Aztez Development Blog
10Apr/120

Welcome To The Aztez Development Blog!

The Noble

Hi! This is the development website for our game Aztez, a hybrid of two distinct game types: sidescrolling real-time beat 'em up gameplay (the deep and expressive kind) and turn-based strategy gameplay (like a board game). This website serves two purposes; a technical journal on the analysis and creation of combat heavy beat 'em up games, and a news source for development and progress of Aztez. Here's a recent "devplay" video in which I play the game and showcase recently implemented mechanics and ramble about it into my headset.

I also put builds of the game up from time to time to collect feedback. There are a couple here already, and I'll add a couple more as time goes on. Give 'em a shot! You'll need to install the Unity webplayer if you haven't already (very quick and entirely harmless browser plug-in) and you'll want a 360 controller. You CAN use the keyboard, but the game is built for the controller.

Most of the content on Aztezgame.com is technical writing and production journaling. Go here for the table of contents to access that writing and also to see what kind of information I intend to ultimately have here.

We would very sincerely love to hear your feedback and answer any of your questions. :)

Filed under: Making Aztez No Comments
19Apr/127

The Ratio Of Sex To Story

Common Warrior

We're getting ready to fuse the fun beat 'em up we've made with the fun turn-based strategy game we've made and concern is growing about whether this fusion will be fun or not. The reason I came up with this fusion in the first place is because I desperately wanted to try something new and shake things up in the hopes that this type of game can be way more fun. Since there's never really been a game like this before (there's been games very similar in concept but not in execution) we don't really have a way of knowing if it's going to work. In the wake of this concern I've been thinking about porn, and the ratio of sex to story.

16Apr/1214

Beat ‘Em Up Sales Numbers

I've studied these numbers across the year, developer, and even climate. I'm starting with Devil May Cry 1 because I believe that's when the third and most recent age of beat 'em ups began, marked by their migration to consoles after their presence in arcades ended in 1997 after the release of Capcom's Battle Circuit.

Devil May Cry

  • Developer/Director: Capcom/Hideki Kamiya
  • Released: October 2001
  • Units Sold: 2.7 Million (PS2 exclusive)
  • Why: DMC was a hugely publicized launch-era title (end of the first year) for the PS2, as it should have been. It essentially ushered in the new age of the genre by introducing so many innovations and novelties it changed the face of the action game completely and its influence is still felt today. Its success was no marketing phenomenon though; it's an incredibly solid product.

Devil May Cry 2

  • Developer/Director: Capcom/Hideaki Itsuno
  • Released: January 2003
  • Units Sold: 1.8 Million (PS2 exclusive)
  • Why: DMC2 was taken from Kamiya and given to Itsuno, a then newcomer to combat. The game just wasn't very solid as either a game or a combat experience (I think it somehow got worse) but it had the already all-powerful DMC brand attached to it and that got it into the hands of a lot of people. For what it's worth, Itsuno would eventually prove himself as a remarkable action game director.
26Feb/120

What Happens When Struck

The Porter

What exactly happens to the entities in a combat play space when they get struck by an attack is important for two reasons: because the player needs to be punished for making a mistake and allowing themselves to get struck, and also because the player needs to feel a certain way when they successfully strike enemies. But there are a lot of factors involved in a struck event both on the player and enemy entity side of the equation, and these properties can be mixed up in various ways to control EXACTLY where the player lands on the emotional spectrum when entities get struck.

23Feb/120

Timelapse Of The Construction Of Chapultepec

I asked followers of the Aztez twitter account and fans of the Aztez facebook page which environment they wanted me to build next and they voted for Chapultepec! I also promised a timelapse of the construction. Here it is!

Filed under: Making Aztez No Comments
22Feb/123

On Pride And Heritage

Stepped Pyramid

As it turns out, I am 50% Mexican and 50%...random European smattering. I don't feel at all connected to my European ancestry and you will never hear me talking about it. In general, I find everything European pretty boring and thinking about that half of my genetic code is just not exciting. Sorry, Mom! I do feel a strange connection to the Mexican side of me, though. It's strange because the Ruiz family (very large extended family of Mexican American Catholics) don't exactly carry around their Mexican ancestry on their sleeve. Despite being fluent Spanish speakers, I never even hear the previous generation speak Spanish unless talking with THEIR elders, and apart from the culinary and holiday traditions, the Ruiz family I am familiar with doesn't really have their heritage on display. 

Filed under: Personal Continue reading
9Feb/1215

“Hour Zero” Or, When Expression Begins

The Noble

I had a very interesting conversation with a good friend of mine (this particular friend is one of the most technically minded game thinkers I've ever known, as both a player and a designer), where after reading my Bayonetta combat analysis, brought up the issue of discovering mechanics through experimentation. In the combat analysis I mentioned that Bayonetta doesn't appear to have a substantial air game until you discover (and then learn to execute) a specific exploit inherent in this one obscure mechanic. The only reason I knew about this exploit (and a lot of the game's other rules systems and technical properties) was because I bought a specially made guide and I resent the developers for this.

8Feb/124

Combat Analysis: Bayonetta

You knew it was coming! The game I regularly rave about as containing the finest combat engine ever devised is going to get its own analysis. It simply doesn't make sense not to. Heads up! This one's going to be a doozy. *cracks knuckles*

5Feb/124

ABDN’s God Of War 2 Review

This incredible GEM just happened to me: please see Action Button Dot Net's God Of War 2 review. The review ends with this:

"It is not entirely right of me to fault Sony Computer Entertainment Santa Monica for making this game. Surely they knew that all of the above was true, and that all of the above would make a successful game. Shame on them for indulging us, but shame on us for wanting it. Shame on us for coming to expect this sort of skullfucking as 'fun'. This isn’t fun. It’s a nervous tick. It’s a bad habit. It’s obsessive compulsive behavior. It’s going through an entire box of q-tips in a day, because rubbing the inside of your ear feels so good the first time that you just can’t stop, and you eventually start to tell yourself that those little clumps of blood on the cotton are just really dark, moist bits of earwax that you’re better off without."

5Feb/124

Action Button Dot Net

Action Button Dot Net is a website that has been recently put in my lap by one of its writers. It is an absolute GOLDMINE of sharp and painful truth (monofilament blade sharp).  Anything that swims through their highly critical frustum is most likely to get exactly what it deserves, whether you think it should or not, and having absorbed a key collection of the site's writings over the course of the last week I can tell you I feel like I've been repeatedly scraped over a whetstone.

3Feb/122

Why I’m Doing This

Stepped Pyramid

I recently got into a super interesting conversation with the guy that wrote this article on the game God Hand (an entirely remarkable game experience; his write-up is fascinating and worthy of your attention). He's a brazen and intelligent mandude (we need more of these) who at some point in our very engaging conversation asked me an important question. "Why do you do this? Why design and criticize beat 'em ups?"  I realized that before I could answer him I had to do a little digging and this is what I brought back up with me from the hot, wet mind-earth.

24Jan/122

The Action Game Scenario Design Dump

This a brain dump of single player action game scenario variables that I want to curate not just for inspiration and reference, but also to hopefully introduce more standardized vocabulary to use amongst craftsmen of our ilk. So, first things first. This is a distillation of the most common configurations of enemies that are encountered in single player action games.

22Jan/127

Improperly Enforcing Different Skill Sets

The Noble

Most games train the player in a specific set of skills, and more engaging games condition the player to utilize them effectively. Some games will at some point, enforce upon the player a facet of gameplay that requires a completely different set of skills. Now sometimes this is fun! But far too often (especially in beat 'em ups, where game structure often goes dangerously neglected) the newly required skill set is not properly introduced to the player, and there is a harsh expectation that they should learn it and succeed with it, sometimes in high-pressure situations.  What's worse is that sometimes the newly required skill set is far less engaging, or even contradictory, to the skills the player has been developing up to that point.

A skill set that gets enforced without proper introduction: I mentioned this in my Castlevania combat analysis; the final boss of the game casts an effect on the play space that mires the players approach. The player must utilize a mechanic they have become familiar with, in this case switching the character's "combat mode". They must match the character's color-coded mode to the color of the effect on the ground in order to not get knocked down and away from the boss. You can see it in this video if you'd like. The problem here is that this is completely foreign from the mechanic's traditional usage, and it is most definitely in a high-pressure situation. Even the high level player in that video awkwardly navigates the effect in order to get within striking distance again. The expectation set at this moment is very inappropriate and I personally found it incredibly jarring.

16Jan/120

Aztez Is Going Into Full Production!

Stepped Pyramid

As you all know, Aztez has been a hobby project for the last couple years; something I've been making for fun and out of a lifelong passion for beat 'em ups. But I have only had the opportunity to work on it for very brief periods at a time, and these periods have occurred only when Matthew and I have had a miraculous overlap of available time and money. But I'm euphorically delighted to announce that we have received the private funding to spend 2012 developing the game! Our patron would like to remain anonymous (so don't ask), but we have cut an incredible deal and it's go-time. So what does this all actually mean?

25Mar/110

Combat Analysis: Castlevania Lords Of Shadow

I recently played all the way through Castlevania: Lords Of Shadow for Xbox 360 on Hard difficulty.