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	<title>aeiowu</title>
	
	<link>http://aeiowu.com</link>
	<description>Greg Wohlwend | Game Developer</description>
	<lastBuildDate>Sat, 18 Feb 2012 02:33:02 +0000</lastBuildDate>
	<language>en</language>
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		<title>Two Years of ⌘⇧4</title>
		<link>http://aeiowu.com/two-years-of-screenshots/</link>
		<comments>http://aeiowu.com/two-years-of-screenshots/#comments</comments>
		<pubDate>Sat, 18 Feb 2012 02:33:02 +0000</pubDate>
		<dc:creator>aeiowu</dc:creator>
				<category><![CDATA[Design]]></category>

		<guid isPermaLink="false">http://aeiowu.com/?p=900</guid>
		<description><![CDATA[I take a lot of screenshots with cmd+shift+4 and they all go straight on my desktop where I like &#8216;em. This is all of them from the last two years. Sometimes I use the + cursor as a ruler but &#8230; <a href="http://aeiowu.com/two-years-of-screenshots/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>
I take a lot of screenshots with cmd+shift+4 and they all go straight on my desktop where I like &#8216;em. This is all of them from the last two years. Sometimes I use the + cursor as a ruler but more often to just show someone a quick screenshot. This whole video is in chronological order from January 12th, 2010 to February 17, 2012.
</p>
<p>
<iframe src="http://player.vimeo.com/video/36999880?title=0&amp;byline=0&amp;portrait=0" width="540" height="405" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
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		</item>
		<item>
		<title>365 Puzzlejuice Emails [pt.1]</title>
		<link>http://aeiowu.com/365-puzzlejuice-emails-pt-1/</link>
		<comments>http://aeiowu.com/365-puzzlejuice-emails-pt-1/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 20:22:04 +0000</pubDate>
		<dc:creator>aeiowu</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://aeiowu.com/?p=866</guid>
		<description><![CDATA[This might be the blog post that goes on to define TL;DR. This is the complete, and I mean complete, story of the collaboration between Asher and I on Puzzlejuice. Since first contact about this project, we have never spoken &#8230; <a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>This might be the blog post that goes on to define TL;DR.</p>
<p>This is the complete, and I mean complete, story of the collaboration between Asher and I on Puzzlejuice. Since first contact about this project, we have never spoken a word, had a real-time chat conversation or anything of any sort outside of Twitter and Gmail. And we are going to show you every single thing we sent and showed each other in the 365-email-long conversation. It all started with this tweet:<br />
<a href="https://twitter.com/#!/clckwrk/status/123993406564352001" target="_blank"><img class="full" src="http://aeiowu.com/blog/images/blog_asherTweetOne.png" /></a></p>
<p>I saw that in my @Mentions and shortly emailed Asher. Some of you may be thinking that this is a terrible idea. Of course voice chat is the best way to communicate. Of course things are going to need to be ironed out over AIM. Not so. Maybe it was pure luck, but probably, Asher and I just worked really really well together over email and never felt the need to change that. I can&#8217;t believe how smooth the back-and-forth was and how quickly the work went. At some point, we even acknowledged how we have only conversed through email, and we thought up this very blog post, about 2 months ago.</p>
<h2>Table of Contents</h2>
<p><b>Part One</b></p>
<ul>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#firstContact">Greg&#8217;s first contact with Asher</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#firstMockup">Greg&#8217;s first mockup</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#workArrangement">Work/business negotiations</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#typeAndLogo">Start of typeface and logo talk</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#spelltower">Discussion about Spelltower&#8217;s release</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#resolutionTalk">Resolution concenrs and beginnings of battle over grid size</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#titleScreen">First title screen ideas</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#menuSwipe">Interface swipe to spell buttons idea</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#thanksgiving">Happy Thanksgiving</a></li>
</ul>
<p><b>Part Two</b></p>
<ul>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#gridContinued">Grid battle continued</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#menuSystem">Second attempt at menu system</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#metaMention">We first mention the idea of posting these emails</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#finalMenu">Menu system is finalized</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#originalDate">Release date talk</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#musicianTalk">Talk about getting a musician</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#profileHeadaches">Headaches with provisioning profiles</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#unusedFeatures">Design changes from Asher that never went into the game</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#typefaceBattle">Big typeface battle</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#siteAndAudit">Site design proposal and game audit from Greg</a></li>
</ul>
<p><b>Part Three</b></p>
<ul>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#gearingUp">Planning the final push</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#secondAudit">Second audit from Greg</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#postGame">Developer profile issues with ad-hoc builds</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#companyLogo">Juice Co. Logo</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#dateChange">Release date changed</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#journos">Start contacting journalists</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#coopVideo">Co-op video uploaded by Greg</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#trailerTalk">Talking about the trailer</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#priceTalk">Talking over how to price Puzzlejuice</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#dnsTrouble">Trouble with GoDaddy resolving the new DNS</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#itsAlive">Launched!</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#neuroticGreg">Greg overanalyzes the data</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#lockout">Mini-crisis with people not allowed to download the game</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#remainingBugs">List of remaining issues with 1.0</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#theEnd">The End.</a></li>
</ul>
<p>Hopefully exposing this dialog sheds some light on the collaboration process itself. The email begins after I have first had a chance to play Puzzlejuice. The trailer shows off what it looked like and how it all played at the time. This is exactly the game I played:</p>
<p><iframe src="http://player.vimeo.com/video/27758029?title=0&amp;byline=0&amp;portrait=0" width="540" height="304" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>To provide some context for this first email, Asher sent me the game and asked me for some advice on making his game look good so I was emailing with that intent, nothing more. So here is the unabridged and 99% unedited 365 message long email chain that ensued which resulted in a video game.</p>
<div class="gregMail">
<p><small class="timestamp">Greg to Asher | Wed, Oct 12, 2011 at 4:23 PM</small><br />
Hey this is really fun!</p>
<p>Do you guys wanna go minimalist with it? the rounded corners could be a little more &#8220;fun-loving&#8221; and whimsical if you wanted, might be a better fit with the attitude you&#8217;re going after.</p>
<p>i&#8217;d say&#8230; you could still go a lot of different angles, but what are your resources? do you have an artist? can you manage the aliased edges on stuff in unity? with the game as it is now, the details matter. the less stuff that&#8217;s in the game the more those details will show. So focus on your color scheme, if you go with blocks it might be best to just keep them solid, simple. push the simple if you go for it, resist the urge to add more and stick to your guns, whatever you decide. I do think the game could benefit from an artist, while none of us have the resources that capy does, critter crunch is a good example of where you could take a &#8220;grid based&#8221; puzzle game. <a href="http://www.youtube.com/watch?v=fj0LnXFAO7g" target="_blank">http://www.youtube.com/watch?v=fj0LnXFAO7g</a></p>
<p>shit can get real polished/character driven if you want.</p>
<p>i don&#8217;t think characters really make sense for this game, but regardless you could go with something more colorful and etc. and i&#8217;m not just talking about &#8220;colors&#8221;. in general the game feels like it&#8217;s in the programmer art phase, but a lot of stuff is in there and it&#8217;s just waiting for an artist to come in and swap everything and make it look pretty. if it&#8217;s something you wanna try on your own, i&#8217;d side with a style that&#8217;s sparse. focus a lot of time on just picking the right set of colors, then work out from there, keeping it simple with a focus on the details, like anti aliasing and etc.
</p></div>
<p><cite>Greg</cite><br />
<a name="firstContact"></a></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Asher to Greg | Wed, Oct 12, 2011 at 6:01 PM</small><br />
Hey Greg,</p>
<p>I&#8217;m glad you like the game! I&#8217;m really proud of it so it&#8217;s great to hear that people enjoy it.</p>
<p>As far as artists go&#8211; this game is really just a solo project at the moment. And all of it is very much programmer art. I originally made it for The Odd Gentlemen, but I now have the rights to it&#8211; which is crazy and amazing and I love those guys.</p>
<p>But that leaves me entirely by myself and I don&#8217;t actually know that many artists. (I know even fewer graphic designers, which is what I feel like this game really needs.) I have graphic-designed in the past so I&#8217;m definitely going to give it a shot but hopefully I won&#8217;t get too frustrated with Photoshop.</p>
<p>Thanks for pointing out little details like how you can see the aliasing. I&#8217;m going to spend a lot of time working on the pallet&#8211; I&#8217;m definitely going to make that a priority. I&#8217;ll play around with <a href="kuler.adobe.com" target="_blank">kuler.adobe.com</a> for a while, but do you know any other resources I can look in to?</p>
<p>Thanks again for your feedback! If there&#8217;s anyway I can return the favor please let me know :)
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<p><span id="more-866"></span></p>
<div class="gregMail">
<p><small class="timestamp">Wed, Oct 12, 2011 at 6:57 PM</small><br />
<a href="http://www.colourlovers.com/palettes" target="_blank">http://www.colourlovers.com/palettes</a> can be a great place to just see a bunch of palettes that have been voted on and such. also <a href="dribbble.com" target="_blank">dribbble.com</a> and flickr even if you sample from some pretty photos can leave you with a decent color harmony.</p>
<p>is the solo run here paramount or would you be open to working with someone on the visuals? you should definitely take a stab at it if you want but i&#8217;m sure you could find someone to knock the style outta the park if you were so inclined.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Wed, Oct 12, 2011 at 7:05 PM</small><br />
It&#8217;s not any sort of pride thing to work on this thing by myself. I just actually don&#8217;t know that many artists.</p>
<p>But uh hey&#8211; are you busy nowadays? :)
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Oct 12, 2011 at 7:58 PM</small><br />
i&#8217;m busy, but yea i dunno. this seems like it&#8217;s up my alley. hmmmm&#8230;
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Wed, Oct 12, 2011 at 8:25 PM</small><br />
That&#8217;s the main reason I came to you for advice&#8211; I feel like you would knock this style out of the park. </p>
<p>I&#8217;m not in a huge rush at the moment, so take some time to think about it. Also you should play the game a few more times! That might help XD
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Oct 13, 2011 at 11:44 AM</small><br />
definitely. :) is the current game all done with billboarded sprites? is fixed view 3D a viable option? just testing the waters here.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Oct 13, 2011 at 11:50 AM</small><br />
The only 3D assets in the game are the individual gems. They&#8217;re cubes that pop out, rotate, and fall when they are exploded off.</p>
<p>The game uses an orthographic camera right now.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Oct 13, 2011 at 11:56 AM</small><br />
ah cool! and the aliased edges are a factor of iOS build settings? also real quick, why &#8220;puzzle juice?&#8221; i think it&#8217;s a good name just fishing for extra meat to hook onto.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Oct 13, 2011 at 12:20 PM</small><br />
The aliased edges are a result of me using a &#8220;cutout&#8221; texture shader instead of a &#8220;transparent&#8221; shader. (Cutout means that instead of alpha fading out, it just clamps any alpha below 100% to 0%.)</p>
<p>I can change it, though there&#8217;s a small chance it will effect performance. I&#8217;ll try it out when I get a free moment.</p>
<p>I came up with &#8220;Puzzlejuice&#8221; back when I was toying with making the game 90s EXTREME. (Read: <a href="http://www.youtube.com/watch?v=rCwn1NTK-50" target="_blank">Crossfire</a>), but more recently I&#8217;ve been thinking about making the gems like Gushers&#8211; about to burst with the juice inside.
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Oct 13, 2011 at 1:34 PM</small><br />
So I just got finished talking to the nicest lawyer in the world.  I was worried about the similarity between PJ and [a certain game] and she says that we&#8217;re well defended on all fronts EXCEPT look and feel. In it&#8217;s current version the game very much looks like it could be [that game].</p>
<p>So uhm, there&#8217;s a direction for you: Not [that game].
</p></div>
<p><cite class="asher">Asher</cite><br />
<a name="firstMockup"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Oct 13, 2011 at 6:49 PM</small><br />
Not [that game]. check! (i think)</p>
<p>but here&#8217;s a quick mockup i did. i think the structure is fairly solid, the colors could probably use some tweaking. but the idea is that these cubes are filled with &#8220;juice&#8221; then when you cash them in, the juice explodes out and reveals the letter inside. that&#8217;s not super evident because i&#8217;m sort of making it up as i go. but maybe the little chit inside with the letter could be floating in the juice (not showing the letter). anyway, details and not all that important details, but just something to get your mind jogging on what i&#8217;m thinking with this guy</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail1.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail1.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Oct 13, 2011 at 11:55 PM</small><br />
Oh wow!</p>
<p>Greg this is awesome! There&#8217;s a lot in here that I really like.</p>
<p>I know this is a rough draft but I&#8217;m just going to throw out all of my thoughts:</p>
<p>I really love the dot grid and how the shadows play off of it. It&#8217;s clever and simple and probably my favorite thing about this.</p>
<p>The neutral grey background is effective, though we might considering putting a subtle texture on it to make it feel less vector-y.</p>
<p>I like the idea of the juice inside the blocks&#8211;that will be fun to animate. It&#8217;ll be an interesting challenge to make the juice swishing around not distracting&#8211; perhaps if it only swishes at certain moments or if it&#8217;s only the falling block that has juice that animates.</p>
<p>Also for clarity&#8217;s sake I would like the cubes to be more full of juice. Just so you can identify what color it is as quick as humanly possible.</p>
<p>I&#8217;m torn about how to color the letter blocks. A part of me wants the juice to splash on those letter blocks for coolness, but another part of me wants the player to stop caring about what color the blocks are as soon as they pop them. </p>
<p>The landing preview will need to be colored&#8211; just something to remember.</p>
<p>As I said: I love the dot grid, but I&#8217;m really not sold on the 3D-ness. I&#8217;m afraid it will mess with the intuitiveness of block sorting because the sizes of shapes don&#8217;t match up with the negative space.</p>
<p>Example: [SEE ATTACHED]</p>
<p>Another way to make the game less flat would be to limit the 3Dness to one direction instead of two. For example if you go on that <a href="http://www.colourlovers.com/palettes/most-favorites/all-time/meta?page=1" target="_blank">site you showed me</a> you can see that they shade in the bottom of all the palettes to give them slight 3D. We could totally do that and it wouldn&#8217;t compromise the spatial puzzle. </p>
<p>You&#8217;re right about the colors&#8211; they need to be much more distinct in order to make the color matching puzzle as clear as possible. </p>
<p>Also for clarity (always for clarity) the letters have to stick out much more. The easiest solution would be to make them black.</p>
<p>On that note the fonts are great. Very clear and sharp. (I always have trouble picking fonts, so I find this especially impressive)</p>
<p>Lemme know what your thoughts are and if you&#8217;re interested in continuing. I really appreciate everything you&#8217;ve done this far.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail2.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail2.png" /></a>
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Oct 14, 2011 at 12:09 AM</small><br />
right on, i hear you on all accounts. clarity is king, and we shall make it so! i&#8217;ll revisit the mockup and give it another go-round.</p>
<p>funnily enough, i just got done with a long session playing co-op with my girlfriend. i gotta say, man. really fun. sheesh! co-op was especially cool, though we ran into some multi-touch issues that i&#8217;m really not sure how anyone would solve, it was still really fun.</p>
<p>i&#8217;m guessing you&#8217;ve played it co-op as well, yea? also, dug european mode more than &#8220;normal&#8221; hard mode, but i think that&#8217;s because there were two of us so ratcheting up the difficulty made more sense.</p>
<p>interface wise i think that&#8217;s the thing that i get most hung up about. without the discrete feedback of buttons i&#8217;m always a little skittish about where a block is going to land, if i&#8217;m just on the threshold of it moving to the next column or not. the preview is very helpful, but i wonder if there&#8217;s more that can be done interface wise to make the blocks feel more solid, also animating into the rotations would help me realize more which way things are rotating intuitively.</p>
<p>i think the design of the game is really brilliant. bombs/freezing, those are all things that felt really rewarding and i salivated for more when in trouble. great tension. really through and through a fun game, just some of those interface quirks that felt more like gotchas rather than user error.</p>
<p>so yea, them&#8217;s my two cents, wanted to come on here fresh (just so happens you emailed me right before, nuts!) to give some feedback. i&#8217;ll give the mockup another crack tomorrow.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Oct 14, 2011 at 6:31 PM</small><br />
Bahaha this is awesome that you&#8217;re enjoying it. I&#8217;m glad you were able to figure out an appropriate difficulty setting. (I need to describe what each of the modes do somewhere on the interface. A lot of confusion came up about that in playtesting.)</p>
<p>Actual thing on my task list: &#8220;Fix co-op&#8221;</p>
<p>I haven&#8217;t touched the game in while, but today I&#8217;m going to start making a final to-do list and give the game another feel pass. I have some ideas how to make the horizontal aiming feel a little better and less skittish.</p>
<p>What do you mean by &#8220;I wonder if there&#8217;s more that can be done interface wise to make the blocks feel more solid&#8221;? I&#8217;m curious.</p>
<p>Thanks for your feedback! Lemme know if any other thoughts come up. I can&#8217;t wait to see the next mockup iteration!
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Oct 14, 2011 at 6:50 AM</small><br />
cool!</p>
<p>i&#8217;ve got somethign going mockup wise but it&#8217;s a WIP. one thing about that though, i understand having the blocks filled with juice, but if we have them like 98% filled so you can still see it&#8217;s a fluid and then don&#8217;t rotate them when you &#8220;rotate&#8221; them, wouldn&#8217;t that preserve everything? i know it&#8217;s weirder for sure code-wise but i think having them feel like they&#8217;ve got juice inside would be super cool.</p>
<p>re: feel. what i mean there is that since it&#8217;s about dragging my fat finger around the screen i sometimes let go with a sideways motion (as opposed to perpendicular) or swipe downwards diagonally at the very slightest angle and then i end up slamming a block in the wrong slot. this isn&#8217;t the only case, and it&#8217;s a minor quibble but it just felt like &#8220;aw damn game!&#8221; kind of thing.</p>
<p>i don&#8217;t really have a solution for sure, but if you look at how the iPhone scrolls between pages of apps. like you can actually scroll all the way to 49% of the screen width and if your finger has 0 to low inertia it will snap back to the page you were coming from. but if your finger has a decent amount of &#8220;flick&#8221; to it, then you flip right to the next page. </p>
<p>another option might be a dpad? not graphical but maybe just pressing right 50% or left 50% of the screen? you might have tried these things, but i guess i see the word game as a fluid motion working fairly well (wurdle style) and the block positioning part of the game should maybe be more fixed in its positioning.</p>
<p>that&#8217;s a random stream of thoughts. i think the feel is 90% there on the block portion, but it definitely becomes more evident at higher levels and especially in co-op, which is a whole other animal, tbh.</p>
<p>ok, i&#8217;m gonna poke more at this mockup, i&#8217;m excited to show you. don&#8217;t expect anything wildly different, but i&#8217;m trying to address the clarity issues while finding a cohesive design.
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Fri, Oct 14, 2011 at 7:09 PM</small><br />
I&#8217;ve played with the D-Pad notion a bit, but when new players sit down at this game all they want to do is drag the block around. I&#8217;ve spent a lot of time trying to balance this game in terms of casual/hardcoreness and I&#8217;ve come to the conclusion that the optimal way to please both worlds is to keep the dragging mechanic, but just make it feel as tight as possible.</p>
<p>I&#8217;m not denying that it needs more work, but I do believe for the touch screen this is the best solution.</p>
<p>Now when this thing gets ported to PC/Mac/XBox/etc then yes, it will work with a D-Pad :)</p>
<p>If the blocks are totally filled with juice (or 98% filled) then I can totally picture the insides animating when slams happen or blocks get rotated or bombs go off. I&#8217;m not totally sure how to make it look natural, though.</p>
<p>Alternatively&#8211; we just animate the blocks as if they are soft and squishy. (See <a href="http://www.youtube.com/watch?v=5Istd6-dWr8&#038;feature=mfu_in_order&#038;list=UL" target="_blank">Radballs</a>) This implies that they&#8217;re kind of like Gushers. Then you would only see the juice come out when the blocks get popped. The particles would work Fruit-Ninja style.</p>
<p>Alright, but don&#8217;t let me distract you. Good luck!
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Sun, Oct 16, 2011 at 3:35 PM</small><br />
cool, yea i mean we could just have a set animation for when you slam or they simply come to rest. i agree that the way to do it is touch, it&#8217;s intuitive and that&#8217;s the best starting point. anyway, that can come later there are probably bigger fish to fry. here&#8217;s another stab at a mockup. this one had a fe more birthing pains and i ended up going simpler even. i&#8217;ve tried 4-5 different orientations/looks for the cubes and while one looks good on its own, then it would look weird combined into a whole piece and so on.</p>
<p>things can be tweaked here, i can foresee a gripe about the contrast on the letters and the shadows interfering too much but i do feel it&#8217;s a cool juxtaposition to have the letters fall flat as cards and have the cubes give off depth with shadows. that animation of the cubes falling into cards would be super cool feeling too. i think.</p>
<p>again, the radballs thing could be done easily on my end in a baked animation. if you wanted to roll something dynamic out that&#8217;d be&#8230; rad, but i&#8217;m not sure it&#8217;s necessary since the only time stuff like that would be noticed would be when the piece was either set or slammed. the other animation that&#8217;ll be important is the changing from a juice filled block to a text card. bombs, drills and etc. should be a little more straightforward.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail3.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail3.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Sun, Oct 16, 2011 at 3:35 PM</small><br />
also, are you submitting to the IGF?
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Sun, Oct 16, 2011 at 4:08 PM</small><br />
Yep! That&#8217;s the plan.</p>
<p>Feedback forthcoming.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Sun, Oct 16, 2011 at 6:06 PM</small><br />
Immediate feedback: Oooh.</p>
<p>I like how sleek this is starting to feel. I&#8217;m enjoying the color selections on the gems and I like how super clearly similar colors lock together.</p>
<p>The light stripes on the top of the gems look great but they&#8217;re sort of confusing me about what kind of 3D you&#8217;re going for. After a while I kind of figured out that they&#8217;re just stripes, but initially I thought that they were the tops of the gems. </p>
<p>The falling block at the top is accidentally shifted down, right? That&#8217;s why the shadows don&#8217;t line up with the dots, I assume. I ask because I&#8217;m trying to understand where the blocks line up with the dot grid. How do you feel about the blocks being taller than a square on the grid? I&#8217;m sort of mixed about it at the moment. The way that the preview block fits perfectly into the grid is very satisfying to me.</p>
<p>As for the letter cards: The black/white really works for me. I really like how it looks inverted, too. The contrast between that and the pastel gems will help people separate the two puzzles.</p>
<p>Although, yes, for clarity I would prefer if the cards were on the same layer as the gems. I&#8217;m actively trying to not give the player a puzzle bias and to treat all of the puzzles equally. This game is like the goddamn Martin Luther King Jr. of puzzlekind.</p>
<p>Hm I&#8217;m not sure how I feel about the shape of the cards. One of the least intuitive things about the game is that you can spell words diagonally. The fact that the cards only connect orthogonally doesn&#8217;t help that fact. (I do like how it looks, though)</p>
<p>By the way did I mention that I really really love the hatched preview? Such a great idea! It&#8217;s a brilliant solution to that problem. It will have to be colored, of course. :D</p>
<p>So how are you enjoying this process? Do my comments make sense? I really like where this is headed and I&#8217;m enjoying this fresh take on PJ. I&#8217;m really excited to see what happens with the IGF. </p>
<p>Oh are you submitting anything? I don&#8217;t even know what you&#8217;re up to nowadays!
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Sun, Oct 16, 2011 at 6:18 PM</small><br />
Oh! I forgot to mention:</p>
<p>There&#8217;s a small feature that&#8217;s very important to hardcore Juicers: The combo warning. It&#8217;s a little &#8220;be-doop&#8221; that warns you that your combo is about to run out. It&#8217;s accompanied by the grid flashing white for a second, which lets people play the game on silent. I really enjoy the implementation of this feature because new players don&#8217;t notice the flashing and experienced players depend on it.</p>
<p>We could make the dots light up, but in the current form there&#8217;s a chance that most of the dots could be covered up by gems. Try to keep in the back of your mind about somewhere visual for the warning to go that A) Won&#8217;t distract new players and B) Lets people keep their eyes on the game.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Sun, Oct 16, 2011 at 6:46 PM</small><br />
Also, because I&#8217;m dumb for not saying so:</p>
<p>Thanks for everything you&#8217;ve done. Totally 100% appreciated.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Sun, Oct 16, 2011 at 7:09 PM</small><br />
:) of course. i love the game! it&#8217;s all for the love of da game. thanks for thinking of me. i&#8217;m having a ball with these.</p>
<p>so i hear your concern on the bg flash stuff. i&#8217;ve attached a few quick tests. i don&#8217;t think it should be much of an issue with some more refinement. right now there are some issues with simply changing the bg to white but i don&#8217;t think it looks bad. one reason is that the cubes are 70% transparent.</p>
<p>also, i&#8217;ve addressed the other issues you were talking about (at least most of them i think). the &#8220;stripe&#8221; was actually the top of the cube, since it&#8217;s transparent. so you&#8217;re looking &#8220;through&#8221; the cube. regardless of explanation it didn&#8217;t work and getting rid of it helps things immensely.</p>
<p>falling block shift = total accident. nice eye!</p>
<p>i hear you about the shape of the cards, i&#8217;ve added arrows on the corners (most evident on orange diaganol donkeying) (i&#8217;ve given up spelling diagnol correctly.)</p>
<p>diganole stripes are now colored, looking cool. :)</p>
<p>i think the blocks are getting there. it&#8217;s a sleek piece of sex and looking good imo. i think the slight transparency definitely works in favor here (see the left block with teh cyan against teh green) and pushes the depth even more.</p>
<p>the HUD below is a 1st draft but the idea is that it&#8217;s indented. like a bunker or something. differentiating it from the game world a bit more, also giving more meaning to the colored bg below it. frankly i think it looks better clean without, and echoes more of the minimalist feel that teh blocks are headed towards. this bunker bg was done in an effort to make text readable without having to be outlined (since bg color changes on flash). still a wip on that front for sure.</p>
<p>as far as how this is all working: Brilliantly! the feedback is extremely great, to the point and addresses things that i would be most concerned with as a designer as well. i&#8217;ve been a man of few words in reply but sometimes writing a reply instead of just going in and making the changes that make sense seems to stagnate my excitement for the revisions (also why i waited until i had this round finish to show to you).</p>
<p>no but i love working on this, probably my favorite project right now it being the honeymoon and all, but regardless of honeyed moons, the work is exactly the kind of stuff i love working on. so yea.</p>
<p>as far as other projects, i&#8217;m&#8230; insane? i think i&#8217;ll be a part of 6 submissions this year including puzzle juice. none of which i can see the end of currently. the 6th is a personal project that i&#8217;m not really sure i&#8217;ll submit even, but it&#8217;s one of those things that&#8217;ll be out early next year anyway once things start to get shipped, but right now my plate is full with like 3 other full plates. whatever.</p>
<p>don&#8217;t worry though, i like it this way and definitely keep the com line open and buzzing often, it&#8217;s best that way.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail4.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail4.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail5.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail5.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail6.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail6.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Sun, Oct 16, 2011 at 7:27 PM</small><br />
Bahahah awesome! Glad to hear it. </p>
<p>I&#8217;m overwhelmed with the four projects in my life right now so when I hear six I think: Yes. Yes you are a crazy person. :D</p>
<p>The flashing dots I think is my favorite. Especially because you&#8217;ll always be able to see them along the edge of the screen. The whole screen turning white might be like a flashbomb for new players. :P</p>
<p>The bevel looks good, but remember that I also want to port this to iPhone, which means the words/scores are going to have to significantly increase in size on that device. Part of the reason that everything is so big in the current version is that it takes literally no effort for me to put it on people&#8217;s iPhones. (Also on the iPhone all of that information will be on top of the screen, but that should be easy enough.)</p>
<p>Also: The shadows on the upcoming pieces: SO GOOD. A++
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Mon, Oct 17, 2011 at 2:19 AM</small><br />
Oh and have you tried one way orange arrows? Just to make it clear which direction the word is spelled in?
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Mon, Oct 17, 2011 at 2:19 AM</small><br />
fooled a bunch with the letters, but came back to the same sort of ballpark, refined though with one-wayers. tired, more later. :)</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail7.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail7.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Mon, Oct 17, 2011 at 11:53 AM</small><br />
I do like the arrows. :) I&#8217;m a little worried that the letter blocks are too busy, though. What do they look like if they&#8217;re just white instead of grey/white?
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Mon, Oct 17, 2011 at 12:49 PM</small><br />
You wouldn&#8217;t happen to have been a student at any point in the last year, perchance? </p>
<p>If not I think PJ is disqualified from IGF student. Darn.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Mon, Oct 17, 2011 at 1:22 PM</small><br />
:-/ well what about IGF proper?</p>
<p>haven&#8217;t tried the all white just yet, but i htink it&#8217;ll look good, and just have the orange reserved for when they are active.
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Mon, Oct 17, 2011 at 1:25 PM</small><br />
We&#8217;re all submitted to IGF Pro :D
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Mon, Oct 17, 2011 at 3:26 PM</small><br />
nioce. here&#8217;s a simplified version, i think it&#8217;s a lot better.</p>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp"> Mon, Oct 17, 2011 at 9:01 PM</small><br />
Oh yes yes. That looks great! This is definitely getting there.</p>
<p>So uh here&#8217;s the awkward part that I actually have no experience with, but I think I&#8217;m supposed to deal with this earlier rather than later. You&#8217;ve done an amazing job so far and I want to make this official. I&#8217;d love to use your art in the game. And I&#8217;m interested in selling the game on the app store.</p>
<p>So&#8211; profits! I don&#8217;t have much money to speak of because of this whole jobless student thing, but if your art ended up being the face of PJ then I would have to insist on giving you a cut.</p>
<p>I&#8217;ve never actually dealt with this before. What sort of deals/percentages have you worked with in the past?
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<p><cite class="asher">Asher</cite><br />
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<p><small class="timestamp">Mon, Oct 17, 2011 at 9:40 PM</small><br />
sure no problem! rev split sounds great, and was what i was anticipating in a collab like this.</p>
<p>sooooo&#8230; i&#8217;m no stranger to this kind of thing, i work with a bunch of people on a bunch of different projects. with mikengreg stuff and other projects where i&#8217;m in on the ground floor we go 50/50 as equal partners usually sharing design stuff and other various burdens of setting out without any assurances. other stuff where i&#8217;m getting in after the game is a proven fun thing is between 20-30%. Something to consider as well is music. If you want original stuff and need to do a rev share thing around 10% is usually a good rate to offer.</p>
<p>That&#8217;s really the only two situations I&#8217;ve been in, other than contact for-hire work. let me know your thoughts, we should get things ironed out, whatever you comfortable with. :)
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Mon, Oct 17, 2011 at 9:59 PM</small><br />
Awesome! So glad to know that the figures in my head weren&#8217;t crazy.</p>
<p>I was thinking since we&#8217;re pretty late in the development process and the game is pretty much done: how does 20% sound? And then another 10% would go to the music guy. </p>
<p>I hope that doesn&#8217;t sound unreasonable. It&#8217;s just that I really would like to go indie-esque after college and I feel like PJ can be my launching point. Also it&#8217;s been so great working with you so far I would definitely be interested in arranging something like this again, even earlier in the process.</p>
<p>Let me know what you think! Gah this is going so smoothly I can&#8217;t take it.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Mon, Oct 17, 2011 at 10:53 PM</small><br />
Yea i hear ya, i&#8217;m cool with that cut as long as I&#8217;m a little more hands-off implementation-wise. is that cool?
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Mon, Oct 17, 2011 at 10:58 PM</small><br />
Totally! If you get me the assets then I can do all the work after that :D
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Mon, Oct 17, 2011 at 11:07 PM</small><br />
woop woop! sweet. :)
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Mon, Oct 17, 2011 at 11:38 PM<br />
</small><br />
so this juice puddle thing is super bad and you have to keep reloading the swf due to the stops in there but gives you an idea of some of the word chain stuff.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail9.swf"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail9.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Oct 18, 2011 at 12:27 AM</small><br />
Oh man that&#8217;s a really slick word chain effect. I didn&#8217;t even think about that as an animation. Looks great!</p>
<p>The gem-to-letter transition actually looks pretty good (splash notwithstanding) but I&#8217;m still not totally settled on the flat cards. The fact that they&#8217;re in shadow is the biggest problem for me&#8230; Some are lit up, some are dark and some are split in half, but it has no gameplay implication. </p>
<p>I&#8217;m trying to think of a solution&#8211; what if when you pop a gem it squeezes all the color out, but stays in the same basic shape. It would be as if you were &#8220;stamping&#8221; the letters on top of the gems. </p>
<p>Another reason I want to keep the letters on gems is because I like how it makes sense when the gems stick together. The letter cards look disconnected and like they should just fall to the bottom of the grid when there&#8217;s nothing underneath them.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Tue, Oct 18, 2011 at 12:30 AM</small><br />
Side note: now I&#8217;m brainstorming a game that has shadows like this and the shadows they cast on the blocks around them DO have an effect.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Tue, Oct 18, 2011 at 12:32 AM</small><br />
haha cool. yea i see what you&#8217;re saying, i&#8217;ll give the letters on top of the blocks a quick whirl. i was fiddling with a game icon, came up with this. i can get you a different res too if need be, it&#8217;s just usually the 72&#215;72 version will get ya by until submission.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail10.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail10.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Oct 18, 2011 at 12:43 AM</small><br />
Hah awesome! You continue to amaze.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Tue, Oct 18, 2011 at 12:46 AM</small><br />
Also I did some cheap photoshopping. I feel like this is more pokeable.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail11.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail11.png" /></a>
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Tue, Oct 18, 2011 at 12:48 AM</small><br />
for sure! definitely better.
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Oct 18, 2011 at 5:51 PM</small><br />
here&#8217;s a post game screen (the one i sent you earlier) mockup. the buttons aren&#8217;t there yet.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail12.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail12.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Oct 18, 2011 at 5:52 PM</small><br />
also that copy text was too dark/thick, so i took that down a bit just now.
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Oct 18, 2011 at 6:48 PM</small><br />
Awesome! This looks great. This is way more coherent than the current version. Highlighting the long words is a nice touch :D</p>
<p>Also I like how you&#8217;re adding in the features that I was too lazy to put in. (Like the previous tip and scrolling word list) These little niceties are totally welcome and remind me of all the little things I have to do.</p>
<p>This is perfectly sized for the iPad version. Just remember that we&#8217;re going to have to figure out the appropriate font sizes for the iPhone and such eventually.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Tue, Oct 18, 2011 at 7:01 PM</small><br />
cool, this is iPhone4 res, i just opened that image on mine and it&#8217;s legible and stuff due to retina but yea, buttons and things are generally too small. i&#8217;ll change this one to 1024&#215;768 res and then work on a more useful 960&#215;640 version and then we can downsample for non-retina displays?
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Oct 18, 2011 at 7:02 PM</small><br />
perfect
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Thu, Oct 20, 2011 at 12:35 AM</small><br />
Hey so when do you want to start handing off assets? Or do you want to refine the mockups a little more before we do that?
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Thu, Oct 20, 2011 at 11:36 AM</small><br />
NEVER!</p>
<p>;) yes let&#8217;s do it. i&#8217;m excited to see stuff in game. what format do you want stuff? right now it&#8217;s all in illustrator. i&#8217;ve attached a zip with the font (DIN Black, included in the suitcase file), AI file and the latest mockup image (gameplay) but if you want stuff in a different format, just let me know. some initial questions that come to my mind:</p>
<p>how do you wanna do shadows?</p>
<p>you were talking about the letters being blocks as opposed to cards, should we hold off until we&#8217;re happy with those?</p>
<p>the numbers are in a font called &#8220;Numbers &#8211; Redbird&#8221; and they&#8217;re from H&#038;FJ which is a really expensive font. I&#8217;ve never used a font in a game because I&#8217;m scared of the expense since they be&#8230; expensive to license. if you use DIN Light Alternate for the numbers I think that&#8217;ll be an ok replacement.</p>
<p>Make sure to install the font before opening the AI file, or you will have to replace it with somethign and shit will look all weirdbad.
</p></div>
<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Thu, Oct 20, 2011 at 7:11 PM</small><br />
Awesome! Can&#8217;t wait until I put this stuff in.</p>
<p>Shadows are tricky because the game will run the smoothest with as few transparencies as possible. Each block will have to have its own shadow, though. I&#8217;m going to experiment and see what works and looks good.</p>
<p>I think I&#8217;ll hold off on the cards for now. Unless I magically get some time to put them in.</p>
<p>I&#8217;ll drop in DIN because I&#8217;d rather err on the side of not paying lots of money</p>
<p>I got your Dropbox invitation. When I export textures from the AI file I&#8217;ll drop a copy into the dropbox so you can see what I&#8217;m doing and make touchups/suggestions or whatever you&#8217;d like.</p>
<p>Also before I forget: there&#8217;s one VFX that we haven&#8217;t played with. In the current version when you&#8217;ve spelled a valid word (before letting go) it overlays a gold shimmer on everything. It&#8217;s just more feedback to let the player know that they&#8217;ve spelled something correctly. </p>
<p>BUT OH YES. I am excite.
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Fri, Oct 21, 2011 at 12:46 AM</small><br />
sweet! me too. i attached a version without the cards, treating letters like cubes. i think the shadows lost something with removing the multiple depths so i added a slight texture in the bg to make the trasnparency of the shadows/cubes more evident. also, the latest version of these assets is in the dropbox now.</p>
<p>i&#8217;ll get those other vfx things done next. i have freezing and bombs and other stuff on the list as well.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail13.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail13.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Sat, Oct 22, 2011 at 8:45 PM</small><br />
here&#8217;s a little freezing + drillers stuff</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail14.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail14.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Sat, Oct 22, 2011 at 8:56 PM</small><br />
also, a quick +15 thing for the blocks. i&#8217;m getting fuzzy on the VFX. gonna switch to the menus and stuff.
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<p><cite>Greg</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Sat, Oct 22, 2011 at 9:00 PM</small><br />
forgot attacherrrr</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail15.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail15.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Sat, Oct 22, 2011 at 10:30 PM</small><br />
new menu buttons for iPhone friendliness</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail16.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail16.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Sun, Oct 23, 2011 at 9:46 PM</small><br />
Buttons: Great. Nice and juicy and clickable.</p>
<p>+15 is solid. What do you think about the current motion of them popping out? (I stole the animation style from Atom Zombie Smasher because Blendo Games has the juiciest VFX known to man)</p>
<p>I like how the freeze lines match up with the background hatch marks, but I&#8217;m worried that it&#8217;s not clear enough. How does it look when the lines cover overlay the falling block instead of just outlining it? I&#8217;m much more worried about the clarity about &#8220;what&#8217;s going on&#8221; than &#8220;what color are those blocks&#8221; because the player has the preview to work with.</p>
<p>The drills are sick, though! They&#8217;ve got a really interesting shape to them, but they&#8217;re still super clear.</p>
<p>It occurs to me that I should probably give you a way to unlock and play with all the powerups. I&#8217;ll put in a secret cheat button in the next build.
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="asherMail">
<p><small class="timestamp"> Sun, Oct 23, 2011 at 9:57 PM</small><br />
Oh yeah and the drills should mostly fit into a 1&#215;1 square so that it doesn&#8217;t look weird when you drag them back and forth across the tops of the gems.
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<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Mon, Oct 24, 2011 at 10:03 PM</small><br />
here&#8217;s an idea for a particle effect for when blocks turn to words (clock shown but that&#8217;s just me being lazy). there are like 4 or 5 particle images in there and they should look much better once they are in the emitter proper. also a quick look at the dashed line over the whole object. i had that initially but wasn&#8217;t sure how important it was if it was obscured or not.</p>
<p>also, attached a few examples of modifications to the drills. when this version is shorted it loses a bit of its drill-ness, and i&#8217;m not sure it looks great when it looks like it&#8217;s inside the &#8220;jello mold&#8221;. i still dig the original the most, it feels the most violent and drill-like, but i do understand your gripe with the height of it.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail17.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail17.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail18.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail18.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail19.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail19.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Oct 25, 2011 at 12:04 AM</small><br />
also, did i ask about when you would be planning on release? have any rough targets in mind? the game feels fairly close minus art/music and some polish.
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Oct 25, 2011 at 12:42 AM</small><br />
ok, and this too.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail20.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail20.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Wed, Oct 26, 2011 at 1:29 AM</small><br />
So due to the craziness of the semester I&#8217;m guessing that it&#8217;ll be ready to release in December/January. Ideally I&#8217;ll be ready to release it the moment that the IP gets signed over to me :D</p>
<p>Freeze looks great. I do agree with you that the fully extended drills look best. I&#8217;ll test them and see how they look in-game in various situations.</p>
<p>Particles look solid! I like their triangularness. How do you think they would look with a little bit of shiney? I feel like that would make them feel a little juicier (herp derp)</p>
<p>I really dig the drips in the logo. The shape of them is siiick. I think it&#8217;s important that Puzzlejuice is clearly one word, though, for Google Alerts and branding and such. Is there any way to put the whole word on one line without making it look awkward? </p>
<p>Also I don&#8217;t know when you were planning to take care of this, but I&#8217;ve been having a lot of thoughts about the Core Mode screen:</p>
<p>Players aren&#8217;t aware of all the powerups that are available to them, so I need to find a place or menu or something to put a list of all the powerups and a description of what they do.<br />
Some players don&#8217;t notice the goals at all. Those should be beefed up and not as tiny as they currently are. </p>
<p>Oh yeah and I&#8217;m planning to give players the option to buy powerups they haven&#8217;t earned yet. I don&#8217;t know where you stand on the In-App-Purchases debacle but I feel like I would be dumb not to put that option in. I don&#8217;t plan on having any pay-only powerups, though. And you&#8217;ll get a percentage of the $&#8230; so that&#8217;s a plus.
</p></div>
<p><cite class="asher">Asher</cite><br />
<a name="typeAndLogo"></a></p>
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<p><small class="timestamp">Wed, Oct 26, 2011 at 10:59 AM</small><br />
Btw I changed the font on the blocks from DIN Black to DIN Bold. It&#8217;s a small change, but they&#8217;re a little easier to read in a rush now.
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<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Wed, Oct 26, 2011 at 3:32 PM</small><br />
ok cool, january should be an interesting month for me! it seems everything is coming to a head in that month release-wise. no worries though, there shouldn&#8217;t be too much crunch overlap as i feel like things are shaping up with this guy anyhow.</p>
<p>re: black to bold. i gotta say. i don&#8217;t like DIN Bold much on the blocks. the black really fills things out on the block but maybe the renderer in unity and whatnot is different from illustrator so i&#8217;ll defer to what it looks like in the game once that&#8217;s implemented.</p>
<p>here&#8217;s a couple reworkings of the logo. i didn&#8217;t know that you wanted puzzlejuice as one word, so yea, that&#8217;s a definite concern. i dont think either of these are a solution, i&#8217;m continuing on and will see what else i can come up with. i do like the idea of the jumbled logo, but you know, not a great standalone logo by any means.</p>
<p>re: powerups and IAPs, i&#8217;m all for it. i think this case makes total sense. so it seems that we need a bit of a powerup &#8220;storefront&#8221; mocked up. this can explain the powerup, what it takes to unlock it, a sort of pokedex, and then a button to purchase if not unlocked. yea?</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail21.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail21.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Wed, Oct 26, 2011 at 3:50 PM</small><br />
a more l->r t->b readable orientation..</p>
<p>and a droplet for good measure! let me know if that powerup screen is along the lines of what you were thinking and i can start laying it out.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail22.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail22.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail23.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail23.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Wed, Oct 26, 2011 at 4:00 PM</small><br />
Bahaha are all of your six IGF projects are coming out around then? :P</p>
<p>Yeah I started implementing some of your art earlier today. It looks like I&#8217;m going to be fighting with Unity a little to make everything as crisp as it looks in Illustrator. We&#8217;ll see what happens.</p>
<p>I actually laughed out loud when I figured out the second logo. I really like the idea but you&#8217;re right we&#8217;re going to have to find a better logo solution.</p>
<p>Yep! Maybe the storefront can be combined with the powerup-choosing GUI. Like you can highlight the three that you&#8217;re going to go into battle with and then those show up on the main screen. Or something to that effect?</p>
<p>Here&#8217;s the list of the powerups in order, btw:<br />
Bomb: This guy straight-up EXPLODES and takes out nearby tiles!<br />
Freeze: Freezes the playing field. Blocks don&#8217;t fall and combos don&#8217;t expire when this is in effect.<br />
Driller: Arms your falling blocks with big &#8216;ol drills that carve through everything they touch<br />
Slammer: SLAMS the game down. The bottom row is disintegrated and everything else just falls.<br />
Twister: Calls down the might of a TWISTER and scrambles every block on screen.<br />
Upgrade: Shoots out bolts of lightning that POWERS UP letters and makes them worth so many points. POINTS!!<br />
Letter Nuke: Every block on screen gets a letter. No strings attached.</p>
<p>agh you responded while I was responding&#8212;</p>
<p>The droplet looks great! Exactly what I was thinking.</p>
<p>Hmm the logo looks better but I&#8217;m still afraid that people will think it&#8217;s Pu Ju Zzleice. What happens when you stack PUZZLE in a 2&#215;3 grid and then put juice next to it like&#8230;</p>
<p>PU<br />
ZZJU<br />
LEICE
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Wed, Oct 26, 2011 at 4:13 PM</small><br />
pu zu zle juice (puh-zoo-zel juice) makes me laugh.</p>
<p>cool on all fronts! i&#8217;ll try that stacking thing and a few others for logo stuff. thanks for the powerup list, not knowing half of them makes me feel like a real noob now. ;) and i&#8217;ll do some sketching on the powerup browser/storefront/equip screen as well.</p></div>
<p><cite>Greg</cite></p>
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<p><small class="timestamp">Wed, Oct 26, 2011 at 4:17 PM</small><br />
lol noob you&#8217;re so bad at this game geeze
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Sat, Oct 29, 2011 at 10:08 PM</small><br />
:PPPP</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail24.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail24.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Sat, Oct 29, 2011 at 10:56 PM</small><br />
alright, so a lot of this is still placeholder (icons) and maybe the buy now button) i dunno. maybe it should have the price on it or something. some of that depends on how the IAP is handled from the button click. but the idea here is that the raised (block looking) powerups are available to you while the non-raised ones are yet to be unlocked. you can stil browse all of them, check out their descriptions and whatnot and then obviously purchase them.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail25.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail25.png" /></a>
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<p><cite>Greg</cite><br />
<a name="spelltower"></a></p>
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<p><small class="timestamp">Thu, Nov 3, 2011 at 1:57 AM</small><br />
Hey sorry I&#8217;ve been quiet (I&#8217;ve been sick and without a computer) but I&#8217;ll give feedback soon.</p>
<p>In the meantime you should know about this: <a href="http://cl.ly/3J2A3l1y0A3P2P2o2L1R" target="_blank">http://cl.ly/3J2A3l1y0A3P2P2o2L1R</a></p>
<p>Zach (Gage) heard about PJ at Indiecade and then came up with an idea for a game. It&#8217;s a lot simpler and he was able to bang it out really fast. Originally he offered to delay releasing it until I was done with Puzzlejuice (which I told him I would appreciate) , but when he found out I wouldn&#8217;t be ready til January he got really eager and asked me to reconsider. I agreed because I don&#8217;t want to upset him but yeah this game &#8220;spelltower&#8221; is coming out soon and has a lot of similarities with PJ.</p>
<p>I&#8217;m happy for Zach but a little worried about how it will effect Puzzlejuice&#8217;s reception&#8230;.
</p></div>
<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Thu, Nov 3, 2011 at 11:27 AM</small><br />
heyo, no worries. i did see zach&#8217;s spelltower, i dont think its as fun as pj. so yea, im not too worried about it personally. i think pj is way more engaging
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Fri, Nov 5, 2011 at 11:56 AM</small><br />
Hey! I got my computer back and have been jamming all night on art integration. It&#8217;s not close to done, but I sent you a build. supes tired now. perfect time for feeeedbacck</p>
<p>General Thoughts:</p>
<p>- Okay one of the first things that I realized is to make most of the hatch-related effects work (the preview, the freeze, the logo(lol)) the background lines have to perfectly line up the same way on every single square. In the current version the lines drift, which means that the preview blocks won&#8217;t match with the background on certain parts of the grid.</p>
<p>I tried to line them up myself, but I couldn&#8217;t figure it out. D:</p>
<p>- The dot-grid looks great on the iPhone aspect ratio, but on the iPad the playing field is sort of just&#8230; floating there. Without clearly defined edges the row-fill mechanic doesn&#8217;t make as much sense. It doesn&#8217;t feel like you&#8217;re filling up anything. Maybe lines down the side or something similar?</p>
<p>- With the new art: similar colored gems blend together when they&#8217;re placed side-by-side. It looks good, but a side effect is that you can&#8217;t intuitively count how many blocks are in a clump. This isn&#8217;t great for new players who need some time to figure out the >3 rule.</p>
<p>- I&#8217;m still trying to figure out the HUD layout. I think the most important information in order is: The word you&#8217;re spelling, the next tetroblocks, your level, your combo, your score. (Also I think I mentioned this, but on the iPhone the HUD should definitely be on the top)</p>
<p>- Let me know what gripes you have with the implementation! I&#8217;m sure I screwed something up. Also tell me what feature you want to see next. I know that I want shadows. I think I figured out a way to do them properly. </p>
<p>- Oh yeah and I added in a way for you to access all the power ups. Go to the options. Set the password to &#8220;X_XXX_&#8221; and then press &#8220;CHEAT&#8221; Run a Euro game and behold the fruits of your labor. The buggiest powerup is the Drill. The most half-assed is the Upgrade. I need to spice that one up. I&#8217;m proud of the twister and the letter bomb though.</p>
<p>Powerup Learn/Choose/$$ Screen:</p>
<p>First off, I wish the app store accepted gold bouillon.</p>
<p>Secondly, I smile every time I see the hatch motif come back. Aw yeah lets milk that pony.</p>
<p>So I think the order of information is: You have three slots (we should show actual slots or something similar) and you have these options (show the entire list of powerups) and then when they select the option they can read what it does and find out whether they have it or not. </p>
<p>I&#8217;ve attached a mockup of one way to handle it. The idea is that they could tap on any of the powerups (and they should all look tappable) and the middle part would switch out with a different description/status. I want to make perusing through the powerups as straightforward as possible.</p>
<p>If they don&#8217;t have it, it says it&#8217;s locked, but they can PURCHASE it. If they do have it, they can SELECT it for their arsenal and it will appear in one of the slots (if they have an empty slot). If it&#8217;s in their arsenal, they can REMOVE it. </p>
<p>This would basically be the screen between the difficulty-selection and the gameplay. I&#8217;m not sure how to handle this screen before they have any powerups, though. Maybe we just skip it.</p>
<p>Logo</p>
<p>That logo&#8217;s hilarious, and it makes me dizzy. Why is it so much easier to read from further away than close up&#8211; that&#8217;s strange but also kinda awesome. uh still thinking about it.</p>
<p>aaaaand sleep</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail26.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail26.png" /></a>
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Sat, Nov 5, 2011 at 6:57 AM</small><br />
Oh yeah and have fun in New York! yeah I read that twitter thing
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<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Sat, Nov 5, 2011 at 10:18 AM</small><br />
haha thanks! its gonna be a blast i think. dling the new hotness now. :)
</div>
<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Sun, Nov 6, 2011 at 5:44 PM</small><br />
FYI: somehow I f&#8217;d up the Boggle code&#8211; spelling words is a pain now.</p>
<p>Looking into it.
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Mon, Nov 7, 2011 at 12:05 PM</small><br />
ah alright, no worries.
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<p><cite>Greg</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Mon, Nov 7, 2011 at 3:42 PM</small><br />
so i&#8217;ve had a little more time to sit down with the new version, especially on iphone. i know things are very much in flux but i was just curious on one thing as far as variation between iPad and iPhone. i noticed the grid is kinda cut off (not nice margins like on iPad) on iPhone, should i be targeting the iPad res (1024&#215;768) instead of the iPhone or is my original grid too small for the iphone so you&#8217;re widening it?</p>
<p>just checkin&#8217; if it&#8217;s too soon and things are all a WIP then disregard completely. :) i&#8217;m just worried that this core change might be harder to reverse as things build on top of that grid.
</p></div>
<p><cite>Greg</cite><br />
<a name="resolutionTalk"></a></p>
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<p><small class="timestamp">Mon, Nov 7, 2011 at 6:11 PM</small><br />
Hey Greg,</p>
<p>The grid takes up all that screen space because I want individual squares to be as big as humanly possible. There&#8217;s a lot of precision tapping/dragging involved in PJ and the more we shrink it the harder it becomes to play. </p>
<p>Currently the iPhone and iPad versions are identical. The only difference is that I chop off the sides of the screen on the iPhone.</p>
<p>Eventually we&#8217;re going to want each device to have its own layout, but for now I would focus on the iPad version because that&#8217;s where this game really shines at the moment.</p>
<p>Btw: I just got an iPhone, so I&#8217;ve been tightening the boggle controls like crazy all afternoon. I&#8217;ll send you an updated version when I find it remotely acceptable.
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Mon, Nov 7, 2011 at 6:27 PM</small><br />
ok great, understood. i will focus on that res for sure. i think for the iphone version i can design something that makes the blocks even<br />
bigger than they are now without losing block previews and the like</p>
<p>Sent from my iPhone
</p></div>
<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Mon, Nov 7, 2011 at 6:30 PM</small><br />
Fantastic! :D
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<p><cite class="asher">Asher</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Mon, Nov 7, 2011 at 11:42 PM</small><br />
Oooh I just remembered that this version has analytics and funstuff :D</p>
<p>I sent you an invitation. At the moment it&#8217;s just you and me being tracked, but when I distribute this build more these numbers should get more interesting.</p>
<p>It should help us track how difficult goals are and such so we can adjust stuff appropriately. But in additional to all that meaningful crap I&#8217;m tracking basically everything the user does. </p>
<p>For example if you go to Events > GameEvent: Word > Event Paramaters > Word you can see that the most common word is &#8220;DIE&#8221;, apparently!</p>
<p>This obviously indicates society&#8217;s fascination with death and three letter words.
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 12:38 AM</small><br />
cool, i expanded the dot grid on this mockup, also had an idea for maybe a title screen. you slam down the &#8220;P&#8221; and then it spells something and puts you into the main menu for all teh game options?</p>
<p>personally, the expanded dot grid bugs me, it feels crowded and.. :-/ it might be better if the furthest dots were just disappeared and the cubes were evenly sized based on the width of the iPhone. so that&#8217;d be&#8230; 64px wide? yea. i prefer having some breathing room on the margin but i understand the premium on real-estate here for sure. i find myself thirsty for it when i&#8217;m playing on my iPhone&#8230;</p>
<p>also, i noticed you&#8217;ve been struggling a bit with the colors, that&#8217;s probably my fault, at least partially. color profiles and the way certain images export or copy->paste into Ps can be problematic and inconsistent. i&#8217;m not sure what your pipeline looks like but if colors can be fudged with across the board or even just changed in images, then i can go in for a second pass to make sure everything is balanced properly. since there are so few elements anyhow, it shouldn&#8217;t be a terrible thing. might be good to do before we go in adding new things like particley explosions and other visual elements so we can start with a good solid base (color and art wise) and then build on that.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail27.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail27.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 3:26 AM</small><br />
I know it&#8217;s crowded looking&#8230; If you insisted we could make the cubes a liiiittle bit smaller. I would actually rather do that than make them bigger, because the little bit of margin we have on the ends is very important. There&#8217;s no bevel on the iPhone to tell the user that their finger has left the detectable area, so the more actions they do near the edge of the screen, the more of a chance it will just lose their touch all together. That already happens to me sometimes in the current version. =/</p>
<p>For colors: I figured out that importing transparent textures into Unity results in ugly desaturated business. The trick is to import opaque textures and make them transparent in engine. Also the colors look almost gaudy on my computer, but I actually like how they look on the iPhone/iPad. I like the bright/boldness of them&#8211; it&#8217;s very touchable.</p>
<p>I&#8217;m attaching a PSD. If you get the gems&#8217; color/opacity right in the PSD, (you should probably look at them on the phone as well) and then send it back to me then I should be able to accurately export them to Unity.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 3:45 AM</small><br />
Also I do like the opening idea. </p>
<p>Maybe instead of putting the title up top, we put it in the blocks that are revealed. And then they have to spell Puzzlejuice to continue.</p>
<p>P U Z Z L E _ _ _ _<br />
_ _ _ _ J U I C E _</p>
<p>And then we can put the cool hashed logo on the main menu.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 3:47 AM</small><br />
Oh man it also looks like you totally fixed the hash drift in that mockup! I get very excited about these things.
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 1:25 PM</small><br />
great! love the puzzle juice idea and spelling it! :) :) :)</p>
<p>i fixed the hash drift? what&#8217;s dis &#8220;hash drift&#8221; you speak of?
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 1:30 PM</small><br />
All of the diagonal lines uniformly intersect the dot grid. In the AI file I have, they sort of drift around and aren&#8217;t uniform.
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 1:31 PM</small><br />
(I mentioned it in that looong email I sent you)
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 1:42 PM</small><br />
ahhh, must have missed that. hmm, yea i think i remember there was a problem with their alignment but i fixed that awhile ago just on my own local file. also&#8230; is there a reason everything is 2xed in that .psd? blocks that on the mockup are 50px X 50px are 100&#215;100 on the .psd. that&#8217;s cool and everything but just trying to get a read on how this is being used and so on.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 1:45 PM</small><br />
Yeah, Unity seems to make things more jaggy when they&#8217;re at their normal resolution. It handles scaling down assets a lot better.
</div>
<p><cite class="asher">Asher</cite><br />
<a name="titleScreen"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 2:16 PM</small><br />
ok cool. :) here&#8217;s the color corrected psd. it&#8217;s not as in your face bright but it&#8217;s 1:1 accurate with what i had in the .ai file. (assuming no color profile magic happens along the way).</p>
<p>also, here&#8217;s a three stage mockup of what the opening screen might be like. with your ideas and etc. the dots might fly away when you spell &#8220;puzzle juice&#8221; or something like that? and yea, the main menu screen is TBDesigned so i&#8217;ll work on that next. i gotta say, i really love this way of opening the game. it&#8217;s just badass and i love teaching the player this way.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail28.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail28.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail29.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail29.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail30.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail30.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 2:24 PM</small><br />
Ooh slick. :D I really like the idea of the dots sliding in as a way of transitioning in/out of gameplay.</p>
<p>Curious about the X&#8217;s as blank letters&#8230; What if they were bullets ( • ) instead?  </p>
<p>Okay so it looks like in the PSD the alpha information is baked in the pixels.</p>
<p>How do I figure out the alpha level? I need to export the gems as opaque textures so that they don&#8217;t desaturate. And then I&#8217;ll apply the alpha in-engine.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 3:34 PM</small><br />
ah ok, switching to full 100% alpha mode! :) alpha is 70% in engine then.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 4:40 PM</small><br />
New build with colors, end screen, and powerup bug fixes. Testflight&#8217;s been bad about sending emails lately.</p>
<p>The colors look good&#8211; though I wish they had a bit more pop and were more differentiated from the grey word blocks. Any chance I can push for some more saturation?
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Nov 11, 2011 at 7:07 PM</small><br />
hmmm, yea i mean i understand what you mean. it&#8217;s more candy like with the brightness. i have a new idea for menus in general, based on your &#8220;spell puzzlejuice in a straight line&#8221; idea.</p>
<p>on the colors, i think we can go up to 100% opacity if you want, i&#8217;m fine with that, that&#8217;d definitely make things candy-like and it&#8217;s just a few tweaks in unity right?</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail31.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail31.png" /></a>
</div>
<p><cite>Greg</cite><br />
<a name="menuSwipe"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Nov 16, 2011 at 2:14 PM</small><br />
here&#8217;s a little post game mockup with that same kind of &#8220;swipe the word&#8221; convention.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail32.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail32.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Nov 17, 2011 at 2:29 PM</small><br />
These look great! </p>
<p>Totally down for this menu system. My one tweak on the Game Over screen is that I&#8217;m going to make the score result bigger. So that when you finish a game you can point to it and say &#8220;I earned this score. It is mine.&#8221;</p>
<p>On a similar note: I&#8217;d like you to have as much control over the art and the style of the game as you&#8217;d like, which is why I constantly poke you with questions&#8211; but if there&#8217;s ever something that you think I should just use my own judgement on while you focus on something else let me know. It will certainly make things faster.</p>
<p>I&#8217;m back in the PJ saddle today because all of the judges just accepted my Testflight invitation. I&#8217;m going to try to get the menus working like you&#8217;ve mocked up and maybe a couple more usability tweaks.</p>
<p>Any features you definitely want in today for the judges?</p>
<p>Btw: Happy 100th email in this chain! Whoo collaboration!
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Nov 17, 2011 at 2:41 PM</small><br />
damn, i was hoping to take #100. i guess i get #101 and start a new thread! weeeeeee</p>
<p>ok, so yea i hear ya, the score should be bigger, i figure this game over screen is still a bit in limbo. it&#8217;s not hitting it like the title->mainmenu swipe sexiness. it&#8217;s closer but it&#8217;s not doing it just yet i don&#8217;t think. if you want, go ahead and make &#8216;er bigger and small-enize the other two scores.</p>
<p>as far as concerns about style and whatnot, i&#8217;d say for the time being if it&#8217;s faster for you, you should just do it without getting the go-ahead. we can always change it later if it&#8217;s not working or there are issues. if it&#8217;s a decision that you need to make that will change the fundamental structure and make things harder to change or tweak later, then yea that&#8217;s probably something we should work out together and pick a direction.</p>
<p>i&#8217;m very much a &#8220;do it now, fix it later&#8221; kind of developer, so don&#8217;t worry about offending my sensibilities. :) (i think that&#8217;s addressing your concerns, though let me know if i missed the mark since we&#8217;re talking in generalities).
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Nov 17, 2011 at 5:26 PM</small><br />
Sweet! I approve of this arrangement.</p>
<p>Hey do you think I can get the asset for the word &#8220;PUZZLEJUICE&#8221; in that slashy font? Opening menu is at 90%
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Nov 17, 2011 at 5:32 PM</small><br />
cool. put &#8216;er in a .png in the dropbox for ya. let me know if you need something more comprehensive. i also just uploaded the latest massive .ai if you want to poke through that for misc. stuff. it&#8217;s a mess though so don&#8217;t hesitate to ask for specific stuff.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Mon, Nov 21, 2011 at 10:58 PM</small><br />
Menus are looking good!</p>
<p>Though I lament the death of Zen Mode Xtreme. There&#8217;s no way to fit all of that on the blocks. </p>
<p>&#8220;QuICK MODE&#8221; fits, though.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Nov 22, 2011 at 2:46 PM</small><br />
ah nice. :)</p>
<p>yea &#8220;ZEN MODE EXTREME&#8221; is a special kind of paradox. woulda really set the tone off right. perhaps there&#8217;s a different way to push that. with another set of &#8220;terms&#8221;.</p>
<p>is there anything that you&#8217;re waiting on from me? anything inhibiting progress or what&#8217;s next? if there&#8217;s a list of stuff you want me to knock out or some things you&#8217;d like to see mocked up more than others, let me know. i&#8217;m ready for round 3.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Tue, Nov 22, 2011 at 4:22 PM</small><br />
I&#8217;m almost done with a first pass of the menus. I&#8217;ll send you a build when I&#8217;m done.</p>
<p>(Btw I decided on &#8220;Zen Mode X&#8221; and then I&#8217;ll have a little popup that clarifies what the mode is)</p>
<p>My goal is to use the Thanksgiving Break to fix up the usability (the tutorials, objectives etc) and then do playtesting when I get back to school. After that I have the majority of December to finish the dang game.</p>
<p>It looks like we have three major asset hurdles left: Powerups + their associated VFX, Menus, and the Tutorial. </p>
<p>Powerups:</p>
<p>Have you tried them all out? Do you have any gripes with how they act/look? My main gripe is that they don&#8217;t have VFX&#8211; the bomb doesn&#8217;t have an explosion, for instance. </p>
<p>And yeah I would like to see your take on the icons. </p>
<p>Menus:</p>
<p>I should be done with a pass today (sans powerup menu&#8230; that thing&#8217;s going to take some time/work) I think after that I&#8217;ll send you zip with a screenshot of every menu in the game. After that you can either hand craft all of them or just give me some style guidelines to work with. Your choice.</p>
<p>Tutorial:</p>
<p>The tutorial is actually just a series of PSDs. So once I&#8217;ve refined the wording and done playtests I can send that over to you to nicen up.</p>
<p>If you&#8217;re looking for something to do at this very moment I&#8217;d like to see some powerups&#8211; but you should have some menus to work with by the end of the day.
</p></div>
<p><cite class="asher">Asher</cite><br />
<a name="thanksgiving"></a></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Nov 25, 2011 at 6:30 PM</small><br />
Happy Thanksgiving! How are things going? Hopefully: awesome :D</p>
<p>I spent the morning fixing up the menu flow of the game. I added little info popups for when you choose what mode you want to play. As well as a popup for when you complete your first objective. </p>
<p>Attached are screenshots of every single menu in the game that we&#8217;ll probably ship with. Some notes:</p>
<p>- The pause menus are especially godawful. I could use your help with those.<br />
- In the middle of the First-Objective menu it should say the objective that you accomplished. Statistically: &#8220;Spell a 5 letter word&#8221;<br />
- The only missing menu is the powerup menu. I&#8217;m pretty sure it will be a 3rd button on the choose-mode menu. But I still have to figure out how to incorporate it into the level-up process.</p>
<p>The tutorial/powerup menu are the next big things on my docket for the playtests next week. I&#8217;m getting excited about how close this is.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail33.zip"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail33.png" /></a>
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Nov 25, 2011 at 8:11 PM</small><br />
Also when do you think would be a good time to send this to an apple rep?</p>
<p>Also can we use your connection? :D
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sat, Nov 26, 2011 at 11:33 PM</small><br />
The powerup menu&#8211; it&#8217;s a thing now.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail34.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail34.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail35.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail35.png" /></a>
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sun, Nov 27, 2011 at 7:17 PM</small><br />
So I&#8217;ve rigged up a way to customize the interface based on whether it&#8217;s on a phone or a tablet.</p>
<p>I would really like to figure out a way to get the word you&#8217;re spelling and your current multiplier to show up at the top of the phone, but everything I&#8217;ve tried ends up looking cramped. The main issue is that the pieces fall from the top, and so the score/words end up overlapping the blocks in a not-so-pretty way. Do you think you could try mocking something up?</p>
<p>Sorry for the mess of emails&#8211; I&#8217;ve just been using Thanksgiving as an excuse to take a break from my schoolwork and really hammer away at PJ. I&#8217;ll send you an updated version soon.</p>
<p>Hope your holiday&#8217;s going great! :D
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<p><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2"><br />
<h3>Continue to Part 2 of 3</h3>
<p></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>365 Puzzlejuice Emails [pt. 2]</title>
		<link>http://aeiowu.com/365-puzzlejuice-emails-pt-2/</link>
		<comments>http://aeiowu.com/365-puzzlejuice-emails-pt-2/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 08:57:47 +0000</pubDate>
		<dc:creator>aeiowu</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://aeiowu.com/?p=821</guid>
		<description><![CDATA[Continued from Part 1 Table of Contents Part One Greg&#8217;s first contact with Asher Greg&#8217;s first mockup Work/business negotiations Start of typeface and logo talk Discussion about Spelltower&#8217;s release Resolution concenrs and beginnings of battle over grid size First title &#8230; <a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Continued from <a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/">Part 1</a></p>
<h2>Table of Contents</h2>
<p><b>Part One</b></p>
<ul>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#firstContact">Greg&#8217;s first contact with Asher</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#firstMockup">Greg&#8217;s first mockup</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#workArrangement">Work/business negotiations</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#typeAndLogo">Start of typeface and logo talk</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#spelltower">Discussion about Spelltower&#8217;s release</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#resolutionTalk">Resolution concenrs and beginnings of battle over grid size</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#titleScreen">First title screen ideas</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#menuSwipe">Interface swipe to spell buttons idea</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#thanksgiving">Happy Thanksgiving</a></li>
</ul>
<p><b>Part Two</b></p>
<ul>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#gridContinued">Grid battle continued</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#menuSystem">Second attempt at menu system</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#metaMention">We first mention the idea of posting these emails</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#finalMenu">Menu system is finalized</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#originalDate">Release date talk</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#musicianTalk">Talk about getting a musician</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#profileHeadaches">Headaches with provisioning profiles</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#unusedFeatures">Design changes from Asher that never went into the game</a></li>
<li><a href="#typefaceBattle">Big typeface battle</a></li>
<li><a href="#siteAndAudit">Site design proposal and game audit from Greg</a></li>
</ul>
<p><b>Part Three</b></p>
<ul>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#gearingUp">Planning the final push</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#secondAudit">Second audit from Greg</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#postGame">Developer profile issues with ad-hoc builds</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#companyLogo">Juice Co. Logo</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#dateChange">Release date changed</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#journos">Start contacting journalists</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#coopVideo">Co-op video uploaded by Greg</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#trailerTalk">Talking about the trailer</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#priceTalk">Talking over how to price Puzzlejuice</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#dnsTrouble">Trouble with GoDaddy resolving the new DNS</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#itsAlive">Launched!</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#neuroticGreg">Greg overanalyzes the data</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#lockout">Mini-crisis with people not allowed to download the game</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#remainingBugs">List of remaining issues with 1.0</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#theEnd">The End.</a></li>
</ul>
<div class="gregMail">
<p><small class="timestamp">Mon, Nov 28, 2011 at 5:04 PM</small><br />
allllllllllllllllllllright. i&#8217;m back. :)</p>
<p>ridic fishing crunch was crunchy so i needed to be away for a bit. i&#8217;m back now though. so hmmm&#8230; let me catch up here.</p>
<p>re: menus >> alright cool, thanks for the zip. i&#8217;ve noticed that the menus aren&#8217;t in a standard res. is that because they are being cutoff or is there some reason for that? 960&#215;640 is what i&#8217;m working with as a base. i&#8217;d like to get a read on what you&#8217;re thinking as far as taking the swipe the word to transition to other parts of the menu system. i&#8217;d like that to permeate all menu screens.</p>
<p>i guess right now i&#8217;m thinking there are some things i&#8217;d like to change about the visual details. now that the blocks are 100% i think the colors are clashing/vibrating so i went with this (attached). i think it still allows for enough differentiation and looks much better. Beyond that there&#8217;s a good bit more but i want to make sure that you are ready for that phase. it seems like right now the grid that the blocks are on, the size of the blocks and etc. will determine a lot as far as the menus themselves are concerned. so while it might feel a bit like premature polish, i think we should nail down a grid/blocksize and grid orientation that will flow throughout the whole game that we can build the rest of the game menus on top of. it will make both of our lives a lot easier if we sort of polish that vertical slice of the game.</p>
<p>right now, as far as the grid is concerned, it&#8217;s a bit awkward. aesthetically i&#8217;d much prefer my original grid, with a hefty margin, however i definitely realize the need to maximize real-estate. I&#8217;m going to try and work within those constraints some more and we should probably try and work as closely as possible to get something that we&#8217;re both happy with.</p>
<p>basically, i&#8217;m looking to get the pipeline as a sort of 1:1 thing, where we&#8217;re both aware of the exact measurements of things so the details are exposed so we can finalize the base grid, colors and visual rules and move forward using those to build things out. for instance, right now there is a hay-pixel gap between all block rows. I&#8217;m not sure what the case is there, but it&#8217;s one of the things we should try and figure out. that way, if i cook up a 960&#215;640 mockup it&#8217;s with actual pixels that will be used in the game.</p>
<p>finally, this might not be what you were planning, and that&#8217;s fine as well. if you&#8217;d like me to take more of a direction/consultation roll in this then i understand that, but i strongly suggest that we focus down on the details to make this game special. it matters. apple has taste when it comes to the visuals and they aren&#8217;t going to feature something that doesn&#8217;t look crisp/professional/polished. we don&#8217;t have a lot of ammo to throw at the player so the way we make it look professional is with carefully crafted details.</p>
<p>alright,<br />
so yea, i definitely think showing apple a build would be great.  My contact is more of a development contact so she&#8217;s actually most interested in alpha/beta builds to talk about new features apple is pushing and so on. it&#8217;s a good idea for sure to keep up the dialog as that means we will be in her mind in the months leading up to release. hopefully you can build a direct contact with her about puzzlejuice and keep that up post-puzzlejuice. The hope is that when it comes time to release she can pass the word onto someone that has the power to offer puzzlejuice up as a potential feature.</p>
<p>in general the game is really shaping up and coming together. i can&#8217;t wait to keep pushing and making this puppy sing. :)</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail36.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail36.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Mon, Nov 28, 2011 at 5:12 PM</small><br />
here&#8217;s her info to get her setup on testflight: [REDACTED]
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<p><cite>Greg</cite><br />
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<p><small class="timestamp">Mon, Nov 28, 2011 at 6:31 PM</small><br />
here&#8217;s a 55px grid (actually has 14 rows, just fixed that in the ai file). but yea, there are smaller blocks here but i think it just feels really cramped at 60px blocksize. plus more room for UI and stuff like that&#8230;</p>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Mon, Nov 28, 2011 at 9:10 PM</small><br />
Hey welcome back!</p>
<p>I was curious why you were silent&#8211; but Ridicafish makes a lot of sense. Can&#8217;t wait to try it out :D Unfortunately I&#8217;m going to be in a similar mode this week. I pushed really hard on this build of PJ because I won&#8217;t be able to touch it for a week or so due to finals.</p>
<p>I dig the new colors. They&#8217;re very pleasing and pastelly. I think the blue/beige might need to be differentiated a little more though, because they blend together on bright displays.</p>
<p>So okay one hurdle I&#8217;m going to have to figure out is pixels. The major flaw with Unity being a 3D-focused engine is that there&#8217;s no such thing as pixels. For reference: the arbitrary scale that I went with is 1 UnityUnit = 1 gem and then I just zoomed the camera until it fit. (It makes the grid math really easy, but in retrospect I should have gone with a 1 UnityUnit = 1 pixel [or four pixels for retina]). But as the game works now, I have no real strict rulers. I&#8217;m going to work hard to make sure the game matches the mockups (I&#8217;ll probably code some tools to help me do it) but it&#8217;s not going to be a strict science. So things like the one halfapixel between rows will pop up. I appreciate you pointing that out&#8211; I totally forgot about that. (Also the screenshots were not a standard ratio because I captured them from the editor, not the iPad. Sorry about that)</p>
<p>I&#8217;m at a loss for the size of the blocks&#8230; I understand the importance of the margins for aesthetic reasons, but I&#8217;ve already gotten a lot of complaints from new users that the blocks are too small. It&#8217;s a serious concern I&#8217;ve been having about the game&#8217;s mass playability. The more we shrink the text, the menus, the blocks&#8211; the more we push away A) People with bad eyesight B) People with big fingers. You&#8217;ve probably noticed that the major difference between your mockups and what ends up in the game is that I keep making the text bigger. It&#8217;s because the iPhone&#8217;s screen is tiny! </p>
<p>PJ on the phone is already breaking a lot of rules because you&#8217;re not supposed to ask a user on a touch screen to be SO accurate at such a high speed. When a user places their finger on the screen, they tend to end up around 10-20px away from where they intended. (This is even worse when people play with their thumbs) In the menu system I cheat and make sure that they&#8217;re always touching a block, but mid-gameplay I can&#8217;t assume that they wanted to touch the &#8220;P&#8221; instead of the &#8220;E.&#8221; </p>
<p>Shrinking the gems 5px doesn&#8217;t seem like a lot but, for example, you&#8217;ll remember that there was a period when boggling felt awful on the phone for an indeterminable reason. It turns out that I had offset the user&#8217;s touch vertically by 12px. (Because the gem faces became 12px higher with the new art) and because of that small change the game suddenly felt unnatural and clunky and imprecise. This is a super honest from-the-bottom-of-my-heart reason that I&#8217;m very very hesitant to change the size of the gems: The game feels good. I&#8217;m finally getting complements on the iPad controls and the iPhone controls and this is only after months of working on this game. I really don&#8217;t want to spend another six months to re-tuning the controls =/</p>
<p>My final argument for keeping the grid its current size is this: The iPhone has margins built in. The black bits on the side of the phone border the game in a very natural feeling way to me. An iPhone screenshot seems cramped, but when it&#8217;s framed by the phone it feels fine to me.</p>
<p>I really trust your aesthetic intuition and I definitely want you having a direct hand in this. That hasn&#8217;t changed. I&#8217;m just always going to push for gameplay first and foremost. :) </p>
<p>If you&#8217;d like I can retake the menu screenshots when I have a moment. (Though it might be in a couple days) Also I&#8217;m really excited to work with [Apple]. Also I want to talk to you about more and more player feedback I want to add. And also the flipping of the iPhone interface (with the word you&#8217;re spelling on top) but I gotta run!</p>
<p>I&#8217;ll send you more details on all of that soon
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Mon, Nov 28, 2011 at 9:31 PM</small><br />
ok cool. you make a good case and i can&#8217;t argue with it. 60px blocks it is! :) definitely no hard feelings or anything, i will work within the constraints to make it the best possible that it can be.</p>
<p>i see what you mean about the beige/blue, i will shift things around. i imagine it&#8217;ll take some tinkering to get it right.</p>
<p>i appreciate your fervor and pushing for function over form, and i feel the same way, i don&#8217;t have near as much knowledge about the pitfalls of the design and where we need to put all our chips, so yea, i will default to you. just know that i&#8217;m pushing for certain things in an effort to make the game look the best it can, but ultimately gameplay should be above all else. you&#8217;ll get no more friction from me if that&#8217;s on the line. :)</p>
<p>finally, don&#8217;t worry at all about taking new screenshots. they are just fine how they are, i was just curious about why they were like that due to some of the discrepancies you brought up about unity not being a 1:1 thing. i was searching around earlier and this is all probably all old-news and under the bridge for you but in the off chance it isn&#8217;t: <a href="http://forum.unity3d.com/threads/82265-Pixel-Perfect-and-Clean-Textures" target="_blank">http://forum.unity3d.com/threads/82265-Pixel-Perfect-and-Clean-Textures</a>. I&#8217;m not sure that applies as you are using 3D cubes for the blocks, yea? regardless, i&#8217;m sure we can come to some kind of happy medium and work through it no problem.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail38.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail38.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Mon, Nov 28, 2011 at 11:03 PM</small><br />
here&#8217;s a 60px grid, i think it&#8217;s working. :) pretty happy with this&#8230;</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail39.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail39.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Mon, Nov 28, 2011 at 11:31 PM</small><br />
Hah awesome! I think this is exactly the relationship we should have&#8211; both arguing for the best possible game in two different ways </p>
<p>Ooh that UI is looking nice. I like the &#8220;*&#8221; for the multiplier&#8211; is that DIN? I think I&#8217;m going to put that in the playtests next week to see if it&#8217;s clear or not. Also of course I&#8217;m going to push on this point: is there any way we can get those fonts bigger? :) The timer/multiplier are especially super tiny.</p>
<p>Also how do you think the blocks would appear at the top? Would they slide behind the top bar? That&#8217;s not a bad solution.</p>
<p>So based on the margins this looks like the iPhone version. One flaw in having the word being spelled show up at the bottom is that no one can ever read it because their hands obscure it. How would it look if you moved that piece of UI to the top? Also consider how it would look with blocks falling behind it&#8230;</p>
<p>SO pumped to be seeing more progress! :D
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Tue, Nov 29, 2011 at 1:10 AM</small><br />
:)</p>
<p>yea she be din. i pushed the fonts bigger, i think it works better for sure. i still attest that DIN black is the way to go. :) i also tweaked the colors here on my brightest setting of my monitor, i think there&#8217;s more contrast now between all the colors.</p>
<p>i understand wanting to see the score all the time but i worry having the HUD go over the blocks would look weird, i could try and design within that idea though. sounds like the word could go at the top too, i will take another stab at that whole HUD-at-the-top thing next round. :)</p>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Nov 29, 2011 at 3:56 PM</small><br />
here&#8217;s lookin at the word at the top and the HUD actually going under the blocks&#8230; perhaps it could go over the top while you&#8217;re spelling a word? i think making it context based is a good route for sure.</p>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Nov 29, 2011 at 4:00 PM</small><br />
Hey that looks pretty awesome actually. The shadows overlaying the UI make it feel very natural. I dig it!
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Tue, Nov 29, 2011 at 4:10 PM</small><br />
I think sending [apple] a build in January is a better idea&#8211; just so she doesn&#8217;t forget about PJ over her vacation. Also it&#8217;ll be more polished and all that.
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<p><cite class="asher">Asher</cite><br />
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<p><small class="timestamp">Tue, Nov 29, 2011 at 5:51 PM</small><br />
yea definitely, sounds good. here&#8217;s a bunch more mockups to give you an idea of where we could take the menu system&#8230;</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail42.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail42.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail43.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail43.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail44.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail44.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail45.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail45.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail46.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail46.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail47.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail47.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Nov 29, 2011 at 7:44 PM</small><br />
here&#8217;s another option for the objectives, changed after working on the pause/post-game menus. attached as well.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail48.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail48.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail49.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail49.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Nov 29, 2011 at 8:12 PM</small><br />
ok, gonna call it a night, wait for your feedback on these new guys. :)</p>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Wed, Nov 30, 2011 at 4:17 PM</small><br />
Oh wow these look awesome! Also the quantity o.o</p>
<p>I like the unification of the GUI and the menu borders. It&#8217;s really nice visual consistency that will make the menus feel more like a part of the experience. But on the other hand, the menu backgrounds blend in so well with the grey background that my eyes are drawn to the white buttons and only the white buttons. I found myself skipping over white text on the grey background. And if I&#8217;M skipping it&#8230; I imagine a lot of users will do the same. </p>
<p>There&#8217;s a lot of important information on these menu screens. In fact the only reason they exist is for the information&#8211;every screen just adds more friction between the player and the actual game, I wish I didn&#8217;t need them at all, but this is the best way to let the user fully comprehend the decisions they&#8217;re making. (First I choose a mode, then I&#8217;m told what the mode is, then I&#8217;m told objectives and, with the objectives fresh in my mind, I&#8217;m thrown into the game)</p>
<p>But while I&#8217;m on the topic of MORE information and LESS friction&#8230; I&#8217;m not sold on the idea of using the spelling mechanic for every single menu. I really like it in the beginning, to give the player a feel for the experience they&#8217;re going to be thrown into, but after that I just want to let the players jump into the game. Understandably if the mechanic of spelling feels awesome, then it should be awesome to navigate through the menus, but my worry is that the interaction is so unnatural (did you read that article about pictures-under-glass?) that players will have to shift mental gears in order to perform the activity and, in the process, forget about the information that was JUST presented and maybe even what they were spelling. I am especially concerned about this for new players&#8211; who need to absorb the information the most!</p>
<p>A secondary point is that this format limits the amount of information we can put on our buttons. While you&#8217;ve shown that we can still be funny (I especially like &#8220;GO GO GO&#8221;), it removes another opportunity to convey information. Ex: I made the start-the-game button say &#8220;CHALLENGE ACCEPTED&#8221; as another way to absolutely hammer into the player&#8217;s head that they should be thinking about the objectives.</p>
<p>&#8230;I hope that all makes sense. I just want entry to the game to be as quick and painless and informative as possible and tapping is the most natural interaction we have with a touch screen. FORTUNATELY: Our game has a tapping mechanic! Maybe we make the buttons look like colored gems&#8211; that way we can put as much text on them as we want and have them juicily animate every time you tap them. It&#8217;s something to think about&#8230;</p>
<p>Next note: Bigger text :P One of the first things I do whenever you send me a mockup is zoom out until it&#8217;s approximately the size of the phone&#8217;s screen. Your headers are an okay size, but the subheaders are super tiny. Understandably my screen isn&#8217;t Retina display, but don&#8217;t forget about A) Old people and B) Old phones. The game is now optimized enough to run on the 3G iPhones&#8211; it would be a shame not to support them.</p>
<p>Last note: I really like the powerup screen! It solves a lot of the problems I was struggling with like what&#8217;s selected and what&#8217;s equipped. The one question it doesn&#8217;t answer is what&#8217;s unlocked. In the current version I just gray out my temp icons, but your icons don&#8217;t have any color to begin with so hmm</p>
<p>Oh, Lastest note! The stuff you&#8217;re doing with color is really sick. Namely the commas, the multiplier, the pause button&#8230; they&#8217;re all different but they feel really nice together. Awesome work! :D
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Wed, Nov 30, 2011 at 4:32 PM</small><br />
ok cool, i agree that i&#8217;m not sold either. it&#8217;s forced and is looking really clunky. the title screen works as is, but we can and should simplify the buttons, they should not be taking up 50% of the screen space. i will refocus and look at some new button and menu conventions.</p>
<p>as for the type size, i&#8217;m working with a retina display for testing (iPhone4) so it&#8217;s definitely different. I will pump things up a bit, but i think that it might be more a factor of clutter and oversized swipey-buttons than the type size itself. if we can find a convention that works for us then type size and such can be a refinement issue after we&#8217;re satisfied with the general layou/system of the menus
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Wed, Nov 30, 2011 at 4:37 PM</small><br />
Okay awesome. All of that sounds good. </p>
<p>Sorry for the overly long emails, but I&#8217;ve just spent a lot of time thinking about PJ and touch devices in general and I want to make my reasoning as clear as possible.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Wed, Nov 30, 2011 at 4:47 PM</small><br />
no for sure, they are appreciated and well reasoned and also very helpful. so don&#8217;t worry at all about that.
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Wed, Nov 30, 2011 at 7:04 PM</small><br />
what about if each one you swiped on the screen made for different juice splatters. so this is from core (because it&#8217;s got a blue gem) and so on for the title screen. so you explode a huge series of blocks and so on and then the blue juice rains down and makes for the bg of that menu for the most part. or it could not even be specific but menus would be covered in juice or something? i dunno&#8230;</p>
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<p><cite>Greg</cite><br />
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<p><small class="timestamp">Thu, Dec 1, 2011 at 1:34 AM</small><br />
random idea. it might be cool to keep this 125 (and counting) email thread as our only form of contact. if we can somehow manage to keep contact to this very space, then we can like&#8230; publish this as a process thing. like this is the entirety of every communication that we&#8217;ve had, includes screenshots and so on. i could put it into some kind of form with attachments to make it more readable and nice etc. think about it. in the future-now people are reading this and being like, wow. i&#8217;m reading the email about the thing i&#8217;m reading about about the game i played earlier and he&#8217;s writing things about me reading this very thing. what makes me, me? what is consciousness? what is is? o_O&#8212;&#8212;&#8212;&#8212;&#8212;-_____
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Thu, Dec 1, 2011 at 1:45 AM</small><br />
I&#8230; I was thinking the exact same thing. XD</p>
<p>I just was holding off on asking in case you were concerned about privacy or something.</p>
<p>But we can just censor out what we want to censor out. Like we can censor out this part that I&#8217;m saying right now! Or maybe we don&#8217;t censor it so that it implicitly explains that we might have censored things. </p>
<p>I&#8217;m totally down for this idea but I would refrain from talking/thinking about it until we&#8217;re done because the question of what is when and who we&#8217;re writing for and why is making my brain explode and interfering with my ability to think about how to make the action of poking little colored cubes as satisfying as humanly possible.</p>
<p>In short: yes.
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<p><cite class="asher">Asher</cite><br />
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<p><small class="timestamp">Thu, Dec 1, 2011 at 1:56 AM</small><br />
haha cool. </p>
<p>we will cross &#8216;er when we come to it. so yea, i went ahead and tried like six versions of things for the menu system tonight aaaaand i&#8217;m kinda back where i started, though in a good way. and in a different way. so here&#8217;s what i got so far, i&#8217;m still working cuz i&#8217;m kind of on a roll here&#8230;</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail52.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail52.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail53.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail53.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail54.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail54.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail55.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail55.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail56.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail56.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail57.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail57.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Thu, Dec 1, 2011 at 3:48 AM</small><br />
gaaaah these are awesome and hilarious.</p>
<p>Really digging this direction.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Fri, Dec 2, 2011 at 1:34 AM</small><br />
:) cool! so i&#8217;ve worked more and have replaced the zip you gave me with this system. they should all be there, as well as the transition screen and the game mockup. :)</p>
<p>i think next is probably actually doing the powerup icons and exploring that whole deal.
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Fri, Dec 2, 2011 at 3:55 AM</small><br />
Swank! I&#8217;ll get these in when I have a free moment.</p>
<p>Can&#8217;t wait to see the powerups. What&#8217;s next on my plate:</p>
<p>Based on feedback and some hunches that I&#8217;m picking up from watching the analytics&#8211; I think I need to overhaul how score works. Or at least we need to make it a lot clearer how scoring happens and provide better feedback. People don&#8217;t intuitively understand what style of play the scoring system favors and as such they don&#8217;t feel inclined to keep playing because they can&#8217;t figure out how to get &#8220;better.&#8221; And &#8220;better&#8221; means more points because we have a score-based system. (People DO consistently get better at the game mechanic, but their only reward for that is that they get to play the game longer.)</p>
<p>Two things will happen:<br />
- The score system will be SIMPLIFIED. The game is already complicated enough.<br />
- The score system will provide actions with feedback directly/exponentially proportional to the points/bonuses that the player is rewarded.</p>
<p>When I get back in PJ mode I will make these changes and add some simple effects &#8212; then it would be nice for you to take a look at them and give them another pass. So this isn&#8217;t directly applicable to you at this very moment, but I just needed to write this down and wanted to let you know what systems I&#8217;m thinking about and what will be in your plate in the future.</p>
<p>Got some complements on the menu system today&#8211; great job coming up with it again :D
</p></div>
<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Fri, Dec 2, 2011 at 7:31 PM</small><br />
yea i think that&#8217;s a really good idea. the score definitely seems to be a bit more cryptic than it probably should be. the multipliers are cool though, it gives me a sense of urgency for sure.</p>
<p>glad you&#8217;re digging the new system :) i wil continue to hone it as time allows but you probably won&#8217;t see a lot of me next week, unless  prompted. looking forward to see those new guys in there. :) for some reason gmail is hanging like a mofo, so i&#8217;ll keep this short.
</p></div>
<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Dec 13, 2011 at 4:07 PM</small><br />
Oh damn&#8211;</p>
<p>So I&#8217;m finally getting a chance to go over these mockups (just finished cramming on my thesis game) and holy shit these are awesome!! I need to shower you with praise right now.</p>
<p>I especially love the multicolored lines on the &#8220;EXCELLENT&#8221; menus and all the little things. Can&#8217;t wait to get them in the game..</p>
<p>ANYWAY back to work.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Tue, Dec 13, 2011 at 4:14 PM</small><br />
Quick question: Where do you see the &#8220;Transition&#8221; slide going? I&#8217;m going to throw it in as a temporary loading screen for now.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Tue, Dec 13, 2011 at 4:16 PM</small><br />
Finally: Can I get the AI file? That&#8217;ll make my life easier.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Tue, Dec 13, 2011 at 4:33 PM</small><br />
i think it would work similar to the metal sliding door hatch thongy that you have inthere now.</p>
<p>i will get you the file when i get home, clean it up too.</p>
<p>ps thanks! glad tou are digging it. i kinda felt like i touched on te solution with this iteration so it was a lot more fun to work on as well. :)</p>
<p>Sent from my iPhone
</p></div>
<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Dec 13, 2011 at 6:46 PM</small><br />
ok, she&#8217;s in the dbox now, all organized and whatnot. let me know if something doesn&#8217;t make sense.</p>
<p>just a headsup on these, too. i don&#8217;t consider them 100% final, like i might change some of the details like type size, tweak the colors or make the win screen more celebratory feeling, but in general i think the structure is sound.
</p></div>
<p><cite>Greg</cite><br />
<a name="originalDate"></a></p>
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<p><small class="timestamp">Wed, Dec 14, 2011 at 4:15 PM</small><br />
one thing. you&#8217;ve got 1/25 as the release date and usually it&#8217;s a good idea to set releases for thursday (mignight + 1m) since that&#8217;s when apple rolls out its weekly change to the features. so technically 1/26 might be good? i dunno if [apple] is just assuming you are setting up for a thursday feature or what-have-you.</p>
<p>wednesday might be a good strategy as well, to give some time to get the buzz-machine rolling. just a headsup in case you weren&#8217;t aware. :)
</p></div>
<p><cite>Greg</cite><br />
<a name="musicianTalk"></a></p>
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<p><small class="timestamp">Wed, Dec 14, 2011 at 4:20 PM</small><br />
also, sound/music. if you need some recommendations, i have some that i could throw your way.
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Thu, Dec 15, 2011 at 2:25 PM</small><br />
Oh huh I had no idea about that Thursday thing. I don&#8217;t really see the harm in releasing on Wednesday though&#8230; I think it might be nice to see difference in sales before/after being featured actually. (I say this as optimistically as possible)</p>
<p>And uh yes&#8211; I am very interested in finding a music person! I&#8217;ve been struggling on that front =/
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<p><cite class="asher">Asher</cite><br />
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<p><small class="timestamp">Fri, Dec 16, 2011 at 1:32 AM</small><br />
hmm, i&#8217;m still getting the crash, though i do see the sexy new splash screen. i threw in a new icon-72.png in the dbox with the updated colors and whatnot. it&#8217;s not final, needs tuning but it&#8217;s a thing&#8230; :)
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Fri, Dec 16, 2011 at 1:39 AM</small><br />
arg&#8230; stupid testflight.</p>
<p>*decends into depths of xcode*
</p></div>
<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Fri, Dec 16, 2011 at 1:44 AM</small><br />
Okay so try this:</p>
<p>Delete Puzzlejuice.</p>
<p>Go to Settings>General>Profiles and delete PuzzlejuiceDist</p>
<p>and then reinstall through TestFlight.</p>
<p>That just worked for me.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Fri, Dec 16, 2011 at 2:50 AM</small><br />
Icon colors look good, though I liked the sizing of it before. It feels kinda cramped now.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Fri, Dec 16, 2011 at 3:02 AM</small><br />
yea i hear you on the icon i am gonna give it an honest go soon. i dunno, i deleted the profiles, there were a handful, and i get the same result. on iPad. :/
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Sat, Dec 17, 2011 at 2:35 PM</small><br />
hmmm, still having trouble with the latest build. i tried deleting my profiles, for some reason there were like 5 this time&#8230; and reinstall fresh, but still the same problem&#8230; :(</p>
<p>Sent from my iPhone
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Sun, Dec 18, 2011 at 7:31 PM</small><br />
Okay okay I have some ideas of how to fix this. I&#8217;ll send you something soon.</p>
<p>Btw the musician I got is Jimmy Hinson. He does this sort of stuff <a href="http://www.biggiantcircles.com/impostor-nostalgia/" target="_blank">http://www.biggiantcircles.com/impostor-nostalgia/</a> and also apparently the soundtrack of Mass Effect 2??? :D
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Tue, Dec 20, 2011 at 12:44 AM</small><br />
New build. It&#8217;s a bit buggy but let me know what you think.</p>
<p>Also I just uploaded the psd filled with all of the tutorials. Feel free to deliver them in whatever format :D</p>
<p>Enjoy your midwestern holiday!
</p></div>
<p><cite class="asher">Asher</cite><br />
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<p><small class="timestamp">Tue, Dec 20, 2011 at 1:22 AM</small><br />
- New Multiplier Bar<br />
-> really good idea.</p>
<p>- New Dictionary<br />
-> didn&#8217;t fully test. got to aardvark and stopped.</p>
<p>- New Easy Mode<br />
-> easy mode? is that why there were three-long rows and other three-pieces?</p>
<p>- New Tutorial<br />
-> cool. personally, i hate tutorials. but i understand that they can<br />
be a necessary evil at times. i think it&#8217;s a bit excessive, but i&#8217;m<br />
not so sure you should listen to me there. i would probably throw the<br />
person in a game and hope they poke at it and do some light context<br />
stuff they could turn off with a dialog box. maybe we could offer<br />
people the option to skip the tutorial? i know that can be a bad idea<br />
sometimes as well. regardless, as far as stop-n-tell-em tutorials go,<br />
it&#8217;s a thorough one that makes good use of the actual game to<br />
visualize the rules. i don&#8217;t think we&#8217;ll have many players who won&#8217;t<br />
get it after playing through the tutorial. maybe they won&#8217;t pick up on<br />
the nuances of the punishment for 3 letter words though (i know i<br />
didn&#8217;t), but that&#8217;s probably because i skipped through all the text as<br />
fast as possible. :( that&#8217;s just me. take me as i am.</p>
<p>i did see the &#8220;short word&#8221; thing come up, but i didn&#8217;t necessarily<br />
count it as a negative. maybe that&#8217;s because i know short words can be<br />
the lifeblood of my multiplier? i&#8217;m definitely not a fresh kleenex<br />
here. also, i noticed the chime is a bit different, what if it were<br />
even more&#8230; flacid. not necessarily a tuba &#8220;ruh-roh&#8221; or anything but<br />
something less celebratory than what&#8217;s currently in there.</p>
<p>- New punishment for 3 letter words<br />
again, is the punishment that it&#8217;s just the text displaying? or is<br />
there a real gameplay effect going on now? is the three letter thing<br />
becoming all people do and so you&#8217;re trying to taper that off now? i<br />
heard you tweet about how it&#8217;s disrupting the core mechanic or pushing<br />
one kind of strategy (that is imba?) but i&#8217;m not a puzzlejuice<br />
grandmaster&#8230; yet.</p>
<p>in general:<br />
i love the new thumb-under display. super rad. i can design something<br />
sexy for that. and the multiplier timer is super awesome great fun<br />
times 1000. as i was playing i was thinking &#8220;this pup is really coming<br />
together&#8221;. so fuck yea!</p>
<p>ps. i know it&#8217;s not set in stone but i&#8217;m gonna strongly urge we shoot<br />
for a thursday release. thought it might not be our only shot at<br />
getting featured, i think it gives us the best chance, from everything<br />
i&#8217;ve heard and gone through with apple and other devs that have as<br />
well. if we release 12:01AM Thursdays, then we get launch buzz (we<br />
could probably get touch and a few others to boost us on launch so<br />
that when the afternoon rolls around our sales are looking decent to<br />
them, since launch tends to be the highest day of sales).
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Tue, Dec 20, 2011 at 11:06 PM</small><br />
Sweeeet glad you&#8217;re enjoying it :D</p>
<p>Yeah I&#8217;m not a super fan of tutorials either but a lot of new players were confused about the extent of spelling words. I might pull it back a bit, but I&#8217;m going to do some playtesting first. </p>
<p>Also important: the punishment for a three letter word is that the next block that falls has a BLACK gem in it that can&#8217;t be matched or letterfied. The only way to get rid of it is with a 5+ letter word or a powerup. </p>
<p>I&#8217;m betting you didn&#8217;t notice because the black really blends in against the background. (that should be fixed) Take another look. This might only be a punishment in Euro mode but it&#8217;s universal for now.
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Tue, Dec 20, 2011 at 11:21 PM</small><br />
yea, i noticed the black gems initially, but i didn&#8217;t know why. i<br />
still didn&#8217;t until you just told me. so i guess that&#8217;s the disconnect<br />
right there. i thought that maybe the black gems were powerups that i<br />
didn&#8217;t make icons for maybe or something. i have a unique perspective<br />
since i&#8217;ve been developing and so on, but i&#8217;m not sure a fresh player<br />
would have noticed that.</p>
<p>i&#8217;m all for just doing it in euro, i found it to be pretty damn hard.
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Fri, Dec 23, 2011 at 1:55 AM</small><br />
alright, got a few things done</p>
<p>icon-72 in dbox in new, better proportioned, more pixel-perfect (deleted old 512 version)<br />
new folder in /screentests called tutorials with a bunch of tutorial images<br />
new 60px[...].ai file is updated with corresponding tutorial screens<br />
also, threw those same screens in the .psd (now called [...]PostGreg.psd just cause that&#8217;s how i tested it initially<br />
let me know what you think of the powerup icons (and the powersup being black gems instead of gray). i think that&#8217;s about it. #20 tutorial probably bucks tradition most because i had to use a white bg to let the dark gems stand out, but we could do something with the gray gems (untouched) and use the white/rounded corner arrow convention for that as well. as it stands it&#8217;s just kinda acting like you&#8217;ve touched it.</p>
<p>at some point in teh near future, i want to make a pass at the fx and secondary stuff like &#8220;short word&#8221; and &#8220;LEVEL UP&#8221; and so on. if you have a list of that stuff, and images to go with would be even better, even if it was just the raw asset in an image in a folder, i would recognize where it was supposed to go in the game and could swap something in.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail58.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail58.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail59.zip"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail59.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Fri, Dec 23, 2011 at 11:51 PM</small><br />
Niiice. Tutorials: Sick. Can&#8217;t wait to get them in!</p>
<p>The powerups look awesome! I really like the colors on them. I can&#8217;t wait to see the rest. Also we need a solution for the black gems because they&#8217;re practically invisible at the moment. (I was thinking they could just have an X or a skull on them or something)</p>
<p>Here&#8217;s the FX list. I don&#8217;t really have any assets because they&#8217;re all programatic:<br />
Multiplier Finish (center screen)<br />
Level Up (center screen)<br />
SHORT WORD<br />
Powerup Activate (&#8220;BOMBASTIC&#8221;)<br />
Row Completion<br />
Color Popping<br />
Multiplier Bar<br />
Multiplier Bar addition<br />
+15 points<br />
x1 combo<br />
x2-10 combo<br />
x10-40 combo<br />
x40-100 combo<br />
x100+ combo<br />
For the end screen&#8211; should I just repurpose the pause screen? (I figured out that we can make the dictionary accessible by double tapping on a word, so we don&#8217;t need a hideous &#8220;define&#8221; button)</p>
<p>Also I&#8217;ve been getting a lot of comments about the yellow gems&#8230; people are complaining that they&#8217;re blending in with the white gems. (You might have noticed that I had to fudge the preview color to be a darker yellow because they looked too much like a powerup otherwise). I was fond of the green, personally :)</p>
<p>I know apple takes about two weeks to approve apps so I&#8217;m setting my deadline for January 7th. We should have a complete game by then (!)</p>
<p>Okay so I&#8217;m getting on an airplane to guatemala in an hour so I&#8217;ll be off the grid until the 28th, but I wanted to say how much I appreciate everything you&#8217;ve done so far and how helpful you&#8217;ve been. :D You rock! </p>
<p>Happy Holidays!</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail60.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail60.png" /></a>
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<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Wed, Dec 28, 2011 at 2:45 AM</small><br />
here&#8217;s a few quick FX typography things (levelup, multi, shortword) not much different but just polished up. i&#8217;m all hands on deck for getting things done by the 7th.</p>
<p>i had a handful of people play it over the holidays, the iPad version definitely stuck with everyone who touched it (with me being silent) so that&#8217;s very good i think, but the iPhone version didn&#8217;t as much I don&#8217;t think. what are your thoughts on making it a bit easier, or offering up a third mode? like no black blocks and three-letter words busting up blocks around it. i found that a lot of people that played it enjoyed their first playthrough a lot more if they could bust up some blocks fairly easily. bombs were good for that when they got them, but in general, clearing the board gives that sense of control to the player, like cleaning up the cutting board for the next piece of meat to cut up. if players got to that point they were like &#8220;whoa, i want to play that more, please!&#8221; but if they didn&#8217;t, then it was sort of a &#8220;ah, cool (being nice)&#8221; and passed it over for the tv remote.</p>
<p>also, i did fiddle with the colors (yellow) and i will continue to. i understand your point about the white/yellow clash, it&#8217;s valid. also, i&#8217;ll try and get something together tomorrow night for the inert block.</p>
<p>hope your guatemalan respite was as badass as i&#8217;m imagining. :) </p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail61.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail61.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail62.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail62.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail63.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail63.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Thu, Dec 29, 2011 at 1:29 AM</small><br />
here&#8217;s the multi bar, a couple inert block ideas, a group burst and a color shift. i know it&#8217;s not the r/g/b but i just couldn&#8217;t get that to work, played around with a ton of different options but i think this new yellow and new colors in general are bolder and shouldn&#8217;t contrast weirdly with the light colored letter blocks.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail64.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail64.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Thu, Dec 29, 2011 at 2:10 PM</small><br />
I&#8217;m back! And got ZERO work done in Guatemala because it was impossible to work there because it was too relaxing. But it was a really good opportunity to reboot my brain. (Someone once told me that you&#8217;re supposed to take a vacation when you think you have no time to take a vacation and I think I totally agree with that now)</p>
<p>OKAY back in the saddle: I really like those particle effects. I&#8217;ve been having difficulty with trying to make those juice drops look good, but those multiple shades of color look like the right direction to go. Were you thinking about using them for letter-clearing or color-popping or both? What do you think the letter-clearing juice should look like? White/grey?</p>
<p>Hmmm speaking of colors&#8230; I&#8217;m not totally sold on this scheme yet for two reasons: 1) Now the blue and the yellow blocks are starting to run together. This is even more of an important distinction than the white/yellow because players have to very quickly understand the poppable groups. Ideally the four colors will be totally distinct. 2) This scheme has a cool flavor to it, but I think all together (especially the blue/yellow combination) it feels a little&#8230; swampy. Does that make sense? I think we should be erring on the side of more of a touchable, saturated, candy feel.</p>
<p>I totally hear what you&#8217;re saying about easing up on the difficulty. The problem that I was trying to solve is that players who were good at boggle would get unstimulated pretty quickly (but continue playing for a while) and not even know that there was a mode more suited for them. I&#8217;m going to go back to the old difficulty settings. I think that after X amount of words on easy mode I&#8217;m going to have an informative popup say &#8220;Hey, you&#8217;re pretty good! Want to go harder?&#8221; in order to let the player make an informed decision. I agh hate having to resort to popups, but PJ play sessions are so long that I can&#8217;t rely solely on menu-based feedback. </p>
<p>So I&#8217;m going to save the three-letter penalty and black blocks (let&#8217;s call them Null Blocks because I&#8217;m a programmer) for post-release. I think it&#8217;s reasonable to introduce an &#8220;IMPOSSIBLE MODE&#8221; post-launch when people have gotten used to the mechanics. (I&#8217;m dreaming that when you select impossible mode the button bursts into flames and all subsequent menus and the game board are on fire/smoldering)</p>
<p>It&#8217;s funny what you said about the iPad/iPhone differences. I&#8217;ve been getting the opposite response&#8211; I&#8217;ve had a lot of people complement me on the iPhone controls and are bashing the iPad ones&#8230; (working on it) Can you clarify the feedback you were getting?</p>
<p>All of the FX are looking great! The curved outlines feel a lot better than my harsh jaggy ones. Bomb diggity.
</p></div>
<p><cite class="asher">Asher</cite></p>
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<p><small class="timestamp">Thu, Dec 29, 2011 at 9:11 PM</small><br />
awesome! i would have done the same exact thing. in the end it&#8217;s more productive to completely shut off from everything and come back fighting twice as hard anyway.</p>
<p>particles: yea they could be white/gray for the letter juice. basically, they just get colored based on the color of the block. i think it&#8217;s a good default, then if we have time i might propose something more specific for the letters.</p>
<p>colors: alright, i understand, attached a guy. just keep in mind though, the venn diagram of Colors That Look Good Together that overlap: saturated colors, fruity/tasty candy hues, three hues that are different enough to be quickly separated at a glance, and three colors that don&#8217;t vibrate when set next to each other, are very very slim. i know the green in this attached ss is gonna feel faded, but if i sap a bit of blue out of it and move it closer to 0x00FF00 then my art brain pukes a little. i&#8217;m keeping everything you are saying in mind but i just want to make sure the end result has harmony and meets my criteria as well. i think this yellow has enough saturation to feel edible, but also differentiate itself from the white of the letter blocks.</p>
<p>modes: sounds good, i understand the balancing act for the difficulties. it&#8217;s not a simple dance. i don&#8217;t think you should feel like you&#8217;ve been defeated, a pop-up is perfectly natural with a game of this pace, maybe even welcomed.</p>
<p>play sessions: now that you say that, it might have been that the difference was mostly due to iPad being co-op and iPhone being solo. perhaps it was mostly the co-op, nonetheless, certainly not a scientific test&#8230; regardless, i still think that co-op or not, it was the clearing of a line with a bomb or some large word that gave players the most satisfaction for continuing to play, once they did that, it felt like the hook was set much deeper than it was before.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail65.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail65.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Thu, Dec 29, 2011 at 9:37 PM</small><br />
Hey those colors look pretty great, actually! They remind me of delicious tropical fruit which is actually pretty appropriate. I know I kept nitpicking and had a metric shit-ton of criteria, but this is definitely an awesome result.</p>
<p>I&#8217;m going to look at the colors again tomorrow morning when I&#8217;m fresh, but my juicemode brain really likes them&#8230; we&#8217;re going to have to adjust the secondary colors (multibar, powerups, text, etc) appropriately, but you probably knew that already :D
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<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Thu, Dec 29, 2011 at 10:44 PM</small><br />
cool! yea all your concerns/metrics were perfectly valid, no worries. also, i&#8217;m keen to hit the ground running on whatever you&#8217;ve got for me to do. i&#8217;ve got that FX list that i&#8217;ll knock out tonight hopefully. anything else, even minor stuff, let me know. the 7th will be here soon and i&#8217;d love to wrap it up by then, it&#8217;d feel awesome. i haven&#8217;t released a game since solipskier so&#8230; blue balls.
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 11:46 AM</small><br />
YUP! Fourteen hours later and those colors are still fantastic. Great work! :D
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<p><cite class="asher">Asher</cite><br />
<a name="typefaceBattle"></a></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 2:09 PM</small><br />
Hey I&#8217;m doing an informal survey&#8230; did I implement the DIN font correctly, would you say?</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail66.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail66.png" /></a>
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<p><cite class="asher">Asher</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 2:17 PM</small><br />
Uh everyone on Facebook is responding &#8220;A&#8221; though I&#8217;m not totally happy with the font.</p>
<p>Is there some kind of nice in between?
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 3:04 PM</small><br />
hmm, well the text seems to be a bit larger than what i have in the mockup. i&#8217;m not sure how to normalize the scale here. the details are really important. this is sort of mockup v. mockup and it&#8217;s clear to me that the black weight fills out the blocks much better and is consistent with the chunky feel of everything.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail67.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail67.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail68.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail68.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 3:33 PM</small><br />
Yeah I definitely agree that it&#8217;s more consistant with the style and feels really good and chunky, but I&#8217;m concerned readability. When the letters are almost perfect squares it becomes really hard to find words/see patterns in large grids. See attached.</p>
<p>On the left side I think I matched your sizing more. On the right side I stretched the letters vertically and it looks like making them rectangles instead of squares actually helps readability a lot. Though I imagine that stretching the font like that is giving you a design brain hemorrhage, so if you can think of a betters solution lemme know.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail69.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail69.png" /></a>
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<p><cite class="asher">Asher</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 3:34 PM</small><br />
Also I can&#8217;t wait to get the new colors. Lemme know when you&#8217;ve got a handle on those.
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<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 5:01 PM</small><br />
do i just need to give you an updated .ai?</p>
<p>any of these strike your fancy?</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail70.zip"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail70.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 5:15 PM</small><br />
Yeah an updated ai should be fine.</p>
<p>I think Interstate has a really good thickness to it. When I narrowed it down to the ones I like I ended up with that and DIN :P</p>
<p>If we change the font would do you think we would have to change it everywhere in the game?
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 6:06 PM</small><br />
yea, i&#8217;d want it to be a sweeping change. ok the .ai has been updated.  get at dem colors! :)</p>
<p>interstate is pretty cool looking, pretty similar to DIN but probably a bit wider on the whole since it&#8217;s a little less condensed. i&#8217;m pretty firmly against any malformation of the letters, so yea, you were right about my bleeding brain. :P
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 6:56 PM</small><br />
Awesome! Thank you kindly.</p>
<p>So do you think we should move forward with Interstate? I&#8217;m in the middle of menu-overhaul mode (I&#8217;m laying out the menus and tutorials by hand instead of just pasting giant images in order to save on memory/loading time) Do you want to retouch any of the mockups up or should I just change the font and send you a build?
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 7:27 PM</small><br />
Hmmm there&#8217;s a lot in these menus that really work with the blockiness of DIN. Not to mention that the font looks real good in upper case and matches with the tone of the game&#8230;</p>
<p>Changing the menus concerns me. Any thoughts?
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 7:41 PM</small><br />
yea it concerns me too, i just went in and looked at a few menus with it and they&#8217;d need to be tweaked at the very least, but really should be redesigned, at least to some extent with Interstate in there&#8230; sooo maybe just DIN?
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 7:47 PM</small><br />
ahh but DIN really doesn&#8217;t work on the blocks for many aforementioned reasons. >_<</p>
<p>Is there anything that would make it okay for the block font to be different from the menu font?
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 8:46 PM</small><br />
if we used something wildly different, like lubalin or something like that then yea i could see that. but interstate and DIN are super close, they are both fairly bold sans-serif faces and the difference doesn&#8217;t look intentional enough. i think DIN is really legible/readable, just as much as most other sans-serif fonts. i can read it at like 25% size no problem and the face itself is really clear and concise. i don&#8217;t want design-by-committee working against us, these details are important and they all feed into the game looking professional. when Apple takes a look at it they will notice those details all at once and get the feeling that this looks like a solidly produced game (and is) and will hopefully promote it.</p>
<p>honestly, i think lubalin looks pretty cool, or governor has a neat personality to it that would be a bit lighter/happier. but those fonts are more for display and they don&#8217;t work on the blocks as well readability/legibility wise, i picked DIN for its clarity and tight forms so it&#8217;d be as big as possible on the block since we need to give it room to breathe within the block.</p>
<p>buuuut, i do like the look of interstate on the blocks, and the numbers looks nice, but in the menus it&#8217;s a whole different story. since the text is more conventionally displayed in there and i designed the menus text-first. here&#8217;s interstate on the blocks with a specialized numbers font for the HUD stats and the pause menu comparison between DIN and interstate. it&#8217;s clear that DIN is more economical spatially and allows for a larger typesize in smaller spaces. it&#8217;s not crazy different, but it definitely feels off.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail71.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail71.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail72.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail72.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail73.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail73.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Fri, Dec 30, 2011 at 9:09 PM</small><br />
Hmm so the reason that I didn&#8217;t pick lubalin or governor is because my top top top priority for the blocks is quick and clear readability. So serifs and any unconventional letter shapes got off my list pretty quickly. I see what you&#8217;re saying about how the font differences don&#8217;t look deliberate though&#8230;</p>
<p>How about a DIN variation? Or doctoring the font so that it&#8217;s less thick? I would like everything to be consistant and I love how the menus look at the moment&#8230; </p>
<p>So I think the main problem with DIN Black is that the silhouettes are all too similar. The stretching was awful, true, but the reason it helped with readability is because it exaggerated the differences between the letters.</p>
<p>PS Sorry that this issue is coming up so late in the process&#8230; We briefly discussed it early on, but I realized today that the font was the main reason your mockups looked so much better than the game. (At least it&#8217;s better that we deal with it now than a week from now o.o)
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 9:20 PM</small><br />
no worries :) fwiw, if you want to go with DIN bold for the letter blocks and DIN black for everything else, that&#8217;s fine. probably our best option at this point.
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 11:13 PM</small><br />
Alright coo. That&#8217;s what we&#8217;ll do for now.</p>
<p>Oh and hey I tried designing the game over menu and ended up with the attached abomination. Want to give it a whack?</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail74.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail74.png" /></a>
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<p><cite class="asher">Asher</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Dec 30, 2011 at 11:15 PM</small><br />
BTW: You&#8217;ll noticed I spaced out the words on the wordlist&#8230; that&#8217;s so trying to tap on them isn&#8217;t the most painful process in the world.
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<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Sat, Dec 31, 2011 at 9:11 PM</small><br />
cool, i took that into account, here&#8217;s what i got. also changed up the colors to reflect the new changes. updated the AI too, with this new game over screen. i can go through the rest of the menu stuff and switch over the colors as well, if that&#8217;s helpful. let me know, it&#8217;s not a huge amount of work but it is sort of monotonous.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail75.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail75.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Sat, Dec 31, 2011 at 10:16 PM</small><br />
Nah I got it covered. Thanks though.
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<p><cite class="asher">Asher</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Sat, Dec 31, 2011 at 10:18 PM</small><br />
Hey the sweetest word is offset slightly&#8230; is that supposed to be centered or left justified?
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<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Sat, Dec 31, 2011 at 10:23 PM</small><br />
yea centered, must have nudged it left a bit
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Mon, Jan 2, 2012 at 8:26 PM</small><br />
Okay I should start working on powerups tomorrow. Can I get new icons for all of them with the new color scheme? (&#8220;Upgrade&#8221; will be a different power, but the thunderbolt icon should be the same)
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<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Mon, Jan 2, 2012 at 11:23 PM</small><br />
ok let me know what you think of these, i threw them in and updated the ai as well :)</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail76.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail76.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Mon, Jan 2, 2012 at 11:45 PM</small><br />
Great! I forgot how awesome the drills look. I have to figure out a way to animate those&#8230;</p>
<p>My two thoughts:</p>
<p>I&#8217;m afraid that the freeze block is too ambiguous. We use the hashing to represent a lot of things and I think using it as an icon will get confusing, especially when it will be placed next to actual previews in the gamespace.</p>
<p>The slammer looks pretty plain, especially when shown off next to all the other powerups. </p>
<p>I suuper love the multicolor powerups and I think the colorfulness is a good, straightforward way to communicate to the players that the blocks are special. </p>
<p>Can&#8217;t wait to throw these in! Hopefully I can send you a build with all the new menus and tutorials and all that jazz later tonight.
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Tue, Jan 3, 2012 at 12:21 PM</small><br />
i was planning on animating them. would a sprite sheet suffice?</p>
<p>is the freeze effect itself ok? i remember i mocked it up like that awhile ago but have forgotten what we decided.</p>
<p>re: slammer. totally agree. was pretty wiped and threw that in while crashing. i&#8217;ll go back in and cook up something much better (same with the tornado, not too happy with that one).</p>
<p>sweet! ok, also. a website? i figure i should make one, yea? just something simple and attractive with a spot for a demo video, big link button to app store, some screenshots, a short description, price and perhaps spots for reviews once they roll in. maybe we could shop for some of those while we&#8217;re waiting for the game to be approved. if you have a domain purchased already, maybe you could throw me the ftp details eventually, meanwhile I throw together a single-page mockup and we finalize it there then i build it out on your space. let me know. since it seems like i&#8217;m on piecemeal duty, i could get the whole site done, even before the 7th and we can chug coronas on the beach.
</p></div>
<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Tue, Jan 3, 2012 at 12:31 PM</small><br />
Sprite sheet would work! But if you can send me a clip of how it would look, I think I can actually make it work super smoothly without one. (Due to how crisp and color-specific we want the game to be, every texture we put in ends up taking a lot of memory, [which makes the game take longer to load] which is why a sprite sheet scares me a little bit)</p>
<p>The freeze effect is super clear. I dig it&#8230; how do you think it should look over the multiplier bar? Also do you think there&#8217;s a way to make the multiplier bar pop more? It&#8217;s very important to be able to see it out of your peripheral vision.</p>
<p>Glad you mentioned the tornado. I was picking my battles for the moment :P</p>
<p>Also website! Yes totally! That&#8217;d be great :D I&#8217;m currently camping on <a href="http://puzzlejuicegame.com" target="_blank">puzzlejuicegame.com</a> (who the eff took <a href="http://puzzlejuice.com" target="_blank">puzzlejuice.com</a>) but I just have a name at the moment and need to figure out how to point it at hosting space I already have.
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<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Tue, Jan 3, 2012 at 3:02 PM</small><br />
ok sweet. the drill is&#8230; well i&#8217;m pretty fucking happy with it! here&#8217;s the animation test in a swf. :)</p>
<p>here&#8217;s a shot of maybe doing the multiplier bar in blue so it stands out more against the black. i was looking at the colors of the text of the hud and i thought &#8220;this is kinda drab&#8221;, since they were informed from the secondary shades on the blocks. so i used the colors from the powerups and recolored the numbers on the hud and i think it pops a lot more, plus it sort of makes the powerups tied to the score or the &#8220;good stuff&#8221;.</p>
<p>i&#8217;ma go see about a website&#8230; <a href="http://poc.ramp.com/thumbnails/cached_media/0005/0005535/0005535776/images/thumb.jpg" target="_blank">http://poc.ramp.com/thumbnails/cached_media/0005/0005535/0005535776/images/thumb.jpg</a></p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail77.swf"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail77.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail78.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail78.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail79.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail79.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail80.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail80.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Tue, Jan 3, 2012 at 3:18 PM</small><br />
awww yesss this all looks awesome &#8212; everything important&#8217;s popping of the screen, which is sooo good.</p>
<p>the drill animation is siiick. Definitely worth the memory of the sprite sheet :D</p>
<p>Is all of this bidness in the AI?</p>
<p>There should be a build coming your way soon with the full game / menu / tutorial flow implemented (finally!)
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Tue, Jan 3, 2012 at 3:37 PM</small><br />
sweet! yea it&#8217;s in the AI, on the top few layers (powerups and i modified New Colors layer as well) let me know if you need stuff cleaned up, it&#8217;s not as orderly as normal since i&#8217;m just kinda working directly in that AI nowadays.
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<p><cite>Greg</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Tue, Jan 3, 2012 at 4:35 PM</small><br />
wow, looks awesome! man, just about every menu is in there. !!! you&#8217;ve been busy. i&#8217;ma keep on with the wwebsite, let me know if you want an audit or something, i&#8217;m full-on yours until the 7th, so use me and abuse me.
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Tue, Jan 3, 2012 at 4:53 PM</small><br />
Yeah I told you your menus were awesome! :D </p>
<p>Do you think you can go through them and the tutorial and review the colors? I feel like they&#8217;re out of date. (I don&#8217;t need a whole new AI&#8211; just tell me which things should be what colors and I should be able to propagate it pretty easily.) Also let me know if you see any positioning that&#8217;s off.
</p></div>
<p><cite class="asher">Asher</cite><br />
<a name="siteAndAudit"></a></p>
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<div class="gregMail">
<p><small class="timestamp">Tue, Jan 3, 2012 at 5:14 PM</small><br />
yea, i&#8217;ll do an audit here.</p>
<p>here&#8217;s the site design, i think it&#8217;s pretty solid. i&#8217;m pretty sure vimeo can handle custom dimensions on a video like this, not sure what you were planning but if it would be a quick (look and tap on the phone) demo, that would work pretty well i think. still needs a spot for quotes if you want them, but that&#8217;ll just go below just like the screenshot section with another buy button. just need to extend the canvas there.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail81.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail81.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Tue, Jan 3, 2012 at 7:37 PM</small><br />
ok, here&#8217;s the longer version, a little more updated on the bottom and yea, think it looks pretty good. :)</p>
<p>and here&#8217;s the audit, in text form with hexes and whatever else you need. try to do it chronological, starting with the tutorials. also, not gonna pull any punches so i&#8217;ll try to prioritize each screen with what&#8217;s maybe the lowest hanging fruit at the top of the list and so on&#8230;</p>
<p>actually, i just put everything in a txt doc. colors though i&#8217;m gonna reserve for this email. it seems that the tutorial is pretty good as far as highlighted words and various line stuffs.</p>
<p>green = C0E673<br />
cyan = 73D3E6<br />
magenta = FF3389<br />
violet = B32491<br />
faded yellow = FFFFB3</p>
<p>that is pretty much what makes up all the colors for the powerups and that&#8217;s what we&#8217;ll use for the HUD/Menus and so on. using the block colors just comes out muddy against the bright white text.</p>
<p>most of the txt file deals with specific positioning and other stuff. i figure it&#8217;s easier to just kind of talk generally about color changes than it is to specifically point out each one piece by piece.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail81.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail81.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail82.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail82.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail83.txt"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail83.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Tue, Jan 3, 2012 at 8:15 PM</small><br />
oh god people are looking at me funny I&#8217;m laughing too hard at the critical acclaim oh god it&#8217;s perfect and I am all for keeping those glowing reviews. </p>
<p>My main comment is that I&#8217;d like the video to be bigger so it&#8217;s easy to see and understand the gameplay. And also it&#8217;d be good to have the tiny buttons at the bottom on a solid color. But besides that it looks great! Damn you&#8217;re fast.</p>
<p>This audit is suuper helpful. I work well with checklists. Some of these problems I already knew about (like the new shadow system is something I have to figure out) but I&#8217;ll definitely spend an evening knocking these things out.</p>
<p>Also I definitely want to go back to the chomp. The fade seems too&#8230; wishy washy pixie nancy for this game.</p>
<p>I can get the buttons to squish down when pressed (like the color-matching animation). Do you think that should work?
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Wed, Jan 4, 2012 at 12:56 AM</small><br />
haha! nice, . fake reviews are the best reviews. :)<br />
if the squish is easy enough then let&#8217;s do that for now if you want to try it out. what i was thinking was something like what i&#8217;ve attached (just unpressed/pressed states).</p>
<p>I hear you on the video, here&#8217;s the page with the video bigger. at 100% it&#8217;s pretty commanding and everything is still above the fold, at least all the important parts (video, title, description and buy-it-button). put a bg behind the text, not exactly &#8220;button&#8221; but they do stand out a lot more as links. if you&#8217;re still worried, i can up the size by 100% and then i think they will be unmistakeable, but they are kind of footer material so i try to make them more texture then &#8220;hey look over here&#8221;.</p>
<p>cool! glad the audit is useful. :) things are really really shaping up. man. so pumped! :)</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail84.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail84.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail85.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail85.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail86.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail86.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Wed, Jan 4, 2012 at 12:22 AM</small><br />
laying out the powerup menu now &#8212; looks like I&#8217;m going to need selected and inactive versions of each powerup.
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Wed, Jan 4, 2012 at 1:54 AM</small><br />
wham bam thank you sir. Looks great!</p>
<p>I&#8217;m laying out the powerup menu now&#8211; looks like I&#8217;ll need selected and disabled versions of all the powerups. </p>
<p>Gaaah so excited :D The game should be feature-complete by thursday and then it&#8217;ll just be polishing out bugs etc til the eighth. Hopefully we&#8217;ll be getting our first music track tonight/tomorrow. And then after that we&#8217;ve got some time to figure out what the trailer is going to be. Perhaps this being in film school thing will finally pay off&#8230;
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 4, 2012 at 1:57 AM</small><br />
not sure if you got my last email, since we just transitioned to the 3rd email thread. let me know if you didn&#8217;t see it (with the updated site and button example).</p>
<p>update: looks like you did.</p>
<p>feels good. i&#8217;m riding the wave! yeehaw! here&#8217;s a mixed powerup snippet to show off active/selected/inactive. it&#8217;s in the AI in a layer (now visible). i can make a couple new layers to round out the inactive for all powersup (as well as selected, if needed).</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail87.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail87.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Wed, Jan 4, 2012 at 3:05 AM</small><br />
oh god these sample tracks are so good I have to share them.</p>
<p>Depending on how much time Jimmy has: v1 will be expanded into Hard Mode and v2 will be Euro.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 4, 2012 at 1:52 PM</small><br />
whoa! awesome!!! :) :)
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 4, 2012 at 3:39 PM</small><br />
so i&#8217;m looking at purchasing DIN licenses for the site (web fonts) and for us and so on. I want to make sure i buy the right types/licenses for us.</p>
<p>Unity can read .otf font formats, yea? our other option (cheaper) is .ttf, though TrueType is a little less widely supported, it&#8217;s still good.</p>
<p>we can save some money if we go with the &#8220;standard&#8221; version over the &#8220;pro&#8221;. Pro gives us every language on earth pretty much, while Standard gives us all the western languages. it leaves out a lot of eastern/specialized alphabets. if you were planning to localize a ton of countries eventually, it&#8217;d be smart to go with the Pro.</p>
<p>so i&#8217;m thinking i get DIN OT Black, DIN OT Bold and DIN Web Black (500,000 views/month license) and that should cover us as far as type on anything we wanna do. it&#8217;s not a bad bottom line, all of that is $185 and i&#8217;ll go ahead and cover that.</p>
<p>let me know what you think about pro/standard and the file formats and i&#8217;ll check out and finish up the site. meantime, i&#8217;m going to be building the site, use a dummy sans and just swap in DIN when I buy the webfont.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Wed, Jan 4, 2012 at 4:16 PM</small><br />
Alright cool. According to the unity documentation it only supports ttf, though I don&#8217;t have a way of testing otherwise atm&#8230; do you have a sample otf I could throw in? When you say more widely supported do you mean across browsers? </p>
<p>Maybe Chinese Boggle is fun? :P</p>
<p>Update: I&#8217;ve just been informed that Chinese boggle would not be fun at all.  </p>
<p>I&#8217;m going to err on optimism. There&#8217;s a chance that for non-western language (Chinese for example >_>) we&#8217;d localize the menus and not the gameplay. Go for Pro.</p>
<p>But awesome awesome. Can&#8217;t wait to see the website proper.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 4, 2012 at 4:32 PM</small><br />
ok, cool. welp, i didn&#8217;t check out .ttf before but i guess they pack fonts up and it ends up being more expensive and annoying: <a href="https://www.fontfont.com/fonts/din/packages#32864" target="_blank">https://www.fontfont.com/fonts/din/packages#32864</a> if you go to that site, pick Office->Pro->5 licenses. To get both bold and black  with those options it&#8217;s like $450. kinda bullshit, wish we could just pick individual fonts like we can with .otf. we could get the .otf and convert it to .ttf but that sidesteps the license and makes the whole thing pointless anyway&#8230;
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Wed, Jan 4, 2012 at 4:39 PM</small><br />
oh wait wait.</p>
<p>It turns out that my old placeholder font was OTF. It should work after all.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 4, 2012 at 6:22 PM</small><br />
ok cool, i uploaded all of the licensing info and font files to dropbox. i&#8217;d keep a copy somewhere puzzlejuicey for our records. :) the webfont took some coaxing but it&#8217;s working now. onward!</p>
<p>after this i think i&#8217;ll focus on the icon, some promo banner stuff in case apple requests that (they usually give crazy short notice)&#8230; let me know if there&#8217;s other stuff you&#8217;re thinking i should tackle.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 4, 2012 at 7:33 PM</small><br />
alright, here&#8217;s da site: http://aeiowu.com/puzzlejuice/ it needs the splash image for the video, but i figure i&#8217;ll do that when i put the video in proper. also, the screenshots are still placeholder.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Wed, Jan 4, 2012 at 8:48 PM</small><br />
Hot. Damn. It&#8217;s still great.</p>
<p>Two things:<br />
On my macbook monitor the orange/dark orange on the button really blend together so it looks like the text just disappears. It looks fine on my desktop, though!<br />
The critical feedback is hard to read. I think the letters are too close together?</p>
<p>Thanks for handling the font licensing, too.</p>
<p>Shoot I wish I had more tasks to give you! But at this point I have everything I need&#8211; I just need to make it work. Later this week I&#8217;m going to want you to do another audit, but until then&#8230; uh promo stuff is good. Also you can take over all the relaxing I&#8217;m not going to be able to do this week, that&#8217;d be helpful.</p>
<p>OH here&#8217;s a thing thing: How do you think chompy should look? Should it be a flat cut &#8212;&#8212;&#8211; or sharp teeth /\/\/\/\/\ or blunt teeth _|¯|_|¯|_|¯|_|¯|_ or something else?
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 5, 2012 at 12:27 AM</small><br />
I think flat is good, the torn 45 triangley thing would look cool, but that doesn&#8217;t appear anywhere else in the game so i think flat is just fine. it should move fairly quickly anyway so it probably won&#8217;t be that visible.</p>
<p>i could see how the orange would be a problem. i changed the hover color and added some letterspacing to the review text. it&#8217;s not my favorite but options are limited with this kind of typography.</p>
<p>this promo banner might be too &#8220;in your face&#8221;, and the puzzlejuice logo is less dominant than the art itself. also i put in a 512 and new 72px size icon in the dbox. i&#8217;m also working on the screenshots, sort of a border system that is kind of popular today where we put in some helper text on the screenshots to help with variation a bit more and make them more attractive.</p>
<p>i&#8217;m kind of working against my own deadline of trying to be completely wrapped by the 7th/8th so that I can finish up ridic fishing with the time left in january before i meet up with mike last week of january to do some hardcore crunching on our game and hopefully release that in february. so that&#8217;s why i&#8217;m doing a lot of this stuff now so i can kind of psychologically release from pj and refocus back down the line once our deadline hits. it&#8217;ll feel that much better anyway&#8230; :)</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail88.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail88.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Jan 5, 2012 at 12:30 AM</small><br />
My face just now :O
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 5, 2012 at 12:48 AM</small><br />
haha awesome! </p>
<p>i added some dots just now to make it more explodey, i think it pops better, feels more like a puzzlejuice level deconstructed.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail90.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail90.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Jan 5, 2012 at 12:50 AM</small><br />
Okay so the banner is awesome. It&#8217;s wild and crazy and full of life and is exactly what we needed. Amazing!!</p>
<p>I totally understand you wanting to wrap up everything this week. I&#8217;m in a similar boat. The only thing I should be asking for your help with after this week is integrating the trailer into the website, but besides that we should have a clean slate! </p>
<p>There should be only two totally new things that happen this week: The Chain Bonus visuals and the Upgrade replacement powerup. (I&#8217;ve got an idea for upgrade, I&#8217;ll let you know how it works out)</p>
<p>OKAY so speaking of things &#8211; I&#8217;ve been thinking about visual feedback and the two places where it&#8217;s missing:</p>
<p>1) Objectives. Players are never certain about how far they&#8217;ve progressed in progress based objectives (like pop 20 blocks, spell 10 words, etc) so I want to have little popups that basically say: &#8220;WORD 5/10&#8243; on those. This will be the only way that objectives &#8220;intrude&#8221; on the actual game experience. I want the game to feel pure, but I also want players to keep coming back and knowing they can do better.</p>
<p>2) The Chain Bonus! You probably have no idea what it is, but it&#8217;s already in the game &#8212; just practically invisible. If you do actions in a _very_ rapid succession, it raises the combo you&#8217;re rewarded. First it gives you an addition x1 for your first quick action, then an addtional x2 for the next one, et al. (This is actually the best way to get a high score&#8230; it&#8217;s just super hard to keep up) It&#8217;s really only for pro players to care about, but I would like to let players know that we reward speed. Can you think of a good way to show this?</p>
<p>Cool I don&#8217;t think there&#8217;s much else but I don&#8217;t think I&#8217;m ever right about that, so I&#8217;ll let you know if I think of anything else</p>
<p>oh shit the letters say BAM that&#8217;s even more awesome aghghg
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Jan 5, 2012 at 12:51 AM</small><br />
oh hmm I like the dots but the giant blob in the back feels kind of messy. But I definitely like the sparse ones along the outside.
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 5, 2012 at 2:23 AM</small><br />
ok cool, i toned down the dots.</p>
<p>1)definitely! this is something i&#8217;ve noticed and wanted. i don&#8217;t think a popup every 5 letters is bad. maybe you could do a smaller just-the-word popup with &#8220;+1 Objective&#8221; with each one you did. I definitely found myself not understanding if i was doing the right thing to complete the objective, it&#8217;s probably a large part of the reason that i never unlocked more than three powerups in the game on any play session i had. another idea would be a dropdown notification, towards the top of the screen. this could show up for longer than a second or something and then curl back up. bottom of the screen works too. there&#8217;s room as long as it doesn&#8217;t stay for too long. i mocked it up just now, also had an idea where a much larger banner sits behind the blocks, since it&#8217;s non critical, that way it could stick around for awhile. also, could put it up further so if the player had a bunch of blocks that were obstructing the banner, it wouldn&#8217;t really matter since they are more worried about not losing at that point&#8230;</p>
<p>2) is there a special sound effect for the chain bonus? i mean, i don&#8217;t think doing something like &#8220;CHAIN BONUS!&#8221; the first time you do something quickly would be bad. it&#8217;d be kinda cool. people dig feedback as long as it only shows up for a half second or something. then each one after the first chain can continue with that sound effect? or just some kind of 3X! next it, sort of how i mocked up SHORT WORD. just spitballing&#8230;</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail91.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail91.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail92.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail92.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Jan 5, 2012 at 2:50 AM</small><br />
Oh awesome! I like the background banner idea. Especially because they could stack if the player does a couple objectives quickly. I can give that a shot.</p>
<p>With the chain bonus: The sound cue right now is that the pitch gets higher and higher for every chain you get&#8211; reinforcing the idea that it&#8217;s a series of quick actions, not just a single event. I like the little text, that seems like the perfect amount of attention I want to draw to it, but each time you do it should have a +1, +2, +3 next to it. Also how do they work with the current combo notifications? Above or below?</p>
<p>With the banner: I&#8217;m still not totally sold on the dots. I kind of liked it without them. It meshed well with the game&#8217;s super clean look, while still being hectic and explodey. Speaking of: the banner&#8217;s inspired me to lock the rotation of blocks when they explode. We&#8217;ll see how that looks.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 5, 2012 at 3:09 PM</small><br />
cool! yea i think it&#8217;s kinda a cool solution, could be the way to go :) i think i screwed up on that last mockup and the banner wasn&#8217;t locked into the grid, so just know that wasn&#8217;t intentional. i&#8217;m still a grid-crazy fool.</p>
<p>could it have a +1, +2 next to it that rises and fades off?</p>
<p>i think i liked it because it darkens up the bg and makes for a little more POP on the colored blocks in the foreground. i&#8217;ll keep poking and see if we can&#8217;t reach a compromise of some kind.</p>
<p>also, here&#8217;s 1st draft of all the icon sizes. i&#8217;ll re-pixel the small ones, and i&#8217;m not totally sold on the black-depth-bar-thingy on the bottom of the 512 (and the rest). i also switched up the color placement on the P. there&#8217;s some vibration on the dark shading of the reddish block and the top part of the green block. it&#8217;s probably a good idea to tune the block colors a bit so that doesn&#8217;t happen. it&#8217;s not just a tiny tweak though i wish it was. i&#8217;ll poke at that stuff as a last priority for in-game assets.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail93.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail93.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<p><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3"><br />
<h3>Continue to Part 3 of 3</h3>
<p></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>365 Puzzlejuice Emails [pt. 3]</title>
		<link>http://aeiowu.com/365-puzzlejuice-emails-pt-3/</link>
		<comments>http://aeiowu.com/365-puzzlejuice-emails-pt-3/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 08:56:39 +0000</pubDate>
		<dc:creator>aeiowu</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://aeiowu.com/?p=826</guid>
		<description><![CDATA[Continued from Part 2 Table of Contents Part One Greg&#8217;s first contact with Asher Greg&#8217;s first mockup Work/business negotiations Start of typeface and logo talk Discussion about Spelltower&#8217;s release Resolution concenrs and beginnings of battle over grid size First title &#8230; <a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Continued from <a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/">Part 2</a></p>
<h2>Table of Contents</h2>
<p><b>Part One</b></p>
<ul>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#firstContact">Greg&#8217;s first contact with Asher</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#firstMockup">Greg&#8217;s first mockup</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#workArrangement">Work/business negotiations</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#typeAndLogo">Start of typeface and logo talk</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#spelltower">Discussion about Spelltower&#8217;s release</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#resolutionTalk">Resolution concenrs and beginnings of battle over grid size</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#titleScreen">First title screen ideas</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#menuSwipe">Interface swipe to spell buttons idea</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-1/#thanksgiving">Happy Thanksgiving</a></li>
</ul>
<p><b>Part Two</b></p>
<ul>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#gridContinued">Grid battle continued</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#menuSystem">Second attempt at menu system</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#metaMention">We first mention the idea of posting these emails</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#finalMenu">Menu system is finalized</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#originalDate">Release date talk</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#musicianTalk">Talk about getting a musician</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#profileHeadaches">Headaches with provisioning profiles</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#unusedFeatures">Design changes from Asher that never went into the game</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#typefaceBattle">Big typeface battle</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-2/#siteAndAudit">Site design proposal and game audit from Greg</a></li>
</ul>
<p><b>Part Three</b></p>
<ul>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#gearingUp">Planning the final push</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#secondAudit">Second audit from Greg</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#postGame">Developer profile issues with ad-hoc builds</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#companyLogo">Juice Co. Logo</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#dateChange">Release date changed</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#journos">Start contacting journalists</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#coopVideo">Co-op video uploaded by Greg</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#trailerTalk">Talking about the trailer</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#priceTalk">Talking over how to price Puzzlejuice</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#dnsTrouble">Trouble with GoDaddy resolving the new DNS</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#itsAlive">Launched!</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#neuroticGreg">Greg overanalyzes the data</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#lockout">Mini-crisis with people not allowed to download the game</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#remainingBugs">List of remaining issues with 1.0</a></li>
<li><a href="http://aeiowu.com/365-puzzlejuice-emails-pt-3/#theEnd">The End.</a></li>
</ul>
<div class="gregMail">
<p><small class="timestamp">Fri, Jan 6, 2012 at 10:12 AM</small><br />
yo, just pulled down the build, it&#8217;s downloading now. from what i gather the next couple of days are going to be a hellride?</p>
<p>i think it might be useful to re-evaluate the audit as there are probably some more important things we could focus on than a lot of what&#8217;s in there. for instance, per the icon colors vibrating, i changed the secondary colors (bottom shading) to avoid that. also, i noticed that when i lost (maybe it was a quirk) that there didn&#8217;t seem to be an explosion or a core meltdown of some kind like i was expecting.</p>
<p>also, and maybe this is like the fifth time you&#8217;ve told me, but what about the options menu?</p>
<p>playing now, looking really great! love the button transition, the shadow change, everything! </p>
<p>i&#8217;d say priority from what i&#8217;ve seen (and most of these are probably &#8220;no duh greg&#8221;):</p>
<p>i saw you mentioned you added the juice effects but i&#8217;m having trouble picking them out<br />
the freeze seems to be the old freeze effect<br />
old icons replaced with new<br />
options menu? (let me know what you want in it and i&#8217;ll mock it up)<br />
switching those secondary block colors<br />
replacing my orange arrows from the original glowey orange ones<br />
an explodey/CHOMPCHOMPy transition when losing<br />
word list spacing on game over/pause screen :)</p>
<p>let me know if there&#8217;s anything i can do to ease your workload on this stuff. i&#8217;m happy to do it and it seems like to hit our deadline it might be necessary.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail94.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail94.png" /></a>
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<p><cite>Greg</cite><br />
<a name="gearingUp"></a></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Jan 6, 2012 at 12:59 PM</small><br />
Yup yup yup today/tomorrow is going to be fun.</p>
<p>THINGS:</p>
<p>1) I accidentally left &#8220;game-over&#8221; effect off my list. Thanks for reminding me. It&#8217;s going to be a simple bomb-like effect that blows up the blocks from top to bottom. Also chompsters is on my list</p>
<p>2) The juice was on my to-do list today. SPEAKING OF: I had a lot of trouble getting the drops to look good and it&#8217;ll take a lot of care+affection to get right. Do you think you could open up Unity and get a version of the particle effect looking right? Or is that too unfamiliar of a system to hop on today? I can set up a project everything set up for you and then all you would have to do is tweak numbers.</p>
<p>3) Yeah I was holding off on the options menu til I knew what we were going to have in there, but at this point it&#8217;s pretty settled:</p>
<p>SFX Volume 0-10  (Plus/minus buttons. A slider would take too long to program right now)<br />
Music Volume 0-10<br />
Picture-In-Picture checkbox<br />
Objective Notifications checkbox<br />
Clear Progress + simple &#8220;Are You Sure?&#8221; menu</p>
<p>And this is a good place for the credits! I think it&#8217;d be nice if it had our twitters. What do you think? Also lemme know if this billing is okay:</p>
<p>Game by Asher Vollmer @clckwrk<br />
Art by Greg Wohlwend @aeiowu<br />
Music by Jimmy Hinson @bigGIANTcircles</p>
<p>4) I&#8217;m going to be doing a lot of jamming today. Favoring speed over code-niceness. Hopefully you should be getting 1-4 builds today. I think it&#8217;s a good idea for you to wait on a second audit until I fix the stuff from earlier. Y&#8217;know unless you&#8217;re just waiting around :P
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<p><cite class="asher">Asher</cite></p>
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<p><span id="more-826"></span></p>
<div class="asherMail">
<p><small class="timestamp">Fri, Jan 6, 2012 at 2:44 PM</small><br />
Oh yeah small thing:</p>
<p>Can I get an iPad version of the transition screen?
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Jan 6, 2012 at 3:17 PM</small><br />
ok, i gave it a go, but there&#8217;s not really any good ways to do rotation on the particles like i want. it&#8217;s still mostly there though. the shading is bunked though since i can&#8217;t remember how unity does alpha masking from .psds argh!</p>
<p>here&#8217;s dat screen too. are we just centering the iPhone retina sized stage and then expanding out from there? it seems like that&#8217;s how things are on the iPad, just want to double check. it might not exactly line up&#8230; let me know.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail95.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail95.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Jan 6, 2012 at 7:31 PM</small><br />
I put in the drops and I think I&#8217;m going to make an executive decision to take out the drops. It&#8217;s too much visual stimulation. I can send you a build if you&#8217;d like to see it, but they&#8217;re just pretty distracting, as cool as they look =/
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<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Fri, Jan 6, 2012 at 9:57 PM</small><br />
cool, i hear ya. you are the POTUS! btw, just played a huge co-op session with my gf and we killed it. badass. :) if you have stuff for me to sound off on or do, i am planning on getting up early tomorrow and doing whatever you&#8217;ve got. keep me posted.
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<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Jan 6, 2012 at 10:01 PM</small><br />
awww yess.</p>
<p>That&#8217;s pretty perfect because I&#8217;ve got polycans of energy drink here and I&#8217;m going to stay up late until this thing is polished to heck. Then you can audit it in the morning and tear it to pieces :D
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Fri, Jan 6, 2012 at 10:51 PM</small><br />
The juice is not going to waste :D
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<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 2:08 PM</small><br />
Options Stuff (I said it a little ways up):</p>
<p>SFX Volume 0-10  (Plus/minus buttons. A slider would take too long to program right now)<br />
Music Volume 0-10<br />
Picture-In-Picture toggle<br />
Objective Notifications toggle<br />
Clear Your Current Progress<br />
Simple &#8220;Are You Sure?&#8221; menu<br />
And then if there&#8217;s room, I&#8217;d like the credits to go on the page. (If there&#8217;s not room&#8230;.?) Lemme know if you&#8217;re cool with this billing:<br />
Game by Asher Vollmer @clckwrk<br />
Art by Greg Wohlwend @aeiowu<br />
Music by Jimmy Hinson @bigGIANTcircles</p>
<p>I&#8217;m going to sprint towards Twitter integration before noon my time and if that works I&#8217;ll send out a build to everyone possible for bugs+feedback.
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 4:02 PM</small><br />
I just scored 999,999,999 points on Hard Mode in #Puzzlejuice! My best word was &#8220;BONERVILLE&#8221; bit.ly/PJGame</p>
<p>Any capitalization preferences?
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 5:39 PM</small><br />
I dig the caps how it is. cool :)</p>
<p>sry about missing the previous options bullet list. here&#8217;s the options how i see &#8216;er. also threw in a twitter button on the game over screen (showing score and such). the colors are a bit swapped too. the notification &#8220;are you sure&#8221; thing i figured could be just a simple overlay bg and the button. these are also in the ai on dbo.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail96.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail96.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail97.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail97.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail98.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail98.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 5:45 PM</small><br />
Awesome. Dig it all. I&#8217;m uploading a build right now so you can see the horrific place I decided to put the twitter button.
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<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 5:53 PM</small><br />
cool, do you want an audit? i need to finalize all the icons as well but just wondering if an audit is useful at this point. happy to do it as the icons won&#8217;t take a ton of time anyhow just a couple hours (have to hand pixel them to get the best look).
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 5:56 PM</small><br />
Oh yeah now&#8217;s a great time&#8211; you should be getting the email in like two seconds.
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<p><cite class="asher">Asher</cite><br />
<a name="secondAudit"></a></p>
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<div class="gregMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 8:08 PM</small><br />
ok, i&#8217;m goin&#8217; in! i&#8217;m not gonna hold anything back, but i&#8217;ll bold and make text bigger for those that are most important.</p>
<p> INTRO<br />
&#8220;Drag to Spell&#8221; and &#8220;Slam the block downwards&#8221; should be all caps (for all instances of that) and the same size as the type on the orange buttons.</p>
<p>MAIN MENU<br />
The dots on the blocks between words seem to be less anti-aliased than the type. You could use bullets from the typeface itself (opt + 8 on mac).<br />
The orange triangles are jaggy and don&#8217;t seem to be perfect 45degree angles, not anti-aliased/smooth looking.<br />
The jiggle animation when a word makes the cubes jaggy, another AA problem.<br />
The glow when you fully spell a word (in game as well), I dunno. It&#8217;s probably too late but see my mockup.</p>
<p>CORE MODE SELECTOR MENU<br />
The orange arrow should be thicker, i cheated a bit and put like a 5px rounded outline on it in the .ai<br />
The way the diagonal lines are rendered should be a bit different ideally. instead of a masked texture, they are sort of on a grid in the .ai and terminate on their own. pretty picky.<br />
Even more picky, but if it&#8217;s more of a systemic thing that can be fixed across the board&#8230; the text rendering on the &#8220;MODE SELECTOR&#8221; letters seems a bit fuzzy compared to the smaller type in the same menu. I&#8217;m guessing this is just the deal we make with the Unity devil, but if possible, then yea.<br />
That said, the small text &#8220;choose wisely&#8221; and the hint, are too crisp, while the text on teh orange buttons is goldilocks good. is it down and upsampling that core type size and that&#8217;s why there&#8217;s such a difference there with the font rendering?<br />
The text on all the orange buttons should probably be nudged down by about 2 pixels.<br />
The hint text line should probably be moved up a couple pixels.</p>
<p>OBJECTIVES MENU<br />
The checkmark and X icons seem to be stretched wide by about 150%. see attached<br />
The block behind the back arrow seems to be too far right by about 3 pixels, maybe 5.<br />
Some descriptions of the objectives are not fully capitalized. Two line descriptions should the same size as the hint text to allow for the text to breathe more.</p>
<p>OBJECTIVES MENU AVOIDED<br />
The banned banner is cool, but it&#8217;s jaggy as all get out on the edges.</p>
<p>POWERUP MENU<br />
The depressed powerups (unlocked but unused) should be the lighter black (top coat) as opposed to the darker black that it turns into now.<br />
The shadows on all the equipped powerups except the left-most powerup need to connect to the left edge of the cube.<br />
I think the color of the three powerups that you&#8217;ve equipped should be the blue/cyan color. keep the yellow for &#8220;EMPTY&#8221; like you have it now.<br />
Arrow looks good, slight hay pixel on the right edge of where the stem of the arrow meets the line.<br />
Seems to be a slight line of hay pixels on the left edge of the dark part of the orange button. doesn&#8217;t exist in the other menus (on average).<br />
The thickness of the white outline varies when selecting different equipped powerups. The drill has a rounded top left corner while the freeze outline corners are all perfectly square. Also, all four sides of the outline are not the same thickness.</p>
<p>ZEN MODE MENU<br />
Same light colored hay pixel problem with the orange button as in the powerup menu (i think it&#8217;s the powerup menu).</p>
<p>LEADERBOARDS<br />
Same light colored hay pixel problem with the orange button as in the zen menu.<br />
The rounded corners on the tabs are pretty squished and aliased.<br />
The 45degree lines in the header are squished and should be consistent with the rest of the menu headers.</p>
<p>GAME<br />
If the only thing in the bottom left is the score, it should be moved over to the right by about 5-10 pixels to make the spacing even.<br />
The multiplier finish text is really pixelated and over-expanded.<br />
The black outlines on the 2x and smaller things seems to be misaligned or not covering everything, they also don&#8217;t seem to be completely round.</p>
<p>PAUSE MENU<br />
The orange button is a little under-wide. The bottom right corner should reach the right most grid dot&#8217;s center.<br />
Under &#8220;score breakdown&#8221; the Sweetest Word should be more vertically spaced.<br />
The hint line should be moved down 3-5 pixels to vertically center.<br />
Tap for further explanation on the objectives doesn&#8217;t work, which is fine, they are pretty clear, so just take out that text or replace it with something more flavory perhaps.<br />
The &#8220;RAGE QUIT&#8221; text should probably be moved down 2 pixels or so and the whole &#8220;RAGE QUIT X&#8221; object should be moved down around 5 pixels.<br />
Use the magenta text color for long words instead of the cyan (hard to read).</p>
<p>GAME OVER MENU<br />
The hint text line should be moved down about 5 pixels.<br />
Twitter button looks good actually. let&#8217;s go with it if you want. just make it square, it seems like it&#8217;s a little thin and should fill out to the middle of that bottom left grid dot. 60px wide i believe.<br />
Use the magenta text color for long words instead of the cyan (hard to read).<br />
The &#8220;MAIN MENU&#8221; text should probably be moved down 2 pixels or so and the whole &#8220;MAIN MENU X&#8221; object should be moved down around 5 pixels.</p>
<p>&#8212;BUG REPORTS&#8211;<br />
When I go to the objectives menu (core mode) then back to the powerup menu, the objectives menu is superimposed over the powerups menu, sammiched on top of the other. i&#8217;ll email a screenshot from my iPad.</p>
<p>I get hard crashes of the game quite often when quitting from a core game to the main menu.</p>
<p>Got a less typical crash on just going to play a euro game (after much switching between menus, going back to main menu, looking at it and so on, then playing).</p>
<p>ok! i think that&#8217;s pretty much what i&#8217;ve got now. it was about 2 hours of intense examination/scrutinization. know that i was as detailed as I could be, pulling no punches and given the deadline and the dozens of fish that are much larger that are in desperate need of frying, do whatcha gotta do.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail99.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail99.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail100.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail100.png" /></a>
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<p><cite>Greg</cite></p>
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<p><small class="timestamp">Sat, Jan 7, 2012 at 8:39 PM</small><br />
Also, I just played in the iPhone (was using the iPad before) and it&#8217;s a heck of a lot less noticeable (just about everything) on the retina, things look great there. I think that perhaps some of the type rendering issues I brought up were due to maybe iPhone assets -> iPad? or something&#8230;</p>
<p>Though, that shouldn&#8217;t change the audit itself, I did play with the PIP (obv, on the iPhone) and it looks good. also, in general, the iPhone4 makes this thing sing. The performance on my iPad isn&#8217;t nearly as crisp, though I wasn&#8217;t really noticing it before, just playing it on the iPhone4 makes me realize the difference. Annnnyway&#8230; since the only difference really is the res and the PIP feature&#8230;</p>
<p>PIP Audit:<br />
Change the purple block to the same orange we use for the arrows/buttons.<br />
The right side of the window&#8217;s black stroke needs an extra row of pixels. it&#8217;s too thin.</p>
<p>okey doke.</p>
<p>just totally almost spelled delicatessen. serious. i&#8217;ve been playing where i try to engineer letters by making them fall and so on. pretty cool, just discovered that strategy, sure it&#8217;s old news to the old masters, but yea. :)
</p></div>
<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 9:00 PM</small><br />
Delicawhatnow&#8211; that&#8217;s absurd! The longest recorded word (according to flurry) is &#8220;TONALITIES&#8221; I haven&#8217;t actually tried building a word like that&#8230; sounds fun :D</p>
<p>Thanks again for taking the time to do this. This is exactly what I was looking for. And the bigness:importance thing really helps.</p>
<p>So I turned on anti-aliasing (oh huh 3d engines can do that) and it solve every single one of your jaggy problems without even slowing down the game, but I&#8217;m pretty sure it&#8217;s draining the battery a little faster. Are the jaggies a problem on the iPhone? Because I&#8217;m all for lessening the battery drain on the mobile device. </p>
<p>So that valid word arrangement looks pretty doable. I&#8217;ll see how much of a hassle it is. </p>
<p>OKAY the night ahead of me involves a lot of bug fixing. I&#8217;ll let you know if there&#8217;s anything I need but damn I think you might be set. </p>
<p>Hopefully you&#8217;ll hear from me with a finishedesque build soon :D
</p></div>
<p><cite class="asher">Asher</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 9:09 PM</small><br />
cool! I love me some AA. I think it&#8217;s passable on the iPhone but would definitely be a big help on the iPad. :) i will get you those icons as soon as i can. and i can take some screenshots (both iphone and ipad) and pack those together since i&#8217;m pretty sure that needs to be uploaded along with the app itself (at least that&#8217;s how it was with solipskier). i&#8217;ll try to give you a bunch so you have options.
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 9:12 PM</small><br />
Oh yeah&#8211; did you try the: explain the game with the screenshots approach? I think the less people are confused about our game the better :D
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 9:13 PM</small><br />
i&#8217;m on it! :)
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<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 11:31 PM</small><br />
alright, whadya think of this setup? i can put these in a psd and you can edit the text as you see fit. probably just use the same screenshots taken from the iPhone and set them on a different res with that kind of background flavor. also, all the icon sizes (not sure of all the filenames being correct) are in the dbox in the Icons folder.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail101.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail101.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="asherMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 11:38 PM</small><br />
Yeah! That looks awesome! Super slick. That&#8217;ll totally work.</p>
<p>Are you going to make  a version for both iPad and iPhone? Like you were saying we can use the same screenshots and just switch out the size of the border.</p>
<p>Can you think of anything else we&#8217;ll need or are we set? o.o
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sat, Jan 7, 2012 at 11:45 PM</small><br />
i think that&#8217;ll about do it. i&#8217;m sure something else will come up, it always does, just let me know! :)
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sun, Jan 8, 2012 at 12:16 AM</small><br />
alright! weeeee, all the screenshots are in .pngs (also the somewhat organized .psd is in there too so you can edit the text) in the dbox. here&#8217;s a sampling of the 5 iphone ones, attached. i&#8217;m gonna decompress for a bit, have been on defcon 5 for the night (as i&#8217;m sure you&#8217;re on like 7 atm, but if ya need me, @reply me on twitter and i&#8217;ll get chimed at).</p>
<p>later gator,</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail102.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail102.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail103.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail103.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail104.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail104.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail105.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail105.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail106.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail106.png" /></a>
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<p><cite>Greg</cite></p>
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<div class="gregMail">
<p><small class="timestamp">Sun, Jan 8, 2012 at 8:23 PM</small><br />
What da status?
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sun, Jan 8, 2012 at 11:43 PM</small><br />
The game is totally done ( the music makes it feel so real! ) except for some pretty horrible bugs. The worst one is that iCloud keeps deleting the leaderboards. I worked all through last night and had to stop today because of plans, but I&#8217;m back on the horse. This is absolutely the final push, though. School starts tomorrow and I will cut iCloud if I have to to ensure that apple has a build by tomorrow morning.
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<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sun, Jan 8, 2012 at 11:45 PM</small><br />
I&#8217;m setting up a mindmeld with the clouds in hopes of reaching The One True iCloud for a parlay. He owes me.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Mon, Jan 9, 2012 at 12:17 AM</small><br />
Don&#8217;t read this until you&#8217;re fully submitted and all that, not something to think about until shit is in the mail.</p>
<p>So&#8230; promo stuff:</p>
<p>I just played about a 20 minute game to 70 million with Amy. Shit it was fun, we finally delegated tasks perfectly and ended up getting 1000+x multi twice. The letter nuke/nado helped a ton, of course, but I was thinking a video of us playing would possibly get people interested. It wouldn&#8217;t be a trailer, just a &#8220;let&#8217;s play&#8221; to sort of help people _get_ the game as far as co-op is concerned. </p>
<p>In the trailer, I think it would really really good to show off co-op. I think it&#8217;s a badass way to play and it has its quirks like having a rhythm with your partner and delegation but people might not consider it? It&#8217;s times like this where I wish I had a 5d mark II and could shoot nice HD video of people playing, instead of doing the whole &#8220;show the screen with the finger&#8221;.</p>
<p>I have some other ideas: You do a super-quick-talking 50s trailer cutting and showing the game off while playing it. Maybe it&#8217;s just straight screen-cap of the game itself and cutting it up into exciting bits.</p>
<p>Also, press. I&#8217;ve got a few contacts and could drop them a line with the fresh build if we can get them UDIDs, but I think we should have the site with the trailer ready at that time so we can give them something to chew out the gate.</p>
<p>My personal site, I&#8217;ve got a feature graphic set up to go. I was thinking of putting it up now, talking about the game and how it&#8217;s gonna drop on the 26th, stoking the fires a bit. I wanna get clearance about when that&#8217;d be cool with you.</p>
<p>Basically, I think the trailer is kind of the missing piece in the marketing push and I feel like we should try to get started as soon as possible. I can work with you on it or I could even completely cut it, but you know your game and how you want to sell it. I really need to get to ridiculous fishing work tomorrow but I think i can pull off a trailer with a solid day&#8217;s work at some point in the week. That all said, the public hasn&#8217;t even seen screenshots at this point, so maybe releasing a few of those along with twitter scores would be enough reason to post something and hopefully get people excited. I think people that play the game, that are of a slightly higher gamer IQ are really gonna dig this and be the evangelists. A twitter search for PJ doesn&#8217;t reap a lot but, it does seem like with more exposure we could get more responses like this (aside from our tweets): <a href="https://twitter.com/#!/search/puzzlejuice" target="_blank">https://twitter.com/#!/search/puzzlejuice</a></p>
<p>So I&#8217;m sure you&#8217;ve been thinking about this for months and it&#8217;s all in your head, but really just wanted you to know I&#8217;m thinking about it too and will help however I can. Let me know, cap&#8217;n. :)</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail107.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail107.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Mon, Jan 9, 2012 at 9:38 AM</small><br />
SUBMITTED. YES.</p>
<p>All of that sounds good and incredibly awesome. I&#8217;ll respond more thoroughly and send you the new build once I get some sleep. Three all nighters in a row can be pretty draining apparently.</p>
<p>and daymn that banner looks good :D It reminds me that I need to make my website a real thing&#8230; >_>
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Mon, Jan 9, 2012 at 7:33 PM</small><br />
Okay I&#8217;m less of a zombie now. Pretty burnt out, but that happens. This email will be probably be pretty mellow as a result.</p>
<p>Absolutely feel free to put the header up on your website. It looks absolutely badass and I feel kinda honored :D I&#8217;m really happy to hear that you&#8217;re still enjoying the game. (Personally I&#8217;m going to need a couple of days of not playing it before I start loving it again.)</p>
<p>Let&#8217;s Play: That sounds like an awesome idea. I think it&#8217;d be really cool and semi-viral to show you guys enjoying yourselves and showing very clearly how the game works. Obviously we&#8217;d have to cut it down to the most exciting/informative bits to make it consumable, but I really like how simple and effective it could be !</p>
<p>For the trailer: to be honest I&#8217;ve only had a few ideas, and most of them involve making something very similar to Powerthirst. I don&#8217;t have much time this week to work on a trailer and I agree that we should get one as soon as humanly possible for the press. If you feel comfortable making one, then I absolutely trust your judgement/visual style/sense of humor on the matter. Between the placeholder text you write, your handling of the website, and the description of PJ on your portfolio you have totally mastered the&#8230; &#8220;earnest&#8221; tone of the game.  (btw I totally stole the Glengarry reference for the very end of the app store description. It was too good not to.) Let me know what you think.</p>
<p>UDIDs/Reviewers: So apparently I was a little distro-happy in the development process. As a result I only have 12 devices left to distribute with. I can totally give one to Mike, but that&#8217;s just one less for reviewers. It&#8217;s your call. I have zero press contacts so&#8230; any help would be appreciated :D</p>
<p>Game bugs: Yeah I saw those, but like you said they&#8217;re not game-breaking and I just didn&#8217;t have the time/energy to figure what the hell was causing them. I wonder if I can release a bug fix update before we release. I&#8217;ll ask [app store representative]&#8212; oh shoot I have to email her.</p>
<p>I&#8217;m all for starting the trickle of information ASAP, but want to make sure that reviews don&#8217;t come out until the game is released. People be able to read a review and then go get the game right away.</p>
<p>Thanks again for offering all of this help&#8211; it&#8217;s taking PJ above and beyond and I don&#8217;t have the words or energy to express how much I appreciate it.</p>
<p>okay back to sleep.
</p></div>
<p><cite class="asher">Asher</cite><br />
<a name="postGame"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Mon, Jan 9, 2012 at 8:44 PM</small><br />
RE: 12 slots: one thing we could do (which is something we did with Hundreds since adam/eric ran out of their 100 slots) is put you as an admin on my aeiowu dev account and you could forget about the stress of wondering if adding a device is worth it or not. let me know if this is something you&#8217;re into. if not, the last dozen are completely up to you, they should definitely go to press, though a couple key devs that could get different parts of the community excited would be pretty important as well. for solipskier, we emailed and contacted dozens of journos but none got back to us until we released and saw the crazy amount of tweets about solipskier.</p>
<p>apple&#8217;s 100 limit is one of the dumbest things amongst a sea of questionable rules. by no means should we have to feel like we can&#8217;t test with more people. that feeling will only hurt us and the quality of our app.</p>
<p>if we can get that separate ad hoc with whatever UDIDs we want, we can go out and contact reviewers and so on.</p>
<p>RE: trailer. I&#8217;m probably going to take a stab at it.</p>
<p>RE: let&#8217;s play. Gonna do it thursday.</p>
<p>RE: post/feature-on-my-site. cool! </p>
<p>RE: everything else. get some rest, you deserve a few days in some decompression chamber in japan with high oxygen levels, sushi and a limitless supply of strawberry gushers. hopefully by the end of the week things are a little more normalized and we can reload and fire away.</p>
<p>:)
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Tue, Jan 10, 2012 at 12:55 AM</small><br />
I have taken a break from my sushi chamber to confirm that yes, I want to show the game to as many people as possible&#8211; so more slots would be appreciated so I don&#8217;t have to act like a crazy person and cherry pick reviewers. Also that means I can add Mike now! Doin it.
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 10, 2012 at 1:16 AM</small><br />
Ok great! invitation sent, just know that &#8220;darrel johnson&#8221;, actually eric from semisecret, is also doing a simliar thing and taking up like 20 slots or so, but that&#8217;s all through for now anyway. I&#8217;m just throwing the warning out because i have no idea how any of this magic works and don&#8217;t want that to screw with whatever foo you have to pull. let me know if there&#8217;s anything else or whatever arises with the dev account. :) also, as far as i know, eric didn&#8217;t use my account for any testflight stuff, so hopefully that also makes things easier (in case it&#8217;s not app specific or something&#8230;).
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Tue, Jan 10, 2012 at 3:53 PM</small><br />
Hey so it looks like I need eric to export some keys or something because he originally created the development certificate?</p>
<p>This should help clarify what I mean: <a href="http://stackoverflow.com/questions/5525436/xcode-could-not-find-a-valid-private-certificate-valid-key-pair-for-this-profile" target="_blank">http://stackoverflow.com/questions/5525436/xcode-could-not-find-a-valid-private-certificate-valid-key-pair-for-this-profile</a>
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 10, 2012 at 4:01 PM</small><br />
ok, i sent that over to him with an explanation, i&#8217;ll let you know ASAP with what&#8217;s going on.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 10, 2012 at 4:38 PM</small><br />
[truncated the email]</p>
<p>ok, so i followed eric&#8217;s directions, and added a developerProfile file to the dropbox (aeiowuProfile)</p>
<p>the password is &#8220;juicethepuzzle&#8221;</p>
<p>i thiiiiink that&#8217;s going to work for us? i just always feel like this xCode shit is some kind of sorcery. mikengreg stuff is in there as well for some reason so make sure not to active the mikengreg profile stuff? i think? </p>
<p>Her life is in your hands dude,<br />
Brandt
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Tue, Jan 10, 2012 at 4:50 PM</small><br />
YES we have tag team conquered the the X Beast. PJ is now distributable as all heck.
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Tue, Jan 10, 2012 at 5:19 PM</small><br />
Oh and of course: Congratu-freaking-lations on Ridiculous Fishing! (And also the Hundreds mention) Amazing work :D
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 10, 2012 at 5:21 PM</small><br />
thanks dude! :) gonna go celebrate a bit riiiight now.
</div>
<p><cite>Greg</cite><br />
<a name="companyLogo"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 11, 2012 at 4:14 AM</small><br />
colaboratory, right?</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail108.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail108.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail109.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail109.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Wed, Jan 11, 2012 at 4:25 AM</small><br />
Hey man I don&#8217;t know how to tell you this but I really don&#8217;t think a naked macarena fisherman is really the company branding that I&#8217;m looking for. There&#8217;s just not enough trixelated genitalia. I won&#8217;t settle for less than a conga line.</p>
<p>Oh shoot you actually made something even more awesome than that. That looks fantastic!! But ahh sorry I didn&#8217;t respond sooner but I can&#8217;t really use that name because it&#8217;s the company that my friend Sam Farmer and I made together. (And he would prefer I not use Colaboratory)</p>
<p>I was thinking JuiceCo. It&#8217;s nice and ambiguous and has a nice connection to my first project.</p>
<p>I&#8217;m going to try mocking something simple up because you&#8217;re probably tired (It&#8217;s super early over there!) but this logo is awesome and I&#8217;ll definitely show it to Sam :P</p>
<p>Party on garth.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Wed, Jan 11, 2012 at 4:32 AM</small><br />
Oh shit I just had an idea!</p>
<p>Do you think you can repurpose that logo and just have bright colors (mayhaps the PJ colors) flowing through the hoses? (And have it say JUICECO on the bottom, of course)</p>
<p>That&#8217;d be awesome! And then we can ship everything off to Apple :D
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 11, 2012 at 2:35 PM</small><br />
haha :) glad that got a laugh, she&#8217;ll be </p>
<p>ok, cool! here&#8217;s a shot of the materials. these are in a folder in dbox, along with a zip by the same title.</p>
<p>you&#8217;ll notice the feature image has changed composition wise. with the revised proportions 820&#215;300 the title was really getting lost and the whole thing felt very busy and cramped. this orientation is still fun and interesting but also has a clear visual hierarchy with the title anchoring the image.</p>
<p>take a quick peek at the .psds and let me know if the smart objects are showing up (layers above the Rasterized folder) as i&#8217;m just a bit neurotic and want to make sure they&#8217;ll have both vector/raster options for any resizing they may want to do.</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail110.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail110.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail111.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail111.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail112.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail112.png" /></a><a href="http://aeiowu.com/blog/images/blog_PJMail113.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail113.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 11, 2012 at 2:47 PM</small><br />
also, trailer wise. the problem/sticking point is the footage&#8230; the simulator isn&#8217;t going to do it justice and screencapping while that hog is churning makes matters worse.</p>
<p>res should be 350&#215;520 to fit perfectly into the site&#8217;s box: aeiowu.com/puzzlejuice</p>
<p>i don&#8217;t think i can swing getting footage of the game, i could probably swing cutting the trailer, given the right length song but  i just want to be up front with you sooner rather than later&#8230; the IGF nomination was unexpected and i&#8217;ve had to do a bunch more work than i was intending to do this week for emergency websites/announcements and etc. etc. which has set back progress on RF.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Wed, Jan 11, 2012 at 3:19 PM</small><br />
Oh man that logo is actually awesome! Thanks for doing that&#8211; you totally continue to go above and beyond :D</p>
<p>All the PSDs looked good and I just shipped them off. </p>
<p>Man congratulations again on the IGF&#8230; I don&#8217;t want to take away too much of your time and I know you didn&#8217;t account for working on PJ or IGF stuff this week. I can capture the footage (PJ already runs on the computer and I can just swap out the cursor with a hand icon) and get Jimmy to do the music. I really would appreciate if you could cut something together because I know you would nail the style, but if you can&#8217;t I totally understand. You can lemme know after I have all the assets.</p>
<p>Few Qs:<br />
- Do you know of any good mac screen capture software?<br />
- How long do you think the trailer should be to a) do the game justice and b) not be too much work?
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 11, 2012 at 3:42 PM</small><br />
cool! :)</p>
<p>no worries, this stuff happens and all that, i just don&#8217;t want to over promise and put us in a situation where we surface without a trailer.</p>
<p>a) I used to use this: <a href="http://www.ambrosiasw.com/utilities/snapzprox/" target="_blank">http://www.ambrosiasw.com/utilities/snapzprox/</a> but now i use this: <a href="http://screenyapp.com/" target="_blank">http://screenyapp.com/</a> (because it&#8217;s cheaper and the UI is much less in your face/antiquated. though snapz pro records really really smooth almost lossless video and audio.<br />
b) I&#8217;d say the trailer should be no longer than 1 minute, no less than 30 seconds. i know that seems really short but a 2 minute trailer is almost annoyingly long. i firmly believe a trailer should first make someone curious and hopefully hungry for more, as opposed to well informed. they&#8217;ll get well informed when they buy the game and tell their friends and so on. If jimmy puts together sort of a score for the trailer with a nice beginning, driving middle, and a cool, dramatic ending, between 30-60s then i can just use the track as a template for cutting it, and it&#8217;ll be a lot easier for me.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Jan 13, 2012 at 4:11 PM</small><br />
Update: Jimmy should have the track done by Monday night. I&#8217;ll make sure you have gameplay video by then as well.</p>
<p>Just saw the Hundreds site! Looks great and mysterious. Can&#8217;t wait until I can put laurel leaves around an award like that :D
</p></div>
<p><cite class="asher">Asher</cite><br />
<a name="dateChange"></a></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sat, Jan 14, 2012 at 3:47 AM</small><br />
Update #2: [App store representative] just contacted me and asked if I would consider releasing this Thursday as opposed to next thursday. I told him that I would rather wait so that the press can have time to play/review the game&#8211; but if it means getting featured/a-superior-feature then I&#8217;d be willing to consider taking the plunge.</p>
<p>I&#8217;ll keep you informed,
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sat, Jan 14, 2012 at 3:58 AM</small><br />
Also the comments on this made me laugh aloud: <a href="http://toucharcade.com/2012/01/13/canabalt-creator-teases-new-ipad-game/" target="_blank">http://toucharcade.com/2012/01/13/canabalt-creator-teases-new-ipad-game/</a></p>
<p>&#8220;Seems like they are being, dare I say it, semi-secret about the new game.&#8221;<br />
&#8220;I&#8217;m sure they&#8217;re just busy with the Wohlwend of activity that comes before a new release.&#8221;
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sat, Jan 14, 2012 at 12:53 PM</small><br />
yea, i mean, i would say go with [app store representative]. like, no matter what if it gives us a better chance of being featured. being featured, in my experience, is nearly everything in terms of sales. the rest will follow.</p>
<p>my two cents,
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sat, Jan 14, 2012 at 1:00 PM</small><br />
haha, that&#8217;s pretty great. we need to add those terrible puns to the hundreds site as reviews. :)</p>
<p>again with the rescheduled release, i&#8217;m guessing they have something set up for the thursday we&#8217;re releasing and it&#8217;s less likely they can fit us in but more (and maybe much more?) likely that releasing this thursday will net us a feature. ok now that&#8217;s four cents, but yea, certainly talking about it with him is a good move, regardless, let me know ASAP when you have the footage so i can cut it and get this trailer out. also, i should probably contact press very very soon? i&#8217;m going to get that ball rolling today, hopefully we get some response.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sun, Jan 15, 2012 at 10:19 AM</small><br />
Alright, yep &#8212; we&#8217;re definitely releasing this Thursday!</p>
<p>Unfortunately I can&#8217;t make the music show up any sooner than tomorrow because Jimmy had to actually rebuild his entire computer. But as soon as he has something I&#8217;ll throw everything in the dropbox.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sun, Jan 15, 2012 at 1:20 PM</small><br />
alright, i&#8217;m announcing it everywhere!
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sun, Jan 15, 2012 at 1:32 PM</small><br />
Sick! Also I can get promo codes now instead of testflight. If you need some let me know.
</div>
<p><cite class="asher">Asher</cite><br />
<a name="journos"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sun, Jan 15, 2012 at 1:35 PM</small><br />
badass. way easier and i think journos are more used to it. i&#8217;m hoping by tonight sometime, or early tomorrow, i can have this co-op video shot and cut and scored. then we&#8217;ll get the trailer out monday night/tuesday morning.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sun, Jan 15, 2012 at 1:36 PM</small><br />
yea, throw me some promo codes, just got a journo who wants one. a chunk of 5 would probably be a good idea so i don&#8217;t have to keep bugging you.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sun, Jan 15, 2012 at 2:07 PM</small><br />
4MF6T4T4KX36<br />
RH6YY3NYEETA<br />
LHFP9N3AJ4T7<br />
RNNAFW4FFX4A<br />
A7MT3A6L9X4F</p>
<p>Wham bam
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sun, Jan 15, 2012 at 2:19 PM</small><br />
awesome, just used the first one. CCed you on the email. :)
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp"> Mon, Jan 16, 2012 at 2:10 AM</small><br />
heyo, should i put the website together on puzzlejuicegame.com? i&#8217;m not sure how appengine works, but that zip should just unpack as a wwebsite. we do need new screenshots, just replace them with the ones we submitted to the app store.</p>
<p>this &#8220;let&#8217;s play&#8221; session is 17 minutes long, but i did a timewarped version, gonna take half a day to render (not really an option) so i&#8217;m thinking about cutting one up really quick with some title cards in between to break up a bit of the monotony, hopefully we can show the 17m version but pass around the 2-3m cut session to give people a quick idea of co-op.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 4:16 AM</small><br />
<a href="http://youtu.be/ezpFkdQUGEo" target="_blank">http://youtu.be/ezpFkdQUGEo</a>
</div>
<p><cite>Greg</cite><br />
<a name="coopVideo"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 11:09 AM</small><br />
alright, so&#8230;. co-op play session-wise we&#8217;ve got:</p>
<p>sped-up version on youtube: <a href="http://www.youtube.com/watch?v=ezpFkdQUGEo" target="_blank">http://www.youtube.com/watch?v=ezpFkdQUGEo</a><br />
full version on youtube: <a href="http://www.youtube.com/watch?v=ze-ONzrmO2o&#038;feature=youtu.be" target="_blank">http://www.youtube.com/watch?v=ze-ONzrmO2o&#038;feature=youtu.be</a><br />
and sped-up version on vimeo: <a href="http://vimeo.com/35128282" target="_blank">http://vimeo.com/35128282</a><br />
which i embedded on the test site: <a href="http://aeiowu.com/puzzlejuice/" target="_blank">http://aeiowu.com/puzzlejuice/</a></p>
<p>looks like it&#8217;s all gonna work out with putting the trailer there, but i figure since bandwidth can sometimes be an issue with vimeo, if you want to upload the final trailer (hopefully done by tonight) to a pro account (probably should get one so we can have more bandwidth), then we&#8217;ll be good to go. I wish there was a better way to do this than use vimeo, as they tend to be pretty hateful towards game videos, which is why i was really non-descript with uploading this playthrough. </p>
<p>we&#8217;ll iron all that out later, but just let me know when i can tweet &#8217;bout these vidyas.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 12:03 PM</small><br />
Sick! These look awesome. Feel free to tell the world. I&#8217;m going to work on getting the website up and running on puzzlejuicegame.com and get the pro Vimeo account. So then all we have to do is plug in the trailer.</p>
<p>I dropped some gameplay footage into dropbox, as well as some notes for where interesting stuff happens. Hopefully jimmy will deliver something today.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 12:37 PM</small><br />
Oh hey, slight hitch&#8230;</p>
<p>When I test uploaded the site to http://asherv.com/puzzlejuice it looks like the dimensions got sort of screwed up. You can tell by tabbing between your version and my version. Also the footer at the bottom is pretty screwed up. Did I get a slightly older version?</p>
<p>Also how hard would it be to make it say AEIOWU &#038; ASHER &#038; JIMMY at the bottom?</p>
<p>Thanks!
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 12:42 PM</small><br />
no problem, i can change the footer to that. to me, the site looks good. i&#8217;m in chrome, might be a browser issue? just tried it in firefox as well, seems to be good&#8230; hmmm
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 12:44 PM</small><br />
Oh shoot it looks good nevermind. I was zoomed out on <a href="http://asherv.com" target="_blank">asherv.com</a> for some reason. Facepalm.
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 12:44 PM</small><br />
i just uploaded the latest version (added good screenshots, a slight change to the style sheet and the vimeo embed). i&#8217;m working on the footer thing now&#8230;
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 12:52 PM</small><br />
ok, cool! :) so replace these files and put the .png in the images folder and we&#8217;re good to gooooooo
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 12:57 PM</small><br />
no, actually, use this index.php (missed a leading bracket in the title tag)
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 1:25 PM</small><br />
ok, wow. too many versions. i just uploaded puzzlejuice3.zip into dbox. that&#8217;s my last and final testament. the bgFooter.png was out of date or something. honestly, i don&#8217;t know what went where at this point, but that zip should have all the fixes. ok, on to the trailer! definitely let me know ASAP when jimmy has the tunes, it&#8217;s really important since that&#8217;ll be most of the work (timing it to the track).
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 5:05 PM</small><br />
i&#8217;ve got all the footage setup, any word from jimmy? i&#8217;ve got a like a three hour window left to work on it today&#8230;
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 8:18 PM</small><br />
i think rami is going to hook us up with someone at touch arcade, so we&#8217;ll probably need some more promo codes (i used all 5 already)
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 8:49 PM</small><br />
Gahh that&#8217;s awesome. I&#8217;ve got a call with [App Store Representative] tomorrow. He wants to talk about &#8220;marketing&#8221;??? I&#8217;ll keep you informed.</p>
<p>TXL37NHWKRNW<br />
EPW9K7N677TN<br />
T644EX4RANMT<br />
JMR37P9Y9NN6<br />
9T9RWMMHRM6Y
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Mon, Jan 16, 2012 at 9:28 PM</small><br />
Gahhh this was totally worth the wait. (Though I&#8217;ll try to set tighter deadlines next time)</p>
<p>There&#8217;s two versions: one with a juice sound at the end and one without. I really like the juice sound, but we might not have a visual to match so use your best judgement.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 1:14 AM</small><br />
alright cool! glad to get it, i think i can have it cut by the time i go to sleep. :)</p>
<p>just listened, fuck yea. this is great. :) :) :)</p>
<p>oh yea, and unannounced, andy wrote this glowy glowing glow review up: <a href="http://www.andymoore.ca/2012/01/puzzlejuice-review/" target="_blank">http://www.andymoore.ca/2012/01/puzzlejuice-review/</a> will tweet about it tomorrow when more people are awake.
</div>
<p><cite>Greg</cite><br />
<a name="trailerTalk"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 2:37 PM</small><br />
ok welp, i&#8217;ve got a pretty good first draft done. i had to export a .mov because h.264 is not cooperating music-timing wise. i think you can upload a .mov to vimeo, but i&#8217;m going to keep trying. since it&#8217;s 400MB, i&#8217;m uploading it to my webspace (i&#8217;m at a perpetual 95% on dbox, gmail too). I went ahead and put the .mp4 in the dbox, it might work out and quicktime player just hates .mp4 format, i don&#8217;t know. since it&#8217;s only 14MB, it&#8217;s worth a shot.</p>
<p>meanwhile, the lossless trailer will be at <a href="http://aeiowu.com/puzzlejuice/files/trailer.zip" target="_blank">http://aeiowu.com/puzzlejuice/files/trailer.zip</a></p>
<p>again, watching that 14MB thing in quicktime won&#8217;t hammer home the timing, which a lot of the trailers coolness sort of rests on. but you can get the gist hopefully.</p>
<p>hey! the zip is only 160MB, that&#8217;s good. should up uploading in 5-10 minutes from the time this email is sent.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 3:00 PM</small><br />
Oh wow oh wow.</p>
<p>I&#8217;m speechless. This is fantastic! I know you called it a first draft, but I think this is absolutely excellent. I&#8217;m blown away.</p>
<p>I&#8217;m happy you were able to pick the best parts of the gameplay &#8212; I&#8217;m totally sold.</p>
<p>Think I should upload the lossless version now? (I uh only get one shot because of the upload limit)
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 3:05 PM</small><br />
sweet! any changes at all, be super critical on the text and whatever else you want to add/take away. the closing card is simple, we could add more info like puzzlejuicegame.com and whatever. just let me know, now&#8217;s not the time to pull punches/ideas. :)</p>
<p>no, don&#8217;t upload it, i want to give it another pass on a full stomach. but the lossless version has the perfect timing. i&#8217;m actually uploading that version to my Mikengreg vimeo account just to get an idea of how it&#8217;ll look embedded. once that&#8217;s in, then i&#8217;ll know enough to produce a final version. That won&#8217;t be done for another 30 minutes (due to vimeo&#8217;s &#8220;wait in the digital, non-existent line&#8230;&#8221;)
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 3:57 PM</small><br />
Okay alright, I&#8217;m putting my critical cap on. I can be shock n&#8217; awed later:</p>
<p>ORIG: OH AND LETTERS? THAT&#8217;S CUTE.<br />
REVIS: OH AND LETTERS? I GET IT.</p>
<p>Yeah, make sure to add puzzlejuicegame.com to the end slide. In fact I would swap it with &#8220;THAT&#8217;S THURSDAY&#8221; I really like the punchiness of that line, but it&#8217;s going to get outdated&#8230; on Thursday. </p>
<p>And that&#8217;s kind of it. I&#8217;ve watched it like twenty times already and it&#8217;s still awesome. Rock on.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 4:17 PM</small><br />
sweet! done and done. plus i made some improvements to the text, colored it up a bit.</p>
<p>i put it up here: [REDACTED] i think it&#8217;s good to go. though&#8230; vimeo is sucking and is telling me &#8220;We are experiencing technical difficulties at the moment and have temporarily turned off uploading and converting while we explore the issues. We are very sorry for the inconvenience and will keep you updated.&#8221;</p>
<p>so i can&#8217;t fully confirm how it&#8217;ll look like on the site and so on just yet, but i&#8217;m pretty sure it&#8217;s gonna be good. :)</p>
<p>yay!
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 5:19 PM</small><br />
also, can i get 5 more promos? i have a couple journos on the line.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 5:37 PM</small><br />
ok, it finally uploaded (the first draft) http://aeiowu.com/puzzlejuice/</p>
<p>the audio timing is not perfect like i want it to be. probably something with the compression. whatever, it&#8217;s better than what i had outputted earlier from AE and i&#8217;m probably the one of very few that would notice.</p>
<p>ps. also, forgot to ask, how did the meeting with [app store representative] go? i hear [app store representative]s are good people.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 8:46 PM</small><br />
Ack sorry&#8211; been out all day. Have some promo codes:</p>
<p>YLJPKKK7X949<br />
9NATYL9FMTHP<br />
4WXRJ4J9LFFH<br />
HA7HMEEWARMP<br />
F4Y6FPREFRPR</p>
<p>Sick sick! The site looks awesome. On that note: puzzlejuicegame.com  SHOULD be forwarding to asherv.com/puzzlejuice, but it&#8217;s still going to that annoying google site on my end. It says it can take up to 48 hours to take effect, but I&#8217;m impatient. Does it work for you?</p>
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 8:48 PM</small></p>
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 8:49 PM</small><br />
DOUBLE SEND X2 COMBO
</div>
<p><cite class="asher">Asher</cite><br />
<a name="priceTalk"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 9:08 PM</small><br />
haha. rock! i&#8217;ll send these out with you CCed. i&#8217;ll try and tap into the [app store representative] Overmind and reach his subconscious that way.</p>
<p>the site is working for me, and i&#8217;m passing around to trusted cohorts around the aeiowu global alliance, it seems to work so far&#8230;</p>
<p>also, people are scaring me by saying &#8220;whoa, $2.99, pricey&#8221;. o_O oh well. but really, i wanted to say before you release that link change the button to &#8220;coming on 1/19&#8243; or something so people don&#8217;t get confused when the link goes nowhere, then change on release day, obv.</p>
<p>and let me know when you get dat trailer up, b. :)
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 9:27 PM</small><br />
Well the secret thing about the price is that we&#8217;ll lower it to 99c on Day 2 or 3 &#8220;temporarily.&#8221; </p>
<p>The main reasoning behind that price point is that there&#8217;s a huuuge gap in the customer base that will spend 99c and the customer base that will spend 1.99, but the gap is much smaller between 1.99 and 2.99. And the reason that we don&#8217;t just release at 99c is that the higher price point allows us to lower the price at all. And when we lower the price&#8211; bots+people pick up the sale and that&#8217;s basically free press for us. </p>
<p>It&#8217;s a super businessy reason, but apparently it&#8217;s worked pretty well for a couple of my friends.</p>
<p>Side note: Just a taaad stressed because I just received the contract from The Odd Gents and had to do some arguing. But in the end nothing has changed on your end and you should be getting your 20% right off the get-go, just as we negotiated. Moral of the story: get a contract early, even from your friends that you trust. >_<
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 9:33 PM</small><br />
aw shit, sorry man. :( that&#8217;s never fun.</p>
<p>ah interesting. i&#8217;m down with your strategy, we just never talked about anything like that so i wasn&#8217;t sure of your reasoning. sounds sound to me!
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 9:40 PM</small><br />
gah, i&#8217;m getting the old google deadzone on puzzlejuicegame.com&#8230;</p>
<p>hmmm, do you have a way to edit your DNS Zone File? Lowering the TTL value should help take that 48hour window to something like 15 minutes, at least in my experience.
</p></div>
<p><cite>Greg</cite><br />
<a name="dnsTrouble"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Tue, Jan 17, 2012 at 9:41 PM</small><br />
it sends me to a strange url, maybe you&#8217;re doing dev on it though, so just ignore this if so: https://sites.google.com/a/puzzlejuicegame.com/sites/system/app/pages/meta/domainWelcome</p>
<p>ok, i&#8217;m sure you have enough to worry about, i&#8217;ll get outta your hair
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Wed, Jan 18, 2012 at 2:43 AM</small><br />
agh it worked for like a second and now it just forwards to a blank page. I&#8217;ll just be here watching Sherlock all night and checking to see if my tiny DNS changes worked every fifteen minutes&#8230;</p>
<p>On the bright side, the site looks great with the new trailer! http://puzzlejuice.asherv.com</p>
<p>Also I took a moment to make my website into a real thing: http://asherv.com. I sorta borrowed your CSS magic verbatim, is that okay?</p>
<p>Also I was advised to make an actual press release, so here it is:</p>
<p>FOR IMMEDIATE RELEASE</p>
<p>January 17, 2012</p>
<p>Indie Devs mash-up to deliver iOS puzzle mash-up game</p>
<p>Student game developer Asher Vollmer teamed up with Greg Wohlwend (the artist behind popular iOS game Solipskier) and Jimmy Hinson (Mass Effect 2 composer) to create Puzzlejuice, a brand new game for iPad and iPhone that will punch your brain in the face on Thursday, January 19! </p>
<p>Puzzlejuice is a super fun mash-up of block-sorting, match 3, and word-finding; all in one brightly colored package. It was designed to challenge both your spatial and verbal abilities and if you don’t feel overwhelmed then you might not be human. Developed with a focus on tight design and a clean, highly-polished aesthetic, this game is guaranteed to hook your brain and never let go.</p>
<p>Puzzlejuice was originally prototyped by Vollmer over his summer break with the backing of The Odd Gentlemen (of The Misadventures of P.B. Winterbottom fame) but he had to stop working on it in order to focus on his senior year of college. The game sat dormant on his iPad for months until he visited the game festival, Indiecade, and was inspired to start showing the prototype around. Players were so hooked and the response was so positive that he began to work on a finished version immediately after Indiecade’s closing ceremonies. Greg volunteered to replace Vollmer’s programmer art after falling in love with the prototype and together they developed the super clean art-style that will make Puzzlejuice a force to be reckoned with.</p>
<p>Trailer can be seen here: http://puzzlejuicegame.com<br />
For more information, contact Asher Vollmer: asher@asherv.com</p>
<p>So yep! Hopefully I can get the site working at some point tonight and then we&#8217;re totally super press-ready for tomorrow.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 18, 2012 at 2:48 AM</small><br />
site works great for me now! perhaps the planets have aligned and everything actually WILL fall into place? :) </p>
<p>portfolio is cool too! i&#8217;m honored. press release is really good too, one of the less annoying i&#8217;ve read. good good good
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 18, 2012 at 6:18 PM</small><br />
sweet! check: http://www.joystiq.com/</p>
<p>boom!</p>
<p>my number is [REDACTED] so text me if you need me. in case there is stuff. i&#8217;ll be on call for launch or anything we need. minutes can matter a ton once this guy goes live, and etc.</p>
<p>two things: do you wanna put analytics up on the site? might be fun to track stuff? also, the real-time shit on google analytics is&#8230; addictive and amazing. like crack on launch day.</p>
<p>also, would you mind if i tracked the app with my AppViz? I&#8217;d need your user/pass for your apple developer account and i can tap in that way. i totally understand if you&#8217;re not comfortable, but if you are, i&#8217;d love to watch the numbers come in on my end as well. obviously i would never ever use it for anything else but viewing the stats in a 3rd party app. ps. AppViz is probably the best way to keep tabs on your numbers&#8230;</p>
<p>ok, i think that covers all concerns so far. happy launch eve. revel in the stressful excitement that is your potential financial security! ;)
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Wed, Jan 18, 2012 at 7:03 PM</small><br />
Oh freaking sweet!!</p>
<p>Man I&#8217;m nervous. But I think I&#8217;ve taken care of everything? </p>
<p>Did you get my analytics invite?</p>
<p>Totally cool about my dev account. I&#8217;ll text the info to you.</p>
<p>Ahhh I&#8217;ve gotta get off my computer now. I&#8217;ve been staring at the godaddy site for too many hours. (Hey it actually works on my end now)</p>
<p>Congrats on finishing up everything! I&#8217;ll see you on the other side :D
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 18, 2012 at 7:07 PM</small><br />
yep yep, got it!, everything&#8217;s good.</p>
<p>HIGH FIVE!
</p></div>
<p><cite>Greg</cite><br />
<a name="itsAlive"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Wed, Jan 18, 2012 at 11:52 PM</small><br />
i think the app is live now in the EST (10 minutes early), so you can switch out the buy links for this: <a href="http://itunes.apple.com/app/puzzlejuice/id457273926?mt=8" target="_blank">http://itunes.apple.com/app/puzzlejuice/id457273926?mt=8</a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 12:06 PM</small><br />
it&#8217;s relatively quiet press-wise and etc. and already #134 in Games on iPhone: <a href="http://appshopper.com/bestsellers/games/paid/?device=iphone " target="_blank">http://appshopper.com/bestsellers/games/paid/?device=iphone</a>!!!
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">GREGREGREGREGREGREG</small><br />
featured! </p>
<p>congrats dude! mufuckin&#8217; congratulations!
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 4:29 PM</small><br />
Holy crap! Congratulations, dude! Ahhhhhh!
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 4:33 PM</small><br />
Ahhhhhh!!!!!!!!!!!!!!!!!!</p>
<p>pretty heavily featured in the games section as well #2 billing as well as the left-most mid-size banner a bit down the page.</p>
<p>now to switch from incessantly refreshing the app store to incessantly refreshing appshopper.com
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 4:42 PM</small><br />
I think this is a good time to lower the price :D
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 4:44 PM</small><br />
definitely!
</div>
<p><cite>Greg</cite><br />
<a name="neuroticGreg"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 5:02 PM</small><br />
so not complaining, but noticed something weird.</p>
<p>before the feature went up. like RIGHT before. we were at something like #126 in all apps, #65 in all games.</p>
<p>then we get featured</p>
<p>now we&#8217;re nowhere to be seen on top 200 in all apps and we&#8217;re #145 in all games.</p>
<p>now i was thinking, and that seems completely bass ackwards but perhaps at the end of a feature cycle things really slow down, but the really prominently featured stuff, right when it hits, all gets shoveled to the top and we got overtaken somehow? so while we were actually creating a really good amount of buzz pre-feature, it was sort of big fish in a little pond. then we got dumped into a big lake with a bunch of other big fish. hmmm, maybe?</p>
<p>i just checked appshopper (where i&#8217;m getting all the above figures) against itunes and i&#8217;m getting shockingly different numbers. though, itunes can be slow on the update compared to appshopper. anyway, in itunes it&#8217;s: #117 in apps, #69 in games.</p>
<p>maybe appshopper is shitting us.</p>
<p>ok, well this has been another edition of Greg&#8217;s Neurotic Sales Figure Fantasy Island. tune in next time.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 5:12 PM</small><br />
whoa, you just dropped er to 99! dayum!!!!</p>
<p>ok, so on the site button it says 2.99 and it also says &#8220;tomorrow&#8221; up there in the description above it. just noticed that tomorrow thing like 10 minutes ago.</p>
<p>:) :) :)
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 5:13 PM</small><br />
Just updated. HARD REFRESH.
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 5:15 PM</small><br />
fuck yea, i just held the SHIFT key like it was my infant daughter. booya! (gotta update mine now too!)</p>
<p>to the moon,
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 5:19 PM</small><br />
right after that tweet, we&#8217;ve got like 60 concurrent people on puzzlejuicegame.com</p>
<p>god i love these realtime analytics
</p></div>
<p><cite>Greg</cite><br />
<a name="lockout"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 5:22 PM</small><br />
dude says he can&#8217;t download it because it&#8217;s being modified?</p>
<p><a href="https://twitter.com/#!/wesleyStuckey/status/160124573302534144" target="_blank">https://twitter.com/#!/wesleyStuckey/status/160124573302534144</a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 5:23 PM</small><br />
That should only last for like a second. Tell him to retry!</p>
<p>Ouch these page hits are HOT HOT HOT
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 5:30 PM</small><br />
i&#8217;m a burnin&#8217; up in heeeeere! haha</p>
<p>seriously. i want to fly to LA, jump from the emergency hatch, skydive into your window and before i land at terminal velocity, give you the largest high five in recorded history.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 5:57 PM</small><br />
i logged into my mikengreg account and tried it, but to no avail.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 6:54 PM</small><br />
keep ya head up, nothing we can do at this point other than be vigilant when it&#8217;s back up. we are still rising in teh charts bit by bit, so it seems like _some_ people are able to buy it at least. :)
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 7:04 PM</small><br />
also, i&#8217;m sorry about jumping the gun. :/ i should have cleared it with you first.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 7:07 PM</small><br />
No worries! I had no idea about the effect it would have. I thought wildly adjusting prices was standard for the app store.</p>
<p>People are still buying it! Our ranks are still on the up! And this all before there are any reviews out! :D</p>
<p>Geeze we need to high five like crazy.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Thu, Jan 19, 2012 at 7:12 PM</small><br />
=D
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 12:15 AM</small><br />
i just scored near 2 billion with amy, but mostly because the multiplier broke. it&#8217;s probably why this score is possible: <a href="http://forums.toucharcade.com/showpost.php?p=2100865&#038;postcount=49" target="_blank">http://forums.toucharcade.com/showpost.php?p=2100865&#038;postcount=49</a></p>
<p>i have some other bugs and stuff with more detailed reports, but i don&#8217;t want to inundate you with stuff until you&#8217;re ready. i&#8217;m happy to investigate further and give you cases to reproduce them as well, but yea, just seeing what your general thoughts/plans are for a patch (if at all).
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 12:31 AM</small><br />
shit yes we&#8217;re #35 dude! #35 overall on all iPhone apps. iPad? #23!!!</p>
<p>we are gaining like 10 spots every hour or so.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 1:36 AM</small><br />
So yes absolutely I want to work on updates and support the game! In fact I really want to be working on the bug fixes right now but I&#8217;m pretty sure my anxiety is increasing with every spot we climb and that&#8217;s making it pretty hard to code and problem-solve right now. </p>
<p>Okay so here&#8217;s the plan &#8212; assuming I don&#8217;t die of a heart attack tomorrow:</p>
<p>ASAP: v1.0.1 &#8212; Major bug fixes &#8212; tiles overlapping, powerups disappear, blocks freezing, multiplier freezing, score freezing, starting w/ powerups</p>
<p>This month: v1.0.2 &#8212; Better game experience &#8212; Game saves even when it&#8217;s shut down, iCloud</p>
<p>Next month maybe?: v1.1 &#8212; Additional features &#8212; New powerup, Impossible Mode maybe, Android version
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 2:05 AM</small><br />
sweet! ok, yes. and that&#8217;s what i wanted to hear. don&#8217;t have a heart-attack please. do what you want for sure, but i&#8217;d recommend maybe just taking a few days off to do whatever. there&#8217;s nothing else to do other than maybe answer an email or two but that can wait anyway. you deserve it. i know the anxiety you speak of. i had chest pain last night and the sweats. a first for me. but yea, i think you should feel good about everything, the game is a fucking smash dude! we are #32 overall, i think that&#8217;s higher than solipskier ever climbed. so yea. i think if we put out an update in the next couple of weeks that would be pretty speedy, so don&#8217;t feel like it needs to happen in a few days or anything.</p>
<p>big ups!
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 12:25 PM</small><br />
Okay, I&#8217;m feeling better today!</p>
<p>When do you think we should raise the price again? I think we should at least go up to 1.99 at some point.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 12:32 PM</small><br />
hmmm, i&#8217;m really going to leave that up to you, but we can avoid the lock-out if we set schedule the price 24hrs prior, right? i&#8217;d say maybe a price raise after a week? when we aren&#8217;t featured anymore?</p>
<p>personally, i dunno, i&#8217;m fine with 99c for awhile, i think it gets pj into as many hands as possible that way, which will spread through word-of-mouth that much more and give us a longer plateau. at least in my addled mind.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 2:44 PM</small><br />
my friend raigan emailed and was wondering about a steam release and at first i was like pffffbt. that makes no&#8230; but then i was like wait, it&#8217;s unity. and then i said &#8220;oh damn, WASD/SpaceSlam for tetris and mouse/click for block popping and word spelling. that could work really well actually!</p>
<p>anyway, just another thought in the bucket.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 2:46 PM</small><br />
I was thinking about that! It would actually be _SUPER HARDCORE_ ambidextrous sheeyat. Which sounds awesome.</p>
<p>Steam or Facebook? Hmmmmm
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 2:50 PM</small><br />
nice! i think i might be able to recall my CS skills from long ago and command my puzzlejuice cockpit with great mastery.</p>
<p>ahhh, right. hmmm. steam? :P that&#8217;s my vote! because well, people pay money. if we do a downloadable we open up steam, then mac/pc on your own site, a possible humble-bundle inclusion. mac app store?
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 6:03 PM</small><br />
top score right now is 6.7 trillion. either it&#8217;s a jailbreaker script kiddie or they tapped into the invisible multi bug and played for 18hours straight.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 6:13 PM</small><br />
Ah yeah, I just noticed that. This is part of the reason that I want to release the new version ASAP. It will create a new version of the gamecenter leaderboards, which I want to get out of the way as soon as possible.</p>
<p>Also I just got an offer from <a href="http://www.the-app-shack.com/" target="_blank">http://www.the-app-shack.com/</a> and they were asking if we were interested in dressing up their site with a Puzzlejuice theme. Their message:</p>
<p>&#8220;As you know we really dig your new game and love the art style of the game.  We also think that those same slick graphics would look extremely rad on the site.  So if you have a full site image to use we will put it up for free until we get another offer for that space.  This is basically so developers notice that the option is available.  No strings attached. We just want an awesome background for the site.&#8221;</p>
<p>Let me know what you think. Totally okay to disregard it if you&#8217;re too busy or just don&#8217;t want to. </p>
<p>Okay I think I have my head together. Diving into Unity now! gogogogo
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 6:18 PM</small><br />
oh that&#8217;s sweet! :) sure, i mean why not, free advertising. do you wanna try giving them the .ai file and if they aren&#8217;t comfortable i can make something to a specified size, but if it&#8217;s just as simple as us sending them this and they maneuvering it, that&#8217;d be sweet.
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 6:20 PM</small><br />
ps. not sure if it came across but i&#8217;m almost positive (though you&#8217;d probably know better) that that 6trillion score is some jailbroken bs. but maybe someone played it for that long? i&#8217;m not sure how exponential that multi can get. especially when it&#8217;s over 9000
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 6:26 PM</small><br />
Okay that&#8217;s good to know! I found a Unity plugin with an isCracked() callback which should help stop that sort of bidness.
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 6:29 PM</small><br />
badass. </p>
<p>you want my bug list? you probably know of all the bugs, but i thought i&#8217;d share (also, you got my fwd sms message from BMcC yea?)
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 6:31 PM</small><br />
Yep got it! And yeah lay it on me! The more information the better.
</div>
<p><cite class="asher">Asher</cite><br />
<a name="remainingBugs"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Fri, Jan 20, 2012 at 6:39 PM</small><br />
this is more of a list than a proper report. but i&#8217;m just outlining them and if you have trouble tracking anything down, seriously, don&#8217;t ever hesitate to put me on the case to try and reproduce any of them. i like the challenge and if it offloads some of the stress on you, then it&#8217;s worth it ten times over.</p>
<p>1. Overlapping letters on certain blocks, appears to happen more often when certain power ups are firing and more often with powerup blocks themselves.<br />
2. Overlapping menus when quickly switching between them very very quickly (while one spells out, you spell another), highly reproducible.<br />
3. Complete freeze during game; block shadows remained on the board at first, then entropy continued and more shadows stayed, whole blocks froze in position and eventually the game stopped producing blocks. music continued.<br />
4. Complete freeze during game; red blinking continues<br />
5. Music hitching/stuttering on startup of game mode, highly reproducible, happens every time i think.<br />
6. Powerups getting thrown off due to word spelling, seems to be consistent when spelling a 5 letter word where the powerup is within the blast zone.<br />
7. Sometimes after a multiplier expires, a new one won&#8217;t be visible, but still counts up (evidenced by when i lose, the 437x comes up at the end). hard to reproduce (and exploit! ;) )<br />
8. Twitter request token seems to be expired for some people I&#8217;ve talked to. (EDIT: this seems to be an issue with the user, not the game, or perhaps even Twitter).<br />
9. Report on freeze/crash: Rotating a falling piece at the very bottom so it went to the -1st row (over the HUD) did it. The other major one involved a floating piece and unlimited time before the next drop, only returning to normal when I made some random movements. It wasn&#8217;t the Freeze power up, either, but almost certainly related.<br />
10. Slammable block in rotation &#8220;step&#8221; of tutorial (blocks out and can&#8217;t continue). The player was in teh tutorial and was asked to rotate the block, but slammed it by accident instead, causing a total lock out and they needed to hard quit the game via the task manager.
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sat, Jan 21, 2012 at 7:35 PM</small><br />
whoa! never saw this before o_O this must be how the trillions people are gettin&#8217; it. :)</p>
<p><a href="https://twitter.com/#!/ryanmalm/status/160882200563286016/photo/1" target="_blank">https://twitter.com/#!/ryanmalm/status/160882200563286016/photo/1</a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sat, Jan 21, 2012 at 7:59 PM</small><br />
Oh yeah I&#8217;ve gotten a couple emails about that. I love honest people!</p>
<p>Any ideas where to put the &#8220;sign out of twitter&#8221; button?
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sat, Jan 21, 2012 at 8:02 PM</small><br />
options? hmmm&#8230; maybe it could be an option when you hit the tweet button. like next to &#8220;tweet&#8221; there could be a button that is &#8220;sign out&#8221;
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sun, Jan 22, 2012 at 2:40 PM</small><br />
i consider this to be one of the higher honors a game can ever get: <a href="http://forums.tigsource.com/index.php?topic=23919.msg678600#msg678600" target="_blank">http://forums.tigsource.com/index.php?topic=23919.msg678600#msg678600</a></p>
<p>seriously, :)
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sun, Jan 22, 2012 at 4:28 PM</small><br />
Oh geeze. That&#8217;s amazing.</p>
<p>I feel all warm and gooey inside.
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sun, Jan 22, 2012 at 5:27 PM</small><br />
So it looks like we&#8217;re going to need some sort of loading indicator for old devices. Like a spinning gear or something similar. Think you can whip something up? It would always go over the transition screen,</p>
<p>Oh god it takes forever to load on my friend&#8217;s old 3G
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sun, Jan 22, 2012 at 5:31 PM</small><br />
yea no problem! comin&#8217; up. do you want it in a sprite sheet?
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sun, Jan 22, 2012 at 5:33 PM</small><br />
Soitenly!
</div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sun, Jan 22, 2012 at 6:08 PM</small><br />
ok, it&#8217;s in the dbox (not first draft, though that&#8217;s an option if you want to try it).</p>
<p><a href="http://aeiowu.com/blog/images/blog_PJMail116.png"><img class="mailThumb" src="http://aeiowu.com/blog/images/blog_PJMail116.png" /></a>
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sun, Jan 22, 2012 at 7:59 PM</small><br />
ok, i&#8217;ve been playing for awhile, haven&#8217;t run into any bugs, have been stress testing menus and everything as well. seems to be running smoothly! is there anything specific you want me to test other than just play play play?
</div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<div class="asherMail">
<p><small class="timestamp">Sun, Jan 22, 2012 at 8:12 PM</small><br />
Sweet! That&#8217;s awesome to hear :D</p>
<p>Can you try playing it on your iPhone and tell me what you think of the controls and if they feel like they&#8217;ve changed? Otherwise all the big bugs are late game and I have no idea what causes them so just play til you feel like stopping!
</p></div>
<p><cite class="asher">Asher</cite></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Sun, Jan 22, 2012 at 9:05 PM</small><br />
ok just played a couple games on euro on the phone, feels a bit more sensitive? the diagonal word stuff seemed like i had less chance to screw up by going over to the next letter, but also more insensitive in so far as i had to go a bit deeper into the title. also, the slamming felt slight more insensitive, but the moving left and right felt more sensitive (hence my initial reaction). maybe the moving should be more sensitive? the block slamming is tough because for veteran players you just want to flick it, while newbies probably do that and then get scared because they didn&#8217;t mean to. not sure if that helped.</p>
<p>in bug news, i did come up with something. i played a euro mode (bombs,drill,freeze) and lost normally (i think i left some powerups on teh board, not sure really) and then went straight out to a zen mode and started with a frozen-looking and drill block hanging at the top. also had a 18x multi hanging there to start with. seems like the euro mode leaked into the zen a bit? i will try and recreate again and see if i can come up with something more concrete.
</p></div>
<p><cite>Greg</cite><br />
<a name="theEnd"></a></p>
<div class="clear"></div>
<div class="gregMail">
<p><small class="timestamp">Mon, Jan 23, 2012 at 3:17 AM</small><br />
Ok, so this makes for the 365th email twixt us. seems like a good place to stop. I&#8217;ve started compiling the emails into a blog post, just got about a dozen in there so far, but I&#8217;ve made an account on aeiowu.com that you can use to see the article. you have to login at that address first with this info:</p>
<p>[REDACTED]</p>
<p>let me know what you think of that format, i&#8217;m just going to chip at it and we can sit on the post until we&#8217;re ready to publish. no rush or anything on my end, but i figure it might gives us a little boost of exposure. maybe not. either way people are sure to be bored by what might be largest wall of text ever published on a blog anywhere. ;)</p>
<p>ok! welp. we&#8217;ll just stop here as far as what we show people so there&#8217;s a clear cut-off. maybe we&#8217;ll do a part 2 later&#8230;
</p></div>
<p><cite>Greg</cite></p>
<div class="clear"></div>
<p>Thanks for reading everything. Even if you made it this far by simply scrolling to the bottom of each post, you&#8217;ve journeyed far and I thank you. If you did read some of it, maybe you can help compile some interesting bits into the comments and I will add it to the top of the post for a summary. Right now though, I just got done copying, pasting and downloading attachments for 6 hours straight. Goodnight!</p>
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		<item>
		<title>Breaking the Seal with Puzzlejuice</title>
		<link>http://aeiowu.com/puzzlejuice-and-beyond/</link>
		<comments>http://aeiowu.com/puzzlejuice-and-beyond/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 03:04:22 +0000</pubDate>
		<dc:creator>aeiowu</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://aeiowu.com/?p=729</guid>
		<description><![CDATA[Wow, it has been over sixteen months since I released my last game, Solipskier. Before that, Mike and I were releasing games every few months. It was a pace that I really took for granted. Since Solipskier I&#8217;ve taken on &#8230; <a href="http://aeiowu.com/puzzlejuice-and-beyond/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>
Wow, it has been over sixteen months since I released my last game, <a href="http://solipskier.com" target="_blank">Solipskier</a>. Before that, <a href="http://mikengreg.com" target="_blank">Mike and I</a> were releasing games every few months. It was a pace that I really took for granted. Since Solipskier I&#8217;ve taken on between five and six separate projects and none of them have seen more than a few breaths in teasers or cryptic mentions on twitter. So today, I can finally announce Puzzlejuice.
</p>
<p>
<img class="full" src="http://aeiowu.com/blog/images/blog_pj2.png" />
</p>
<p>
For the last couple of months I&#8217;ve been working with <a target="_blank" href="http://twitter.com/clckwrk">Asher Vollmer</a> on a really rad game called Puzzlejuice. It mixes Tetris, boggle and match-three styles into a concoction of pure fun. It&#8217;s coming out on iPad, iPhone and iPod as a universal app on <strike>the 26th</strike> the 19th. Asher just submitted to the app store last night, then proceeded to sleep for 37.2 hours. I&#8217;m so pumped to see what people think, I think the game is just crazy fun. I mean, seriously, it&#8217;s not because I worked on it. I play this game everyday and discover new strategies all the time, especially in single-screen co-op on the iPad. Damn that&#8217;s a fun way to play.
</p>
<p>
<a href="http://aeiowu.com/blog/images/blog_pj1.png" target="_blank"><img class="full" src="http://aeiowu.com/blog/images/blog_pj1.png" /></a>
</p>
<p>
<span id="more-729"></span>
</p>
<p>
From where I&#8217;m standing, the idea behind Puzzlejuice is to give you three things to think about, which ends up being one too many. In order to make room for more blocks you need to spell words in eight directions and you get new letters with each full line you complete. You can also use contiguous patches of three or more blocks to burst them into letter blocks. And then there&#8217;s the ever-decreasing multiplier, if it runs out, kiss your high score hopes goodbye. This is the headspace you get into after playing a dozen or so games and you realize that, like in Solipskier, keeping your multiplier in tact should be your sole goal if you are going to medal.
</p>
<p>
And that&#8217;s not including the tornado, bomb, letter-nuke, freeze, drill or slammer powerups. The strategies can get really interesting at higher levels, so most of my commentary involves that stuff, which is sort of like speaking an unrecognizable language to new players. Regardless, in the beginning, there is no greater satisfaction than setting a five letter word a-jiggling, releasing your finger, and setting off a clear-the-entire-board explosion all thanks to your expert spelling and vocabulary.
</p>
<p><h3>But more about me me me</h3>
<p>It&#8217;s been interesting balancing a lesser role on a greater number of projects. With Puzzlejuice I was strictly the guardian of Looks. I came into the project after the whole design had been proven super fun, so that experience was more about enhancing what was there as opposed to being part of the groundwork. I can&#8217;t say it&#8217;s how I always want to work, but in a way this time around, it was refreshing to divorce from that part of a game&#8217;s development. In fact, a number of games I&#8217;ve been working on in 2011 have been that way.
</p>
<p>
If all doesn&#8217;t go horribly wrong, I should release five full games in 2012, and hopefully in the first half of the year. I can&#8217;t wait to show you them all, this is just the beginning. Within the next couple of weeks up to release we should have a trailer showing off the game and a few other things up our sleeve. If you&#8217;re interested in getting a preview build and you&#8217;re the kind of person that can help us if you play a preview build (devs, press, influential members of congress) then please drop me a line! I want you to want it. It&#8217;s seriously that fun.</p>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Critiquing Critiques</title>
		<link>http://aeiowu.com/critiquing-critiques/</link>
		<comments>http://aeiowu.com/critiquing-critiques/#comments</comments>
		<pubDate>Thu, 15 Dec 2011 05:17:03 +0000</pubDate>
		<dc:creator>aeiowu</dc:creator>
				<category><![CDATA[Design]]></category>

		<guid isPermaLink="false">http://aeiowu.com/?p=705</guid>
		<description><![CDATA[Thinking about how we critique each other is just as important as the changes we bring up in those critiques. There is no right way to critique someone, it depends on the topic, the audience and many other factors. But &#8230; <a href="http://aeiowu.com/critiquing-critiques/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>
Thinking about how we critique each other is just as important as the changes we bring up in those critiques. There is no right way to critique someone, it depends on the topic, the audience and many other factors. But there is a good and bad way to do it. We can hone it towards something sharper.
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<p>
Recently, I watched this video critique on the new Twitter browser interface design by <a href="http://twitter.com/ys" target="_blank">@ys</a>.
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<iframe src="http://player.vimeo.com/video/33696934?title=0&amp;byline=0&amp;portrait=0" width="540" height="418" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>
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<p>
I too, think Twitter&#8217;s redesign makes some missteps, but this video is not a fair critique. When we evaluate others creative work, especially in the field of design where &#8220;form follows function&#8221;, it&#8217;s incredibly important to lay out where the words of criticism are coming from. Context. Criteria. These are incredibly important. If I designed a chair for babies but one of my friends came along and ripped into me because they didn&#8217;t find it very comfortable, well that&#8217;s not very fair, is it?
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<p><span id="more-705"></span></p>
<p><h3 class="post">Criteria</h3>
<p>How do we measure the values of a design? What are those values? Perhaps the designers at Twitter had to pick a target and that target is not us. However obvious it might seem that Youssef&#8217;s critique was based on the fact that he is&#8230; him, it remains implied and should be addressed. Beyond that, he mentions little reason for each criticism he makes. What does he want from Twitter? He says in the beginning that everything feels cramped, but never talks about why he&#8217;d like it to breathe more. Define the rules, then go in and describe how they&#8217;ve been broken. No matter how obvious they seem, they still need to be addressed.
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<p>
Here&#8217;s some potential criteria for criticizing New Twitter:
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<ul>
<li>We are the early adopters. We are the users that believe in what is most central to your product. Tweeting.</li>
<li>New Twitter should allow for more space and less options because Twitter has always been about simple public messages shared amongst all users.</li>
<li>The tweets are the most important part of Twitter. Focusing on their parameters and peripheral functionality detracts from their importance in a negative and confusing way.</li>
<li>Tertiary eco systems like &#8220;Who to Follow&#8221; and metadata should be more context based, tailored for new users as opposed to veterans with their own discovery systems.</li>
</ul>
<p>
But these rules are what one person would like to see from Twitter. I would like it too. Make it two people. But beyond us, Twitter might have a different goal in mind: Growth. As a business, growth is king, at least it always has been in this consumer driven economy. That&#8217;s what that &#8220;Who to Follow&#8221; box is for on the left [maybe]. To give someone with no idea about twitter an idea.
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<blockquote><p>
Hey, ok! I&#8217;ve got a Twitter account. Now what? Nobody is tweeting&#8230; Hey what&#8217;s this? Ok I&#8217;ll follow them.
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<p>
This kind of mechanism allows for new users to grow and become invested in Twitter. However, another thing that might be important to new users could be to simply understand what Twitter is. Without any tutorial, seeing the &#8220;product&#8221; for the first time, a new user might very well miss that she could tweet with the blue button in the top right, or the now-small text box on the left sidebar.
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<p>
Using this assumed criteria of &#8220;New Twitter is designed for new users&#8221;, some inconsistencies start showing up. Perhaps I&#8217;m wrong. It&#8217;s pretty likely. However this is where another key component of a critique could help us move towards an understanding. A dialog.
</p>
<p><h3 class="post">Dialog</h3>
<p>Without some kind of conversation, be it real-time or asynchronous, we really have no idea what the design team was intending with rolling out this new design. To simply cry out that this is &#8220;bad&#8221; without knowing what type of yard stick to measure it by, serves nobody. I think it&#8217;s likely that Youssef&#8217;s critique will receive little more than a few words from the design team. That&#8217;s not the design team&#8217;s fault, it&#8217;s Youssef&#8217;s. He didn&#8217;t start a conversation. If you watched the video and put yourself in the shoes of Twitter, it might feel more like being talked at, rather than talked with.
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<p>
There are pitfalls though. Dialog in a critique can often turn quickly into a rationalization mechanism. For each point made, the designer might snap back with a reason for that issue. That&#8217;s fine, and somewhat expected, but when this happens on nearly every point, it&#8217;s more of a coping mechanism for the designer than reaching an understanding about where she was coming from. Often times, if enough rationalizations are made, they often turn into excuses and it&#8217;s easy to see that when set side-by-side, they themselves don&#8217;t mesh into a single vision/strategy.
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<p>
Within the video, Youssef mentioned that the design team did get back to him on his initial list of points about the new design. They said they were &#8220;subjective&#8221;. I agree that hearing that response can be frustrating. We are in a subjective medium. Anything creative is subjective. Though the practice of good design has been around for centuries now and we have a rubrik to go by. We can talk intelligently and weigh design choices against an intention. But we must know that intention. We must talk to each other. Without that, it will remain a subjective opinion as opposed to seeing eye to eye on a design problem.
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<p>
And why should they? They might have screwed up, they might have lost sight of their original intention with New Twitter, who knows. It&#8217;s not really our business, but something isn&#8217;t hitting the mark. Either it&#8217;s not meant for &#8220;us&#8221; or somewhere along the line, the design got out from underneath them and became something else entirely.
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<p><h3 class="post">Player&#8217;s Rage</h3>
<p>Curiously, game designers are probably much more familiar with the kind of reaction that Youssef had to the Twitter redesign. Being a designer himself, he feels it&#8217;s a little more inexcusable to ship a product with these issues that cause a lot of friction in his experience. Furthermore, he&#8217;s a longtime user and has gotten used to how Twitter worked previously. The problem is, that in interface design, we don&#8217;t see the same kind of rage that we do when we watch people play our games.
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<p>
It has become somewhat of a tenant of game design to never take your player&#8217;s reactions at face value, but certainly listen to them. They are pure, but the reaction is not the solution. In games, people have a sense of agency that is unparalleled in all other media. Because of this fact, players have no problem speaking extremely candidly about how they feel during an observed game session. This is great. But we always have to temper their reaction. If a player says &#8220;That boss in level 5 is way too hard.&#8221; That doesn&#8217;t mean the solution is making it easier. If a player says &#8220;I couldn&#8217;t shoot fast enough.&#8221; Changing the rate of fire on a certain weapon type won&#8217;t fix his concerns. It&#8217;s likely there is more going on. Designers have to be incredibly observant and take into account the entire experience. &#8220;I couldn&#8217;t shoot fast enough&#8221; might simply mean that the enemy&#8217;s movement pattern is too sporadic and needs to be more predictable. Perhaps the game needs more visual/audio queues to hint at the pattern so the player can fire with more accuracy.
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<p>
This &#8220;rage&#8221; imparts a beautiful kind of honesty from players, but it&#8217;s less connected with emotion when interacting with more inert experiences like a webpage. While the fire from Youssef gives off a bit of a sulfurous scent, it is still lit with the best intentions. However, the leading with that &#8220;fire&#8221; is helping anyone. I don&#8217;t think UX designers can filter that kind of criticism into something useful, not because they are somehow bad at it, but because the criticism is not paired with the experience of actually watching that person use their product.
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<p>
Preparing criticism for a fellow designer should not only involve illustrating the problems with the design, but also include a second pass over those points that transmutes them from raw data into something more useful. By turning inward and evaluating our own thoughts on another&#8217;s design, a rant can turn into an undeniable argument fairly quickly.</p>
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		<title>Flash is dead</title>
		<link>http://aeiowu.com/flash-is-dead/</link>
		<comments>http://aeiowu.com/flash-is-dead/#comments</comments>
		<pubDate>Mon, 14 Nov 2011 19:02:53 +0000</pubDate>
		<dc:creator>aeiowu</dc:creator>
				<category><![CDATA[Editorial]]></category>

		<guid isPermaLink="false">http://aeiowu.com/?p=683</guid>
		<description><![CDATA[No. As a rule, I always balk at sentences structured like &#8220;______ is dead.&#8221; To declare something dead that is clearly alive is well, wrong. Of course, this is more of a colloquial statement, right? It&#8217;s actually a campaign to &#8230; <a href="http://aeiowu.com/flash-is-dead/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>No.</p>
<p>As a rule, I always balk at sentences structured like &#8220;______ is dead.&#8221; To declare something dead that is clearly alive is well, wrong. Of course, this is more of a colloquial statement, right? It&#8217;s actually a campaign to spread the idea that we should <i>kill</i> Flash.</p>
<p>Let&#8217;s not.</p>
<p>Flash is very much alive and that&#8217;s really its best feature. The fact that Flash has something like a 98% penetration rate on all PCs means that publishing something in Flash on the internet can mean the maximum amount of exposure for anyone willing to publish. The only barrier erected between a potential player and your game is a hyperlink. They click it and boom, they are playing. That is incredible.</p>
<p>If we all went around calling for the head of an imperfect piece of software or platform then well, we wouldn&#8217;t have nice things to play with anymore. Flash has its flaws, many of which I am unaware of. However one thing I am very much aware of is how Flash changed my entire life. I am a game developer and if it were not for Flash, its tools, its exposure and its market, I would not be a game developer. I am positive of that.</p>
<p>Flash allowed me to get things done and get them out there to anyone that cared to look. <a href="http://intuitiongames.com" target="_blank">We</a> needed to learn how to make small games and grow our designs incrementally. All of our <a href="http://intuitiongames.com/game-archive" target="_blank">early games</a> were sold for sponsorship on <a href="http://flashgamelicense.com" target="_blank"> FGL</a> and while the sums of money weren&#8217;t huge, they were enough to allow us to make the next, better game. It was a hand-over-fist education in game development and the existence of Flash made it all possible. <a href="http://occupyflash.org" target="_blank">These guys</a> shitting all over that hard-cut path we took are being far too cavalier.<br />
<span id="more-683"></span></p>
<h2>&para;</h2>
<p>There are thousands of developers out there right now, many of them extremely young, that are becoming computer literate through the medium of Flash and ActionScript 3.0. How is that &#8220;fascist&#8221;? The tools to create Flash .swfs are potentially open and free. There are game engines and frameworks wrapped around Flash that are also completely free. There is nothing overtly oppressive about Flash Player. I know of 3rd graders who are creating animations and even games in Flash, and they can share them with the world nearly instantaneously. They are getting excited about the world of game/animation/software development because it&#8217;s a platform and tool that can be grasped fairly easily. Even if they can&#8217;t code, these kids can make Flash animations and peek inside of what it might be like to make a full on &#8220;thing&#8221; and show&#8230; <i>everyone</i> with a computer!</p>
<p>Also. This whole OccupyFlash campaign feels very much like a progressive &#8220;anti Internet Explorer&#8221; campaign. Flash is not Internet Explorer. It&#8217;s not the same problem. Flash is not a &#8220;lens&#8221;. People do not load anything through Flash that isn&#8217;t Flash. Flash is more like an image format than a web browser that malforms otherwise well formed content [like Internet Explorer does]. If you have Flash on your website, then you have it on your website and it&#8217;s a known quantity. Having a plugin [like Flash] on your system doesn&#8217;t mean your whole internet experienced is wrecked.</p>
<p>Ok, so a restaurant website made entirely in Flash isn&#8217;t a super great thing these days, but when I can make a Flash game in a couple weeks, not knowing the first thing about &#8220;design patterns&#8221; or whatever, then I&#8217;d say that&#8217;s a pretty big win for being another two-by-four in the bridge between the code-literate and the laypeople. A witch hunt on Flash is misplaced aggression. If Carlos O&#8217;Kelley&#8217;s creates their whole website in Flash then that&#8217;s Carlos O&#8217;Kelley&#8217;s problem.</p>
<p>There is no greater good served by killing Flash. It doesn&#8217;t help web standards, it just kills Flash because we need to &#8220;make way for new stuff&#8221;. Why? Is Flash in the way? If tools for HTML5 improve and eclipse Flash on usability and performance then that&#8217;ll be a natural transition to that platform. Why make that transition harder and more awkward by removing something that a ton of people rely on currently? HTML5 has a ways to go, and it&#8217;s exciting to see better options for things like video and certain elements on webpages, but it&#8217;s not ripe yet. Exploration is awesome, let&#8217;s push the boundaries of this new HTML5 format for games, but why junk the car that&#8217;s working perfectly fine when the new model is still being constructed on the factory floor? Let&#8217;s just wait. Let it chill on the windowsill while we keep on with Ol&#8217; Trusty.</p>
<p>Here are some game developers that have made amazing games that probably wouldn&#8217;t be the same without Flash. There are many more that I have forgotten and even more still that will emerge as Flash continues to provide a great path for becoming a game/software developer.</p>
<ul>
<li>Edmund McMillen [Super Meatboy]</li>
<li>Colin Northway [Incredipede, Fantastic Contraption]</li>
<li>Metanet [n+]</li>
<li>Andy Moore [Steambirds]</li>
<li>Adam Saltsman [Canabalt]</li>
<li>Terry Cavanaugh [VVVVVV]</li>
<li>Increpare [shitloads of games]</li>
<li>The Behemoth [Castle Crashers]</li>
<li>Tyler Glaiel &#038; Jon Schubbe [Closure]</li>
<li>Amanita Design [Machinarium, Samarost]</li>
<li>Honeyslug [Hohokum]</li>
<li>Tametick [<a href="http://cardinalquest.com/" target="_blank">Cardinal Quest</a>]</li>
<li>Krystian Majewski [TRAUMA]</li>
<li>FastRam Design [UpBot Goes Up]</li>
<li>Tons more&#8230; [suggest and I'll add them]</li>
</ul>
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		<title>Newest Tease</title>
		<link>http://aeiowu.com/newest-tease/</link>
		<comments>http://aeiowu.com/newest-tease/#comments</comments>
		<pubDate>Mon, 14 Nov 2011 03:35:59 +0000</pubDate>
		<dc:creator>aeiowu</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://aeiowu.com/?p=680</guid>
		<description><![CDATA[I&#8217;ve stopped working on this but recently picked it back up after working a bit on it with Roger Levy here in Baltimore. It&#8217;s a personal project of mine that I&#8217;m very passionate about. I almost let the cat out &#8230; <a href="http://aeiowu.com/newest-tease/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://aeiowu.com/blog/images/gameCircleTease.png" /></p>
<p>I&#8217;ve stopped working on this but recently picked it back up after working a bit on it with <a href="http://rogerlevy.net/" target="_blank">Roger Levy</a> here in Baltimore. It&#8217;s a personal project of mine that I&#8217;m very passionate about. I almost let the cat out of the bag for IGF submission time but I think she needs another year before she&#8217;s ready.</p>
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		<title>Newer Tease</title>
		<link>http://aeiowu.com/newer-tease/</link>
		<comments>http://aeiowu.com/newer-tease/#comments</comments>
		<pubDate>Wed, 05 Oct 2011 23:13:09 +0000</pubDate>
		<dc:creator>aeiowu</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://aeiowu.com/?p=646</guid>
		<description><![CDATA[It&#8217;s almost the 6th and in the interest of my own impatience, what the heck; here&#8217;s a little tease of another game I&#8217;m working on right now. Numbers are involved, it would seem. Can you crack the code?]]></description>
			<content:encoded><![CDATA[<p>
It&#8217;s almost the 6th and in the interest of my own impatience, what the heck; here&#8217;s a little tease of another game I&#8217;m working on right now. Numbers are involved, it would seem.
</p>
<p>
<a href="http://aeiowu.com/blog/images/gameNumbersTease.png"><img class="full" src="http://aeiowu.com/blog/images/gameNumbersTease.png" /></a>
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<p>
Can you crack the code?</p>
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		<title>New Tease</title>
		<link>http://aeiowu.com/new-tease/</link>
		<comments>http://aeiowu.com/new-tease/#comments</comments>
		<pubDate>Tue, 06 Sep 2011 16:23:25 +0000</pubDate>
		<dc:creator>aeiowu</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://aeiowu.com/?p=618</guid>
		<description><![CDATA[I&#8217;ve been teasing a few things here and there over the past couple months and announced 2 of the 5 projects I&#8217;m currently working on: Ridiculous Fishing and Infested Planet. I leaked a tiny obfuscated bit about a new Mikengreg &#8230; <a href="http://aeiowu.com/new-tease/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been teasing a few things here and there over the past couple months and announced 2 of the 5 projects I&#8217;m currently working on: Ridiculous Fishing and Infested Planet. I leaked a tiny obfuscated bit about a new <a href="http://dribbble.com/shots/227106-Game-Badge" target="_blank">Mikengreg joint</a> that we&#8217;re pretty excited about and now here&#8217;s another mysterious baby carrot to dangle in front of you.</p>
<p><a href="http://aeiowu.com/blog/images/gameCoverTease.png"><img class="full" src="http://aeiowu.com/blog/images/gameCoverTease.png" /></a></p>
<p>I also added a little secret to the site a couple weeks ago, it&#8217;s not too hard to find but can you be the one to unravel its deep mystery? o_O</p>
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