Circuloid inside out. Part I.

Posted on Wednesday, March 16th, 2011 by Daniel

As you may have noticed, Circuloid is now available in App Store both for iPad and iPhone. To celebrate we will talk about our experiences and lessons learnt during the whole process of making a game. Circuloid is our company’s first game title released for iOS and, for most of our team members, a first game released ever. That fact, we suppose, allowed us to have a fresh look at the whole process.

We plan to publish series of posts created by different team members describing interesting aspects of work with Circuloid believing that our experiences can be useful for other developers willing to create or just creating their first game.

In the first part I will mostly try to describe how the game concept was born.

Gentle introduction…

…for those of you who need a few words of explanation about Circuloid :)

Circuloid is Macoscope’s tribute to a great family of arkanoid-style brick-breaker games. We took this old concept then twisted it a bit, and bent it around until we got some interesting shapes in hand. As you can guess from its name – Circuloid is basically an arkanoid game, based on a round board, but that is not all.

The origin

The original idea came to my mind with my first use of iPhone. “It would be great to have an arkanoid played with a whole device” I thought. Unfortunately, as a man whose computer addiction was born in the good old days of C64, I had a rather steady picture of all arkanoid games as one breed.

More or less static colorful bricks hit by the ball. It does not sound as an exciting game for today’s players, right? It was obvious for me that gameplay needs to be a little bit refreshed. Obvious choice – adding real physics to the game. Real physics means not only a simple application of the laws of reflection, but also of friction, elasticity, etc.
Considering the above-mentioned way of refreshing an old game concept, I was absolutely sure that this is almost impossible if you are targeting (somehow limited) mobile devices.

Things got changed when I saw a short movie of Hyperballoid2 gameplay. My mind exploded when I saw what happens when some physics are applied to this old genre. Bricks now can rotate, move, slide, explode, etc. etc. I started to rework the problem: “maybe there is a simple way to add physics…” and of course after a few hours I knew that my original assumption was wrong. There are simple frameworks ready to be used, to drive a flat 2D world even on mobile devices – Chipmunk, Box2D to name a few. That’s how we get to the first lesson – don’t assume, check and then check again!

The next “big idea” came from an observation. When you are holding your iPhone on its shorter sides and start to rotate the whole device as a kind of steering-wheel your hands are drawing small fragments of circles in the air. This observation inspired me. What if the whole game playing field will be changed from a rectangle to a circle?
The original rectangle shape was born, I believe, to properly fill the only display device of those days – a TV screen. Obviously, no one thought back then about rotating an over 100-pound TV set just to bounce a funny ball on the screen…
Changing the basic shape of a game play-field seemed to be an interesting mutation. Here we have the second lesson learnt – new devices bring the new ways of interacting with them, so keep your eyes open!

That is how Circuloid’s game concept was born. The rest of the improvements or enrichments were born “on the table” during the whole development process.

Development

We all know that for most of the time development is a rather boring process of changing pure idea into something that can be tested by other human beings. Of course in the next parts we will share with you a few fine-grained development details. For today I would rather like to share one observation about the development time.

You may think that a great gameplay makes a great game. It’s true, but only partially. Great gameplay can easily become a social meme. It will also be appreciated and maybe even awarded. Unfortunately from the developers’ perspective game is a mix of great gameplay plus lots of boring stuff: menus, intro screen, settings, hall of fame, scores serialization and storage module, mechanisms to freeze, pause and restart the whole game, etc. Most of them can be easily implemented, but it does not mean that they are zero effort tasks. So the third lesson, probably well-known to some of you: transition from the prototype game to a market ready product always takes longer than you expect.

For the scientific minds among you, here is a very rough math rule that I “invented”: time needed to finish a game is equal to the time needed to finish a prototype expressed in the next time unit in increasing order plus 50 per cent. Example: if your prototype took 4 weeks to build, your game will be ready in (4+2) months :)
That is like gravity, we may not agree that we are falling, but our disagreement will not change the reality. Gravity just has us.

That’s all for part one.
Next time Tomek will reveal the secret details of graphic design for Circuloid. Stay tuned!

Circuloid for iPhone is here!

Posted on Wednesday, February 23rd, 2011 by Macoscope

We are happy to announce that we have just released Circuloid for iPhone. For only $1,99 you can play this super-addictive brick-breaker game with a few twists and a circular aspect which adds a new dimension of challenge to the arkanoid genre.

Just like in the iPad version, the goal of the game is to break all the bricks on a given level (24 available and more coming soon) with a ball you bounce off your paddles. You can also compete against your friends (or total strangers) for high scores using Game Center.

Circuloid for iPhone is iOS 4.2 compatible and you will be astonished by it’s crisp, retina-ready graphics!

You can get Circuloid for iPhone here. Check also circuloid.com for screenshots and an awesome trailer!

Code Pilot and Xcode 4

Posted on Thursday, February 10th, 2011 by Zbigniew

We have received a lot of questions on whether Code Pilot will support Xcode 4 or not, and if it will – how much will the upgrade cost. It’s not an easy matter, because new Xcode is entirely different beast on the inside. Basically, all code allowing Code Pilot to interact with IDE has to be rewritten from scratch and that’s why we can’t “just release” another version of CP after checking that everything is compatible and works beautifully.

Nevertheless, we have started working on Code Pilot 2.0, with Xcode 4 support in mind. We’re hoping to have a beta version ready by the end of March if everything goes well.

Code Pilot 2.0 will be priced the same as the current version. Everyone who bought CP 1.x in 2011 before the 2.0 version’s release, will get the new version completely free of charge, everyone else gets the 2.x license with 50% discount.

And one more thing – we’ve decided that all the profit that we will generate this month on Code Pilot sales will go directly to developersAgainstPoverty.org campaign for clean water. We strongly encourage you to donate as well.

Code Pilot 1.2.4 released!

Posted on Wednesday, January 19th, 2011 by Zbigniew

Code Pilot 1.2.4 was just released. It includes support for latest pre-release version of Xcode 3.2.6 and some installer fixes.

Here’s a direct link to Code Pilot 1.2.4 package.

All I want for Christmas is… 50% off for Nozbe Simply Get It Done!

Posted on Thursday, December 23rd, 2010 by Macoscope

Don’t be afraid to say it – when it comes to productivity, for many of us the end of the year is a pure horror. It’s not only find-a-tree, buy-a-turkey, find-presents, check-christmas-lights, find-better-presents, check-christmas-lights-again, next-year-we’re-going-to-Hawaii time. It’s also time of making plans for the coming year, promises to work harder, save more money, afford Porsche (slash another Porsche) and – most of all – not to procrastinate anymore. And guess what – Santa’s coming earlier this year to make all your wishes come true!

For all those in love with Getting Things Done, but also for those who just want to improve their lives and make much more of it, we come with a real bargain. Now you can get Nozbe for iPhone/iPod and iPad for nearly half price! This means you get a powerful, integrated with Evernote application that not only helps you manage tasks, but actually get them done, cheaper than ever before! And if you have Nozbe.com account, you also get full cloud sync and teamwork support. Christmas price for iPhone app is now only $2,99 (compared to $4,99) and for iPad $7,99 (instead of $14,99) but you have to hurry – offer ends on 1st January 2011.

If you’re still not convinced, let us just remind you, that there is much more to Nozbe than just a Christmas sale. What you can achieve with Nozbe is organizing your work in projects so you won’t forget about anything, planning next actions to help you simplify your work day, delegate actions to save your time, integrate with Evernote, sync your projects, work in teams, browse files, make notes and much more to keep your life as simple and as organized as it can be.

So if you’re really thinking about making your life better and getting better results faster and easier, check Nozbe’s bargains now!

Nozbe for iPhone 50% off

Nozbe for iPad 50% off

Circuloid 1.2 with Game Center support is here!

Posted on Wednesday, November 24th, 2010 by Zbigniew

With have just released Circuloid 1.2!

Version 1.2 adds Game Center leaderboards support, enabling players to compete against each other for high scores. By popular demand, Circuloid 1.2 also includes sensitivity settings for accelerometer and slider control modes, as well as support for Apple’s recently released version 4.2 of the iOS (fast app switching).

Circuloid will be on SALE for $1.99 (50% OFF!) during thanksgiving and black friday.

Check out some screenshots revealing new features:


Game Center leaderboards on a floppy! What's not to like?

Game Center leaderboards on a floppy! What's not to like?!


Slider and accelerometer controls got sensitivity setting

Slider and accelerometer controls got sensitivity setting

More on Circuloid on it’s website: http://circuloid.com

Productive! Magazine as an iPad app

Posted on Friday, October 29th, 2010 by Macoscope

productive! magazineYesterday Productive! Magazine hit the App Store shelves. It was created in collaboration with Nozbe.

Productive! Magazine is an online magazine and focuses mainly on topics such as productivity or Getting Things Done. The editor of Productive! Magazine is Micheal Sliwinski – founder of Nozbe.

Converting the magazine to an iPad app was a great test. The hardest part was to deliver the perfect reading experience. We believe that we stood up to the challenge.

If you are a productivity geek and an iPad owner do try our new app, which can be found here (App Store).

Productive! Magazine for iPad has been featured in the Top Ten Lifestyle applications on the App Store!

Code Pilot 1.2.3 released!

Posted on Sunday, October 24th, 2010 by Zbigniew

Code Pilot 1.2.3 was just released. It includes support for latest Xcode 3.2.5 pre-release beta3.

Here’s a direct link to Code Pilot 1.2.3 package.

My name is Circuloid. John Circuloid.

Posted on Thursday, October 21st, 2010 by Macoscope

CirculoidWe have just launched our first game release called Circuloid. In the game you become a white-collar worker, that always dreamed of becoming an undercover agent. One day John gets a suspicious package and gets the ball rolling, literally.

Circuloid is a classic arkanoid/breakout brick-breaker game with a few twists. The goal is to break all the bricks on a given level with a ball you bounce off your paddles.

Game becomes more interesting using 3 different iPad control modes: touch, slider and accelerometer.

Modes

Available in the App Store now! If you want to become a real undercover agent enter our contest at http://circuloid.com/contest.html to win special agent gear.

Screenshot from Circuloid

Screenshot from Circuloid

Code Pilot 1.2.2 released!

Posted on Tuesday, October 5th, 2010 by Zbigniew

Code Pilot 1.2.2 was just released. It includes support for latest Xcode 3.2.5 pre-release beta2.

Here’s a direct link to Code Pilot 1.2.2 package.