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The Day Before Tomorrow Scandal

First and foremost, I want to extend a heartfelt congratulations to Sabotage indie studio for winning indie game of the year title. It’s an impressive feat, especially considering the challenges indie developers face in the competitive gaming industry.

However, I find myself compelled to address The Day Before Scandal, a game I had eagerly anticipated, based on promising gameplay trailers and features. Being an indie developer is already a challenge to begin with, it’s sad and disheartening to see a small group of developers tarnish the reputation of many reputable developers, working hard to make good games with original and creative ideas. Regrettably, the reality of the game fell short of expectations, leaving me disappointed. The zombie survival genre, one of my personal favorites, demands a nuanced approach, emphasizing elements like stealth, zombie avoidance, and minimizing noise to outwit other players. Unfortunately, The Day Before, despite a purported five years of development, lacks essential mechanics such as melee combat, unarmed encounters, crouching, vaulting, climbing, and even basic tools like bow and arrows.

Upon entering the game, players find themselves in a city with a predetermined amount of bullets, forced to scavenge for supplies amidst zombies and potential player encounters. The absence of crucial features, combined with the game’s $40 price tag, understandably raises concerns about its legitimacy and value. For a studio with a history of building and releasing other games, this oversight is both unacceptable and disappointing.

Despite this setback, I want to divert attention to games that truly do justice to the genre. If you’re seeking an exciting project in development, I recommend checking out Taviana Origins, a standalone game crafted by the Modder behind one of the best DayZ Arma 2 Mods. There’s also this game called Nakwon: Last Paradise, which may be worth looking into. Alternatively, you could also spend half of that 40$ on established titles like 7 Days to Die or DayZ, or exploring single-player options such as State of Decay 2 or the upcoming State of Decay 3, which could offer a more satisfying gaming experience.

Switching gears to Simple Arena Robots, our project remains in active development without the need for additional funding. While we don’t currently seek investors, we’re open to collaboration with industry leaders like Nvidia to promote a genuinely outstanding and continually evolving game. Our recent focus has been on refining systems, enhancing multiplayer net-code, and revamping gameplay mechanics. Though we’re keeping much of our progress under wraps to maintain the originality of our ideas, rest assured it involves better art, code, and an overall improved gaming experience.

While our old build is live, we’re gearing up to unveil an update with fresh content that reflects our commitment to delivering a top-tier gaming experience. Stay tuned for more exciting developments! If you’d like to get involved or provide us with feedback on our project please do so directly on Discord.

Patch 0.5 Part 2

Hello, readers!

We have some exciting news to share with you. After countless trials and errors, we have successfully updated the animation system. We’ve enlisted the help of another programmer who has an in-depth knowledge of the Unity animations systems. We’re on the verge of releasing a significant update that we’ve been working on throughout the year. The game is still in early access, so we’ve been overhauling many structural systems to ensure that we can further improve the game in future updates. From a performance perspective, the old animation system turned out to be much more resource-intensive than anticipated. We have optimized the frame-by-frame character animation, which was previously divided into five separate components, all animated separately. The old system required each item set to be a compilation of hundreds of images, requiring manual measurements and placement. While this system might have worked for a regular fighting game with different characters, it became an extremely daunting task when designing new items due to the character customization and mix-and-match options.

So, what’s new? We have redesigned and improved some of the existing item sets and also added an entirely new item set. The animation system is now completely new and much smoother. We are currently working on maximizing its potential. We’ve also made changes to the buttons, user interface, and updated the main screen background to look more sleek. In addition, we’ve added a leaderboard menu, which, although simple for now, will showcase top players and eventually their accomplishments as the game becomes more competitive. Our plans for the future include adding additional game modes like 2vs2, 3vs3, and competitive ranked game modes will also be on the horizon. Consequently, we’ll also be implementing most importantly a report system and a few social features to allow players to form communities and connect while playing Simple Arena Robots.

Another important aspect we wanted to address is the in-game purchases. We understand that the current microtransaction system might seem unfair. Initially, it was introduced for early access testing purposes. Players currently accumulate Bolt Coins as rewards for playing matches and also have a chance to be awarded random pieces of equipment. They can purchase Diamonds, a premium currency, to buy in-game bolts for acquiring in-game items. We will be scrapping that system and implementing an item skin customization system instead. This will allow players to purchase customization options for items they’ve already acquired. In terms of fairness, we are also working on balancing existing items and player stats. We greatly appreciate player feedback and input, so feel free to join our Discord to support, chat, and discuss the game further. We’ll also be hosting our forums there.

Thank you for being a part of this exciting journey with us. We can’t wait to share the new update with you all!

Patch 0.5

Hello guys, I should probably make an effort to post more often, but behind the scenes, we’ve been hard at work to deliver a substantial update for our game. While the development process continues, we felt the need to refine certain aspects before diving into marketing.

One area that required significant improvement was the organization and management of player data. The system we initially implemented using Firebase proved to be highly inefficient and cumbersome to work with. We had intended to utilize Firebase for capturing and storing real-time player data and authentication, but we struggled to leverage the Firebase databases effectively. Moreover, managing and searching through player data within the Firebase console proved to be highly inefficient, lacking a built-in search feature. This meant that manually finding specific player accounts or addressing reported issues became an arduous task, relying solely on a dropdown menu without clear indications of usernames.

To address these challenges, we made the decision to implement a completely different system for saving player progress and managing player data. After thorough research, we chose to utilize PlayFab, which proved to be a significantly better solution. We enlisted the help of a developer experienced with PlayFab, resulting in the integration of a standard email and password login system alongside social media login options. Rest assured, all player data remains private. Furthermore, when creating an account using a social media platform, the system no longer generates a character based on the account’s first or last name. Instead, it generates a random character name, allowing players to choose their own username later. This revamped system greatly enhances the manageability of player data, as all information is securely stored on the cloud rather than on the player’s device. We now have the ability to easily sort through the data, identify any exploiters or problematic players, and take appropriate actions if necessary. Additionally, we are actively working on incorporating social features to facilitate the creation of player communities.

Optimization has also been a top priority for us. While the game runs smoothly on PCs, it doesn’t perform optimally on standard mobile phones. Therefore, I am currently in the process of updating the animation system to improve its smoothness and efficiency. Profiling the Unity Engine revealed that the current animation code and system consume more resources than anticipated. Moreover, the frame-by-frame basis of the current system adds complexity when designing new items. To address these issues, we are exploring the utilization of spine animations. Although it is a work in progress, the preliminary results look incredibly promising and offer a significant improvement over our current setup. Please see the examples below:

We are excited about these developments and are committed to delivering the best possible gaming experience. Your feedback and support have been invaluable, and we look forward to sharing more updates with you soon.

Thank you for your understanding and continued enthusiasm.

Best regards,

Amp Designs

Patch 0.4

When Simple Arena was being developed, prior to creating the prototype, I had conducted research on the Google Play Store. My analysis indicated that there were very few fighting games in the robotic genre and mechs category on the Play Store. The competition wasn’t expected to be significant, as most mech games were 3D and a bit too robust. The idea we were bringing forward was unique, and our gameplay videos wouldn’t be cinematic CGI trailers.

Fast forward to the present day, the Google Play Store is now flooded with robotic combat games, but most of them have minimal features. Currently, a search for ‘Simple Arena Robots’ would display other games first, unless the complete title, ‘Simple Arena Robots PVP,’ is explicitly entered. If you’re planning on making a game, I strongly recommend using methods to protect your source code and ideas, as there are creative leeches on the prowl, trying to take credit for intellectual property that is not theirs to begin with. It’s a shame, considering this project has been in the works for three years now.

Furthermore, due to a Google Policy change, Simple Arena Robots was temporarily taken off the Play Store for a Data Policy Violation issue related to the use of Firebase. Strangely, many other robot/mech games of this genre were thriving on the Play Store despite similar issues.

Quite the algorithm

But worry not, Simple Arena Robots is actually still actively under development. We’ve been working extensively on it for the past few months, and after a lot of blood, sweat, and tears, we’ve finally released Version 0.4 with many exciting and much-anticipated features.

For those who aren’t into multiplayer randomized queuing, Muneeb has created a versus AI version, allowing players to enjoy the game offline by playing against a bot. Additionally, players now have the ability to create their own lobbies, enabling them to challenge each other with a custom invitational room code.

We’ve also conducted rigorous testing, resulting in significant game optimization and the resolution of various bugs related to projectiles and desync issues.

Furthermore, we’re excited to showcase our new features and levels in the recently released trailer.”

I made some minor changes to improve the flow and clarity of the text. If you have any specific concerns or if there’s anything else you’d like me to look at, feel free to let me know!

Trailer for Version 0.4

New Features:

  • VS AI Mode
  • Lobby Creation System
  • New Sound Effects and New Music
  • Weapons Have Been Balanced
  • Blocking Mechanism Now Has a Visual Effect
  • Particle Effect Has Been Added for Impact
  • Gameplay Has Been Further Optimized
  • Main Level Has Been Overhauled
  • Two New Levels Have Been Added
  • HP and SP Bar UI Have Been Redesigned

Design-wise, as you can see in the trailer above, we have finally added two new levels to the game. The UI is looking much smoother, and we are constantly working on visual improvements. Our goal is to enhance animations and introduce a good variety of new items for a balanced yet diverse combat experience. As we continue adding more content to the game, we plan to implement additional social features such as leaderboards, guilds or clans, a friend list, and eventually a ranked game mode. Thank you for taking the time to fully read this post. Cheers, and until next time.

New Item Set to be Implemented

Patch 02.03

Simple Arena Robots is still actively being developed and worked on. Currently, the game is released on the Google Play Store, but it’s in a playable pre-alpha state due to a few fundamental bugs. We encountered issues with our database and how player progress was being saved. Despite thorough testing, I hadn’t realized that all the data was being saved locally instead of in the cloud. This caused problems with Google and Facebook login, as each time the app was uninstalled, the player’s character and progress wouldn’t save, requiring them to create a new character when reinstalling the game. However, we have now fixed this issue and also taken the time to implement additional features.

If you’ve been grinding and your progress isn’t saved after this upcoming patch, send us an email, and we’ll be more than happy to assist you.

As mentioned in the previous post, we have created additional maps for the game. Now, when queuing for a match, players will experience a randomized selection of 4 different maps (and we plan to add even more in the future). Furthermore, we’ve introduced moving platforms to enhance the gameplay experience, though we are actively working on fixing a few physics-related bugs to ensure smooth gameplay.

Our team has also made significant improvements to the matchmaking system. Players should now have no trouble finding matches within their region, resulting in a better online gaming experience.

Listening to valuable player feedback, we are excited to announce that an Offline/PVE mode is currently in the works and will be implemented soon. This addition aims to cater to players who prefer single-player or cooperative gameplay.

Thank you for your continued support and feedback as we strive to make Simple Arena Robots an enjoyable and engaging gaming experience for everyone.

Thank you for your support as we continue to improve and develop Simple Arena Robots.

Merry Holidays

By the end of October, the game was nearly completed. I scheduled a meeting with a recruiter on Upwork and vetted a few programmers who could help me finalize my project. After a few interviews, I ended up hiring a new developer from India. Amp Designs is technically a sole proprietary multimedia company incorporated by yours truly. Basically, this game is being developed by a small indie development team. As we’re fairly new in the market, the budget for development is limited. The graphics and artwork cost me nothing except for my blood, sweat, and tears, but this new developer came with a price tag of $20 per hour. After a few delays and about four weeks of work, the game was finally released on the Android Play Store. We had achieved what was nearly impossible for an indie company – successfully releasing a multiplayer title, with plans for an eventual release on iOS.

The next step, being that this game is fully multiplayer, was to ensure there would be a budding player community after launching it. On December 20th, I had a virtual meeting with Aquatik Studios, a company that specializes in providing a range of services to indie development studios. I signed a contract for their Uncommon package, which included Developer Interviews, Feedback Management, Launch Video Creation, Community Streams, and Press Releases. However, as of December 28th, I’ve yet to hear from them. It is currently the holidays, and productivity tends to be halted, but marketing is crucial for a multiplayer game. I’m unsure if we’ll be doing business with them in the future.

On a positive note, the developer who made the prototype for this game has rejoined the team. Despite a successful release, we have a lot of improvements and fixes ahead of us. We’re still optimizing and improving gameplay before focusing on marketing. Currently, we have a very small player base, making it difficult for new players to find matches after installing the app. However, we’ve been listening to feedback provided by players, and we’ll be adding a few new features.

In our next patch, we plan to add the following features:

  • VS AI Offline Mode
  • New Maps
  • A few New Player Movements and Animations
  • Fixing certain bugs

Here’s a preview of the improved maps:

Overall, we are committed to enhancing the game and building a thriving player community. Thank you for your support, and we look forward to bringing more exciting updates in the future.

Cheers and Happy Holidays to our fellow readers.

Almost Absolute

In mid October the multiplayer build was finally nearly completed. The developer who worked on Spacefarm had updated the code, but unfortunately his workflow was interrupted. There were only few bugs left to fix, but weirdly enough some of these bugs were only occurring locally when testing the game on my specific devices. For the sake of the project, he deemed it better to stop working on it, due to; storms, power outages, other things going on and he stated that he had to prioritize taking care of his partner. What a prime example of a gentleman; he had said the following ”but this is a good project, and you deserve somebody who can dedicate the time needed for it. which is something I don’t think I can do right now”. But thanks to him the game was on the verge completion.

Despite haven’t spent much time marketing (send me an email if you’re interested in promoting our game) and promoting this game, I was determined on making sure this game was going to be a success. Even though I was technologically burnt out, I had spent a lot of time working on competitive concepts and perfecting the visual aspects of it. After interviewing a few candidates recommended by a recruiter on Upwork’s, I ended up hiring a new developer more knowledgeable in terms of multiplayer infrastructure. Our list of tasks was fairly simple;

  • Improve Overall Character Performance
  • Review Animation
  • Improve Matchmaking
  • Fix Minor Animation Bugs
  • Improve Knockdown Mechanism
  • Improve Overall Game Physics

Financial Dereliction

I can fully understand the complications and difficulties that occur when making multiplayer games, the first multiplayer game I ever worked on around 2006 had similar latency and desync issues. The only difference is, back then indie game development ecosystem was still a new phenomenon, and most indie developers worked for free. In this day and age, no longer in highschool, I had established a very strict limited budget in order to pay for the work of a primary developer; a set price for the prototype, and additional payment for an early access multiplayer version, which was increased closer to release. Additionally I wanted to create an equitable and incitive based business model, thus considering credit should be given where it is due, I had also offered him 10% of all the application’s revenue once it was set to be released. Mind you all the costs were allocated and paid for by my company, from my pockets, that included the fees for advertisements, purchases for game development assets, google fees, future licenses, website fees and paying other developers on the payroll.

This offer was agreed upon, but however the early access version that was completed was a single player application -_- , payment was sent before the APK (Application installation file) was tested. I tested the early access version, and on a first impression it seemed unplayable. But luckily I had a plan of action in place, the multiplayer version was nearly completed on a separate build. I disclosed the good news to my primary developer and sent him the multiplayer project files. Considering everything was being developed in Unity, the plan was to merge the progress of the single player version with that of the multiplayer version in order to create one finalized early access product. The single player build at the time had better projectiles and good features. I was hoping these features could be implemented in the new build. The primary developer, despite being offered equity, was unable to work from the multiplayer build which had been updated.

Additionally he insisted that it was extra work and that the code for the animation was inefficient and outdated on the new build. I’ve actually worked as a professional digital artist, and not once in my career have I not been able to work from someone else’s files whether it was properly compiled or not. While programming is different, The Unity engine is built in a similar fashion, the software functionalities work the same, thus even if built differently, a good programmer should be able to create code from someone else’s code. The single player version had a lower FPS as opposed to the new multiplayer build. Despite increasing the amount I had originally offered, additional payment was requested before I even tested the single player and now additional payment was requested despite the additional resources used to fix a multiplayer version which he had failed to create.

Functional buggy Multiplayer version

In October 2021, he insisted that I should have applied the multiplayer solutions once the single player version was finished. But none of these tactics made sense, game developers are supposed to work in a collaborative manner. I had insisted on hiring someone to help with the multiplayer but yet he ought to create; a less profitable and less accessible product, despite the incentive of equity. To put the cherry on the cake, this was right around the time that I became no longer employed.

”the reality is the multiplayer build is much more stable and better overall. If you can’t work from that, at least consult more experienced programmers. But instead you decided to be greedy and ask for more money right away, despite being payed for something I didn’t necessarily need. The overall animation and performance is much better than your single player build, and it’s multiplayer…I tested the single player version, it’s buggy, lower frame rate, the AI is dumb and not challenging. I paid you two days ago, and you’re asking for more money with no results being provided. I paid you for a build that I can’t even release.”

Time is Money

Obstacles

The stats system was implemented without much difficulty, with very little bugs surrounding it. By mid September we finally started working on the Inventory and sprite art displaying system. Unfortunately we came across a plethora of bugs when trying to implement this system. There were lots of complications when applying this system to a multiplayer infrastructure. First of all, we encountered server lag, the objects and artwork weren’t syncing properly. The ping and latency was abnormal, instead of a polished combat game, up to a of half a second and sometimes more than a second of lag would occur when testing it on servers within close proximity to one another. Due to the multiple layers of animation, random errors would occur. We opted to instead make an AI single player matchmaking system instead of a two player multiplayer combat game.

The idea was to make a single player version with different difficulties. The core mechanics were going to be the same, just minus a multiplayer mode. To be honest I was discouraged, even with ads a single player version wasn’t, in my opinion, going to retain as many players as I’d hope. Player retention was crucial for a decent revenue, I had no interest in making a single player game that players would uninstall shortly afterwards. But multiplayer games are kind of a challenge to develop due to the net code, player data and backend development. But nevertheless, I decided to give him the benefit of the doubt, and waited on a single player finished product. Now bear in mind that during all these delays a lot of other 2D games with similar ideas were now being released in the playstore, decent games just with less complicated mechanics.

While waiting, I decidedly hired another programmer to work on an entirely separate version of the same project. If we were in the 80s, a single-player version of this game would have sufficed. But considering the dynamics of the internet in 2021, most good combat action games in the playstore have a multiplayer option. I hired another developer who had more in-depth knowledge in netcode. He had authored many of the multiplayer and inventory solutions for another game called Space Farm that had done fairly well on steam. I explained him my dilemma and within a month’s time he put together a nearly completed multiplayer version with only a few bugs, a multiplayer option was now feasible. On October 20th, I finally got an APK from my main developer for the single player version. It had a lot of good features, like player damage displayed in numbers, including critical and knockdown texts. But the AI system, despite taking a lot of time to create, didn’t make any use of strategy, it just seemed to just push the player onto the boundaries of the map.

Player Choices

By September 2021, we were still working on the user interface. While it’s important to make sure that the interface was properly designed and responsive. The reality is that a lot of mobile games aren’t that good in terms of gameplay, to the point that their ads are CGI cinematic trailers that look nothing their product, it’s blatant false advertising. So I began to worry as we hadn’t spent much time working on the most important part of this game’s development, that being the gameplay itself. The items were created and designed but the inventory feature had yet to be implemented or tested. But on a positive note we had implemented a stats and leveling system giving the player statistical choices similar to an RPG.

Inventory Design

In SAR PVP, the player is awarded experience points and bolt coins when playing matches against other players. The bolt coins allows the player to purchase new items with various stats, while the experience points allows them to progress through player levels. When leveling up to a maximum of 25 levels, points are granted which can then be distributed to to following attributes; STRENGTH – DEXTERITY – CONSTITUTION – LUCK. These attributes impact various gameplay aspects like player hit points, shield points, attack speed, movement speed, critical hit chance and etc. Equipped Items also have additional stats modifiers. Thus this isn’t just a regular 2d combat game where a preset character is selected and thrown into a monotone level. As opposed to depending on overpowered items, the player is able to fully customize their character persistently, while carefully choosing how their stats should be distributed.

Player Stats