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‘Interviews’ Category Articles

Exclusive Interview with 'Touch KO' Developer Adam Mechtley

Monday, April 27th, 2009

touch-ko-interview-picTouchArcade was given the opportunity to speak with Adam Mechtley (pictured in yellow shirt to right) who is one of the developers responsible for the upcoming Touch KO boxing game for the iPhone and iPod Touch.

Adam provides some background on the game, details the game's features and controls, and provides some new screenshots in this exclusive interview.

Touch KO is a Fight Night inspired boxing game that was announced at GDC this year. It will be published by Chillingo.

TouchArcade: Tell us a little about yourselves. What is your history?

Adam: Matt (pictured in black shirt) and I both work full-time for Flashbang Studios in Tempe, Arizona. We have done a couple of iPhone games (iSplume, Rebolt, Raptor Copter), but our focus is primarily on web games for our portal, blurst.com. These web games include Off-Road Velociraptor Safari and Minotaur China Shop, among others (we do a new game every 8 weeks).

Prior to Flashbang, I had been working in the games industry on console products for several years. I worked as a technical artist for THQ, doing art and programming for a real-time muscle deformation system on an action sports title, and worked on Baja: Edge of Control for 2XL Games. Matt worked on an astrophysics simulation using data from the Hubble Space Telescope before he joined Flashbang.

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Firemint Answers Reader Questions about 'Real Racing'

Monday, March 23rd, 2009

mint3After our profile and interview with Firemint about their upcoming Real Racing game, we opened the forum up to followup questions from readers.

Firemint provided detailed answers in two separate posts: one and two. We've included some of the highlights below:

Q: Seems like this is going for the "sim" racing experience (which has been missing from app store thus far). As such i feel the physics engine will need to be great to achieve that. ... What sort of effects are included in the physics model? Will things like tyre grip, aerodynamics, centrifugal affects, downforce, drag, fuel - weight etc be modeled accurately?

Firemint: I am continually surprised by the depth of knowledge on these forums. All the things you mentioned are included in our model except for fuel and its effect on changing the weight. Having said that, our aerodynamic modelling is pretty simplified.

One critical component of the car model is suspension and the way that the weight of the car shifts to different tyre patches and affects steering, braking and acceleration forces. When it comes to car simulation, weight shifting and the rubber on the road is 90% of the problem. Centrifugal effects arise naturally from the rigid body physics model. Aerodynamics, engine and drive train simulation are all important but can be simulated to 90% accuracy with extremely simple approximations (so that is how we simulated them, simply). They tend not to make or break the fun factor.

After including all of these things, we have had to manipulate the model to ensure that it is, above all, heaps of fun. We are aiming for the handling to feel fun and realistic and you have to make some compromises on realism to achieve this. However we aren't just tearing up the rule book like a street racing game. In that sense, we still say that we are a sim.

One example of a little cheat that maybe I shouldn't admit to: all the cars are modelled like a rear wheel drive. This is fine for the muscle cars, but probably not so realistic for hatchbacks which should be front wheel drive. However, we think rear wheel drive behaviour is more fun than front wheel drive!

Q. Will other AI cars make mistakes or try and take you out?

Yes, they are actually quite mean at the moment, but you can be equally mean back. We have tried to make the AI a little more like how people play. Instead of getting everything perfect, they will sometimes slide out themselves and get in trouble. There are moments in the videos where you can see this. We're still refining the AI and with further focus testing we may still change our approach on this.

Q. Can we play music from iPod, with sound effects?

Firemint: Yes.

Q. Are the cars and tracks unique or based on real life versions?

Firemint: They are unique. We had a lot of discussions surrounding licensing early on, and it wasn't an easy decision not to go for it. The decision to avoid licensing was to maintain the fullest creative control. Once we made this decision, we actually felt quite liberated. We are now able to focus on a very pure sort of design.

Q. Is their online muliplayer like in Raging Thunder. Or even just local WiFi multiplayer? I'm talkin' trading paint, not comparing times...

Firemint: We’ll be able to answer these questions closer to release!

Q. Is there car damage?

Firemint: No. We like the idea but there are tradeoffs involved. We haven't ruled out car damage as a future direction for Real Racing.

mint5Q: In previous videos we saw awesome graphics. Although they still look good, what happened? They look downgraded...

Firemint: It’s hard to answer this, because the game on device is looking better than ever. Screenshots and videos are something different from the actual game. Some of those screenshots look very unflattering compared to the real thing. The videos are probably more representative than screenshots but they suffer from their own problems.

There have been occasional mentions of frame rate problems in the video. This kind of makes me cry, because the problem is with the HD video playback in Flash and often Firefox, not the game. My computer cannot play back HD video from YouTube at more than 10 or 15 fps, and sometimes it is really choppy. Most computers can play it back fine, I think it is related to Firefox and Flash 9. This is not about Internet bandwidth, it is about the video playback engine itself. I can tell you that the game is running smoother than the video, even when the video is playing back as intended.

Also, while speaking of frame rate, our 1080i video camera cannot effectively capture at more than 25 fps because of the interlacing. The game however gets fps of up to 40. The more technical people here will understand the potential aliasing issues this introduces in the video.

Another example of unflattering shots is when you capture dynamic reflective lighting in a screenshot. A screenshot captures only one moment in time, but it is the movement of light over a surface that impresses.

There are other issues too, like color balance etc. Long and short of it: We don't have the online tools to demonstrate to you how smoothly the game runs and how beautiful the graphics and effects are on device. Like a photographer, sometimes you can capture what you are seeing and experiencing, sometimes you can't.

There is so much to talk about on this subject that maybe I should blog about it sometime. We have gone to lengths to provide raw assets, whether we consider them representative or not. So we are frustrated to see some games provide off-device screenshots and say "don't worry it is 'representative'". We are giving you raw stuff, as high def as we can get it, because we don’t want to use those tricks.

Q: Bonus question: A few people have commented on the apparent difficulty of staying on the track.

Firemint: ...we got a bit carried away by the cool offroad effects and included too many of those in the video. The cars aren't on rails so while it's possible to go off road, a decent driver won't have any problems staying on.

To read the other answers, please visit the original discussion thread, and our original interview article which includes a high definition video of the game.

Firemint's Real Racing will become available in the App Store in April.

Interview with 'SlotZ Racer' Developer Aaron Fothergill

Tuesday, February 17th, 2009

The iPhone and iPod touch platform has seen numerous racing games hit the App Store in recent months that showcase the devices ability to run graphics at high speed with decent frame rates to boot.

Most of these games, albeit graphically appealing, are your typical street and track racers with few unique perks that really set them apart from each other.

SlotZ Racer [App Store] was one of the first games to break the mold and really bring back that old nostalgia of racing when you were a kid (and I'm not talking about video games). SlotZ Racer puts you back in your fleece jumpsuit pajamas with a plastic Tyco trigger grip in hand for some down home electric slot racin'!

With a one of a kind physics feel, tracks that make your finger beg to let up and a new way of making your own custom tracks, SlotZ Racer promises to stay snuggled your devices dock screen for some time.

Touch Arcade had the pleasure of chatting with Aaron “Zwilnik” Fothergil (pictured)l, Lead Programmer of SlotZ Racer, one of the more popular and unique racing games for the "iPlatform". We got more than we expected out of Aaron as he explained what it took to develop and extensively update this racer and also what's in store for SlotZ future. Can you say Wi-Fi multiplayer? Also, exclusive screenshots of our discussions content.


Vontara XT car with trailing view

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An Interview with ng:moco's Neil Young: Rolando and Beyond

Monday, November 3rd, 2008

Touch Arcade recently had the opportunity to conduct a half-hour interview with ng:moco founder Neil Young regarding the company's recent announcements, the state of iPhone gaming, and what the future holds for this promising iPhone development house.

Ng:moco is responsible for Topple [App Store] and MazeFinger [App Store] and will also be publishing the highly anticipated platformer Rolando.

Young revealed a number of insightful observations and predicitions concering the future of iPhone gaming.  He believes that in order for the iPhone gaming market to realize its potential, it has to get to the place where developers can reach an average per user revenue in the neighborhood of the Sony PSP and Nintendo DS--an average of $53.50 spent on games per year.  ($0.99 game pricing isn't likely to do it.)  As well, the company plans on bringing an Xbox Live-type experience (achievements, friend management, etc.) to the iPhone.  And as for the newly introduced Android handset, Young doesn't see it being much competition for the iPhone as far as mobile gaming is concerned.

Young is also quite enthusiastic about their upcoming title Rolando which was created by independent developer Simon Oliver. Young has been so impressed by Oliver that he compares the Rolando developer to Nintendo legend Shigeru Miyamoto.

Touch Arcade: Thanks for speaking with us, Neil.  It's been quite a big few days for you and ng:moco of late, what with the recent release of Topple and Maze Finger as well as the announcement of ng:moco as the publisher of Rolando.

Neil Young: Yes, it has.  I think it said in the press release but we have over a dozen games that we're working on and planning to release in the next few months and Maze Finger and Topple are the first of the fast apps and then we've got a number of premium apps of which Rolando is the first one and we're super super excited about that.

[ Read on for the full interview transcription. Omitted from this interview transcription are portions concerning ng:moco's upcoming iPhone take on a Geometry Wars / Thrust combination, which we detailed in an earlier post. ]

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