Yuan Works Development Blog - Video game development, tutorials, design, and news

Wind and Water: Puzzle Battles Demo for the Dreamcast

After months of intensive work, a Demo of Wind and Water: Puzzle Battles for the Dreamcast will be released on June 6th, on the German Retro Magazine, Issue # 8, with the help of redspotgames, the publisher of the Dreamcast title Last Hope.

The Retro # 8 will feature a demo of Wind and Water for the Dreamcast

The Demo will be included on a Dreamcast bootable disk and, as the GP2X Demo version, the Dreamcast demo includes two complete Story Mode worlds, 2 Puzzle Mode Stages, and some other stuff. Don’t forget to insert a VMU with at least 4 Free Blocks!

(Oh, and don’t forget to subscribe to our RSS feed to keep in touch with the latest news about the development of W&W for the Dreamcast!)

Yuan’s Workshop! (Whining included!)

In our last post, we talked a little about W&W’s origins. Today, I’ll post a little bit on how the graphics were created for Wind and Water: Puzzle Battles!

As we all know, the resolution of the GP2X is 320*240 pixels, and though it may sound like a very limited resolution by today’s standards, it houses no less than 76800 dots of pure workload. The reason is that sprite graphics have dots hand placed carefully to make everything look pretty and well animated.

320 x 240 is 76800 dots, a lot of space!

For the graphics, as always, everything goes by the “rule of eights” with me. I already knew that the “Elements” in the game would be 16×16, so all I needed was to make them colorful and to include the appropriate Chinese character inside. Chinese characters are pretty complicated compared to letters in say, English, and sometimes squeezing the whole ideogram in a limited space can be quite a challenge!

Wind and Water: Puzzle Battles uses rule of eights and blocks of 16 by 16 pixels

At first, they were going to be more “classic” in style. The characters were more calligraphic and the blocks much flatter. Later, I imagined them as cubes, so I had to play with the lighting to give them volume. I wanted the blocks to fade according to the element they represented, so I drew the bursting animations.

Wind and Water: Puzzle Battles elements and block sprites

Wind and Water: Puzzle Battles Origins

So, how did this game come to be?

Hao and I had always wanted to make a puzzle game. But we wanted something a little more ambitious than ones currently available. We wanted one that had a very strong and competitive two player mode. One where skill, practice of difficult moves, and strategy would dictate the winner, much like in a good fighting game. On the other hand, we also wanted to include a story mode unlike anything ever seen in a puzzle game before.

Wind and Water: Puzzle Battles Story Mode
The Story Mode of this game is perhaps its most original feature

We already knew the basics that we wanted: a game with combos and chains. Combos that could be constructed with speed and planning. And chains that didn’t happen by chance, but rather by skill. Also, we didn’t want anything precipitating all the time from the top of the screen. We wanted to have the whole board available from the very beginning to let players start making strong moves right away.

But what did we feel was missing from other puzzle games in terms of gameplay?

Tetris Attack
One of the greatest puzzle games ever made!

Hexic was too much based on strategy, which made it a little slow for action battles. Bejeweled had nice chains, but it was hard to set them up even with skills. Super Puzzle Fighter II X (Turbo) had a big percentage of chance going on: even great players sometimes lost matches because of bad luck. Panel de Pon (Tetris Attack) had an overall excellent battle system, but combos and other moves became rather useless to experienced players, who rely exclusively on chains, of which you eventually run out.

What is a sprite and how are they done?

We refer to the traditional pixel graphics that compose many of the elements in 2D games, such as Wind and Water: Puzzle Battles, as sprites. Sorry, no soft drinks!

Wind and Water: Puzzle Battles Amy animated sprite
Yuan Works Wind and Water: Puzzle Battles animated tama sprite
Yuan Works and Wind and Water: Puzzle Battles sprites

(If you order Wind and Water: Puzzle Battles you can choose to have a custom W&W style sprite character based on you! You just need to send us a picture of yourself!)

What’s so special about a sprite?

A sprite requires the unusual skill to be able to draw using little squares with resolution and color restrictions. Sadly, this skill is deteriorating greatly in the West, and there are very few people who can still produce high quality pixel art there. The recently released Contra 4 and upcoming Noitu Love 2 by Joakim Sandberg are excellent examples (so be sure to support projects like these if you love this art)!

Yuan Works how to make a sprite process

GDC 2008: A great experience!

Hi everyone! We’re finally back from the GDC 2008 at San Francisco with lots of photos.

IGF Awards at the GDC 2008
The IGF and GDC Awards Ceremony

All in all, we’re very grateful with the chance that was given to us by the IGF Comitee as a finalist. We were able to meet many experts from at the latest trend in video-games, as well as experts from the industry, including staff from Konami, Square-Enix, Capcom, Namco-Bandai, and many others.

Read the rest of the article for more photos and lessons learned from the GDC!

Day 1 and Day 2 on the GDC 2008 pictures

Hi everyone, sorry for the big delay. We’ve been really busy running from one building to another, setting up the booth, well you already know.

We have good news! I’ve finally uploaded some pictures about the GDC (Game Developers Conference) 2008 held in San Francisco, where we were invited to attend to as an IGF Mobile Finalist.

Anyway, enough talk, on to the pictures!

The Wind and Water: Puzzle Battles Stand! We were making some tests today (Tuesday), the conference starts tomorrow at 10AM, and W&W is looking great :)

Heres a picture we took of the Moscone Center West on Sunday, while it was still closed. The main conference (where we are located) is at the Moscone North.Read the rest of the entry for more pictures!

W&W Preparations for the GDC

Hi everyone!

Our preparations are now finished and here are some pictures of our flyers, prints, and T-shirts. Enjoy! :)

Wind and Water: Puzzle Battles Flyers
W&W flyers

Wind and Water: Puzzle Battles T-shirts
W&W T-Shirts: If you see us around with those on don’t forget to say hi!

Wind and Water: Puzzle Battles prints
Prints

Hello world!

Welcome to the Yuan Works Development blog! We’ll be blogging about anything related to video games, including development, our own projects, programming and art tutorials, and more.

Since we’re going to San Francisco in less than 8 hours we’re a little bit in a hurry. I promise to do a pretty layout for this blog too as soon as I can :)

Also, don’t forget to subscribe to our RSS feed to have the latest information about our participation on the IGF, as well as all the content this blog will feature!

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