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Amazing Frog? Devblog 023 - Post Jan Fix Fest



Firstly, OMG I can’t believe people found the Fly Hats. Furthermore, I am getting reports that the space fly hat didn’t appear in peoples wardrobes. How very Fayju :S Fear not,  if you have the message that you found the space fly hat in your notifications on the fPhone, I should be able to get it unlocked in a fix in the upcoming V2 update. (We really were not expecting people to go looking for them.)

It has been a bit of a January fix fest for both V2 and V3, now we are in Feb we are starting to see things more clearly.

After putting out a really exciting update just before Xmas we were looking forward to continuing at that pace into January. Unfortunately, it didn't turn out like that. One of the big disadvantages of being just the two of us really hit home in the first two weeks of the year. After Unity make some updates, it invalidated a lot of the progress we had made in V3 and we spent the first half of the month trying to isolate what went wrong and haven’t resolved all of the problems yet. Spending so much time searching for problems, isolating and fixing them, is something we are used to in game development, but for small teams, this has a massive impact on progress.



In comparison to V2, the V3 set up is now incredibly complex. Swindon has fully dynamic lighting to cater for the Day/Night system, high resolution texturing, where details are streamed in dependant on whats in view, PBR materials that react correctly to lighting, occlusion culling, a whole range of post-processing effects, kick-ass water, LOD setups, Network integration and a whole bunch of other components some that we made, some that we bought, some that are just complex bits of Unity that we need and had to learn to use. So when some or any of these complex components stop working for any reason .. (...often because we updated Unity… ) development takes a real kick in the Charlie's Angels. Spending all our time fixing rather than making is the downside of us being just two. Don’t misunderstand me though, we love the challenge and we are so excited about V3 more than I can say, even if it sometimes feels like its getting the better of us.

On the other hand, The Magical Mystery Toilet update reminded us of the advantages of being a small team. Because V2 has a more stable base and set of unchanging components ( also no more Unity updates for V2), it allowed us to rapidly put together a whole load of new content. If we weren’t spending most of our time building up a reliable base for V3 we would have been putting out updates much more frequently with V2 in 2017. That's why getting to a stable base in V3 is now so very important and our main priority.



We still recognize the value of V2. Having spent more time on it recently we were reminded that there are lots of issues in V2, most of which we had abandoned because we figured, "meh, that won’t be an issue in V3". Things like physics optimization, the flickering of decals and the stripyness of the sea at altitude (Z fighting) and sea not being great,  the lack of distance fog and post-processing effects and that the blimps are not great to fly and could be much better if they tipped less and carried stuff. All these issues we just figured would be resolved in the development of V3. Things are different now since V2 and V3 are very separate projects. They both have their own lives. So in the spirit of The V3 January Fix Fest, we figured, let's spend some time investigating the possibility of fixing some of these outstanding V2 issues. And we found a few ways we could make it better.



It makes sense that V2 could have a few things added and fixed and tweaked, it could help it stand on its own and not just on Steam. We often have requests to put AF? on other platforms not to mention all the scammers charging people for fake versions of Amazing Frog? on mobile platforms. We had considered this before and even made mobile versions of Amazing Frog? at different stages of development. But we always abandoned it because we didn't want anything getting in the way of V3. In fact one time back in 2014 pre Steam, we showed V1(from OUYA) to Nintendo, but at the time they didn't think it was right for their platform.



After the balloons and the lunar lander were added and we found ourselves flying around more slowly and it was more difficult to ignore the terrible Z-fighting and even though its V2 we had to do something about it.



There are still a few things left to do on V2 before its next release, with updates camera and rendering system also you may be able to spot some of the of the newer systems from V3 creeping into V2….  But that should drop pretty soon.

But Hey Gaz,.. V3...What about V3? Remember V3…?




Feeling a little skeptical about V3?…. don’t be. We still work on V2, but we are all about V3. That's the mission.

It's been difficult trying to do everything at once in V3 and constantly spinning all the plates that keep SwindonShire whole has frequently got in the way of us reaching what we would think is a distributable standard on builds. Too much to resolve at once. Imagine Hal is “Slartibartfast-ing” SwindonShire, Messing with the sun to grow vegetation, but now he has to stop gardening because I need his help changing the lightbulbs in the Fayju building, because I can’t see what I am doing with the doors. It's a crude example… but there is a massive chain of interconnected dependencies in a large world and often major shared components either break or demand to be changed if they don’t fit with the latest addition.  Simply put, you can’t make an omelet without breaking some eggs.

So we had to come up with a better strategy. After feeling really let down by the collapse of the project after the post-Xmas Unity update process, we decided it was imperative to form smaller environments to enable focus on independent chunks of the game. To protect ourselves from these kinds of issues in the future. I guess we had skipped this step before, as we know where everything needed to go in Swindon. We figure that if we begin releasing builds using test worlds, rapidly built for the purpose of bouncing about and shooting each other, it would help give Hal the freedom he needs to break and mold “SwindonShire”  and me the space to focus on bouncy shooty multiplayer stuff. Also in our new test worlds, we can both focus on each of the new asset systems with more clarity, like the guns, clothes, cars...

A New Blimp System?




The asset side of V3 has been growing steadily. The all new blimp system in one of our next major undertakings in that area.



The Blimps have always been a major feature in Amazing Frog? We are building on this in V3





You may have spotted it in the new V2 pics too, while in V2 it won’t look as detailed, the blimps in V2 needed an upgrade so we thought what the hell.

So, that's about it for now. I’m sorry this devblog took so long it's been tricky. I actually wrote most of its last week, but when we got around to taking screenshots both versions were not compiling properly since I had completely changed the cameras in V2 and was sharing the code from V3. I didn't manage to fix either till Monday. Well, we took the screenshots today and it shouldn't be too long before we have something else to share.

Amazing Frog? Devblog 022 + Hotfixes f0.2.9a



Firstly I hope you are enjoying Amazing Frog? : The Magical Mystery Toilet. The second set of hotfixes has now been uploaded. We addressed some problems we saw in some videos and of course the community has been really helpful in spotting stuff which has gone wrong.

Some of the things the new hotfixes resolved were cars exploding as they get flushed, jumping through withheld objects going a bit weird, no reward on red Megladon…various rewards not triggering. sorry.



We really do try and test like crazy, but its difficult testing a magical toilet that you can put almost anything in, also we added way more stuff than we had time to control…I mean seriously, we had "shark cannon" on the list…. Either way, we had an awesome time making The Magical Mystery Toilet Update and it just wouldn’t be Xmas for us without a last minute Xmas update.



It's been such a long time since we updated the store page too. not even sure what game I am looking at, we really need to update the store page artwork and trailer… heh and the Splash screen. There are so many great screenshots in the community I think we are just going to have to use some of these on the store page. That is if we can organize ourselves enough to do it... A couple of days ago I went through the screenshots of the f0.2.9a and I ended up downloading over 70 …There were loads more that I liked too! So that's why all the screenshots in this devblog are yours. The ones I downloaded from the steam community.









There are so many that are great for all sorts of different reasons. Some show achievement and dedication, some show off the game well, some alert us to bugs and some just make us laugh like crazy.



Also, its a great place to see the weird and wonderful things you guys have been getting up to in Amazing Frog? Often there is a lot of activity we hadn’t even thought of.



(this feels like it almost simulates soft bodies)



(This is one of my favorites, not just as a cool screenshot, but as I was shocked to see you can pick zombies up by their legs… I mean I must have programmed it to do that, but I had just forgotten. I may have to make it so you can pick up the other NPCs by there feet too.)



(…)

We’ve been making hotfixes, and billboards etc, but we still slowed down a little over the Holidays and these past few days gave us a chance to reflect on the past years development. It was fun being back in V2, in fact, we had a lot more fun than we had anticipated. We had been so wrapped up in the newer looking graphics and more capable physics of V3 that we had almost lost sight of fast-paced nonsense. Developing V3 is a much more careful process, demanding more time and precision, but working in V2 reminded us not to lose our fluidity. For example, if I want balloons I should just get on and build it and not worry so much about if I am going to break everything (I mean it did break a quite a few things, but not everything). V3 is our main focus and will continue to be so as we enter 2018, but there are some items on our V2 Update list that didn't make it to The Mystery Toilet update and hotfixes and I don’t think we are going to be able to resist the temptation to make them a reality in another V2 update very soon. Even if we just spend a bit of time here and there on V2. Also, since we have built better controls and input in V3 it's really been bugging me that you can’t click on the menu or phone with a mouse in V2. So I may need to do something about that in the near future as well.



This Next Year

For the most part of 2017, we have been intently focused on the development of V3. We did not venture out of the studio at all in 2017. In 2018 we are planning to get out a bit more, although before we can do that, we have some development targets we need to hit.

The most important first target is to get the V3 online beta playable. We want to have both V2 and V3 playable. So V3 will not replace V2 it will be downloaded with it. Every day we progress V3 feels more and more like a separate game. (A separate game that Steam Early Access players will always get.) As we move forward its likely that the first V3 beta releases will be test modes and we will shut off the main game until we feel its ready.  Much of the progression in V2 was built retrospectively and it's not very clear that there is a purpose (i use that term loosely) or direction ( another word I use loosely ) Essentially, we felt that we made mistakes as we made in V1 and then subsequently more mistakes in V2 and we want to make sure V3 benefits from our recognition of those mistakes.

Its been a great year, though. We are really excited about what we have made, and what we are working on, but without the release of Amazing Frog? in 2017 as an Online Multiplayer game, it feels like something is missing...



Its close, real close, but it's not today. We wish everyone a happy new year, Stay tuned for some more updates in Early 2018.

Amazing Frog? XMAS UPDATE [V2] - The Magical Mystery Toilet f0.2.9a



Amazing Frog? f0.2.9a The Magical Mystery Toilet this is a V2 update for Xmas.

So we made a toilet and tried to flush everything down it. Seemed like a really good idea at the time, then after we were half way through we were like… what the hell are we doing? You can put anything in there... But we persevered and saw it through..mostly. Its probably one of the strangest and most experimental updates we have made. Since it was a V2 update it made sense for us to lean towards the more experimental. If I am being honest we have not tried all the possibilities with the Magical Mystery Toilet (there are so many) so we expect to make some amends additions and changes.



I haven’t had time to fill out the change Log, sorry so it might be difficult to know what to look form but thats all part of the mystery, but at least there is a new “Need Help” fApp on your fPhone :) That should guide hopefully guide you a bit



We’ve fixed a lot of stuff from f0.2.8e The Swindon Space Program. We’re very sorry about  these things. For example the grapple hook having an undo button really helps get more use out of it as a tool. It was bad that we left them like that for so long,  its just that since the last update we have just been so wrapped up in V3 which is a completely different environment. (Wondering what V2 and V3 means? please check out the previous Devblog 021)



I won’t write too much now



Just some images…I’ll write a proper devblog after I have done the hot fixes.



Without going into too much detail, since most of this update is focused on experimentation and secrets. We will most certainly expand on this,  we really had a lot of fun making it. Its been healthy for us to have a month where we have focused exclusively on messing about because when building V3 we had to be very strict with ourselves not to get carried away and its imperative to get the foundations right..

Happy Holidays All, I hope you enjoy.

Amazing Frog? Devblog 021



Getting Fingered

Since we last spoke we’ve been picking up a lot of stuff. I mentioned last time that we were having some issues with how to hold certain items. We had dealt with this in previous versions with the “holster” button. This was more of a workaround rather than an actual solution, mainly due to the "pick up" button and "get in" button being the same. Now getting in or out is prioritized above picking up. This means you can get in and out of cars while holding objects or take an item to other spaces, like fart gyms or the sewer. Also, smaller held objects are more like an extension of the ragdoll so this will result in less craziness**.
**(absolute removal of craziness not guaranteed)


Portable items not just about guns, of course. There is a multitude of new items we are building to use, but what we also discovered is they all need to get fingered. It really came as a shock recently that when you add a level of detail like fingers ... things get complicated real fast. It's great having extra detail and, with hindsight, we should have seen this, but the extra work that comes with that extra detail can become overwhelming. Every portable item on pickup will sit in the hand differently… try it, try picking stuff up in your office, your kitchen, your garden, your toilet... we do. Everything needs to get fingered and standard hand pose stuff doesn't really cut it for our 3 fingered friend. So a system was needed.

Its not all bad. We tend to rely on IK ( inverse kinematics) for how we carry most objects and have done for some time. I mean we wouldn't be able to make an animation for how you carry each of the items in the game. It's not feasible for a small team to make individual carry animations for each object…we'll leave that to AAA farms. So we use IK to map hand positions to targets or map targets to hand positions. Having hand pose data for fingers enhances this and inevitably opens us up to a new level of froggy expression.

There are quite a few new objects we have been preparing for the new Amazing Frog? some you will not have seen before, but one of my favorites from the new batch has to be the torch.





Physics Stability

We can certainly see the benefits of the more stable physics system that unity has brought to the software, but for a game like Amazing Frog? fundamental improvements can cause headaches. Capturing the essence of the previous Amazing Frog? without losing the “floppiness” or "floopyness" has been one of the hardest challenges I  have had to face in programming this new version and is an ongoing concern.



Previously, I would concede that some of the essence of the "character" of Amazing Frog? was derived from the inherent flaws in the underlying physics system. For us, it's important that movement feels fluid, but also floppy(sorry I can’t think of any other words to describe it at the moment, but I know what mean) Each day we spend a bit more time just fiddling with the ragdoll system. However, as much as the new stability has created headaches it has also brought other exciting opportunities.  We have been experimenting with the idea of holding your pose in flight, tightening your ragdoll for more control while falling its new for the system so we are not sure how to present it yet, but its looking promising.

Certainly one obvious benefit of a more stable underlying physics system is actually being able to "ride" the dumpsters, dumpsters with closable lids in a more determined and predictable, yet chaotic manner.



Accidents do still happen of course.



Does everyone call them dumpsters? we sometimes call them wheelie bins… but you get my point.

Wildlife

When we added pigeons to The Swindon Space Program Update earlier this year,  it was something we had been meaning to add to Amazing Frog? for a long time. Hal's original super low poly pigeon was in fact made for the OUYA version back in 2014, but we couldn’t get a bunch of pigeons flying about on that tiny little cube… in the end, we put a pigeon on a skateboard for a laugh. Either way, wildlife, vermin or rodents were always systems we wanted in and around SwindonShire. As much as the FrogLife, the rubbish or post system, it is another ecosystem to interact with, collect from or just use for target practice. For this new version, we thought we had better get the new bird assets in sooner rather than later.



Aside from the new pigeon models Hal also made some seagulls which we have added to vermin life. Of course, we’ll need more.



Swindon Sign


So whats been going on outside of Swindon? The Swindon sign is a major feature in the SwindonShire Landscape (not sure why I visited it naked in this screenshot I tend to take these screenshots in the middle of the night and I guess I just forgot to get dressed). We had always wanted The Sign to feature more as part of the gameplay, but it never really had a level of detail high enough that we wanted to build on... until now. Like the golden pug, building up these architectural assets as more than just points of interest in the landscape is our intention.

3 Years on Steam, Looking Back...

This last week saw our Steam Early Access anniversary. Thanks to everyone who nudged me about that. We released Amazing Frog? on Steam Early Access Nov 2014.  We’re so grateful every day to be doing this. We really love this game I get a kind of emotional fart brewing when I think about ithow far we have come … With that in mind, now might be a good time to have a quick look back over the development of Amazing Frog? which hopefully should explain whats coming next...

The way I see it, is that Amazing Frog? development to this date has had 3 major versions. Describing them as versions should also help when I am writing these blogs

Version 1: The OUYA version (and the never released iPhone and Android versions)

Version 2: Steam Early Access version PC, MAC, Linux (in Unity 4) up to f0.2.9e The Swindon Space Program.

Version 3: The full rebuild with integrated online multiplayer (f0.3.0).

Version 3 actually began development in the middle of last year and is without a doubt our primary concern and what we spend pretty much all of our time doing. Last year, however, there were problems with our approach, we make mistakes and try to learn from them. Originally, we thought we could “port” from version 2 to version 3, but I don’t think even unity was ready for that process. So we decided to make version 2 more complete by adding features we were working on for version 3 such as fire, tethers and the moon and a bunch of other stuff. Following that, since May this year, we have been developing Version 3 exclusively and purging anything that was still left over from version 1. Version 1 graveyard includes things like the multi-story carpark, hideous low res textures, old buildings one poly thick walls. We have been creating completely new assets for just about everything, like the new car system, new weapons, new vehicles, new buildings, new creatures, new landscape and most importantly a new Frog (and frog system) All of which designed visually to work towards better graphics and systematically to work at core with the online multiplayer system.

So, yeah, version 3 is like a rebuild (kind of) or I guess you could call it a full Strip down clean, enhance or replace followed by a reconstruction…rebuild is easier to say. We have no intention of losing anything from Version 2. Version 2, or -"f0.2.9e The Swindon Space Program”, let's just say we like the game as is, but to progress, we had to bring break a few eggs.

So where am I going with this?

Our intention and indeed goal is to get the first Online Beta available before the end of this year. I need to be realistic about what this means. This would be a stripped down unoptimized build of version 3 with online capability for testing, that players can start messing about with. And into that beta, we will drip feed the new assets. As we move forward we will be spending most of our time housekeeping and fixing version 3 and certainly be spending much more times watching the forums and not in a development crunching cocoon.

Let's face it to properly test multiplayer we need players in the system and considering Fayju is just me and Hal, well lets just say we don’t have enough people in the office. We‘re working really hard to achieve this.

but also… since it almost Xmas….



Version 2 still very much exists. Version 2 and 3 will coexist in your Steam library and maybe at some point next year Version 2 could even exist on other platforms, provided nothing gets in the way of version 3!   So in the short term, considering that we are a bit crazy, we figured what the hell? Let's also do an update to version 2  and call it f0.2.9f  - The Magical Mystery Toilet. Which should be available in December before Xmas. Is it an opportunity for us to loosen up a bit after some rather intense and challenging periods of development and add some more strange shit to Amazing Frog?

Thanks again for following this. I hope we are getting better at explaining whats going on… but for now, back to development and will post again before Xmas.

Amazing Frog? Devblog 020 The Bank of Swindon



Things are really starting to come together for f0.3.0. Its been a long road, but the decision to do a full rebuild is certainly starting to show that it was worth it. It gets to a point when you have been reprogramming game from the ground up that it all starts falling into place rather quickly. There are many things that we have done in previous iterations, that in redoing, we benefit from our previous experience. All the mistakes we made in the original are also influential and helpful on the path forward, but thats a whole other conversation about development in general. The bottom line is we do want to do everything to be so much better than it was and be futureproof. Not only that, but f0.3.0 will be the first multiplayer version of Amazing Frog? and that is at the core of the rebuild. Its likely that the first few versions we make public will not have all the features of the previous versions as it will take time to convert them in. But each feature will have loads more depth.

Weapons


Customizability has been another incredibly important theme in the rebuild such as with the new clothing systems and the car modifications and in the spirit of creating more customisable assets we have moved on to the AKs. I mean lets face it you are going to want to shoot stuff and each other. Hal has been playing around with gun skins on the new gun models. I guess he better get on a build a gun shop pretty quick.



I've still got a few issues with the holding certain objects,  like what to do with them while driving. (Obviously we want you to take them with you, but not while they are poking through the windscreen)



SwindonShire

I went up the Golden pug because its a nice view from up there with a bit of morning mist, perhaps I should have gone at sunset as its quite pretty then.



SwindonShire in general, its starting to feel much more stable visually. We are having some issues with nighttime water rendering that we will need to find a workaround for because the Day night thing is pretty important, as will come clear pretty soon. The landscape, in general, does feel much more expansive and you get a much better sense of scale and distance. It is still a work in progress, but improving all the time.



I saw a question come up on the last devblog about if the images we show are renders or screenshots. We take all these images while the game is running. I tend to take them all at once and then start writing. Basically, we run the game on my laptop, its an ASUS ROG with a gtx 960m graphics card. its some years old, but still pretty good.  I run the game as it is at that point and try and look at the new stuff that we have put in recently and then hit printscreen at the right moment. Every now and then there are some images like the one of the guns, that Hal has set up with newly created assets in Unity and screen grabs it from there, but most of the time its screenshots taken from one quick session. It means that we take all the images pretty much on the Friday I start writing the devblog… Lol which is why I am typing this stuff at er… well its gone 2 am.



The Bank of Swindon


There would be little point making all these “customisable” features, the clothes, the cars, guns.. etc without the facility for currency and this comes curtosy of the Bank of Swindon. We always said that we couldn’t introduce money until we had a branch of the Bank of Swindon to facilitate it. The Bank branch is now added to the high street, next to another curious building in blue .. but we talk about that one next time. I suppose you could argue that we could have introduced currency before building a local branch for the Bank. We could have had a number at the top of the screen displaying your money or even used online banking on the fPhone, but thats just not how our minds work. That's not to say that the Bank of Swindon won't have an fApp, but you'll have to go set up your account first.





Now that we have quite a few functioning locations of multiple purposes, the town is going to come alive very soon especially with the new FrogLife™ system. Beyond that, we take a lot of pride in some of the little things. I mean check out some of this pretty impressive furniture Hal has been making and after I have written this devblog I intend to spend a bit of time making these new seats functional.



And obviously we have been adding the odd secret here and there.



Thanks for following this, we really appreciate it. I can’t say it enough, but we do really love working on Amazing Frog? each day we are getting closer now and to think that at the end of Nov we will have been on Steam Early Access for 3 years.