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Showing posts with the label De Blob

The statistics of our games, part 3: Code

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In previous blogposts I shared the statistics of our games, talking about files and textures and about assets and audio . Today we get to the final part of this short series: code! Code is where size matters most. Not because creating 751 different particle systems wasn't a lot of work for our artists, but because unlike with particles, every additional line of code makes every existing line of code more complex. No matter how many particle systems there are, when creating one, an artist only has to care about that single particle system. The rest hardly matters. With code, the opposite is true: the larger a codebase, the more complex it all becomes. Of course, object oriented design principles say everything should be separated as much as possible, and this is a goal we work hard for, but in practice that is just not always doable. For example, the 15 characters in Awesomenauts all need to interact with each other. Any skill from any character needs to be able to handle interfer...

The statistics of our games, part 2: Assets and audio

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Last week I shared the first part of the statistics from our games . Today let's look at the second part: numbers about assets and audio. Plus a bunch of (hopefully) interesting contemplations and anecdotes about them. In fact, I had intended to also include stats about code today, but I typed so much text about all of this that I had to split it further. This series is now three blogposts instead of my originally intended two. Before I continue, let me abuse this moment for a short commercial break by (again) marketing our Kickstarter campaign for the Awesomenauts: Starstorm expansion ! Including PayPal pledges we have by now reached the first stretch goal (a new map) and are working towards the second stretch goal: Custom Games! Now, let's get to the actual numbers! Assets Levels 1 1 42 42 5 3 4 Skeletal animations 12 82 n/a n/a 0 n/a n/a Particles systems 2 10 43 43 2 526 751 Animation templates n/a n/a n/a n/a n/a ...

The statistics of our games, part 1: General, files and textures

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As you might know, we are currently running our Kickstarter campaign for our big Starstorm expansion to Awesomenauts. While we were preparing for that, I was thinking about how much Awesomenauts has grown since launch, and how much further it would grow by creating the Starstorm. Being a programmer, I love numbers and started collecting data on just how much Awesomenauts has been growing. Today I would like to share the first half of those with you! Since I like comparing, I have also added the other games I have worked on: De Blob, Snowball Earth, Swords & Soldiers and Proun. Hopefully you will find this as fascinating to look at as I do! But first, let me abuse this moment to blatantly market our Kickstarter campaign ... ;) We have already reached our main goal, and there are still tons of fun things in the stretch goals, including releasing our editors for modding. So please help make those features possible by backing the Starstorm, and scoop up lots of goodies in the reward ...

The craziest bugs, part 2

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Last week I started the top 7 of my favourite bugs with the numbers 7 to 4. The top 3 is where it gets really crazy. Sit back and enjoy to see how amazingly stupid game development can sometimes be! Click here for numbers 7 to 4 3. Hidden functionality to turn off bugs On one of the platforms Awesomenauts launched on, we had a lot of trouble getting the internet connection between players to remain stable. After a while the ping would always start slowly increasing, until in the end it got too high and the game disconnected. Sometimes this took a couple of minutes to start, sometimes half an hour, but in the end this always happened. We contacted the support team for the platform-specific networking library that we were using, and their answer was that we used too much bandwidth and sent too many packages. So we spent a lot of time optimising, and we managed to half the number of packages and half the bandwidth. However, the problem remained, and they again told us we used too much ba...

Wacky marketing thingies

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In last week's blog post , I mentioned several times that doing marketing as an indie requires creativity. It is easy to buy advertisement space, but it is a lot more challenging to come up with things that are so interesting that press will write about them for free. At Ronimo we greatly enjoy coming up with such weird marketing stuff, so here are some of the most fun/creative/weird things we have done so far, and also some that I did myself for Proun . Some only cost us time to do them, while others did require small amounts of money to produce. Note that not all of these actually worked as well as we hoped, but they are hopefully still fun to see! ^_^ Swords & Soldiers hot sauce! The game's story is all about barbeque sauce, so giving press special branded hot sauce seemed fitting. Of course having these made would be very expensive, so we simply bought standard hot sauce, removed the labels, and put our own stickers on them. All of this was done in a hotel in San Fran...