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TIGSource ForumsCommunityDevLogsParty Animals! - A Deceptively Cute Political Strategy Game (PC)
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ephoete
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« Reply #40 on: February 07, 2015, 09:52:38 AM »

I was reading the post about winnability, found it quite interesting indeed, what books did you read actually? Anything to recommend on the topic?
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« Reply #41 on: February 08, 2015, 07:13:18 AM »

I was reading the post about winnability, found it quite interesting indeed, what books did you read actually? Anything to recommend on the topic?

Unfortunately the books Julius read for that post were all made by local campaign managers, and none of them have really wide print runs.  I think they were really made for local politicians in mind.  This site is a really good resource for US Elections though: http://www.localvictory.com/


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« Reply #42 on: February 26, 2015, 06:18:32 AM »

Our programmer Julius made a devcast of himself programming our Election day prototype in Javascript, in between his thoughs on being an immigrant IT worker in New Zealand.  Check it out, He talks in a funny accent too!

https://www.youtube.com/watch?v=WKEqKeAtGLo&feature=youtu.be
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jamesprimate
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« Reply #43 on: February 26, 2015, 06:23:11 AM »

this is a fantastic devlog. love the insights and background you are bringing into it  Beer!
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« Reply #44 on: February 26, 2015, 06:37:07 AM »

Thanks!  we've been a bit lazy updating it as of late but trying to get back into the swing of things. Smiley

Speaking of which, here is Crocopio just throwing money all over the place,


Mousilito running around to make a campaign speech,


and Hippopolita looking to...beat some voters into submission?
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oodavid
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« Reply #45 on: February 26, 2015, 08:37:08 AM »

I like to think of Mousey as Leslie Knope Wink

Edit - I liked your post about puppet animations v hand-drawn. Since I'm such a techie we went down the "puppet" route, but it was still great to read an opposting perspective
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ryansumo
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« Reply #46 on: February 26, 2015, 04:47:12 PM »

Mousey definitely loves Leslie Knope!

Glad the animation post was interesting to you.  I think bottom line was also that I stuck to what I was more comfortable with.  A friend whose company specializes in pupet animation has offered to show me their pipeline, so when I have some free time I'll definitely take him up on that offer and maybe use it in our next game, if ever that happens. :D

I like to think of Mousey as Leslie Knope Wink

Edit - I liked your post about puppet animations v hand-drawn. Since I'm such a techie we went down the "puppet" route, but it was still great to read an opposting perspective
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« Reply #47 on: February 27, 2015, 07:19:36 AM »

(This month our new programmer Marnel takes us into his thought process on his first real month working on the game.

After implementing some of the basic features of the game, I could definitely say I’m now an official Party Animals programmer. There’s no turning back now. I’ve invested huge amounts of time, effort, and code already. Might as well make a blood oath that I’m going to code for this game until it is released.

Starting a code base is both challenging and exciting. I have to learn new stuff and unlearn some things that I used in my previous game. I have to reset my mindset that the project is still in its early stage. Lots of tools and systems are still missing. It’s unlike the code base of a built game where the systems are already in place and I have the thought process on how to change things. This time, I’m also not a lone programmer anymore. I have to take that into consideration.

In this post, I’ll show you what I’ve done so far.

Camera Settings and Resolution

I’d like my camera and 2D Toolkit settings to be consistent. I want the orthographic size of my cameras to be 1 because it feels more consistent rather then specifying some other number. It also helps with resolution independence. We’ve also decided to use 1366×768 as the base resolution. In short, I have to rip apart the current settings (sorry Julius). I’ve requested Ryan to resize the assets to make it suitable for the new resolution. 2D Toolkit sprite collections have to be regenerated. With this, fixing the positions and colliders of the districts was also inevitable.


Resized districts. Still used Julius’ clouds and wave simulator. They’re cool!

uFrame

Party Animals is a systems heavy game where game rules could change a lot. I’ve decided that I should incorporate some form of framework to it so we could at least have some structure to where code goes. Julius used StrangeIoC. Then I was able to buy uFrame because it was on sale. I found uFrame to be superior than Strange. So I had to rip apart the current code base (sorry again Julius).

I’ve got to say don’t buy this product if you’re not a programmer or even a newbie coder. It’s hardcore code framework rather than a utility extension like most other asset store products. I wonder how they sell this thing. Only programming nerds are excited by this.

I really like it, though. It forces me to adhere to MVVM and have some kind of structure and separation on where the appropriate code goes. It forces me to follow the rule that views should react to changes in models. Only controllers can mutate models. I had a really hard time understanding it at first. Data initialization is not that straightforward. I even asked dumb questions to their forums. One reply said “Ugh, awkward questions… but here’s what you do…” I’m starting to get used to it now. I’ve implemented the features so far using uFrame.


Models in uFrame are code generated. They are authored like this.

Staff Movement

The Staff and Districts are the main movers of the game. Obviously, these two had to be implemented first. The first action I’ve done is movement. Things have to be implemented a little different when using uFrame. If I had done it like I always do, I just move the staff avatar then change its current district. Not anymore. In uFrame, you have to go through a controller. I have a command called ChangeDistrict() which updates the current district in the model. The avatar (view) has been bound to the current district. It is notified whenever the current district changes. When it does, that’s the only time that I could move the avatar to the new district. See the difference there? The direction of execution is always Model changed then View reacts to it, not the other way around.

Staff Campaign and Unity UI

Party Animals is so UI heavy. I haven’t played with Unity UI yet because Warrior Defense’ UI was still using 2D Toolkit. I have no escape now. Julius is using it and highly recommends it. I hate to say that I do like it after trying it out. RectTransform is freaking awesome! I hope it won’t bite us later. I’m still not sure how to go about atlasing, hi-res assets replacement, and draw calls.

Campaign is one of the basic Staff actions. This action has a lot of parameters so I decided to use a uFrame model for it. I’m glad I did because I learned a lot of the uFrame flow when I implemented it. The major one is UI catch cases. There were lots of these. Since I have to implement in uFrame mindset, working around it is also very different. I always say “update model then UI, update model then UI…”


My first complex uFrame and Unity UI combo!

Generally, I’m happy with the base code right now. I’ve got two basic actions implemented. I now have prior knowledge on how to implement the next ones. Can’t wait to show you minimum playable version of the game!
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ryansumo
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« Reply #48 on: February 28, 2015, 03:06:32 AM »

Working on some UI stuff.  Does anyone have any feedback?

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jamesprimate
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« Reply #49 on: February 28, 2015, 03:25:15 AM »

#3 looks the cleanest to me!
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ryansumo
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« Reply #50 on: February 28, 2015, 03:54:55 AM »

Thanks, thats the second vote for 3. Oddly that's my least favorite. :|
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« Reply #51 on: March 02, 2015, 02:09:13 AM »

Does anyone have any thoughts on which layout they like better, left or right?


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ryansumo
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« Reply #52 on: March 13, 2015, 07:31:31 PM »

Here are some of our staff and their abilities.  Which one do you think you would pick first?

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ryansumo
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« Reply #53 on: March 21, 2015, 02:48:31 AM »

Our programmer Julius talks about making UI in Unity and other things in his second devcast!



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ryansumo
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« Reply #54 on: March 26, 2015, 09:35:24 AM »

just some promotional material I'm working on.  Let me know what you guys think!

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ryansumo
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« Reply #55 on: March 27, 2015, 11:18:56 AM »

Just reposting our latest blog.

Political Party Animals Campaigning in Washington DC!

As the title suggests I am in DC right now joining my wife on a work trip.  I figured I would take advantage of the proximity of DC to some pretty awesome indie developers to chat with them, show off Political Party Animals and get some feedback.

MARCH UPDATE

First off, we should talk about the stuff we've been working on since last month.  We were trying to prepare a build of the game that could show off as much as we could when meeting up with fellow devs.  Here's a short list of the things we were able to complete:
Sortie : The candidates can now sortie, which is your main means of increasing your reputation
Bribe : Normally your sortie actions depend on the multiplier effect (which can be improved by doing the campaign action). Bribe overrides this by throwing money directly at citizens, but it is affected by your relationship with the Kapitans.
Election Day : This is our end game, candidates can choose to either support or suppress voters in the districts, and we tally the votes to find out who won the elections.  This is an important step in making a playable prototype that we can get people to test out.
District and Candidate info UI : You can now click on each district and on your candidate avatar in order to view district concerns and candidate platform strength.
Finished animations for 2 candidates and one staff, the Police.
Considering we're all working on this on the side, we're quite happy about how far we've come, but there is so much more to do!

CAMPAIGNING IN DC AND BALTIMORE

My wife had a work trip to DC that provided free accommodations, and I've never been, so I figured I would spend some money and join her!  This trip isn't all fun and games though, since DC and Baltimore are a hotbed of of both indie and triple A game studios.  Miraculously, I managed to snag a meeting with folks as divers as Adam McClard of Origo Games, Soren Johnson of Mohawk Games, and Sam Bernstein of Bethesda Game Studios.  Highlights so far are Adam taking me to have some barbecue in Baltimore and Soren teaching me how to play Offworld Trading Company live on Twitch (I can only imagine how many players were groaning at how bad I was).  I learned a lot from Soren and Adam and I look forward to meeting the guys from Bethesda tonight.  More updates in a couple of weeks!
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ryansumo
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« Reply #56 on: April 11, 2015, 04:10:56 PM »

I'm coming to terms that I have to take my role as Producer/Artist more seriously, and so I created a schedule of the team's usual weekly activities in order to ascertain the best meeting times for us.  God help me.
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« Reply #57 on: April 30, 2015, 07:03:23 AM »

Reposted from our blog.  For links to the tools we use to keep track of our work just click on my signature to go to the actual blog or use google.  I'm too lazy to properly link here. Tongue

In October 2013 Julius and I hatched the idea to make a jokey political game called Party Animals for a 1 week gamejolt gamejam.  Our original plan was to keep working on the game, finish it in 6 months, and ship it out as our first indie collaboration.  A year and 6 months later we've added two team members and our estimated release date of 4th quarter 2015 looms closer and closer everyday.  It's only been 4 months since we've had our full team of four, and so while I was willing to chalk up the preceding year to experience, I knew I didn't want to repeat some of the same mistakes we made before.  We needed to be more organized, which meant adding "producer" as well as artist to my collection of hats.

Can You Be a Good Producer Without Being an Asshole?

This is a question I've struggled with in the few times I've taken on the roll of being the leader (not that the producer is the leader in general, but in this case some of their roles overlap).  Does a good leader necessarily have to fit the Steve Jobs archetype of brilliant asshole? the accepted wisdom that authoritarian leadership in tech companies is what wins the day is hard to avoid.  Dilbert and Office Space successfully satirized of managers who are inflicted with the Dunning-Kruger Effect (tl:dr The less you know the more confident you are about what you know).  They were so successful in fact, that my innate tendency to shy away from being "that guy" may have slowed down development of the game.

For better or for worse, I've always approached group projects with a democratic, almost communistic outlook.  Everyone would do according to their capabilities and in the end we would have a finished product we could be proud of.  That may have been possible as two people, but by necessity our team grew to four, and each addition made it increasingly hard to be laissez faire about the organization of the group.  It's not that any of us was irresponsible, it's just that each of us seemed to have different ideas about what we could best do in order to make the game happen, and those ideas often did not mesh very well.

So the question for me was, how do I get us to stay on track without pissing people off and cutting into the precious time they need to actually work on the game?  Here's some of the tools I'm currently using to keep on top of the project's needs.

Communications

Hipchat is our main communications tool.  It's a private IM service that lets us chat without the distractions of Facebook and other IM services.  It also integrates well with other services like github and Trello, so that we're instantly updated when someone pushes some new features to the build.  Slack was an alternative that we looked at, but for whatever reason Hipchat works better with Marnielle's shitty internet situation, and so we chose that.  A lot of communication issues crop up because of bad internet, and so I've learned to be flexible when communicating with the team.  I used to feel bad about messaging them about something more than once, but I've learned it's ok to use Facebook, email, or even SMS to contact them if a matter seems urgent enough.

Julius is working in New Zealand now, so whereas we used to be able to do meetings every 2 weeks, working out how to meet and chat with each other now presents an additional degree of difficulty.  For one on one chats Julius and I used Vibe (no particular reason, we just both had it).  Viber doesn't allow for group chat though, so for that we use Google hangouts.  We've used Skype to do a group chat before but it wasn't working out for us the last time we tried a group chat but Hangouts did, so we'll be sticking with that for now.  I should mention that Hipchat also allows for voice chat, but it's a paid option, and we're trying to save as much money as possible so being cheap trumps efficiency for now.

To-Do List + Project Planning

We use Trello for our task list and Tom's Planner for, well, planning.  We used Trello exclusively for a long time because I had this aversion to Gannt Charts, but Tom's Planner (hereafter known as TP) makes it super easy, and having a schedule laid out for me is visually much more intuitive than looking at a laundry list of tasks that need to be done.  Of course there is always a risk of being too anal about the schedule, but I think we're managing to be flexible about it and use the chart as a guide and adjust plans according to the current situation.  I did some research on alternatives to TP, but it's definitely the best value for money for anyone who wants a dead simple Gannt Chart app.  There are Excel template the simulate Gannt Charts but they're unwieldy, especially if you're untrained in the fine art of Excel.  TP's free version only allows one person to manage a project, but you can share it easily.  For $9 a month one project planner can handle the project but allow multiple free users access to edit the project but I don't think we need that for now.

Our use of Trello has waxed and waned at different points in development.  It becomes more useful the closer we are to a deadline and more immediate listable items we have, but it's less useful when, for example, we are working on a longer term feature like creating the game AI.  There's a bit of overlap between Tom's Planner and Trello, and I find I'm referring to Tom's more often than not.  Whether that continues remains to be seen.

Game Design Documentation

Our documentation situation was a mess until very recently.  We started out using Google Drive, shifted to Office because Tristan was more used to Excel (where he simulated the game's formulas), and along the way we accumulated a bunch of different documents with different information in them all across our different computers.  Since we already used Dropbox to share the art assets used for our prototype, my quick solution to our situation was to create a "Documentation" folder and dump all of the files there. 

While this made it easy to access the files it was still difficult to find specific bits of information, and oftentimes Marnielle or Julius would message on Hipchat asking 'Hey what's the formula for x mechanic?  I can't find it."  We had to figure out a way to unify all of the documentation into one concise package that was easily searchable.

Luckily Tristan had been playing around with a service called Tiddlywiki that allows you to create a customized wiki.  He'd actually done this for a previous version of the game, but we'd forgotten about it in the midst of working towards a playable build in March.  So far it's been the perfect way to store and search for information about the game, a rare case where we found the exact solution to a specific problem that we had.
Group Discussion

Hipchat is great for short bursts of free flowing conversation, but sometimes you need (well, at least I do) a more structured conversation to discuss a specific point.  Kind of like email, but with a group.  Google Groups is essentially exactly that, and it's what we use for longer conversations.  We used to have a private Facebook group but being on Facebook was bit too much of a distraction.  Google Groups isn't the ideal solution, and I find its interface super clunky, but it serves our purposes well enough.
Conclusion

These are the tools we're using right now to help us keep on track.  This doesn't take into account Sourcetree for managing repos as well as Dropbox for file sharing.  On first glance, it feels like a whole hell of a lot of different services, kind of overkill for a four man team.  But since laissez-faire didn't work then perhaps overdoing a little bit with these services isn't the worst thing, and if I find that it's too much we can very easily scale back some of this stuff when necessary.

Our experience is not the same as yours, and in fact the prevalence of small indie teams making games seemingly at will with little to no supervision is what made me think we could do the same.  Our circumstances are different and these are the kind of things we're hoping will address those issues.  If you find that your circumstances are similar, I hope this will be of use to you.

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ephoete
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« Reply #58 on: May 05, 2015, 02:40:33 PM »

Perhaps I've overlooked at a post but having played at the very first one and looking at these great new screenshots I wonder when you guys plan to release the next demo?  Embarrassed
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« Reply #59 on: May 05, 2015, 06:05:24 PM »

We're shooting for July to try to make get an entry for IGF China.  Wish us luck!
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