Another side project

I really, really, really want to work on Failed State but I started another side project that has the potential to make a fair chunk of pocket money. As a result I’ve completely put the game on hold as I work on getting this side project to a minimal viable project. Actually, just getting it into a prototype so that some live testing can be done on it would be a good milestone at which to then spend a couple of weeks on Failed State again.

I write this after just after reading about Putin potentially getting cheeky with Georgia again, more specifically, in Samtskhe-Javakheti.

It also comes a few days after continued fighting near the Donetsk airport. Just look at how much Open Street Map data has been contributed to the Donetsk region. The contributors have almost accounted for every single house to the immediate south of the airport. Amazing.

Lots of data means lots of layers and therefore lots of z-fighting; something I still haven’t found a solution for yet.

One day it’ll be fixed.

Failed State Progress (or lack thereof)

It’s been over 3 months since the last time I posted about something Failed State related. I’ve rambled on about a bunch of other topics but nothing that actually explains away anything constructive.

I’ve also been overseas for four weeks to have a long needed adventure. Now that I’ve gotten the travel bug shaken out of the system a bit, it’s time to get back into the coding projects. Did I miss these projects while overseas? Not really because I having too much fun to care too much about stuff outside of what I was in the midst of.

I have to actually refer to my version control history to figure out exactly where all that time went. It seems that this has happened…

  • Oh, my tanks and infantry units fire projectiles now. That’s kind of a big deal.
  • Cool, sound effects. That happened too. I sourced the audio from combat footage in Afghanistan and some M1A1s firing on a weapons range.
  • A unit (the interactive element on the screen that could be a tank or whatever) now comprises of “entities”, e.g. a squad of infantry could have 5 soldiers/entities.
  • Added handling of when and whether one unit can attack anther unit. e.g. if a target goes out of line of sight, the attacker eventually cancels the engagement.
  • The entities of a squad all have their own firing timings and can be individually wounded, incapacitated or KIA. Because the game world is too high level to see and individual entity, I show them as little health-like icons above the unit icon.
  • Added some rotation to the camera as it zooms out so that as the altitude increases, the angle becomes more satellite-like. Conversely, as you zoom in the view is more 3D.
  • Ah, yes. My great fun and games with the Unity A* library I’m using. I had to make certain areas traversable for infantry but not for vehicles, but the heuristic had to add a penalty when traversing buildings because it’s slower than taking open streets. I had great fun with this because of various confusions not just with reading the API but because I even forgot what my own code’s logic was doing. Whoops.
  • Better colouring of building areas when they’re occupied but units. It cool to see the map light up with team colours as it’s being taken over by the player.

So, there has been progress despite the significant number of other things I’ve had going on lately, which is a relief. Unfortunately none of those things result in spectacular screen shots; this is the best I could do.

Upon making this screenshot I remembered the biggest oversight of the moment; shooting from and into buildings. Because of the line of sight intercepting with buildings, it’s impossible for one unit to shoot from one building into another building. In fact, you can’t even shoot from within a building at an enemy unit in the street because of the line of sight collisions. Whoops. This is going to require some work.

Digital Door Knocking

Every so often I get emails from people offering some kind of ‘service’ that they think either of my mobile games might be a good fit for. When I say ‘they think’, the reality is that they probably page scraped my contact details among many others from some kind of product review site, then just blanket emailed us all.

Today I received a similar email but a variation on the theme.

Hi Glenn,

I was reading your blog and thought that your knowledge would be of great value to our users, who pay our experts a premium for advice.

Our platform, called Wizpert, is a fast growing community of experts, where users seek advice and coaching on computer and mobile programming languages, including Android, iOS Java and more.

If you decide to sign up, you will also get a customized Wizpert button to place on your blog – it will allow engaged readers to connect with you directly at your convenience for a live conversation.

Please go to and create your quick profile – it doesn’t cost you anything and takes just 2 minutes!

For more information, pls see our FAQ section on the site, or feel free to contact me personally with any questions.

All the best,
Michael Weinberg
Founder, CEO
Wizpert – NY, NY

Maybe they scraped my existance from LinkedIn or Stackoverflow exchange or something but what I find unusual is that they actually found a very specific blog post out of many many posts that I’ve made which, to be fair, is actually an example of what they’re after.

I’ll admit to having an interest in tutoring (I’m a part time music teacher after all) but I have way too many other things going on to indulge in another tangent. Still, good on them for being aggressive in trying to grow their product.

Motivation Molifiers

There exists many opportunities during application development where one’s self esteem takes a hit. One starts to question if they’re creating their app in the best possible way or even worse, why they are even bothering to create it at all. It’s made worse by having a day job that sometimes saps the life out of you to the point where you dare not look at a screen any more, although usually that can be remedied by some vigorous post-work exercise.

The internet is full of clever people

The internet is the Cave of Wonders holding fast amounts of valuable knowledge; there’s so much there that you can’t possibly absorb it all. Likewise there are huge amounts of amazing projects for us to admire but a lot of the time they serve to show us how much further away our own projects are from completion.

I’m continually trying to brush away those thoughts, continually telling myself my little mantra of “do a little bit every day, then it will be done” but alas, there will be something that I stumble across on the internet that gives me pause.

Here are some of the themes that stifle my enthusiasm.

Mapping tools, apps, visualisations and libraries

Mapbox GL, although not a game, has done an amazing job of making OpenStreetMaps data look amazing.

Then there are the Geoweb3d guys that take OSM data and make amazing visualisations as demonstrated in this youtube video.

More closer to what I’m doing, there’s this guy’s awesome OSM/terrain data render inside Unity. Still not a game but it looks amazing.

Any game that has a map-like feature

Even today I stumbled across a gameplay video which had an awesome looking map feature. Homefront 2‘s main protagonist can use a mobile phone with a map feature that is used to coordinate attacks (and things). Then there is Watch Dogs‘ complementary iOS game that uses a fantastic map interface and also Battlefield 4’s Commander Mode. That Commander Mode really makes me jealous because it uses abstract map styling and incorporates game play like airstrikes and airdrops.

Other Strategy games

Did you know that Slitherine/Matrix are working on a new 3D Close Combat title? Games from the Close Combat series are some of my most favourite games of all time and yes, I’m trying to rip off some aspects of the game play. Seeing them make this new title makes me a little envious that they can take all the game logic of their very mature (2D) series and re-write it into a new piece of art.

Any Indie game with an amazing art style

It doesn’t have to be Indie but the downside of following the likes of TouchArcade and PocketTactics is that you see some fantastic looking titles. When I say looking I mean in art style rather than game play. I have a looong way to go before I should afford the luxury of messing with art because the gameplay really needs to come first. Eventually that day will come though and I’ll need to make something look amazing or else, seriously, who’s going to give a damn.


So what does motivate me? Dare I say it, I really want to create dramatised versions of current (or very recent) world conflicts. Putin is being cheeky in Ukraine and the Islamic Front are doing a Genghis Khan through the Middle East. Imagine being able to brings aspects of those conflicts in to a game. A bit morbid perhaps.

Chauvinism, Criticism and Harassment – my comment on the topic.

Last week was the week the game industry showed its lack of maturity by essentially bitching about the drama surrounding Anita Sarkeesian and Zoe Quinn. I even saw another article about Phil Fish and naturally the comment section was going all out, saying things they’d never say to people’s faces.

It’s all a bit embarrassing really and I’m not sure why people care so much. Yet, here I am writing a blog post about it so obviously I care? Or do I? Yes, I seem to care enough to get involved in the mud slinging, even though what I try to do is actually pass around some bags so people can clean up their mess.

Here was my contribution to one comment section [edited for typos]…

“This comment section has basically reinforced the point that there is essentially a lot of hate directed at certain professionals in the industry. The problem is that commenters continually attack the player instead of the ball and continually try to find fault (which may be minimal) instead of trying to find what may be insightful.

Case in point are the ridiculous accusations directed at Quinn. All I’m going to say about that is for people to look up Kotaku’s response the allegations. It’s almost like people want or expect there to be something solacious and to hell with what really happened, so long as it *could* have happened.

And the hate directed at Sarkeesian is mindless in that it’s not like many people offer rebuttals to what she has to say. In fact, most of her videos are matter-of-fact in that they merely report instances of tropes and create an awareness of their existence. Culturally we get so used to the status quo that we need the efforts of people such as Sarkeesian to enlighten our thinking a bit more.

In regards to Phil Fish, I think people forget how much that guy toiled to get his game released (watch Indie Game: The Movie). Not everyone can handle media (and social media) in such a way that is dry enough to be palettable to everyone in the world. A more recent example is the maker of Flappy Wings who basically hid while all the conspiracy theories died down.”

*sigh* I don’t know why I bother. I find that people want want to discover a big conspiracy, just like a Hollywood movie but more often that not, the simplest explanations will suffice.

I endeavour to be level headed in these debates. I like jousting with my left leaning friends and conspiratorial friends alike but I do so with the knowledge that I’m as biased as everyone else. I like to appreciate all points of view (Re: Ukraine and Russia) but in the end I still feel compelled to pick a side. Will I get all bitchy with someone who disagrees with me? No, but I’ll still try and make a thought provoking remark on an Al Jazeera Facebook post about the Ukraine conflict (which is a cultural and geopolitical puzzle that I suspect doesn’t bode well for Ukraine).


Come on guys. The rest of the world must be thinking what the hell is wrong with our industry given the way we’re behaving at the moment.

Better pinch-to-zoom

The horrific pinch-to-zoom implementation that I had in my code up until recently was interfering with user testing. When I say user testing, I really mean that I show the game to my work colleagues and get feedback on what is or isn’t working.

The problem is that I had to apologise all the time about the crappy camera pan and zoom which was annoyingly jerky and nothing like Google or Apple maps.

I needed to find a solution and in the process found some posts like this and this, both of which followed my own naive approach to pinch zoom, i.e. useless for zoom.

Field of View

One of the things that really confused me was that often people were changing the field of view in order to achieve the zoom. I thought moving the camera closer or further away made more sense but maybe that’s because I don’t use SLR cameras very often (I’m no photographer). That’s essentially what changing of the FOV mimics; the camera stays still and the lens zooms in/out.

Perhaps I figured that if a camera pan is achieved by moving the camera then a camera zoom would also move the camera. After all, I want to ‘fly’ the camera around the scene. Plus I didn’t actually want to mess with the FOV because it puts distortion on the 3D world (it at least changes it).

It was educational though, even if what people said on forums created some confusion. It turns out that a camera dolly has nothing to do with a dolly zoom.

Never immediate, always transitioning

Finally I found a gem. The author wasn’t even writing about camera zoom but rather about linear interpolation; I can’t even remember how I came to be looking into LERP.

Ignoring his grammar, the author’s conclusion struck a chord…

In general, is a fairly common mistake in beginner videogame developers that elements in the games are either in position A or B. For us, programmers, is much easier the world were things are never in a “travelling” or “transition” status. [sic] – Juan Gomez

The jerkiness of my camera zoom was because I was moving the camera immediately from A to B rather than letting the update loop transition the camera to the new position. Position B needed to be a requested destination to which the camera moved toward every clock tick. The LERP function smoothed this transition further because it can be set to accelerate away from A and decelerates into B.

And with that, another problem was solved. Yay.

Why just iOS?

A colleague asked me recently why I was just making Failed State for iOS. The reality is that I don’t intend for it to work exclusively for iOS as it would make an excellent PC game (given that it’s basically a rip off of PC games) but mobiles are just so ubiquitous and portable.

My clarinet and saxophone students know that I make games and sometimes inquire as to my progress. With a phone it’s a simple matter of handing it to them to have a play. I’m not someone who always keeps their laptop with me, despite my high regard for the retina Macbook Pro. Mobile phones, which we take almost everywhere these days, is the perfect platform to share things on, person to person. It’s the portable, interactive, digital scrapbook.

The fabled pot of gold

There’s a lot of commentary on the the net now (especially on Gamasutra) about the struggles of indie developers to make a living. I’ll be totally honest in saying that publishing Mobile Assault is never going to make me much (if any) money for the following reasons.

  • It’s just me and I’m too proud to share the work with anyone other than a close friends (none of whom are interested)
  • I’m no risk taker so I’m not going to quit my job to make this game and speed up development
  • I’m not exactly rich (and again, not a risk taker) to go hiring developer and artists. I may pay for some art late in development though.
  • I’m making a very niche game. This is not a Doodle Jump, Cut the Rope or Angry Birds. Mobile Assault is only going to appeal to a select group.

As a result, Mobile Assault is going to end up being a slow, slog on a labour of love on a game I’ve wanted to make for many years. The only thing that could kill my satisfaction of release is if someone does the exact same thing first… yeah… why am I writing all this on a public blog again?

Will I do a PC build? Yeah, why not. It makes sense because I have to debug the the thing on it. I really should get Unity exporting to web.