missed the lectures over the weekend, but I believe they put videos online, and the Arcade was fun! As usual, I took pictures!

 

  1. a chip that’s pretty much universally reviled by graphics programers, but I will try hard to make it playable on this old machine! []
  2. and, in fact, you can see the slower T400 runs the game well…sigh. []

PAX West 2013 Report and Gallery

Another PAX, survived.

This one was a little more nuts than usual, and that’s saying something.  Allow me to enumerate the additional levels of difficulty this year:

dual

All things considered, though, it went really well, thanks as usual to my incredible volunteers from the SpyParty community.  This year, John and I had tireless help from zerotka, drawnonward, wodar, canadianbacon, zapdsl, and ardonite, and we could not have done it without them!2

Actually, this year, I have even more people to thank than usual:

  • Jeff Roberts, my debt to you follows the Ackerman Function.
  • Ben Kutcher, for adding NUCtastic to your long list of positive personality traits.
  • I’d like to thank Riot Games for setting up my booth.
  • Kelly Wallick, a long-time friend who also happens to run the Indie MEGABOOTH, saved our bacon using eldrich equipment magic.
  • My daughter, for making a SpyParty t-shirt for me, and telling me I had to wear it in the booth.  I have no idea how a 10-year-old knows what a martini is; I blame her mother.

You’d think after doing so many shows, we’d have this down, but there were a few things we kinda screwed up this year.  All were correctable, and all were relatively minor in the grand scheme of things, but I figure they’re worth mentioning just for the record:

  • We were so busy trying to get the new artwork into the build we didn’t think through the flow of the booth enough, and for the first half of the first day it was basically impossible to see there was anything new in the game.  We had a new level running with the new characters and environments alongside the old levels, but since all the machines were playing the old maps, either as training, or because the new stuff isn’t balanced yet, there was no way for somebody stopping by the booth to see the new stuff.  I would occasionally take over a machine to show somebody the new stuff, but it wasn’t a natural part of the booth flow.  Thankfully, Kelly came to our rescue, and we got a big HDTV on a stand set up, and I hacked an attract-mode into the game, and that helped a lot!
  • There were no signs until the last day that the beta was open, and since the majority of people who visit the booth haven’t heard of the game, or have only heard about it vaguely (see this lecture), a lot of people had no idea they could play online immediately.  You know you’re not thinking straight when you don’t even follow the advice of your own lectures on indie game marketing.
  • We didn’t do a great job of line management the first day, so it felt pretty slow.  I actually didn’t realize how important this was until I noticed the lack of people and pieced together what was missing.  Unfortunately, I was so distracted by last minute programming and logistics that I didn’t notice until the end of Friday.  People who come to your booth want to know where they stand in the world, both figuratively and literally.  If it feels disorganized or if they don’t know how long they’re going to have to wait, they drift off.  Line management is really important.  As soon as we started combing out the line, letting people know what order they were in, and that they needed to read the manual, the booth felt like normal again, with a line of folks reading the manual, onlookers watching the screens, etc.  Lesson learned (and if you’re an indie with a booth, hopefully knowledge transferred)!

Omegathon

The big secret of the whole show for me was that SpyParty was selected as the final game of the Omegathon, the overarching meta-tournament for PAX.  The rest of the games are announced beforehand, but the last game is kept secret, and sprung on the two players for the finals.  Robert Khoo mailed me asking if they could use SpyParty back in late July, we plotted about the right way to do it (since the Omeganauts weren’t going to be able to read the manual!), and I prepared two laptops to play the game on stage.  On the day, Ben Kuchera and Dabe Alan came to the booth, picked up John and me, and we went to go set up.  Sadly, I had to keep even our volunteers in the dark!

The games were great!  Lt. Hummus and Nantucket did a really wonderful job playing under intense pressure, having just had their brains exploded by my rapid-fire tutorial.  Lt. Hummus was kicking himself, because he’d joined the beta a month ago but hadn’t gotten around to playing yet!

I really appreciate Jerry, Mike, and Robert picking SpyParty for the finals; they’ve been fans of the game for a while, and I think they did a wonderful job with the whole thing.  This may sound a bit odd, but as the game designer, I was most impressed by how much respect they afforded SpyParty in the proceedings.  They could have easily hammed it up on stage, or made some wacky game variation for the final match, but they (and the audience) really got the deep concentration part of the design and they totally understood and worked with my questions and concerns about using the game, and it went off nigh perfectly.  I was over the moon!

Here are some good links:

The New Art

People seemed to love the new art, once we were actually able to show it to them!  The new art will be in the public beta build this week sometime, maybe tomorrow.  If you want to check it out, sign up for the beta this way right over here.  Be warned, it is in there, but it’s not very playable, it’s more of a tech demo right now.  It’ll get more playable as time goes on, but the main maps for actually playing the game will remain the old art ones for quite some time!  Much more on this soon when I release the build and stream the release notes!

Picture Gallery

Finally, the pictures!  Since this post is all about the bullet-points, here are some highlights:

Continue reading ‘PAX West 2013 Report and Gallery’ »

  1. …for some suitably liberal definition of “playable” []
  2. like, literally, we could not have actually done the conference without them! []
  3. Or so he claims…but look, a black man with a goatee who is not Morgan Freeman!!! []

Conversation Mockup Animation Reveals

Welp, doing this three times a week while I’m struggling to get the new art in for PAX is just not working, so I’ll bail on the strict Monday, Wednesday, Friday commitment, and just upload these every few days between now and the show. Remember to subscribe to the SpyPartyGame channel to be notified when I upload these and other videos.  

Oh, and you can play SpyParty right now if you join the beta!

Here’s a new animation reveal video, this time with all the characters showing new talk and listen animations in simulated conversations. These conversations are done by sequencing the animations together in the editor, there’s no AI control over the conversation flow right now, so the real game conversations will be a bit different, but these should give you and idea of how they’ll feel.

I bought a new USB soundcard to get the actual analog circuitry far away from the laptop to try to get the mic noise down.  Seems like it worked out okay, the voiceover is definitely higher quality.1

  1. Well, higher audio quality, I make no claims about the voice or the content! []

First Talk Animation Reveals for Mr. C, Mr. D, and Ms. E

I think it is still Friday somewhere, like maybe Hawaii. Man, editing video is such a pain, this Monday, Wednesday, Friday schedule for revealing these new character animations is going to kill me. Also, now I’m super paranoid about the amount of noise on my laptop’s mic input, so I’m probably going to have to get a USB soundcard to try to isolate it. Plus, let’s just ignore the camera still visible in the distance in Mr. C’s video, shall we?

Without further ado (and whining), here are the first talk animations for the three other characters in our first five, Mr. C, Mr. D, and Ms. E.1 If you missed Mr. A and Ms. B, you can see them here, and if you don’t want to miss any more videos, Subscribe to the SpyPartyGame YouTube Channel!

I think for the next batch I’m going to put them all in a single video so there’s not so much intro and outro overhead.

These characters and animations are all part of the run-up to PAX at the end of August, where we hope to have the new SpyParty art up and running2 in the game!

 

  1. Yes, perhaps it was a missed opportunity to not go with “Mr. E”, but that’s how it goes. []
  2. or more likely, limping []