Posts

Awesomenauts in the Humble Bundle!

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Yesterday the Humble Indie Bundle 8 launched, including Awesomenauts ! For $1 or more, you get Steam keys to the games in the bundle, and Awesomenauts even comes with an exclusive chicken skin for Clunk: Cluck. Really happy with the line-up this time. The other games in the bundle include some of my personal favourites from the past years: Little Inferno, Capsized and Dear Esther. Especially Dear Esther absolutely blew my mind when I played it, showing me a completely different kind of 'game' experience, and a story that really intrigued me deeply.

Detecting notes from a live cello: the core technology of Cello Fortress

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My new game Cello Fortress is controlled by a cello. This is a really weird and unique thing, and comes with some serious challenges. So far I have discussed the game design aspect of this, but at the very core of the game lies a much more technical topic: detecting notes in real-time from a live cello. Cello Fortress really knows what notes I am playing. I developed my own algorithm for that, and although it is not perfect (it quite often shortly detects notes that are not actually played), it works surprisingly well for such a difficult technical problem. So how does it work? Let's have a look! The big challenge here is that a cello produces a very complex sound pattern. There are all kinds of overtones, scratches and noises in it, and detecting the actual note from that is incredibly difficult. I did some research before I began programming the game, and it turns out that finding notes in a live acoustic instrument is in fact an unsolved problem. There is quite a lot of researc...

How the cello controls the game in Cello Fortress

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The most unique aspect of Cello Fortress is how a cellist does a live performance in front of an audience, while at the same time controlling a game. This is completely different from other music games, in which the musician usually plays on a fake plastic instrument, and even if he plays a real instrument, he does nothing but imitate an existing song. In most such other music games, there is hardly any real gameplay: just points based on how well you played the song. Cello Fortress is a completely different affair: here the cellist is controlling a real game, with real choice and interaction. Depending on what his opponents do, the cellist plays different notes. The cellist can even do things like baiting the opponents with a certain attack and then switching to another. So how does that work? What does the cellist need to do to trigger the various attacks? Check this trailer to see (and hear!) how it works: Live video footage in the trailer shot by Zoomin.tv Games at the Indie Game...

Style exploration for Cello Fortress

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So far I have focussed all my efforts for Cello Fortress on the gameplay. Controlling a game with a live cello is a big challenge, both technically and in terms of game design. Now that that is turning out well, the next step is to get rid of the prototype art and give the game real graphics. I have been thinking a lot about the exact visual style and the goal is of course to make Cello Fortress look really good. While the current version of Cello Fortress does not contain any of these visual ideas yet, today I'd like to show my inspirations, and some visual experiments that I did. The base inspirational image for Cello Fortress' visuals comes from the special edition booklet to Radiohead's album Amnesiac . It is a really noisy and small image, and the scan makes it even worse, but the core of it is this: extremely low-polygon mountains with extremely low-res textures, so that there are big square pixels on the flat triangles. Taking this idea, I did a quick experiment in ...

Making everything animatable

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Everything in our tools is animatable. Not just position, rotation and scale, but also things like colour, skew, taper, texture scroll and the number of particles emitted. This is a feature that I know from 3D Studio MAX and that I had been admiring for ages, so as a programmer I really wanted to come up with a neat system to build this. Being able to animate everything also happens to be really useful for our artists... ;) Today, I would like to explain how we built this. You might already have seen our animation tools in the Ronitech tools trailer I made a while ago, but that was only a very short fragment, so here is a more complete demo of the animation capabilities of the Ronitech animation editor: Before I continue, I should note that although I designed most of this system, the real credit should go to Thijs (at the time a coding intern at Ronimo , now a gameplay programmer): he implemented it all, figured out the nitty-gritty details, and built the editor's animation UI. W...

From melee to ranged: the most difficult design decision in Awesomenauts

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Many people probably won't realise this, but while Awesomenauts may feel like a logical translation of the MOBA genre (games like DotA and League of Legends) to a 2D platformer, the design process was in fact long and difficult. Striking the right balance between tactical gameplay, platforming combat and match flow took a long evolution, with tons of experimentation and careful design. A little bit of that process shows through Sheriff Lonestar's evolution , which I talked about last week. Awesomenauts' design originally featured tons of features that didn't make it into the game. Probably the most striking of those is the disappearance of most heros' melee skill. Originally all classes in Awesomenauts had both a ranged skill and a melee skill, including Lonestar. Looking back, this surprises me, since the current distinction between ranged and melee characters feels so natural. It took us a long time to figure this out, though! Originally we wanted to make someth...

Announcing Awesomenauts The Movie with a trailer!

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We have just released this press release, figured I should share this awesome piece of news with you! Today Ronimo Games announces that their massively successful platforming MOBA Awesomenauts is coming to Hollywood! Awesomenauts The Movie will be directed by the award-winning director G.G. Abrams. The announcement is celebrated with a teaser trailer: Awesomenauts The Movie will be released in full 3D and will reach theaters around the globe this Fall. Joost van Dongen, co-founder of Ronimo Games, says "This movie is a dream come true. Plans for an Awesomenauts movie have been in development since we started working on the game, and now that the game has reached such huge success, we have finally been able to break into Hollywood and get the production of the movie started!" Actors have not officially been announced yet, but rumours currently suggest several famous Hollywood actors might have enlisted to play the roles of Froggy G, Clunk and Sheriff Lonestar. About Awesomena...