Time: 6.30 pm
Monday evening. The team behind Mathbreakers – Morgan,
Charlie, and Vivian – are half-way through their dinner. Morgan has Reddit
open, and is pretending to be hard at work, when Charlie says, “Hey Morgan, Its
your turn to do a blog post today.”
“Mmmmm Mmph darumfff wamppppa,” replies Morgan, chomping down
a rather large mouthful of burger. Which, Charlie and Vivian, having worked
with Morgan before, rightly interpret to mean, “But I don’t wanna.”
What follows is the conversation they had..
Charlie: You
should write about how we built the game from scratch.
Morgan: You mean
how I met you and Vivian early last year, and how you guys had these cool
prototypes for a Math game, though technically speaking not production stuff…
And how I took on a role where I could advance that stuff in a maintainable
way, and work towards optimizing and maintaining what we had?
Charlie: Also
talk about the website.
Morgan: Remember,
for a little while we had this impossible to maintain PHP version of the
website that I wrestled away from you? I guess I could write about how we are
using Django and jQuery.. Also, all the APIs we are using – the Mathbreakers
game uses logins, assignments from the teachers which need to be tracked, the
back-end purchasing system.. Yes, I could write about all that; but I don’t
want to.
Vivian: Maybe I could write the code for the site. I
will only take five-times as much time than you guys.
Charlie: Remember
all the time Morgan spent on doing Shaders! That was the time when he wanted to
build this cool-looking bubbly shader for the numbers – giving objects in the
game a ice-cuby effect? (Psssst, Ice-cuby
is not a real word.)
Morgan: You can
do all sorts of custom effects on object and game environment - cool things.
Like the material you put on objects , light up when there is sun. See-through or
reflective surfaces, for examples. We are a small team and did not have an art
budget; so I tried to do most of the work using code.
Charlie: Which is
why you built the hex grid system, this bunch of hexagonal tiles, that sort of
pulled the game together visually.
Morgan: I think
the way we built Mathbreakers was Charlie would have an idea and would start
building a level for it. He would also
write much of the code for it. I would do tricky parts of the code, make it more maintainable, for example. Then Vivian
would come in, and make what we did look pretty.
Vivian: We built
the game on top of Unity, which meant we did not have to do every little thing
ourselves. Unity took care of the Physics for us. Like, when you go
sufficiently close to a ledge, you automatically fall off.
Charlie: I think
Unity is kinda like Photoshop, but with way more interaction.
Vivian: I think
you can say that about Blender. You can customize a lot of things very easily.
Morgan: Players
can customize the characters in the Mathbreakers game, man. How cool is that! (Note: Vivian is not a man, but Morgan
refers to everyone as ‘man’; be it man, woman, child or a pet cat.)
Vivian: I think
the components-based model of Unity helped us a lot with testing. Larger game
studios work in six-months sprints, they have to be able to figure out things
many, many days in advance. We, on the other hand, were able to make a feature
in a day or two, and test it out. If children loved a feature, we kept it. If they did not, we removed it.
Charlie: I
thought having a marble in the game would be a good idea, but the kids did not
like marbles all that much. The robots they loved!
Morgan: Speaking
of, do you know we sent out roughly a thousand robot hugs?
Vivian, Charlie (in
unison): Dude! A thousand robot hugs!
Morgan: Meh.
Whatever.
(The End)
Editor’s note
(Yes, this post has an editor): A thousand robot hugs! When the Mathbreakers team had this hugely
successful Kickstarter campaign, they thought it would be a great idea to thank
all the people who had supported them. They were at a party, and thankfully it
was the kinda party that also had an unlimited supply of paper and pen, along
with various cool beverages.
Having made sure they had enough pizza, Morgan, Vivian, and
Charlie started drawing random robots on paper. Their friends joined in as well. Later,
Morgan scanned some of the images, and wrote a quick JavaScript program that
made it look like the robots were actually hugging people off their
browsers. Everybody loved it!
Want to send someone a robotic hug? Fine! Here: https://mathbreakers.com/hug/absolutelyfree/