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Gravitee Wars
  A Post Mortem



   Speaker: Stuart Allen
   FunkyPear.com
Part 1: Background
The Gravitee Series
●    Gravitee 1 and Gravitee 2
     ●    Golf in space
     ●    Newtonian physics to simulate gravity
     ●    Sponsored by Kongregate
Gravitee 1
●    Released September 2007
●    Approximately 5m - 6m plays
●    Current Ratings
     ●    Newgrounds – 4.22 (Front Page)
     ●    Kongregate – 4.00
Gravitee 2
●    Released August 2009
●    Approximately 4.5m - 5.5m plays
●    Additional game modes & improved graphics
●    Current Ratings
     ●    Newgrounds – 4.00
     ●    Kongregate – 4.05
     ●    Lower than Gravitee 1 – Original gameplay diluted?
Gravitee Wars
●    Original concept for Gravitee 1
●    Change of gameplay from golf to artillery
     ●    Concerned about alienating original players
     ●    Weapons and violence seem to do well!
Part 2: Development
Initial Thoughts
●    Single player planned since day one
●    Multiplayer possibilities for future games
●    Unit personality
●    Destructible planets
●    AI quality important
●    Cheap gameplay
     ●    Medals, achievements & rewards
Destructible Planets (1 of 3)
●    Each planet originally a bitmap, with explosions
     being removed from the bitmap
     ●    Simple implementation
     ●    How to get units to walk around planets correctly?
     ●    How to calculate the new planets mass after an
          explosion?
Destructible Planets (2 of 3)
●    Planet shape stored as a series of points
     ●    Planets made up of about 40 points
●    Units walk around by following the line
     represented by two consecutive points
●    Shape drawn to a Movieclip then used as a
     mask over the planet graphic
●    Vector representation means mass easily
     calculated
Destructible Planets (3 of 3)
●    When a planet is hit, another series of points
     representing explosions created
●    Function takes the explosion and planet shapes
     and cuts the explosion shape out of the planet
     ●    Calculates intersections between the shapes
     ●    'Walks around' each shape until it intersects the
          other shape, then switch shape and continue until
          back to origin
Cheap Gameplay
●    Wanted to use 'cheap gameplay' to keep
     players playing
     ●    Better medals awarded for better scores
     ●    Achievements
     ●    Rewards
          –  New weapons
          –  Unit victory and idle animations
          –  Features (old school GFX, infinite ammo)
Unit Movement
●    Units can walk around planet CW/CCW
●    Started with Right = CW, Left = CCW
     ●    Makes less sense when at the bottom of a
          planet
●    Decided to try to 'guess' which way the player
     wanted to move
     ●    At top of planet          R = CW, L = CCW
     ●    At bottom of planet   L = CW, R = CCW
Artificial Intelligence (1 of 2)
●    No experience with AI!
●    Various stages
     ●    Are there any pickups I can get?
     ●    Am I directly in the line of sight of enemies? If so,
          is there somewhere I can retreat to after shooting
          that isn't?
     ●    Gravity set up too complicated to work out a power
          & angle to guarantee a hit.
Artificial Intelligence (2 of 2)
●    AI throws out 720 different shots (72 different angles,
     10 different powers)
●    AI decides on which of those shots to take, based on
     who can be hit, how much health they have and what
     weapons are available
●    Each enemy team has an accuracy score. Shots are
     knocked off by a random amount, based on this score.
●    Originally if the AI couldn't hit an enemy it would
     move or teleport to another planet and try again
Part 3: Response
Response Overview
●    Very well received!
●    Hit the 1m gameplay mark after 6 days
●    Total plays to date approx 12m – 15m
●    Current Ratings
     ●    Newgrounds – 4.42 (Top 50 for a while)
     ●    Kongregate – 4.40 (Best of Nov 2010)
User Complaints (1 of 3)
●    AI Flaws
     ●    Enemies take too long thinking – fixed
     ●    Enemies walk over mines
     ●    Enemies are too accurate with their shots
     ●    Enemies don't use all of the weapons
User Complaints (2 of 3)
●    Balancing issues
     ●    Why don't the AI teams shoot at each other?
     ●    Money cheat – end score based on health
          remaining and damage done
     ●    After earning enough money, its easy to just meteor
          strike and nuke the enemy to death
User Complaints (3 of 3)
●    Miscellaneous
     ●    Intuitive movement – hard to control
     ●    No multiplayer yet!
Revenue % Break Down
Thanks for listening! :)

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Gravitee Wars Post Mortem by Stuart Allen of FunkyPear

  • 1. Gravitee Wars A Post Mortem Speaker: Stuart Allen FunkyPear.com
  • 3. The Gravitee Series ●  Gravitee 1 and Gravitee 2 ●  Golf in space ●  Newtonian physics to simulate gravity ●  Sponsored by Kongregate
  • 4. Gravitee 1 ●  Released September 2007 ●  Approximately 5m - 6m plays ●  Current Ratings ●  Newgrounds – 4.22 (Front Page) ●  Kongregate – 4.00
  • 5.
  • 6.
  • 7.
  • 8. Gravitee 2 ●  Released August 2009 ●  Approximately 4.5m - 5.5m plays ●  Additional game modes & improved graphics ●  Current Ratings ●  Newgrounds – 4.00 ●  Kongregate – 4.05 ●  Lower than Gravitee 1 – Original gameplay diluted?
  • 9.
  • 10.
  • 11.
  • 12. Gravitee Wars ●  Original concept for Gravitee 1 ●  Change of gameplay from golf to artillery ●  Concerned about alienating original players ●  Weapons and violence seem to do well!
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 22. Initial Thoughts ●  Single player planned since day one ●  Multiplayer possibilities for future games ●  Unit personality ●  Destructible planets ●  AI quality important ●  Cheap gameplay ●  Medals, achievements & rewards
  • 23. Destructible Planets (1 of 3) ●  Each planet originally a bitmap, with explosions being removed from the bitmap ●  Simple implementation ●  How to get units to walk around planets correctly? ●  How to calculate the new planets mass after an explosion?
  • 24. Destructible Planets (2 of 3) ●  Planet shape stored as a series of points ●  Planets made up of about 40 points ●  Units walk around by following the line represented by two consecutive points ●  Shape drawn to a Movieclip then used as a mask over the planet graphic ●  Vector representation means mass easily calculated
  • 25. Destructible Planets (3 of 3) ●  When a planet is hit, another series of points representing explosions created ●  Function takes the explosion and planet shapes and cuts the explosion shape out of the planet ●  Calculates intersections between the shapes ●  'Walks around' each shape until it intersects the other shape, then switch shape and continue until back to origin
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
  • 32. Cheap Gameplay ●  Wanted to use 'cheap gameplay' to keep players playing ●  Better medals awarded for better scores ●  Achievements ●  Rewards –  New weapons –  Unit victory and idle animations –  Features (old school GFX, infinite ammo)
  • 33. Unit Movement ●  Units can walk around planet CW/CCW ●  Started with Right = CW, Left = CCW ●  Makes less sense when at the bottom of a planet ●  Decided to try to 'guess' which way the player wanted to move ●  At top of planet R = CW, L = CCW ●  At bottom of planet L = CW, R = CCW
  • 34. Artificial Intelligence (1 of 2) ●  No experience with AI! ●  Various stages ●  Are there any pickups I can get? ●  Am I directly in the line of sight of enemies? If so, is there somewhere I can retreat to after shooting that isn't? ●  Gravity set up too complicated to work out a power & angle to guarantee a hit.
  • 35. Artificial Intelligence (2 of 2) ●  AI throws out 720 different shots (72 different angles, 10 different powers) ●  AI decides on which of those shots to take, based on who can be hit, how much health they have and what weapons are available ●  Each enemy team has an accuracy score. Shots are knocked off by a random amount, based on this score. ●  Originally if the AI couldn't hit an enemy it would move or teleport to another planet and try again
  • 36.
  • 38. Response Overview ●  Very well received! ●  Hit the 1m gameplay mark after 6 days ●  Total plays to date approx 12m – 15m ●  Current Ratings ●  Newgrounds – 4.42 (Top 50 for a while) ●  Kongregate – 4.40 (Best of Nov 2010)
  • 39. User Complaints (1 of 3) ●  AI Flaws ●  Enemies take too long thinking – fixed ●  Enemies walk over mines ●  Enemies are too accurate with their shots ●  Enemies don't use all of the weapons
  • 40. User Complaints (2 of 3) ●  Balancing issues ●  Why don't the AI teams shoot at each other? ●  Money cheat – end score based on health remaining and damage done ●  After earning enough money, its easy to just meteor strike and nuke the enemy to death
  • 41. User Complaints (3 of 3) ●  Miscellaneous ●  Intuitive movement – hard to control ●  No multiplayer yet!