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Junk Master Series
Design Approaches, Issues, and Best practices
What gonna talk ?
        2
Wasin Thonkaew

•   Indie Game Developers
    for 7 months now

•   Thailand

•   XNA, Flash/FlashPunk,
    iOS/cocos2d-x




                            3
#1
Junk Master : The Journey To Junk Lord
                  4
Objective



    6
8
Solve the world’s toughest problem.




                 9
10
11
Separate Trash
      12
Target Audience



       13
!
       PIC
14
     E
Design

•   Pretty simple game concept

•   Add more complexities

•   Supporting features




                          15
Meow ~!~
   16
Basics



  17
Garbage




          Trashcans   18
Adding Complexities



         19
Preprocess
 Garbage             Buddy
             Gauge
 switches




               20
Bird !




                      Sand worm

Scarecrow




            21
HP




22
FREEZE




         23
24
Supporting Features



         25
26
Quiz

                   Stats        Bookshelf




                                    3Rs Room
                     eye-candy
       Save game



                           27
1
Quiz
                     2    G-Point




              Ultimate Goal !




3   Mission          28
                                    4   BOOM !
Future Ideas
•   HQ

    •   Decoration

    •   Abilities Upgrade

•   Real % carbon calculation resulting from
    playing

•   More / Totally flexible localization


                            29
Issues & Tackling
            approaches
•   Adding localization feature

•   Adding complexities

    •   Special powers

•   XNA Framework update 3.1



                          30
Takeaways
•   Simple is bored but not when decorate it reasonably

•   If time is matter, consider continuing on top of it frst.
    From Scratch is dangerous in the rushing environment.

•   Children = Easy

•   Testers != Developers
    but
    Testers = Gamers / Target Audience

•   Gimmick / Lots of Animations are the way to go !


                              31
#2
Junk Master : The Quest To Glory
               32
Objective



    34
35
+


Multi-platform
      36
Just like that ... !

•   Existing on mobile device

•   Accompany in presentation of PC version

•   No concrete plan for commercializing




                        37
Design


•   Follow the same concept of Junk Master

•   Cut down features




                        38
Seed idea !




Powers up
    39
New enemies
     40
Issues & Tackling
            approaches
•   No publisher in Thailand, thus use Yalla Apps

•   Touching system, wrapping up on top from
    scratch.

    •   2 big incremental updates -> stable

•   Mission editing tool, no time !

•   Decision Making Effect


                          41
Takeaways
•   Cutting down features leads to something
    cool(er)

•   If not plan for commercial at the frst place,
    expect very unhealthy result at the end.

•   0.99 $ MISTAKE !

•   Stick to your TRUE objective

•   Practical encryption algorithm is needed, at least.
    ( Plain text compares What the .ell ?)


                           42
#3
Junk Master : The Mission of Recovery
                  43
Target Audience



       45
y !
          a r
     Sc

46
Design

•   Follow the same concept of Junk Master

•   Social aspects

•   Integrate the business / commercial
    compartments of the local bank



                        47
Junk Master + Social + Commercial




                48
HOME




            Missions




Trade center



   Bank

            49
Automatic ranking




    50
51
52
53
54
55
56
Ads




      57
58
59
60
61
62
63
Things to note

•   Built on top of FlashPunk as “RESTfoo”

    •   Dynamic content loader

    •   Customized UI-entity classes

    •   Wrapper fading management



                         64
Bug !
Issues & Tackling
            approaches
•   Facebook SDK frequently changes

•   Platform not free anymore !

•   Facebook Platform still has some problems

    •   Sandbox for beta-testers

•   It’s social game, so focus on social aspects.

•   Mistakenly identify the initial architecture

                          66
Takeaways
•   Don’t let perspective from developers ruin !

•   Watch out Facebook’s Road Map.

•   Testers, if possible take them from your previous game’s
    testers.

•   Game content should be totally flexible to add later.

•   Not rely on game fle, but out of box.

•   Beware of browser’s cache.

•   Hacking game seems impossible to prevent, but possible to
    make it harder and longer to do so.


                              67
68
In-house development
•   Game Framework

    • Wekarusung 1 & 2 (XNA, PC)
    • WekimSlim (XNA, WP7)
    • RESTfoo (FlashPunk, Flash)
•   AI Framework

    • MochAI (for both XNA, Flash)
                     69
Contact

      Wasin Thonkaew

       @haxpor



http://www.facebook.com/jubjubteam
Q/A

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Junk Master Design Approaches, Issues and Best Practices

  • 1. Junk Master Series Design Approaches, Issues, and Best practices
  • 3. Wasin Thonkaew • Indie Game Developers for 7 months now • Thailand • XNA, Flash/FlashPunk, iOS/cocos2d-x 3
  • 4. #1 Junk Master : The Journey To Junk Lord 4
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  • 9. Solve the world’s toughest problem. 9
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  • 14. ! PIC 14 E
  • 15. Design • Pretty simple game concept • Add more complexities • Supporting features 15
  • 16. Meow ~!~ 16
  • 18. Garbage Trashcans 18
  • 20. Preprocess Garbage Buddy Gauge switches 20
  • 21. Bird ! Sand worm Scarecrow 21
  • 22. HP 22
  • 23. FREEZE 23
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  • 27. Quiz Stats Bookshelf 3Rs Room eye-candy Save game 27
  • 28. 1 Quiz 2 G-Point Ultimate Goal ! 3 Mission 28 4 BOOM !
  • 29. Future Ideas • HQ • Decoration • Abilities Upgrade • Real % carbon calculation resulting from playing • More / Totally flexible localization 29
  • 30. Issues & Tackling approaches • Adding localization feature • Adding complexities • Special powers • XNA Framework update 3.1 30
  • 31. Takeaways • Simple is bored but not when decorate it reasonably • If time is matter, consider continuing on top of it frst. From Scratch is dangerous in the rushing environment. • Children = Easy • Testers != Developers but Testers = Gamers / Target Audience • Gimmick / Lots of Animations are the way to go ! 31
  • 32. #2 Junk Master : The Quest To Glory 32
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  • 34. Objective 34
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  • 37. Just like that ... ! • Existing on mobile device • Accompany in presentation of PC version • No concrete plan for commercializing 37
  • 38. Design • Follow the same concept of Junk Master • Cut down features 38
  • 41. Issues & Tackling approaches • No publisher in Thailand, thus use Yalla Apps • Touching system, wrapping up on top from scratch. • 2 big incremental updates -> stable • Mission editing tool, no time ! • Decision Making Effect 41
  • 42. Takeaways • Cutting down features leads to something cool(er) • If not plan for commercial at the frst place, expect very unhealthy result at the end. • 0.99 $ MISTAKE ! • Stick to your TRUE objective • Practical encryption algorithm is needed, at least. ( Plain text compares What the .ell ?) 42
  • 43. #3 Junk Master : The Mission of Recovery 43
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  • 46. y ! a r Sc 46
  • 47. Design • Follow the same concept of Junk Master • Social aspects • Integrate the business / commercial compartments of the local bank 47
  • 48. Junk Master + Social + Commercial 48
  • 49. HOME Missions Trade center Bank 49
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  • 57. Ads 57
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  • 64. Things to note • Built on top of FlashPunk as “RESTfoo” • Dynamic content loader • Customized UI-entity classes • Wrapper fading management 64
  • 65. Bug !
  • 66. Issues & Tackling approaches • Facebook SDK frequently changes • Platform not free anymore ! • Facebook Platform still has some problems • Sandbox for beta-testers • It’s social game, so focus on social aspects. • Mistakenly identify the initial architecture 66
  • 67. Takeaways • Don’t let perspective from developers ruin ! • Watch out Facebook’s Road Map. • Testers, if possible take them from your previous game’s testers. • Game content should be totally flexible to add later. • Not rely on game fle, but out of box. • Beware of browser’s cache. • Hacking game seems impossible to prevent, but possible to make it harder and longer to do so. 67
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  • 69. In-house development • Game Framework • Wekarusung 1 & 2 (XNA, PC) • WekimSlim (XNA, WP7) • RESTfoo (FlashPunk, Flash) • AI Framework • MochAI (for both XNA, Flash) 69
  • 70. Contact Wasin Thonkaew @haxpor http://www.facebook.com/jubjubteam
  • 71. Q/A