4G on Verizon? Must be nice (I’m looking at you AT&T)

I finally upgraded my iPhone to a Samsung Captivate (from the Galaxy S series) on AT&T.  In short, I’m really happy.  Jacob and I are working on top 10 lists of the things we like and dislike of our respective Android phones to be posted later this week.

Near the top of the list is the lack of 4G on AT&T’s network.  They claim they will ‘flip the switch’ in mid-2011.  With news that a whopping 16% of AT&T customers would switch to Verizon for their iPhone, you’d think AT&T would step the game up when it comes to rolling out an upgraded network.

Instead, as Droid Life reports (with additional commentary and a super-cool graphic in an article by Taylor Wimberly at Android and Me), AT&T subscribers are left gaping at the latest list of Verizon markets set to get to 4G.  Oh to live in Flint, Michigan, Lahaina, Hawaii, or Centralia, Washington.

C’mon AT&T, it’s bad enough I have to jump through hoops to install non-market apps on my phone (much love to Android Central for saving the day with a tool to side load apps as I was installing the latest build of Nomuda’s pilot title).  Hurry up with the 4G!!

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Making of Veridia: Gingerbread

Gingerbread Mandroid

On December 6th, 2010 Android released Gingerbread, a brand new version of their operating system. In terms of overall impact it wasn’t nearly as big of an update as Froyo, which launched back in May, but Gingerbread has added some nice features and improvements for game developers that definitely sets it apart from Froyo.

First, the gaming improvements that Gingerbread focuses on deal with increases in game performance levels. Here at Nomuda we’ve done our best to make sure our game will run at a high frame rate, but these new tools make our job and the job of other developers much easier. The garbage collector, which takes care of memory management for all Java programs, has been improved to be concurrent, meaning that it can run in the background of your game and manage memory without slowing down the game as much as it used to.

Veridia's Yellow Peninsula: Wouldn't you love to travel around this here at a sleek 60 frames per second?

Second, Gingerbread made improvements to how touch and keyboard events are handled so that they can be dispatched much faster and your game can be more rapidly up to date with your inputs. Android’s support of OpenGL has also improved, which helps significantly if 3D graphics are of importance to you.

The third major improvement is that Gingerbread has offered significantly more support for native code. Native code is in essence lower level programming languages, such as C or C++, that directly interact with the hardware of your phone. If done well they are significantly faster. Of course, writing in native code means that you lose all of the nice libraries that Java provides, but as far as games go, performance is key. If performance issues are still getting you down, Gingerbread offers libraries for playing audio, displaying graphics, reading/writing to an SD card, and managing your activities all in native code.

What does all of this mean for us here at Nomuda? Not a whole lot yet. Google’s latest usage statistics are from December 1st, a mere five days before Gingerbread was launched. At that point Froyo had been out for six months and was installed on 43% of Android phones. Our hopes, as developers, are that the majority of these users migrate over to Gingerbread, as well as some users who were previously running older operating systems.

Don’t worry if you haven’t switched yet. We’re tailoring Veridia so phones running older versions of the Android operating system can play it. If the next batch of statistics come out saying that 70% of all Android users are running Gingerbread, we might change our game plan, but for now we’re trying to make it as easy as possible to experience our game regardless of the Android OS your phone is running. Thankfully, the Gingerbread improvements will make our game run faster without us changing anything if it’s installed, so we can be happy with that for now.

Daniel

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Making of Veridia: Action Puzzles

Now this screams action

I’m kind of an impatient gamer. Don’t get me wrong, I’m fine going toe to toe against a boss for hours – when it comes to that type of patience, we’re good ─ But make me wait in a game and I’m out. Anyone who’s ever watched me play has certainly at some point said, “Can’t you just sit still!”, while I’m running around in circles or obsessively pressing the Roll button. But, honestly, waiting is kind of boring. A game shouldn’t make you work to find the fun. It needs to be served to you on a silver platter!

So, when I started working at Nomuda and we decided we were going to work on an adventure game…with…can I even say it, puzzles, I was a little worried. There are a lot of kinds of puzzles in the world, and some of them (re: my favorite kind) involve “action”. Now I know at this point the avid Bejewelers out there are starting to get antsy. Don’t worry, there are still plenty of puzzles that’ll be great for you patient gem-swappers, too. In fact, we’ve even thrown in some with a little bit of both.

Get the blue fires

A great example of a puzzle we’ve done that’s got something for everyone is one where you control a green plant in the middle of the screen that’s surrounded by patches of harmful blue fire. Every time you tap the screen water to put out the fires sprays out of the plant towards your finger. You’ve got a limited amount of water and spraying it pushes your plant backwards. This puzzle can be solved in two ways: If you’re more of a plotter, you can plan out a careful strategy for how best to use your water. If you’re more of a doer, a little bit of luck, instincts, and reflexes while tapping like crazy can go a long way. Gentle reader, I’ll leave you to figure out which one I prefer.

Andrew

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Making of Veridia: Object Placement

In my previous blog (“Making of Veridia: From 2D to 3D”) I went over how I use concept drawings to create finalized 3D assets. Now I will talk about what it takes to create the seemingly living and breathing environment that is Veridia. Why go over this? Because having all the most beautiful 3D models in the world won’t mean anything if they’re not properly lit up and placed just so.

It may be taken for granted far too often, but the placement of objects is a really important when creating an environment. During object placement the artist has to make much of the same decisions as an interior designer or a movie set designer. What’s going to be seen? What’s going to be occluded? What gives off its own light? What casts large shadows and in which directions? What draws in the viewer’s attention? These are just a few of the questions that need to be really thought about so the placement fits the grand scheme of the game. The elements that make up Veridia exemplify this train of thought. Let’s take a look at three examples.

I must recognize that a large mushroom will cast sizeable shadows due to the size and shape of its cap. A tree with high-contrast stripes will draw the viewers’ eyes towards it (below).

A plant with glowing bulbs will appear to give off its own light (below).

Also, small ground level plants will be occluded by larger plants but are still needed to make the ground seem full and lush.

Once I have all the models placed I can begin thinking about how to light the scene. There are two ways to go about lighting an environment. One is to light the scene according to each individual camera shot, like how a movie set is lit to capture the emotion of the particular scene that is being filmed at that given moment. The second way is to light the environment as it would appear in the real world. That is to say, instead of lighting each individual camera shot you instead light all of the shots at the same time. The result is that the lighting stays consistent throughout each shot and can be very reminiscent of the real world.

Veridia has many camera shots, over 200 actually. It wouldn’t have been sensible to individually light each camera shot so I chose to light the entire island much in the way it would be lit if it were really sitting out in the middle of an ocean. I created a virtual sun that gives off a warm soft light. It’s set around a 3pm position to cast soft shadows that don’t have much coverage or elongation/distortion. I then told the light to act how it would in the real world. In other words, it needs to bounce off the objects it hits and back onto other objects. In the 3D software I use this feature is called Final Gather. Whenever the light hits an object it picks up color information from that object and carries it along to the next object where the previous step is repeated and so and on and so forth. This lends to a very soft and realistic lighting setup with a realistic sun.

The last steps are to add a skydome, which is essentially a dome model with a sky texture applied to it. This skydome adds further to the Final Gather color-bounce information. The light now picks up the light blue color from the sky and applies it subtly to the ground and plant models. This is the last touch that adds the extra bit photo realism to the scene (above).

These steps are all crucial because Nomuda is striving to make Veridia a visually innovative game with an attention to aesthetic detail unlike anything found on the smart phone market. We think the results are quite impressive and hope you do as well. Thanks for reading and be sure to keep a look out for future Nomuda blogs.

Rich

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Nomuda; West – Doujin; East

Not sure how many of you know this but the term Nomuda has its origins in Japanese. Look it up. There’s another Japanese word, Doujin, that is very relevant and parallel to the world of Nomuda.

Doujin Title Suguri

“Doujin is a term implying something self-produced by an individual or group with little to no professional support” and has been gaining a large foothold in Japan as of late. No professional support, well heck, that’s us! A rep for import publisher Carpe Fulger recently commented that doujin games have been on the rise in the West, easily importing these popular grassroots games from the East. They still remain obscure, but the popularity is growing.

Now, I’m asking myself, why import when Nomuda will be producing quality game lines in the very near future? Especially cool to note is that one of the more popular of these doujin games is a horror/mystery “visual novel” series called Higurashi. A game series gaining prominence? That’s us again!

Ougon Musou Kyouku

There are drawbacks to this current trend. According to Andrew Dice at Carpe Fulgar, “The problem there is that (several games) are built on the assumption of a 4:3 screen ratio. All XBLA and PSN games need to be in widescreen. Significant amounts of graphic material would need to be re-done, which is almost like remaking the whole game.” Also, the format (hard copy vs. digital preferences), copyright laws, and basic cultural philosophies behind the games also varies and causes a small rift. So while Japanese series started to come to Western culture and have work done to get properly translated and adapted to better suit the new audience, I’m hoping this means that soon the importing will be seen as an unnecessary encumbrance and people will find out that Nomuda is already on the track to create great series on a small budget (so far) with a large fun/addictive factor.

Long story short: Hello! Our name is Nomuda and we’re right here!

Jacob

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Inspiration from the (kind of) natural world

Biologists create animations of cellsWhen people talk about the latest in hot graphics, I’m usually thinking Harry Potter movies or Call of Duty.  But right before Thanksgiving a friend emailed me an article from the New York Times that features some animations – created by a biologist – that would blend right in to Veridia.

Dr. Janet Iwasa may just have the coolest job title in the world: Molecular Animator.  Like many game artists she took animation courses at the Gnomon Workshop in Hollywood.  The scientists say that visualizations can help them understand processes on a deeper level than when those processes are described using just words.

It does not, however, help communicate to someone like me whatever is going on in the image at left.  Whatever is going on in that animation looks like an awesome game I want to play.  But seriously it’s amazing to see the far-reaching applications of skills that are usually used to create entertainment.

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Event Theories: Week 10 – Everything Will Change

Warning: Spoilers abound!!!!

I know the past couple posts I’ve harped on the President Martinez situation, because quite frankly its been more interesting that whatever Shawn and Leila have been up to. Thankfully, that’s changed and we have something to ruminate over.

Seems like every week there’s something this bumbling duo decide to do that has me questioning what the writers were smoking when they typed up their latest escapades. Let’s forget that scrawny, computer geek Shawn has now managed to take out two, yes two, trained assassins. Let’s instead focus on what happened with Assassin #2, the one who got injected with the mystery mix. Here I thought the syringe was filled with anti-aging elixir, but instead of reverting to a youthful sprite he instead went the way of the kidnapped girls and went straight to super decrepit. Now, Dempsey never explicitly said that the syringe contained his “herbal sweetener”. We just assumed. But let’s be honest, what else could it have been?

Agent Collier stop pulling an Exorcist and help solve this!

So the question is: if he got older and someone like Dempsey can get younger, what gives? Perhaps the elixir is only supposed to be administered to half-breeds, such as Leila and Samantha. Yes? No? Maybe so?

The next point to hit is my own personal quest for truth. Are the EBs aliens or something else? Well, this week more proof was given that they are, in face, aliens. The whole telecom satellite broadcasting outwards to space was a pretty big sign, but I still will not concede. With the abstract mechanics of quantum physics I can’t rule out that the message Thomas and his crew sent I can’t rule out that the transmission isn’t bound for some gaping wormhole that will twist the message every which way and spit it out again for a future Earth to pick up.

This is reaching, I know, but I want to know more about this supposed alien world if I’m to believe in it. If TV has taught me anything its not to bite at any conclusions that are only based on circumstance. I need proof! So the question really is, what was in the message? Thomas indicated mass casualties as a result of the launch. No immediate deaths so what’s the future hold? Is he calling a fleet? Sending for back up? Its like the sequel to District 9…kinda.

That reminds me, I can’t wait until that sequel does come out. That movie was sick!

Jacob

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The Event Theories: Week 9 – Your World To Take

Warning: As almost always, this post contains spoilers!

Oh man, its getting tense now. This last week’s episode opened up and gave us a huge twist right off the bat. Up until now I believe most everyone thought that the number of EBs was around the amount that could fit in a normal-sized commercial airplane. But after the opening scene multiple hundreds of sleepers were in attendance at Sophia’s coming out conference. Much, much more than what could’ve been housed in the one plane that crashed in Alaska 66 years ago. So who are these others, where did they come from, and when?

Was she a doctor on her homeworld?

I gotta say, I still don’t think these EBs are aliens. It might turn out that I’m wrong and if/when that day comes I’ll be the first to admit that I was off the mark, but I still don’t see any solid evidence pointing to the fact that the EBs are from another planet. I still believe they’re human, from Earth, and more than likely from the future instead of from a distant galaxy. Why? Well, again, more hints in the first 10 minutes of the show. Most notably, the sleeper representatives who met secretly with Sophia after the conference. One of them had a British accent. Another an African accent. So now, if these are supposed to be aliens not only are we to believe that their naming system is just like us humans, but that they also have the same accents. Granted, in 66 years they could have picked up the accents from their new population, but I’m not buying it. I believe the British EB was born and raised in England, I just don’t know the year.

Linked with this, during the post-conference talk, there were nothing but loose references to the EBs home. The lack of vocabulary that concretely states that they’re not from Earth makes me lean even farther to the belief that they are. All of their vague talks of their home could easily describe another time as much as they could another place.

That’s all I want to chew at right now. The whole thing about the assassin wanting Leila has given me a huge question mark around the entire Buchanan family that I can’t tackle just yet, but I’m more than open to suggestions about that. Ideas anyone?

Jacob


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The Event Theories: Week 8 – For the Good of Our Country

Warning: This post contains spoilers!

Say what you will about how much you love or hate “The Event” through 8 episodes, that’s not what this blog is for. It’s solely for trying to figure out what the hell is going on regardless of quality. Why? Because its fun, that’s why. And for the record, I’m digging the show.

Now, with that out of the way, the past episode was pretty intense. The most important twist for fans to gnaw on came at the very end, of course. The old man, Dempsey. Or should I say, the young man, Dempsey? Depends on when and if he’s had his “herbal sweetener”. Looks like he’s got himself some anti-aging fountain of youth elixir but it doesn’t work without a large enough dose.

Got that anti-aging sizz-urp

If the EBs quarantined in Alaska are the only source for mining this oh so good youth serum, man, wouldn’t it be good if they were kept as prisoners so more research could be done on them and more magic elixir made? With the president about to have them freed, there’s perfect motive for our old-timer Dempsey to try to have him killed. He’s not about to let his golden geese fly the igloo that easily. And judging by the wrinkly children we saw at the end of Episode 7 they definitely still need those EBs because they haven’t quite perfected the liquid quite yet. But close.

How do you like this as an idea? We’ll stay away from Sean and Leila for now. After Sean’s amazing ability to beat a trained assassin in hand-to-hand combat after a bullet rips through his torso, Leila’s judgment to kidnap a doctor at gunpoint, and Sean’s asinine “mad dash” from the cops to end up passing out in an alley (way more conspicuous than just sliding down in the back seat), I’m too frustrated to deal with them right now. And I’m not the only one.

Let’s focus on the executive administration aspect. What do you think about Dempsey and his purposes? A great quiz on theories can also be found here.

Jacob

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Making of Veridia: from 2D to 3D

In my previous blog (“Making of Veridia: Creating concept art, from text to 2-D”) I discussed how I used our Graphic Bible to come up with concepts for the objects and environments that will be in our first episode, Veridia. For this installment I will go over the methods I used to take my concept drawings and create final 3D artwork that the player will be able to see, and often times play around with, in the game. The beauty of concept art is that it gives you a jumping off point when creating a 3D model. Think of it as a roadmap, so to speak. The great thing is that the concept art is not necessarily the end-all be-all. It’s a place to begin negotiations. After presenting the concept work to the rest of the team, small changes can and will most likely happen (hopefully for the better).

The hatch above and the mushrooms below are actual examples of concept art and completed assets for a couple objects that appear in Veridia. As you can see there are subtle changes from the source concept and the completed models. The reasons for not following the concept artwork to a T varies from instance to instance. However, the end goal is to always have a model that looks nearly identical to the 2D concept artwork while keeping the game requirements in mind.

Another crucial point I have to keep in mind: video game models are made up of little squares called polygons. If a model is too detailed (too many polygons) it can slow down a game. If you ever played a game and it suddenly gets all jittery (sometimes called ‘lagging’ or ‘chugging’), this is because there are too many polygons on the screen at once. So while I’m modeling I have to make sure I have as much detail as I can without going over the limit for that individual object. Not an easy task.

The next step is a bit more fun. Once a model is completed I have to add a texture to it. Without texturing a model is just gray and boring (see left). Before I can add a texture to a model, I have to unwrap it. Unwrapping is when an artist takes his model and maps out it’s polygons on a grid. The end result looks similar to as if the model was flattened. This is called a UV Map.

Mushroom UV Map

Now that the model is flattened I can paint my texture. Usually I import the unwrapped model’s UV map into a painting program of my choice (Corel Painter, Adobe Photoshop, etc.). I then paint on top of my map using a special piece of hardware called a tablet. The tablet lets me use a stylus like a paint brush to create unique textures that have a stylized feel to them. I use a combination of texture samples extracted from photographs I have taken and hand-painted colors to create the specific effect I am after.

Without Ambient Occlusion

The final step is to have my 3D program create a special file called an Ambient Occlusion Map. Ambient Occlusion simulates the way light reacts in real life, specifically the soft shadows created when objects get close to each other. I use this Ambient Occlusion Map to add darkened areas to my texture file.  These dark areas represent where shadows are being cast.

With Ambient Occlusion

Now that the model has a texture I am ready to add the finishing touches. Modern day computer graphics utilize a special file called a normal map. Normal maps allow a model to look more detailed than it really is. For what purpose? Doing this is a way that the model can appear to be made out of more polygons than it really is, thus giving more detail and better sense of reality to the player’s eye. These lone maps are why modern games look so good. The other file I use is called a specular map, it controls where the object is shiny and reflective, as well as the intensity of the shininess.

Mushroom normal map

There are several ways I can make normal maps, however most recently I have been using a program called Crazy Bump which streamlines the creation of normal maps. I simply use my texture file as the source and Crazy Bump will spit out a normal map. This method does come with its limitations. Crazy Bump is limited to the detail present in the texture file and requires a lot of tweaking for the normal map to be at its best. Crazy Bump can also make specular maps. They’re made in much the same way as the normal maps. Once I am happy with Crazy Bumps’ normal and specular maps I export them.

I am now ready to apply all three files (texture, normal, and specular) to the model. It’s a long road from concept to completion but its worth it to have top notch game assets. You’ll see for yourself when Veridia hits the Android Market in a couple months. In the meantime, we’ll be showing off more graphics in our future “Making of Veridia” blog posts!

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