2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
evaluated each one and eventually settled on the proposed game then known as Tube Tricks,
later renamed to
Rocket Mania
after we hit upon the fireworks theme.
The mechanic had a familiar Pipeline like feel, in which the player manipulates different types of
tube pieces to create an unbroken line, but added more complexity with multiple simultaneous
pathways and powerups.. We felt that this was a novel twist on the mechanic to warrant moving
forward with a proof of concept.
In deciding whether or not to pursue a title for publication, PopCap looks to see that the following
criteria are met by the game:
1. Must have fun and addictive game play
2. The game mechanic should be simple enough that casual users are able to quickly
understand and enjoy the game in their first session, but there also should be enough depth to
warrant plenty of replay that keep all types of gamers engaged for repeat play sessions.
3. The production level of graphics, sound and music should be professional and should
provide excellent visual and audio feedback to the player.
4. Ideally the installer package should be under 4 or 5 megabytes in total download size, but
no more than 10MB.
Since the above criteria are important for PopCap in all games that we develop internally, they
are also equally important for any title that we publish for third parties, and this causes us be very
hands on in the development of third party titles.
Nuclide and PopCap worked very closely together on every aspect of the production, including
game design, game balance, interface design, themes design, coding framework, etc. This
process included much back and forth communication, and the developer was very good about
quickly prototyping new ideas. This was invaluable as many ideas sound interesting on paper, but
usually it is not until you can actually try them hands on before you know if they work within the
context of the whole game experience.
There were a number of various themes that were suggested during the course of development,
but none felt right to either of us. Eventually Nuclide and PopCap found the right theme in
ancient looking Chinese fireworks. PopCap contributed some of the art assets used in the game,
and provided mockups for interface design.
PopCap and Nuclide also worked very closely together to test out and balance various game
modes. PopCap suggested the Strategy mode since both Arcade and Classic were timed, and
we felt that players would welcome an un timed open ended mode.
PopCap provided C++ and Java development frameworks to Nuclide that PopCap had previously
developed to speed game development. These simplify all sorts of issues such as animation, font
creation, sound decompression/playback, consistent interface elements, and a host of others.
Use of this framework also speeds up the test cycle since the framework is the core of all our
titles, and has been extensively tested.
Since the ultimate goal of Rocket Mania is to fire off as many fireworks as you can at one time,
the visual effects are very important, but they can also be demanding on the CPU. By using the
PopCap C++ framework, we were able to add hardware acceleration support. This meant that
supported cards would be able to take the graphics load off the CPU, resulting in much smoother
game play, even in low end computers such as a Pentium II 350MHz which had a decent 16MB
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