Tag Archives: flutter

  • Last night at the Otago Museum we held our official NZ launch for Flutter and announced an exciting partnership with the Discovery World Tropical Forest which will bring our players closer to nature.

    From today onwards, everyone who visits the museum’s live butterfly exhibit in Dunedin, New Zealand will get a special card to redeem an East Blue Frosted Banner, a butterfly exclusive to this type of promotion. You can see the butterfly in the flesh, then take him home virtually to play with in your grove and fly around the forest.

    This is the first of many real-world tie ins we have planned for Flutter. Stay tuned for more exciting annoucements in the coming weeks as we look to empower our players to effect real change in the Amazon rainforest.

  • As we prepare to launch the game, we’d like to take a moment to send a massive shout out to our testers, especially those who stuck with us and made it through to Level 20! If you took part then you’ll be getting a big bonus to kick start your new Flutter adventure. These will be added to your account the Friday after you login to the game for the first time. Details of what you get here.

    The flower above acts as a special badge of honor for those who tested the game. You won’t ever be able to get it anywhere else in the game, it’s just for you guys to show off!

    And one last annoucement. Who got to Level 20 first? That would be Lars Johansson! He gets the very special bonus of being awarded one of every premium item we launch over the next month for free. Thanks for going so hard Lars!

  • Only 5 days until we go public. Crazy! While we have a huge list of little things to get through we’re very happy to be at functional complete. So a lot of play testing and a lot of refinement to go on over the next few days ensuring that we get the best possible game out to you on Monday. Wish us luck!

  • It’s really nice when things work out. Like our awesome new quest system, new grove, and revised layout to the forest. We were talking today about how difficult it is to nail that last 10% of any creative project, how you can find yourself lost in a soup of self doubt and hopelessness at struggling to find a solution that you can truly be proud of.  But those times when you break through and end up with something awesome really make it worth while.

    We’ve decided on a live date, and it is Monday 2nd of August, 10 days from now. Exciting! We’ll also be ramping up our public exposure, starting with a new Twitter domination plan orchestrated by our resident funny-man Mark. You can follow us here, and here.

    If you’re in Dunedin and keen to do some play testing later next week, message us on Facebook or in the comments here. We’re getting brutal on refining the user experience and need fresh people’s clicks to analyse (wow that didn’t sound creepy at all).

    Couple of things that we thought were really cool this week:

    Transformer Owl

    Kevin Butler takes on New Zealand TV3

    Ian Bogost presents a Facebook game parodying Facebook games

    Final Staracraft 2 story trailer

  • Woah intensity. We’re into our final ~week of development before we reset for good, and while everything is looking awesome I gotta tell you, we’re certainly running this one down to the wire! We’ve responded to a stack of your feedback asking for tweaks to the movement, load time, and the implementation of a quest system. That info we get through the surveys and feedback form is hugely valuable so keep it coming.

    Oh, thats a peek at the new background graphic above. Heaps of the art assets have been overhauled and we’re working hard to make sure the environment is bursting with life (and secrets!).

    Thanks so much to those people that played through to Level 20 for us, you’ll be getting a real boost next week and we’ll announce who got there first very soon. The data we got from your play throughs has allowed us to adjust the XP model so its smoother and more rewarding to progress in the game. We’re very interested in hearing from everyone on what they like / dislike about: a) social posting through Facebook e.g. announcing an achievement on your wall, and b) premium item sets (what would be of huge value that you could see yourself paying for in the game). Fire us your comments below, on Facebook, or by email.

    We move into our new home in a few weeks, and we have also been quite into animated GIFs recently (swimming in our overtime madness) so these two facets of Runaway life bred this abomination:

    Hang tight, we’ll have something pretty awesome for you next week :)

  • Time for our first competition, with an opportunity for you to help us heaps with testing the level progression model, while grabbing some awesome in-game bonuses unique to this testing phase.

    The goal is to reach Level 20

    Participants will be rewarded with a big boost to their profiles when the game restarts for the last time in a fortnight (so you’ll get to keep these forever, no more server resets!). Here’s what you’ll get for achieving the following:

    IMPORTANT: To be eligible you must also have completed the survey!

    • Play the game: 10,000 HD
    • Reach Lv 10: 20,000 HD
    • Reach Lv 20: 20,000 HD + Limited Edition Alpha Flower

    And we have a special something in store for the first person to reach level 20 :)

    Good luck everybody, have fun, and remember to help each other out by visiting groves and gifting items. We’ll post an update on how everyones going in a couple of days.

  • PLAY HERE

    It’s been a grueling couple of weeks but we have arrived and Alpha Version 3 is now LIVE for you guys to play with.

    Please remember to take the survey as its incredibly import for us to gauge reaction to the game. We’ve now hooked it up so that if you click the link below the game and complete the survey, we’ll reward you with an extra 5,000 HD! (the bonus will be processed for you overnight)

    This version was a big deal for me as we crossed the line where I started having honest to goodness fun with our own game. It’s always been the objective of the game to  feel warm, relaxed, connected to the natural world while letting players work towards something they can craft as their own. I felt that involuntarily, without having to fill in the blanks with my imagination, it’s just there. So now the more important part comes, to see if YOU get it too. New stuff:

    - Grove Expansion! You grove will get bigger at levels 3, 5, 10, and 15. These expansions also bring with them a Fruit Tree, Frog, Hummingbird, and Toucan

    - The Fruit Tree starts out little and will grow to soaring heights if you come back to water it daily

    - New creatures for your grove as above

    - Refined XP progression, blockages are now free to clear once you get to the required level. Yellow Seeds are now a big deal and could be the key to you advancing quickly (they make a flowerbed double in XP and HD)

    - Stacks of new foliage and flowers

    - Caterpillars now walk along the bottom of your grove, and are fed in the same way as other animals. Make sure you feed them the right host plant!

    - Visit your friend’s grove by clicking on their portrait. This will grow their Social Flower, and you’ll be able to harvest from their visitor flower

    - Gifting. You can drag any item out of your inventory and into your friend’s grove to leave it for them as a gift

    Stay tuned for details of a competition that could win you a serious in-game bonus when we start the game for real in a couple of weeks. We’re creating a race to level 20, so if you’re super keen to start you could begin …. oh… NOW! :)

  • Alright team the next build of the game is ready for you to take apart. Play here!

    The updated survey is really important for everyone to take so that we can see whether the game is getting better. It also provides crucial feedback specific to the improvements and feature additions in the latest build. This survey resets every time we reset the build so make sure you fill it out for each revision. Remember: be honest and critical. Here’s what changed since the first release:

    • Tutorial introduction to the game
    • Feed the frog and beetle for XP
    • New pricing structure means you can get more, and unlock more areas faster
    • New pollination rules: Flowers recharge honeydew over time, really fast at first (1 HD per 5 minutes) then slower over time, stopping after 24 hours. This means you can choose how often you want to come back without having to set some crazy schedule, but you still get rewarded for returning often
    • Upgrade your flower beds! See if you can find a super rare Yellow Seed in one of the treasure chests, then drag it on to a flower bed and double your Honeydew!
    • Harvesting HD from friends (50 per friend per day)
    • New pricing structure means you can get more, and unlock more areas faster
    • Significant frame rate and smoothness improvements

    Thanks again so much for all your feedback and help with testing, we’re working hard to make sure you have the best possible game to play :)

  • Awesome feedback coming through from our testers. It’s hugely appreciated and as you can see above its already being put into great use in prioritising bugs / tweaks / feature requests. We’re now focusing on:

    • - Tutorial intro with dialogues to explain mechanics
    • - Tweaking flying to make navigation simpler
    • - Some quick framerate fixups
    • - Interaction with animals

    We’ll be fixing bugs through the week, with a big release and reboot happening next Tuesday. In the meantime keep firing in those ideas and see if you can get to the top of your friends leaderboard :)

  • It’s time! We’re very happy to announce that the beta is now live for all of our Facebook friends to try out. While its still early days we’re keen to see what you think of the core gameplay and help us refine our ideas on where to expand the game.

    Read the Beta Intro then Click here to play

    (NOTE: You must “Like” Runaway to be allowed access to the beta, this will allow us to stay in touch with testers)

    Also see above the first of our video blog episodes which will be coming to you roughly once a week, each focusing on a different part of our development process. Let us know what you think and what you’d like to see more of. Also when you’ve had a play of Flutter please remember to fill out the survey. It’ll only take one minute and it gives us hugely valuable feedback :)

  • Check this guy out! He’s awesome, very happy with how our animals are turning out, which is what Emma and Mark have been working on for the last couple of weeks. They’ll be in the game and live for everyone to play with a week from Monday.

    While the art team have been heads down on new stuff, the coders have been iterating through the live build, adding features, fixing bugs, plugging holes, getting services and APIs to play nice with each other. We’re working hard to refine the core loop we have, packing enough stuff in to do on your daily visits into the world of Flutter, while making sure its all balanced and intuitive. I’m pretty happy with a couple of huge simplifications to the pollination design I’ve made this week which should streamline the experience and not require you to plan your whole life around when you need to check back in with the game (we’re looking at you Hotel City!).

    Jeff was unwell earlier this week, but is on the mend now so send him your positive healing energies and all that hippie stuff :)

    Some cool links:

    “Indie Game: The Movie” got funded through Kick Starter and is looking like an amazing documentation of the indie game dev spirit

    Mark is bigtime in to the works of Adventure Time’s Fred Seibert

    Darwin’s Beetle is both tireless, and ruthless

    Zynga and Facebook conclude their very public squabble, with a favorable outcome for our chosen virtual currency solution (Facebook Credits)

  • We made it! The game is live on Facebook, all the elements have come together into a cohesive experience and our design focus shifts away from dreaming up user stories on paper to refining a playable experience. That’s a screenshot right there from the game playing, and you’ll be able to get your hands on it real soon.

    So what happens now? We’re going to spend about a week iterating and refining ahead of focus tests in house here at NHNZ. Watching people play through the first 5 levels of the game will give us some great feedback for ensuring everything is intuitive before kicking a version out the door for our Facebook fans. We then have a great feedback system for all you guys which will allow us to capture a ton of qualitative and quantitative data, all of which will mix into a close feedback loop as we iterate through the game. Through an 8 week process, we will expand the base of testers, add features, refine and reset the balance of the world, all in the quest to fine tune a fluid, rewarding, and meaningful gameplay experience.

    I’m personally very proud of where we are now, and hugely grateful for the supportive structure here at NHNZ which has given us the time to refine this game to be all that it can be as opposed to kicking something average out the door. We’re very lucky to have such an awesome team here, let’s get cracking on some serious spit and polish guys!

    Neat new things this week:

    1. The Humble Indie Bundle raise over $1 million for indie developers and charities
    2. Steam comes to Mac with free Portal
    3. Zynga and Facebook butting heads over credits and the constantly evolving social platform (p.s. we’re personally down with the whole credits thing)
    4. If Super Mario Brothers was made in 2010, it might be a little more social
  • We had a really fun time this afternoon combing through our stacks of reference images to find a few defining pieces that we can use as benchmarks in this final stage of refinement for our in-game assets. We’re aiming to create a bright, fresh, and vibrant world full of light and colour, a magical place that people want to explore and spend time in. These images just captured that for us so I thought I would share.

    Since we love putting stuff on our walls, these are off to the printers to be super-sized! Also been listening to the soundtrack from Flower now it’s been digitally released. It is soooo good, if we can get anywhere near that I will be over the freaking moon.

  • We’ve made an incredible amount of progress this week, the first in a five week stretch running up to the beta release of the game on Facebook. On the art side, Mark finished all the butterflies for Chapter One while Emma cranked out a ton of functional and aesthetic flowers which add a huge amount of colour and character to the environment. We were also really lucky to have Kei Kasai working with us for two weeks, focusing on the development of our “forest magic” particle system. The depth, light, and general wonder that her work has brought to the world is really incredible and those chain reactions of exploding pollen are really going to be a highlight of the player’s experience.

    On the tech side, we played the game in a Facebook frame for the first time which was really cool, seeing our persistence / database hooked into the platform was definitely a big win. I’ve also been working to refine the mechanics of the pollenation system which will be the core “harvesting” mechanic in our game, while Jeff implements it. Soon we’ll be iterating through these mechanics on a live Facebook build.

    Everything is really coming together, the game is looking beautiful and starting to feel really fun.

    Links that ruled this week:

    Venture Beat features Runaway and Flutter

    Pixel looks good when viewing it with your eyes

    Murray the Nut breaks down the creative process

    Run Jesus Run is a super tidy 10 second platformer

  • Above you can see a glimpse into our world at the moment as we balance all of the elements in our eco-system. There have been some big developments since my return from GDC. We’ve decided to focus Chapter One exclusively on the Amazon Rainforest as we feel tying it into a locality will give each chapter a heightened sense of identity, while structuring the factual core that inspires / informs our choices for flora and fauna.

    So it’s been a week of research for me, locking down the species, learning about their habits, diet, and various species variations, ensuring that all the t’s are crossed and i’s dotted from a factual perspective. This process has brought up a lot of cool new ideas as well, which we’ve added to the pile while iterating through the core loop of the game to make sure those daily activities of exploring, pollinating, and tending to your grove are fun and rewarding. Soon we’ll be testing that loop with persistence and user accounts linked to Facebook, which is very exciting indeed.

    We also have some very exciting news in the form of a complete overhaul for the central grove area which will put a whole new level of control in the hands of our players, allowing them to create their own truely personalised part of the rainforest. More on that next time :)

    Links that kicked ass this week:

    Jane McGonigal convinces the TED conference that games will save the world

    Dude slices a baseball in half with a Samurai sword

    Spike Jonze tells a robot love story

    Bill Murray bar tending at SXSW

  • And here it is, our first video of Flutter in action!

    It shows off your home grove where you can choose your butterfly, then the decent into the rainforest where you’ll explore, pollinate plants, make friends, and avoid enemies. If you like what you see we’d love to have you as a Facebook fan so you can test the beta when we put in live in May :)

  • Since I returned from DICE, our focus has been on building the social mechanics of the game atop our pretty new environment navigation. That means giving people something to do on a daily basis, and rewarding them for returning many days in a row. In the open field, your key activity will be pollinating flowers, which will subsequently produce seeds and spread through the environment. The more subsequent days you return in a row, the more flowers there will be and the more “honey dust” (the game’s currency) you’ll collect, which you can then go back and spend in your home grove (pictured above). This launch screen for the game is kind of like your home in Pet Society. You’ll launch into all your adventures from here by choosing one of your butterflies. You’ll decorate the place with various flora, and over time your vibrant environment will attract other rainforest creatures to make it their home (more on that later).

    If you’ll be at GDC this week, pop me a line as I’d love to show you the game in the flesh. For those that cant make it, we’ll be putting up a teaser video in the next couple of days to whet your appetite.

    Things we loved this week:

    Sushi Cat is Sushi Cute

    The Witness is coming and it looks pretty as hell

    GLaDOS Returns!

    Creators of Zoo Tycoon enter the Facebook arena with the super slick Zoo Kingdom

  • After a whirlwind week and a whole lot of dedication from the team over the weekend I’m very proud to announce that we made our deadline, and have a very tidy demo to show off at the DICE conference for which I am about to depart. I’ve thrown in a few shots to whet the apetite, and can now promise that with solid foundations laid on both the visual and technical sides, the content will be coming in thick and fast.

    And you know what content needs? Testers! That’s right we’re now very close to putting this thing out in the wild and are super excited to be moving from a very “under the hood” mode into an iterative relationship with an eager group of testers. This is the fun bit :)

    Links we thought were awesome this week:

    Jamie Oliver gives an amazing talk on the vital role of food in our future at TED

    This sure is a Mosquito getting disintegrated by a lazer

    Scuba Divers ambush Google Street View van

    Robot Unicorn Attack might be one of the best Flash games ever

  • What a full on week! We’re getting some great momentum going for the new year leading up towards the two big conference deadlines of DICE and GDC. We took part in the Global Game Jam over the weekend, which meant we started off the week a little shattered but still full of energy and insight after getting three games together over 48 hours. You can check out the games we made here.

    We then had Emma arrive from Germany after a grueling ~35 hour trip with 4 stops along the way. So we now have the whole team on site here and we’ve been having a lot of fun throwing ideas around while testing, breaking, and iterating through some of the mechanics for pollination and general environment interaction in Flutter. The weather in Dunedin has been epic, lending itself well to outdoor meetings and making the butterfly exhibit and the Otago Museum incredibly hot (35+ degrees on the top story). We visited this afternoon and got a huge amount of reference photos, some of which you can see in the Flickr stream (super awesome thanks to Emily Hlavac for her amazing photos)

    And we decided on a logo! Wow that was a mission, but we’re incredibly happy with the result and have just ordered some super sweet business cards which should be ready in time for DICE. Thanks Hayden from HAMR for such an awesome job, and sorry for being such a fussy client.

    This week also sees us approaching completing of the new rendered and level editor, which together with our new dynamic tree construction system will give us so much power in iterating through our level designs. We’ve had to be very patient so far this year as the visual and technical sides ran seperate from each other to establish solid foundations. Very excited to see the progress culminate in a new playable early next week.

    Links that rocked our world this week:

    This Global Game Entry is a real scream

    Sonic 4 (you can do it Sega!)

    My life ends when Civilisation comes to Facebook

  • While we really ran it down to the wire, we were very proud to end the year on a possitive note by showing off our first vertical slice demo of Flutter to an audience of around 50 NHNZ staffers on the last day of the working year. The responce was excellent, with heaps of questions coming from the crowd, and some valuable feedback as everyone got a chance to play the game first hand. It’s scary looking over someone’s shoulder as they toy with your baby, but shaking off the jitters and opening your ears to the feedback is a pivotal point in the development process.

    We now start with a new year, refreshed from our various travels and adventures, ready to refine the heck out of this small slice of the game. More on that soon.

  • It’s funny this whole game development lark, always a roller coaster ride no matter how much you prepare. A rush through anticipation to see the smile on a happy players face and the purest fear that your creation will simply be no fun. We’re running an agile development methodology that forces us to put the game in front of players every two weeks, and we’ve been brave enough to set ourselves a pre-Christmas deadline of presenting in front of a rather large audience.

    With only two sleeps to go until we show the game off, these emotional highs and lows are thrashing  against each other big time. It can be hard to silence those little guys on your shoulders when you’re trying to put the finishing touches on your baby, but I’ve come up with a simple strategy to deal with pre deadline jitters:

    The end of a game project is like landing a plane. Keep your eye on the end of the runway and you’ll be fine. Look at the ground and you’ll crash!

    It’s all about keeping things in context. Think about how much you believed in your game when you started out on the project? You should feel the same way now, embracing it’s long term vision while appreciating that every little piece that clicks into place is bringing you closer to that vision’s reality. Most important of all is the fact that by putting your game in front of people you’re making the most significant step towards a successful end-product, as either love it or hate it your audience are going to point you in the right direction.

    So if you’re getting a little stressed out about the deadline, just take a moment to remember why you’re doing what you do and how awesome this thing is going to be. And remember, keeps you eyes on the end of the runway.