04/16
“Minecraft: Hardcore” Review ¶
About a week ago I fired up Minecraft for the first time ever. I mean, I played it before when it was in alpha and there were no objectives or anything but I’m not sure that’s fair to call that game Minecraft. It’s certainly not Minecraft: Hardcore. At the time it was still a really engrossing experience but I had written off Minecraft as a non-essential game for so long, partly because I never afforded myself time to play it, and also because I felt like I already knew it. I’d had my impression and I knew what it was about. Why go back?
The pre-order business model compromised Minecraft in a way. What made it so financially viable simultaneously allowed for weird muffled first impressions of the game. In the media and amongst the audience, it doesn’t seem to garner a lot of praise for its game design as much as it does for its world-building “virtual lego” mechanics. We don’t see stories from Minecraft, I see things. Things like calculators, recreations of Middle Earth, glass skyscrapers and automated minecart networks.
This is another issue with Minecraft. It offers these different modes, and rightfully so, that attract a lot of creative people to work together. This is the culture of the game and it is incredibly awesome, but that concept isn’t super new and it’s not really a game. Minecraft: Hardcore? That’s a game.
Minecraft: Hardcore reignited my passion for playing video games. I think the last time I was this into a video game was high school with Baldur’s Gate II. As an adult, it’s harder to get into a game and suspend disbelief. We need more out of games, we need them to ask more of us, but video games have taken the opposite turn. It’s not that they aren’t fun, it’s that they insult us. It’s as if no writers had the balls to publish books more advanced or demanding than Babysitter’s Club and Goosebumps serials. After playing Minecraft: Hardcore, I realize that more than ever.
Games can be about a lot of things and they can all be meaningful. Minecraft: Hardcore offers a challenge that is simple. Survive. If you survive, then go try and kill a dragon. But its world is complex. It’s rich but the manner in which you develop your technology for surviving is simple yet natural.
Video games can be a theater where you are simultaneously the actor and the audience. While this isn’t true of something like Tetris, it is true of most popular games of today, and yet so many of them forget that for the audience to believe the acting, the actors must also believe in some way, that their role is real. This is a real conundrum because it flies in the face of “playability”. So many game designers are afraid of making a game too hard. But wouldn’t the worst possible thing for advancing this medium be basing design on fear? Fear is, without a doubt, the one thing that most keeps us from realizing this medium’s true potential.
Minecraft: Hardcore has no fear.
02/17
Two Years of ⌘⇧4 ¶
I take a lot of screenshots with cmd+shift+4 and they all go straight on my desktop where I like ‘em. This is all of them from the last two years. Sometimes I use the + cursor as a ruler but more often to just show someone a quick screenshot. This whole video is in chronological order from January 12th, 2010 to February 17, 2012.
02/9
365 Puzzlejuice Emails [pt.1] ¶
This might be the blog post that goes on to define TL;DR.
This is the complete, and I mean complete, story of the collaboration between Asher and I on Puzzlejuice. Since first contact about this project, we have never spoken a word, had a real-time chat conversation or anything of any sort outside of Twitter and Gmail. And we are going to show you every single thing we sent and showed each other in the 365-email-long conversation. It all started with this tweet:

I saw that in my @Mentions and shortly emailed Asher. Some of you may be thinking that this is a terrible idea. Of course voice chat is the best way to communicate. Of course things are going to need to be ironed out over AIM. Not so. Maybe it was pure luck, but probably, Asher and I just worked really really well together over email and never felt the need to change that. I can’t believe how smooth the back-and-forth was and how quickly the work went. At some point, we even acknowledged how we have only conversed through email, and we thought up this very blog post, about 2 months ago.
Table of Contents
Part One
- Greg’s first contact with Asher
- Greg’s first mockup
- Work/business negotiations
- Start of typeface and logo talk
- Discussion about Spelltower’s release
- Resolution concenrs and beginnings of battle over grid size
- First title screen ideas
- Interface swipe to spell buttons idea
- Happy Thanksgiving
Part Two
- Grid battle continued
- Second attempt at menu system
- We first mention the idea of posting these emails
- Menu system is finalized
- Release date talk
- Talk about getting a musician
- Headaches with provisioning profiles
- Design changes from Asher that never went into the game
- Big typeface battle
- Site design proposal and game audit from Greg
Part Three
- Planning the final push
- Second audit from Greg
- Developer profile issues with ad-hoc builds
- Juice Co. Logo
- Release date changed
- Start contacting journalists
- Co-op video uploaded by Greg
- Talking about the trailer
- Talking over how to price Puzzlejuice
- Trouble with GoDaddy resolving the new DNS
- Launched!
- Greg overanalyzes the data
- Mini-crisis with people not allowed to download the game
- List of remaining issues with 1.0
- The End.
Hopefully exposing this dialog sheds some light on the collaboration process itself. The email begins after I have first had a chance to play Puzzlejuice. The trailer shows off what it looked like and how it all played at the time. This is exactly the game I played:
To provide some context for this first email, Asher sent me the game and asked me for some advice on making his game look good so I was emailing with that intent, nothing more. So here is the unabridged and 99% unedited 365 message long email chain that ensued which resulted in a video game.
Greg to Asher | Wed, Oct 12, 2011 at 4:23 PM
Hey this is really fun!
Do you guys wanna go minimalist with it? the rounded corners could be a little more “fun-loving” and whimsical if you wanted, might be a better fit with the attitude you’re going after.
i’d say… you could still go a lot of different angles, but what are your resources? do you have an artist? can you manage the aliased edges on stuff in unity? with the game as it is now, the details matter. the less stuff that’s in the game the more those details will show. So focus on your color scheme, if you go with blocks it might be best to just keep them solid, simple. push the simple if you go for it, resist the urge to add more and stick to your guns, whatever you decide. I do think the game could benefit from an artist, while none of us have the resources that capy does, critter crunch is a good example of where you could take a “grid based” puzzle game. http://www.youtube.com/watch?v=fj0LnXFAO7g
shit can get real polished/character driven if you want.
i don’t think characters really make sense for this game, but regardless you could go with something more colorful and etc. and i’m not just talking about “colors”. in general the game feels like it’s in the programmer art phase, but a lot of stuff is in there and it’s just waiting for an artist to come in and swap everything and make it look pretty. if it’s something you wanna try on your own, i’d side with a style that’s sparse. focus a lot of time on just picking the right set of colors, then work out from there, keeping it simple with a focus on the details, like anti aliasing and etc.
Asher to Greg | Wed, Oct 12, 2011 at 6:01 PM
Hey Greg,
I’m glad you like the game! I’m really proud of it so it’s great to hear that people enjoy it.
As far as artists go– this game is really just a solo project at the moment. And all of it is very much programmer art. I originally made it for The Odd Gentlemen, but I now have the rights to it– which is crazy and amazing and I love those guys.
But that leaves me entirely by myself and I don’t actually know that many artists. (I know even fewer graphic designers, which is what I feel like this game really needs.) I have graphic-designed in the past so I’m definitely going to give it a shot but hopefully I won’t get too frustrated with Photoshop.
Thanks for pointing out little details like how you can see the aliasing. I’m going to spend a lot of time working on the pallet– I’m definitely going to make that a priority. I’ll play around with kuler.adobe.com for a while, but do you know any other resources I can look in to?
Thanks again for your feedback! If there’s anyway I can return the favor please let me know :)
Asher
02/9
365 Puzzlejuice Emails [pt. 2] ¶
Continued from Part 1
Table of Contents
Part One
- Greg’s first contact with Asher
- Greg’s first mockup
- Work/business negotiations
- Start of typeface and logo talk
- Discussion about Spelltower’s release
- Resolution concenrs and beginnings of battle over grid size
- First title screen ideas
- Interface swipe to spell buttons idea
- Happy Thanksgiving
Part Two
- Grid battle continued
- Second attempt at menu system
- We first mention the idea of posting these emails
- Menu system is finalized
- Release date talk
- Talk about getting a musician
- Headaches with provisioning profiles
- Design changes from Asher that never went into the game
- Big typeface battle
- Site design proposal and game audit from Greg
Part Three
- Planning the final push
- Second audit from Greg
- Developer profile issues with ad-hoc builds
- Juice Co. Logo
- Release date changed
- Start contacting journalists
- Co-op video uploaded by Greg
- Talking about the trailer
- Talking over how to price Puzzlejuice
- Trouble with GoDaddy resolving the new DNS
- Launched!
- Greg overanalyzes the data
- Mini-crisis with people not allowed to download the game
- List of remaining issues with 1.0
- The End.
Mon, Nov 28, 2011 at 5:04 PM
allllllllllllllllllllright. i’m back. :)
ridic fishing crunch was crunchy so i needed to be away for a bit. i’m back now though. so hmmm… let me catch up here.
re: menus >> alright cool, thanks for the zip. i’ve noticed that the menus aren’t in a standard res. is that because they are being cutoff or is there some reason for that? 960×640 is what i’m working with as a base. i’d like to get a read on what you’re thinking as far as taking the swipe the word to transition to other parts of the menu system. i’d like that to permeate all menu screens.
i guess right now i’m thinking there are some things i’d like to change about the visual details. now that the blocks are 100% i think the colors are clashing/vibrating so i went with this (attached). i think it still allows for enough differentiation and looks much better. Beyond that there’s a good bit more but i want to make sure that you are ready for that phase. it seems like right now the grid that the blocks are on, the size of the blocks and etc. will determine a lot as far as the menus themselves are concerned. so while it might feel a bit like premature polish, i think we should nail down a grid/blocksize and grid orientation that will flow throughout the whole game that we can build the rest of the game menus on top of. it will make both of our lives a lot easier if we sort of polish that vertical slice of the game.
right now, as far as the grid is concerned, it’s a bit awkward. aesthetically i’d much prefer my original grid, with a hefty margin, however i definitely realize the need to maximize real-estate. I’m going to try and work within those constraints some more and we should probably try and work as closely as possible to get something that we’re both happy with.
basically, i’m looking to get the pipeline as a sort of 1:1 thing, where we’re both aware of the exact measurements of things so the details are exposed so we can finalize the base grid, colors and visual rules and move forward using those to build things out. for instance, right now there is a hay-pixel gap between all block rows. I’m not sure what the case is there, but it’s one of the things we should try and figure out. that way, if i cook up a 960×640 mockup it’s with actual pixels that will be used in the game.
finally, this might not be what you were planning, and that’s fine as well. if you’d like me to take more of a direction/consultation roll in this then i understand that, but i strongly suggest that we focus down on the details to make this game special. it matters. apple has taste when it comes to the visuals and they aren’t going to feature something that doesn’t look crisp/professional/polished. we don’t have a lot of ammo to throw at the player so the way we make it look professional is with carefully crafted details.
alright,
so yea, i definitely think showing apple a build would be great. My contact is more of a development contact so she’s actually most interested in alpha/beta builds to talk about new features apple is pushing and so on. it’s a good idea for sure to keep up the dialog as that means we will be in her mind in the months leading up to release. hopefully you can build a direct contact with her about puzzlejuice and keep that up post-puzzlejuice. The hope is that when it comes time to release she can pass the word onto someone that has the power to offer puzzlejuice up as a potential feature.
in general the game is really shaping up and coming together. i can’t wait to keep pushing and making this puppy sing. :)
Greg
Mon, Nov 28, 2011 at 5:12 PM
here’s her info to get her setup on testflight: [REDACTED]
Mon, Nov 28, 2011 at 6:31 PM
here’s a 55px grid (actually has 14 rows, just fixed that in the ai file). but yea, there are smaller blocks here but i think it just feels really cramped at 60px blocksize. plus more room for UI and stuff like that…
Greg
Mon, Nov 28, 2011 at 9:10 PM
Hey welcome back!
I was curious why you were silent– but Ridicafish makes a lot of sense. Can’t wait to try it out :D Unfortunately I’m going to be in a similar mode this week. I pushed really hard on this build of PJ because I won’t be able to touch it for a week or so due to finals.
I dig the new colors. They’re very pleasing and pastelly. I think the blue/beige might need to be differentiated a little more though, because they blend together on bright displays.
So okay one hurdle I’m going to have to figure out is pixels. The major flaw with Unity being a 3D-focused engine is that there’s no such thing as pixels. For reference: the arbitrary scale that I went with is 1 UnityUnit = 1 gem and then I just zoomed the camera until it fit. (It makes the grid math really easy, but in retrospect I should have gone with a 1 UnityUnit = 1 pixel [or four pixels for retina]). But as the game works now, I have no real strict rulers. I’m going to work hard to make sure the game matches the mockups (I’ll probably code some tools to help me do it) but it’s not going to be a strict science. So things like the one halfapixel between rows will pop up. I appreciate you pointing that out– I totally forgot about that. (Also the screenshots were not a standard ratio because I captured them from the editor, not the iPad. Sorry about that)
I’m at a loss for the size of the blocks… I understand the importance of the margins for aesthetic reasons, but I’ve already gotten a lot of complaints from new users that the blocks are too small. It’s a serious concern I’ve been having about the game’s mass playability. The more we shrink the text, the menus, the blocks– the more we push away A) People with bad eyesight B) People with big fingers. You’ve probably noticed that the major difference between your mockups and what ends up in the game is that I keep making the text bigger. It’s because the iPhone’s screen is tiny!
PJ on the phone is already breaking a lot of rules because you’re not supposed to ask a user on a touch screen to be SO accurate at such a high speed. When a user places their finger on the screen, they tend to end up around 10-20px away from where they intended. (This is even worse when people play with their thumbs) In the menu system I cheat and make sure that they’re always touching a block, but mid-gameplay I can’t assume that they wanted to touch the “P” instead of the “E.”
Shrinking the gems 5px doesn’t seem like a lot but, for example, you’ll remember that there was a period when boggling felt awful on the phone for an indeterminable reason. It turns out that I had offset the user’s touch vertically by 12px. (Because the gem faces became 12px higher with the new art) and because of that small change the game suddenly felt unnatural and clunky and imprecise. This is a super honest from-the-bottom-of-my-heart reason that I’m very very hesitant to change the size of the gems: The game feels good. I’m finally getting complements on the iPad controls and the iPhone controls and this is only after months of working on this game. I really don’t want to spend another six months to re-tuning the controls =/
My final argument for keeping the grid its current size is this: The iPhone has margins built in. The black bits on the side of the phone border the game in a very natural feeling way to me. An iPhone screenshot seems cramped, but when it’s framed by the phone it feels fine to me.
I really trust your aesthetic intuition and I definitely want you having a direct hand in this. That hasn’t changed. I’m just always going to push for gameplay first and foremost. :)
If you’d like I can retake the menu screenshots when I have a moment. (Though it might be in a couple days) Also I’m really excited to work with [Apple]. Also I want to talk to you about more and more player feedback I want to add. And also the flipping of the iPhone interface (with the word you’re spelling on top) but I gotta run!
I’ll send you more details on all of that soon
Asher
02/9
365 Puzzlejuice Emails [pt. 3] ¶
Continued from Part 2
Table of Contents
Part One
- Greg’s first contact with Asher
- Greg’s first mockup
- Work/business negotiations
- Start of typeface and logo talk
- Discussion about Spelltower’s release
- Resolution concenrs and beginnings of battle over grid size
- First title screen ideas
- Interface swipe to spell buttons idea
- Happy Thanksgiving
Part Two
- Grid battle continued
- Second attempt at menu system
- We first mention the idea of posting these emails
- Menu system is finalized
- Release date talk
- Talk about getting a musician
- Headaches with provisioning profiles
- Design changes from Asher that never went into the game
- Big typeface battle
- Site design proposal and game audit from Greg
Part Three
- Planning the final push
- Second audit from Greg
- Developer profile issues with ad-hoc builds
- Juice Co. Logo
- Release date changed
- Start contacting journalists
- Co-op video uploaded by Greg
- Talking about the trailer
- Talking over how to price Puzzlejuice
- Trouble with GoDaddy resolving the new DNS
- Launched!
- Greg overanalyzes the data
- Mini-crisis with people not allowed to download the game
- List of remaining issues with 1.0
- The End.
Fri, Jan 6, 2012 at 10:12 AM
yo, just pulled down the build, it’s downloading now. from what i gather the next couple of days are going to be a hellride?
i think it might be useful to re-evaluate the audit as there are probably some more important things we could focus on than a lot of what’s in there. for instance, per the icon colors vibrating, i changed the secondary colors (bottom shading) to avoid that. also, i noticed that when i lost (maybe it was a quirk) that there didn’t seem to be an explosion or a core meltdown of some kind like i was expecting.
also, and maybe this is like the fifth time you’ve told me, but what about the options menu?
playing now, looking really great! love the button transition, the shadow change, everything!
i’d say priority from what i’ve seen (and most of these are probably “no duh greg”):
i saw you mentioned you added the juice effects but i’m having trouble picking them out
the freeze seems to be the old freeze effect
old icons replaced with new
options menu? (let me know what you want in it and i’ll mock it up)
switching those secondary block colors
replacing my orange arrows from the original glowey orange ones
an explodey/CHOMPCHOMPy transition when losing
word list spacing on game over/pause screen :)
let me know if there’s anything i can do to ease your workload on this stuff. i’m happy to do it and it seems like to hit our deadline it might be necessary.
Fri, Jan 6, 2012 at 12:59 PM
Yup yup yup today/tomorrow is going to be fun.
THINGS:
1) I accidentally left “game-over” effect off my list. Thanks for reminding me. It’s going to be a simple bomb-like effect that blows up the blocks from top to bottom. Also chompsters is on my list
2) The juice was on my to-do list today. SPEAKING OF: I had a lot of trouble getting the drops to look good and it’ll take a lot of care+affection to get right. Do you think you could open up Unity and get a version of the particle effect looking right? Or is that too unfamiliar of a system to hop on today? I can set up a project everything set up for you and then all you would have to do is tweak numbers.
3) Yeah I was holding off on the options menu til I knew what we were going to have in there, but at this point it’s pretty settled:
SFX Volume 0-10 (Plus/minus buttons. A slider would take too long to program right now)
Music Volume 0-10
Picture-In-Picture checkbox
Objective Notifications checkbox
Clear Progress + simple “Are You Sure?” menu
And this is a good place for the credits! I think it’d be nice if it had our twitters. What do you think? Also lemme know if this billing is okay:
Game by Asher Vollmer @clckwrk
Art by Greg Wohlwend @aeiowu
Music by Jimmy Hinson @bigGIANTcircles
4) I’m going to be doing a lot of jamming today. Favoring speed over code-niceness. Hopefully you should be getting 1-4 builds today. I think it’s a good idea for you to wait on a second audit until I fix the stuff from earlier. Y’know unless you’re just waiting around :P
Asher



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