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An Even Better Robot

December 16, 2016 · Arvind

The Good Robot team has been working to update and improve the game. The update is currently live on the public beta branch and will go out to all users probably in the next day or so.

I have to say, I loved coming back to Good Robot. There gets to be a point in a long-running project where you’re sick of the whole thing and just want it to be done. Than you get the post-release feedback and you start thinking about all the ways you could have made it better.

I may not like what Lucas did to the original Star Wars movies, but I can certainly understand the temptation to keep “polishing” something forever. Hopefully these are net improvements for people.

Partial list of changes:

  1. The Refrigeration Unit – We’ve added a whole new level with new artwork, new enemies, and a couple of new bosses. I was sad we missed out on the “ice level” motif in our original release of the game, and so I’m glad we’ve finally made that happen. This also smooths out the rather abrupt jump in difficulty people experienced between the breezy Junkyard and the rather unforgiving Neo-Jaipur. The Refrigeration Unit is designed to be a midway point between these two levels in terms of difficulty.

    The new Refrigeration Unit in action.

    The new Refrigeration Unit in action.

  2. New hats! – Highlights include Seymour’s hair, VR Headset, Pyrodactyl head and last but not the least, and an “Iconic Cap”. Eat your heart out, Ubisoft.
  3. Continue reading →

Bringing Balance to Good Robot

April 26, 2016 · Arvind

Hey guys, I’m Ross. I have a strange job that involves wearing a lot of hats, and recently just involves a lot of hats. I’ve been with the gang since Unrest, usually handling scripting and level design. I also edit together most of Pyrodactyl’s trailers with the same technology I use to play Terrible Terrible Video Games (Glass Houses – Ed.). I’m here today with some insight into the latest update for Good Robot, and hopefully our thought process as game designers to boot.

With QA teams that number in the ones of dozens (baker’s, if you’re exceptionally lucky), esteemed indie developers like ourselves soon become incredibly adept at one crucial step of the modern video game creation process: making mistakes. But perhaps more notably – making mistakes and fixing them quickly. It’s in this spirit that I present you with a commented list of the major changes this time around.

Continue reading →

Good Robot: The Lost Trailer

April 18, 2016 · Arvind

Originally written by Shamus on Twenty Sided

So sometimes ideas don’t pan out. This is one of those cases:

Looking at the feedback on YouTube, I can see there’s a divide between, “This joke totally made sense to me” and “This was awkward and dumb”. Maybe that would be tolerable for an early teaser, but when it comes to a launch trailer you want clarity and a wide appeal.

A common complaint was that the stock footage of robots conflicted with the in-game footage. That’s true, although I don’t know how that could be fixed. For the first half of the trailer you need slow-paced shots. There’s only so many slow pans you can do over the Good Robot, and there’s no way you can fill 40 seconds with that. The game doesn’t have a supporting cast or dialog scenes, which is what you’d use for the slow build in the first half of the trailer.

Maybe that should have clued me in that this idea was flawed and unworkable, but… I dunno. I’ve had a lot of projects that began with a single fun idea and were fuzzy on the details. DM of the Rings is a good example of something that began half-formed and then came together later during production. Sometimes when you’ve got an idea you have to run it up the flagpole and see if anyone salutes.

Good Robot Update 2

April 14, 2016 · Arvind

As we continue refining the game and balancing things, we’ve made a small patch that addresses issues with certain weapons. Here’s what we did:

  • Electron Repeater DPS output and bounces lowered
  • Piercing weapons now correctly count a missile collision as a hit, and continue moving if they have hits left
  • Various misc interface fixes

The patch should now be live on Steam.

Good Robot Update 1

April 11, 2016 · Arvind

Hey guys, I’m Ross. I have a strange job that involves wearing a lot of hats, and recently just involves a lot of hats. I’ve been with the gang since Unrest, usually handling scripting and level design. I also edit together most of Pyrodactyl’s trailers with the same technology I use to play Terrible Terrible Video Games (Glass Houses – Ed.). I’m here today with some insight into the latest update for Good Robot, and hopefully our thought process as game designers to boot.

With QA teams that number in the ones of dozens (baker’s, if you’re exceptionally lucky), esteemed indie developers like ourselves soon become incredibly adept at one crucial step of the modern video game creation process: making mistakes. But perhaps more notably – making mistakes and fixing them quickly. It’s in this spirit that I present you with a commented list of the major changes this time around.

Continue reading →

Good Robot Achievement Bounty

April 8, 2016 · Arvind

When we first thought of putting hats in Good Robot, it made sense to tie in a few achievements to them. After all, people like hats and achievements – combining them was a surefire way to video game stardom.

For reference, you lose your hat if you get hit by an enemy. Yep.

For reference, you lose your hat if you get hit by an enemy. Yep.

As it turns out, a couple of those achievements are slightly difficult to obtain. And by slightly I mean so difficult that nobody outside of the dev team has done it yet. The achievements I’m talking about are:

We don’t want these achievements stay un-achieved forever. To encourage you to go out there and get these bad boys, we’re putting a bounty on them. Be warned, this challenge is not for the faint of heart. Continue reading →

Good Robot: Out Now!

April 6, 2016 · Arvind

Good Robot is released! We even have a launch trailer to prove it!

I’m not nervous about sales. Maybe it will flop. Maybe people will dig it. I hope for the best, but I’m not worried.

No, what has me worried are glitches. We’ve done as much testing as a small outfit like ours can hope to do. The press have been playing the game for a couple of weeks now. While everything is basically okay so far, I’m still terrified that some previously unseen glitch will pop up when the game reaches the masses. Maybe the framerate will be low for people using left-handed mice, or maybe the display colors will be inverted for people using DVORAK keyboards, or whatever. There was no shortage of mystery problems during development, and I can’t shake the feeling that a few of them have been hiding, waiting until launch day to manifest.

If I designed a bad videogame and it gets bad reviews, then that’s how it goes. But if I designed a good game that gets trashed in reviews because of some obscure but game-breaking glitch, it will haunt me forever.

I’m sure we’ll have more posts in this series. Maybe I’ll do a postmortem. Maybe we’ll talk about sales. I don’t know. We’ll see what’s interesting.

Thanks to Pyrodactyl for teaming up to finish the dang thing. Thanks to Arvind, Mikk, Rutskarn, and Ross for the hard work, long meetings, and good ideas. Thanks to everyone who’s followed the project since day one. Thanks for the encouragement. Thanks for taking a chance and buying the game. Thanks for doing all the social-media sharing stuff to help the game reach more people.

Steam launch day sales are of the utmost importance to us in terms of getting the game noticed. Buy Good Robot today!

Good Robot #47: A Script Reading

March 31, 2016 · Arvind

Written by Rutskarn for the Good Robot Devblog

Here it is, as promised: the original Good Robot script I sent Shamus in October of 2013. It was never revised, so expect a bit of roughness, but since it was never meant to be paired directly with scripting or in-game events it should be reasonably coherent.

You ought to know that this draft “spoils” a plot point from the current version of Good Robot…except the current game doesn’t have much of a plot, more like a tone and texture? Nevertheless, if you like to experience things completely blind, it’s possible reading this will negatively impact your playthrough of new-hotness Good Robot. The rest of you might find your experience improved; should you enjoy the critical approach, you might find it interesting to compare this script’s structured plot-reveal-conclusion nature with the current Shandified version. Take your best guess as to which kind of player you are and make your choice: click “read more,” or skip it and inevitably get lost in a MrBtongue archive binge.

Continue reading →

Good Robot #46: Game Design Changes

March 30, 2016 · Arvind

It has been one year since Good Robot went up on Greenlight, and we are due to launch in a little less than a week. The game has evolved an immense amount in the intermediate time.

Top: Early alpha. Bottom: Current build. Click for full view.

Top: Early alpha. Bottom: Current build. Click for full view.

Visual changes are easy to show using videos and screenshots. Game design changes, not so much – this is a process of formulating systems, talking to your team, tweaking your design based on feedback, convincing your team why a certain system is the right fit, and then overruling their complaints with an iron fist.

I thought the best way to show just how much Good Robot’s design has evolved is to talk about some of the bigger changes in its design, from when Pyrodactyl started working on it to now. First, I’ll describe the old system, then the problems with it, and then what we did to fix it. Here goes!

Continue reading →

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