Accessibility & Auto-aim

Accessibility

A lot of work has gone into the game since my last update here. I won't cover it all in this post, but I'll try to detail some more of it in the coming weeks.

For now I want to talk about accessibility. And by that, I mean creating a game that's accessible and enjoyable to people of all kinds of gaming backgrounds and varying skill-levels.

This is no easy task. Creating a game that requires a lot of skill, familiarity and practice to be enjoyable is a much simpler task. It reminds me of a quote from Angus Young of AC/DC fame (at least I think he said it :-/). He said (and I'm paraphrasing), "the simplest guitar riffs are the most difficult to write". 

I think that something similar could be applied to game dev.

Licky Lizard

Licky Lizard is a game that has a deceptively steep learning-curve. I think that a lot of people are surprised by how difficult it is when they first play it. This is probably at least partly due to the games presentation. Players see a cute, colourful cartoon character, and maybe assume that it's a game aimed at just kids. And for that reason it's super easy to play. I don't know though, that's just me theorising.

Whatever the reason, after having people test the game at various events like Eirtakon and DubLudo, I realised that I could do a lot more to aid new players. To make a good first impression. 

One of the things a lot of new players had difficulty with was accurately targeting platforms with Licky's tongue/grapple hook, by pointing the controller's right analogue stick. 

Other players have pointed out that when I play the game, I almost always point the crosshairs directly up and very rarely (if ever) move it elsewhere. Some suggested that for that reason the game didn't need the aiming at all. That the grapple should always shoot directly up. But that's not an entirely suitable solution - sometimes there isn't a platform directly above you (this game is procedurally-generated after all). Sometimes the player will want to target pickups, like health and rocks. Other times the'll want to throw those rocks at specific, breakable platforms.

Alina came up with a great idea: to add an auto-aim feature. So that the grapple would automatically target platforms. But which platforms? And what about the pickups and rocks. That's the tricky part.

Auto-aim

First I added a new pizza slice-shaped collider trigger to the player character. This is used to detect all candidates - potential targets for the grapple hook. It's radius is determined by the range of the grapple hook.

Figure 1

We then have to decide which of these is the "optimal" target.

A ray is cast from the player character to each of the candidates. If the ray does not reach the candidate, then we know that the player character does not have direct line-of-sight on the candidate, and so it can be ruled out.

In Figure 1 these ray casts are illustrated by the black lines emanating from Licky towards each target within the detection collider.

I've used the following heuristic to determine which of the remaining candidates should be chosen as the optimal one.

Insert extremely complex technical drawing

Heuristic = |dy| - (|dx| / 2)

The candidate with the highest resulting value is selected as the "optimal" - the one that the grapple hook will be aimed at.

Let me explain the reasoning behind the formula above.

As previously mentioned, when I played the game, the ideal target was often the one directly above. So that's the thinking behind the |dx| component of the formula - the distance between the player character to the target on the x-axis.

But why isn't that enough? Why not just choose the target closest to the player character on the x-axis? Why consider the y-axis at all?

One of the tricks/skills that's core to the game, is one I call "the wrap-around". (Hey, stop laughing!) This is basically when you fire your grapple hook at the bottom of a platform, and then immediately move to the left or right in order to swing around the platform and land on top.

If the player doesn't swing around, they'll most likely collide with the bottom of the platform and lose all momentum. It then becomes much more difficult to swing around and land on top.

Grappling to a platform that's very close to you gives you very little momentum. It also gives gives you very little time to swing before you collide with that platform. For this reason it's almost always a better idea to grapple to a platform that's further away. And the goal of the game is to climb as high as possible before the lava catches you, so grappling to the highest platform isn't a bad place to start.

So that's where the |dy| component of the formula comes in.

What the resulting heuristic provides is a target that is both high and central, relative to the player character.

Highlighting

The next thing needed was to provide the player with a visual cue, so that they know what to expect from the auto-aim. Because not allowing the player to know where their grapple hook is going to fire at any given time would just be bad design.

The targeted platform is highlighted by a spinning white star-like shape

Options

Lastly, I decided to retain the option to manually aim. The right analogue stick can be pushed at any time, and the original crosshairs will appear.

Because like I said previously, sometimes the player will still want to aim at specific pickups or platforms. And plus, some players really like that extra level of control.

I think that there will still be an advantage to using the manual aim, and that if the player is skilled they would generally score higher. No matter how good the auto-aim is it will never be able to read the player's mind. I like the idea that there will still be a natural separation in score between players using auto-aim and those using manual. But having the auto-aim there will make it much easier for new players to get accustomed to the game.

Collateral

One other unforeseen advantage to adding the auto-aim is that it frees up the player's right thumb. They no longer need to use the right analogue stick, which means that they can instead use the face buttons. This means that X can be used for jump, as is traditionally the case in platformers.

So that's pretty much it. I hope you found all this interesting. I'll have some posts in the coming weeks, so be sure to check back soon.

~John

Eirtakon 2015

BezDoesGames presented Licky The Lucky Lizard Lives Again game last weekend, at one of largest Irish anime and manga conventions Eirtakon. Wuff, it was busy there. And a great FIRST public experience for Licky, who got as much as 599 playthroughs! We enjoyed being part of Eirtakon and will definitely be back.

Eirtakon2
Eirtakon2

We also ran a little competition, giving a PRIZE of a 20 Euro worth game voucher to someone who achieved the highest score over 3 days. The lucky winner Joe was working reeeeeeeeeeeeally hard by coming back to our game and trying to beat the competition. And well done: he had a great success when reaching nearly 7000 points! Only the developer achieved a little higher result. Joe could choose any platform he wants his game voucher for – and is now buying new games with it on iTunes:).

Eirtakon1
Eirtakon1
EirtakonHighScores

Giving a fair chance to participants that were not able to play the Licky The Lucky Lizard Lives Again game as much as Joe we decided to issue a SECOND PRIZE. This is a 10 Euro game voucher to a random player who entered his or her email address after playing the game. By the way, if you are one of them, email us back asap as we informed you about the prize already :).

To all the others: thank you very much for all your feedback and comments as we want to improve. And watch out for the release dates of the LickyLizard game early next year!

~ Alina

The big day has finally arrived

Eirtakon starts today and runs right through Sunday. We'll be in Croke Park all weekend with Licky The Lucky Lizard Lives Again. So stop by and give it a go. There are tickets available at the door. For further details go to http://www.eirtakon.com/ We'll have a prize up for grabs for the highest score achieved over the 3 days. And I'm pretty sure that if you can match this score I set last night you'll almost definitely be in with a fighting chance ;-)

https://www.youtube.com/watch?v=wMYE72xs0so

~ John

Business Cards Have Arrived & One Day To Go

After some hassle with the printing company the business cards for BezDoesGames have arrived! And very timely too - just before Eirtakon, which takes place this weekend. Do not forget, it is only 5€ entrance for tomorrow afternoon. And it's definitely worth it, it's going to be a tonne of fun! We do not want to reveal everything just yet but there will be prizes at stake for playing LickyLizard. Want to know more? Come and see us in Croke Park tomorrow! Details to the convention on EIRTAKON.COM.

image

~ Alina

Tutorial Let's Play

Hi guys, Here's a quick look at the new tutorial section of the game. Created in order to teach some of the game's basic features and mechanics to new players.

This is the first Let's Play I've ever recorded, so please be kind ;-)

If you're in the neighbourhood, be sure to stop by our stand at Eirtakon next week for a "hands-on" preview of the game itself.

~ John

Shiny New Animations

Finally, we've got rid of our place-holder sprites in favour of some new shiny ones. And just in time for our presentation of Licky Lizard at Eirtakon too. Here's a quick look at each of the new animations Paul has been working on.

Firstly, in the vain of classic 2D platformers like Sonic and such, we wanted a cheeky idle animation. Something to tease the player if they were taking their time a little too much:

idleAnimation1

Next up - the one you'll probably see most as you try to outrun the rising lava:

walkAnimation1

And lastly, your most effective tool for reaching the highest of heights - the jump and grapple:

jumpGrappleAnimation1

Be sure to stop by our stand at Eirtakon next week for a "hands-on" preview of the game itself.

~ John