Game Development Community

Bit Shifter

by Paul Dana · 10/25/2006 (8:05 pm) · 17 comments

BIT SHIFTER

www.plasticgames.com/dev/blog_images/flash_killbrother_small.jpg

Bit Shifter is a 3D Arcade Strategy game where you must save Bit World from infection by an Evil Virus. You play Flash Bios, pilot of the S.S. Scandisc, delivering virus cleaning robots called Bits to infected ares of bitworld. You must fight off nasty creatures that spawn from the virus, protecting the Bits, but watch out! If the virus reaches the Data Stream it's all over!

Plastic Games was formed when programmer Paul Dana met the art team of Jason Sharp and Kirk Alberts. Prior to meeting we had already become proficient in Torque engine technology and we wanted to put that skill to use and form a game development studio.

Bit Shifter (later renamed to Flash Bios after the main character) is the first project Plastic Games worked on. We worked on it from April of 2003 until October of 2005. During this time we received an increasing number of offers for contract work and eventually stopped work on the game to do contract work fulltime.

Play the Game Yourself!

www.plasticgames.com/dev/blog_images/flashbios_bit.jpg

To checkout the game download this zip file . To see the depth of this game you need only play the tutorial and the first level.

What We Learned

We learned a lot about how to make games during the two plus years we worked on Bit Shifter and even more about how not to make games.

We learned that the first and most important thing about a game is the feel of the control object. If the control object does not feel just fabulous to interact with then the game right off is no fun. Our control object is a spaceship as you see above and we made and re-made the flight model for Bit Shifter endlessly. We must have gone through six revisions and one of the last things we were working on when we stopped was the flight model.

We learned how many different details affect the feel of the control object beyond just the physics, from camera lag and camera tilt to supporting details like thrusters that rotate in the direction of thrust and impact rotations when the object is hit.

www.plasticgames.com/dev/blog_images/flashbios_hit.jpg

Above you see how the ship rotates to show impacts when hit with enemy fire. The image does not do this justice, you need to play the game really appreciate the detail that went into making just flying this ship around fun.

www.plasticgames.com/dev/blog_images/flashbios_hurt.jpg

Above you can see that, in addition to rotating under an impact the ship would start to spew smoke and the cool neon blinking areas on the ship would go from blue to red as it took more and more damage.
This kind of detail extends to the rest of the world as well. The nasty creatures that spawned from the virus would bob up and down slowly but that would increase and they would start to spew smoke and fire when hurt. When you hit them they would rotate from the impact: infact you could get them spinning like crazy it was a blast.

www.plasticgames.com/dev/blog_images/virus_1.jpg

The very terrain was a character in the game. The Data Stream represented the circuits flowing through Bit World. Each level would represent a part of those circuits with the Data Stream flowing in one side of the level and out the other. All the elements in the game from Bit Makers to Health Generators were "powered" by the Data Stream. We wrote custom rendering code to show the flow of power through the Data Stream and up the "Zor Paths" that brought power to the game ekements.

www.plasticgames.com/dev/blog_images/virus_2.jpg

As areas of the terrain in Bit World got infected they would turn an animated turbulent red to show the presence of Virus using more custom rendering code. When the Zor Paths got infected they would turn red as well and the Virus would spread quickly down the Zor Paths. If the Virus reaches the Data Stream then the level is over!

www.plasticgames.com/dev/blog_images/virus_3.jpg

A Team Was Born

www.plasticgames.com/dev/blog_images/pg_grenade_logo_comp_small.jpg
After two plus years of effort we did not have a complete game. What we did have was a vast appreciation for the effort it takes to make a quality game experience and the skills to acheive it. Best of all we had become a team.

Since that time we have been further honing our skills working on contract projects. For details on our availability please contact Paul Dana paul@plasticgames.com or Jason Sharp jason@plasticgames.com.

#1
10/25/2006 (9:42 pm)
Very nice. :)
#2
10/25/2006 (9:56 pm)
good read. thanks.
#3
10/25/2006 (10:49 pm)
Great to see this released for free to the community. Good job on finishing a game -- just finishing is a huge accomplishment and not to be taken lightly! Nice to see you and your team at !IGC -- keep in touch with your next project.
#4
10/25/2006 (10:58 pm)
Nice read - and the game looks fun as well :D
#5
10/26/2006 (12:35 am)
I have to say that was incredibly fun! I started playing and couldn't stop till finished. I hate that its a dead project.. has alot of potential.. very addicting and many nifty elements you only find in indie games.. plays like an arcade.. but requires a strategy like a puzzle or strategic game! Loved the paratrooper style strategic planning required for the virus killers!
#6
10/26/2006 (2:40 am)
Paul,

If I had any time at all I'd offer to join the effort. This has been one of the most fun entries in past IGCs, I was disapointed not to see it this year.

-Weston
#7
10/26/2006 (2:49 am)
I love this game, and have been following for as long as I have been here.
#8
10/26/2006 (5:32 am)
Damn, that's looking good... =)
#9
10/26/2006 (6:17 am)
I gave it a whirl and I am very impressed with it. Controls are excellent, gameplay is fun and the little cartoons in between missions are excellent. Well done!

Fredrik S
#10
10/26/2006 (6:21 am)
Too cool! The game concept is great. May it one day see the light of day and get completed!
#11
10/26/2006 (9:37 am)
I enjoyed the brief history, but man, it almost feels like a shame to sum up 2 years of development in a few paragraphs. I always loved the light/funny mood in BitShifter, it's definitely a quality to keep pushing in future projects. Props on the hard work, guys! (and keep on make'n cool stuff!) :)
#12
10/26/2006 (11:50 am)
Paul -- your email address is bouncing. Please email me, thanks.
#13
10/26/2006 (1:04 pm)
Just hire an intern to do some level building.. it seems soo close to quit now.. it has console gem written all over it!

If it is truely dead maybe someone will start modding some lvls for those of us addicted after level one :)
#14
10/26/2006 (2:36 pm)
I don't think we ever really considered the project dead. We love it too much to see it die completely. Maybe someday we'll dig it up, blow the dust off and see what happens.
#15
10/26/2006 (5:59 pm)
I remember playing the betas and thinking how great this is, I really think this game is fantastic!
#16
10/27/2006 (4:28 pm)
i agree... it looks great...

good to see you posting (blogging) regularly again Paul D...

--Mike
#17
10/28/2006 (2:15 am)
Its funny reading the comments how many people don't bother to read the print and just look at the pictures..