Interview: The Next Big Puzzle Game Wave? iPhone + Accelerometer!
February 29, 2008 12:00 AM | Simon Carless
Now, we're definitely aware that people have been hacking the iPhone for a while to create games, even some that use the accelerometer for gameplay by calculating what direction you're tilting your hardware.
But we here at GameSetWatch got an email from Steve D. over at homebrew/semi-pro developer Demiforce, showcasing his new title designed specifically for iPhone and iPod Touch, Trism.
We checked out the associated YouTube video and were pretty much blown away about the neatness and simplicity of his new puzzle game. See if you are too:
To recap, Trism uses the touchscreen to manipulate the triangles on the screen, but in a really smart twist, the blocks will fall down in a different way, depending on which direction you're tilting the phone, leading to some major strategic possibilities. In addition, the way you grab and manipulate the rows of triangles using touch along multiple independent axes is a really nice touch.
Anyhow, we thought we'd better chat to Steve via email to find out more about his history, why he made this, and what he's going to do from here. So here we go:
What's your background in the game biz as hobbyist or professional?
I have dabbled occassionaly in the professional game industry, but I do enterprise development for my day job (I write ATM software for a large bank). My largest contribution to the gaming scene was as a ROM hacker & translator (Japanese to English).
My group was called "Demiforce", which I incorporated two years ago and is now the name I market my product under. We translated mainly NES and SNES games to English, including Final Fantasy II (NES) and Radical Dreamers (SNES). Additionally I worked on some Gameboy Color games back in the 90s, most notably a puzzle game called "Drymouth", but unfortunately it didn't go anywhere.
What APIs did you take advantage of to make this game, or is it fairly 'hacked'?
The game is a native iPhone app (not a web app), and the current version requires a jailbroken iPhone to work. However, as soon as the official iPhone SDK comes out next month, I plan on porting it over to that framework. I would love to get this thing on iTunes as early as possible, hence the current media push -- I need to see if anyone out there can help me get this thing shown to Apple!
How did you come up with the concept of using tilting as a gameplay mechanic in the puzzle game?
All I knew when I set out to make an iPhone game was that I wanted to make full use of the iPhone, to deliver a game experience that could never have been done until now. With its combination of multitouch and tilt, the iPhone can deliver a fundamentally different kind of game than the world has ever seen before and I think people are slowly coming to realize this.
I started by making an Excel spreadsheet, listing all the different kinds of game input methods available, such as directional, directional + buttons, directional + buttons + mouse, and mouse only. Then, I listed the natural endpoints of evolution for games for each control mechanism.
For example, Tetris I feel is a natural endpoint of directional-only gaming because it uses the keyboard's functionality efficiently and to its fullest extent. The 2D sidescroller is a natural endpoint of directional + button gameplay, adding the concept of multitasking to the mix. FPSs are natural endpoints of keyboard and mouse gaming, and games like minesweeper and solitaire are natural endpoints for mouse-only gameplay.
I then added 'Multitouch', 'Multitouch + Tilt' entries to this list. I tried to think out of the box, thinking of what natural kind of game could be most at home using these types of control. I went through many many permutations of designs. In the end, I came up with an idea that doesn't use multitouch, but does make use of use tilt. I was originally worried about this, but I finally relaxed a bit when I saw how simply the game was coming together.
How long did it take to make?
The idea for Trism was realized on Feb 8th, and I started coding that day in hopes of getting it shown off at GDC. I managed to get a working prototype up by the 18th, the say GDC started. From idea to prototype in 10 days -- a personal best! Especially since it was my first piece of software for an Apple platform. I'm a C++ and .NET guy by trade, so learning Objective-C was a bit of a challenge, but not too bad.
I was exhausted! One night I think I slept from 5am till 8am, then I went in to work. Plus that whole week was IBR -- a big party week here in San Francisco. So, I was doing binges of coding, binges of drinking, binges of coding, binges of drinking... :)
What are your plans for this game?
My primary goal with designing games has always been to get as many people to play it as possible. If you can make people happy with a unique creation, that's like the best feeling on earth, you know?
From a business angle I'm looking to get this thing noticed by Apple so that I can get it out to the masses on iTunes. They haven't released information on how little guys like me are going to be able to make that happen, so I decided to leverage the media to get noticed. Being a little guy, I'm aware some big company may come along and say 'hey, that's a great game, let's take it and make it our own' so I'm really looking to move this thing as fast as possible.
Have you got any other ideas that involve the iPhone and tilting?
Haha, what do you think? :)
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30 Comments
Hey, cool looking puzzle. And I definitely dig the Daft Punk music in the video.
mediaphile | February 29, 2008 12:46 AM
Anyone know of the source location to get this on the iPhone/iPod Touch through installer.app?
Cory | February 29, 2008 10:08 AM
Hey,
sorry for my bad english!
When give it this Game?Comes it in the Installer?
I Love that Game and you have make a very good Work.
Bye Conny
Conny(from Germany) | February 29, 2008 11:57 AM
what daft punk song is it?
jow | February 29, 2008 7:56 PM
Unfortunately, as he mentions at 2:25 in the video, he has "applied for a patent on the gameplay". Simon, you really should disclose this in big letters at the top of the article before people watch the video. Or, better yet, do not cover patented game design ideas, which are detrimental to our industry for about a zillion reasons.
Chris
Chris Hecker | February 29, 2008 10:03 PM
PATENTED THE GAMEPLAY?
Djeez, you should be ashamed of yourself.
I think the game idea is great, but if everybody starts patenting game ideas there will soon be no more new games on the market, because nearly all games are based on a previous game, and improved upon.
Imagine if some had patented the "fps game" , or rts, or rpg ...
Joris Mans | March 1, 2008 7:52 AM
Sorry, Chris, I didn't hear that bit because I had the sound turned down low while checking it out. FWIW, I agree - patenting gameplay concepts is super duper annoying.
simonc | March 1, 2008 10:25 AM
Patented the gameplay? You're probably violating apples patents for using the tilting as a user interaction mechanism on a mobile device as well. You're also building on existing gameplay ideas. Could you please reconsider your attitude to innovation or stop using most of the tools you needed to use to even compile your game for the iphone?
some european hacker | March 1, 2008 11:44 AM
Well, maybe I'll play the demo but that's where it ends. I'm not about _paying_ for /patented/ ipod/phone applications. Oh well, it was cool for about 2:24 seconds.
Daniel | March 1, 2008 11:48 AM
awesome. I hope it gets picked up and bundled with the second gen iPones.
mcbomb | March 1, 2008 1:09 PM
Patenting such an obvious idea is shameful. You probably could have made some money just selling the game, instead you had to go trolling for investors or for someone to buy your 'patented technology'.
A patent troll is a patent troll, no matter how neat his product may be.
Tom | March 1, 2008 1:27 PM
Yeah OK so I can see why people might be a little ticked off at the thought of a patent, especially when it's a patent on a method / concept. But seriously, how else will this guy get any money for his work if he doesn't try and protect it? If he doesn't protect it what's stopping another game developer with a bit more muscle, or even Apple stealing his idea and re-writing it in 10 days to reap all the profit for themselves? It's a simple idea and one that would be very easy to copy. I honestly don't blame him.
MakTheYak | March 1, 2008 1:47 PM
Patenting a game is just absolutely ridiculous. You're stifling innovation in the game market with a stupid sham like this. If you didn't patent it I'd say good work, but you've completely destroyed any respect I have for you for coming up with this idea. Screw you, you're a scourge to the gaming industry.
James | March 1, 2008 1:53 PM
Hahaha, It's classic to see you at the beginning admit the game is actually a game called "Bejeweled" but with triangles instead of squares. It is good to see that doesn't stop you from going on to file a patent so no one else can "infringe" on your creative work! Give me a break, pathetic.
Patent the Gameplay? | March 1, 2008 2:55 PM
AXES
AXIS
please learn the difference.
it might be valuable some day.
regards on an otherwise excellent article
the annoyer | March 1, 2008 4:36 PM
I can understand why some of you are annoyed about the patent issue. The patend I filed is a very particular one. It certainly does not detract anyone from creating other tilt-based puzzle games. It simply covers me for things like if someone were to make "Puzzle Quest: Tilting Triangles".
For the comment about standing on the shoulders of giants, I can definitely agree to that! The biggest thing I'd like to say I learned is from Alexey Pajitnov, creator of Tetris. Great game, but damn, he got SO screwed because he didn't cover his ass.
demione | March 1, 2008 6:10 PM
Patent makes sense. I'm looking forward to the game.
Best of luck, you did the Radical Dreamers project way back right?
Jay | March 1, 2008 6:58 PM
Hmmmm.... if you're worried about "puzzle quest - tilting triangles" wouldn't a copyright have sufficed? There's nothing more insidious than software patents.
bob | March 1, 2008 7:57 PM
The game seems good.
Just too curious how the game titling thing works.It would be real difficult to make the needed tilt to move the triangles.
V | March 1, 2008 10:03 PM
"Spin the Black Circle" game could benefit from the accelerometer as well, if ported to iPhone. The Black Circle would be the iPhone itself.
http://spin.the.black.circle.fizzlebot.com
Joan | March 2, 2008 10:23 AM
Conny(from Germany): Sounds like it's "Daft Punk - Voyager" in the background.
Foqnax | March 3, 2008 12:36 PM
Simple game. that is good because we need this kind of game to fulfill our idle time. Not to difficult to play so every body could enjoy it.
AJ | March 3, 2008 1:48 PM
I have played this game on my iphone and I am sad to report that it's pretty dull. I uninstalled it after a few days as it was boring. I love bejewelled in general.
al | May 15, 2008 4:27 AM
I thought Demiforce sounded familiar.
I downloaded Drymouth way back, it really didn't take off.
I've also been in the ROM hacking/translation scene, though I *still* have yet to get a working patch out for Akazukin ChaCha RPG!
Kudos to Demiforce for making a hit in the iPhone scene!
EnderWiggin | September 19, 2008 8:07 AM
I downloaded Drymouth way back
Wholesale | July 29, 2009 11:26 PM
If you like puzzle games, try Block Drop. It's an amazing puzzle game featuring 3D graphics and dynamically generated music.
http://BlockDrop.com/c/BlockDropiPhone/
Block Drop Lite is free and can be downloaded here:
http://BlockDrop.com/c/BlockDropLiteiPhone/
Dan Russell-Pinson | September 29, 2009 6:18 AM
If you like puzzle games, or word games, you should try Rummage! It's been out for a month and has already been featured in iTunes "New and Noteworthy" and climbed to the Top #10 Paid Word Games!
http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=327186529&mt=8
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