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	<title>Adventure Time &#8211; Tom Francis Regrets This Already</title>
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		<title>Adventure Time Game Post Mortem</title>
		<link>https://www.pentadact.com/2012-09-25-adventure-time-game-post-mortem/</link>
					<comments>https://www.pentadact.com/2012-09-25-adventure-time-game-post-mortem/#comments</comments>
		
		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Tue, 25 Sep 2012 20:26:04 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[New]]></category>
		<category><![CDATA[Pentadact7]]></category>
		<category><![CDATA[Adventure Time]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4896</guid>

					<description><![CDATA[On the weekend of the 15th, Fantastic Arcade held an Adventure Time-themed Game Making Frenzy. It meant anyone could make a game with Adventure Time characters for the purposes of that compo, which is rare, so I did. I finished mine at 2am that Monday, left the next day for a work trip, then spent [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>On the weekend of the 15th, Fantastic Arcade held an <a href="http://www.adventuretimegamejam.com/">Adventure Time-themed Game Making Frenzy</a>. It meant anyone could make a game with <a href="https://www.pentadact.com/2011-06-26-adventure-time/">Adventure Time</a> characters for the purposes of that compo, which is rare, so <a href="https://www.pentadact.com/2012-09-15-adventure-time-game-jam/">I did</a>. </p>
<p>I finished mine at 2am that Monday, left the next day for a work trip, then spent all of last weekend working on Gunpoint, so I haven&#8217;t had time to talk about how it went. Here&#8217;s how it went!<span id="more-4896"></span></p>
<p>Firstly, <a href="http://www.adventuretimegamejam.com/submissions/29-jake-and-the-infinite-jerkbots">here&#8217;s where you can grab the actual game and try it</a>. It&#8217;s for Windows. If you&#8217;re not using Windows or don&#8217;t care enough, here&#8217;s a video of me playing it:</p>
<p><center><iframe width="500" height="281" src="http://www.youtube.com/embed/4WVQlYnxCJE" frameborder="0" allowfullscreen></iframe></center></p>
<p>I wanted to make an Adventure Time game that:</p>
<ul>
<li>Wasn&#8217;t just an existing type of game re-skinned to look like Adventure Time</li>
<li>Focused on something unique about the show and central to it</li>
<li>Featured both Jake and Finn and in some way reflected their friendship</li>
</ul>
<p>So I made one where:</p>
<ul>
<li>You play as Jake, and can stretch your legs and your arms with the cursor keys</li>
<li>Finn is AI controlled, but you can pick him up</li>
<li>You need Finn to fight the enemies</li>
<li>Finn needs you to reach the enemies</li>
</ul>
<p>But I didn&#8217;t have time to:</p>
<ul>
<li>Generate randomised enemies from component modules, to keep encounters fresh</li>
<li>Have boss enemies with modules like &#8216;Forcefield&#8217;, which would require you to drop Finn behind them to take it out</li>
<li>Have flying enemies you had to grab and hold down for Finn to bash</li>
<li>Have a Jake Suit mode where Finn would control movement and you control punching</li>
<li>Let you grab onto enemy modules and pull them out to help Finn defeat them</li>
<li>Have a tiny crown of invulnerability on some enemies that you can bonk off by nudging it, like in the Adventure Time pilot</li>
</ul>
<p><center><a href="https://www.pentadact.com/wp-content/Adventure-Time-Jake-Shield-Bad-Art.jpg"><img fetchpriority="high" decoding="async" src="https://www.pentadact.com/wp-content/Adventure-Time-Jake-Shield-Bad-Art-500x282.jpg" alt="" title="Adventure Time - Jake Shield - Bad Art" width="500" height="282" class="aligncenter size-medium wp-image-4903" srcset="https://www.pentadact.com/wp-content/Adventure-Time-Jake-Shield-Bad-Art-500x282.jpg 500w, https://www.pentadact.com/wp-content/Adventure-Time-Jake-Shield-Bad-Art-1024x578.jpg 1024w, https://www.pentadact.com/wp-content/Adventure-Time-Jake-Shield-Bad-Art.jpg 1360w" sizes="(max-width: 500px) 100vw, 500px" /></a><br />
An enemy visual redesign I immediately undid.</center></p>
<h4>What went wrong</h4>
<p>For one, that&#8217;s an awful lot unique mechanics and ideas. It&#8217;s not a mistake to have more ideas than you&#8217;ll be able to implement, since sometimes as you build the foundation, it becomes clear that some ideas are more viable and have more potential than others. But the problem with my laundry list is that there was no one thing on it that I was sure would be fun.</p>
<p>Once I had the stretch mechanic working, I re-prioritised. It felt nice, so it was an easy call to scrap Jake Suit mode, which&#8217;d be a lot of work and take you away from the bit that already worked well. I reckoned the biggest gains would be in something that added challenge, since it didn&#8217;t have any yet. So the Forcefield thing became my top priority.</p>
<p>This turned out to be a son of a goddamn bitch. It&#8217;s easy to make an enemy invulnerable from one side, but really hard to script out exactly what Finn should do in that situation. If he stops attacking, you feel like he&#8217;s not trying, and might not even know why. If he carries on attacking, he&#8217;s effectively paralysed, and the logic of whether and when you can pick him up and when he learns to stop was super messy and complex.</p>
<p>I still couldn&#8217;t get it behaving well after an hour or so, so I tried a different idea for the same effect: fan modules that would blow Finn back. Similar problem &#8211; it was hard to fully model Finn&#8217;s behaviour in all the possible states this could push him into without him seeming stupid or annoying, both of which were unacceptable.</p>
<p>Ultimately the basic design, where the guy who does all the combat is AI controlled, didn&#8217;t lend itself well to having a challenge bolted onto it. If I made bullets really hurt either of you, it was just frustrating, since you weren&#8217;t directly in charge of making sure you didn&#8217;t get hit. </p>
<p>I decided it was better to have no challenge than a challenge that spoiled what did work: stretching. So I spent what time I had left &#8211; half a day &#8211; making a tutorial, dialogue system, character progression, random level generator, redesigning the look of the enemies, fixing bugs, and adding the snail that the compo rules dictate must be included.</p>
<p><a href="https://www.pentadact.com/wp-content/Adventure-Time-Final1.jpg"><img decoding="async" src="https://www.pentadact.com/wp-content/Adventure-Time-Final1-500x282.jpg" alt="" title="Adventure Time - Final" width="500" height="282" class="aligncenter size-medium wp-image-4905" srcset="https://www.pentadact.com/wp-content/Adventure-Time-Final1-500x282.jpg 500w, https://www.pentadact.com/wp-content/Adventure-Time-Final1-1024x578.jpg 1024w, https://www.pentadact.com/wp-content/Adventure-Time-Final1.jpg 1360w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<h4>What went right</h4>
<p><strong>Stretching your legs</strong><br />
Is a strange and enjoyable feeling, which was the main thing I wanted to achieve.</p>
<p><strong>Art</strong><br />
Using screencaps for reference, I was surprised how easy it was to make decent-looking sprites of the characters. Some of them I traced directly using layers, others I hand-drew, most were a hybrid, where I had a good base but needed to redraw limbs.</p>
<p>That said, I still knew I wouldn&#8217;t have time to do any proper animation, and I wasn&#8217;t sure I could make Finn attack stuff convincingly without it. Turns out a &#8216;charging towards enemy&#8217; pose and a &#8216;just struck enemy&#8217; pose looked fine &#8211; the crudeness of it is funny but not out of character.</p>
<p>In general, too, Finn kinda feels like Finn: super enthusiastic, utterly fearless, always takes the direct approach.</p>
<p><strong>The random level generator</strong><br />
It has almost nothing to work with &#8211; there&#8217;s literally one platform type it can place, and two types of near-identical enemy. But it gets way more value out of that than I ever could have hand-designing levels, even if I had more than a weekend. And it took less than half an hour to code. I just made a mental list of all the things that should be random about the levels, how they should scale, and wrote out this:</p>
<p><a href="https://www.pentadact.com/wp-content/Level-Generator1.jpg"><img loading="lazy" decoding="async" src="https://www.pentadact.com/wp-content/Level-Generator1-500x176.jpg" alt="" title="Level Generator" width="500" height="176" class="aligncenter size-medium wp-image-4900" srcset="https://www.pentadact.com/wp-content/Level-Generator1-500x176.jpg 500w, https://www.pentadact.com/wp-content/Level-Generator1.jpg 803w" sizes="auto, (max-width: 500px) 100vw, 500px" /></a></p>
<p>And suddenly my game was infinite, as varied as it could be with one platform type, escalated in &#8216;difficulty&#8217;, and scaled itself dynamically to the player&#8217;s current stretch limit &#8211; something I couldn&#8217;t know as a level designer, since it&#8217;s up to you how many &#8216;Jake bits&#8217; you collect to upgrade yourself.<br />
In Game Maker&#8217;s internal structure, the game is actually just one room, and every time you get to the end of it, it reconfigures itself before putting you back at the start. </p>
<p>Originally it was going to end when you collected enough Jake bits to restore Jake&#8217;s normal stretch capacity, but since I found myself playing way beyond that, I decided not to limit for the player either. So you can keep boosting Jake&#8217;s maximum stretch upgrades, keep playing new levels, and you just get a little exchange between the two of them to acknowledge that they&#8217;d succeeded, to let you know it&#8217;ll just go on forever if you want. (You probably won&#8217;t.)</p>
<h4>Conclusions</h4>
<ul>
<li>I think my design should have included one element of challenge that I was 100% sure I knew how to implement. Maybe something puzzly, maybe objects for Jake to pick up or switches for him to push. Hinging it all on all this complex enemy interaction left too many unknowns for Finn&#8217;s AI &#8211; I should have kept thinking until I had at least one idea with less uncertainty.</li>
<li>Random level generators are amazing, and easy to make when the ingredients are simple.</li>
<li>Any kind of persistent character improvement makes the interaction that leads to it much more meaningful, and again, it&#8217;s super easy to implement when the ingredients are simple.</li>
</ul>
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		<item>
		<title>Adventure Time Game Jam</title>
		<link>https://www.pentadact.com/2012-09-15-adventure-time-game-jam/</link>
					<comments>https://www.pentadact.com/2012-09-15-adventure-time-game-jam/#comments</comments>
		
		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sat, 15 Sep 2012 10:14:16 +0000</pubDate>
				<category><![CDATA[Game development]]></category>
		<category><![CDATA[Pentadact7]]></category>
		<category><![CDATA[Adventure Time]]></category>
		<category><![CDATA[Game Jams]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=4836</guid>

					<description><![CDATA[I did Ludum Dare once, where you make a game in a weekend, and it taught me loads about how to be ruthlessly efficient and cut things before you waste time on them. I&#8217;ve skipped every game jam since then, and every event except the IGF, to focus on Gunpoint. This weekend, though, I&#8217;m letting [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><a href="https://www.pentadact.com/2010-12-21-a-two-hour-patch-for-my-two-day-game/">I did Ludum Dare once</a>, where you make a game in a weekend, and it taught me loads about how to be ruthlessly efficient and cut things before you waste time on them. I&#8217;ve skipped every game jam since then, and every event except the IGF, to focus on Gunpoint.</p>
<p>This weekend, though, I&#8217;m letting myself do one. Because a) I made loads of progress on Gunpoint last weekend, and am very close to being able to show you a new feature I haven&#8217;t announced yet, and b) this will probably be the only chance I ever get to legally make an Adventure Time game.<span id="more-4836"></span></p>
<p>It&#8217;s <a href="http://www.adventuretimegamejam.com/">the Fantastic Arcade Game Making Frenzy</a>, and this year&#8217;s theme is Pendleton Ward&#8217;s amazing cartoon <a href="https://www.pentadact.com/2011-06-26-adventure-time/">Adventure Time</a>. Pendleton himself gives the bizarre opening talk, and the organisers say you&#8217;re allowed to use any Adventure Time assets in your games.</p>
<p>I want to make a game where you play as Jake, the magical stretchy dog, and have to co-operate with an AI-controlled Finn. It&#8217;s <strong>11am</strong> on day one, and here&#8217;s what I have so far.</p>
<div class="VideoWrapper"><iframe loading="lazy" width="1280" height="720" src="//www.youtube.com/embed/DmjgpkKzmoA" frameborder="0" allowfullscreen></iframe></div>
<p>I&#8217;ll update this post as I go.</p>
<p><strong>1pm.</strong> Goddamn it.</p>
<p><center><a href="https://www.pentadact.com/wp-content/Armless-Jake.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-4841" title="Armless Jake" src="https://www.pentadact.com/wp-content/Armless-Jake.jpg" alt="" width="389" height="450" /></a></center></p>
<p><strong>4.30pm.</strong>Got the main ability in there. I love Finn and Jake&#8217;s relationship on the show, so I want to make a game where you&#8217;re constantly helping each other out. This is how you help Finn:</p>
<div class="VideoWrapper"><iframe loading="lazy" width="1280" height="720" src="//www.youtube.com/embed/cNMIH1fWpYQ" frameborder="0" allowfullscreen></iframe></div>
<p>How Finn helps you is what I&#8217;m working on next. Trying to figure out a way to represent it that doesn&#8217;t need too many frames of animation, because these sprites take a while to make.</p>
<p><strong>9.15pm.</strong> Paint Shop Pro 9 &#8211; at this point in my life, it&#8217;s easier to learn a foreign language than a new image editor.</p>
<p><a href="https://www.pentadact.com/wp-content/Finn-attack-sprites.jpg"><img loading="lazy" decoding="async" class="aligncenter size-medium wp-image-4846" title="Finn attack sprites" src="https://www.pentadact.com/wp-content/Finn-attack-sprites-500x270.jpg" alt="" width="500" height="270" srcset="https://www.pentadact.com/wp-content/Finn-attack-sprites-500x270.jpg 500w, https://www.pentadact.com/wp-content/Finn-attack-sprites-1024x554.jpg 1024w, https://www.pentadact.com/wp-content/Finn-attack-sprites.jpg 1360w" sizes="auto, (max-width: 500px) 100vw, 500px" /></a></p>
<p>Most of the rest of the stuff I&#8217;ve done since 4 is making what I showed you at 4 actually work when you play around with it. In that build nothing was even solid to Jake. Now it&#8217;s got gravity, collision, and feels quite nice to mess around with.</p>
<p>Hoping to get some rudimentary combat in today &#8211; if I do, that leaves me with loads of time tomorrow for making levels, enemies and systems, which is where it might get really cool.</p>
<p><strong>10.20pm.</strong> Yep!<a name="Combat"></a></p>
<div class="VideoWrapper"><iframe loading="lazy" width="1280" height="720" src="//www.youtube.com/embed/ixtWT8zLCoI" frameborder="0" allowfullscreen></iframe></div>
<p>As you can see, it&#8217;s not particularly robust yet. But the main thing I needed to know was whether I can get away with just two frames of animation for Finn&#8217;s combat, and I reckon I can. For a while, it was looking like animating Finn was going to be game-scuttlingly difficult, so that&#8217;s a relief.</p>
<p><strong><a name="DayTwo"></a>Day Two</strong></p>
<p>Lost a lot of time to three brutally difficult bugs today, but it all finally clicked together a few hours ago. Here&#8217;s a vid of one short level:</p>
<div class="VideoWrapper"><iframe loading="lazy" width="1280" height="720" src="//www.youtube.com/embed/5G9aWMuIUPg" frameborder="0" allowfullscreen></iframe></div>
<p>The enemies are robots that have stolen some of Jake&#8217;s&#8230; junk, so Jake gets more junk when they&#8217;re killed, and can stretch further.</p>
<p>Just after making this I got a random level generator working, and I&#8217;ve just made it so that the random levels get harder (and taller) as you play. Next I want to get some text-dialogue in there, then sound effects.</p>
<p><strong>1.55am.</strong> Done! It&#8217;s called <a href="http://www.adventuretimegamejam.com/submissions/29-jake-and-the-infinite-jerkbots">Jake and the Infinite Jerkbots</a>, and you can download it from that link and play it now.</p>
<p>The fewer updates on Day 2 was directly proportional to the rising desperation to get certain things working &#8211; in other words, no time to blog. I&#8217;ll make one last video at some point, but right now I&#8217;d really like to eat and then sleep, so I&#8217;ll just give you a screenshot:</p>
<p><a href="https://www.pentadact.com/wp-content/Adventure-Time-Jake-and-the-Infinite-Jerkbots.jpg"><img loading="lazy" decoding="async" class="aligncenter size-medium wp-image-4854" title="Adventure Time - Jake and the Infinite Jerkbots" src="https://www.pentadact.com/wp-content/Adventure-Time-Jake-and-the-Infinite-Jerkbots-500x282.jpg" alt="" width="500" height="282" srcset="https://www.pentadact.com/wp-content/Adventure-Time-Jake-and-the-Infinite-Jerkbots-500x282.jpg 500w, https://www.pentadact.com/wp-content/Adventure-Time-Jake-and-the-Infinite-Jerkbots-1024x578.jpg 1024w, https://www.pentadact.com/wp-content/Adventure-Time-Jake-and-the-Infinite-Jerkbots.jpg 1360w" sizes="auto, (max-width: 500px) 100vw, 500px" /></a></p>
<div class="VideoWrapper"><iframe loading="lazy" width="1280" height="720" src="//www.youtube.com/embed/4WVQlYnxCJE" frameborder="0" allowfullscreen></iframe></div>
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		<title>Adventure Time</title>
		<link>https://www.pentadact.com/2011-06-26-adventure-time/</link>
					<comments>https://www.pentadact.com/2011-06-26-adventure-time/#comments</comments>
		
		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sun, 26 Jun 2011 12:09:32 +0000</pubDate>
				<category><![CDATA[Television]]></category>
		<category><![CDATA[Adventure Time]]></category>
		<category><![CDATA[Futurama]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3254</guid>

					<description><![CDATA[Years back, Craig linked me to a pilot for a cartoon about a boy and a shape-shifting dog voiced by Bender from Futurama. It was eight minutes long, and amazing. Here it is: It seemed far too awesome to ever get picked up, and sure enough, no-one ever mentioned it again. Until about a month [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Years back, Craig linked me to a pilot for a cartoon about a boy and a shape-shifting dog voiced by Bender from Futurama. It was eight minutes long, and amazing. Here it is:<span id="more-3254"></span></p>
<div align="center"><iframe loading="lazy" width="500" height="314" src="http://www.youtube.com/embed/BWtI7Ih47Xg?hd=1" frameborder="0" allowfullscreen></iframe></div>
<p>It seemed far too awesome to ever get picked up, and sure enough, no-one ever mentioned it again. Until about a month ago, when someone said something about an Adventure Time T-shirt on Twitter. </p>
<p>I was all, &#8220;Man, did that pilot go down so well people still buy stuff relating to it years later? That makes it even dumber that it definitely never got picked up, a fact I will continue to assume without ever checking.&#8221; Then I checked that assumption, and found they made <strong>FIFTY THREE EPISODES</strong> of this incredible thing and never told me.</p>
<p>I would have bought the hell out of a DVD box set or something, but the Cartoon Network cleverly saw me coming and decided not to release one so that I would have no way of giving them money. You win this round, Cartoon Network &#8211; I&#8217;ll watch these <a href="http://www.youtube.com/results?search_query=adventure+time">unauthorised rips of your content on YouTube</a>. But mark my words: one day you&#8217;ll slip up, and there&#8217;ll be a way for me to pay for Adventure Time. And on that day, you will know the wrath of my twelve to eighteen pounds.</p>
<p>Here&#8217;s another great episode before I explain why all the episodes are great.</p>
<div align="center"><iframe loading="lazy" width="500" height="314" src="http://www.youtube.com/embed/rZTT0jR4Cls" frameborder="0" allowfullscreen></iframe></div>
<p>All the episodes are great because:</p>
<ul>
<li>Jake the dog and Finn the human are friends, and both are good guys. This almost never happens. The fact that they&#8217;re never jerks to each other in any serious way just makes the series a fun place to be, and the characters completely likeable.</li>
<li>The dialogue is genius. It&#8217;s a mix of the straightforward earnestness of a kids&#8217; cartoon, the fun plays on language you&#8217;d normally find in something more mature, and the conspicuously modern idioms that make the heroes feel likeably ordinary in their fantasy setting.</li>
<li>
It&#8217;s free and easy with its visual imagination. Technically it&#8217;s all set in one place, the Kingdom of Ooo, but whichever direction they head they seem to run into a race of creatures we&#8217;ve never seen before, an awesome place unlike any of the others, or a weird new magical artefact. It has the throwaway spontaneity of a child making up a story on the spot, but it follows each one through to an inventive or funny conclusion. It just feels like every time you start a new episode, you&#8217;re going to see something completely new.</li>
</ul>
<p>I say every episode is great, but they&#8217;re not always funny: some of them are so weird or so dark &#8211; or so both &#8211; that there aren&#8217;t many jokes. But that visual imagination and the likeable heroes mean it always works as a straight story &#8211; even if it has a completely bizarre ending.</p>
<p>It&#8217;s weird to be watching this at a time when Futurama is back, and doing gender humour that wouldn&#8217;t even get a pity laugh on an open mic night. Every time that series has bombed in recent years, it&#8217;s when it betrays its characters to attempt some weak social commentary or manufacture drama. Adventure Time shows why characters and imagination are always more important than plot or gags, even in a comedy.</p>
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