There are tonnes of game modes in Biology Battle including the strategic multi player 'Turret' mode
These are the Biology Battle fighter ships up close
In this level you get to destroy a carbuncle infection
Biology Battle features 4-player fights that are shaping up to be very intense
Party game fans will dig the 4-player action, that can be co-op or versus which is a very cool feature
You secrete trails of biological gunk in 'wire cycle' mode
When I was at high school I studied biology in
year 11 and 12 and though I took issue with osmotic pressure, there's
something to be said for mitochondria.
My teacher would often talk of cell organelles but
he had a carbuncle on his cheek. It constantly wept pus.
So when we got news that a game studio in
Thailand, Novaleaf, was developing a game called Biology Battle, we
decided to stalk them (which meant we could write-off the Thai
holiday as a work expense) and forced CEO and chief
architect Jason Swearingen to answer a few innocuous questions:
Will Barker: I like
battling, but biology bores me. What's the ratio of battling
to biology in the new game?
Jason
Swearingen: Biology
Battle is 95% Biology Free! Now
with more Battle! While we were seriously considering
making Biology Battle incorporate more tangential learning
techniques to make
the game more educational, it’s too bad but we simply ran out
of time.
Maybe I’m getting old, but I somehow
feel that it’s my social responsibility to make games
educational if it doesn’t detract from
gameplay. It’s not something I paid attention to in
the beginning of Biology Battle’s design, which hurt our
ability to incorporate "edu-nuggets" in later.
For our next games, I’m going to keep
this in mind through the entire game design process.
Will Barker: I see, but would
you call Biology Battle a 'casual' game?
Jason
Swearingen: OK, first a bit of a rant. I
personally hate the terms “casual” and
“core”. The “casual” label
really gained hold during the explosion of match3 puzzle games, and I
think really symbolizes business’s desire to boil
games down to two target audiences, regardless of how
square-peg-round-hole the approach is.
Alright, that through, let me put on my CEO
hat: Biology Battle appeals to the casual gamers desire for
bite sized gaming experiences, and also the core gamer’s
desire for challenging and competitive gameplay.
Hey, I just did the businessy trick of answering
your question without really answering your question. Perhaps
I’m more well suited to the role of CEO than I
thought…
Will Barker: Very
well. We've played the demo, and one of the first things we compared it
to was the hugely popular Geometry Wars. Clearly it was an influence,
but how careful did you have to be to avoid being labeled a clone?
Which areas or features did you feel you innovated?
Jason
Swearingen: Generally speaking, the classic 8-directional
and side scroller shmups like SmashTV and R-Type are really where
I’d say most of my inspiration from.
Though one thing we did get inspired from Geometry
Wars was the idea of the infinite level, which I think is a great
addition to the genre when targeting for “bite sized
action”.
When it comes to innovation, that’s
actually an area I think we shine very well, though it might be hard
for gamers to appreciate some of the technical innovation.
Innovation gameplay-wise, we included an
"asymmetric co-op" feature which allows players of multiple skill
levels to have fun together in the same game, and still be balanced to
be challenging but not too difficult for each type of player.
This was important because while the Xbox360 is
focused on the core gamer, XboxLive games are sort of the casual games
for that audience, and they play them with less skilled
friends/families.
Another gameplay innovation is the
“Life/Death” mode scoring mechanics of Biology
Battle. Here we focused the design to encourage competitive players to
maximise their time in both life and death modes to get the highest
score. This requires a bit of 'metagame' to decide the right
balance.
Technically, I think the biggest part
I’m proud of, is using XNA to write a high-performance arcade
game. If you hear any of the complaints people have using C# to write
games, that’s not a small feat, especially on the Xbox360
which has considerably worse performance running C# code (it uses the
CF.NET for those keeping track).
We are also including a p2p topscore list, and GPU
accelerated fluid particles, which while some-what gamer features, fit
squarely in the “technical innovation” category.
Will Barker: Hmm.
GPU accelerated fluid particles sounds kinky. We like what we're seeing
from this new game for PC and Xbox Live Arcade, but we're all pretty
lazy here at the Games Channel, so I have to ask, have you built cheats
into Biology Battle?
Jason
Swearingen: Actually it’s something I wanted to
do, but on October 30th Microsoft released the final XNA dev bits we
needed for launch, and at that time they updated their EULA to include
the line “No Cheat codes” so that’s a
bummer.
Will Barker:
Typical. Okay, so one of our (my) favourite multiplayer games at the
Games Channel (that I make everyone play whether they like it or not)
is Puyo Pop Fever. Do you have any of these puzzle games in
development? If so, you rule! If not, no worries.
Jason
Swearingen: Hah, no plans for the moment. I aspire to
build games like X-Com, or Final Fantasy Tactics over the near term. We
give all of our developers 20% "personal project" time (and 10% profit
sharing), so if any of them are interested in writing puzzle games, I
won’t stop them. ^_^
Will Barker: Good to
hear it. Now making games sounds like fun, and so is cooking
food. We like BBQ kangaroo here at Web Wombat. What's your favourite
dish and why?
Jason
Swearingen: My favorite food is *home made* macaroni
and cheese. Not the crap you get in a box using fake
cheese. My favorite recipe calls for 20%, real sharp-cheddar
cheese by volume.
Will Barker: Yum.
The Nintendo Wii is doing amazing things at the moment and
revolutionising gaming by bringing it to a non-core, I mean new
audience. Is this a platform you'd like to program for?
Jason
Swearingen: Sure I’d love to dev for Wii, and
the iPhone! But it was a strategic decision to focus on XNA, which
restricts (empowers?) us to develop exclusively for PC, Xbox360, and
Zune.
Choosing XNA was the right decision, but it
doesn’t stop me from wishing for those extra platforms. =)
Will Barker: For
readers out there looking at getting into videogame development, what
would you recommend as the best place to start? How did you
get into it?
Jason
Swearingen: I feel if you want to be a hobby developer,
just pick up a good book on the subject and start making your
game. I personally would recommend XNA for noob developers,
just because C# is a simple language, you get Visual Studio C# Express
for free (the world’s best IDE), there is a huge community
for support and code samples, and a lot of great books.
However, if you are looking to get into game dev
“for reals” then get a good computer science
degree.
Games are real-time simulations, and to succeed
you need to have a solid foundation in systems architecture and
algorithm design, super-human applied problem solving skills, and a
passion for learning that extends well beyond the class room.
For me, I actually didn’t get a CS
degree (I’m a business major), but when I was working at
Microsoft I taught myself how to program, and ended up doing
development in Vista DRM.
Even though I always wished to do game
development, I actually didn’t start it until Biology Battle.
This is my first game ever. From what I learned, I would again
emphasize that games are just another form of software, and for
anything beyond “casual” complexity can not be
accomplished in a haphazard fashion.
Will Barker: You
guys are based in Thailand. Is this a first in the games industry or do
you have domestic rivals/friends in Thailand?
Jason
Swearingen: The local Thai game industry is focused on the
domestic market, doing outsourcing, or casual games for DS or Wii.
In regards to both writing games for the "Core
gamer" markets and also our use of XNA technology, we are alone in the
industry. In fact, when Biology Battle is released on the
Xbox, it will be the first Thai game to be on that console.
Will Barker: Are
there any cultural influences unique to Biology Battle and/or games
made in Thailand?
Jason
Swearingen: I think the biggest impact is the "East Asian
deference to authority" that you see, well, in all East Asia. Coming
from the USA (Microsoft) I knew what to expect, but I was still a bit
surprised when I saw it in action. Employees here expect to be
micromanaged, which doesn’t work very well when the product
(games) requires a high degree of creativity, problem solving, and
'fun'.
Another issue is the lack of familiarity with
western canon, cultural knowledge, especially games. For
example, if you asked a Thai game developer where the term
“Hail Cesar” came from, you would be hard pressed
to get an answer that is related to the Roman Empire in any way.
Biology Battle factoids:
The game is written in XNA
It will be released on the Xbox 360 (XBLCG)
this November 19th (2008)
Will Barker: From
the beginning, tell us what is involved in creating a game such as
Biology Battle? I always think of game development offices as giant
Counter Strike hubs where no one really does any work (like what we do), but I imagine
there's the ideas phase and the art and designing the game. But what
other crucial production decisions get made?
Jason
Swearingen: I think one of the biggest, overlooked areas
is system design and architecture. At Novaleaf we write all of
our tools and technologies from the ground up, no
middleware. So it’s especially important for us to
have properly architected systems, that are modular and work well other
components.
When it comes to shipping a game, a lot of hard
decisions revolve around setting and following project milestones, and
cutting features properly.
Will Barker: Releasing
games online is becoming increasingly popular. Games like Wipeout HD
for the Playstation 3 was launched online only - why did you choose to
release the Xbox 360 version of the game online?
Jason
Swearingen: Given the choice of digital or physical
distribution models, I personally will always favor digital. I
really feel online sales/distribution is the future, and for a
developer like Novaleaf being all the way in Thailand, online is really
the best choice for us today too.
Will Barker: What's
on the horizon for Novaleaf? Do you have plans to release games on
different platforms in the future?
Jason
Swearingen: As a general guideline, we plan on releasing
PC versions of our games about 6 months after the Xbox version.
However because we are tied strongly to XNA
technology, we don’t have plans to do Wii or PS3 development
anytime soon. But plans can change, so I wouldn’t
dismiss the thought outright. =)
Will Barker:
Finally, what does Sawadee Khrap mean?
Jason
Swearingen: Actually, it’s both
“G’day!” and “Ooroo!”
Will Barker: That's
nice. Thanks for taking the time to talk to us, and best of luck with
Biology Battle.
Novaleaf Game Studios:
8 people total
(6 technical, 2 administrative) Part of a 20 person company
(Novaleaf Software) Self funded Based in Bangkok Thailand Game studio is 1 year old
(Novaleaf Software is 2 years old) Focus on XNA as technology Uses a multicore engine
developed in-house (no middleware)