<?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' version='2.0'><channel><atom:id>tag:blogger.com,1999:blog-6634440</atom:id><lastBuildDate>Tue, 19 Aug 2008 12:19:19 +0000</lastBuildDate><title>Bullet Pattern</title><description/><link>http://www.bulletpattern.com/</link><managingEditor>noreply@blogger.com (Brad Merritt)</managingEditor><generator>Blogger</generator><openSearch:totalResults>77</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-5302869949070727264</guid><pubDate>Tue, 19 Aug 2008 12:14:00 +0000</pubDate><atom:updated>2008-08-19T08:19:19.651-04:00</atom:updated><title>Secret Saturdays - Code of the Cryptids</title><description>Two games in one day!&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cartoonnetwork.com/games/secretsaturdays/codeofthecryptids/"&gt;Code of the Cryptids&lt;/a&gt; is a game for the new show Secret Saturdays. This game is a rework of an older game for the now-defunct Juniper Lee. I was glad to be able to revisit this game. The Juniper Lee game had massive difficulty and communication issues.&lt;br /&gt;&lt;br /&gt;Difficulty was eased with reworked ability structure and level design. The most difficult to use ability was removed entirely.&lt;br /&gt;&lt;br /&gt;A new map screen and icons everywhere should help players understand the "you can't go there unless you have that ability" issue that plagued the previous game.</description><link>http://www.bulletpattern.com/2008/08/secret-saturdays-code-of-cryptids.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-213326266347276806</guid><pubDate>Mon, 18 Aug 2008 12:05:00 +0000</pubDate><atom:updated>2008-08-19T08:14:31.864-04:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>games</category><category domain='http://www.blogger.com/atom/ns#'>cartoon network</category><title>Ben 10 Bounty Hunters</title><description>&lt;a href="http://www.cartoonnetwork.com/games/ben10/bountyhunters"&gt;Ben 10 Bounty Hunters&lt;/a&gt;, the CN Games Studio's biggest game ever! Ben 10 Bounty Hunters is an 8-player multiplayer battle. (Sorry IE only for now)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Idea&lt;/span&gt;&lt;br /&gt;Inspired by games like Soldat and Gunster, I wanted to make a 2D free-for-all battle game that was kid friendly. Kid friendly means, no real guns, no killing, etc. I also wanted to simplify and add some light auto-balancing features.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Design&lt;/span&gt;&lt;br /&gt;Ben 10 is an awesome property but it was impossible to use the main aliens from the show. The sizes are too radically different for a multiplayer game (Humongasaur vs. Gray Matter would be pretty unbalanced) and the show was moving towards the new Alien Force brand. We needed a setting that worked for story and game design.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Mythos&lt;/span&gt;&lt;br /&gt;We spoke with the show creator about the idea of 2 factions of bounty hunters (Six-Six is a favorite) that constantly wage battle to keep the other from finding the Omnitrix. While we were not using the core Ben Aliens as playable characters we highlight the setting of the Ben universe. The 2 factions of bounty hunters, Steglocks and Zyllids, fight on Wildvine's home planet among the ruin of a Gray Matter city or on the volcanic homeworld of Heatblast.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Weapons&lt;/span&gt;&lt;br /&gt;Kid friendly means no killing so the bounty hunters use "capture gel" weapons. Players are suspended for a moment is a bubble of goo. The weapon designs were tough. We wanted them to be recognizable as the core battle weapons (e.g. rifle, shotgun, SMG, etc.) but not look like real guns. I think they turned out perfect.&lt;br /&gt;&lt;br /&gt;Players only have 1 primary weapon at a time and a backup weapon if primary weapon runs out of ammo. Primary weapons run out of ammo quickly. If a player is dominant with the shotgun, they run down to their backup weapon and give other player a chance to take them out at least once.&lt;br /&gt;&lt;br /&gt;Weapons are designed for player skill and balance. The rifle does good damage but is hard to use due to the required precision. The shotgun does crazy damage but you have to be right next to your opponent. Both these weapons can be difficult to use so we have the spread gun. It is a mix of shotgun and rifle; it does a bit less damage but it easier to use.&lt;br /&gt;&lt;br /&gt;Oh yeah, we have 2D sniping.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Capturing&lt;/span&gt;&lt;br /&gt;The use of the "capture in place" mechanic worked out well. Players are released right where they are captured stacked with a few seconds of invincibility. This means no spawn camping. No area camping either because if you capture someone in a well-defensible area (or next to the rocket launcher spawn you were camping) you better run because they will be coming at you with invincibility in a few moments.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Levels&lt;/span&gt;&lt;br /&gt;I was fretting over level design from the beginning. That was a big mistake that hindered the game in the early stages of design. I was focused on making a really flexible system for level design. In the end it didn't seem to matter as long as I followed a few simple rules (no dead ends. mix open and closed areas, etc.). Placement of items was used primarily to affect the level design as needed.&lt;br /&gt;&lt;br /&gt;One thing I am really proud of if the level cropping. The levels are designed for 8 players but they are also designed to be cropped smaller for 2 or 4 players. No more running around a huge 8 player level looking for the 1 other guy on the map.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;What's Next?&lt;/span&gt;&lt;br /&gt;We couldn't  simulate the kind of traffic CartoonNetwork.com brings so some unexpected bugs have popped up. We are fighting stability issues and making updates as fast as possible.&lt;br /&gt;&lt;br /&gt;A great many things were cut for this release (what is that XP bar for?) but keep an eye our for all those goodies in a future update :)</description><link>http://www.bulletpattern.com/2008/08/ben-10-bounty-hunters.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-4684835987854377033</guid><pubDate>Fri, 15 Aug 2008 13:14:00 +0000</pubDate><atom:updated>2008-08-15T10:22:39.169-04:00</atom:updated><title>Fireworks Hitbox Tool</title><description>Fireworks is my tool of choice when doing design mock-ups. I use Fireworks to work up scale, hitboxes, etc. My method for making hitboxes has always been to draw the boxes, check their dimensions in the Properties inspector and then write it on screen using the text tool.&lt;br /&gt;&lt;br /&gt;THERE"S GOT TO BE A BETTER WAY!&lt;br /&gt;&lt;br /&gt;I just wanted to display the size of the box on-screen so I wrote an extension for Fireworks that does just that. Here is a red and a green hitbox.&lt;br /&gt;&lt;br /&gt;&lt;a dragover="true" href="http://bulletpattern.com/share/Auto%20Shape%20Hitboxes.zip"&gt;AutoShape Hitboxes&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Just drop these in your Fireworks CS3 or MX AutoShapes folder (.../Adobe Fireworks CS3\Configuration\Auto Shapes). Use the control point in the bottom right to scale.&lt;br /&gt;&lt;br /&gt;Here is an example of them being used.&lt;br /&gt;&lt;a style="font-weight: bold;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.bulletpattern.com/uploaded_images/bm_hitbox_attack1-794532.jpg"&gt;&lt;img dragover="true" style="cursor: pointer; width: 300px; height: 200px;" src="http://www.bulletpattern.com/uploaded_images/bm_hitbox_attack1-794530.jpg" alt="" border="1" /&gt;&lt;/a&gt;</description><link>http://www.bulletpattern.com/2008/08/fireworks-hitbox-tool.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-191191665787251248</guid><pubDate>Mon, 04 Aug 2008 15:12:00 +0000</pubDate><atom:updated>2008-08-04T11:30:56.824-04:00</atom:updated><title>Ben 10 Bounty Hunters - Coming Soon!</title><description>Check out the trailer for the Cartoon Network Games Team's next game!&lt;br /&gt;Ben 10 Alien Force: Bounty Hunters&lt;br /&gt;&lt;a href="http://www.ben10bountyhunters.com"&gt;www.ben10bountyhunters.com&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;This is the biggest project we have ever undertaken. 8-player real-time battles and team battles.&lt;br /&gt;&lt;br /&gt;The entire team will be playing on launch day. Come get some.</description><link>http://www.bulletpattern.com/2008/08/ben-10-bounty-hunters-coming-soon.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-2523024802958619627</guid><pubDate>Tue, 13 May 2008 19:24:00 +0000</pubDate><atom:updated>2008-05-22T11:24:18.599-04:00</atom:updated><title>New Game - Flapjack Adventure Bound</title><description>Our team launched a new game!&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cartoonnetwork.com/games/flapjack/adventurebound/"&gt;Flapjack: Adventure Bound&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The idea was to create a dynamic where players would have to juggle their 2 characters in the air and create risky situation to keep their chains and therefore get the maximum score.&lt;br /&gt;&lt;br /&gt;I was hoping to have a light rhythm element but it did not work out. The idea was that instead of the normal "hit it on the beat or you fail" design we could accomplish more of a "if you play well you get the most points and ADDITIONALLY you make a nice rhythm." After many attempts it just wasn't working out or executing the music aspect would negatively affect the core mechanic. Our team came up with some great designs though that I hope we can use in another game.&lt;br /&gt;&lt;br /&gt;Our programmer implemented nice physics which really improved design by creating fun, bouncy scenarios. And, of course, all the art looks amazing.&lt;br /&gt;&lt;br /&gt;I think Flapjack is our best new show. I am glad our team got the chance to make the launch game.</description><link>http://www.bulletpattern.com/2008/05/new-game-flapjack-adventure-bound.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-8226710585343936747</guid><pubDate>Wed, 26 Mar 2008 11:53:00 +0000</pubDate><atom:updated>2008-03-26T08:30:58.240-04:00</atom:updated><title>AAA game = terrible minigames?</title><description>I am not one to mindlessly rail on games. I love games. I also make games and I know how the development process goes: things go wrong, problems appear at the last moment, etc. As my good friend Steve told me, "Games are never done, they are just released."&lt;br /&gt;&lt;br /&gt;That being said, I have to call game design foul of the recent trend of amazing AAA games neglecting the design of their &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;minigames&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;Bioshock&lt;/span&gt;, one of the best games I have ever played, used &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;Pipedream&lt;/span&gt; as a metaphor for hacking. Why would you use this old arcade game? It's not a good metaphor for hacking and its definitely not fun. OK, I get the water theme but when a nearly 20 year old arcade game is sitting in the middle of one the most amazing, &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_3"&gt;immersive&lt;/span&gt; games ever, I have to raise the question, did they attempted to push the design of their hacking game? Did they ever try to push past "&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_4"&gt;Pipedream&lt;/span&gt; was a game with water in it!"?&lt;br /&gt;&lt;br /&gt;(On a side note, I love taking pictures. I don't even like taking pictures in real life but for some reason I freak over taking pictures in games).&lt;br /&gt;&lt;br /&gt;You know how there are crimes so terrible that even other criminals will be sickened by them? These are crimes against the very fabric of humanity. Crimes like this exist in game design. The most horrific offender? Using Simon as a design solution.&lt;br /&gt;&lt;br /&gt;Mass Effect, an unprecedented achievement of human emotion, conversation and story telling, actually falls a step BELOW using Simon with their "decryption" mechanic.  Their gambling (much like &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_5"&gt;Pazaak&lt;/span&gt; in &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_6"&gt;KOTOR&lt;/span&gt;) is simplified Blackjack.&lt;br /&gt;&lt;br /&gt;Player are going to HAVE to spend time playing these &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_7"&gt;minigames&lt;/span&gt;. Put some effort into their design. Make them compliment the game, connect with the metaphor and make the game better. Right now they are only degrading some great game experiences.&lt;br /&gt;&lt;br /&gt;I understand that &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_8"&gt;minigame&lt;/span&gt;s offer another &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_9"&gt;gameplay&lt;/span&gt; scenario to break up the core game. I love a well done &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_10"&gt;minigame&lt;/span&gt;. I think Triple Triad (in Final Fantasy 8) was not only a wonderful &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_11"&gt;minigame&lt;/span&gt; but one of the smartest card game designs going.&lt;br /&gt;&lt;br /&gt;I have to believe there are game designers on these 200 person team who WANT to make compelling &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_12"&gt;minigames&lt;/span&gt; and not just throw a dart at a list of MAME or parlor games. They want to take on the challenge of designing a mechanic that really communicates hacking or decrypting. Give that person a couple of months and see what they can do.</description><link>http://www.bulletpattern.com/2008/03/aaa-game-terrible-minigames.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-7227968725752917135</guid><pubDate>Sat, 15 Mar 2008 17:51:00 +0000</pubDate><atom:updated>2008-03-15T14:18:24.875-04:00</atom:updated><title>Tarnation is the weekly challenge at Kongregate!</title><description>&lt;a href="http://www.kongregate.com/games/bradido/tarnation"&gt;http://www.kongregate.com/games/bradido/tarnation&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;So exciting to see Tarnation with achievements!&lt;br /&gt;&lt;br /&gt;When designing Tarnation I had a goal for the scoring system: you play the game in about 15 minutes but your score can range greatly.&lt;br /&gt;&lt;br /&gt;I feel like too many Flash game high-scores are purely reliant on how LONG you play the game, not neccesarily how well. While the scoring system in Tarnation turned out too complex and not communicated well (sorry everyone) it accomplished this goal.&lt;br /&gt;&lt;br /&gt;From my scoring calculation I knew getting over 100,000 points was possible. Howver, I am not good enough at my own game to do this. Up until now, from looking at Kongregate and MochiLeaderboards, only about 11 people had been able to complete the game with a score over 100k. Now lots people have gotten over 100k.&lt;br /&gt;&lt;br /&gt;Apparently having badge on your game makes people much more critical of it.</description><link>http://www.bulletpattern.com/2008/03/tarnation-is-weekly-challenge-at.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-8966909546312006627</guid><pubDate>Fri, 08 Feb 2008 01:06:00 +0000</pubDate><atom:updated>2008-02-16T10:15:04.572-05:00</atom:updated><title>Tarnation - with MochiScores</title><description>Now Tarnation supports highscores anywhere!&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.bulletpattern.com/tarnation/"&gt;Tarnation with high scores&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color:#c0c0c0;"&gt;After a couple of days of testing to make sure things are working ok I will update my "free to use" version with this one.&lt;/span&gt;&lt;br /&gt;&lt;span style="color:#c0c0c0;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color:#000000;"&gt;Everything looks good so I am releasing the version with MochiScores free for use:&lt;/span&gt;&lt;br /&gt;This includes the SWF and a thumbnail.&lt;br /&gt;&lt;a href="http://www.bulletpattern.com/tarnation/tarnation_v5p.zip"&gt;http://www.bulletpattern.com/tarnation/tarnation_v5p.zip&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Here is the promopack with screenshots, sprites, etc. These are only for promotion of Tarnation:&lt;br /&gt;&lt;a href="http://bulletpattern.com/tarnation/tarnation_promopack.zip"&gt;http://bulletpattern.com/tarnation/tarnation_promopack.zip&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Only 2 people that I know of beaten 100,000 points.</description><link>http://www.bulletpattern.com/2008/02/tarnation-with-mochiscores.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-4116270745401414626</guid><pubDate>Thu, 31 Jan 2008 13:27:00 +0000</pubDate><atom:updated>2008-01-31T13:50:48.178-05:00</atom:updated><title>DS Colors!</title><description>A while back a friend at work showed me &lt;a href="http://www.collectingsmiles.com/colors/"&gt;Colors!&lt;/a&gt;, a homebrew application that let's you paint on the Nintendo DS. It's a really amazing application; it even uses the DS pressure sensitivity for brush size and opacity.&lt;br /&gt;&lt;br /&gt;Anyway I finally did a painting I am not embarrassed to show and posted it to the gallery.&lt;br /&gt;&lt;a href="http://colors.brombra.net/details/3257-Brasshat_by_bradido.php"&gt;Brasshat&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Browse the gallery. Some really amazing artist have Colors! and are doing some &lt;a href="http://colors.brombra.net/details/2682-sci_fi_by_Hideyoshi.php"&gt;mind&lt;/a&gt;-&lt;a href="http://colors.brombra.net/details/1207-gate_by_sketchling.php"&gt;blowing work &lt;/a&gt;on the tiny DS screen.&lt;br /&gt;&lt;br /&gt;If you have a homebrew cart and like to draw, pick it up and submit your stuff.</description><link>http://www.bulletpattern.com/2008/01/ds-colors.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-2654687800460139267</guid><pubDate>Sun, 06 Jan 2008 17:00:00 +0000</pubDate><atom:updated>2008-07-03T10:15:22.544-04:00</atom:updated><title>Tarnation - free for use</title><description>Quite a few people have contacted me about using Tarnation on their website. If you are interested in posting Tarnation on your website here is a version that anyone is free to post.&lt;br /&gt;&lt;br /&gt;This version of the game does not have high scores. This version had runs MochiAds and is free to use. &lt;a href="http://www.bulletpattern.com/tarnation/tarnation_v5p.zip"&gt;http://www.bulletpattern.com/tarnation/tarnation_v5p.zip&lt;/a&gt;&lt;a href="http://www.bulletpattern.com/tarnation/tarnation_b4.zip"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Here is a promo pack of screenshots, logos, characters, etc. in PSD format here. These are for promotion of Tarnation only. ( 3.45 megs) :&lt;br /&gt;&lt;a href="http://www.bulletpattern.com/tarnation/tarnation_promopack.zip"&gt;http://www.bulletpattern.com/tarnation/tarnation_promopack.zip&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;This version of Tarnation runs MochiAds but if you are interested in removing the ads from the game and putting in a intro with your site logo and/or implimenting high scores you can do so for a one-time licensing fee.&lt;br /&gt;&lt;br /&gt;Contact me at bradido[ a t ]gmail.com with any questions.</description><link>http://www.bulletpattern.com/2008/01/tarnation-free-for-use.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-4981726177888237760</guid><pubDate>Sun, 30 Dec 2007 18:31:00 +0000</pubDate><atom:updated>2007-12-30T13:37:19.372-05:00</atom:updated><title>Tarnation wins Kongregate weekly contest!</title><description>Last week &lt;a href="http://www.kongregate.com/games/bradido/tarnation"&gt;Tarnation &lt;/a&gt;won the weekly contest at &lt;a href="http://www.kongregate.com/"&gt;Kongregate.com&lt;/a&gt;!&lt;br /&gt;&lt;br /&gt;Thanks to everyone who played and voted.</description><link>http://www.bulletpattern.com/2007/12/tarnation-wins-kongregate-weekly.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-6656923076978252335</guid><pubDate>Thu, 20 Dec 2007 12:36:00 +0000</pubDate><atom:updated>2007-12-23T10:16:29.879-05:00</atom:updated><title>Tarnation beta on Kongregate</title><description>My new game, Tarnation, is live:&lt;br /&gt;&lt;a href="http://www.kongregate.com/games/bradido/tarnation"&gt;http://www.kongregate.com/games/bradido/tarnation&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Kongregate has been down today so here is an alt link:&lt;br /&gt;&lt;a href="http://www.bulletpattern.com/tarnation/"&gt;http://www.bulletpattern.com/tarnation/&lt;/a&gt; (I put Google ads on there, please don't judge me too harshly)&lt;br /&gt;&lt;br /&gt;Please play it, submit bugs/comments and give it a high rating :)&lt;br /&gt;&lt;br /&gt;Sometime soon I will post the entire process of creating the game.</description><link>http://www.bulletpattern.com/2007/12/tarnation-beta-on-kongregate.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-5683856315556833520</guid><pubDate>Fri, 14 Dec 2007 21:24:00 +0000</pubDate><atom:updated>2007-12-14T16:26:38.957-05:00</atom:updated><title>Painting - squid</title><description>&lt;div&gt;I thought I should do the ubequitous squid piece.&lt;/div&gt;&lt;a href="http://farm3.static.flickr.com/2315/2111551802_9d572dd495.jpg?v=0"&gt;&lt;img style="WIDTH: 200px; CURSOR: hand" alt="" src="http://farm3.static.flickr.com/2315/2111551802_9d572dd495.jpg?v=0" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;</description><link>http://www.bulletpattern.com/2007/12/painting-squid.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-8595404220518509121</guid><pubDate>Thu, 13 Dec 2007 18:33:00 +0000</pubDate><atom:updated>2007-12-14T16:40:18.980-05:00</atom:updated><title>Programming Spirit Revived</title><description>Recently Cartoon Network invited Flash expert &lt;a href="http://gskinner.com/blog/"&gt;Grant Skinner &lt;/a&gt;to give us a 2-day course on Actionscript 3. It was really informative and, perhaps more importantly, it was very inspiring.&lt;br /&gt;&lt;br /&gt;I had this idea a while back to do terrain based on perlin noise for Flash but I didn't pursue it. Inspired by the course I did a small demo.&lt;br /&gt;&lt;br /&gt;&lt;object height="400" width="600"&gt;&lt;param name="movie" value="http://www.bulletpattern.com/share/flash/perlin_terrain1.swf"&gt;&lt;br /&gt;&lt;embed width="600" src="http://www.bulletpattern.com/share/flash/perlin_terrain1.swf" height="400"&gt;&lt;/embed&gt;&lt;br /&gt;&lt;br /&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;It read the perlin noise and creates terrain. I made the low areas blue (water!) and the higher areas dirt and grass. I put gskinner ColorMatrix class in there too to fool with colors.</description><link>http://www.bulletpattern.com/2007/12/programming-spirit-revived.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-7106757778816805276</guid><pubDate>Fri, 07 Dec 2007 13:44:00 +0000</pubDate><atom:updated>2007-12-09T12:43:15.005-05:00</atom:updated><title>Digital painting</title><description>About 6 months ago I got a tablet PC at work and was very excited. I started working in Alias Sketchbook often for concepting. Just doing sketches for level layouts and quick "communication sketches" which is my description of my er, shall we say, unrefined drawings that I give to the artists to communicate my ideas. &lt;div&gt;&lt;div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;Recently I got rid of my tablet pc because it was underpowered and none of the CS3 suite worked with the pressure sensitivity. I just got a new laptop and a Wacom. Wacom tablets are so much nicer than tablets for drawing its crazy. I had no idea of the difference.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I have always been blown away by digital paintings at site like conceptart.org and and my previous attempts at digital painting were a disaster. Recently I found &lt;a href="http://www.itchstudios.com/psg/art_tut.htm"&gt;this tutorial&lt;/a&gt; and &lt;a href="http://www.itchstudios.com/psg/main.php?id=ps55paint"&gt;this one&lt;/a&gt;. This guys art blows me away. After laboring over his tutorials and fooling around I think I have found a style that suits me pretty well.&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;I am going to be trying to do a couple quick paintings a week and post them so I can practice and (hopefully) track my development. These are just practice pieces.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Flower&lt;/strong&gt;&lt;/div&gt;&lt;a href="http://farm3.static.flickr.com/2009/2098410406_e5ac43fd5f.jpg?v=0"&gt;&lt;img style="WIDTH: 200px; CURSOR: hand" alt="" src="http://farm3.static.flickr.com/2009/2098410406_e5ac43fd5f.jpg?v=0" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Fish&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;a href="http://farm3.static.flickr.com/2060/2097633057_4ece3042fc.jpg?v=0"&gt;&lt;img style="WIDTH: 320px; CURSOR: hand" alt="" src="http://farm3.static.flickr.com/2060/2097633057_4ece3042fc.jpg?v=0" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Once I work my way through the Fs I will move onto the Ks.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;I already redid some art in my game this way so you can see the updated stuff in the alpha posting.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://www.bulletpattern.com/2007/12/digital-painting.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-3668708985169621630</guid><pubDate>Thu, 06 Dec 2007 21:19:00 +0000</pubDate><atom:updated>2007-12-09T12:43:47.229-05:00</atom:updated><title>That game sucks</title><description>&lt;strong&gt;Useless Words&lt;/strong&gt;&lt;br /&gt;I am getting really tired of hearing games described in such arbitrary terms such as "awesome" and "sucks." I am 33 years old and my friends tell me games suck. This kind of rhetoric has no value to me. Its for teens communicating to their friends in their vague and undeveloped language.&lt;br /&gt;&lt;br /&gt;I actually had a friend say to me, "That game sucks so bad... I played through it 3 times and..."&lt;br /&gt;&lt;br /&gt;So the game "sucked" yet you played the game in its entirety 3 times?&lt;br /&gt;&lt;br /&gt;Granted, I am sensitive to the feeling of the people who made these games. I know they worked hard and more importantly game developers always WANT to make a game that will be loved by all.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Fun vs. Flaws&lt;/strong&gt;&lt;br /&gt;Of late I have been trying to think of games as fun vs. flaws. Nearly all games have SOME fun element to them and ALL games have flaws. The quesion is: do the flaws outweigh the fun?&lt;br /&gt;&lt;br /&gt;I don't think any game can be free of flaws but it seems a game can be damned for a flaw that does not affect gameplay just as quickly as kiss-of-death flaws like unresponsive controls or a bad camera.&lt;br /&gt;&lt;br /&gt;I nitpick games probabaly more than most but I always try to ask myself, "Does this really detract from the gaming experience?" Most often that answer is no, I am just nitpicking elements that could have been better with unlimited time and budget.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Useless Language on the Horizon&lt;/strong&gt;&lt;br /&gt;Recently I keep seeing things such as "this game is too repetitive" and "this game is too short" and serious flaws. So is Tetris flawed because its repetitive? I know this is not an apples to apples comparison but these statements are being used more and more by gaming journalist and quickly becoming damning features of a game.&lt;br /&gt;&lt;br /&gt;The problem isn't that the game is repetitive. ALL games are repetitive! The problem is the core mechanic cannot withstand be played numerous times without becoming easily mastered and therefore boring.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Stupid Example&lt;/strong&gt;&lt;br /&gt;Jaws Unleashed scored around a 4 at every review site. I will not argue that game is seriously flawed but, my god, that game is so fun. I have played other higer scoring games that don't even come to close to the good times I have had with Jaws Unleashed. The flaws in that game are ENOURMOUS but come on, playing a shark and spitting torpedoes at offshore oil rigs, it doesn't get better than that.&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;</description><link>http://www.bulletpattern.com/2007/12/that-game-sucks.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-3224926762266498821</guid><pubDate>Thu, 15 Nov 2007 21:29:00 +0000</pubDate><atom:updated>2007-12-21T23:01:42.321-05:00</atom:updated><title>Tarnation - alpha</title><description>The game I have been working on has a nice big update.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.bulletpattern.com/tarnation/"&gt;Tarnation&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Any comments on the game are welcome. I am trying to make as much time as I can to work on it and get it done.</description><link>http://www.bulletpattern.com/2007/11/tarnation-alpha.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-1895259720559330593</guid><pubDate>Tue, 13 Nov 2007 17:00:00 +0000</pubDate><atom:updated>2007-11-13T12:03:48.686-05:00</atom:updated><title>Speaking at GGDA tonight.</title><description>Tonight I will be giving my lecture of Common Flash Game Design Mistakes at the &lt;a href="http://www.ggda.org/CDA5240F87574D8387EBDE8FEC733210/news/news.asp?item=111224"&gt;November Georgia Game Developer meeting&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;My presentation has been fine tuned and I will have a computer with a more reliable battery :)</description><link>http://www.bulletpattern.com/2007/11/speaking-at-ggda-tonight.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-7785782694793105778</guid><pubDate>Thu, 08 Nov 2007 22:28:00 +0000</pubDate><atom:updated>2007-11-08T17:40:10.495-05:00</atom:updated><title>Cartoon Network MiniMatch games</title><description>Long time readers (i.e. no one) will remember Big Shot Checkers from a while back. This game was designed in mind with our upcoming multiplayer games system. Now this system is live.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://minimatch.cartoonnetwork.com/"&gt;MiniMatch&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;MiniMatch is CartoonNetwork.com's new virtual community based around playing games and getting stuff for your avatar. The more you play the more points your earn.&lt;br /&gt;&lt;br /&gt;We made Big Shot Checkers multiplayer and created 2 other games. Again, the goals were 1) classic games 2) fast gameplay 3) CN brand integration.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Ben 10 Galactic Matchup&lt;/strong&gt;&lt;br /&gt;Like match four but when you make a match you damage your opponent. Player can make combos and even matches for the other player, resulting in self-inflicted damage. Each alien of Ben 10 is represented and when a player makes a match their matched pieces animate away in the style of the chosen alien.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Camp Lazlo Battle Beans&lt;/strong&gt;&lt;br /&gt;You remember how painfully boring those first 5 minutes of Battleship are?&lt;br /&gt;"e5?"... miss&lt;br /&gt;"b2?" ... miss&lt;br /&gt;etc.&lt;br /&gt;&lt;br /&gt;Well Battle Beans removes the boring bit at the start and adds a bit of skill to making your shots. Choose from 3 different teams and sink your opponents unwitting "team."&lt;br /&gt;&lt;br /&gt;I am super happy with all 3 games. I think our team really nailed the goals of the design.</description><link>http://www.bulletpattern.com/2007/11/cartoon-netowrk-minimatch-games.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-4842153287686948991</guid><pubDate>Tue, 09 Oct 2007 14:16:00 +0000</pubDate><atom:updated>2007-10-09T10:44:51.777-04:00</atom:updated><title>SIEGE Lecture Slides</title><description>I finished my lecture and panels last weekend for SIEGE. It was a great experience. I met a lot of really nice, talented people. I hope I get invited to speak again. I want to use my slides again which were a ton of work :)&lt;br /&gt;&lt;br /&gt;I thought I would give Google Presentations a shot so I could work on my presentation over lunch at work and at home. Somewhere along the way it lost all my bolding and italics.&lt;br /&gt;&lt;br /&gt;While that will make me not use for a while, I can publish my presentation which is nice.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://docs.google.com/TeamPresent?fs=true&amp;amp;docid=dcsqjm32_3g4j4px"&gt;Common Flash Game Design Mistakes&lt;/a&gt;</description><link>http://www.bulletpattern.com/2007/10/siege-lecture-slides.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-5390982090550274155</guid><pubDate>Tue, 09 Oct 2007 13:02:00 +0000</pubDate><atom:updated>2007-12-21T23:02:07.608-05:00</atom:updated><title>Tarnation - sort of alpha</title><description>I decided a while back that I really needed to do a game outside of my &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_0"&gt;work&lt;/span&gt; at Cartoon Network. I wanted to do a game where I did everything like in the old days.&lt;br /&gt;&lt;br /&gt;I did the prototype for this game in February. I finally bought a new computer for home so I could really focus on getting games done outside of work.&lt;br /&gt;&lt;br /&gt;Here is the alpha-&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;ish&lt;/span&gt; build. Only the 1st level is really tuned.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.bulletpattern.com/tarnation/"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;Tarnation&lt;/span&gt;&lt;/a&gt; (early build)&lt;br /&gt;&lt;br /&gt;The idea came from the fact I cannot play &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_3"&gt;RTS&lt;/span&gt; games. I tried to imagine what a casual &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_4"&gt;RTS&lt;/span&gt; would be like. Also I really wanted to be able to say, "This game is based &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_5"&gt;on&lt;/span&gt; a really sound game design principle." I thought that would &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_6"&gt;guarantee&lt;/span&gt; the fun.&lt;br /&gt;&lt;br /&gt;Back at &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_7"&gt;GDC&lt;/span&gt; 2005 at the game designer workshop we did and exercise where we had to tune a giant robot to be killed by some tanks at the very last second. The idea was if you tune the robot just right you will get that "&lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_8"&gt;Hollywood&lt;/span&gt; ending" and kill the robot right before he reaches the city. If the robot dies too far out there is no tension and if he gets to the city, well, the city is destroyed.&lt;br /&gt;&lt;br /&gt;So that was to be my idea, you must kill the baddies at the last second. You must deploy your units but if you deploy them too fast you a) run out of units (the do &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_9"&gt;replenish&lt;/span&gt; over time) and b) the enemies die too far away and you don't get a good score.&lt;br /&gt;&lt;br /&gt;While sketching, I got the idea that the baddies are bugs made of tar called "Tars", hence the name &lt;em&gt;Tarnation&lt;/em&gt;. You are defending the garden's water supply from being polluted by the tars.&lt;br /&gt;&lt;br /&gt;I thought it would be cool if the world was crayon style but the Tars are oil painted. This furthers the pollution aspect. Much of the art is place holder right now but I am updating it now that the core game system is complete.&lt;br /&gt;&lt;br /&gt;I think it's on the way to being what I want. Everyone who plays it wants to play it again. Even my wife!</description><link>http://www.bulletpattern.com/2007/10/tarnation-sort-of-alpha.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-91233098893189237</guid><pubDate>Mon, 24 Sep 2007 13:23:00 +0000</pubDate><atom:updated>2007-09-24T10:39:41.300-04:00</atom:updated><title>New Game - Chowder Rump-a-Thump</title><description>Chowder is a new show that will air on Cartoon Network in a couple of months. Chowder is a little kid who lives in a fantastical world and wants to be a chef.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cartoonnetwork.com/games/chowder/rumpathump/"&gt;Chowder Rump-a-Thump&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Kernal of Idea&lt;/strong&gt;&lt;br /&gt;I thought it would be funny if Chowder prepared food by strapping tools to his butt and jumping on stuff. I got the idea in my head it would be interesting to have a cut tool and attempt to cut right in the center of items. The more to the center you cut the more points you get. I told Noel, our animator, about this. He drew an awesome concept sketch so then I was totally confident in the idea.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Developed Idea&lt;/strong&gt;&lt;br /&gt;With this game I wanted to take a familiar mechanic and add a bit to it. We make games for kids so I want to keep it simple and familiar but I also want to do something new. So I took the common mechanic of the butt-bounce (double-jump style) and added the layers of horizontal accuracy (cut things in half), vertical accuracy (butt-bounce from max height) and timing (hit food at certain time or release interaction at certain time).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Design Details&lt;/strong&gt;&lt;br /&gt;3 different tools you can strap to your butt: cut, pound and stir. Use the tools to cut food in half, pound it flat, pound at a certain time and stir for a certain time. All food items have 3 steps of achivement (i.e. how close to the center you cut, etc.).&lt;br /&gt;&lt;br /&gt;2 step items in later levels (you have to use to stir tools to unscrew a shell and then pound or cut) to add some variety.&lt;br /&gt;&lt;br /&gt;Each level is a "dish" that requires a certain number of food items. These required foods items can be different each time though they always equal the same amount of points. This way the game is always different.&lt;br /&gt;&lt;br /&gt;The player plays a short game (15-20 minutes) and receives a star chef ranking. Play again to try to be a 5-star chef.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Result&lt;/strong&gt;&lt;br /&gt;The team did an amazing job. Art, programming and sound were so well done. Our new artist and game designer did a great. While GDD was done and very detailed, I was out with my injury during most of development. I could review stuff from home and when I got back the game was in a good place. Luckily we got extra time to polish things up. I am super ahppy with the game.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;My High Score&lt;/strong&gt;&lt;br /&gt;22200</description><link>http://www.bulletpattern.com/2007/09/new-game-chowder-rump-thump.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-838344662192170319</guid><pubDate>Thu, 30 Aug 2007 17:42:00 +0000</pubDate><atom:updated>2007-08-30T13:55:39.718-04:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>games</category><category domain='http://www.blogger.com/atom/ns#'>conference</category><title>Speaking at SIEGE</title><description>I haven't been active is quite a while. I suffered a major back injury and had to have surgery. I have been out of work for 2 months but I am going back next week. Good thing, I am going stir crazy.&lt;br /&gt;&lt;br /&gt;I will be speaking at the Southern &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;Interactive Entertainment&lt;/span&gt;&amp; Game Expo (&lt;a href="http://www.siegecon.net/dbjoomla/"&gt;SIEGE&lt;/a&gt;) in early October. I racked my brain trying to think of a good topic and I think I finally came up with something. I wanted to find something unique. My game design position is a bit odd but I feel it allows me to see things other game developers/designers don't get to experience: volume.&lt;br /&gt;&lt;br /&gt;Since  I became a game designer at Cartoon Network I have worked on over 100 Flash/&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;Shockwave&lt;/span&gt; games. I have worked with numerous people/companies on games and I see the same handful of mistakes repeated.&lt;br /&gt;&lt;br /&gt;I have helped work out solutions for these issues so now when they come up its an easy fix.&lt;br /&gt;&lt;br /&gt;This is not a slight against the companies that make games for &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;CN&lt;/span&gt;. These are really smart, talented game developers. Our internal team has made some of these same mistakes but now that i have seen them so many times I recognize them easily and have checks in place so I don't make them from the beginning.&lt;br /&gt;&lt;br /&gt;My talk will be these handful of mistakes. What are the mistakes? Why are they made? What are the solutions? I will present examples (not from actual games to conceal the identity of the innocent) of the mistakes and outline the solutions we use.&lt;br /&gt;&lt;br /&gt;This talk will be applicable to anyone making Flash games or 2D games.</description><link>http://www.bulletpattern.com/2007/08/speaking-at-siege.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-3914191936627241218</guid><pubDate>Mon, 02 Jul 2007 14:24:00 +0000</pubDate><atom:updated>2007-07-02T10:29:08.429-04:00</atom:updated><title>New Game - Solar Wind</title><description>Wow another new game launch! Another The Grim Adventure of Billy and Mandy game. We joke that our team is the B&amp;M games team but we love the property so its ok.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cartoonnetwork.com/games/billymandy/solarwind/"&gt;Solar Wind&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;This is a reskin of a game I made for Adult Swim a while back. Its simply the "airplane" game or whatever you call it.. with farting and and lots of it!&lt;br /&gt;&lt;br /&gt;In retrospect, while the difficulty is ok for AS its a bit to hard for kids. We made it easier than it was but I still think its too hard. If we time I would take out the walls entirely and just rely on midscreen obstacles.&lt;br /&gt;&lt;br /&gt;If you get over 5000 the obstacles change.</description><link>http://www.bulletpattern.com/2007/07/new-game-solar-wind.html</link><author>noreply@blogger.com (Brad Merritt)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-6634440.post-5479250166129253576</guid><pubDate>Mon, 04 Jun 2007 14:31:00 +0000</pubDate><atom:updated>2007-06-04T10:42:06.119-04:00</atom:updated><title>New Game - Pokemon Breakdown Blast</title><description>This has to be a record for game launches! Another new game.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cartoonnetwork.com/games/pokemon/breakdownblast/"&gt;Pokemon Breakdown Blast&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Sometimes our team is the "OMG this game has to be done yesterday!" team. Especially when dealing with outside IP holders like Nintendo.&lt;br /&gt;&lt;br /&gt;There are many rules when making a Pokemon game. All of them actually. It's very restrictive so we settled on an unfinished block break game that I had programmed 3 years ago :) I felt bad our programmer had to dredge though my old code and rework it. I wrote it in Actionscript 1 originally.&lt;br /&gt;&lt;br /&gt;There are 15 levels, 5 per 3 Pokemons. Each Pokemon is a higher difficulty level. You may notice you can't lose. We wanted players to get to the end and see all the Pokemon. Let me show you them.</description><link>http://www.bulletpattern.com/2007/06/new-game-pokemon-breakdown-blast.html</link><author>noreply@blogger.com (Brad Merritt)</author></item></channel></rss>