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
Mon, Nov 28, 2011 at 9:31 PM
ok cool. you make a good case and i can’t argue with it. 60px blocks it is! :) definitely no hard feelings or anything, i will work within the constraints to make it the best possible that it can be.
i see what you mean about the beige/blue, i will shift things around. i imagine it’ll take some tinkering to get it right.
i appreciate your fervor and pushing for function over form, and i feel the same way, i don’t have near as much knowledge about the pitfalls of the design and where we need to put all our chips, so yea, i will default to you. just know that i’m pushing for certain things in an effort to make the game look the best it can, but ultimately gameplay should be above all else. you’ll get no more friction from me if that’s on the line. :)
finally, don’t worry at all about taking new screenshots. they are just fine how they are, i was just curious about why they were like that due to some of the discrepancies you brought up about unity not being a 1:1 thing. i was searching around earlier and this is all probably all old-news and under the bridge for you but in the off chance it isn’t: http://forum.unity3d.com/threads/82265-Pixel-Perfect-and-Clean-Textures. I’m not sure that applies as you are using 3D cubes for the blocks, yea? regardless, i’m sure we can come to some kind of happy medium and work through it no problem.
Greg
Greg
Mon, Nov 28, 2011 at 11:31 PM
Hah awesome! I think this is exactly the relationship we should have– both arguing for the best possible game in two different ways
Ooh that UI is looking nice. I like the “*” for the multiplier– is that DIN? I think I’m going to put that in the playtests next week to see if it’s clear or not. Also of course I’m going to push on this point: is there any way we can get those fonts bigger? :) The timer/multiplier are especially super tiny.
Also how do you think the blocks would appear at the top? Would they slide behind the top bar? That’s not a bad solution.
So based on the margins this looks like the iPhone version. One flaw in having the word being spelled show up at the bottom is that no one can ever read it because their hands obscure it. How would it look if you moved that piece of UI to the top? Also consider how it would look with blocks falling behind it…
SO pumped to be seeing more progress! :D
Asher
Tue, Nov 29, 2011 at 1:10 AM
:)
yea she be din. i pushed the fonts bigger, i think it works better for sure. i still attest that DIN black is the way to go. :) i also tweaked the colors here on my brightest setting of my monitor, i think there’s more contrast now between all the colors.
i understand wanting to see the score all the time but i worry having the HUD go over the blocks would look weird, i could try and design within that idea though. sounds like the word could go at the top too, i will take another stab at that whole HUD-at-the-top thing next round. :)
Greg
Tue, Nov 29, 2011 at 3:56 PM
here’s lookin at the word at the top and the HUD actually going under the blocks… perhaps it could go over the top while you’re spelling a word? i think making it context based is a good route for sure.
Greg
Tue, Nov 29, 2011 at 4:00 PM
Hey that looks pretty awesome actually. The shadows overlaying the UI make it feel very natural. I dig it!
Asher
Tue, Nov 29, 2011 at 4:10 PM
I think sending [apple] a build in January is a better idea– just so she doesn’t forget about PJ over her vacation. Also it’ll be more polished and all that.
Tue, Nov 29, 2011 at 5:51 PM
yea definitely, sounds good. here’s a bunch more mockups to give you an idea of where we could take the menu system…
Greg
Tue, Nov 29, 2011 at 7:44 PM
here’s another option for the objectives, changed after working on the pause/post-game menus. attached as well.
Greg
Tue, Nov 29, 2011 at 8:12 PM
ok, gonna call it a night, wait for your feedback on these new guys. :)
Greg
Wed, Nov 30, 2011 at 4:17 PM
Oh wow these look awesome! Also the quantity o.o
I like the unification of the GUI and the menu borders. It’s really nice visual consistency that will make the menus feel more like a part of the experience. But on the other hand, the menu backgrounds blend in so well with the grey background that my eyes are drawn to the white buttons and only the white buttons. I found myself skipping over white text on the grey background. And if I’M skipping it… I imagine a lot of users will do the same.
There’s a lot of important information on these menu screens. In fact the only reason they exist is for the information–every screen just adds more friction between the player and the actual game, I wish I didn’t need them at all, but this is the best way to let the user fully comprehend the decisions they’re making. (First I choose a mode, then I’m told what the mode is, then I’m told objectives and, with the objectives fresh in my mind, I’m thrown into the game)
But while I’m on the topic of MORE information and LESS friction… I’m not sold on the idea of using the spelling mechanic for every single menu. I really like it in the beginning, to give the player a feel for the experience they’re going to be thrown into, but after that I just want to let the players jump into the game. Understandably if the mechanic of spelling feels awesome, then it should be awesome to navigate through the menus, but my worry is that the interaction is so unnatural (did you read that article about pictures-under-glass?) that players will have to shift mental gears in order to perform the activity and, in the process, forget about the information that was JUST presented and maybe even what they were spelling. I am especially concerned about this for new players– who need to absorb the information the most!
A secondary point is that this format limits the amount of information we can put on our buttons. While you’ve shown that we can still be funny (I especially like “GO GO GO”), it removes another opportunity to convey information. Ex: I made the start-the-game button say “CHALLENGE ACCEPTED” as another way to absolutely hammer into the player’s head that they should be thinking about the objectives.
…I hope that all makes sense. I just want entry to the game to be as quick and painless and informative as possible and tapping is the most natural interaction we have with a touch screen. FORTUNATELY: Our game has a tapping mechanic! Maybe we make the buttons look like colored gems– that way we can put as much text on them as we want and have them juicily animate every time you tap them. It’s something to think about…
Next note: Bigger text :P One of the first things I do whenever you send me a mockup is zoom out until it’s approximately the size of the phone’s screen. Your headers are an okay size, but the subheaders are super tiny. Understandably my screen isn’t Retina display, but don’t forget about A) Old people and B) Old phones. The game is now optimized enough to run on the 3G iPhones– it would be a shame not to support them.
Last note: I really like the powerup screen! It solves a lot of the problems I was struggling with like what’s selected and what’s equipped. The one question it doesn’t answer is what’s unlocked. In the current version I just gray out my temp icons, but your icons don’t have any color to begin with so hmm
Oh, Lastest note! The stuff you’re doing with color is really sick. Namely the commas, the multiplier, the pause button… they’re all different but they feel really nice together. Awesome work! :D
Asher
Wed, Nov 30, 2011 at 4:32 PM
ok cool, i agree that i’m not sold either. it’s forced and is looking really clunky. the title screen works as is, but we can and should simplify the buttons, they should not be taking up 50% of the screen space. i will refocus and look at some new button and menu conventions.
as for the type size, i’m working with a retina display for testing (iPhone4) so it’s definitely different. I will pump things up a bit, but i think that it might be more a factor of clutter and oversized swipey-buttons than the type size itself. if we can find a convention that works for us then type size and such can be a refinement issue after we’re satisfied with the general layou/system of the menus
Greg
Wed, Nov 30, 2011 at 4:37 PM
Okay awesome. All of that sounds good.
Sorry for the overly long emails, but I’ve just spent a lot of time thinking about PJ and touch devices in general and I want to make my reasoning as clear as possible.
Asher
Wed, Nov 30, 2011 at 4:47 PM
no for sure, they are appreciated and well reasoned and also very helpful. so don’t worry at all about that.
Greg
Wed, Nov 30, 2011 at 7:04 PM
what about if each one you swiped on the screen made for different juice splatters. so this is from core (because it’s got a blue gem) and so on for the title screen. so you explode a huge series of blocks and so on and then the blue juice rains down and makes for the bg of that menu for the most part. or it could not even be specific but menus would be covered in juice or something? i dunno…
Thu, Dec 1, 2011 at 1:34 AM
random idea. it might be cool to keep this 125 (and counting) email thread as our only form of contact. if we can somehow manage to keep contact to this very space, then we can like… publish this as a process thing. like this is the entirety of every communication that we’ve had, includes screenshots and so on. i could put it into some kind of form with attachments to make it more readable and nice etc. think about it. in the future-now people are reading this and being like, wow. i’m reading the email about the thing i’m reading about about the game i played earlier and he’s writing things about me reading this very thing. what makes me, me? what is consciousness? what is is? o_O—————-_____
Greg
Thu, Dec 1, 2011 at 1:45 AM
I… I was thinking the exact same thing. XD
I just was holding off on asking in case you were concerned about privacy or something.
But we can just censor out what we want to censor out. Like we can censor out this part that I’m saying right now! Or maybe we don’t censor it so that it implicitly explains that we might have censored things.
I’m totally down for this idea but I would refrain from talking/thinking about it until we’re done because the question of what is when and who we’re writing for and why is making my brain explode and interfering with my ability to think about how to make the action of poking little colored cubes as satisfying as humanly possible.
In short: yes.
Thu, Dec 1, 2011 at 1:56 AM
haha cool.
we will cross ‘er when we come to it. so yea, i went ahead and tried like six versions of things for the menu system tonight aaaaand i’m kinda back where i started, though in a good way. and in a different way. so here’s what i got so far, i’m still working cuz i’m kind of on a roll here…
Greg
Thu, Dec 1, 2011 at 3:48 AM
gaaaah these are awesome and hilarious.
Really digging this direction.
Asher
Fri, Dec 2, 2011 at 1:34 AM
:) cool! so i’ve worked more and have replaced the zip you gave me with this system. they should all be there, as well as the transition screen and the game mockup. :)
i think next is probably actually doing the powerup icons and exploring that whole deal.
Greg
Fri, Dec 2, 2011 at 3:55 AM
Swank! I’ll get these in when I have a free moment.
Can’t wait to see the powerups. What’s next on my plate:
Based on feedback and some hunches that I’m picking up from watching the analytics– I think I need to overhaul how score works. Or at least we need to make it a lot clearer how scoring happens and provide better feedback. People don’t intuitively understand what style of play the scoring system favors and as such they don’t feel inclined to keep playing because they can’t figure out how to get “better.” And “better” means more points because we have a score-based system. (People DO consistently get better at the game mechanic, but their only reward for that is that they get to play the game longer.)
Two things will happen:
- The score system will be SIMPLIFIED. The game is already complicated enough.
- The score system will provide actions with feedback directly/exponentially proportional to the points/bonuses that the player is rewarded.
When I get back in PJ mode I will make these changes and add some simple effects — then it would be nice for you to take a look at them and give them another pass. So this isn’t directly applicable to you at this very moment, but I just needed to write this down and wanted to let you know what systems I’m thinking about and what will be in your plate in the future.
Got some complements on the menu system today– great job coming up with it again :D
Asher
Fri, Dec 2, 2011 at 7:31 PM
yea i think that’s a really good idea. the score definitely seems to be a bit more cryptic than it probably should be. the multipliers are cool though, it gives me a sense of urgency for sure.
glad you’re digging the new system :) i wil continue to hone it as time allows but you probably won’t see a lot of me next week, unless prompted. looking forward to see those new guys in there. :) for some reason gmail is hanging like a mofo, so i’ll keep this short.
Greg
Tue, Dec 13, 2011 at 4:07 PM
Oh damn–
So I’m finally getting a chance to go over these mockups (just finished cramming on my thesis game) and holy shit these are awesome!! I need to shower you with praise right now.
I especially love the multicolored lines on the “EXCELLENT” menus and all the little things. Can’t wait to get them in the game..
ANYWAY back to work.
Asher
Tue, Dec 13, 2011 at 4:14 PM
Quick question: Where do you see the “Transition” slide going? I’m going to throw it in as a temporary loading screen for now.
Asher
Tue, Dec 13, 2011 at 4:16 PM
Finally: Can I get the AI file? That’ll make my life easier.
Asher
Tue, Dec 13, 2011 at 4:33 PM
i think it would work similar to the metal sliding door hatch thongy that you have inthere now.
i will get you the file when i get home, clean it up too.
ps thanks! glad tou are digging it. i kinda felt like i touched on te solution with this iteration so it was a lot more fun to work on as well. :)
Sent from my iPhone
Greg
Tue, Dec 13, 2011 at 6:46 PM
ok, she’s in the dbox now, all organized and whatnot. let me know if something doesn’t make sense.
just a headsup on these, too. i don’t consider them 100% final, like i might change some of the details like type size, tweak the colors or make the win screen more celebratory feeling, but in general i think the structure is sound.
Wed, Dec 14, 2011 at 4:15 PM
one thing. you’ve got 1/25 as the release date and usually it’s a good idea to set releases for thursday (mignight + 1m) since that’s when apple rolls out its weekly change to the features. so technically 1/26 might be good? i dunno if [apple] is just assuming you are setting up for a thursday feature or what-have-you.
wednesday might be a good strategy as well, to give some time to get the buzz-machine rolling. just a headsup in case you weren’t aware. :)
Wed, Dec 14, 2011 at 4:20 PM
also, sound/music. if you need some recommendations, i have some that i could throw your way.
Greg
Thu, Dec 15, 2011 at 2:25 PM
Oh huh I had no idea about that Thursday thing. I don’t really see the harm in releasing on Wednesday though… I think it might be nice to see difference in sales before/after being featured actually. (I say this as optimistically as possible)
And uh yes– I am very interested in finding a music person! I’ve been struggling on that front =/
Fri, Dec 16, 2011 at 1:32 AM
hmm, i’m still getting the crash, though i do see the sexy new splash screen. i threw in a new icon-72.png in the dbox with the updated colors and whatnot. it’s not final, needs tuning but it’s a thing… :)
Greg
Fri, Dec 16, 2011 at 1:39 AM
arg… stupid testflight.
*decends into depths of xcode*
Asher
Fri, Dec 16, 2011 at 1:44 AM
Okay so try this:
Delete Puzzlejuice.
Go to Settings>General>Profiles and delete PuzzlejuiceDist
and then reinstall through TestFlight.
That just worked for me.
Asher
Fri, Dec 16, 2011 at 2:50 AM
Icon colors look good, though I liked the sizing of it before. It feels kinda cramped now.
Asher
Fri, Dec 16, 2011 at 3:02 AM
yea i hear you on the icon i am gonna give it an honest go soon. i dunno, i deleted the profiles, there were a handful, and i get the same result. on iPad. :/
Greg
Sat, Dec 17, 2011 at 2:35 PM
hmmm, still having trouble with the latest build. i tried deleting my profiles, for some reason there were like 5 this time… and reinstall fresh, but still the same problem… :(
Sent from my iPhone
Greg
Sun, Dec 18, 2011 at 7:31 PM
Okay okay I have some ideas of how to fix this. I’ll send you something soon.
Btw the musician I got is Jimmy Hinson. He does this sort of stuff http://www.biggiantcircles.com/impostor-nostalgia/ and also apparently the soundtrack of Mass Effect 2??? :D
Asher
Tue, Dec 20, 2011 at 12:44 AM
New build. It’s a bit buggy but let me know what you think.
Also I just uploaded the psd filled with all of the tutorials. Feel free to deliver them in whatever format :D
Enjoy your midwestern holiday!
Tue, Dec 20, 2011 at 1:22 AM
- New Multiplier Bar
-> really good idea.
- New Dictionary
-> didn’t fully test. got to aardvark and stopped.
- New Easy Mode
-> easy mode? is that why there were three-long rows and other three-pieces?
- New Tutorial
-> cool. personally, i hate tutorials. but i understand that they can
be a necessary evil at times. i think it’s a bit excessive, but i’m
not so sure you should listen to me there. i would probably throw the
person in a game and hope they poke at it and do some light context
stuff they could turn off with a dialog box. maybe we could offer
people the option to skip the tutorial? i know that can be a bad idea
sometimes as well. regardless, as far as stop-n-tell-em tutorials go,
it’s a thorough one that makes good use of the actual game to
visualize the rules. i don’t think we’ll have many players who won’t
get it after playing through the tutorial. maybe they won’t pick up on
the nuances of the punishment for 3 letter words though (i know i
didn’t), but that’s probably because i skipped through all the text as
fast as possible. :( that’s just me. take me as i am.
i did see the “short word” thing come up, but i didn’t necessarily
count it as a negative. maybe that’s because i know short words can be
the lifeblood of my multiplier? i’m definitely not a fresh kleenex
here. also, i noticed the chime is a bit different, what if it were
even more… flacid. not necessarily a tuba “ruh-roh” or anything but
something less celebratory than what’s currently in there.
- New punishment for 3 letter words
again, is the punishment that it’s just the text displaying? or is
there a real gameplay effect going on now? is the three letter thing
becoming all people do and so you’re trying to taper that off now? i
heard you tweet about how it’s disrupting the core mechanic or pushing
one kind of strategy (that is imba?) but i’m not a puzzlejuice
grandmaster… yet.
in general:
i love the new thumb-under display. super rad. i can design something
sexy for that. and the multiplier timer is super awesome great fun
times 1000. as i was playing i was thinking “this pup is really coming
together”. so fuck yea!
ps. i know it’s not set in stone but i’m gonna strongly urge we shoot
for a thursday release. thought it might not be our only shot at
getting featured, i think it gives us the best chance, from everything
i’ve heard and gone through with apple and other devs that have as
well. if we release 12:01AM Thursdays, then we get launch buzz (we
could probably get touch and a few others to boost us on launch so
that when the afternoon rolls around our sales are looking decent to
them, since launch tends to be the highest day of sales).
Greg
Tue, Dec 20, 2011 at 11:06 PM
Sweeeet glad you’re enjoying it :D
Yeah I’m not a super fan of tutorials either but a lot of new players were confused about the extent of spelling words. I might pull it back a bit, but I’m going to do some playtesting first.
Also important: the punishment for a three letter word is that the next block that falls has a BLACK gem in it that can’t be matched or letterfied. The only way to get rid of it is with a 5+ letter word or a powerup.
I’m betting you didn’t notice because the black really blends in against the background. (that should be fixed) Take another look. This might only be a punishment in Euro mode but it’s universal for now.
Asher
Tue, Dec 20, 2011 at 11:21 PM
yea, i noticed the black gems initially, but i didn’t know why. i
still didn’t until you just told me. so i guess that’s the disconnect
right there. i thought that maybe the black gems were powerups that i
didn’t make icons for maybe or something. i have a unique perspective
since i’ve been developing and so on, but i’m not sure a fresh player
would have noticed that.
i’m all for just doing it in euro, i found it to be pretty damn hard.
Greg
Fri, Dec 23, 2011 at 1:55 AM
alright, got a few things done
icon-72 in dbox in new, better proportioned, more pixel-perfect (deleted old 512 version)
new folder in /screentests called tutorials with a bunch of tutorial images
new 60px[...].ai file is updated with corresponding tutorial screens
also, threw those same screens in the .psd (now called [...]PostGreg.psd just cause that’s how i tested it initially
let me know what you think of the powerup icons (and the powersup being black gems instead of gray). i think that’s about it. #20 tutorial probably bucks tradition most because i had to use a white bg to let the dark gems stand out, but we could do something with the gray gems (untouched) and use the white/rounded corner arrow convention for that as well. as it stands it’s just kinda acting like you’ve touched it.
at some point in teh near future, i want to make a pass at the fx and secondary stuff like “short word” and “LEVEL UP” and so on. if you have a list of that stuff, and images to go with would be even better, even if it was just the raw asset in an image in a folder, i would recognize where it was supposed to go in the game and could swap something in.
Greg
Fri, Dec 23, 2011 at 11:51 PM
Niiice. Tutorials: Sick. Can’t wait to get them in!
The powerups look awesome! I really like the colors on them. I can’t wait to see the rest. Also we need a solution for the black gems because they’re practically invisible at the moment. (I was thinking they could just have an X or a skull on them or something)
Here’s the FX list. I don’t really have any assets because they’re all programatic:
Multiplier Finish (center screen)
Level Up (center screen)
SHORT WORD
Powerup Activate (“BOMBASTIC”)
Row Completion
Color Popping
Multiplier Bar
Multiplier Bar addition
+15 points
x1 combo
x2-10 combo
x10-40 combo
x40-100 combo
x100+ combo
For the end screen– should I just repurpose the pause screen? (I figured out that we can make the dictionary accessible by double tapping on a word, so we don’t need a hideous “define” button)
Also I’ve been getting a lot of comments about the yellow gems… people are complaining that they’re blending in with the white gems. (You might have noticed that I had to fudge the preview color to be a darker yellow because they looked too much like a powerup otherwise). I was fond of the green, personally :)
I know apple takes about two weeks to approve apps so I’m setting my deadline for January 7th. We should have a complete game by then (!)
Okay so I’m getting on an airplane to guatemala in an hour so I’ll be off the grid until the 28th, but I wanted to say how much I appreciate everything you’ve done so far and how helpful you’ve been. :D You rock!
Happy Holidays!
Asher
Wed, Dec 28, 2011 at 2:45 AM
here’s a few quick FX typography things (levelup, multi, shortword) not much different but just polished up. i’m all hands on deck for getting things done by the 7th.
i had a handful of people play it over the holidays, the iPad version definitely stuck with everyone who touched it (with me being silent) so that’s very good i think, but the iPhone version didn’t as much I don’t think. what are your thoughts on making it a bit easier, or offering up a third mode? like no black blocks and three-letter words busting up blocks around it. i found that a lot of people that played it enjoyed their first playthrough a lot more if they could bust up some blocks fairly easily. bombs were good for that when they got them, but in general, clearing the board gives that sense of control to the player, like cleaning up the cutting board for the next piece of meat to cut up. if players got to that point they were like “whoa, i want to play that more, please!” but if they didn’t, then it was sort of a “ah, cool (being nice)” and passed it over for the tv remote.
also, i did fiddle with the colors (yellow) and i will continue to. i understand your point about the white/yellow clash, it’s valid. also, i’ll try and get something together tomorrow night for the inert block.
hope your guatemalan respite was as badass as i’m imagining. :)
Greg
Thu, Dec 29, 2011 at 1:29 AM
here’s the multi bar, a couple inert block ideas, a group burst and a color shift. i know it’s not the r/g/b but i just couldn’t get that to work, played around with a ton of different options but i think this new yellow and new colors in general are bolder and shouldn’t contrast weirdly with the light colored letter blocks.
Greg
Thu, Dec 29, 2011 at 2:10 PM
I’m back! And got ZERO work done in Guatemala because it was impossible to work there because it was too relaxing. But it was a really good opportunity to reboot my brain. (Someone once told me that you’re supposed to take a vacation when you think you have no time to take a vacation and I think I totally agree with that now)
OKAY back in the saddle: I really like those particle effects. I’ve been having difficulty with trying to make those juice drops look good, but those multiple shades of color look like the right direction to go. Were you thinking about using them for letter-clearing or color-popping or both? What do you think the letter-clearing juice should look like? White/grey?
Hmmm speaking of colors… I’m not totally sold on this scheme yet for two reasons: 1) Now the blue and the yellow blocks are starting to run together. This is even more of an important distinction than the white/yellow because players have to very quickly understand the poppable groups. Ideally the four colors will be totally distinct. 2) This scheme has a cool flavor to it, but I think all together (especially the blue/yellow combination) it feels a little… swampy. Does that make sense? I think we should be erring on the side of more of a touchable, saturated, candy feel.
I totally hear what you’re saying about easing up on the difficulty. The problem that I was trying to solve is that players who were good at boggle would get unstimulated pretty quickly (but continue playing for a while) and not even know that there was a mode more suited for them. I’m going to go back to the old difficulty settings. I think that after X amount of words on easy mode I’m going to have an informative popup say “Hey, you’re pretty good! Want to go harder?” in order to let the player make an informed decision. I agh hate having to resort to popups, but PJ play sessions are so long that I can’t rely solely on menu-based feedback.
So I’m going to save the three-letter penalty and black blocks (let’s call them Null Blocks because I’m a programmer) for post-release. I think it’s reasonable to introduce an “IMPOSSIBLE MODE” post-launch when people have gotten used to the mechanics. (I’m dreaming that when you select impossible mode the button bursts into flames and all subsequent menus and the game board are on fire/smoldering)
It’s funny what you said about the iPad/iPhone differences. I’ve been getting the opposite response– I’ve had a lot of people complement me on the iPhone controls and are bashing the iPad ones… (working on it) Can you clarify the feedback you were getting?
All of the FX are looking great! The curved outlines feel a lot better than my harsh jaggy ones. Bomb diggity.
Asher
Thu, Dec 29, 2011 at 9:11 PM
awesome! i would have done the same exact thing. in the end it’s more productive to completely shut off from everything and come back fighting twice as hard anyway.
particles: yea they could be white/gray for the letter juice. basically, they just get colored based on the color of the block. i think it’s a good default, then if we have time i might propose something more specific for the letters.
colors: alright, i understand, attached a guy. just keep in mind though, the venn diagram of Colors That Look Good Together that overlap: saturated colors, fruity/tasty candy hues, three hues that are different enough to be quickly separated at a glance, and three colors that don’t vibrate when set next to each other, are very very slim. i know the green in this attached ss is gonna feel faded, but if i sap a bit of blue out of it and move it closer to 0x00FF00 then my art brain pukes a little. i’m keeping everything you are saying in mind but i just want to make sure the end result has harmony and meets my criteria as well. i think this yellow has enough saturation to feel edible, but also differentiate itself from the white of the letter blocks.
modes: sounds good, i understand the balancing act for the difficulties. it’s not a simple dance. i don’t think you should feel like you’ve been defeated, a pop-up is perfectly natural with a game of this pace, maybe even welcomed.
play sessions: now that you say that, it might have been that the difference was mostly due to iPad being co-op and iPhone being solo. perhaps it was mostly the co-op, nonetheless, certainly not a scientific test… regardless, i still think that co-op or not, it was the clearing of a line with a bomb or some large word that gave players the most satisfaction for continuing to play, once they did that, it felt like the hook was set much deeper than it was before.
Greg
Thu, Dec 29, 2011 at 9:37 PM
Hey those colors look pretty great, actually! They remind me of delicious tropical fruit which is actually pretty appropriate. I know I kept nitpicking and had a metric shit-ton of criteria, but this is definitely an awesome result.
I’m going to look at the colors again tomorrow morning when I’m fresh, but my juicemode brain really likes them… we’re going to have to adjust the secondary colors (multibar, powerups, text, etc) appropriately, but you probably knew that already :D
Asher
Thu, Dec 29, 2011 at 10:44 PM
cool! yea all your concerns/metrics were perfectly valid, no worries. also, i’m keen to hit the ground running on whatever you’ve got for me to do. i’ve got that FX list that i’ll knock out tonight hopefully. anything else, even minor stuff, let me know. the 7th will be here soon and i’d love to wrap it up by then, it’d feel awesome. i haven’t released a game since solipskier so… blue balls.
Greg
Fri, Dec 30, 2011 at 11:46 AM
YUP! Fourteen hours later and those colors are still fantastic. Great work! :D
Fri, Dec 30, 2011 at 2:09 PM
Hey I’m doing an informal survey… did I implement the DIN font correctly, would you say?
Asher
Fri, Dec 30, 2011 at 2:17 PM
Uh everyone on Facebook is responding “A” though I’m not totally happy with the font.
Is there some kind of nice in between?
Asher
Fri, Dec 30, 2011 at 3:04 PM
hmm, well the text seems to be a bit larger than what i have in the mockup. i’m not sure how to normalize the scale here. the details are really important. this is sort of mockup v. mockup and it’s clear to me that the black weight fills out the blocks much better and is consistent with the chunky feel of everything.
Greg
Fri, Dec 30, 2011 at 3:33 PM
Yeah I definitely agree that it’s more consistant with the style and feels really good and chunky, but I’m concerned readability. When the letters are almost perfect squares it becomes really hard to find words/see patterns in large grids. See attached.
On the left side I think I matched your sizing more. On the right side I stretched the letters vertically and it looks like making them rectangles instead of squares actually helps readability a lot. Though I imagine that stretching the font like that is giving you a design brain hemorrhage, so if you can think of a betters solution lemme know.
Asher
Fri, Dec 30, 2011 at 3:34 PM
Also I can’t wait to get the new colors. Lemme know when you’ve got a handle on those.
Asher
Fri, Dec 30, 2011 at 5:01 PM
do i just need to give you an updated .ai?
any of these strike your fancy?
Greg
Fri, Dec 30, 2011 at 5:15 PM
Yeah an updated ai should be fine.
I think Interstate has a really good thickness to it. When I narrowed it down to the ones I like I ended up with that and DIN :P
If we change the font would do you think we would have to change it everywhere in the game?
Asher
Fri, Dec 30, 2011 at 6:06 PM
yea, i’d want it to be a sweeping change. ok the .ai has been updated. get at dem colors! :)
interstate is pretty cool looking, pretty similar to DIN but probably a bit wider on the whole since it’s a little less condensed. i’m pretty firmly against any malformation of the letters, so yea, you were right about my bleeding brain. :P
Greg
Fri, Dec 30, 2011 at 6:56 PM
Awesome! Thank you kindly.
So do you think we should move forward with Interstate? I’m in the middle of menu-overhaul mode (I’m laying out the menus and tutorials by hand instead of just pasting giant images in order to save on memory/loading time) Do you want to retouch any of the mockups up or should I just change the font and send you a build?
Asher
Fri, Dec 30, 2011 at 7:27 PM
Hmmm there’s a lot in these menus that really work with the blockiness of DIN. Not to mention that the font looks real good in upper case and matches with the tone of the game…
Changing the menus concerns me. Any thoughts?
Asher
Fri, Dec 30, 2011 at 7:41 PM
yea it concerns me too, i just went in and looked at a few menus with it and they’d need to be tweaked at the very least, but really should be redesigned, at least to some extent with Interstate in there… sooo maybe just DIN?
Greg
Fri, Dec 30, 2011 at 7:47 PM
ahh but DIN really doesn’t work on the blocks for many aforementioned reasons. >_<
Is there anything that would make it okay for the block font to be different from the menu font?
Asher
Fri, Dec 30, 2011 at 8:46 PM
if we used something wildly different, like lubalin or something like that then yea i could see that. but interstate and DIN are super close, they are both fairly bold sans-serif faces and the difference doesn’t look intentional enough. i think DIN is really legible/readable, just as much as most other sans-serif fonts. i can read it at like 25% size no problem and the face itself is really clear and concise. i don’t want design-by-committee working against us, these details are important and they all feed into the game looking professional. when Apple takes a look at it they will notice those details all at once and get the feeling that this looks like a solidly produced game (and is) and will hopefully promote it.
honestly, i think lubalin looks pretty cool, or governor has a neat personality to it that would be a bit lighter/happier. but those fonts are more for display and they don’t work on the blocks as well readability/legibility wise, i picked DIN for its clarity and tight forms so it’d be as big as possible on the block since we need to give it room to breathe within the block.
buuuut, i do like the look of interstate on the blocks, and the numbers looks nice, but in the menus it’s a whole different story. since the text is more conventionally displayed in there and i designed the menus text-first. here’s interstate on the blocks with a specialized numbers font for the HUD stats and the pause menu comparison between DIN and interstate. it’s clear that DIN is more economical spatially and allows for a larger typesize in smaller spaces. it’s not crazy different, but it definitely feels off.
Greg
Fri, Dec 30, 2011 at 9:09 PM
Hmm so the reason that I didn’t pick lubalin or governor is because my top top top priority for the blocks is quick and clear readability. So serifs and any unconventional letter shapes got off my list pretty quickly. I see what you’re saying about how the font differences don’t look deliberate though…
How about a DIN variation? Or doctoring the font so that it’s less thick? I would like everything to be consistant and I love how the menus look at the moment…
So I think the main problem with DIN Black is that the silhouettes are all too similar. The stretching was awful, true, but the reason it helped with readability is because it exaggerated the differences between the letters.
PS Sorry that this issue is coming up so late in the process… We briefly discussed it early on, but I realized today that the font was the main reason your mockups looked so much better than the game. (At least it’s better that we deal with it now than a week from now o.o)
Asher
Fri, Dec 30, 2011 at 9:20 PM
no worries :) fwiw, if you want to go with DIN bold for the letter blocks and DIN black for everything else, that’s fine. probably our best option at this point.
Greg
Fri, Dec 30, 2011 at 11:13 PM
Alright coo. That’s what we’ll do for now.
Oh and hey I tried designing the game over menu and ended up with the attached abomination. Want to give it a whack?
Asher
Fri, Dec 30, 2011 at 11:15 PM
BTW: You’ll noticed I spaced out the words on the wordlist… that’s so trying to tap on them isn’t the most painful process in the world.
Asher
Sat, Dec 31, 2011 at 9:11 PM
cool, i took that into account, here’s what i got. also changed up the colors to reflect the new changes. updated the AI too, with this new game over screen. i can go through the rest of the menu stuff and switch over the colors as well, if that’s helpful. let me know, it’s not a huge amount of work but it is sort of monotonous.
Greg
Sat, Dec 31, 2011 at 10:16 PM
Nah I got it covered. Thanks though.
Asher
Sat, Dec 31, 2011 at 10:18 PM
Hey the sweetest word is offset slightly… is that supposed to be centered or left justified?
Asher
Sat, Dec 31, 2011 at 10:23 PM
yea centered, must have nudged it left a bit
Greg
Mon, Jan 2, 2012 at 8:26 PM
Okay I should start working on powerups tomorrow. Can I get new icons for all of them with the new color scheme? (“Upgrade” will be a different power, but the thunderbolt icon should be the same)
Asher
Mon, Jan 2, 2012 at 11:23 PM
ok let me know what you think of these, i threw them in and updated the ai as well :)
Greg
Mon, Jan 2, 2012 at 11:45 PM
Great! I forgot how awesome the drills look. I have to figure out a way to animate those…
My two thoughts:
I’m afraid that the freeze block is too ambiguous. We use the hashing to represent a lot of things and I think using it as an icon will get confusing, especially when it will be placed next to actual previews in the gamespace.
The slammer looks pretty plain, especially when shown off next to all the other powerups.
I suuper love the multicolor powerups and I think the colorfulness is a good, straightforward way to communicate to the players that the blocks are special.
Can’t wait to throw these in! Hopefully I can send you a build with all the new menus and tutorials and all that jazz later tonight.
Asher
Tue, Jan 3, 2012 at 12:21 PM
i was planning on animating them. would a sprite sheet suffice?
is the freeze effect itself ok? i remember i mocked it up like that awhile ago but have forgotten what we decided.
re: slammer. totally agree. was pretty wiped and threw that in while crashing. i’ll go back in and cook up something much better (same with the tornado, not too happy with that one).
sweet! ok, also. a website? i figure i should make one, yea? just something simple and attractive with a spot for a demo video, big link button to app store, some screenshots, a short description, price and perhaps spots for reviews once they roll in. maybe we could shop for some of those while we’re waiting for the game to be approved. if you have a domain purchased already, maybe you could throw me the ftp details eventually, meanwhile I throw together a single-page mockup and we finalize it there then i build it out on your space. let me know. since it seems like i’m on piecemeal duty, i could get the whole site done, even before the 7th and we can chug coronas on the beach.
Greg
Tue, Jan 3, 2012 at 12:31 PM
Sprite sheet would work! But if you can send me a clip of how it would look, I think I can actually make it work super smoothly without one. (Due to how crisp and color-specific we want the game to be, every texture we put in ends up taking a lot of memory, [which makes the game take longer to load] which is why a sprite sheet scares me a little bit)
The freeze effect is super clear. I dig it… how do you think it should look over the multiplier bar? Also do you think there’s a way to make the multiplier bar pop more? It’s very important to be able to see it out of your peripheral vision.
Glad you mentioned the tornado. I was picking my battles for the moment :P
Also website! Yes totally! That’d be great :D I’m currently camping on puzzlejuicegame.com (who the eff took puzzlejuice.com) but I just have a name at the moment and need to figure out how to point it at hosting space I already have.
Asher
Tue, Jan 3, 2012 at 3:02 PM
ok sweet. the drill is… well i’m pretty fucking happy with it! here’s the animation test in a swf. :)
here’s a shot of maybe doing the multiplier bar in blue so it stands out more against the black. i was looking at the colors of the text of the hud and i thought “this is kinda drab”, since they were informed from the secondary shades on the blocks. so i used the colors from the powerups and recolored the numbers on the hud and i think it pops a lot more, plus it sort of makes the powerups tied to the score or the “good stuff”.
i’ma go see about a website… http://poc.ramp.com/thumbnails/cached_media/0005/0005535/0005535776/images/thumb.jpg
Greg
Tue, Jan 3, 2012 at 3:18 PM
awww yesss this all looks awesome — everything important’s popping of the screen, which is sooo good.
the drill animation is siiick. Definitely worth the memory of the sprite sheet :D
Is all of this bidness in the AI?
There should be a build coming your way soon with the full game / menu / tutorial flow implemented (finally!)
Asher
Tue, Jan 3, 2012 at 3:37 PM
sweet! yea it’s in the AI, on the top few layers (powerups and i modified New Colors layer as well) let me know if you need stuff cleaned up, it’s not as orderly as normal since i’m just kinda working directly in that AI nowadays.
Greg
Tue, Jan 3, 2012 at 4:35 PM
wow, looks awesome! man, just about every menu is in there. !!! you’ve been busy. i’ma keep on with the wwebsite, let me know if you want an audit or something, i’m full-on yours until the 7th, so use me and abuse me.
Greg
Tue, Jan 3, 2012 at 4:53 PM
Yeah I told you your menus were awesome! :D
Do you think you can go through them and the tutorial and review the colors? I feel like they’re out of date. (I don’t need a whole new AI– just tell me which things should be what colors and I should be able to propagate it pretty easily.) Also let me know if you see any positioning that’s off.
Tue, Jan 3, 2012 at 5:14 PM
yea, i’ll do an audit here.
here’s the site design, i think it’s pretty solid. i’m pretty sure vimeo can handle custom dimensions on a video like this, not sure what you were planning but if it would be a quick (look and tap on the phone) demo, that would work pretty well i think. still needs a spot for quotes if you want them, but that’ll just go below just like the screenshot section with another buy button. just need to extend the canvas there.
Greg
Tue, Jan 3, 2012 at 7:37 PM
ok, here’s the longer version, a little more updated on the bottom and yea, think it looks pretty good. :)
and here’s the audit, in text form with hexes and whatever else you need. try to do it chronological, starting with the tutorials. also, not gonna pull any punches so i’ll try to prioritize each screen with what’s maybe the lowest hanging fruit at the top of the list and so on…
actually, i just put everything in a txt doc. colors though i’m gonna reserve for this email. it seems that the tutorial is pretty good as far as highlighted words and various line stuffs.
green = C0E673
cyan = 73D3E6
magenta = FF3389
violet = B32491
faded yellow = FFFFB3
that is pretty much what makes up all the colors for the powerups and that’s what we’ll use for the HUD/Menus and so on. using the block colors just comes out muddy against the bright white text.
most of the txt file deals with specific positioning and other stuff. i figure it’s easier to just kind of talk generally about color changes than it is to specifically point out each one piece by piece.
Greg
Tue, Jan 3, 2012 at 8:15 PM
oh god people are looking at me funny I’m laughing too hard at the critical acclaim oh god it’s perfect and I am all for keeping those glowing reviews.
My main comment is that I’d like the video to be bigger so it’s easy to see and understand the gameplay. And also it’d be good to have the tiny buttons at the bottom on a solid color. But besides that it looks great! Damn you’re fast.
This audit is suuper helpful. I work well with checklists. Some of these problems I already knew about (like the new shadow system is something I have to figure out) but I’ll definitely spend an evening knocking these things out.
Also I definitely want to go back to the chomp. The fade seems too… wishy washy pixie nancy for this game.
I can get the buttons to squish down when pressed (like the color-matching animation). Do you think that should work?
Asher
Wed, Jan 4, 2012 at 12:56 AM
haha! nice, . fake reviews are the best reviews. :)
if the squish is easy enough then let’s do that for now if you want to try it out. what i was thinking was something like what i’ve attached (just unpressed/pressed states).
I hear you on the video, here’s the page with the video bigger. at 100% it’s pretty commanding and everything is still above the fold, at least all the important parts (video, title, description and buy-it-button). put a bg behind the text, not exactly “button” but they do stand out a lot more as links. if you’re still worried, i can up the size by 100% and then i think they will be unmistakeable, but they are kind of footer material so i try to make them more texture then “hey look over here”.
cool! glad the audit is useful. :) things are really really shaping up. man. so pumped! :)
Greg
Wed, Jan 4, 2012 at 12:22 AM
laying out the powerup menu now — looks like I’m going to need selected and inactive versions of each powerup.
Asher
Wed, Jan 4, 2012 at 1:54 AM
wham bam thank you sir. Looks great!
I’m laying out the powerup menu now– looks like I’ll need selected and disabled versions of all the powerups.
Gaaah so excited :D The game should be feature-complete by thursday and then it’ll just be polishing out bugs etc til the eighth. Hopefully we’ll be getting our first music track tonight/tomorrow. And then after that we’ve got some time to figure out what the trailer is going to be. Perhaps this being in film school thing will finally pay off…
Asher
Wed, Jan 4, 2012 at 1:57 AM
not sure if you got my last email, since we just transitioned to the 3rd email thread. let me know if you didn’t see it (with the updated site and button example).
update: looks like you did.
feels good. i’m riding the wave! yeehaw! here’s a mixed powerup snippet to show off active/selected/inactive. it’s in the AI in a layer (now visible). i can make a couple new layers to round out the inactive for all powersup (as well as selected, if needed).
Greg
Wed, Jan 4, 2012 at 3:05 AM
oh god these sample tracks are so good I have to share them.
Depending on how much time Jimmy has: v1 will be expanded into Hard Mode and v2 will be Euro.
Asher
Wed, Jan 4, 2012 at 1:52 PM
whoa! awesome!!! :) :)
Greg
Wed, Jan 4, 2012 at 3:39 PM
so i’m looking at purchasing DIN licenses for the site (web fonts) and for us and so on. I want to make sure i buy the right types/licenses for us.
Unity can read .otf font formats, yea? our other option (cheaper) is .ttf, though TrueType is a little less widely supported, it’s still good.
we can save some money if we go with the “standard” version over the “pro”. Pro gives us every language on earth pretty much, while Standard gives us all the western languages. it leaves out a lot of eastern/specialized alphabets. if you were planning to localize a ton of countries eventually, it’d be smart to go with the Pro.
so i’m thinking i get DIN OT Black, DIN OT Bold and DIN Web Black (500,000 views/month license) and that should cover us as far as type on anything we wanna do. it’s not a bad bottom line, all of that is $185 and i’ll go ahead and cover that.
let me know what you think about pro/standard and the file formats and i’ll check out and finish up the site. meantime, i’m going to be building the site, use a dummy sans and just swap in DIN when I buy the webfont.
Greg
Wed, Jan 4, 2012 at 4:16 PM
Alright cool. According to the unity documentation it only supports ttf, though I don’t have a way of testing otherwise atm… do you have a sample otf I could throw in? When you say more widely supported do you mean across browsers?
Maybe Chinese Boggle is fun? :P
Update: I’ve just been informed that Chinese boggle would not be fun at all.
I’m going to err on optimism. There’s a chance that for non-western language (Chinese for example >_>) we’d localize the menus and not the gameplay. Go for Pro.
But awesome awesome. Can’t wait to see the website proper.
Asher
Wed, Jan 4, 2012 at 4:32 PM
ok, cool. welp, i didn’t check out .ttf before but i guess they pack fonts up and it ends up being more expensive and annoying: https://www.fontfont.com/fonts/din/packages#32864 if you go to that site, pick Office->Pro->5 licenses. To get both bold and black with those options it’s like $450. kinda bullshit, wish we could just pick individual fonts like we can with .otf. we could get the .otf and convert it to .ttf but that sidesteps the license and makes the whole thing pointless anyway…
Greg
Wed, Jan 4, 2012 at 4:39 PM
oh wait wait.
It turns out that my old placeholder font was OTF. It should work after all.
Asher
Wed, Jan 4, 2012 at 6:22 PM
ok cool, i uploaded all of the licensing info and font files to dropbox. i’d keep a copy somewhere puzzlejuicey for our records. :) the webfont took some coaxing but it’s working now. onward!
after this i think i’ll focus on the icon, some promo banner stuff in case apple requests that (they usually give crazy short notice)… let me know if there’s other stuff you’re thinking i should tackle.
Greg
Wed, Jan 4, 2012 at 7:33 PM
alright, here’s da site: http://aeiowu.com/puzzlejuice/ it needs the splash image for the video, but i figure i’ll do that when i put the video in proper. also, the screenshots are still placeholder.
Greg
Wed, Jan 4, 2012 at 8:48 PM
Hot. Damn. It’s still great.
Two things:
On my macbook monitor the orange/dark orange on the button really blend together so it looks like the text just disappears. It looks fine on my desktop, though!
The critical feedback is hard to read. I think the letters are too close together?
Thanks for handling the font licensing, too.
Shoot I wish I had more tasks to give you! But at this point I have everything I need– I just need to make it work. Later this week I’m going to want you to do another audit, but until then… uh promo stuff is good. Also you can take over all the relaxing I’m not going to be able to do this week, that’d be helpful.
OH here’s a thing thing: How do you think chompy should look? Should it be a flat cut ——– or sharp teeth /\/\/\/\/\ or blunt teeth _|¯|_|¯|_|¯|_|¯|_ or something else?
Asher
Thu, Jan 5, 2012 at 12:27 AM
I think flat is good, the torn 45 triangley thing would look cool, but that doesn’t appear anywhere else in the game so i think flat is just fine. it should move fairly quickly anyway so it probably won’t be that visible.
i could see how the orange would be a problem. i changed the hover color and added some letterspacing to the review text. it’s not my favorite but options are limited with this kind of typography.
this promo banner might be too “in your face”, and the puzzlejuice logo is less dominant than the art itself. also i put in a 512 and new 72px size icon in the dbox. i’m also working on the screenshots, sort of a border system that is kind of popular today where we put in some helper text on the screenshots to help with variation a bit more and make them more attractive.
i’m kind of working against my own deadline of trying to be completely wrapped by the 7th/8th so that I can finish up ridic fishing with the time left in january before i meet up with mike last week of january to do some hardcore crunching on our game and hopefully release that in february. so that’s why i’m doing a lot of this stuff now so i can kind of psychologically release from pj and refocus back down the line once our deadline hits. it’ll feel that much better anyway… :)
Greg
Thu, Jan 5, 2012 at 12:30 AM
My face just now :O
Asher
Thu, Jan 5, 2012 at 12:48 AM
haha awesome!
i added some dots just now to make it more explodey, i think it pops better, feels more like a puzzlejuice level deconstructed.
Greg
Thu, Jan 5, 2012 at 12:50 AM
Okay so the banner is awesome. It’s wild and crazy and full of life and is exactly what we needed. Amazing!!
I totally understand you wanting to wrap up everything this week. I’m in a similar boat. The only thing I should be asking for your help with after this week is integrating the trailer into the website, but besides that we should have a clean slate!
There should be only two totally new things that happen this week: The Chain Bonus visuals and the Upgrade replacement powerup. (I’ve got an idea for upgrade, I’ll let you know how it works out)
OKAY so speaking of things – I’ve been thinking about visual feedback and the two places where it’s missing:
1) Objectives. Players are never certain about how far they’ve progressed in progress based objectives (like pop 20 blocks, spell 10 words, etc) so I want to have little popups that basically say: “WORD 5/10″ on those. This will be the only way that objectives “intrude” on the actual game experience. I want the game to feel pure, but I also want players to keep coming back and knowing they can do better.
2) The Chain Bonus! You probably have no idea what it is, but it’s already in the game — just practically invisible. If you do actions in a _very_ rapid succession, it raises the combo you’re rewarded. First it gives you an addition x1 for your first quick action, then an addtional x2 for the next one, et al. (This is actually the best way to get a high score… it’s just super hard to keep up) It’s really only for pro players to care about, but I would like to let players know that we reward speed. Can you think of a good way to show this?
Cool I don’t think there’s much else but I don’t think I’m ever right about that, so I’ll let you know if I think of anything else
oh shit the letters say BAM that’s even more awesome aghghg
Asher
Thu, Jan 5, 2012 at 12:51 AM
oh hmm I like the dots but the giant blob in the back feels kind of messy. But I definitely like the sparse ones along the outside.
Asher
Thu, Jan 5, 2012 at 2:23 AM
ok cool, i toned down the dots.
1)definitely! this is something i’ve noticed and wanted. i don’t think a popup every 5 letters is bad. maybe you could do a smaller just-the-word popup with “+1 Objective” with each one you did. I definitely found myself not understanding if i was doing the right thing to complete the objective, it’s probably a large part of the reason that i never unlocked more than three powerups in the game on any play session i had. another idea would be a dropdown notification, towards the top of the screen. this could show up for longer than a second or something and then curl back up. bottom of the screen works too. there’s room as long as it doesn’t stay for too long. i mocked it up just now, also had an idea where a much larger banner sits behind the blocks, since it’s non critical, that way it could stick around for awhile. also, could put it up further so if the player had a bunch of blocks that were obstructing the banner, it wouldn’t really matter since they are more worried about not losing at that point…
2) is there a special sound effect for the chain bonus? i mean, i don’t think doing something like “CHAIN BONUS!” the first time you do something quickly would be bad. it’d be kinda cool. people dig feedback as long as it only shows up for a half second or something. then each one after the first chain can continue with that sound effect? or just some kind of 3X! next it, sort of how i mocked up SHORT WORD. just spitballing…
Greg
Thu, Jan 5, 2012 at 2:50 AM
Oh awesome! I like the background banner idea. Especially because they could stack if the player does a couple objectives quickly. I can give that a shot.
With the chain bonus: The sound cue right now is that the pitch gets higher and higher for every chain you get– reinforcing the idea that it’s a series of quick actions, not just a single event. I like the little text, that seems like the perfect amount of attention I want to draw to it, but each time you do it should have a +1, +2, +3 next to it. Also how do they work with the current combo notifications? Above or below?
With the banner: I’m still not totally sold on the dots. I kind of liked it without them. It meshed well with the game’s super clean look, while still being hectic and explodey. Speaking of: the banner’s inspired me to lock the rotation of blocks when they explode. We’ll see how that looks.
Asher
Thu, Jan 5, 2012 at 3:09 PM
cool! yea i think it’s kinda a cool solution, could be the way to go :) i think i screwed up on that last mockup and the banner wasn’t locked into the grid, so just know that wasn’t intentional. i’m still a grid-crazy fool.
could it have a +1, +2 next to it that rises and fades off?
i think i liked it because it darkens up the bg and makes for a little more POP on the colored blocks in the foreground. i’ll keep poking and see if we can’t reach a compromise of some kind.
also, here’s 1st draft of all the icon sizes. i’ll re-pixel the small ones, and i’m not totally sold on the black-depth-bar-thingy on the bottom of the 512 (and the rest). i also switched up the color placement on the P. there’s some vibration on the dark shading of the reddish block and the top part of the green block. it’s probably a good idea to tune the block colors a bit so that doesn’t happen. it’s not just a tiny tweak though i wish it was. i’ll poke at that stuff as a last priority for in-game assets.
Greg
























































