Noumenon
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Home page: http://noumenongames.com
Posts by Noumenon
New website! Plus some news.
So it’s finally up! Like two years overdue, but hey, better late than never. It was supposed to be launched together with SPACEMAZERACE, but things rarely turn out as planned around here. There’s still some quirks to be ironed out, but overall most of it seems to work.
Some progress updates then:
Nimbus+ is coming along just fine, there’s been no real problems so far. There have been quite an up front tech investment for the ps3 port, however, and we’ve spent some time on fixing stuff properly so the tech can be used for future projects. While not necessary for the completion of Nimbus+, the extra time spent on that stuff will be a big time saver in the future as it will let us re-use the code. Also, it will be a while still before the game runs and renders as intended so we can start showing off some of the new stuff in the game.
The game also recently got a major deadline. We don’t want to say the exact date at this point, but it’s a bunch of months away and we’re looking to have the game complete by then.
We’d also like to release another free mini-game in the spring or early summer, but chances are that the workload on Nimbus+ will get so big there will be no time for prototyping. Besides, our next major project is more or less decided, so there is no real need for prototyping a new concept at this point. But we will see what happens!
Article source: http://noumenongames.com/?p=272
SPACEMAZERACE
A while back I was repping noumenon at a game jam at BTH, a local university. Memory is getting fuzzy but the time frame were 24 hours and the theme was a free interpretation of an image of space printed on a piece of paper. The next day, after about 13 hours of work, I called it done and didn’t touch it again. I actually wrote a blog post about the event, containing a download link to the game and detailing the development of it and some stuff around it, but apparently forgot to post it, heh.
Anyway, some month ago we started building a new website for noumenon and thought it would be cool to launch it together with a small game. So I fixed up the jam game.


We named it SPACEMAZERACE and it sort of plays like asteroids on a race track with simple side objectives (shoot and loot). The game is only seven short levels long, so consider it a bite sized mini-game or prototype. It’s made in GameMaker 8.1 (an excellent tool for rapid prototyping) so I have little knowledge about how well it works on platforms other than windows. Probably not at all unless you hack around with bootcamp or whatever, sorry guys.
SPACEMAZERACE.zip (windows) 4.76mb
Jukio Kallio, a good friend of mine made the music for it and the sound effects were made with bfxr.
So what about that website that was supposed to go live with the game? Well something broke and sebastian, who codes around here, had to leave for a trip over the weekend before he had the time to fix it. It’s up on monday instead, probably.
Article source: http://blog.noumenongames.com/?p=257
Aaaaa! for the Awesome keys up for grabs!
In the spirit of Christmas we’ve traded a couple of steam unlock keys with Dejoban for their game Aaaaa! for the Awesome! First come first served!
And yes, we’re still alive and kicking, hard at work on Nimbus+. Most of the underlying engine work is complete and we’ve just recently started being able to run our new editor on PS3. As soon as we get it a bit more polished we’re hoping to show something new
Article source: http://blog.noumenongames.com/?p=250
New and updated sound track
0As there’s been a few tracks added, and a few missed in the original soundtrack archive we’ve compiled a new one. The new archive can be found here.
Article source: http://blog.noumenongames.com/?p=71
The demo is up, as well as a new patch!
0Sadly it contains a rather major bug, which we’ll patch later today. If you watch the whole intro the game will crash after the first level, which naturally is kind of a nuisance. The way to avoid this currently is to hit escape or backspace in the intro.
Together with the demo we also updated the full game. This is what’s changed ( hopefully I haven’t missed anything ):
- Some levels had missing collision, this has been fixed for all the reported cases.
- The bug that prevented high scores from being submitted has been fixed. This was down to a rate limitation on how fast scores can be submitted to steam leader boards. In the current version one can only submit 10 scores per 10 minutes, so if you’re racing for high scores on level 1 it’s very likely that you’ve run into this bug.
- From time to time the game failed to start due to being unable to sett co-operation level, this was down to us not supplying our sound middleware ( wWise ) with the correct initialization parameters.
- Better performance overall, a lot less disk access.
- There’s a small trick to how the FPS is handled which people most likely won’t notice. Now when you loose a fraction of a frame when you’re still pulling close to 60 FPS you’ll get it back over a couple of frames, overall it leads to higher precision and is important if you really are fighting for the top scores. We’re still experimenting with decoupling the game logic from the FPS, but so far all our tries have resulted in choppy frame rate.
- The leader boards have been made wider. In lower resolutions this can cause nicks on the leader boards to intersect GUI elements in the middle of the screen, but we think it’s a fair trade off, as some nicks were cut off short previously.
Article source: http://blog.noumenongames.com/?p=60
Status update
0It has now been almost a month since we released Nimbus on steam, we’re very happy with the general reception. I can’t say it enough, we really appreciate the kind words we’ve been getting in reviews, mails, on the forum and even here on the blog
As we have been fairly silent for a while now on what we’re actually doing over here I thought it best to reassure our readers that we haven’t fled the country yet.
This is what’s currently fixed for the next patch:
- Some levels had missing collision, this has been fixed for all the reported cases.
- The bug that prevented high scores from being submitted has been fixed. This was down to a rate limitation on how fast scores can be submitted to steam leader boards. In the current version one can only submit 10 scores per 10 minutes, so if you’re racing for high scores on level 1 it’s very likely that you’ve run into this bug.
- From time to time the game failed to start due to being unable to sett co-operation level, this was down to us not supplying our sound middleware ( wWise ) with the correct initialization parameters.
- We’re doing the last tweaking on the demo, the demo will be a small slice of the early levels but with high scores disabled ( this is mostly down to a technical limitation ).
This is what we’re currently working on:
- A free Christmas themed content patch. It will contain more levels, new game entities, new features, new art and new music. I’ll do a dedicated update on this one as we get closer to the holidays.
- Various small bug fixes from our bug list.
- Some general re-engineering for getting the game to run on more than just steam.
We’re aiming to release the next patch towards the beginning of next week, we’ll try to have the demo ready at the same time.
Article source: http://blog.noumenongames.com/?p=49
The development of Nimbus
0Sooo, we though we’d tell you some about how Nimbus was developed, how it started and what happened on the way to it’s release.
The very first prototype of nimbus was made back in 2004 or 2005 in gamemaker by accident. I (felix, the artist on noumenon) tried to copy the basics of a net yaroze game called Gravitation. Gravitation was a 2D Thrust/Lunar Lander game with weapons and dogfighting.
I failed to copy the physics of Gravitation and by mistake made the motion vector turn along with the ship when steering. The ancestor to nimbus was born, it was named “The falling game” or “Fall” for short and it looked like this.
Fast forward to late summer of 2009. Me and Sebastian had then gotten to know each other through a school we both applied for. We then worked for about a year at a local studio on a PSN title. Circumstances made us decide to go indie at the beginning of that year, however.
We had sort of just gotten started with going indie and had finished up a late iteration of the game maker prototype. We were submitting it to various places in the hope to get someone interested in a bigger and better version of the game and give us a release slot or funding or whatever.
While waiting for answers we started working on another prototype (dubbed Muon 3) loosely based on another game called “Muon” that I made back during school. We worked on it for roughly two months and the game was… just not fun at all. It was a game design mess lacking a unified vision.
So, in late September 2009 we said “screw it, lets just make The Falling Game instead”. We had the blueprints in the form of the prototype and we though the game had potential. Luckily, loads of the work we did on Muon 3 could be salvaged. One month later we submitted a game my little brother had named Nimbus to IGF. The game at that point was a mess and while the feedback we got back from the judges were (mildly) positive, one judge absolutely absolutely hated the game. That was when we learned that the game was waaaaay too hard. Even the level that was supposed to be the first tutorial level punched you in the face and broke your legs. It was a big eye-opener for us.
After that we just worked away until it’s release. A release which is a pretty interesting thing in itself. The reason we released when we did was the fact that we could not afford to pay the rent for another month. We took a look at the money each of us had left and nope, that month we will be completely broke. This game needs to get out of the door. The last month or two of development were hectic, to say the least, even if it mostly consisted of finally putting all parts of the game together. It’s not hard to work when the feeling of impending doom is looking over your shoulder though!
The game was released on Steam October the 24th 2010, roughly one year after we started the project.
Like I said before, because of monetary reasons we had to cut the development short. That meant there were a bunch of stuff which had to be left out. Some of these included loads and loads of game play and level ideas, multiplayer, both competitive and cooperative, a robust level editor with a framework for level sharing and loads of missing polish.
One last thing that absolutely must be mentioned is that while Noumenon games right now is a two man team, we were not the only two guys who ever worked on Nimbus. We had an intern for three months offloading some of the coding from sebastian. We also had a bunch of friends helping out with bits and pieces here and there, ranging from levels, art and animation. The fuzzy box creatures were made by one friend and animated by another for example. They would not exist otherwise.
Last but not least another friend helped out with all the sound and music. In fact he did all the songs in the game the last two weeks of the development of the game. In his spare time after work the days he could.
Without these people Nimbus would be a lot more poop. So thank you guys. A lot.
Article source: http://blog.noumenongames.com/?p=75
Patch notes & ghost site by sirphoenix
0The other day we went live with a new patch, it’s fairly small but here follows the patch notes:
- Ghost files contain some more information ( level name player name ), nothing which is viewable in game but usable for sites tools outside of the game.
- Dead zone on analog stick increased. This means it’s a tad bit less responsive, but the craft should no longer turn ever so slightly when the analog stick is in the rest position.
- Global average, some people have reported some incorrect scores on this front. I haven’t been able to either replicate or track it down, but there’s a fix in place for a case which in theory could be the culprit.
Furthermore sirphoenix from the forums have created a ghost database site available at http://www.nimbus-world.net/ ! It’s really slick so be sure to check it out
Article source: http://blog.noumenongames.com/?p=114
50% off on steam!
0We’re running another 50% off on steam during the week, so in case you’ve been meaning to pick it up but missed the holiday sales now’s a good time! We talked about being more active on the blog but seems to have ended up in a slump once again. There’s some fairly interesting stuff on the way though, I have a couple of pieces I’m working on in parallel, the one I think will be posted the soonest is about a rather neat texture atlas generator which I did last week. Felix has being trying to complete a piece on the game design end of things, going a bit more in depth on how we worked on that end. Now I’m going home to sleep as it’s getting rather late
Article source: http://blog.noumenongames.com/?p=156
Observations on starting an independent studio
0As we’ve made the jump to going independent a few years back I’ve made a few observations, both on the business landscape as well as what’s worked for us. As I know there’s quite a few out there nowadays contemplating going indie as an alternative to “working for the man”, as well as people outside the traditional games industry feeling that independent games development is a great alternative I believe this might make for an interesting subject. I promise the next piece will have more pictures, turns out this became quite a bit of a wall of text in the end
In 2008 Swedish reggae artist Timbaktu released the album “A high 5 1 falafel”, while I might not be much of a fan of the music I believe the title rings true with a lot of what independent games development stand for, as well as what those going down this route must be prepared for; you aren’t in the business for the monetary gains, money is just a necessity to being able to stay in the race, to continue working on new products. I like money just as much as the next guy, but in case you’re going into games development in any capacity, independent or not, with the belief that you’re going to be earning a lot of money you’d better stay away. Yes, there’s a selected few who do become financially independent for life, but in case that’s your plan there’s areas where it’s both easier and requires a whole lot less sacrifice ( I hear investment banking is a good bet ). As it turns out there isn’t much need for money when being an independent games developer anyway, as most of your wake hours will be spent working on your game or dealing with something related to it.
As I was on a mini conference not long ago I got presented with figures further striking this point home, I don’t have any source for verification but I’ve seen similar figures in the past. Out of a 100 game start ups you probably haven’t heard of 90, as they don’t even make it to market. Out of the 10 that do make it to market, only 3 are left after a year. While I haven’t heard any statistics for the long term I think it’s fairly safe to say that they aren’t particularly good, especially for the independent developers. Every time the industry shifts, which it tends to do in regular intervals, a large slew of developers have to close due to the investments and changes it entails. Overall it’s safe to say that it’s a rather harsh industry where we know for a fact that most people work a whole lot for fairly low compensation.
In case you just as us don’t think the poor conditions are enough of a deterrent to stay away the next step is to decide on the primary business. Some start ups focus on mainly contract work, usually taking on work from larger developers or publishers. I’ll just touch on this very briefly as it’s something I don’t have a whole lot of experience with, but I believe studios mainly focusing on contract work have a hard time staying alive in the long run. Unless you focus on a small niche which you’re prove to be really good at you’ll be competing for low rates in a market where there’s definitely significantly more supply than demand.
In case you’re going to be focusing on your own IP instead there are a few different options. The first is to go for venture capitalists, this means someone else will be funding the development; sadly it also comes with a lot of strings attached. Usually the VCs will have the controlling majority, they’ll own the IP when the game is done, and in reality you’ll be working your ass off for a poor salary and a royalty share. Of course the contracts will vary, but VCs have the money and they’ll likely be having the upper hand when negotiating contracts as that is what they do. Due to the extremely poor odds mentioned earlier you’ll be hurting a lot in negotiations if the studio doesn’t have a track record, and even more so if the individuals involved doesn’t have an impressive resume. There are lots of horror stories mostly boiling down to the developers getting abused due to unrealistic expectations being stuck with a poor contract.
The second option is to go to a publisher and ask for them to fund the project. There are a lot of horror stories down this route as well, but overall a publisher will bring more to the table than a VC. Publishers usually have the whole machinery in place for all the different areas which a developer is likely to be clueless about: marketing, distribution, focus testing, QA and a huge network of business contacts. It’s easy to forget about these areas as a developer as we often like to think that the only thing that matters is a great game. The publisher just as the VC will probably want the IP, a large degree of control over the development process, and as there’s a surplus of developers looking for publishers you’ll likely have to sign a contract that in effect means you’ll be once again working your ass off in order to meet project milestones and keep the cash flowing. As publishers usually know the industry better than VCs track record is once again the key to striking a good deal, expect to front something truly spectacular that’s already playable in case you’re fresh.
The last, and in my opinion the best option, is to fund the development yourself. This is what we decided to do for Nimbus. This way you’ll have complete creative freedom ( for better or worse ), you’ll be in total control every step of the way and you’ll reap the majority of the rewards in case you do make it to market.
Nimbus took about a year to develop, but the company had been around for almost ½ year before development of Nimbus started; working on our tech, exploring business opportunities, prototyping and taking on minor contract work. The key to succeeding in self funding a studio start up is to keep expenses risks low. The alternatives to keeping expenses low is to either amass a lot money before starting, which unless you have rich relatives will likely take you a considerable amount of time, or interleave the development of the game with a considerable amount of contract work, which is both difficulty to find and even harder to rely on.
As developing games have only 1 significant expense you won’t be having a lot of options here, the good part is that minimizing this particular expense also means minimizing your risks. The expense risk I’m talking about is manpower, the more people involved the greater the chance of conflicts and the greater the communicational overhead and need for management gets. As the team grow efficiency is likely to drop due to dependencies asymmetric workload. Overall there are too many hidden costs risks associated with being more than just a few people. At Noumenon Games we’re just 2 guys working fulltime, 1 coder and 1 artist. You’ll absolutely need a programmer, and as programmers’ art usually won’t be moving any copies getting an artist on board is more or less equally important. The other parts can usually be covered by either cooperation with someone outside of the team ( sound music being a good example ), or by wearing multiple hats. A common mistake I’ve seen is to base a team on a group of friends which hasn’t worked together in the past, based mostly on the fact that everybody in the groups likes each other socially. This is a recipe for failure and broken friendship.
To do a simple budget calculation for Noumenon Games: We started with a total of ~25 000 USD in savings, while having a total burn rate of ~1 700 USD. As there was a large upfront programming cost in the beginning of the project we did some art contract work in the summer for a total of ~11 000 USD. When averaged over a whole year and split between us the income easily put us in the lowest income bracket, resulting in the minimum amount of income tax. This also means that the minimum amounts of sales needed for Nimbus to keep us alive is extremely low, and would put most other companies in bankruptcy. Keeping the expenses this low means that when you do go over budget it’s that much easier to rake in some extra $$$ from an external source to cover continued development. It goes without saying that this requires some special circumstances to work. You won’t exactly be living in central London as rent is easily the largest expense. It also means that you won’t be having a family relying on you supporting them.
So, in case you’ve done some rough calculations and feel like you have the financial part covered, preferably with a good deal of headroom, the next course of action is to decide on a project to bet on. With the market being hit driven it’s especially risky for self-funded start ups, as you’ll be relying very heavily on the performance of the first title. To beat these odds, and at least stay in the race long enough to even have a chance of stabilizing I think there are a few things to keep in mind. Chances are you’re going to bet all your chips on your first attempt in order to maximize the chances of being seen in the unending stream of games. I think the largest mistake at this point is to jump on the same bandwagon everybody else is on. A few years ago after the success of iShoot everybody was going to do iPhone games. Word around the campfire was that EVERYBODY were getting rich, Apple of course not being slow on highlighting the few success stories to be found. However, if you take a look at the broad picture it looks a bit bleaker, with the median revenue being $682 per year. The next “big thing” seems to be facebook games, hence Playfish being bought for USD $400 million, and Zyngas market value hitting USD $5.5 billion in late 2010. I don’t have any numbers here, but with the barrier of entry being very low I believe it’s inevitable that the chances of staying business doing facebook games are equally slim unless you have some serious $$$ to invest in order to get noticed be competitive.
As you probably know in case you’re on the blog we didn’t go down any of those routes, instead we focused on Nimbus for a platform which most business analysts will tell you is dead, namely PC games, for a segment which is considered dead, namely the middle segment. I certainly think there are developers who’ve carved out a niche here with success. Of course, we have to use a different metric for success than the established studios; with success I’m referring to the “high 5 1 falafel” level of success. Frictional Games have been living in this market space since 2006, from what I’ve heard being able to just barely stay alive. Things now seem to be looking up for them after Dark Amnesia being very well received. If one takes a look at the indie section of Steam there’s quite a few having a shot at it, and although I once again have no hard numbers I believe the odds at great success is probably around 1 / 10, and “high 5 1 falafel” level of success is probably better than 1 / 2.
Nimbus is in the “high 5 1 falafel” bracket, and with the accumulated sales in case they continue as they are now we’ll have no problems getting another game out. And this I believe is one of the most important parts to take from this article in case you’ve already developed a game which perhaps didn’t set the world on fire; the first project is the most risky and most expensive, especially in case you’ve just as us invested in your own technology. For the next project we’ll be able to reuse a lot of our code base. We’ll be able to take advantage of the optimizations we’ve done to the development process from the get go. Hopefully we’ll also have an easier time generating some buzz for our next game due to positive reception of Nimbus. All the business contacts which we’ve made and are continuing to establish will make it a lot easier for us to monetize our next product. And of course, all the experience we’ve gained as individuals from the development of Nimbus will be continued to be built upon.
In the next article I believe I’ll try to do a post mortem on Nimbus, with some accompanying sales data. Suggestions for new blog entries or questions very much welcomed!
Article source: http://blog.noumenongames.com/?p=118









