We’re extremely proud to participate in Humble Freedom Bundle, along with other leading indie games. 100% of proceeds go to the ACLU, Doctors Without Borders, and International Rescue Committee.
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@itayke
We’re extremely proud to participate in Humble Freedom Bundle, along with other leading indie games. 100% of proceeds go to the ACLU, Doctors Without Borders, and International Rescue Committee.
C# Array Performance
As part of the mobile port of Mushroom 11, I reluctantly engaged in a quick performance experiment focusing on optimization of array and list iterations.
I performed a few benchmark tests, running several loop function 10m times. The functions used different iteration methods to sum up the values of a short set of around 20 floats, using Unity’s C# (Mono) environment. The benchmarks were executed multiple times in different order, but clearly more elaborate tests are due. But without further ado I’ll go ahead and present the results.
Native arrays
For this section I set up a simple float[] array. The first test used a basic array loop with a cached length.
int len = arr.Length; for (int i = 0; i < len; ++i) f += arr[i];
times 10m, it elapsed the following: 00:00:00.6502370
An annoying habit that I see too much of is not caching the length. In arrays, it’s surprisingly benign, as the compiler uses inlining and value caching to avoid recalculating this value per each iteration.
for (int i = 0; i < arr.Length; ++i) f += arr[i];
Elapsed: 00:00:00.6643670
A discussion going back to my C days argues that there's a difference between pre-increment (++i) and post-increment (i++) based on the fact the latter requires holding a copy of the value rather than simply returning it.
int len = arr.Length; for (int i = 0; i < len; i++) f += arr[i];
Elapsed: 00:00:00.6528710
The tests have shown minimal difference if any, possibly due to the compiler’s foresight, figuring out that there’s no reference to the pre-incremented value.
Finally, I had to test the infamous foreach. I was prepared for another inconclusive result.
foreach (float v in arr) f += v;
Elapsed: 00:00:00.9130370
Alas, my concerns were true - foreach is significantly slower. Not much compiler foresight here, and the gain of avoiding array dereference ([]) is drowned by the use of an expensive enumerable.
Lists
Using collections has many benefits, but performance is not one of them. This time, I repeated the above tests with a List<float> collection.
int len = list.Count; for (int i = 0; i < len; ++i) f += list[i];
Elapsed: 00:00:05.6873850
To no surprise, that’s almost 10 times slower than an array. (I’ll skip showing the post-increment List results, as they yield identical results.)
Next, I avoided caching the list’s length (Count). This time I wasn’t surprised by the difference.
for (int i = 0; i < list.Count; ++i) f += list[i];
Elapsed: 00:00:09.9270630
Yes, that’s 75% slower than cached length. List Count is much slower than array Length, and the compiler can’t assist much.
Last, using foreach on the list. This has to be efficient, right?
foreach (float v in list) f += v;
Elapsed: 00:00:17.6953360
No, it is not. This is 3 times slower than standard iteration! Avoid!
Update1: Non-Indexed Collections
Non-indexed collections (i.e. no implementation for IList) don’t provide direct indexed access to its members, but offer other features instead. Going through the entire collection is generally done with foreach, which is proved slower than direct enumeration, but in the following cases there is no real alternative.
All the following results use a standard foreach loop:
foreach (float v in collection) f += v;
HashSet elapsed: 00:00:09.4610000
Stack elapsed: 00:00:13.2449600
LinkedList elapsed: 00:00:18.6280300
So far, no huge surprises. HashSet is more efficient than List, as well as than Stack and LinkedList. But the following test is really upsetting:
LinkedListNode<float> node = linkedlist.First; while (node != null) { f += n.Value; n = n.Next; }
Elapsed: 00:00:10.2359300
Why on earth is literal node crawl almost twice as fast as foreach? I can only imagine a general and inefficient enumerable model is in use here. At any rate, this is a clear and easy call for optimization, when linked list is in use.
A more comprehensive test is due, taking list manipulation (e.g. adding, removing, searching) into account. Clearly the choice of collection type isn’t made based on its iteration efficiency, but it’s always good to know the consequences of such choices.
Update2: The Garbage Collector (GC) plays a major role in the efficiency of enumerable collections, or lack thereof. Further tests are being conducted to figure out GC’s performance effects, on top of the given extended memory footprint.
Conclusion
The results are pretty clear - the compiler can only do as much. It can use certain assumptions such as unchanged array Length, or noticing that there’s not need to copy post-increment value if nothing is using it.
However, collections are volatile in nature. Cache their lengths if you know it stays intact. Also, the overhead of foreach renders it unusable in most circumstances, if performance is key. That is true even for non-indexed collections: if you can avoid looping with foreach, you likely should.
That said, your optimization efforts should likely be focused on physics or visuals (e.g. draw-calls, overdraw). However, understanding the underlying mechanics and constraints can definitely make a noticeable difference, especially on lower end devices.
I’ll conclude with reminiscing on how this could be further optimized with the right programming language, before everything was prefixed or suffixed with a hashtag ;)
float *fit = &arr[0], *fend = &fit[len]; while (fit < fend) f += *fit++;
Later, -- itay (@itayke)
Mushroom 11 in Humble Eye Candy Bundle
Humble Bundle has just released their latest bundle, and this one is truly amazing, with games like Human Resource Machine, TowerFall Ascension, Mini Metro and also Mushroom 11! It's a great honor to be part of the Humble Eye-Candy Bundle, so get these great games now, and help charity!
https://www.humblebundle.com/eye-candy-bundle
Mushroom 11 Launch Trailer
After almost 4 years in the making, we’re excited and nervous to announce our release date - October 15th!
Mushroom 11 will launch on Steam, GOG and Humble Store for PC/Mac/Linux.
More info here!
Gamasutra Featured Article: 2D Camera Systems
My post on 2D Camera Systems was picked up and featured by Gamasutra!
http://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
After much demand for a follow-up to my GDC Talk, I revised it into a more organized (and pretty long) post on the various camera techniques used in 2D games, old and new. I hope you find it useful!
Read the entire post here: http://bit.ly/1c8bRpI
wow, if you were looking for the comprehensive talk on 2d camera design this is the talk for you. Itay does an amazing job going through the entire history of 2d game cameras, accompanied by beautiful annotated animated screenshots.
Oh also GDC posted it for free. I can’t say enough good things about this talk
Mushroom 11 at GDC and EGX: Experimental PR email
[A couple of weeks ago we sent an experimental PR email, explaining a bit more about what Mushroom 11 is all about to publications that are likely to be unfamiliar with the game. The results were remarkable, so we thought we'd share the post with everyone!]
Subject: Meet the Mushroom 11 team at GDC/EGX (You won’t believe what happened next!)
Here are 11 thing you need to know about Mushroom 11 if you’re attending GDC or EGX:
1. Game mechanics unlike anything you’ve played before.
Mushroom 11 is a physics-based platformer with skill and puzzle elements, but unlike other games, players have no force over the character and can only use the mouse to destroy their own cells.
2. Control mechanics that makes you rethink platformers.
Players have to relearn what it’s like to move, when the organism they’re destroying grows on its own. At first it feels like a big departure from normal platform conventions, but after a minute the control becomes intuitive.
3. A post-apocalyptic game without humans.
Mushroom 11 provides a more probable outcome to the post-apocalyptic genre in video games: a world after humans. When the next species takes over, what will become of our great accomplishments, our battles, and our cultures? Does any of that matter in the end?
4. Destruction is the only way to grow.
The unique symmetry of destruction and growth in the mechanic is echoed back into the game’s world as you move through a destroyed land with various lifeforms trying to establish a foothold among the devastation.
5. Award-winning.
Mushroom 11 has won many awards for its unique mechanics and theme, including best-in-show from various publications, PAX10 2014, EGX Leftfield Collection and of course, 2014 IGF Finalist for Excellence in Design, where we lost (like everyone else...) to the amazing Papers, Please.
6. Great critical reception.
Mushroom 11 has received funding from esteemed indie collective, the Indie-Fund. While still in development, it has gained a great critical reception and was named as one of the most anticipated indie games of 2015… as well as of the two previous years. From the press: “Mushroom 11 is the next great puzzle-platformer” -- Destructoid “Mushroom 11 is unlike anything else I’ve ever played, but it still manages to be intuitive and instantly understandable" -- IGN “The level design pushes the unique movement concept to its extremes, forcing players to think outside the box to manage the creative destruction of this odd creature” --- Ars Technica
7. Music by Electronica supergroup The Future Sound of London (FSOL).
Even before we approached The Future Sound of London, they’ve been a huge influence on the design of the game. Being able to get them on board and work with this legendary duo in person is an incredible honor.
8. Aiming for a June 2015 release (PC, Mac, Linux).
Mushroom 11 is planned for release around the end of June 2015 for desktops (PC, Mac, Linux), with more platforms to follow.
9. Pre-order available, with the first chapter instantly playable.
Pre-order is available now on mushroom11.com, providing instant access to the first chapter of the game. The Future Sound of London exclusive soundtrack is also available when pre-ordering the Fungal Bundle.
10. Created by a small team of four.
The Mushroom 11 team is as indie as it gets, comprising of two married couples working out of their homes, overcoming physical distances and marital dilemmas: Itay Keren - Design, Programming (@itayke) Simon Kono - Art (@sillikone) Julia Keren-Detar - Additional Design, Art and PR (@quiltingcrow) Kara Kono - Production (@knutbear33)
11. Meet the Mushroom 11 team.
The Mushroom 11 team will attend GDC (Indie Megabooth) and EGX Rezzed. We’d love to meet with you!
So here’s how Mushroom 11 looks like:
Additional info and screenshots on our press-kit. Press builds available upon request. Let me know if you’d like to schedule an appointment during the week to meet with the team.
Looking forward to hearing back from you, - The Mushroom 11 team
Troubles With The Boss: Part 1
Maybe it's being your own boss, but it seems that indies like bosses. I have a special interest in boss battles and I've been designing bosses for imaginary games back in elementary school, well before I knew how to design or code. I wanted to share a bit of the thoughts and process of making boss battles in Mushroom 11.
A boss serves as an end-of-level living obstacle. It is usually bigger and stronger than its minions, and is contextually connected to the level as its ruler or the last line of defense. The boss's strength is usually countered by a well balanced vulnerability, and it is often brought down by its own powers.
For designers who enjoy elaborate mechanical system, designing a boss is pure joy. Though the work invested in a single boss is often disproportional to the amount of time spent on it by the player, these short experiences are usually retained and even define the entire game.
With Mushroom 11, I set to make each boss its own challenge of skill and logic. It also needs to serve as the final practical test for the challenges and mechanics introduced in that level. Additionally, the boss must be narratively connected to the surroundings, often passively revealing another part of the story. While the final bosses really get elaborate both in story and mechanics, the first one serves as the simplest demonstration of this link. I'd like to quickly show the thought process behind this relatively simplistic challenge.
Prototyping
The first level's main challenge is essentially understanding the strange movement and controls presented in the game. The challenges throughout the level are carefully designed and ordered to enable basic understanding of its novel concepts: Erasing, Splitting, Molding and Balancing. These concepts are laid out one at a time, slowly getting more complicated, then finally combined into one mega-challenge that is the boss.
Boss 1 ("Firelily", here in a sketch I made two years ago and then in Simon Kono's interpretation) was originally designed as a skill test to quickly maneuver across the gap, walk over the petals and collect the seeds on both sides of the trunk. It narratively represents a remnant of this lava-ridden, mutant infested, decaying metropolis.
This boss was indeed built to test the skills introduced earlier, but also suggest another concept that is never explicitly told: seeds, as is any organic tissue, can--and in this case, must--be consumed.
Trade-offs
As the boss keeps launching fireballs, defeating it requires timing the climb over the trunk, as well as the movement across the petals when they're open, allowing advanced players to leverage the bulb closure to catapult to the other side.
Since a boss is a mini-game in its own merit, it should provide a system of rules and trade-offs, with room for creativity and self-expression (like any game should). This notion is held for all the bosses in the game, which may account for the extended development timeline: making bosses takes as much as 50% of the production time!
Skeletal Animation
So, this prototype revealed some issues that in fact dictated a major mechanics change to the rest of the game: keyframe animation just doesn't fit here. Any attempt to combine sprite changes with physics was doomed to fail. The natural expectation is for Skeletal Animation, with fluid interactions between the images representing the physical elements in world, so a sprite change is perceived as a distracting jitter or warp. In order to fix it, the petals were changed into a skeletal arthropod-like tentacles.
These fit the ambience well, but made less sense as creature limbs, as their visual design suggests. Also, since balancing the mushroom is a major teaching element in this level, it seemed that simply trying to reach and walk on the tentacles was a satisfying (yet short) experience. However, trying to time the climb on the trunk, or using the tentacle as a catapult, was frustrating and quite random. I decided to try a different approach, where climbing and balancing is the challenge.
Adding multiple tentacles opened up many play opportunities as players climb across the plant to get all the seeds. It enabled versatility of boss motion and gestures, from flailing in panic to composed seed protection. However, with the removal of fireballs, the creature seemed passive, almost inviting. The sharp cell-scraping nails didn't seem legitimate as an effective defense, since cell-removal is essentially the only way to move in the game.
Difficulty Curve
Another issue left from the original design was the large pool of lava. Getting the bottom seeds was by far the most difficult challenge in this boss. It is legitimate to have a hard challenge right off the bat, but falling into the pit trying to get the bottom-left seed was just too frustrating when the end was in sight, forcing the player to climb again all the way.
The new design changed the lava into a small cavern, making the first and last seeds practically hassle-free. This works well by maintaining a difficulty bell-curve, with the challenging parts right in the middle. It also reinforced the idea of beating a boss by taking its seeds.
More notably, converting the tentacles tips to fireball-launchers achieved multiple goals. It reintroduced the timing element, making players wait to climb between shots, and stay protected between the tentacles as the boss throws its tantrum. It also narratively tied the attack to the lava pit and of course, made the boss seem more fierce.
Outro
In many games, when bosses are beaten, a door magically opens or they drop a key or some other portal. This too didn't fit Mushroom 11, as it felt detached and inconsequential. The bosses needed to present a more direct barrier, preventing the player from freely proceeding to the next level. While at it, I wanted to leverage the post-battle exit phase ("Outro", as we call it), and turn it into a final mini-challenge on the way out.
In this case, the plant bulb physically blocks the way to the exit, and eliminating the boss is clearly the only way though. After getting the first couple of seeds, the bulb gets visibly thinner, further suggesting an imminent sink to oblivion. When the plant is out of the way, all that's is to sneak into the tunnel, avoiding the fiery drop.
While this boss is relatively simple, the new design does encourage creativity, with different battle approaches. Furthermore, the combination of challenges in this boss (timing, balancing, understanding the advantage--and vulnerability--of keeping small) prove as a successful crash-course in mushroom control, enabling more elaborate and challenging designs to follow.
I'll follow up with more bosses in the future! Thanks and have a great 2015, -- itay
Mushroom 11 is available for pre-order, with Chapter 1 (including the above boss) immediately playable on PC/Mac/Linux.
Best Upcoming PC Games
Mushroom 11 made PCGamer's list of best upcoming PC Platformers!
"Mushroom 11 is the next great Puzzle-Platformer" -Destructoid
We got another wonderful writeup from our friends at Destructoid!
Mushroom 11 Pre-Order Now Available
Hi all,
It's finally the right time for Mushroom 11 pre-order! We're about 6 months from release (fingers crossed), and it's a perfect time to start ramping up for the last stretch of development. Pre-orders also help funding the final months and the launch campaign.
We decided to stick with two simple tiers: the basic pre-order and the Fungal Bundle, presented on our site with support from Humble Bundle.
Mushroom 11 at $19.99 includes a pre-order version of the game for Steam as well as DRM-Free for PC/Mac/Linux. It also includes two high-resolution digital wallpapers for your favorite desktop. Most importantly, it includes a playable 1-level preview of the game. Even chapter 1 is still work-in-progress, but at least we feel it's adequately presentable to the public.
Mushroom 11 OST Fungal Bundle at $34.99 includes all of the above, but throws in two additional components. First is a digital sketchbook, currently being created by artist Simon Kono and myself, and will be finished and delivered closer to release. Even more notably, the Fungal Bundle includes our exclusive Future Sound of London soundtrack, edited by Kevin Regamey of Power Up Audio. The game's soundtrack was selected from hours of exclusive and exceptional material, created by this truly legendary supergroup (which I've been following since the 90s). I think the resulting soundtrack has exceeded my hopes.
Check out our pre-order page at mushroom11.com!
Now, time to go back to work and make a game. -- itay
Mushroom 11: Back from EGX with gameplay feedback
** This post was first sent to our mailing list members. Sign up here for exclusive updates! **
Hi everyone!
Thanks for signing up as part of our Mushroom 11 mailing list. This is our first newsletter and I hope to make this both informative and interesting.
We’ve had a great EGX (Eurogamer Expo) in London with a lot of positive feedback. Everytime we take our game to shows we learn more and more about how people play the game, where we have problems in our puzzles, and solutions to fix and test it.
Our problem spot
We’ve been using showings like EGX to not only show off the new levels and features, but also to figure out some of the more problematic spots for players to get through. We have been playing the game for so long that it’s hard to see which challenge is too hard, and which is just right. We had one problematic spot in our game which we knew about from before.
We had shown the game at the Boston Festival of Indie Games and people were having trouble getting past this point. So we decided to make the first elevator shorter in length so that there would be more chances of the two aligning and likewise, making it easier for players to traverse across. Instead, we actually made it harder for players to get over it. The shorter distance now meant that an elevator could knock a player’s mushroom back or worse, into the lava pit below. Also, the second elevator spent less time under the first one, making them on the same level on average, which means less chance of tumbling down onto its surface, and more chance of falling into lava.
Why care?
We see the first level of the game as a tutorial level. This game is unique and that makes it hard for players to pick it up and feel like they have control over this green goo. If player gets stuck repeatedly we need to ask: Is there a point to their struggle? And the answer might be yes. If we are forcing a new concept on players, we need them to struggle through in order to understand how to move better. The lava pit is a good example. Players who think they can push and drag their mushroom across the pit will struggle until it clicks: I need to trim my green goo over this pit, I can’t just shove it over.
But in the case of the elevators, we felt that players struggles weren’t necessary and therefore the puzzle needed fixing.
What are we teaching?
We wanted to teach players that their mushroom had a shifting center-of-mass and momentum, which you could use to tumble forward. We quickly decided there was no reason for the two islands before the elevators and changed it so that the second island now acted like a stair. This allowed for players to roll down onto the elevator almost by accident. They could then observe the fact that the mushroom had forward momentum, and that ‘accident’ can become a pattern of movement. Tumbling is basically learning to observe the momentum with little guidance and no interference. And even if the players do interfere and end up in lava, this is the first challenge after the checkpoint so they’re only pushed a couple of seconds back. We implemented this change very fast (in the secret room behind the screens!) and had both builds showing this new change by Saturday of the show. The result was much better! A lot more people were able to get over this point and on to the rest of the level. But we weren’t done fixing our level… we still had those pesky elevators giving us some trouble. But now we could observe another finding.
We noticed we were teaching players another thing at the elevator without even realizing it. You don’t grow in the air. That’s an old design decision, to prevent players from sailing through the sky. So, people waited for the elevators to align and then pushed their way over to the last elevator. But this meant that the force from the moving elevator would throw them up in air making them delete the whole mushroom down to one cell. That one cell ended up falling through cracks and into the lava.
Because we could watch people consistently make this mistake, we now could fix the puzzle. If players are finding this out for the first time, we should let them learn without being punished. There was no reason to make the gaps between the elevators that big, or make gaps at all. Now players can observe what happens in mid air and even though they won’t progress with one cell, they won’t die either.
Summary
We first figured out what we needed to teach - in this case, momentum and ground originated growth. Then we needed teach these things one at a time, with little or no punishing. And once a certain skill was introduced and taught, we can build upon it with more advanced challenges, or present challenges that combine multiple mastered skills. What’s next?We plan to test this new full layout at the next show, GamerCamp in Toronto. We’ll be showing the game as part of the Official Selection October 18th and 19th. If you are around we hope to see you there!
Thank you for your valuable feedback! Until next time,
-julia (@quiltingcrow)
For more info and updates, sign up for our mailing list here!
Meet the Konos
I'd like to introduce the Konos, Mushroom 11’s other half!
Mushroom 11’s artist, Simon Kono and his wife Kara are back from more than a year abroad! We thought this would be a great time to put a face to all the great artwork that makes up Mushroom 11. Simon and Kara have been making games for years but we are super happy to have them back and we can’t wait to see what other great ideas they think up next for the game.
Mushroom 11 work session in a coffee shop
Travel-inspired sketch from Simon’s time on the road: Daydreaming in Nepal
Otherworldly Udaipur
Fantastic Fes
We're also happy to have Kara's production talents on board, making sure that the project keeps on track towards release.
Kara Kono running production
Check out their blog, the Roaming Konos for pictures and stories from their trip. You can see more of Simon’s art here. Also be sure to follow Simon @sillikone and Kara @knutbear33 on twitter. Welcome back Konos!
To catch both Simon and me, check out Unite Seattle where they host a session about art in games. More info here: http://unity3d.com/unite/unite2014/schedule
Polygon Preview - How Mushroom 11 uses self-destruction to build a future
I had a great conversation with Polygon's Megan Farokhmanesh, about the link between mechanics and narrative.
http://www.polygon.com/2014/5/6/5651152/mushroom-11
Mushroom 11 in Ars Technica's Indie Showcase
Ars Technica's senior gaming editor Kyle Orland has posted a fantastic writeup on Mushroom 11, and chosen it as one of the 30 indie games to watch in 2014. I'm proud to be a part of this distinguished list of great games, which also includes many of my good friends from the industry.
Read it here: http://arstechnica.com/gaming/2014/05/the-ars-indie-showcase-30-games-to-watch-in-2014/
Mushroom 11 on Kotaku
Today I had an interview with Steve Marinconz of Kotaku on the design, story and origins of Mushroom 11. Steve was able to run the interview deeply and skillfully while almost speedrunning through the game! I had a great time at the Kotaku offices, and here's the result:
http://kotaku.com/mushroom-11-is-about-destroying-yourself-to-make-progre-1565738719