Thinking outside the Box - Making HFT Games

UCLA ran a game jam for HappyFunTimes in December (2014). At the start of the jam I gave a short presentation about HappyFunTimes. It seemed like there were some ideas that would be good to pass on so here it is reproduced.

super happy fun times game jam

The presentation started with some of my history of which you can find too much of on my gamedev blog. Otherwise I started off with actually showing the system and letting people play through it. I really need to find a video of that because the videos I have really don’t do HappyFunTimes justice IMO.

So after that we got into a few specifics

Why it's Easy!

Phones are just controllers

Most networked games require all kinds of crazy tech. For example an FPS requires that one computer “run the game”. The other computers send their input to that computer. That computer then sends back the new player positions and results. But, because that takes time each computer running the game just goes ahead and renders the game assuming it knows what’s really happening. When it finds out from the main computer what really happened it to morphs from where it is to where it’s supposed to be. It’s a lot of work and a PITA.

HappyFunTimes games on the other hand there’s only one computer running the game. The phones are just controllers. That means it’s easy. From the point of view of the game it’s just like 10, 20, 100 joypads being connected. Super easy!

Design Considerations

  • Players can connect or disconnect at anytime.
  • Players with nothing to do will leave

Even though I mentioned this issue many people forgot about it in their designs. So let me re−iterate PLAYERS CAN CONNECT OR DISCONNECT AT ANYTIME! To give an example of issues, many people have made games that require a specific number of people. Say for example exactly 8 players. If you have 20 people in the room which 8 get to play? Anyone can connect to the game. It’s possible someone might connect and not even be paying attention. On top of that people can disconnect. Maybe they get a call on the phone and answer it. Maybe you made a turn based game and they got tired of waiting for everyone to take their turn. You’ve got to take this into account in your designs.

There are solutions. One, you can design a game where people can come and go whenever. Another is you can save some kind of session id on the player’s phone so if they disconnect then when they reconnect you and restore their state. But, the point is you have to take that into account. For example one team made a Risk like game. They expected everyone to stay in the game the entire 10−30 minutes. What happens if someone leaves? Their game didn’t take that into account.

In my own learning experience I made the boomboom game. It has 2 minute rounds. Originally when you died you were out until the next game. The first time I showed it at a party I noticed people who got knocked out just left the game and stopped playing. The solution was to let them play even after they got knocked out. In Boomboom players that die get put on the edge of the arena where they can throw bombs in and collect powerups. That way they still have something to do. They can try taking the other players out to end the game sooner.

Too Many Players?

Can you have too many players? HappyFunTimes has no limit. The limit is only your networking equipment and whatever latency issues you end up having. A gazillion players will certainly have latency issues. But, even with only 30 players it quickly gets impossible to find yourself. The picture above is boomboom with 413 players. In that particular case 400 of them are random AI players but it gets the point across. Players can’t easily find themselves even with 25 players. I’ve run boomboom with 92 players once. Most people are dead before they even figure out where they are.

What that means is you should consider how many players you want to support. Maybe you’re fine with 10−30 players but if you want to make a game that supports 50−100 players you’re probably going to have to have teams or put a radar on the phone or do something to help players have a meaningful experience.

Multi-Screen Simon

At the time of this presentation the majority of the sample games I’d made had been what my friend Atman would call “low−hanging fruit”. They’re just old games with lots of players. The phone is just simulating a simple game controller. That’s great and there’s nothing wrong with that but there’s so much else that can be explored. The phone parts run in HTML. You could easily make games where there’s 50 buttons on the screen. Or games where every player has different controls. Games with sliders or dials or a simulated slingshot. You can use the device orientation. On Android/Chrome you can use the camera and the mic. Games where the controls change by game mode. The point is THINK OUTSIDE THE BOX.

For example what about some kind of giant Simon game. I’m not saying a Simon game is going to be super fun but using everyone’s phone to make a large control surface sounds like it could lead to some interesting ideas.

Team Games

How about team games. In the game above blue and green form one team, red and yellow form another team. They need to go find each other in the room and press the correct button on their partner’s phone.

Of course I suppose Red could just shout out “Hey, Yellow Player! Press the Airplane!” so you might have to design it such that it’s harder to cheat. On the other hand people play board games and card games all the time where it would be easy to cheat and the don’t so maybe you don’t have to worry about that.

Another thing this example points out is you don’t have to use the “one” big TV screen. A game could just be played one phones. Maybe all the “one” big screen does is announce the start of rounds and the winners.

Yet other idea is using HappyFunTimes to make games that help people to be more social. Maybe a game where you have to walk around the room and introduce yourself to the person who’s phone matches the color on your phone and ask them whatever question is on the phone.

Team Trace Race

In this example players are put in teams by color. So for example everyone with a blue background is on the blue team. One the game starts the blue players need to find each other and then figure out how to arrange their phones to make the figure complete. Once they do that they then have to trace the figure. First team to trace their figure wins. The game can know if they cheat because it knows the end of the figure on phone #1 needs to be touched before the start of the figure on phone #2 etc..

Controllers are Web Pages

    <div id="buttons" class="hft-fullsize">
      <div class="button" id="left">◀</div>
      <div class="button" id="right">▶</div>
      <canvas id="avatar"></canvas>
      <div class="button" id="up">▲</div>

Making controllers is easy because they are just web page. Just make some HTML, use any frameworks you want. JQuery? Pixi? Three.js? (although if you use WebGL you’re limited to players with Android and iOS8+).

Controllers are Web Pages

But, at the same time, it’s a webpage. That means the browser can get in they way. For example iOS8 added these bars you can’t get rid of 😎

Easier or Less Easy

So, it might be easier to make portrait controllers instead of landscape controllers. On Chrome you can use the fullscreen API to get rid of all the browser UI. Hopefully iOS 8.1 or a future version will add something similar.

Chome Dev Tools FTW!

Chrome dev tools (and I’m sure Safari and Firefox and maybe even IE11+) have some incredible features that can help you design your controllers.

It’s important to remember your players will have a variety of phones from a tiny Android to a giant iPhone 6+ or Samsung Note 4 or even an iPad or Android tablet.

What does that mean for you? Well for example one team made a Risk like game with really beautiful controls for choosing your move. But, they were using an iPhone 5s to build it on and when it came time to actually play the game some players had iPhone 4s and the controls didn’t fit on the screen. How you solve this is up to you. For a turn based game it might be okay if you can scroll through a larger controller. For an action game it might be best if you keep the controls as simple as possible. Another solution is to make multiple controls, one set for people with small screens, another for people with midsized screens, yet another for people with giant screens. That’s up to you it’s just important to be aware of.

Phone Simulators

Phone simulators are your friend. At least the iPhone one in XCode if you’re on OSX is fast and easy to use. It’s not perfect because you can’t easily simulate device orientation for example but if your game doesn’t need that feature it’s great. Apparently the new Microsoft Android simulator can simulate device orientation. The normal Android SDK simulator is crap so don’t waste your time with that one.

Also be aware that you can remote debug both iOS Safari and Android Chrome which can be a huge help.

Use Browser Windows

You can simulate lots of players by opening browser windows. That much much MUCH faster and easier than connecting phones every time or using the simulator. For action games it’s often a good idea to include keyboard controls which is much easier to test on your computer then using the mouse to simulate touch controls.

And that’s about it. After that we made games. I’d love to show you the games. I’m waiting on the UCLA Game Lab to post some stuff from the jam. Until then here’s a small preview of one game from the jam.

Tonde Iko, a 6 screen 50 player game
New Version Coming Soon