Mommy's Best Games, Inc. is an independent game developer founded in 2007. This is a view behind the scenes of our game development and marketing!

Nathan
Showing posts with label weapons. Show all posts
Showing posts with label weapons. Show all posts

Thursday, February 14, 2013

Serious Sam Gun Gameplay 2

Serious Sam Double D XXL comes out February 20th, less than a week away!

In this new video I demonstrate 4 new upgrades in the game, for the Tommy Gun and Laser Rifle, explaining some of their strategic capabilities.


There's over 30 brand new guns in the game offering plenty of ways to take down Mental's Horde!

Monday, February 11, 2013

Profiles in Gonzo Guns: Land Shark Gun

We're releasing Serious Sam Double D XXL on XBLA Feb 20th and it has lots of "gonzo" guns. Before the release, I thought it'd be fun to dissect what makes crazy guns fun in other games. This is a design exploration as to what it takes to make a successful "gonzo" gun. I like the weirder guns in games and hope more games use them since they often push designs in new directions. 


Armed and Dangerous was a funny, third-person game by Planet Moon Studios released on the Xbox back in 2003. The game followed a group of misfit rebels using some basic and some not-so-basic guns to save the day.

The Land Shark Gun in Armed and Dangerous is great because it brings to life a hilarious concept and is well fleshed out.



Concept: The concept is solid, easily understandable, and based on some extension of reality. It expands expectations of what could happen. People have always been safe from sharks on land, what if a shark could reach you even on land? It also helps that it works off a popular, existing media character (the SNL skit from the 70's) and is in the public's mind.

Gameplay: The gameplay is satisfying, while it is basically a fire-and-forget homing missile, it is still very effective and you're able to fire several at once. It takes out basic enemies (most of what you fight in the game) and occupies their time before killing them. It can take out several enemies in succession.



Visual and Audio: The execution is great as a whole. The shark is launched, the fin is clearly visible. When it's close to a target enemy, the enemy stops what he's doing, animates to look around, and even calls out with voice. A pregnant pause as the shark has disappeared underground, and then BOOM, the shark bursts high into the air, devouring the enemy has he screams. (Wow, that sounds terribly gory, but in the context of the game.. it's funny!)



Why It Works in This Game: Armed and Dangerous has many humanoid enemies which can emote fully. They can speak English and animate like humans. This is the quickest way to get ideas across about enemies, and generally hurting/interacting with something. Do it with humanoids. It's much harder if you have complete aliens. Designers and artists usually pull from any human qualities they might have when animating and giving feedback. (That may sound discouraging--and I wouldn't want to discourage designers from exploring more alien designs--but it is an issue if you are trying to convey more human emotions with very alien-like enemies.)

The most common enemy in the game is a soldier type. This is means the shark gun can be used on many enemies effectively which is important to have the player care about it. If the gun is too specialized, it can be something of a let down to use. If there weren't as many soldiers, or you had to wait for too uncommon of a moment, it's tougher to make that appealing.
Also the gun is powerful which helps its appeal. That's not always necessary, but it helps.

Tuesday, January 29, 2013

Serious Sam Gun Gameplay 1

Serious Sam Double D XXL releases February 20th on Xbox LIVE Arcade!
Here's my first video which details weapons from the game, showing good gameplay uses for all the crazy gun abilities.



There are 32 different gun upgrades in the game and each video will show four. This video features two upgrades for the Machine Pistol, and two upgrades for the Shotgun. Enjoy!

Tuesday, December 18, 2012

Fox News Articulation

I was quoted in not just one, but two articles today on FoxNews.com. Take cover!

Quotes from me were taken from a phone call with a journalist from their site, asking me about my thoughts on video games and violence. He was curious to talk after he read my post here about the idea of the entire industry taking a break from making violent video games for a few years. (I know I would have a tough time abstaining from making violent games, but creatively I think we'd all make some amazing stuff.)
Ahh.. a simpler time when violence was viewed sideways. (Source: Midway Games)

Obviously my phone call with him was much longer than just those few quotes in the articles. I figured I'd expand a bit on those thoughts.

 

Breadth of Possibilities in Games

The first article is about a new study from Ohio State University which says that if you play violent video games for 3 days, you show more aggressive tendencies afterwards. It sounds like there's plenty of questions remaining, such as 'how long do these tendencies last' and 'does the aggression level flatline'. Also note how the 'aggression' was measured in the study.

The Fox News article basically says that violent video games are top sellers, and this new study says they can make you more aggressive. I said:

“When you think about the whole spectrum of human emotion*, violence is just one little sliver on there. You can think of so many other things that we could explore in video games,” he told FoxNews.com.
“Video games can do all those things. It’s such a young art form.”
(*'Emotion', I meant to say 'expression')

I'd like to add that I think violent games are fine. But I also would like as many non-violent ones as well. Basically as much high-quality variety as we as a creative industry can muster is the goal. Violence in games can be a very satisfying stress relief. I feel like they can actually relieve aggression rather than encourage (but obviously that could just be me). Regardless, with so many creative people involved, I think video games can contribute positively overall to culture, and we as developers should strive to help enrich people's lives.

Violent Games, Sales, and Audience

The second article explores if video games are getting increasingly more violent. I think generally envelope-pushing will continue. The article doesn't present any in-depth analysis such as the number of shooting games as a percentage of all games released over the years (which would be a pretty big undertaking since it should probably measure all games on the web as well). It does bring up Bulletstorm which incorporated specific, original violence as part of it's gameplay.
ESRB ratings are very successful at keeping the most violent games out of children’s hands. But as in-game violence spreads, it becomes increasingly hard to separate the Sim Cities form the shooters.
Even the humorous PlayStation All-Stars Battle Royale, a fun fighter aimed squarely at younger kids, includes “crude humor” and “violence,” according to the ESRB. That’s because of the community itself, explained Nathan Fouts, founder of video game maker Mommy’s Best Games.
“I think that has to do with the number of people and the people that are playing video games,” he told FoxNews.com. “We’ve got a catch-22 right now: younger kids are playing.” And therefore, developers are writing games for those kids.
“That’s the kind of thing that’s fun and exciting when you’re a teenager,” Fouts said. He believes games like Portal 2, Flower and Journey signal a shift towards less violent games.
I don't think I explained my point very well, so I'll try again.
Violent video games sell well. If you look at the portion of all games sales, compared to violent game sales, then compare that to a similar fraction for books or movies, does violence sell proportionately better for video games than other mediums? I'd expect it does. And my suggestion is, violent video games sales are proportionately higher than other entertainment because the number game players are younger and more interested in exploring digital violence.
When you're younger, it's very interesting to think about violence. Growing up, I used to play 'war' all the time with my siblings with plastic guns, running around outside. I also loved to play video games of all kinds including Super Mario Bros 3, but also Mortal Kombat. I still play a variety of games (enjoying El Shaddai, City Tuesday, Black Knight Sword, and Qrth-Phyl right now).

I'm guessing people over 50 contribute proportionately to more book, music, and movie sales than they do video games sales. As the variety of games commercially available on a large public scale broadens, and games are played among more diverse ages of people, I think the number of violent games that dominate sales charts will continue towards violent/non-violent distributions similar to books and movies.

Games and Children


Scene from POSTAL 2  (source Running With Scissors). It's true, I worked on this game!
And lastly, some full disclosure: I worked on the notorious POSTAL 2. I still like the game a lot and am proud of it, mainly because the player has free choice. The player can progress in the game even if you don't kill people, as opposed to most FPS. Unprovoked player violence has strong repercussions. If you start acting violent in the game, the innocent NPCs react (as do the police) and cause the game to get harder for you. There are no points scored as you kill things, no direct rewards. I'm hope it goes without saying, but I don't think children should play this or anything like it!


From what I can see the ESRB ratings board is very useful for parents to understand what is in the game. As a parent, you need a baseline as to what the game could contain so as to help gauge whether or not kids should be playing it. But nothing beats sitting with your kids for a few minutes to watch them play the game itself. Parents--ask them about the game too, ask them what they did in it, what they liked, and why. Do it on a regular basis too, keeping up with these things will help you understand what they're experiencing.

Tuesday, July 3, 2012

Gunstacker Upgrades Explained

I love the Gunstacker feature in the current release of Serious Sam Double D on Steam, but we can push it further. There's definitely some neat strategy you can get out of the current version, but obviously with more weapon variety the player has even more options on how to tackle a tough fight.




That's where the XXL comes in, for the new version of the game coming to XBLA later this summer. The new game has an extra suffix (Serious Sam Double D XXL) denoting new content, and one big aspect is Gunstacker upgrades! There will be two types of modifications "Ammo" and "Upgrades".



For each of the 8 gun types (Tommy Gun, Rocket Launcher, etc), there is the ability to increase the amount of ammo the guns can carry. This general modification is applied to an entire 'gun type' (like all variations of Tommy Guns). As you buy Ammo+1, you get an extra clip which gives you about 20% more ammo for that gun type. Any Tommy Guns for which you buy Ammo+1 can now carry more ammo. That opens up Ammo+2, and then Ammo+3, each costing more, but letting you carry a lot more bullets in the end.




Buy gun-changing upgrades for particular guns.

The second, and biggest area are the specialty "Upgrades". These are applied to one specific gun which you'll select while buying things in the new store (the first Tommy Gun, your third Shotgun, etc). That's right, you pick one specific Shotgun, and then buy an expensive upgrade for it. But why? Because the specialty Upgrades basically turn that particular gun into a whole new weapon!

These range in complexity, from an upgrade to the Machine Pistol that increases the damage dealt by all guns in your current stack, all the way up to entirely new weapons like an upgrade to the Shotgun... that turns it into the legendary Serious Sam Cannon!

You'll also be able to revert a specialty gun back to it's original form, and get a little bit of money back in the process.

Stay tuned, as over the summer I'll be detailing some of the various new guns you can get in XXL.

Friday, September 2, 2011

GunStacker Strategies and First Update

Serious Sam Double D is out now on PC! To help you blaze a trail through the enemy hoards this weekend here are some:

GunStacker Strategies

 
Don't Blow Your Stack
Put your Rocket Launchers and Grenade Launchers in their own stack. Once you get comfortable with things, you can start intermingly them with Tommy guns and Shotguns. But early on, keep explosives separate. Then you can quickly switch to your big, BIG guns for distant bosses or giant dinosaurs.


 
Playing With Fire
The flamethrower has a special ability of stopping all enemy bullets. If you're having trouble in a level with lots of missiles or Biomechanoid lasers or rockets, add a few flamethrowers to your stack. It sucks down fuel fast, but it can stop enemy shots before they reach you.


 
Order Up
Placement in your bigger stacks (especially 5-6 high) can make a difference when wading into a seething mass of gnashing teeth. Putting a shotgun on the bottom, Tommy guns or laser guns in the middle and another shotgun on top can give it more spread to also handle Chimputees in the air.

Trigger Happy
The Chainsaw and Machine Pistol (your first gun) have infinite ammo. Better yet, the Machine Pistol can fire as fast as you can click the trigger. Putting these two together in a stack can be a "go to" close range stack to save ammo and handle up-close trouble.


 
Fit and Trim
If you aren't using a gun, put it down in your Inventory rather than having it clutter up your Quick Select. This way in the heat of a giant battle you don't accidentally swap to a single shotgun and get your face ripped off. Then when you find more connectors, bring it out of the inventory and put it to use!
That said--it's good to keep around a single shotgun sometimes to swap back and forth when taking out single enemies, then fighting big crowds.

The Vuvu loves you.


Game Update 1
 A new update is available now for the game. Steam will automatically download this. The following is the changelist for all bugs and issues addressed:
  1. "Russian crash" fixed! There was an issue with the Cyrillic alphabet causing a crash on start-up. This is handled properly now. 
  2. Jump-pad wall glitch fixed.
  3. Cursor is now locked to the screen in Windowed/Multi-monitor mode.
  4. Video Resolution Menu now has an "Apply Resolution" button. While swapping through resolutions, they won't be applied till you hit this button. 
  5. 4th Tommy gun was missing from Dark Harvest. Added back.
  6. New "No Blood" option to completely remove blood if desired. (Crazy!)
  7. Backgrounds touched up for higher resolutions. (Won't show purple edges.)
  8. Translations fixed for guns in gunstacker mens.
  9. Golden guns explanations in stats was broken when you beat the game. Now retains proper setting.
  10. Vuvuzelators get stuck in walls less. 
  11. Player stats have been rephrased before you beat the game to make more sense. 
  12. Ammo changing per levels is retained properly now.
  13. Secrets buttons in menu sometimes overlayed the level name (adjusted).

That's it for the first update. We will continue to tweak the game and add improvements in the future.
Good luck and Enjoy Stackin'!

Thursday, April 21, 2011

Gunstacker Configured for Action

Serious Sam Double D is a 2D side-scrolling version of the popular and looney Serious Sam franchise, and will be ready for you to play later this summer on your PC!

When designing Double D, rather than dump all of Croteam's original guns and start from scratch I decided it'd be fun to take on the biggest of Mental's baddies with all your guns blazing at once. The way you'll get to do that is with the Gun Stacker system.
A Gun Stacker connector arm

Hidden throughout all sorts of sneaky places you'll find a Gun Stacker connector piece. This is a small robotic arm, that when applied, not only allows you to hold an extra gun, it also connects the firing of the second gun to the primary gun. (Squeeze the trigger and all your guns start firing, throttled only by refire and reload times.)
Thompson Submachine gun
You'll collect not only the classic Shotgun, Tommy Gun, and Rocket Launcher from Serious Sam, you'll get to collect MULTIPLE OF EACH GUN.

You know how it's fun to a hidden rocket launcher early in the game, but when you finally, "officially" are given the rocket launcher it's sort of a let down, because.. well.. you already have it!

Say good by the to that sorry feeling! If you scour a level for secrets, find the Tommy Gun early, then you not only have the Tommy Gun, you'll have the chance to collect up to four Tommy Guns! That goes for each weapon type--there are 4 of each hidden throughout Serious Sam Double D.
XL4 Lasergun

So now you've got tons of guns, and tons of connectors what do you do with them? Get all crafty and start sticking them together into various, explosive combinations!

Here is an early peak at the Gun Stacker configuration menu (Bear with me, I'll try to make it sexier before the game's done).


Above is a "standard" view of a quick select. You can see the Machine Pistol, the Shotgun, the Tommy Gun, and the Grenade Launcher. (And an extra Tommy Gun in your Inventory at the bottom, but that's for later!)


To stack your guns all you have to do is select a gun like the Shotgun here, move it over that stack and press the button again to confirm the Stack. Done! Super stack-a-ola, Shotgun-Tommy duo ready. But wait--we've got more connectors (upper right), looks like we have 2 of 3 still left! Can't let those got to waste.


The Machine Pistol has infinite ammo, so whatever stack you put that it in, it sort of gets a 'free boost' in as much as that gun doesn't reload and can't run out of ammunition. Type II Machine Pistol's hidden throughout the game are very special and very challenging to obtain!


Let's just go full epicurean and stack 2 Tommys, a Shotgun and the Machine Pistol in one heap. We've exhausted our connectors, but it'll be pretty powerful.


But our Grenade Launcher is looking lonely. If we select it and try to add it to the stack it won't work as we need an extra connector.


But we can remove a Tommy gun from the other stack and put it on the Grenade launcher. That's a nice combo as it covers you with fast, repeating fire from the Tommy, which fills in the gaps on the very powerful, but slow-to-reload Grenade Launcher.

What's all this look like? Let's take a peak!
Click to zoom in!
Here Sam is blasting a Minor Biomechanoid in the face with the Shotgun/Tommy/Pistol stack, while a mass of seething Gnarr and Kleer claw at him from behind.

So that's all fine and good--the sort of elementary Gun Stacking your little brother might do. But what kind of disgusting, orgiastic displays of male bravado are in store for those who able to survive later into the game?


Here we have a gun collection as you'll see further into the game. You've got 8 connectors to play around with and a silly amount of firepower.

And here's Sam with a real Gun Stack taking on more classic Sam baddies:


Now why would you need all these guns you might ask? First of all when dozens of slathering one-eyed Gnarr are climbing over their dead brethren trying to rip your face off, the more bullets you can shoot, the better. And secondly, you noticed the big blue alien about 5 times the size of Sam? He's called a Minor Biomechanoid for a reason.

That's it for now, but be ready as we've got lots of fresh, new, gigantic enemies in Serious Sam Double D, that will require every bit of firepower you can Stack together.
Now, back to the game-making!

UPDATE: Here are some new screenshots of the Gunstacker menu system:
Here are some gun stacks, in the new menu. 

And here's a *lot* of guns in the new menu.
Remember you can reconfigure your stacks any time! Just make sure you have found enough connectors.

Saturday, May 2, 2009

You'll poke your eye out

Good news--in the next game this thing is on your side! In fact, you're in control of it...
What is it?

A Bionic Backscratcher?
Nose Hair Remover from Beyond the Stars?
Automatic Car Detailer?

Stay tuned!

Friday, August 22, 2008

Greetings from the Future

Xerxes is one of the first playable characters to which you have access in Weapon of Choice. His Jet Engine gun is one of the most powerful weapons in the game and it gives you the ability to fly around in a jet-pack like fashion. His hovering spin double-jump lets you maneuver even further while in the air! Here's an image from the design specs for his weapon.

As it turns out Xerxes is based on a real person that just happens to live in the year 2188. Here's his new MySpace page. I'd like everyone to get to know him as he has some fascinating insights into the Earth's future. And please, show him some hospitality by adding him to your friends list.