Archive for the ‘projects’ Category

Vikings of Thule receives an Update tomorrow!

February 16, 2010

Vikings of Thule will be offline for a few hours early tomorrow while we are updating! As we move closer to the end of the beta era, Vikings of Thule is receiving many exciting new updates to make the playing experience a memorable one for new players and our veteran players, as well.

In this update, you can expect to see a better registration process, a brand new tutorial with gives rewards during and after completion, an improved marketplace with better sorting options, post to profile options to boast about your achievements on Facebook, many profile changes and a new game header with easier options to become a fan or leave feedback.

A major change we have made concerns an issue many players share regarding forfeiting during duels. Those who forfeit will now incur penalties and the player remaining will receive rewards for their valiance. If a player decides to forfeit a battle, a confirmation window will pop up and alert them that they will lose the cost of the battle, their runes, and 50% of the respect points they would have lost during the battle. The player remaining will be refunded their duel costs, have their used runes returned and other small rewards which may not all be in place yet. We hope this helps in keeping fair game play and adds to the enjoyment and challenge in playing.

We plan on releasing another update in the near future where we will have fixed any bugs that we may spot after this update and will include even more features, including the introduction of using your Wights during duels! We are also in the process of creating the official Gogogic forums, which will be linked from the game’s header bar. The forums will be a bit plain at first, but we can make it an exciting location to hold discussions with your help and feedback. Vikings of Thule will have its own forum, as will each of Gogogic’s other titles. In the coming months, we also plan on including messages, an in-game chat system, more assets, new battle cards, mini-games, town management options, quests, missions and the option to form alliances.

Exciting times are happening and we look forward to seeing you all in Thule!

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Sneak Peek – Vikings of Thule Stuff

June 9, 2009

avatars

We just published a small Avatar Customization client for Vikings of Thule – our upcoming online MMOG. This is a preview of what’s to come and allows people to experience how this particular part of Vikings of Thule might eventually look and feel.

The client does not represent final graphics and there are a lot of neat little touches, movements and “stuff” that we’ll want to add – but we want to publish little tests and milestones, like this one, to show people where we are currently at and what we are thinking.

We originally submitted the Avatar Customization Test to our Beta Testers group on Facebook, which instantly responded with positive and constructive feedback. That is exactly what we’re looking for! So please join our Beta Testers group to post your comments and share your thoughts – or submit them through the “Vikings of Thule” site.

The Avatar Customization Test can be found here : http://www.vikingsofthule.com/avatartest/

Vikings of Thule Promo Site and Teaser Video

May 22, 2009

We’ve just launched the promotional site for Vikings of Thule. Check out the Teaser Video, head over to the promo site for screen shots and sign up as a Beta tester. The Beta will be available late summer / early fall and we’re counting on you to help us develop the coolest casual online mmog to date!

Cheers!

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Symbol6 Updated and Nominated

April 6, 2009

nomination1Okay. Short, sweet and to the point. If you’re a regular reader then you know that posts like these are pretty rare. Usually they just go on and on and on. But this doesn’t. Promise!

  • An updated version of Symbol6is now available : Online leader boards with daily and overall leaders are now accessible (also viewable on the web). Play the game, write your name and submit your score to see how good you really are!
  • Symbol6 is currently available for just 99 cents! Check out the App Store reviews and grab your own copy (we’re confident you will, after reading those reviews).
  • Symbol6 has been nominated for the Nordic Game Awards 2009 in the “Best New Nordic Talent” category! The winner will be announced 5/19/09 at The Nordic Game conference in Malmö, Sweden.

Over and out 🙂

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Symbol6 : How We Created an iPhone Game

February 9, 2009

symbol6-logo

Yesterday, I asked my Twitter (@gogogic) followers/friends if they would be interested in a blog post about our concept and development processes. The answer was an overwhelmingly repeated “yes, please!”.

It was hopelessly clear that I would not be able procrastinate this here post… So, as promised, here is a rough look at how Gogogic operates, using Symbol6 as an example. Enjoy!

It all begins with an idea

Gogogic designs, develops and publishes games for the web, as well as the iPhone and the iPod Touch. This basically means that we have to come up with a lot of cool game concepts. Constantly. Which is what probably sets companies like Gogogic apart from companies that are more used to building “conventional” games – or “big” games (although, some of our future titles would certainly be considered big but “casual”). We work with volume while others work with size. And, of course, all good game developers constantly work with quality.

This means that ideas are very important to us. Polished game mechanics, innovative features and games that fit the intended platforms perfectly are all things that we look to incorporate in an initial idea. A lot of our time is spent on ideas. Everyone can participate and pitch their ideas. At any given time.

The process

The following image roughly describes the overall process, where an idea is molded into a concept which then becomes a formal proposal which is accompanied by an animatic that serves as an initial prototype.

process

At any given time we have a stock of very rough “game ideas” – some are little more than a few lines of text and a rough sketch or two. All of our “logged” ideas are stored on an internal wiki and they are developed gradually, through a very organic process of reading, reviewing, re-writing and updating.

Everyone can be involved, in one way or another. Some people have to participate, of course, but anyone can chip in. Concepts are discussed during meetings (both formal and informal), sent between staff members for comments, etc. And, of course, a lot of doodling and drawing goes on as well. The following image shows the very first paper draft for Symbol6:

first_draft

Some concepts never make it past the “few lines and an image” stage (the initial idea stage), while others become drafts that are developed and “finalized” (of course concepts are never “finalized”, but there is a point where you have to stop and decide that you’ve reached the stage that separates concept from full blown design). A finalized concept feels complete when:

  • It describes the basic workings of a game
  • It captures what would initially seem to be main elements and mechanics
  • It has an initial story
  • It has a flow to it – a basic game play description
  • It holds conceptual suggestions to look/feel/sound/size
  • It suggests user stories and interactions

When a concept is “fully developed”, it becomes a part of a “proposal” pool – which basically consists of a number of concepts that we feel are all worthy of being analyzed and broken down into specific requirements.

The proposal

Symbol6 was formally picked from the proposal pool because

  • The concept indicated that the game could be a lot of fun
  • The game had the potential to reach a broad audience, even though it was especially interesting to a niche market  (puzzle game lovers)
  • The game had replay value, although it was simple and relied on a single (but unique and polished) game mechanic
  • The game was simple enough for us to implement it fairly quickly on a new platform, without compromising kick-ass graphics, sound quality or game play implementation

After being picked for production, the Symbol6 concept was turned into a full blown game proposal, where basic game design took place. Proposals also hold further implementation details, goals, feature specifications, etc.

For smaller projects, like Symbol6, the game proposal actually acts as the first draft of a design document, so when the game proposal for Symbol6 was accepted, we already had finalized most of the game design, as well.

The animatic

But the proposal (or the game design document) is not the most important part in our process. The “prototype animatic” is, however. Below, you can see the initial animatic that was created for Symbol6 (Amusing fact : the working title for Symbol6 was Hexago).

The animatic has one purpose, and one purpose only. It visualizes the experience of a conceptual player, given a specific scenario. Simple games, like Symbol6, only need a single animatic to describe the whole game, while bigger games need multiple animatics to portray different “player stories“.

As those of you who are familiar with Symbol6 can see, most of the features portrayed in the animatic were implemented in the final version of the game. The animatic instantly set the tone for the entire game, how it would look, how it would work and how a player would experience it. Everyone on the team knew what to do from the moment we reviewed the animatic.

It also allowed us to decide what features we would implement and what features we wanted to skip, based on a visual experience. Furthermore, it allowed us to quickly prioritize features, requirements and critical elements.

At Gogogic, the animatic is king.

Production and design

Finally, the game is ready for production, along with sound and graphic design. Concept images and sounds have, of course, been set up. But this is the point where everything is finalized and handed in.

The following image shows the complete symbol set for Symbol6, as the graphics department handed it over to production.

hexago-icons_all

Finally

I’ll leave the production, testing and publishing processes to another post (or two) since they diserve more than a couple of lines at the end of what has become a pretty long post.

Of course, this post only covers the fundamental parts of what we do ,while I’ve tried to avoid specific details of “how we do it”. Each aspect would need a separate post, if the intent was to cover that as well.

But “what we do” leads to the question “why we do it”. The answer is simple. We’re trying to build games that are extremely fun, innovative, user friendly, slick, stylish, beautiful and immersive. We’re trying to create an experience and that is why we go to painstaking lengths to see if a concept works or not – by an iterative process that organically weeds out ideas that do not work and by visualizing what we’re trying to achieve, early on.

ingame

Hopefully we’ll be successful with Symbol6, because we have a lot of great concepts just waiting to be produced and released. I’m sure I’ll publish “sneek peak” images and examples here, on this blog, before long 😉

And remember to check out Symbol6 in the App Store,  or the offical site, if you haven’t already. http://www.symbol6game.com

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Symbol6 Released (and 1st Review)

February 5, 2009

Symbol6 App Review – AppVee.com

AppVee just published a video review of Symbol6 – our very first game for the iPhone and the iPod Touch. We’re very happy with how the game has been received, so far, and the reviews it is getting.

Our next game is already in production. More on that later 😉

Symbol6 – official site : http://www.symbol6game.com

Symbol – App Store link : http://tinyurl.com/cmqstf

Gogogic Tackles iPhone Game Development

January 23, 2009

ingameFinally! We’re able to unveil our iPhone game development plans. We’ve been working hard on new game concepts and mechanics, specifically designed for the iPhone and iPod Touch.

Symbol6 is the first game through the pipeline. Although it won’t ship until late next week, we’ve set up an official site for it where you can see screen shots, videos and more. We’re very proud of Symbol6, specifically because we were able to fit a unique game mechanic to a fantastic new platform. We really hope it does well, so we can make more iPhone games.

Here is the official site: http://www.symbolsixgame.com/

Stay tuned! We’ll let you know when we officially release Symbol6.

Release (Facebook) : The Attack on Glowbuleville

January 19, 2009

Glowbuleville

A public Beta version of The Attack on Glowbuleville is now available on Facebook. We’re still tweaking it and turning a few screws but the game is both ready and stable.

  • Rating : All audiences
  • Difficulty : Hard
  • Total playing time : 70-140 minutes

This game is specifically designed for casual players that are looking for a challenge – people that want fast paced fun and a whole lot of action. So even if the basic game-play is easy to learn and the game mechanic overly familiar, the game itself will test your resilience and will.

So, do not let the cuteness og Glowbuleville fool you. Because it will test your nerves and your reflexes. Whack whack whack away so we can add more huts another day.

The game

You take on the role of a young hero, which has to save the overly cute village of Glowbuleville, from occupation by the evil Gorbs. You have to enter every hut, whack every Gorb and save innocent Glowbules that are held captive. You begin with a crummy twig but as you work your way up, you are able to pick up better whacking weapons and other things that will help you succeed.

Your profile is a very important aspect of the game. There, you can see what trophies you have earned, how your journey is going and where your skills need improvement. You can also view the profile of your friends and compare your success to theirs.

Who’s Your Friend?

January 15, 2009

plakat-185x200We just released another Facebook game. “Who’s Your Friend” is a very simple game where players have to identify their Facebook friends based on profile images. Each player has 90 seconds to identify as many friends as possible. We just wanted to see if we could fit something like this into a small Flash application. No razzle dazzle – just plain old fun.

As a player, you will see a blurry profile image of a friend. Alongside it are four names of friends and you have to match the correct name to the image displayed. The image becomes clearer as time passes but you also loose points (and valuable time) if you’re not quick to react. Once you’ve made your guess, another image is displayed and the fun continues!

So – simple, fun, easy to learn. Enjoy!

Happy Holidays from Gogogic!

December 19, 2008

jolagogo

What time is it? It’s Christmas time! Yay! That means it’s also time for another small Christmas Game “Greeting Thingy”.

In 2006 you had to whack crazy moose that stuck their heads up from the ground. In 2007 you had to stack presents on a sleigh while dangling from the sky.

But this year you need to help one of Santa’s elves pack presents! And believe us, he needs all the help he can get. Best of all, every present counts as the total number of presents is accumulated into a total jackpot so everyone can chime in to build a huge virtual pile of presents – so there will be enough virtual goods for everyone!

Anyway – Enjoy and happy holidays!