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The More You ‘Bow: Why Isn’t Runbow Out In Australia Yet?

The More You ‘Bow is part of an ongoing series about the little ins and outs of Runbow. Each week we’re going to offer you a little more insight into this game we love so much. And yeah… we just kinda wanted to call something “The More You ‘Bow.”

This week’s blog is brought to you by Dave, Producer on Runbow.



Why Isn’t Runbow Out in Australia Yet?

Other games get released there, right? A lot of people ask us this question every day, and I thought I would write a little piece and let everyone know where we are at and what we’ve been working at. I thought I’d operate outside of the traditional It’s-Someone-Else’s-Fault-Internet-Rant format and maybe shed a little positivity on the well-known challenges surrounding a simultaneous international ship. That might be kind of fun.

“Ratings Are Hard”

To release a game in any region in the world, it has to pass through a rating system. North America has the ESRB, Europe and many other regions use PEGI, and Australia and New Zealand uses the ACB. I’m sure everyone knows this by now.

I’m sure everyone also knows the oft-repeated complaints about the Australian classification system. Yes, it’s a little stricter, it takes a little longer, and it stops a lot of games from getting released there. This all sucks, but we’ve tried not to let this get us down, because shouting about this issue is not going to change it. We try to stay positive around our office because I think the more we throw negativity at that system and complain and gripe, the more people are ready to respond with negativity. This is as true in game classification as it is in smiling at someone on the street. “You catch more flies with sugar than you do with vinegar,” my grandma said, and she’s shipped tons of video games.

Instead, why not put ourselves in a position where we can encourage dialogue? Or encourage nationals in Australia and New Zealand to have a dialogue with their members of parliament about their system? Every game blocked or delayed is a chance for conversation about the benefits and issues of the rating system–any ratings system. That’s way more powerful for game makers and game fans, so we’re going to do that.

We’ll also say thank you, ACB, for rating our game. You’ve made it so that parents and consumers can eventually make an informed decision about how awesome it is. That’s actually a really cool thing.

“International Co-Ordination Is Hard”

In life, much like in Runbow, sometimes there are things you can’t control. Whether it’s the colour of the platform beneath your feet or the structure of your culture ministry, sometimes you don’t have all the power in the world. That’s okay.

For us, we had a submission to the ACB in the queue and returned to us the day after we entered final certification for Europe. It took them a little longer than expected for whatever reason it takes human beings a little longer than expected to do things sometimes. Maybe someone got sick. Maybe someone couldn’t find their keys that day. Maybe someone won the lottery and got to retire forever, leaving someone else to pick up the work (not without a little monetary gift from the lottery winner, I hope). Whatever the reason, it took longer than expected.

I think it’s hard sometimes to imagine the creators of things that you love, things that seem like they were built for you and only you, as people themselves. With lives, and dogs, and kids, and partners, and illnesses, and hobbies, and dentist’s appointments and broken alarm clocks. Sometimes it’s hard to remember that these things have to be made by people and people can only be scheduled so far before life gets in the way.

When it came down to it, we had a choice to make between shipping the regions that were approved and waiting for simultaneous ship, and waiting was not a viable option for us. We made every decision about Runbow in a way that reflected a game and an experience that our audience would appreciate. That was our one motivating factor. But when we needed to launch to make sure that we can still feed our dogs and our dentists, then we needed to launch.

“Not Giving Up is Hard”

“So the game isn’t going to be simultaneous ship,” we said.

“That’s a real thing that happens,” we said, and while we were bummed, we thought we could make some lemonade out of this big bag of lemons. Or I guess if the lemons come from Australia, it might be most efficient to make lemon myrtle? While I am well versed in the inner workings games industry, your lemon industry is entirely vexing.

There are things in our control. Since the rest of the world had a chance to play Runbow first, we have the ability to take our time, and make sure Australia and New Zealand get as many bug fixes as we can cram in there before they boot up the game for the first time. We could fix the little things to make a better first impression of the game. Little things that we didn’t think we’d need to fix before we launched, issues that hadn’t presented yet. We could have shipped out immediately, but you’d get the same bugs everyone else had, and it would take us even longer to fix them for everyone.

Even now we are waiting for approval of some issues through Nintendo’s certification process. Sometimes this process can take a while, but the fact that it is so rigorous helps us make sure the game is its absolute best when it heads out our doors. We can also work on controlling the price to mitigate for currency conversions across different regions, and to keep competitive with digital indie titles across the world. That’s why we set a 19.50AUD and 20.99NZD price point, which you can get 15% off if you downloaded our Nindies@Home demo.

We’re also in control of how we talk and think about what our studio does. No one is to blame or no one is behind schedule. We’re really proud of Runbow, and we want your first experience of the game to be the best it can be. And if there’s issues in that build, you’re damn right we’re going to fix those too.

This is our first game and it’s been a wild ride. We’ve learned a lot and it’s amazing to see the support, even from regions where we haven’t launched yet. Thank you for staying excited about our game.

It’s hard not to stay positive.

gamedev indiedev video games australia indie nintendo new zealand

The More You ‘Bow: Powerups in Runbow

The More You ‘Bow is part of an ongoing series about the little ins and outs of Runbow. Each week we’re going to offer you a little more insight into this game we love so much. And yeah… we just kinda wanted to call something “The More You ‘Bow.” 

This week’s blog is brought to you by Tom, Lead Designer on Runbow.

Inspirations

Power-ups come in many forms throughout a great number of games. From Mario Kart’s shells and mushrooms to Halo’s over-shields and cloaking devices, the idea of giving the player temporary tools to overcome challenges is not a new one. From the start, we knew we wanted power-ups in Runbow, but we weren’t immediately sure what form they would take. We began to explore this concept with our own twist, but before we get into that, let’s start by answering the question of why we added them in the first place.

Reasoning

In some of the very first iterations of Runbow’s Run Mode, we noticed that once a player got ahead of the others, it was very hard for the chasing players to do anything but wait for them to screw up. As a result, we began looking into ways to give those that have fallen behind a chance to catch up. We played around with the idea of drafting off of players in front of you, or having a rechargeable sprint that recharged faster the farther behind you were. Ultimately, however, we took a page out of Mario Kart’s book and went with power-ups that were most useful the farther back you are. We felt that this solved our problem really cleanly while also keeping our game party-friendly by not adding a new player input or skill to learn. The easier it is for people to pick up and play without a load of instructions, the better.

Methodology

We wanted the power-ups to be fun, different, and balance and tighten the races. They also had to account for whether the player is losing, in the middle, or out in the lead. The farther the player is from the front, the better the power-up needed to be. The following is a breakdown of the power-ups we came up with. Note that the groupings aren’t water-tight and some of the power-ups have a chance to appear in the different ranges.

The Losing Players

Power-ups here need to give players a chance at taking the lead or at least a few positions. An obvious way to do this in a racing game is to make the player move much faster than normal, so the creatively named Super Speed power-up was created first. Another way to do this is to stun or slow everyone else, this is where the Lightning power-up came from. Both of these power-ups are simple yet effective at for helping those at the back of the crowd.

The Middle of the Pack

Power-ups here need to give a smaller advantage but also cause more battles and player combat in the most packed part of the race. One simple way to promote combat for this group was to let them blast anyone they hit off the screen. Super Punch is still one of our favourites. We then tried to make a power-up that would do something similar, but affect everyone. After playing around with a few variables, we discovered that a Time Slow encouraged players to try a few more risky combat moves or other maneuverings to get a lead. With these two power-ups in the mix, battles for position in the middle became a lot more interesting.

Frontrunners

Lastly, the front runner power-ups needed to either be a total hindrance or a global effect that adds an even amount of chaos to everyone. Now, when we thought of ways to add chaos, we immediately thought of playing around with the already chaotic colour mechanic. One thing that really jumped out at us was simply removing the colour, turning everything grey-scale. It forces players to really pay attention to what colour is coming because the only difference is in the shade. In keeping with our awesome naming traditions, we called this one Greyscale. Lastly, as we were exploring other ideas of cranking up the chaos, we tried simply flipping the camera upside down. Doing this put players’ ability to adapt and react to a change right on the spot and also played into the heavy visual nature of our game. We called this power-up Camera Inversion and, with this and Greyscale in play, things can get quite hairy.

The Exception

Now, if you’ve played the game before you’ll notice I’ve left one power-up out, The Swapper. The reason for this is that its usefulness automatically changes depending on your position, acting like a double edged sword. For example, if you are in last place, you are guaranteed to at least go forward one position, whereas if you are in first place, it does the opposite and takes you back at least one position. Due to the potential havoc it could cause to someone in first place, it makes getting a power-up in that position a risk. Some players in the lead will avoid power-ups altogether, leaving them for other players, increasing the overall spread of the other players in the race.

Results

With all the power-ups created and slotted accordingly, the only remaining task was to tweak and iterate their values over the remaining months of development and play-testing. We also gave the players the ability to choose different power-up load outs at the game settings screen. In the end, we believe we were able to create a diverse range of power-ups that levelled the chaotic playing field that is Runbow’s Run Mode.

Cheers and thanks for reading!

runbow gamedev indiedev design

Runbow Runblog: Here We Go Again

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Hey everybody! I’m Alex Rushdy, Creative Director here at 13AM Games. Everyone here has been incredibly, impossibly busy as we all inch our way towards finally releasing Runbow into the wild. This past week we finished the intense, full-game QA with our playtesters and submitted the game for certification. Do you know what that means?

It means we’re almost done. Which in turn means that we’ve got a lot more time to update our blog! It’s been laying dormant for so long. We tried to get a blog going a long time ago amidst what was already a hectic development cycle. I guess what they say is true:

“Marketing your indie game is a full time job.” - Every single Indie Dev Blog Anywhere Ever.

So let’s catch up on some of the cool things that have happened over the year:

First off, we appeared at GDC and PAX East back in March to showcase the game. This was an important reveal because not only did it showcase our new combat, brand new art style, and new features, but it also introduced a character to join Hue in the fun: Val!

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Since then, Runbow has had quite a few playable characters show up because we followed up that announcement with our guest character trailer–announcing 8 playable Nindie guest characters!



…And we teased these guys here (I wonder who they could be? Hint: you’ll find out very soon.)

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Most recently we headed out to E3 to show off the game again on Treehouse Live and Twitch:

https://www.youtube.com/watch?v=f1F2NhZMx7Q


And we participated in the Nindies@Home demo program! (Thanks to everyone who downloaded the demo! We hope you liked it!)

This was also when we announced two big new features: Adventure Mode and online play–as demonstrated in our E3 2015 trailer:


It’s been a lot of work to get to this point, but we’re nearing the home stretch. All in all it’s pretty exciting stuff, and now that you’re up to speed I think I’ll wrap up this post.

Stay tuned, as we will have a new post for you every Monday afternoon. Who knows… we might even spill a few secrets.

-AR


Runbow Wii U eShop Nindies Indie 13AM Games
A huge thank you to everyone who showed up to our playtesting sessions! Your help was greatly appreciated! 

Play testing is now officially closed, which is kinda sad, but it also means that the game is even CLOSER to being released!

To celebrate, I am sharing a Doddle (one of our enemies) with you all. Even though he’s our enemy, he’s kinda cute isn’t he?

Stay strong, Runbow fans! We will have more news to post in the coming weeks! http://ift.tt/1Oi32HF

A huge thank you to everyone who showed up to our playtesting sessions! Your help was greatly appreciated!

Play testing is now officially closed, which is kinda sad, but it also means that the game is even CLOSER to being released!

To celebrate, I am sharing a Doddle (one of our enemies) with you all. Even though he’s our enemy, he’s kinda cute isn’t he?

Stay strong, Runbow fans! We will have more news to post in the coming weeks! http://ift.tt/1Oi32HF

IFTTT FacebookPages

Ah, E3.  Truly the most magical time of year.

We’re all thrilled to finally be able to let the cat out of the bag with some sweet deets on Runbow’s adventure mode, as well as finally announcing our online mode!

Also, if you haven’t heard yet, Runbow is a part of Nintendo’s Nindies@Home program!  From now until the end of E3, you can download a special event preview version of Runbow from the Nintendo EShop.  Nab your copy before the end of the event, and you’ll also lock in a 15% discount on Runbow when it releases!

Runbow 13AM Games e3 2015 nindies@home