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Archive for the ‘Fun ’ Category

Semblante

Tuesday, February 2nd, 2010

We are finally back from the Global Game Jam and we’d like to produdly present the result of our 48 hour effort: Semblante.

Before I start, a brief clarification. “Semblante” is a portuguese word that means “visage”. A good reason for the choice of this particular name was because it is a phonetically pleasing word (when spoken in native portuguese at least) the other reasons are pretty much subjective and we leave to each one his own to think about it or not.

The game is still a little incomplete as of now, even if it has a beginning and an end, as we need to work out some of the mechanics, asset implementations and general level design. Semblante is also quite simple, you control Jung inside its own mind as it searches for its own identity (represented as a mask) while avoiding the shadows that lurks within. The metaphor is obvious and I will not linger on it anymore.

The mechanics are pretty simple. Jung has 4 mechanics. It can move, jump, shine and scream. To shine, the character needs to stay in light spots to charge its body. Jung glows for a limited amount of time and while it is glowing, shadows are repelled by it. Jung can also use its remaining glow to scream and attract shadows to itself. We have a lot of bugs to work out still but the core mechanics are all there.

The guys at PUCPR jam site (we are at the right, with “uniforms”)

Aside from the game itself and talking about the Jam itself. It was a pleasing (and exhausting) experience to participate on a Global Game Jam. The extra hands were crucial for the game to come into fruition. In the name of the team I’d like to thank, Flor, Santo, Paulo and Rossato for their effort and dedication during the Jam. We also want to thank Bruno Campagnolo for organizing the Jam Site and the free sodas and sfihas. We’d like to do it again next year!

The Tsar Coffee

Wednesday, September 16th, 2009

bichinho tsar café

March 2009: Aduge starts developing it’s new game, code-name Tsar Project.
April this year: We move to our new headquarters in the Azuri Building
May: The studio turns 2yo.
July: The Adugans buy an espresso machine
September: Still no welcome party? How can it be???

Not anymore. One week ago, on September’s 8th, the so long waited Aduge’s Coffee Party took place in the three rooms of the Azuri Building currently used by the studio; being them the Headquarters Proper, Sun’s Bedroom and The Kitchen. We’ve had some of our closest friends, many types of special Brazilian coffee grains, and obviously, games.

Ingrid and Marcel competently took the charge of coffee tenders, and, among normal espressos and cappuccinos, prepared some interesting variants such as machiattos, nutella mochas and our exclusive brigadeiro coffee. We had breads, pies, cakes and snacks provided by our beloved guests. And for the games, N64’s Super Smash Bros. and Mario Tennis and CPS3’s Street Fighter 3 Third Strike (tough we don’t have a proper CPS3 machine, yet, we do the best we can with an emulator). The most remarkable challanges were undoubtedly the 4 players Smash Bros. ones.

We would like to thank our amazing guests and certify you that it was a real pleasure and reason of great happiness to us all to see you around here, so,come back soon! And for those that haven’t visited the studio yet, be sure, we are awaiting your visit!

New Project.

Wednesday, September 2nd, 2009

We are working on a “new” project! Actually started last March, the project is currently around half of it’s pre-production. We call it

Tsar Project.

We will start a production journal of it very soon on this same weblog and more info will be filled on a future special page.

Your rate for collecting items is 14%

Tuesday, March 24th, 2009
Samus learning how to defeat Ridley by Vermon

Samus learning how to defeat Ridley by Vermon

Some Saturdays ago we hang out at Beto’s place. Our day’s mission was clear, to finish Super Metroid with 14% item collection rate. For those of you who don’t know what that means, 14% is one of the many alternative game modes for Super Metroid in which you must finish it with a 14% rate of collected items, the minimum possible without the use of heavy glitching (namely X-Ray climb). To achieve this task we had to make some sequence breaks, and beat some hard bosses with less than 3 times the normal items and energy.

Super Metroid is a great exemple of what some game designers call Organic Difficulty, the kind of game where the player chooses if they want to power-up or not. In the Zelda series, for exemple, when you beat a boss a piece of heart will appear, but the player chooses whether to take it or not, so alternative gameplay challenges appear (like the 3 heart contest, where you should beat the game with only 3 hearts, or the Caterpie/Wurmple solo challenge on Pokemon games). These kind of challenges are common on most progression games but some are more rewarding and fun to play like the aforementioned Zelda and Super Metroid examples.

In Super Metroid this organic dificulty is very dynamic ranging from cakewalk difficulty level (100% any time run) to near frustrating difficulty levels (14% speedrun). If you want to finish the game with 100%, you will end up overpowered as for most of the bosses you only need some of the equipments. For instance, you can kill Ridley (not the last but the most difficult boss) with 30 supermissiles, or only 20 charged plasma/wave/ice shots. But you can do this without all these equipments. Aiming for 14% it would take all 15 super missiles, 5 missiles, 5 power bombs (hitting twice) that you have available, and 109 charge beams shots. All this while avoiding Ridley’s semi-random attack patterns, since you’ll only have three energy tanks (or 400 health).
Super metroid presents you with a lot of features to help the player perform sequence breaks, like wall jumps and infinite bomb jumps amongst other more obscure (and glitchy) mechanics like the famous Mockball. You can find out about these tricks here.

To support all this sequence breaking and alternative progression systems, Super Metroid packs a carefully built level design, in which everything fits so you won’t get stuck while trying to do something you weren’t supposed to. Some examples of how the level design helps sequence breaking in Super Metroid are the rechargers and cold rooms you find while hell running (passing through hot rooms in Norfair without the Varia Suit), the fishes and other elements in Maridia that allows you to traverse it without the Gravity Suit, the physically different lava pits before Lower Norfair, etc. The game has also lots of exploitable bugs-as-features like, blue suit, mockball, speed ball, horizontal bomb jump, shoulder pumping, and other more abusive bugs like X-Ray Climb and the Glitch Beams that help on sequence breaking, speed running or reducing the minimum % to finish the game. Some of these bugs are very handy and usually don’t do any harm to the game’s runtime. Sometimes we are left to wonder if these bugs were discovered by the designers and after evaluation were just left unfixed on purpose.

All that rabble was to praise Super Metroid for it’s excelence in game design overall. The game is impressive on so many fronts that its clearly no wonder it hasn’t aged on its 14 years of glory. Super Metroid is something like a unanimity at Aduge. We all love it and we play it extensively even today making experimental runs or just-for-fun playthroughs and challenges (some of them were even played during our strategic planning!).

So for all of you fans of Metroid out there, get to work. Get your friends together, buy some pizzas, prepare your living room and pump up your Super Metroid. You can play the 14% Challenge, Redesign, Impossible, or whatever you feel like it. And don’t forget to get your super-missiles before entering lower norfair. We did.

Super_Metroid_14%_Collecting_Rate

Interview with the Bichinho

Tuesday, October 14th, 2008

With one meter high and directly from the under-meta-world comes this soft blue creature. It’s mission is not known, but all the creatures that have come to his path know it is quite fast and has a dark sense of humor. We may add it also has a quite flexible moral. This little creature is not a Pokémon (and will probably hurt you a lot if you dare to compare him to one). It attends by the name of Bichinho, and has more girlfriends than you ever dreamed of.

Although not originally created for this purpose, Bichinho is the main character of project Cedilha. It has gathered many fans, probably because of the combination between a cute and smiling appearance, and a definitely strong personality. We would like to enjoy the opportunity, and make a quick interview with Mr. Bichinho. (we’ll be having automatic translation)

Ghost Board: How do you feel being so loved and desired?

Bichinho: Meh, I don’t really care. As long as people don’t get into my way, they can desire me as much as they want.

GB: In which Olympic sport would you like to take part?

Bichinho: Any. /me love sports. With the right uniform I can do anything.

GB: But then, wouldn’t you be Kirby?

- The interview had to be interrupted, as our interviewer had to be changed and taken immediately to the surgery room. We quickly replaced him by another. -

GB: Our readers would like to know what inspires you to keep running through the levels.

Bichinho: Have you ever asked yourself where you came from? I’m sure I’ll find something at the end of all this.

GB: Do you feel bad, or what do you feel when people think you’re a pokemon?

- We gave up. Two interviewers in one day is way too much. –

(This interview was brought to you by Ingrid Skare, casually known as Night-Fox, or simply as Fox. Ingrid is Cedilha level designer, but is now busy learning pixel art.)