Posts Tagged ‘Swarm’

Swarm: From Ph.D To PSN

We’re super excited that Swarm is finally about to be released on PlayStation Network. The genesis of the original idea for the game stretches all the way back to 2006, shortly after we started Hothead. There was an indie video game developer contest we wanted to enter, so we brainstormed a ton of ideas on what to submit. Dr. Mike Hayward, Hothead’s resident Ph.D., brought forward a concept based on his doctoral research in artificial life. He called it Swarm and it had plenty of science cred. We thought this was our contest winner, so we came up with a cute adorable character to go with his tech, the swarmite, and got to work on a prototype.

In the end we did very well in that contest, placing in the final four, winning the people’s choice vote, and garnering 0,000 in winnings. Every time we wore a Swarm t-shirt in public, invariably someone would ask us about the character. People really seemed to like it. So we knew we were onto something. We just had one problem: what we created wasn’t really a game.

The prototype was cool. 50 pudgy, blue swarmites milled around and waited for you to act. You took control of a single swarmite and the rest watched attentively. You’d take some action, like picking up a rock, and the rest of them would frantically run around, trying to find rocks. There were never enough rocks to go around, and so the swarmites would absentmindedly pick up other items or even their fellow swarmites. Then you’d throw the rocks at a target and they would all follow. Every time you did something, they learned, and as you progressed through the level they used all their learning to move you forward. So the tech was very cool and the way the swarmites behaved was funny, but because you were teaching them, the further you progressed through the level, the more time you spent simply watching and the less time you spent playing.

Swarm: From Ph.D To PSN

Our response to this was to park the uber-smart Dr. Mike in a corner and let him play for three years or so. “Turn it into a game!” was our direction. He kept at it, finally hitting a big turning point when he started playing with the idea of directly controlling 50 swarmites at once. Suddenly Swarm started looking like an action game and a platformer. And there were cool examples of emergence that he kind of stumbled on. For example, if you huddle the swarm together and then jump repeatedly, they stack on each other’s heads and form a tall totem. That wasn’t planned in any design document, it just happened by accident in one of Mike’s prototypes.

Swarm: From Ph.D To PSN

Armed with some cool new control schemes, we put the game into production and set out to make the coolest PSN game ever. Then we hit our next obstacle. Turns out if you move 50 characters at once and put them in a ridiculously dangerous world with explosives, fans and other things that tend to blow them all over the place, it can get a tad confusing for the player just what is going on and where their swarm is when all hell is breaking loose. So to address this, we did what we always do: lots and lots of playtests. We’d bring in four or five fresh players that have never seen the game before, put a controller in their hand and let them give it a go. Certainly it can be a humbling experience when you watch players get frustrated with your game, but we persisted at iterating and improving it a little each week. It wasn’t long before we had something that users reported was intuitive and fun to play… no small feat for a brand new type of gameplay mechanic!

With our deadline quickly approaching, we turned our attention to replayability. What would give players a reason to want to go back and replay levels they’ve already completed? The epiphany here turned out to be our scoring system. Swarm has multipliers, multipliers on multipliers, checkpoint bonuses, time bonuses and lots and lots of shiny pickups. The upshot of all of it is that whether you’re a beginner or a seasoned player, you can always work to make your score better. There is no natural maximum score on any level. And the great benefit of that is it makes the leaderboards in the game naturally quite competitive. We put your results right in your face as frequently as we can so you always see how you’re measuring up against your friends on each level. We even have the game automatically facilitate a bit of smack talk.

We’re proud of what we’ve made in Swarm: it was wrought from our indie blood, sweat and tears. We’re confident you’ll like what you see when you play it.


PSP news

Starcraft 2 Heart of the Swarm to Have Separate Ladder

Dustin Browder has revealed that the Heart of the Swarm expansion for Starcraft 2 will have its own ladder for any player upgrading to the expansion.

I find this a little strange, because when all three games for Starcraft 2 have been released there will be three seperate ladders. This all seems a little pointless considering that the first Starcraft 2 ladder will never be used again. I always thought the aim of the ladder is to have the best players in the world playing in one place at a time!

Dustin also stated that there are plans to release a bunch of new maps for the multiplayer experience that will address a lot of issues that fans have raised with the current map pool. These maps, he said, will hopefully be added within the next few weeks.

WireNinja

Comet Crash: Bionic Swarm DLC Coming Soon

Hello everyone! This is John Bates and Jennifer Pourchot from Pelfast. Pelfast is a small indie startup located in sunny California. Our debut title, Comet Crash, turned the tower defense genre on its head with completely new and exciting gameplay and we’re hard at working wrapping up a massive expansion, titled Comet Crash: Bionic Swarm. For those unfamiliar with the original Comet Crash, here’s a quick rundown.

Tower defense fans appreciate the simple yet addictive experience of building towers to defend from enemy waves. On the other hand, we at Pelfast love the thrill of a massive offensive rush to demolish an enemy base. We designed Comet Crash with both of these elements in mind. Finally, you can send massive swarms of your own troops to wreak havoc on the relentless waves of enemies.

Since your last mission at the end of Comet Crash, you have enjoyed peaceful times. But while you have been delighting in the fruits of your latest victory, underground enemy forces have been frantically working to rebuild their defenses. Their technology has expanded and once again they are ready to fight.

Welcome to comets Gaia and Kronos. The swarms are massive and the creatures have morphed into gargantuan monsters. Life is a bit more chaotic here and you will need all of your skills if you hope to survive these dangerous lands.

Comet Crash Bionic Swarm DLC

Gaia is a lush and savage landscape where enemy forces have been hiding out conducting experiments on their militant troops. Updated intel reveal they have mastered technology that transmogrifies existing fighters into hideous and powerful swarm creatures. If you hope to survive the no-man’s land of this comet it is crucial that you loot guarded research and use it to convert your own fighters into invading beasts as well as harness the power of guided missiles in order to blast your way through enemy territory.

Should you survive Gaia you will be transported to Kronos. Before it was ravaged by enemy forces, Kronos served as a bustling metropolis and was a primary research station for offensive weaponry. Enemy forces recently invaded Kronos, stealing local research with diabolical plans of evading your increasingly ingenious attacks. Once you gain the technology to cultivate hordes of Kamikaze fighters and master the art of missile defense you may have a fighting chance at survival. Be prepared for a battle of epic proportions — to survive Kronos you must be cunning, stealthy, and strategic.

Comet Crash Bionic Swarm DLC

Comet Crash: Bionic Swarm will be available on the PlayStation Network in coming weeks.
Thanks for reading!

Comet Crash Bionic Swarm DLC


PSP news