F5 Games blog



Recent News
Jul
20
2011

Pocket Heroes Update – Alpha Gameplay Video

posted by Readmore at 1:35 pm

After demoing Pocket Heroes at E3 we received a lot of great feedback and interest, which helped us to realize that we were on the right track. While we’ve been brainstorming the concept of Pocket Heroes for the last year we are really still building the underlying technology framework that makes the game possible. All the network communication, gameplay rules, and user interface that will allow you to go on quests with your friends whenever you want and wherever you find yourself. Over the last few weeks we’ve made a lot of great progress on that technology and so we thought it was a good time to show everyone what we’ve got.

So, check out the video and then I’ll describe a few of the things you’ll see and talk about what’s coming next.

What’s new

As you probably saw in the video there is quite a bit that is new! We’re building our AI system which allows enemies to perform abilities, run away from danger, or relentlessly attack the player. We’ve also added in an ability system that allows us to quickly code up new special attacks and try them out in the game world. Our most recent addition is status effects, which allow us to have things in the game like poison that damages a character over multiple turns, or an effect that would mute a wizard so they couldn’t cast a spell. Effects can be time based or indefinite, so there is a lot of flexibility in the system and it allows us to do a lot of cool things.

Our 'crazy' camera system for the video.

We’ve also been working on a lot of things you don’t see in the demo. Josh has been hard at work on our character concepts, Lucas is constantly coming up with new Lore and encounters, and Cody and I are designing the systems that will allow you to create your characters, find your friends, and manage the huge piles of treasure you’re sure to discover during your quests.

What’s Next

On the technical side we’re going to focus on finding the best UI system to present a player’s abilities so they are easy to use and understand. We’re also hoping to get our playback system implemented soon, this system will allow a player to watch all the moves that happened since their last turn. So every player always knows what has happened in the game and what is going on when they perform their turn. This is a really huge part of making the game ‘work’ and we can’t wait to see it in action.


A dry erase world




A very important part of the Pocket Heroes concept is the idea that anyone can play it. We want a game that hardcore RPG players are going to love, but that you could also convince someone that hasn’t played D&D their whole life to give it a try. That’s a tall order, as there is a ton of gameplay complexity that must be managed and variables that must be balanced to really create a great gameplay system. At this point we have an initial idea of what our gameplay rules are but they are pretty rudimentary, so over the next few weeks we’re going to take a hard look at the existing RPG systems and figure out how best to achieve our vision for the game. That could mean we use one system completely, or mix and match from a few, or even take the concepts and craft our own. At this point we just don’t know, but it’s going to be great fun figuring it out!

Story, Scope, and What’s Important

We have grand ambitions for Pocket Heroes, in a lot of ways they are too grand for our own good. There have been multiple iterations of story, scope, and complexity over the last few months as we try to boil the game down to its core. The “problem” is that there is so much opportunity to do awesome things within this concept that we start rolling down a path and before we know it there is no end in sight to the work that will need to be done.
At the end of the day the most important part of this game is questing with your friends. While we would love to incorporate a huge story arc, across multiple campaigns we feel that it is better to focus on making a really fun turn-based RPG that you can share with your friends. And the best way to accomplish that is to get it in your hands so that you can help us shape it. So that is our focus, at every turn we’re working toward that goal and trying to build the best game we can, so that we can all start playing it, together.

Let us know what you think in the comments or over on the TouchArcade forums. We love to read your feedback and suggestions so keep them coming.

Jun
28
2011

IncrediBlox Free Now Available in the App Store

posted by Readmore at 8:18 pm


We’re happy to announce that IncrediBlox Free is now available in the App Store, just in time for the 4th of July Holiday! IncrediBlox Free has all the great gameplay, awesome artwork, and fun music as the paid version of IncrediBlox; you just don’t have to pay for it!

So point your iPhone, iPod Touch, or iPad right here and check out IncrediBlox Free. Try your hand at the challenge levels and then see if you can grab a place at the top of the Infinite and Sequence leaderboard in OpenFeint and Game Center.

If you need just a little more persuasion to go and try the game check out our IncrediBlox launch trailer and revel in it’s awesomely high production values!

We hope you love the game, let us know what you think!

IncrediBlox Free – iTunes Link

Jun
16
2011

F5 Games E3 Recap

posted by Readmore at 5:38 pm

It has been a crazy couple weeks! I know that I promised to provide daily recaps of our E3 experience but there was not nearly enough time for that. Cody and I made such a whirlwind trip to LA for E3 that we hardly slept, let alone had time to blog.

I’m definitely not complaining though, we had a great time and were very well received by everyone that we spoke with. Our main goal for E3 this year was to show off our upcoming Role Playing Game ‘Pocket Heroes’ and we were able to do just that. We met with potential publishing partners as well as with the largest iOS gaming blog TouchArcade and everyone seemed to really like the game.

TouchArcade, in particular, really grasped what we we are trying to do with Pocket Heroes and wrote a great post about how in their eyes we may have been the most exciting iOS game at the show. If you haven’t read it yet you can check it out here.

The great reception from TA was definitely the highlight of the show for us and has made the last week especially busy as we try to determine how best to complete Pocket Heroes and get it into people’s hands. Pocket Heroes is a game that Cody and I have been brainstorming for over a year and with it now really starting to take shape as a game, and all the great responses we have received from the community, it’s been a really rewarding and exciting time.

We also got the chance to play some great games like Trenched, Dead Island, StarHawk, Resident Evil: Operation Raccoon City, and Resistance 3 (all of those links will take you to video from the show that will do a much better job of describing the games than I can.) We really enjoyed the opportunity to spend some time with these games and they all were a blast to play.

Resistance 3 in 3D was definitely a highlight for me as it was the first time 3D made me ‘feel’ like I was inside the game world. At one point I was sidestepping some fire and my character bumped up against the side of a truck and I actually ‘felt’ the truck against the side of my body. The added depth afforded from the 3D really seemed to trick my body into feeling like I was there in a way I’ve never had with a game before and it was pretty exciting.

About to play the Wii U

The other big highlight for us was getting to play the Wii U, without waiting in line for hours! We were able to get into the developer demo section and spend some time with the tech demos Nintendo had on display. The HD graphics of the console are pretty stunning, there was an HD Zelda demo that is best described as Zelda with better than God of War 3 level graphics, and there was another demo showing off all the cool graphical effects the console could handle. The real draw of the console, however, will be the controller and it was really interesting to play with. The multiple screen concept is a strong one and I think we’ll see a lot of really interesting game designs come of it, just as we have on the DS. In my opinion the demo that best displayed this potential wasn’t even made by Nintendo but was Ubisoft’s Ghost Recon Online. In GRO you can use the controller screen as a 3D map of the battlefield to highlight enemies, set waypoints, and communicate with your team mates all while the shooting action takes place on the TV. You can also set up a personal drone to survey the battle field and control it’s flight path directly on the touch screen controller while you fight it out on the big screen.

All in all the Wii U really has me excited to see what Nintendo and 3rd party developers will come up with in the future but it probably makes me more excited for the types of things we could do with an iPad and AppleTV. At WWDC Apple announced that iOS 5 will allow for wireless AirPlay screen sharing between the iPad and an AppleTV which creates a very similar experience to the Wii U. When iOS 5 launches in the Fall I expect we’ll see a number of iOS games that take advantage of this new screen sharing technology and that will start to give game players the same kind of experiences that Nintendo is envisioning for the Wii U. This is also almost exactly the type of thing that I said would happen in my post about the future of mobile gaming earlier in the year. Soon you’ll be able to play a game on the go with your iPad or iPhone and then when you get home connect it wirelessly to your AppleTV and have a shared screen experience using your mobile device and your HDTV. It’s a prospect that I’m very excited about and can’t wait to incorporate into our upcoming games.

I could go on and on, I haven’t even mentioned OnLive yet, but I think I’ll stop here. E3 was a really great experience for us and we believe really great things are going to come of it for F5 Games. Stay tuned for more updates and especially more information about our next game Pocket Heroes!

Jun
07
2011

E3 Here We Come!

posted by Readmore at 5:09 am





It’s finally time! In about 6 hours Cody and I will be flying out to LA for E3 2011.


We’ll be there to spread the word about IncrediBlox and demo our upcoming RPG to some very awesome gaming blogs so hopefully you’ll be reading about us online very soon.

We’ve had a lot of help over the last few weeks to both launch IncrediBlox and to prepare for E3. We’d like to thank John, Steven, Katherine, Josh, Whitley, and my lovely wife Embrey for all their hard work and last minute contributions that have helped us to make this happen.

I’ll try to send out a nightly post about everything we’ve seen and done while we’re away so check back tomorrow night for a recap of day 1.
See you then!

May
29
2011

Introducing IncrediBlox!

posted by Readmore at 4:39 am


Well, things have been pretty quiet here on the blog over the last few weeks, but I assure you it’s been for a good reason; we’ve been working our tails off! Cody and I, along with Kat, John, and Josh, have been working feverishly over the last few weeks to not only prepare our role-playing game for demo at E3 but also to deliver the next creation from F5 Games, Incrediblox!

IncrediBlox is a falling block puzzle game where the goal is to match blocks of the same color into 2×2 squares and clear them from the screen. To liven things up we also have 4 IncrediBlox that each have a unique special power, when you active an IncrediBlox they will use their power to help you clear extra blocks from the screen and rack up huge point bonuses.

There are 33 levels that help you learn how to play the game and teach you a few tricks so that you’ll be ready for the real challenge; Infinite and Sequence Modes! Infinite mode is an endless game where the blocks are totally random, so you’ll never play the same game twice! Sequence mode is just the opposite, every time you play you’ll get the same order of blocks and so will everyone else in the world! That way you can easily compare scores with your friends and see who really is the best Incrediblox player!

IncrediBlox is a ton of fun, especially if you’re competing with your friends for a high score, and we really hope you’ll check it out. It is already being reviewed by Apple and we plan to launch it on the App Store on June 1st!

In the mean time you can check out our game page for Incrediblox right here. And make sure you check back soon for lots of additional details about IncrediBlox and our plans for E3 this year!

Apr
08
2011

Prototyping Weekend 2 – F5 RPG

posted by Readmore at 10:35 pm

A couple months ago I posted about a weekend spent prototyping our upcoming RPG game. At that point all I was really focused on was building the initial technology platform that would power our RPG and all of that is coming along really well. Even more important than the technology, however, is the actual gameplay that it empowers, and our most recent prototyping weekend was all about the gameplay, specifically about our characters and seeing how much fun it was to go on a quest with them.

A Clean Slate

A Clean Slate

A few weeks ago Cody, Lucas, and myself got together to brainstorm what the characters would be like in our new game. We wanted to have some interesting styles and abilities that aren’t just copies of all the traditional fantasy characters, and we came up with some pretty fun stuff! Once we had our characters and abilities planned out we realized that we really needed to test them out in a game before we spent too much time fleshing them out, so it was time for some old-school role playing action. We set it up just like many of you probably used to do, with dice, graph paper, bitmap character printouts, iPads, 2D tilemaps powered by tiled, and a 6 foot projector image…. so maybe it wasn’t all that old-school.

New School RPG'n

New School RPG'n

The purpose of this gameplay session was to try out all of the totally awesome character classes that we had dreamt up the week before. We have dwarfs that use bio-weapons, warriors that command the elements, and mages that can drop the stars themselves on any monster foolish enough to get in their way. In a nutshell, Lucas made everyone really over-powered and it was my job to run around and use the Nerf gun on just about everything so that the players had a little bit of a challenge.

Brandon and Cody Ponder the Ramifications

Brandon and Cody ponder the ramifications of allowing Lucas to generate power in an infinite loop....

As you can probably tell from the pictures we had a really great time and even in just a 2-3 hour play session we were able to answer a lot of questions we had about the game: such as how best to handle movement and actions for the characters and monsters, how to balance the level of the enemies vs the players, and most importantly was our game going to be any fun? Thankfully the game was a ton of fun and we can’t wait to translate what we had running on the wall with a projector, paper cutouts, and sticky tack into a real working prototype on our iPhones.

Cody and I are setting up another prototyping session for the coming days that will focus on technology once again. Look for an update on our progress in the near future!

Apr
08
2011

The Future of Mobile Games is Going to be Epic

posted by Readmore at 4:32 pm

Gizmodo has posted a great interview with Mark Rein and Tim Sweeny from Epic Games about the future of the Unreal Engine on mobile devices. It’s full of great info, especially the part where they say that in the next few years we’ll have an iPad that is as powerful as an Xbxo 360 ;)

The Near Future of Mobile Gaming is Going to be Pretty Epic

Mar
31
2011

Game Design Resources – March 2011

posted by Readmore at 2:54 pm

Lately I’ve been trying to absorb as much game design information as possible. My latest game project is one of those ‘pure fun’ concepts that has to have a killer game design to have any chance at success, so I’m pulling in all the advice and tips I can get my hands on.

Thankfully I’ve found some really great resources to help with your game design so I thought I would share them with you. Here is my March collection of Game Design links and resources.

  1. Fun is the Future: Mastering Gamification – A Great presentation about gamifying your product. This Google Tech Talk is focused on ‘gamifying’ other applications or processes but the overall theme is all about how to create fun in your product, something we can all learn from.
  2. The Art of Game Design: A Book of Lenses – by Jesse Schell This is a great book about Game Design. You’re not going to get any programming examples from this book as it’s all theory but it is a great read and is full of useful information.
  3. The Game Design Canvas: The Game Prodigy is a great site that is packed full of interesting case studies and game design articles, but the Game Design Canvas is probably the best series on the site. It breaks up game design into base components and then walks you through each one and how to maximize it. Another great read.

There you have it, another month’s worth of reading! If you check out any of these resources, or have any of your own to share, let me know in the comments.

UPDATE
Travis mentioned in the comments that GDC posted a ton of free videos on their site this month. If you haven’t already taken a look at those be sure to check it out as well. Thanks Travis.

Mar
25
2011

Real Racing 2 HD Adds TV-Out at 1080p

posted by Readmore at 5:35 pm

Today Firemint, the company behind Flight Control and the Real Racing series, announced that they are adding a video-out mode to their latest game Real Racing 2 HD. Unlike the standard video mirroring that the iPad 2 supports this mode will allow for full 1080p output at a 16:9 ratio so that the game can be played on your HDTV at a higher resolution than it plays on the iPad.

This new mode requires the new iPad 2 and its HDMI adapter but it’s very exciting as it is the same kind of mode that I described in my last post about the future of mobile gaming.

So, if any of you have the setup to take advantage of this new mode let me know what you think in the comments. Is this the future of mainstream gaming that I predicted? Or is it just a novelty? Only time will tell.

Feb
28
2011

How the future of all gaming could be mobile (Part 2)

posted by Readmore at 11:22 pm

Welcome to Part 2 of my ‘future of mobile gaming’ series. Last week I laid out my argument for mobile phone gaming as the future of all mobile gaming, and hinted that in part 2 I was going to also tackle the home console market. If you didn’t read the first part you may want to check it out as I’m just going to dive right in.

Mobile Gaming at Home

In the first part of this piece I stated that the advantages of smartphone gaming; such as the rapid progress of mobile phone technology, the ‘good enough’ gaming of smartphones, and the exploding market size, have allowed smartphones to replace portable gaming devices as the future of mobile gaming. While that is perhaps heretical to some people it isn’t all that difficult of a determination to make. What is far more interesting, I believe, is the idea that the same advantages smartphones hold over portable gaming consoles could also lead to a future where the home console is rendered obsolete by the smartphone.

This view, that smartphones will replace home gaming consoles like the Xbox 360 and PS3, is not something you hear about very often and I think that stems from a couple of mental hurdles that people have to jump in order to accept the argument.

The Hardware Problem

The most obvious reason this is hard to believe is the current difference in processing and graphical power between smartphones and game consoles. It’s hard to imagine that your phone could deliver the same level of visceral game experience, running at 60 frames per second, on your 1080p HDTV that your Xbox can accomplish but it’s not as far off as you may think. We already discussed how the smartphone industry was on such a fast product refresh cycle that the hardware gap between phones and dedicated gaming devices is closing every month. So it’s easy to think that if you just wait long enough the graphical power of an Xbox or PS3 will shrink down and find it’s way into your phone, but that’s not the real story. The real reason that smartphones will quickly move up to fill the role of home gaming consoles is parallelization, or multi-core chips.

Recently, at Mobile World Congress 2011, Nvidia revealed their newest mobile chipset codenamed ‘Kal-El’. This mobile processor, designed for smartphones and tablets, is not only a technological monster, it’s a quad-core chip. This chip, which is planned to hit in products before the end of the year, enables not just 1080p video but 1440p, it has support for 3D video, and it has a 12 core Geforce GPU that will run circles around just about every existing mobile graphics chip on the market. Never content to rest on their heels, Nvidia also showed their roadmap for Tegra over the next few years which displays even larger performance enhancements coming on yearly cycles all the way through 2014.

And Nvidia isn’t the only game in town. The level of technological competition in the mobile processor and graphics space is amazing and it’s happening, in large part, due to the addition of multiple cores. By continuing to add multiple cores to mobile chips manufacturers like Nvidia can continue to radically increase the performance and capabilities of mobile devices, nearly every 12 months.

So, if you’ll accept that we will very quickly have mobile phones, and tablets, with graphical horsepower which comes close to the current crop of home consoles then we’re having the same argument we had last week; can a dedicated gaming device keep up with the rapid advancement of the mobile space when mobile devices will offer an experience that is nearly as good, at a lower price, which does far more than just play games, and that will be updated on a yearly basis? I say no.

The Power of the Dock

The second reason it’s hard to think of your smartphone as a home gaming console is precisely because we’re talking about a phone. A phone is something you take with you on the go, it’s something you keep in your pocket and a device that you have a very personal connection with. Game consoles, however, are something that you bring home from the store, stick under your TV, and then sit down in front of when you want to relax and escape into another world. For the last 25 years, even with all the technological advancement, game consoles have stayed the same in one very important way; they plug into your TV and collect dust for 80%-90% of the day.

One of the main reasons I was able to look past this ‘game console’ concept and see smartphones as the future of gaming was the reveal of the Motorola Atrix 4G. If you aren’t familiar with the Atrix check out the video below to see why, especially the last minute of the video.




The Atrix allows you to dock your smartphone with either a laptop dock or an HD dock and unlock additional features. For this example I’m mainly interested in the HD dock that was shown at the end of the video. When the Atrix is docked in the HD dock and connected to an HDTV it displays a media viewer that isn’t unlike the Sony XMB UI on the PSP and PS3. The dock stays connected to your HDTV at all times and when your phone is connected it offers a hassle free gateway to your home theatre, that is the future of smartphone gaming in the home. The ability to connect your device, either through a dock or wirelessly, with your home theatre and expand your gaming experience at home is what will bring ‘hardcore’ gamers over to smartphone gaming at the expense of the dedicated consoles.

And the Dock doesn’t just have to be a dumb hub waiting for it’s brain to be plugged in. All of the media streaming functionalities that home consoles provide could be included in the hub itself and used when there is no phone plugged in at all. You could still stream movies, and music, and pictures, still watch Netflix and listen to Internet Radio all without needing to dock anything. Then when you plug in your phone you can tap into all that extra power for gaming and 3D movies, and video conferencing, the list goes on and on. Anything that you can do with a current home console you’ll be able to do with a smartphone and an HD dock in the next couple years.

The Future

Imagine a near future where you bring home your new smartphone with 4, or maybe 8, processor cores and a multi-core graphics chip and you dock it with your HDTV. Beyond just providing a new media browsing interface the dock also connects your phone to a power source so it can really crank up the performance and not worry about battery life. That could mean that some of the cores on your phone only activate when docked, or just that the phone overclocks into a performance mode and offers better graphics, sound, and AI when it’s connected to your home system. The dock also acts as a hub for your wireless gamepads, so you can kick your feet up on the couch and start playing your favorite first person shooter, online with your friends. When a call comes in, or you get a text, you can see a little alert in the upper corner of the screen and either accept the call or ignore it until later. If you choose to take the call it could transmit it to your bluetooth headset while you continue to rack up kills in Call of Duty 6. When you’re done gaming you still have access to all of the features of your smartphone, just through a larger screen. You can watch movies, listen to music, check your email, send a tweet, etc. etc. And when you’re done you just pick up your phone and walk away, and you don’t have to leave $400 worth of gaming technology sitting on a shelf not being used 90% of the time.

So there it is, my vision of the future of mobile, and possibly all, gaming. This doesn’t mean that the dedicated home console will go away completely, just like PC gaming hasn’t gone away, but I believe the future of mainstream gaming will look something like this, with game studios developing games for smartphones that are played on the go and at home seamlessly, and I can’t wait to get my hands on it! Let me know what you think in the comments.