In this video podcast, I discuss the ideas behind the game and the gameplay mechanics of Tappy Lander. You can see lots of gameplay in the video too. I’d love to hear your feedback! Enjoy!
In this video podcast, I discuss the ideas behind the game and the gameplay mechanics of Tappy Lander. You can see lots of gameplay in the video too. I’d love to hear your feedback! Enjoy!
I love going for a high score! I first tried back in the arcade days and again when home consoles were in their infancy, but as they grew, the tech grew, and soon visual storytelling trumped scores and they nearly disappeared.
Then games grew even further. The market expanded, the internet came, and Microsoft tried something crazy with achievements and gamerscore, little indies threw out the rules out and started making games about everything, and arcade experiences made a comeback on our telephones of all places!
So scoring is back, thank goodness. Both Apple and Android platforms are great places to challenge your friends, again.
Tappy Lander is all about scoring. A successful landing on a each pad nets you points (based on the precision of your landing) and, if you’re feeling dangerous, you can grab a data disk for 1000, pop a buggy for 1000 or rescue tomatoes for 1000, apples for 2000, bananas for 4000 and the ultra rare carrot for 8000!
Disks, buggies, fruit and veggies are rare and may not appear at all. If they do appear, they are in hard to reach areas or places where going for them may put you in danger, so don’t get too greedy!
Oh, who am I kiddin’? Get greedy! Get reeaal greedy! Beating your friends will not be easy because of the risk reward system.
Risk & Reward
If you successfully land your rocket you will be given two choices. You can either “Cash In” to cash in your points to level up and submit your high score to the game network or you can “Risk It” and go on another random run, adding to your current score but risking losing everything. Tappy Lander is a game of permadeath. If you blow up, you lose everything, no matter how big your score is. Getting to the next landing pad is ALL that matters.
Leaderboards
There are four leaderboards:
The Big Picture, Your High Score!
At the end of your run, danger points are tallied for your pickups and buggy pops along with points for bounce, slide and accuracy. Once added together, a risk percentage is thrown in to boot! The more you “Risk It” the higher your risk percentage gets which can make or break your placement on the High Score leaderboard!
Next I will discuss achievements and the data disk collectables.
Thanks for reading and be sure to like and follow Tappy Lander on Facebook and Twitter for daily updates.
I recently purchased a Fire TV and have been surprised by the lack of information out there. After a few days experience with the device, here’s my two cents.
Why did I buy it?
Why do I know what I’m talking about?
I have to admit, I’m a little biased. I want to like the Fire TV. I want it to be a success because it could kindle (no pun intended) a gaming set top box industry, giving me more places to play and more places to develop.
I typically avoid reviews because I don’t want them to sully my enjoyment of new experiences. I only looked into information after I had paid for the device. Mostly, I found “ho-hum” reviews and sentiments. Very few of those sources however seem to have a credible background in gaming.
What you need to know about Fire TV
Because the games are actually good for the first time in set top box history, I am sticking with the Fire TV and retiring the Roku 2. If you’re on the fence, need a set top box and especially if gaming is a factor in your decision, get it. It’s a great value.
If you already have a Roku 3 and you are not interested in the gaming aspects. You’re probably fine with what you have.
You’ve practiced and taken all variables into account. You zero in on the target. Finally, through the combination of calculation, instinct and luck… SWISH! Two points!
I believe the popularity of physics in games is due to two things.
Tappy Physics
Being created with Corona SDK and Box 2D, an open source physics engine, Tappy Lander is a game that pits your piloting skills against your biggest enemy, gravity. The physics engine handles the forces of your thrust in a semi-weightless environment splendidly. It also handles collisions so that your ship explodes only when it feels like it should, and the falling debris bounces around on the ground realistically. Although some of the collision code is built from scratch, most of it relies on the Box 2D engine. Friction, bouncy-ness and gravity of each planet varies and is all controlled by Box 2D.
Emergent Gameplay
One of the joys of physics is that you get all kinds of fun and sometimes unexpected results. The first time I landed in the prototype I noticed a little bounce. At first I thought “Wow, that looked realistic and cool”. My imagination sparked, I quickly then asked. “What if you get extra points for a higher bounce”?
Tricks
Both the slide and the bounce trick (seen here in the Tappy Lander Trailer) was made possible and inspired by side effects of the physics code. Some planets have less friction than others, allowing a super long slide if you come in at the right angle with enough thrust. Other planets are softer and bouncier, allowing for a super high bounce. Tricks yield lots of points when done correctly but are very risky and easy to botch.
That’s how physics work in Tappy Lander and now you know the origin of the trick system! Next… I’m not sure what I’ll talk about yet!
Thanks for reading and be sure to like and follow Tappy Lander on Facebook and Twitter for daily updates.
I love the mechanics of lander games and the fun, to me, is maneuvering your rocket through a series of subtle movements into a good position and a soft landing. It’s difficult but rewarding.
Traditionally these types of games had a variety of buttons: rotate, left, rotate right, thrust, etc.
However, on the target devices I have one button, the touch screen; and I refuse to clutter the screen with complex controls just so it plays exactly like the originals (see my last post about UI.)
In order to simplify, I ask my favorite question: “What makes it fun?” and my cat looks at me like “Who are you talking to?!”
What I came up with…
The Redesign
I immediately wanted to remove the fuel consumption issue. This is in essence, a time limit. It makes sense for quarter munching coin-ops, but doesn’t in a free mobile game. The gameplay is not made more fun by adding a time limit and removing it allows you to focus on manuvering even if you need to take your time.
Most classic gravity and lander games allow you to rotate your ship so that you can thrust in any direction. Again, this is something that I felt I could remove. With a simple up, left or right control scheme, I can move in any direction by timing my taps (except down, and gravity takes care of that.)
A Prototype
The prototype allowed me full control over my ship and maintained the fun of using your skill and instinct to manage the physics of flying through space. It was fun but simple; easier for general audiences to pick up and play but very challenging at the same time.
…and so I moved ahead with development! The next post will be about game physics.
Thanks for reading and be sure to like and follow Tappy Lander on Facebook and Twitter for daily updates.
Because I had worked out the controls before putting pencil to paper, the gameplay UI has not changed much throughout production.
Sketch vs. final
The center circular button has been replaced with a thumb-shaped button because the controls need to bleed off the bottom of the screen to accommodate lots of different screen sizes. Also, there is no space between or around the buttons that allow you to see the background. Although the sketch suggests this, I felt it would be distracting. The control panel must feel like it is separated from the game completely. In fact, the top of the control panel acts like the bottom of the game screen. Other than that, the final is nearly identical to the sketch.
80s arcade control panels = good touchscreen design
Like a classic coin-op arcade game, the control panel was to be at the bottom with the viewscreen above them. Vision-obscuring on-screen controls for touch interface games is a pet peeve of mine and this layout would ensure that no thumbs or fingers ever get in the way of the action.
Don’t look down
The touch area for the three buttons extend all the way to the top of the screen and they are as wide as possible. The width and position of the buttons mean that you can control the game without looking at the buttons, removing the no-tactile-button problem which is a common stumbling block when making traditional games for touchscreen interfaces. The center button is skinnier than the others because you use the left and right buttons more frequently than the up thrust.
That’s all for the gameplay UI. Next time we’ll probably discuss the actual gameplay control experience.
Thanks for reading and be sure to like and follow Tappy Lander on Facebook and Twitter for daily updates.
I played Lunar Lander (1979, Atari coin-op) for the first time just a few years ago. It made a big impression on me and ever since, I have wanted to make a game like this.
In Lunar Lander, you try to safely land on a craggy planet before running out of fuel by rotating your ship and thrusting in the desired direction.
Gravitar focuses on flying through caverns and shooting at targets while saving prisoners. It’s very difficult and even has a level where you fly around a planet with gravity pulling you toward the center of the screen.
Time your jump out of a moving plane and pull the ripcord before hitting the target in Sky Diver. Points are scored based on the accuracy of your landing. You have limited steering ability once your parachute is open and must take wind speed into account.
I love Sub-Terrania! Fly around a map using lander-style controls, shoot enemies and save prisoners-but with a snazzy soundtrack and nice presentation.
What does Tappy Lander borrow from these games?
What does Tappy Lander do differently?
The next post will probably address controlling the game and UI. See you then!
Thanks for reading and be sure to like and follow Tappy Lander on Facebook and Twitter for daily updates.
After deciding to try something new, I have named our new game Tappy Lander!
I went with Tappy Lander! because it sounds fun to me and it’s descriptive of the game’s content without being boring. In the game you will tap the controls to land your rocket on the target (trying not to explode in the process.) The name is actually informative in that tapping is a better strategy than holding the buttons because of the precision of the physics-but I’ll talk about that in another post.
Other factors that went into naming the game:
The next post will probably be about influences.
Thanks for reading and be sure to like and follow Tappy Lander on Facebook and Twitter for daily updates.
Mike and I have been making kids apps as Eggroll Games since November of 2011. But this year, inspired by the success of a certain Flappy game, we both decided to make a quick, simple project.
I told Mike the day we made this decision that I had always wanted to make a lander game, so…
This is the first sketch I drew of the lander game. It shows the control panel (which hasn’t changed much) and a rocket landing on an elevated platform with jagged, outer-space mountains in the background.
Thanks for reading and be sure to like and follow Tappy Lander on Facebook and Twitter for daily updates.