Posts Tagged Hello Games
+ Universal App - Designed for iPhone and iPad
Hello Games’ stunt driving physics-based racer, Joe Danger, is currently on sale for a buck. Or $0.99 if you want to get all official about it. What this means is that for less than the price of a cup of coffee – or just about anything, really – you can don your own flashy cape and start driving motorcycles off ramps and through flaming hoops. Well, not really, but you can in the game.
So please don’t try doing any of this crazy stuff at home. That’s what you have Joe Danger for!
With the release of iOS 7 upon us and a whole plethora of juicy new features for consumers and developers alike to enjoy, we took the time to ask some popular game developers just how they feel about it and what features they’re looking forward to getting more intimate with.
Look and Design of iOS 7
The look of iOS 7 is a huge change for many, which explains why so many pivotal apps are changing their appearance; to make sure it ties into the new style of doing things. How about with games, though? And do game developers appreciate such a significant change?
For the most part, it’s been considered a positive change from those we questioned. Andrew Smith of AppyNation and Spilt Milk Studios explained, “I like it! I’m a fan of refreshes – and although when I first saw the new look I wasn’t completely sold, since using it in studio on the betas it’s won me over.” Stephen Morris of Greenfly Studios reinforced that view, emphasizing that the “redefining of the experience… it certainly feels fresh and more efficient.”
Some apprehension was felt, though. As Richard Brooks of Rodeo Games explained, “a veteran iOS user may find it a little jarring at first,” pointing out that, “the new look will split the room,” from his personal experience of showing it to others. Ben Britten of Tin Man Games felt the same, pointing out that some people will love it and others will, predictably, hate it.
It’s not all plain sailing though, as Martin Linklater of Curly Rocket explained, “to be honest the colours are a little garish for my tastes. Maybe in iOS 8 Apple will tone it down a little. It’s not quite got the subtlety that Apple is known for.” Aaron Fothergill of Strange Flavour felt the same, diplomatically pointing out that he’s “getting used to it.”
Even those who weren’t a fan had to admit that they, for the most part, appreciated the cleaner interface.
More positively, few issues have been encountered thus far. For the majority of the people we asked, covering developers such as Hello Games, Hammer & Chisel, AppyNation, Spilt Milk Studios, Strange Flavour, and Green Fly Studios, hardly any issues were reported. The only few problems that did occur related to third-party tools, although noticeably Ben Britten of Tin Man Games found no issues with Unity3D. There were some early day problems with Rodeo Games’s Warhammer Quest as explained by Richard Brooks, “The devices we were testing with were crashing a lot and it was very difficult to get anything working. Warhammer Quest didn’t work at first due to some bugs in the iOS 7 main libraries, so we just had to sit back and wait. After about 4-6 weeks these were dealt with and are mostly good now.”
It’s a pretty positive sign for developers that iOS 7 should prove quite beneficial in the long run, given the limited issues that have been encountered so far.
Arguably most significant of all for many game developers is the introduction of official controller support. How do they feel about it?
“For us, this is the biggest new feature of iOS 7.” explained Aaron Fothergill, “The fact that they’re a standard is the important bit as we can actually design them into our game with the standard features in mind, so we can do it properly. We’ve already got test code in SlotZ Racer, Any Landing, and Apple Dash and we’re just waiting on controllers being available for us to actually test with and perfect the controls before we release games with them in and then we’ll be considering MFI controller as integral design parts of all our games.”
Simon Renshaw, of PUK fame, has similar thoughts. ” I love that its possible to play iPhone games on the big screen with Apple TV mirroring, latency is an issue though, as is battery life, so I kinda hope we’ll see a controller bundled with a magical iPhone-charging HDMI cable!” Martin Linklater also thinks that the controller could be the “real killer feature,” at least once adopted more frequently.
Hello Games’ Sean Murray explained that “touchscreens are great for lots of games – like, I’m really proud of what we managed to do with the touchscreen design with Joe Danger Touch. There are some games that just benefit from buttons and thumbsticks though, and as a gamer, my thumb just feels comfortable sat on a nice analog button. Having officially supported controllers could be fantastic for broadening gaming on iPhones even further than it is today, bringing in the controller snobs like me! We’re working on making something of all this right now, something that makes use of both touch and controller. We’re throwing ourselves into it completely… I think people will be surprised how well it works.”
Consider us fascinated as to what this will mean for Joe Danger on iOS!
Andrew Smith is keen, but as he points out “[it's] hardly going to sell the games to more people. The vast majority of iPhone users and gamers are perfectly happy with good touchscreen interfaces, so we’ll be happy to continue to provide those!” Greenfly Studios feels the same way, with Stephen Morris explaining “our mobile games are currently more focused on the casual consumer but it doesn’t mean we’re not open to exploring the new niche!”.
Richard Brooks also found such support less than essential, pointing out that Rodeo Games’ titles are “designed entirely for mobile and tablet devices with touch screens and implementing controller support would make them worse.” A fair point indeed. Jason Citron expressed similar views, explaining how Hammer & Chisel is “laser focused on building original high-quality games for tablets. A big part of that is taking advantage of the unique interaction a large touch screen affords.”
With so many of the best developers doing a great job of providing touch-based interfaces, is there really a need for controllers after five years of perfecting touch controls? Perhaps not, but it’ll be fascinating to see how things develop.
Revamped Game Center
For the most part, the revamped Game Center has been quite appreciated by those we asked. Andrew Smith puts it well, “it’s really neat!” although does admit, while inventing a new word, that the icon is a little un-game-y. Stephen Morris particularly loves that there’s a way to combat cheaters at last, which means “we can focus on providing consumers fun and realistic challenges.” Like any self-respecting iOS gamer, Sean Murray explained “Seeing insane hacked scores on any game makes me sad. I’m… going to really appreciate the added security for score and achievement data, because it’ll hopefully mean there isn’t so much leaderboard hacking.”
Richard Brooks points out what we’ve all been thinking in terms of old Game Center’s looks, “I’m glad they’ve gotten rid of the horrible green felt style though!” because as Simon Renshaw says while describing the old interface as archaic looking, “what young person recognizes the connection between a black jack table and their favorite shooter?”.
So, it’s a fairly positive change for iOS 7 and some of its finest game developers. Understandably, there’s some apprehension as is always the way with such a significant change, but the future is looking pretty bright. In particular, it’ll be fascinating to see what comes of controller support, as well as the new and extra shiny Game Center.
Thanks to Curly Rocket’s Martin Linklater, Strange Flavour’s Aaron Fothergill, AppyNation/Spilt Milk Studios‘s Andrew Smith, Greenfly Studios’s Stephen Morris, Rodeo Games’s Richard Brooks, Laserdog Games’s Simon Renshaw, Hammer & Chisel’s Jason Citron, Tin Man Games’s Ben Britten, and Hello Games’s Sean Murray for taking the time to answer our questions.
+ Universal App - Designed for iPhone and iPad
Joe Danger pulls off a massive stunt in the latest update, adding a brand-new tour with 21 new levels for players to enjoy. The update also adds 5 new characters that are exclusive to Joe Danger on iOS. Players can test their skills in an enhanced laboratory and earn coin rewards through daily challenges.
To make things even better, the price has been dropped to .99 cents to celebrate the release of the update! So get to it, stuntmen!
With eight billion coins having been collected in-game since Joe Danger Touch’s release in January 2013, the adventures of the daredevil stuntman have proved to be quite the hit. We managed to drag Hello Games’s managing director, Sean Murray, away from work on the latest game update, in order to learn a little more about the game and its future direction.
148Apps: How hard was it to take such a successful console game (Joe Danger 1 and 2 on PS3 and Xbox 360) and convert it to iOS?
Sean: It was really hard! One of our weird little things we have at Hello Games is to never just port a game to a new platform without doing something special that fits it. We couldn’t just shunt Joe Danger over with virtual controls and the same set of levels because we knew it wouldn’t really work. Joe Danger on PS3 uses every single one of the pad’s buttons and sticks. So we went right back to scratch and thought about how a touchscreen can bring something new. We set ourselves two big goals – it was really important that it would feel like it could only work on iOS because we were building it specifically for iOS devices. And we wanted it to feel like nothing else you can play on iOS. No biggie We’ve designed lots of console games in the past, so it was really refreshing to get to think about touchscreens, and that meant the whole process was genuinely inspiring even while it was head-bangingly hard at times.
148Apps: What’s been the team’s reaction to the huge success on iOS?
Sean: I can’t tell you how excited it’s made us. It’s quite embarrassing, really. We always get really nervous launching a new game, and this one was for a platform we had never worked on before, so we were especially scared. We had good feedback from playtesters, though, so we were sort of confident, but that’s never going to prepare you for what actually happens when the public get their hands on the game. As I said, we were trying to make Joe Danger Touch feel new, so it justified the hard work that went into it, and showed us that we could be at home on iOS as we’ve been on console in the past.
148apps: Are you able to reveal any details regarding the next major update?
Sean: Yes! So, we’re working on more new characters – we’re planning on asking players to help design and choose them on our blog actually – and levels. We’ve got a nice idea coming that we hope will give players a reason to come back and play every day. And, this is probably saying too much, but we’re planning a massive set of cheat modes that are inspired by being obsessed with games like GoldenEye. That’s all coming in just a few weeks. On top of all that, and this is really is saying too much, but we had some ideas for a JDT update that have completely spiralled out of control into something else entirely. It’s super exciting and has got us all deep into learning new things on iOS, but it’s not quite ready yet for us to show off. I’m so excited about it though
148Apps: The Joe Danger series has always offered plenty of humour and personality, where does the inspiration for such level design come from?
Sean: That would be the contents of our art director Grant Duncan’s head. To be honest, sometimes it frightens me, but if we give him a bright enough theme it’s usually OK. It all actually came from our very earliest days as a team when we were trying to decide on what game we would make. Grant came in with some toys from when he was a kid and one of them was an Evel Knievel stunt cycle. Mix that with our love for Mario, Sonic, Paperboy and so on, and the style kind of flowed from there.
148Apps: Any more fun statistics gleaned from Joe Danger Touch?
Sean: Sure! So this morning we worked out from the total distance that Joe has ridden that, if we assume he’s 6 feet tall, he’s been the equivalent of to the moon and back three times. And he’s been in 5 million crashes. I think his insurance premiums are pretty high
Yes, we’d suggest avoiding ever riding pillion with Joe Danger!
Huge thanks to Sean for answering our questions.
Joe Danger Touch is out now, priced at $2.99.
+ Universal App - Designed for iPhone and iPad
Joe Danger adds new features in the latest update, including three new characters to unlock and iCloud save support. Also, every time you pull off a trick, you’ll now earn coins for that. Hello Games has mentioned that it’s been working on new game mechanics that could lead to something far bigger in a future update.
We’ve mentioned Joe Danger Touch to you before. This game that we first saw, in it’s very early form, at PAX 2011 is now in the final stages and should be released as soon as this week. We got a full hands-on with the release candidate of Joe Danger Touch, and here’s what you can expect.
Joe Danger isn’t your average trials-type motorcycle game. If anything I’d say it’s more of a rhythm/puzzle game with a motorcycle theme. Each level presents movements and tasks you have to complete to get a perfect score. Take a look at our video of the first few minutes of the game to get the idea.
Thusfar, in our time with Joe Danger, it’s seems well-designed and well-tuned. The touch controls are well thought out, unique, but easy to pick up–especially with the progressive tutorial in the game. With a multitude of levels and an amazing variety of tasks to compete in those levels, this two finger game could be the next big hit.
Developer Hello Games has taken its time to make sure that it got everything right, and it shows in the game. Well done. We’ll have a full review for Joe Danger Touch on release day, and we’ll update this post with that release date when it’s officially known.
What started out as a fun pastime for Hello Games has become something extraordinary.
They hadn’t intended to make mobile games. The whole idea of Joe Danger for iOS came about as a portfolio project using previous assets. As it turned out, the ideas came in thick and fast and now the game is in a near-finished state. Joe Danger Touch is not a port. This has been built from the ground up to make the best use of the iOS platform. At Gamescom, I sampled several levels of varying difficulty.
The first thing that struck me was the lack of a virtual stick. Personally, I think that’s for the best. I’m not sure any developer, even Hello Games, would be able to capture the dexterity a console analog provides and Joe Danger requires. Players will use tap and swipe gestures to perform moves and stunts while Joe automatically rides his bike. While some earlier levels merely require players to tap the screen to vault over obstacles, later on, they’ll need to tap obstacles to remove them from their path, as well as duck under obstructions. They’ll also need to change lanes just like the original game.
Each level has an objective, whether it’s beating the time or collecting all coins, and encourages an immense amount of replay value. Of course, it wouldn’t be Joe Danger without stunts. While airborne, players merely need to swipe the screen to perform all manner of death-defying insanity. In my time with the game, the controls were very responsive and accurate on iPad. There were no hiccups and I quickly felt like a natural after only minutes of play.
With Hello Games’ incredible attention to detail and high standards, there’s no reason to think Joe Danger Touch won’t be one of the year’s best on any platform, let alone iOS.