Saturday, 3 November 2012

What's new in Galaxyball?

I've been working pretty full-on with Galaxyball 2113 so far, and it's really taking shape. GameCity Nottingham proved to be a fantastic opportunity to test out the game with the general public. What's great about demoing at this kind of event is that the audience really runs the gamut of player-types: from children to grandparents, gamers and non-gamers alike.

 I managed to work in two new teams before the festival: the burly aggressive Astro Marines, and the Cortex Crusaders, who aren't just brains in jars… they're brains in rocket jars!

Galaxyball - Marines and Crusaders


Functionally, the Astro Marines are heavier and bulkier than the other teams, while the Cortex Crusaders are smaller and floatier. One thing I did learn from GameCity is just how physical the game can be, I'll be making these kinds of differences bolder and broader so they have a clear effect on play. I was never a fan of subtlety anyway, so I'm going to experiment with other, more obvious abilities - the brains could psychically repel opponents, for example, or the marines could be protected against stage hazards.

Galaxyball - Wormholes Stage

I've also been putting a lot of effort into the look-and-feel of scenery, as I really want the player to feel like they're part of some brutal sports tournament. I've been working on scenery such as vents, pipes and fans to make arenas feel more industrial, and the flashing lights respond to the state of play and upcoming hazards, making it feel more alive.

There's also an extra two arenas added in now: one with wormholes, for an extra jolt of unpredictability, and another where the goals regularly change position.

Thomas Was Alone developer Mike Bithell tries out Galaxyball at GameCity

The really exciting take-home from GameCity was just how physical people get over the game. As soon as they score their first goal, players tend to get very competitive - which is exactly what I want. Just like Greedy Bankers' iPad multiplayer, I want players to get in each others' way, steal each other's characters, and mess each other up within the game world and in the space around the screen. In fact, that whole feel works even better here than it did in Bankers.

Both players need to use the whole space to play, which means they both get to use the whole of that lovely big iPad screen. And because players don't always need to be in the exact same place at the same time, it's more of a scramble for a good position than a fight over the exact same spot. It's hard to explain, but it makes the whole game feel fluid - a clash of hands never creates a stalemate - and that's incredibly encouraging.


It's certainly an exciting time for the game and I can't wait to show off some more as it expands!

For the sake of perspective, here's how the very first prototype looked. Great oaks from little acorns eh? It was fantastic fun even at that rough-and-ready stage, which is exactly what you want a prototype to be, and why I was so excited to pursue this project in the first place.


Monday, 15 October 2012

Galaxyball Coming to GameCity Nottingham 25-26 October

If you're heading to GameCity Nottingham this month (which you should be, as it's amazing) please do have a peek at the Old Market Square on Thursday 25th and Friday 26th, where I'll be exhibiting Galaxyball 2113 in its first public showing!

With the game still in development this will be a fantastic opportunity to test it out with the general public, so if you're there I'll be very excited to get your feedback. I'm particularly excited to see how different people find the multiplayer experience, so I can get a feel for which aspects of the game really buzz with players.

Greedy Bankers being played at GameCity 6 last year
I demoed Greedy Bankers vs The World at the event last year, and the multiplayer was fantastically popular. Lots of people visit GameCity with friends and family, so it's a perfect opportunity to test out player-vs-player party games like Galaxyball.

Wednesday, 3 October 2012

Introducing Galaxyball 2113!

Good morning everyone! I'm very excited to announce my latest game in the works. I've been building it for the past month or so, and hope to have it ready to launch in the new year.


Broadcast across the galaxy in the year 2113, Galaxyball is the number one deathsport of the 22nd Century. Teams from all four sectors compete for the grand title - including mutants, rocketeers, aliens, space marines and more - and for the first season ever, you will be able to take part too. Your iPad is a window to the future, and your finger powers the players! 

Galaxyball is a multiplayer iPad game, building on the stealing and cheating that were so popular in Greedy Bankers vs The World. This time we're jetting off to a physics-based future to play football on hoverbikes, and grabbing your opponents to fling them into traps is fair game!

Thursday, 13 September 2012

Game Design Fundamentals - Meaningful Decisions

As someone who's been making games for over ten years, initially as a hobby and now as a full-time career, I've picked up a lot of wisdom and experience that I probably take for granted. While much of it has been collected from my own experiences developing games, most if it has come from other developers who I've met at jams and events, or read about online.

I want to share some of these in my blog so others can learn from what I've learned. Hopefully there'll be plenty of ideas here that will be useful and will be helpful for you in your own game development!


I'll start out by looking at meaningful decisions. When I design and work on my games I try to make every decision as meaningful as possible. Let's have a look at what that means.

Thursday, 6 September 2012

Advice for developing iOS games - Edge Online

I was interviewed, alongside Ben Murch of Hunters 2 developer Rodeo Games, by Edge Online. They asked for tips for people wanting to develop iOS games, and so we gave them some! If you're interested in developing for the platform I hope it's useful.

Have a look at the article here, and feel free to ask me if you have any questions about iOS development, on this blog or on twitter!

Making iOS Games: App Store advice from Rodeo Games’ Ben Murch and Greedy Bankers dev Alistair Aitcheson

Tuesday, 4 September 2012

Steam Greenlight and the Discoverability Challenge

Update: Since writing this post, Steam has introduced a $100 entry fee for Greenlight. I've added my thoughts at the end of this piece.

Last week saw the launch of Steam's new Greenlight programme. For the uninitiated, Greenlight is an initiative by the aforementioned desktop games portal to get its user community deciding what indie games should be published on the service. New game proposals, with demos and screenshots, can be shown in the portal, much like an App Store, and users can upvote games they like, share comments, and help promote the games they are most interested in for selection by Steam.

When I heard about the scheme after its announcement in July, I was apprehensive. While taking game selection out of the hands of a black box of executives was promising, I was concerned that any community-rated games ecosystem would suffer the same issues as the App Store and Google Play do - that is, the games receiving most attention (sales in App Stores, upvotes here) would receive the best promotion, creating a virtuous cycle for those at the top, but a wall for exposure for newcomers. Fortunately, as Mike Rose intelligently explained in his recent Gamasutra article, Greenlight has found a way around this issue…

… by not including a ranking system at all.

Tuesday, 21 August 2012

10 Gamedev Articles You Must Read (or Watch)

I spend a lot of time catching up with my favourite games blogs and websites, and over the past couple of years have come across a mountain of useful and inspiring articles and videos that have helped me in my work. I've had a trawl through my bookmarks, Readability archive and my old tweets to find some favourites that I hope you will benefit from too!

Thursday, 9 August 2012

Pocket Gamer Guest Post - Indie Marketing Begins With Your Game Design

I wrote an article for PocketGamer.biz which went up today. In it, I argue that the most important part of marketing your indie game is the design of your game itself. It's about designing your game to be marketable, and that for a game to be marketable it needs to be remarkable. Your game should encourage discussion, and it's up to you to create a dialogue around your game as early as possible.

Have a look, and I hope you find it useful!

Pocket Gamer: Greedy Bankers' Alistair Aitcheson on why indie marketing starts with game design

Tuesday, 17 July 2012

Introducing the Best of British Summer Sports Jam!

This week at Develop Conference a team of indie mobile developers took to the floor to announce the Best of British initiative. Best of British is a collective of mobile developers - including Spilt Milk Studios (Hard Lines), Big Pixel (Off the Leash), Mobile Pie (My Star), Future Games of London (Hungry Shark), and myself - who teamed up earlier this year to pool our efforts and share our skills, audiences and connections in order to make a splash in the mobile market.


This weekend we will be developing our first collective game, Best of British Summer Sports, as a 48 hour jam. Mind Candy (Moshi Monsters) have been kind enough to lend us their offices for the event, while Unity are kindly providing sponsorship, and will be on hand to offer technical support.

Best of British Summer Sports will be a collection of rapid-fire minigames, played against the clock. Each member studio will produce a selection of their own micro-challenges, which will be compiled together for continuous play. So you'll be able to sample all the development skills our rag-tag team of misfits has to offer!

We would all like to thank Unity and Mind Candy for helping to make this happen, and also to Osborne Clarke, who have been incredibly supportive throughout the Best of British initiative!

Follow the Best of British team on Facebook

Monday, 16 July 2012

Adventures at Develop Brighton!

I'm back this week from an incredible time at Develop Conference 2012 in Brighton, where I was speaking last Thursday. While the weather didn't exactly hold up there was plenty of warmth from the games industry community and I made a lot of new friends from all sides of the industry.

Particular stand-out talks included Brian Baglow's closing talk from the Indie Marketing Day, highlighting what indie developers should be doing to promote their games but aren't. This earlier talk from him, along similar lines, is a must watch if you weren't there! I was also thoroughly impressed by Fat Pebble's unique plasticene design shown in their talk about their upcoming game Clay Jam, and the creativity and ambition shown by FuturLab in their press and media operations.

Marketing and PR was a key issue on the Indie track this year, and with good reason. It's the hardest part of an indie's operations, in my opinion, and certainly something I've put a lot of time and effort into. So to see such inspiring and thought-provoking discussion was extremely valuable. Other highlights included Benni Hill's talk about running White Paper Games, and Rob Davis (Playniac)'s talk on how they followed up the launch of International Racing Squirrels for Channel 4 - all very insighful.

My own talk went down very well indeed. Several delegates commented that they found it inspiring and useful - something that I am, to be perfectly honest, chuffed to bits about! I plan to produce a video based on my talk on Indie Exposure, but do take a look at my blog series if it's a subject you would like to know more about.

Finally, I made some fantastic new connections and was glad to meet up with games journalists, other indie studios, and many more fascinating faces from the industry. I'd definitely recommend going to the next one, event for the networking alone. Develop Liverpool will be in November this year, and the conference will return to Brighton next summer. I hope to see you there!

The slides from my talk can be downloaded from here