Ionic: Post Mortem
From Gaming Your Way
by Squize on July 30, 2010 03:49 PM
What went right:
Visually I think it's very strong. It's a good looking game. That was helped a lot by Lux jumping on board really late in the development and giving everything a lot more love, as well as designing the baddies.

Any game which allows you to bypass that just strikes me as strange, you may as well just reduce it to a text response, "2 creeps got through, 12 were killed, next wave in 3,2,1...".
The game feels arcadey, which was the one design philosophy that ran through it's dna from the very start. I could see the appeal in TD games, but couldn't really enjoy them. The plan was to make it feel like a strategic R-Type, it needed to feel like a real battle as part of a much bigger on-going war. Every shot, every explosion counts.
There's a lot of love in there, I really like the empty shells coming off the cannons or the blue flame in the flame thrower or the 10 or so frames of animation when the coin collecting droid is launched or the wolf growl that's mixed into the cannon shooting sample to create that guttural raw feeling.

Two pluses for Adobe there then, rather me.
I got the word bitches into the end credits. Rock 'n roll baby.
What went wrong:
The asset management was done early in the development. I got it working, it felt nice, with the idea being that if people wanted more depth they could tweak things to their liking and get more out of the game.
If you just wanted a pick up and play, then you didn't need to touch it and still be able to complete the game.
With doing it early on it was counted as done and dusted. I never touched it once after that. That was quite a mistake as it transpires that just be setting one of the sliders to max straight way ( I can't recall which one, I'm guessing R&D ) you can unlock all the cool weapons really early and basically skew the difficulty level in your favour.
Bollocks.
The coin collecting droids. Although I love this feature, it was a headache to code. Every week or so I would notice that the previous fix hadn't fixed it. They were literally the worst bug throughout the entire development.
So I did what all coders should do, I put a nasty kludge in there. If a coin wasn't collected after a certain amount of time I assumed that the droid was going to ignore it, so I just killed the coin and added it to the players credits.
What a mistake. Even though it was explained in the docs, people still noticed it and wouldn't have it that they hadn't lost out. Also people assumed that if a coin went off screen by the player scrolling they would lose it as well.
Players like to see something happening to confirm it's happened, implication doesn't work well in games. Another lesson learned ( cronusX had a similar issue, with baddies teleporting in on the player. Even though a shield appeared and the player was never ever punished for that, as that would just be really poor design, because it wasn't communicated well enough people still thought they were being punished unfairly, i.e. poor design ).
The walkthrough. Our mate RobotJam warned me about doing one, saying they're a waste of time. At the time we weren't getting the interest in selling it that we expected, so producing a walkthrough was a final role of the dice, a way to give extra value to the sponsor.
Rob was totally right. A complete waste of time, and painfully boring to make.
Balancing a TD is a complete bitch. It is so so hard to do. I looked at so many TD's to see how they did it, and very very few do it well. A lot just extend the game by adding far too many levels compared to the actual content. I think we had 25 levels in this as any more would just be grinding and slow the whole progress of the game down.
I think we got the balance quite good in the end ( If you ignore the bug mentioned above ), and it's here in the negatives as it impacted badly on the development time. It's one of those things you know are going to be tricky to do well, but it's far harder when you actually try and do it.

Similar to the balance was the whole GUI. I think we did a good job, but trying to please everyone is impossible. The best example is scrolling the dreadnought. I added 3 methods, arrow keys, clicking the radar and a drag bar. In total there was 7 suggestions on how it should be done, including some borderline venomous comments about it not supported A/D, as if by omitting those I was somehow spitting in the players face.
Getting a large amount of information to the player without forcing them to sit through pages and pages of text is very difficult, and something we spent so much time on.
Crisis of confidence. This is a tricky one for a developer to admit to, you very rarely see it. I have certain comfort zones with development, some genres I can piss all over without a thought Not that I'm especially good, just some genres click better than others. Ionic was well outside my comfort zone, so I found myself taking on board what everyone said which created a lot more work, and the more I listened the more I felt I was missing the mark and going out of my way to compensate.
When you have a lot of peers you really admire giving you suggestions, and your image for the game isn't a 100% clear, then it's very difficult to just shut down and pick the most relevant ones, they all seem relevant.
The attack waves, something I should have been strong at doing, were average. By that point I was getting sick of the whole thing, so I rushed through them to get them done. They're ok, but they should have been a lot better.
We're nearly at the point where I wrap this up with a "I couldn't give a fuck if no one likes it, I still think it's the best thing I've ever done" type comment.
Firstly I want to express how much I dislike devs who feel like they have to defend their games too strongly, you create entertainment and put it out there for people to enjoy. Not everyone will, like not everyone you meet in life will like you, no matter how cheeky your grin or funny your words. It's part and parcel of putting something out for public consumption, if you want the praise you've got to silently and with dignity swallow the crap that comes with it.
All that build up is of course there to explain that I'm going to break that rule, I'm going to be a whingy little bitch. Our blog, our rules. I'll regain my dignity tomorrow.
"we can't imagine why the developers neglected to offer the [A] and [D] keys to pan from left to right—it would have made a substantial difference in accessibility".
"Substantial" ? Really ?
"this is turning into a clickfest"
Yeah, it's murder isn't it, having to click things, in a game of all places!
"flamethrower in space void?!"
Fuck off.
I thought I'd feel better for that, but I don't really.
Let's finish this off now. Never do a game with a complex GUI. Everyone has their own favourite way of interacting with things, as I've mentioned there were in total 7 ideas for something as simple as scrolling the dreadnought. Let me clarify that slightly, do it, but expect people not to be happy so have a thick skin ready.
Conveying lots and lots of information is extremely hard to do in an non-obtrusive way, it has to be filtered out gradually and you've then got to take into account a lot of people will still just ignore it. Nothing can be implied, everything has to be spelt out ( Thanks Nintendo for creating a generation of gamers who don't want to fill the gaps ).
In terms of how the games performed, it's had 944,316 plays, which is poor. It received so-so reviews most places, 3.72 on NG, which isn't great.
Overall I'm disappointed with it's performance, I really do think it's the best thing I've ever done. It has faults, in amongst the feedback which pissed me off there was some really good points which I've taken on board.
Like cronusX I can still enjoy playing it even now, it has an almost emergent game play which as a developer is great, it makes it very hard to get sick of which helps development a lot.
I think it's great, it's fun to play and I learned a lot from it. I think that's as good as it gets.
Squize.












