It’s a very exciting time for me because Exit Path 2 is coming out very soon! Above is the animation found in the intro to the game. Hope you enjoy (music by Chris Branscome and animation by Adam Phillips)!
-John
It’s a very exciting time for me because Exit Path 2 is coming out very soon! Above is the animation found in the intro to the game. Hope you enjoy (music by Chris Branscome and animation by Adam Phillips)!
-John

Hi everyone! Elephant is on vacation for a while… or at least wants to be. He needs your help! Given his lack of resources and funds (no pockets, bother) he’s relying on you to use your SUPERB printing and FANTASTIC cutting skills to take photos of him around the world! Want to help out? I sure hope so! Elephant’s looking to make a scrapbook of his friends and places around the world, he needs your help!

Here’s a PDF document of the elephant, click the image below or click here for a printable size (International? Click here for a4 paper size):

Take the elephant somewhere awesome. Going to work? Going to school? Take him with you! If you’re near something big and exciting take a picture with it (someone please get the Eiffel Tower and Statue of Libery)! If you’re by yourself and just want to take him on the subway or something do that! Either way, any picture works. Any size, any shape (just keep it clean!). Cell phone pics, camera pics, and even real prints work (email me if you want to mail a real picture).
I took a picture of him in the Armor Games office! He looks like he’s having a great time! Always so cheerful ^-^.

We’ll take photos for the next month or so and compile them into an online album and map! We’ll even give out a few Elephant Mugs and Shirts to the ones that knock our socks off!
And as always, a few rules:
• No lewd photos or shots that would make me sad
• If you are under 18 you must have parent’s permission to submit photos
• By sending us a picture you’re saying it’s okay for us to publish the photo in an online album for others to see (that’s the point of all this, right?)
• Send photos in by May 15, after that… no guarantee it will make the album after that date!
Remember, it’s up to you to help Elephant travel the world! Go to it! Email the address above if you have any more questions!
The last few months have been a difficult but rewarding process. With the release of Elephant Quest I experienced what it was like to make a large-scale shooter/RPG hybrid. I enjoyed every minute of it. As a postmortem to the final project I wanted to share a few key aspects of the game and what it took to develop them for the final release.
Elephant Quest is a 45-room romp across five different worlds and facing 10 different enemies. The artwork is by the oh-so-talented Jimp and the programming and design is by myself. This game is a leveling-up-is-fun game mixed with simple shooting, and in-itself is simple but long in gameplay. Variances in terrain and enemies offer up a challenge to fight through stage-by-stage and grow more powerful by spending experience.
I started the process by understanding what I wanted to make. Yes, the Elephant plays the character but what does he do? The things I wanted to focus on was exploration, leveling up, and skills.
Exploration was a fun one. I started by creating a 48-level world map. I cut out index cards at various sizes and scaled each level appropriately onto a window.
After a bit of real-world fuddling I got this world into Flash, which allowed me to see what levels went together and not. Levels were replaced and placed again until they fit nicely in the world in the game. Doors were reconnected to levels based on where the player needed to go and how difficult it would be to get there. It was an important match up of level design, difficulty in completion, and aesthetic layout on the screen. By the end I eliminated 3 rooms completely, and ended up tweaking the heck out of the rest. Here is what the final version looks like to the player:
After level design and placement I went onto room theme and design. My artist Jimp worked with me on a palette of level styles which I could assign to the various quadrants of the world. I pretty much told him to do a few different climates and he delivered with an interesting group of level designs. Here’s what he offered up:
Down the list: Forest, Caves, Clouds, Ruins, and Grasslands.
After each area was assigned a theme I moved onto enemy and NPC (Non-Playable Character) design. Each player more or less has their choice of where to go and when to go there so I had to make sure it was a strict balancing act of difficulty. A player could rush through the game as fast as they could and gain 20 levels while a slow player could take their times and get to the last battle at 40 levels. I had to make sure there were paths that would cater to both styles of player. An overpowered player will receive less XP per enemy by the end but will continue to make it through levels quickly, while the rushing player will have a harder time at the end but will progress faster in level.
Non-playable characters were placed as final mini-quests to allow the player to level-up faster and gain more weapons. These quests are not mandatory but helped formulate the world and kept the game is a happy tone regardless of the constant laser battles and shooting. I tried really hard to make the quests super simple to follow yet entertaining and rewarding enough to be worth the hassle. Why there’s an elephant looking for 10 balloons is beyond me but it makes an easy path of quest-received to quest completed.
Leveling up was a whole other beast. I wanted to make leveling up bizarre. Inspired by Final Fantasy X’s sphere grid, I wanted a really interesting way of putting skill points into the game. As the player kills enemies they earn credits to spend on buckets of skill points. A bucket may contain Dexterity Points, Agility Points, and so on. These points get spent on skills within different categories such as running or weapon power.
There were 300+ ability point buckets placed on this giant map. Each ability point bucket was hand-placed in a way that different paths allow for expert reach of different categories. If you head left you’re more likely to earn a lot of intelligence while you’ll earn a lot of dexterity going right.
I basically took a highlighter to a massive paper map and then started moving it to code. In the end I regretted starting on paper as it was not easy to assign so many buckets within code.
Finally, the skills. Each skill has to tie into the game very carefully. The points need to seem worth it, so I adopted a list of 16 different skills I wanted in the game. By the end of the game most nearly all of them were either replaced, modified, or flat out rejected. Skills really depend on what you need when you need it in the game. A skill like “lockpicking” is not going to be incredibly beneficial for a game with only 6 locked doors, and a perk like “survival” doesn’t really mean much to the player without a long-winded explanation. Here is the original list of skills:
Working with Jimp on artwork is always a lot of fun. I trust Jimp a lot with his artwork and creativity so when it came to this game I gave some very light interpretation of the script. I wanted it to be a happy, not-dark game with a few enemies and interesting world design based on blocks. He delivered quite nicely.
I gave him a dimension of tile and he worked to fit that dimension. What this allowed me to do was easily create a surface in which the elephant could run and play on.
After much enemy, character, and UI testing, the game was complete. Granted this article was only a skim of the surface of the production process but overall it gives a glimpse of some of the work that went into the crucial parts of the game.
I think if there’s one thing I learned about from this project is that game size and game testing are exponential to each other. While it takes just a few minutes to add a new stage to the game it requires at least 3-4 go overs for at least an hour to make sure the level fits everywhere into the game. Multiply this by 45 levels and you’ll realize that this project is going to take a while. Something that started as a small little game suddenly became a huge timesink. Even things like rearranging the skill trees are a huge amount of time. A simple Dex bucket getting moved could mean the difference between higher jumping and feeble jumping for a few levels. It’s rather difficult to judge these things so simply but after a lot of effort it ends up working.
That’s it! I hope you enjoy(ed) Elephant Quest and the making of
.
-John
Hello Armor Blog readers! I’m dropping in for a moment to drop off a preview of my latest project, Elephant Quest. The game will feature a good number of microlevels and quests to pursue. Hope you enjoy the teaser trailer!
UPDATE : Corporation is now out on ArmorGames, Click Here to Play.
Howdy Armor Blog readers!
I’ve been working hard on a larger game called Corporation Inc. It’s business management meets Simtower, come take a look:
Corp Inc. is one part building, one part office management… all built from the ground up. You start with an empty plot and have at your disposal many tools to get your business running. While building a nice-looking office is fun, the real challenge comes with from hiring the right employees and managing them correctly in their office environment.
Each employee is specialized in what they do. Workers push buttons to earn money, which are managed by Supervisors and aided by Accountants who streamline their productivity. IT Workers keep things running by fixing light fixtures and desks. As you progress you’ll promote your workers and upgrade their office spaces to create crazy-efficient (or inefficient) work spaces.
In addition to keeping your employees working you have to keep them happy. Placing them too close to elevators or in bad working conditions (broken lights and desks) will cause them to be sad. You can help ease their unrest with plants, vending machines, and yes, water coolers. It’s all about working a building’s design and workers within a great corporate framework.
Research and Goals help you get through your building development as well. You’ll earn bonuses for accomplishing tasks on your goals list which will help your office grow! Hiring researchers will help you gain the edge by discovering more office features and hiring options.
The game is coming out Thursday, November 11 Friday, November 12! Hope you enjoy this preview!
Hi Armor Gamers,
Mark your calendars! We will be conducting an open beta test for Exit Path (our newest multiplayer game) tomorrow, Tuesday, May 18 from 11 AM to 5 PM Pacific Time (GMT -7:00, check your timezone!). The file can be found here at that time (any time after or before the file will not be there):
Website: http://armorgames.com/exitpath/
The first beta team found plenty of things to work on and now we’re ready for a second go. We’ll have the single player and multiplayer server live to try out. I advise you try the Single Player for a few minutes to get your bearing then hop over to the multiplayer to give it a try. It’s my first go at multiplayer so please be sure to fill out the survey form (it will be on that website with the game) so that you can give me all the juicy details. It’s a beta test so find anything and everything that is right and wrong with the game. Test for 3 hours or 3 minutes, any input will help!
If you have any questions, contact me at john+exitpath@armorgames.com
Exit Path is a 2D survival/racing/jumping/spikesgalore game and we’re getting close to beta. We need your help jumping over things and trying to beat each other in a multiplayer and single player version of the game.
SIGN UP NOW HOLY COW!
So what you should expect to do in the game? Pretty simple.
RUN AROUND
RUN SOME MORE
DONT DIE
Pretty simple right? We’d love your help to get this game rolling. Sign up for our beta and watch your wildest dreams come true.*
There’s several modes to play and there will be a ranking and experience system, as well as some other tidbits of joy.
SIGN UP NOW
Thanks, I appreciate it!
-John (jmtb02)
*maybe

Game Distributor/Programmer – New Position Open!
Armor Games is a Flash game portal and developer, hosting thousands of Flash games on our website and producing our own premium games. We are looking for an individual to jump into an entry-level part-time/full-time position for Flash Game development at our office in Irvine, CA. We develop many games concurrently and we need a qualified on-site individual to aid the end process of getting the games finalized, published, and distributed. You’ll join an awesome team of developers who love to make and play games, and help our game reach millions of gamers around the world.
Responsibilities:
Implementation of third-party code into our Flash games
Distribution to various Flash portals and websites
General game testing, debug, and feedback
Here’s Some Requirements for the Job:
1-2+ years experience in Flash development, game programming preferred
Strong Actionscript 3 development experience (additional AS2 knowledge is a plus)
Understanding of Object-Oriented Programming
Strong background with Adobe Flash CS3 or CS4 environments
Experience in image editing (Photoshop, Fireworks, etc)
Fantastic interpersonal and communication skills
Work well with other programmers and their code
Understanding of basic game design principles
Internet and computer savvy
And some pluses:
AA Degree, Bachelors Degree, or equivalent
Experience in CSS, HTML, C++, and other programming languages
Mac and PC oriented
Previous experience implementing third-party code
What We Can Offer:
Competitive Pay/Salary
Company Incentives
Health and Dental Insurance
401k
Paid Vacation
Annual events with the company (golf, kart racing, company dinners, etc)
Open snack bar when you get hungry
Fun, casual office environment, and did we mention snacks?
Please send your resumé, questions, or whatever else you want to send us for the job to (DO NOT post it here!):
jobs+games [at] armorgames.com
We’ll get back to you shortly, thanks!

Game development is so much fun sometimes. A lot of times it’s a monster rearing its ugly head, but recently I had an opportunity to make This is the Only Level Too, which quite possibly was the most rewarding game development experience I’ve had of late.

If unfamiliar to the game, its a game about playing the same level over and over again in various forms. In the first level you may have to push a button to open the door, but in the second pass of the level you’ll have to drag the door open with your mouse. Each time the level changes just enough within the level design to create a different experience 30 times over for 30 stages.
I worked on this project with a hardcore Flash gamer Tasselfoot, who is maybe better known for making walkthrough videos for various Flash websites and managing the community of the late Flash Flash Revolution. His position in this project was level design and testing. I’ll give myself enough credit as to say I was fairly involved in level design as well but it was really his initiative and design that rolled this project along. I did the programming and the artwork, as well as porting my own homebrew tile engine to Actionscript 3 finally (its been missing in action for a while).
We met in Irvine, CA one day for a grinding section of brainstorming and level design. Tass came with a general level design (as seen at the top of the post) and together we came up with a good 30 stages.

Post-it Notes are really good for laying out level ideas, and the more and more we looked at each of the levels and progression we got closer and closer to nailing down level design.
It’s a back and forth though. Some level schemes break other level schemes which means levels are incompatible with each other. These have to reach compromise or be forfeited. Luckily we managed to find a median for most level choices. Levels such as the Ice Level (move in one direction until you hit a wall) nearly dictated the entire design (but we just HAD to have it).

One choice we made was to list all the level design on Google Docs. With Google Docs you can share information between multiple individuals quite easily. Since Tass wasn’t onsite for most of the project it was essential that we had a central meeting point to list notes and level progress. It’s amazing how much incentive to finish a few more levels before the end of the day comes out of simple colour coding of spreadsheet squares. I was printing out spreadsheets every day to see what my day was shaping up to be.

Tass was constantly testing and providing feedback while I coded, which is different than what I am used to. Usually it’s a an unaided experience until the last few moments of the project, in which I start getting feedback before features get locked down. It’s a whole different experience when you are constantly working with a game tester.
There was plenty of research too. I ran a poll on the website to see who knew what “Sticky Keys” were just to make sure levels were easily understood. We have an alphabet-based level too, and we went into keyboard layouts to make sure that a good majority of the players could hit the keys for that level (or at least replicate them).
One of the more interesting things are the levels we decided NOT to include. We had planned a Left Gravity level but I decided to nix it towards the end of the project. Some ideas sound really good on paper but once you realize you have to rewrite your entire character jumping and interaction script it becomes a deadly time sink. Another level that was modified was the “Rembrandt” level, which we instead went with a fingerpainting-style art (I thought it looked better). We even had a brown-bag artwork choice for that level that was never implemented.

There are so many tile types in this game. In the first game every tile functioned the same, but in this game we had a lot of features that relied on changing tile types. If you’ve played through the game you’ll probably be able to relate all these tiles to those levels. This was an easy reason why this game took so much longer to produce than its predecessor.

In the end we ended up with a solid 30 stages inside the one level design.
Once again, it was a fun project because its fun level design and programming. It’s like taking a VW Bug and adding more and more random accessories to it until it has everything including an ejector seat. I appreciate Tass’s enthusiasm to help me finish the project and work on it with me and I appreciate the warm reception the project has received.
We’ve got two new games! Yes, two games. Both around the same time, on TWO different platforms: I Hate Traffic on the website and I Love Traffic on the iPhone/iPod Touch.
Golly gee, this project was big.
I Hate Traffic is about smashing cars. It’s the ultimate tantrum-toddler-causing-ruckus-playground-funtime. In response to I Love Traffic (see below) a lot of people asked me if I could make a crash-only mode. So that’s what I did! I Hate Traffic is about crashing and goal achievement. One level may be about crashing a 20 cars, another might be about shoving a car into a square target area, and another might be about throwing yourself in front of a semi to save a bus from a cluster of bombs. Its all up to you.
The best part about this game is that level creation is by YOU. Like Little Big Planet the entire environment is unlocked to the players. Through the level editor any player can recreate any of the levels found in the game. All the tools are there for the taking. The game even allows you to make your own goals.
And share those levels! The Game Share made by Armor Games team allows you to take any challenge and allow your friends to try them out. Send them it by Short URL or browse around the recent levels floating in. Here’s a level I made, for example: http://armorgames.com/=An5g
Check it out. I Hate Traffic is out on Armor Games now!
I Love Traffic came out as a Flash game last year and had a nice reception. I came up with the game while sitting in traffic, being incredibly patient for the light to change. I thought to myself, what the heck? Why is the light taking so long? Can we do better? Sort of… if it causes for near collisions and manual light changing (obviously not applicable in the real world, but is in a video game!). Now, I Love Traffic is ON THE iPHONE AND iPOD TOUCH.
I wasn’t the soul creator of this game. I had a team of great developers working along side on this project with me. Christopher Skelton was the big hand here, helped me take this project from AS2 source to iPhone, and he did a tremendous job working out all the kinks in transition as well as providing some of his own level design for a few levels. Jeff Wofford also helped out by creating the source engine that allowed the transition to take place. I did about 99% of the artwork as well as the original coding for the Flash game before it got ported. Music by Kevin MacLeod (incompetech.com, did music for several other games of mine) was also a fantastic addition to the game. And of course, thanks to Dan for letting this project evolve from Flash to iPhone.
Anyway, with all credit aside, the game has 40 levels (20 new levels in addition to the Flash ones), a new stats page, and a whole bunch of new random trivia to boggle your mind (who knew a human hair could handle 6kg of pressure?). The game plays as it does on the computer with cars coming from either direction on the screen. Use your traffic light to safely navigate X amount of cars through the inspection. Cause a crash and you have to start over. Easy as that. Sort of. Levels get more and more difficult and intersections go from traditionally seen simple intersections to devastatingly troublesome forces to be reckoned with.
We’re only charging 99 cents for it and its available on iPod Touch and iPhone (v3.1.2 or later). If you want to try out the Flash version first to see if you’d like it, go ahead. It’s the first game I have ever charged money for out of the 50+ titles I’ve made so help support. Don’t buy that candy bar, buy a game instead!
———
All said and done, a busy week (and month!) with two launches in the tank. I’m off to go relax and enjoy the rest of my day. Go make some levels in the new I Hate Traffic and go save some lives in I Love Traffic for iPhone and Flash. Enjoy.