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Mind the Trap

2016 Sacramento Indie Arcade Gaming Expo


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This was the first time we’ve demo’ed at a community event for game developers and it was an awesome weekend. Hands up to Gabriel GutierrezBriana Aea and the rest of IGDA Sacramento for such a great job and for giving us this opportunity!

The event was held at the West Sacramento Community Center and featured four large rooms of video game developers, board game designers, cosplayers and shops. Despite a rainy day, a lot of people came to play, which included elementary school kids, college students, parents and other developers. It’s also been a few months since the team has gotten together and even played the game with each other. The handsome devils from left to right:

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Chris Ng, Conrad Fay, Kenneth Ng, Michael Lee
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Conrad Fay, Kenneth Ng, Jordan Henderson, Chris Ng

It was exciting to see the creativity and variety of games from the Sacramento community alone. The players, which was an even mix of developers and casual gamers, were also really supportive and shared a lot of constructive criticism.

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Mind the Trap

Mark Your Calendars! Indie Arcade Expo, April 9th


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We’re excited to announce that we’ll be attending the Indie Arcade expo hosted by IGDA Sacramento on Saturday, April 9th!

Mind the Traps has evolved a lot since its birth at the Epic MegaJam, so players will have the first-hand opportunity to try out all the new stuff. We’re talking about a new character design, high-definition textures, particle effects, new mechanics, and more puzzles and mini-games. 

If you happen to be in the area, come by and play, or just say hi! It’s our passion to design the best gameplay experience we can offer, so we take all feedback very seriously.

We look forward to seeing you there!

Mind the Trap

Week 16: Traps Stress Test


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Although the Unreal Engine automatically applies occlusion culling, a lot of the traps and mini-games we make have code, animations, and particle effects that run in the background, even if they aren’t in the camera’s view. Most of it is quite trivial, but given that the traps are the most frequently used asset in the game, we thought this was an excellent area to perform a stress test on several gaming computers and see how it would impact performance in terms of frame rate, frame latency, and online networking.

For this build, we procedurally generated the entire dungeon from the beginning (as opposed to generating and deleting on the go) and spawned roughly 300 traps. All the in-game meshes were placeholder and do not have any materials. We’re fully aware that materials and textures are an entire field of its own that needs to be efficient, but that’s a topic we’ll handle later on when we have official assets.

While we were at it, we wondered if it’d be fun at all to have a dungeon crawler that went to the extremes and had nothing but traps at every step of the way. Would it be so painfully punishing and yet rewarding that players would call it the “Dark Souls” of multiplayer party games?

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To get a fresh perspective on our game, we invited a friend of ours, Alex, an avid gamer, to playtest with us. Here’s some gameplay footage.

So, it was definitely not Dark Souls-like at all. In fact, it was such a pain to get through the pathways, especially with the poor visual cues and the inability to move an inch without falling off the platform.

Back to the main goal at hand…

Frame rate and frame latency were great and stayed steady throughout the playthrough, even when the camera view zoomed out and a significant number of traps were being rendered.

Online networking, unfortunately, suffered and issues with server-client desyncing made it unplayable at times. The players on the client side would report walking through the trap meshes, teleporting across the screen, and getting damaged by a trap before it even activated. By the end of the playthrough, the server saw all the pendulums moving, but none of the clients saw the pendulums moving.

Basically, a lot of the remote procedure calls (RPC)—multicasts and rep notifies—were getting lost in the lag. As we got further and further into the map, it became more apparent that the later traps and mini-game rooms were missing some RPCs that should’ve been called (e.g. the pendulums moving only on the server side). This is likely due to how our procedural generation works at the moment, where the entire world is generated at once, making the number of remote procedure calls to send from server to client quite large in such a small amount of time.

This week we’ve made some great progress and resolved a majority of those issues by running periodic checks, using a blueprint interface to communicate values calculated from the server’s end, reducing the number of remote procedure calls, and reworking the procedural generation to create and delete the world as the players move forward, rather than all at once.

Mind the Trap

Week 14: Debugging in All Its Glory


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Roughly every two weeks we do a check-in with each other on the game’s progress. We sync up all the work we’ve been doing, make a build, and playtest the crap out of it to make sure it’s still headed in the right direction and to prevent any game-breaking bugs from carrying forward.

This week’s build consisted of over 15 different pathways, 10 mini-game rooms, and 3 bosses. To no surprise, we playtested it over 20 times and found a whole bunch of game-breaking bugs, such as gates closing on the players before they could leave the room and items not getting deleted when the mini-game ends. Now we have this massive list of things to fix before our next build. Yay!

An interesting finding was that platforming, specifically jumping across suspended platforms, was not good for pacing. It was really frustrating to fail the jumps over and over, and it became something only the more skilled players could pass through quickly. For a party game with a low skill cap where players gain enjoyment from messing with each other, this was not a desirable outcome. As a result we removed all the platforming-heavy pathways.

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On the upside, good progress was made on a few things. The procedural generation is efficient and very speedy. Online networking is working much better—nearly all the replication issues we had previously are now taken care of. Lastly, the mini-games are turning out to be a lot of fun.

Mind the Trap

Week 12: New Minigames and Pathways


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Happy New Year to you all!

*cough* We’ve been slacking off a little on the weekly updates—new year resolution duly noted—but we’ve been hard at work! Here’s what’s been goin’ on since December of last year.

Minigame Rooms and Pathways

As some of you may recall, Mind the Traps is a dungeon crawler designed around pathways and rooms. In each room the players duke it out in fun Mario Party-like minigames yelling at each other and gawking spit from uncontrollable laughter. Between each room are sets of connecting pathways, a highly varied assortment of pillars, floating platforms, bridges, spikes, hidden traps, obvious traps, monsters, etc. etc. This is where all the devious fun comes in muahahaha.

Jodie has too many coins? Let’s smack her into the pit of lava. George winning too many minigames? Just let the monster snatch him up and feed on him until his pockets are empty of coins.

During these past couple weeks, we’ve been planning out all the minigames, traps, types of monsters, bosses and pathways and have been gradually crunching them out. The plan is to have a fully playable version by the end of this month, featuring 5 bosses, around 12 minigames, and about 30 pathways. Here’s a screenshot of us playing with fog and new procedurally generated pathways.

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Here’s a teaser for one of the boss concepts we’ve been playing with.

Spring traps boss (Twitter)

Story

We wanted the story and narrative to scream Stanley Parable and Battleblock Theatre—ridiculous and sarcastic humor. The team got together this past week and spent a good day chucking out a narrative. For now, let’s just say it involves puppy treats and squirrels, but we’ll reveal more later on. 😀

 

Game Jams, White Rose

Ludum Dare 34 Results


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And the results are in… *drum rooollllll*

  • Graphics: 4.20 (Score), #129 (Rank)
  • Mood: 3.50 (Score), #286 (Rank)
  • Innovation: 2.97 (Score), #631 (Rank)
  • Overall: 3.16 (Score), #668 (Rank)
  • Fun: 2.92 (Score), #701 (Rank)
  • Theme: 2.42 (Score), #1058 (Rank)

As hoped, White Rose scored pretty well in graphics! Woot! For a game with around 3000 contestants, that’s awesome.

Mind the Trap

Week 9: Online Networking Works, Next Year’s Plan, Profit Sharing Plan


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Online Networking

Our UE4 guru, Michael Lee, just finished his finals last week and of course couldn’t wait to get back to work. In a few days, he got the online networking to work! Woo! Trying to get this to work has been a huge pain for Chris this past week; apparently, it’s because of the way our router is set up.

Integrating online play is still up in the air. Mind the Traps is a party game that you enjoy with your friends, and if your friends are around you as opposed to behind the screens then it’s even more fun. Playing online actually does more damage than give convenience. There are a lot of games out there that only offer local play, e.g. Towerfall Ascension, Spelunky. It’s not an all-or-nothing option for the player.

Plan for Next Year

Chris and I will be finishing up the technical portion of Mind the Traps by the end of January, and our artist will come onboard around the February timeframe to touch up the game, add in new characters, design the bosses, etc. His artwork will be a strong tool for marketing and building up hype for our Kickstarter campaign in the summer.

Profit Sharing Plan

The elephant in the room. Running a business means everybody has to get paid! We’re very fortunate to be working with a flexible group of people that isn’t worried about being paid in the immediate term. Kenneth has been working on a profit sharing plan, which is a payment model in which everybody is compensated only when the game makes a positive profit. Everybody takes a percentage of the profit sharing pool based on how much time they can commit to the game’s development.

Ludum Dare 34

Judging is still ongoing for another week. If you’re a current participant, it would be an awesome Christmas present if you vote on our game!