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Q: What about powerups? How do they work?
At first we thought the game without powerups, but it was obvious that
we needed the “random factor” to spice up things. The powerups are
really what tells good players from bad ones, because using them at the
right time is very difficult. To get a powerup you must move onto it,
and it will go into the powerups bar at the bottom of the screen. To
use it (in your turn) you must click on it and then perform an action
that depends on the powerup chosen. Some are instantaneous (like the
Extra moves and Extra Time), some needs the player to click on a room
(like the Block room), some to click on an area button (like the Double
rotate). Most powerup cost moves, so it’s really difficult to
understand if it’s good to use them or spare them for worst situations.
Q: Being a multiplayer game, UFHO
provides also extra features, such as friends, user search, ranking
etc... How do they work?
We have some tools for community
making: UFHO has a chat when you enter the Lobby, and has a chat also
when you are in the middle of a match. Moreover, users can request
friendship to others so when they are online they can find each other
more easily thanks to the Friends list. We also have an extensive
ranking system that stores all sort of things, like matches won, lost,
left, gems taken, powerups used, turns wasted, and so on. User search
is simple as never: you put the name and you hit search! Of course you
can also run an advanced search based on the country, rank, or city of
the user.
Q: The website says that the
game is in "beta". When do you think the final version will be ready
and what additions are expected?
This first phase is all about
testing. We’re going out of the “beta” version in a matter of days, as
soon as we launch the game outside Italy. You can tell from the header
on the pages if we’re in “beta” or not. We expect to add some nice new
features, like in-game tutorials, a better chat system, and then
tournaments with prizes.
Q: Was UFHO developed in Actionscript 2 or 3? What is you current preference, and why?
UFHO was developed in AS 2.0 because when we started development Flash
Player 9 was not very common on the users’ PCs, so we thought that by
aiming for the Flash Player 8 the game would reach a wider audience. I
currently don’t have a preference, I think AS 3.0 delivers better
performances but since UFHO is not a fast action game Player 8 is still
our best choiche because of its diffusion.
Q: What were the most challenging phases during the development?
The testing… we were not really that experienced about developing real
time application and I was amazed at discovering how many bugs it had
because of the slow internet connections of the users. Coping with them
was the hardest part in the development process.
Q: Talking about the multiplayer side of the game, how did you develop the game logic? Is it all on the server side?
No, only the matchmaking that happens when you press on the Play button
inside the game is server-side. You press the button, a server-side
extension puts you in a queue, then when another player presses it
you’re joined in a game. From then on the server only transmits the events from
player to player, since the game is based on turns I thought that it
was better to have every player send the moves to the other during his
turn. This way every player would always see his turn perfectly and
make his moves, and the workload for the server is not that much (a
message to dispatch every second?)
Q: Flash games are constantly
getting more complex as the flash player evolves. Do you use any
additional softwares for managing the project? (editors, versioning,
debugging tools etc...)
We used only the Flash editor to
create the game, and then of course we used SmartfoxServer for creating
the infrastructure of the community and to handle real time gaming and
chat. The multiplayer interaction part of the development was helped by
SmartFox because of the trace function of the server-side extensions,
which helped a lot in handling all the bugs related to the interaction
over the net.
Q: If you were to give a couple
of suggestion to younger developers willing to create their games, what
would you recommend?
I can think only of one thing: you
have to be passionate about games. You have to love them. If you think
of making games only to make money, then it’s best to leave this market
to the others because it’s a very hard place with a lot of competition.
Also creativity helps: I think that nowadays most people count on the
experiences made by others to do quick cash-ins. But in the end they
wouldn’t pay, so I recommend to develop new intellectual properties and
concepts to enter the market with a fresh game. The players will
appreciate that.
Q: Can you tell us about your future game related projects?
Now we’re focusing on the international launch of UFHO. We’re also
exploring the possibility to bring it to consoles or touch-screen
devices. UFHO has a long way to go, and we will still focus on it for a
while.
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