Monday, January 31, 2011

Update 23: New Items

Greetings, MilMonauts,

MilMo has been updated again, so let's get down to business! A new Teleport to Friend feature has been introduced. If you have Telepods, you can use this feature to meet up with people from your friends list! We've also increased all quest rewards a lot. Some medals, however, now yield less gems.




The Swordsman Suit suits most adventurers. So does the haircut "Shockwave".

The mighty Overlord Helm! It's based upon Alice's suggestion from the "make a hat"-contest held at the Forum.
To see the original hat, click here.

Update 23 brings you a whole set of new hairstyles.
Watch out for the Magma Blade. So hot it will make you melt!


The sharp and shiny Storm Blade. Go for the pirate look together with the new Pirate Hat and a fashionable Skull Belt.

Romantic punk. Is there even such a thing?

 Anyway, here's what's new:
  • New Teleport-to-Friend feature! 
  • All quests have increased gem rewards 
  • New, awesome clothes in Cash Shop
  • 3 new and cool swords in Cash Shop 
  • New quests! 
  • New V.E.I.L. quests for members! 
  • Faster load times 
  • Bug with Epic Sword visuals fixed
  • Improved bad word filter 
  • Improved GUI for Star Token collection
  • The Winterfest event is over

Not bad! Let us know what you think about the new updates. 
We love feedback! Stay tuned for more exciting MilMo updates!

Yours,

Sara

Friday, January 28, 2011

Game Design Student?

How do you end up doing games for a living? For some this might be their biggest dream. For me it was one big coincidence. Unlike some people I know, I haven't been playing games since I was a kid. I didn't grow up with the Nintendo 8-bit. I don't get all nostalgic and dreamy when someone mentions Final Fantasy VII or Monkey Island. Sure, these are great games, but I spent my childhood climbing trees and collecting weird creatures in my basement.

Before I moved to Sweden I lived in the Archipelago of Finland
One Easter I was visiting Oslo, Norway, and my uncle gave me a copy of Halo: Combat Evolved and Red Alert. These two games completely absorbed me for the rest of my stay in Norway, and when I got home to Finland I had to buy Halo. I couldn't get any rest before I knew what happened to Master Chief. A couple of years later, I had started reading the PC Gamer magazine, not only because I was interested in the gaming news and reviews, but because I liked to look at the pictures and dream about what the games would be like. What would it be like designing stuff in the game? What was the story? What monsters would walk the earth in the game world? This was way more interesting to me than playing the actual game. The part I loved was to dream it up, to fantasize and design. The game companies seemed to be hubs of creativity. They had teams of skilled artist, people making up amazing stories and then mixed it all with cool music. Being a creative child, this almost seemed to good to be true. Could you really work with making these immersive products? 

Summer at the Åland Islands is great!

So when it was time for me to go to the University, PC Gamer had an article covering all the computer game educations available in Sweden. Even though I'm from Finland, I googled them up, and finally decided to apply to the University of Skövde (Högskolan i Skövde).

I got in! Then I immediately hit a brick wall. Long story short, the post office lost my confirmation letter to University of Skövde. Suddenly it seemed I had lost my spot at the game design program. This left me with two choices. I could travel to Australia and work for a year (my backup plan), or I could stay and fight for my place at the University. I made non-stop calls for three days in a row. After talking to the post office, the administrators at University of Skövde, the head master and several of teachers, they finally decided I was telling the truth, and so I got in (for real this time)! I was accepted to the computer game development program as an aspiring game designer. What did I know about computers, you ask? Not much at that time. About games? Probably less than you think. I wasn't a gamer. I didn't want to be a consumer of games. I wanted to produce them.
 
During my time at the University of Sköve me and my friends made a game for the Museum of World Culture in Gothenburg, Sweden
 The courses were really hard, I didn't have my own computer and I had moved to a city far, far away from my family. But little by little I started making friends, bought my very first computer and then learned how to upgrade my computer skills. There were like two or three other girls in my class, and about 40 boys. To my surprise eventually I became ”one of the boys”, but that's a topic for a whole different story.

Grown-ups likes trees too!
It might be a big coincidence that I ended up taking computer game development, but there's nothing random about how I was drawn to such a creative industry. By now, I realize how much hard work there's behind a game. It's not just about dreaming or doing all the things you love. Sometimes making games is tough, tiresome work. But the feelings of giving you, the MilMo players, a new update, makes it all worth while! Every time. 

Yours,
Sara
  

P.S Inside info about MilMo? Twitter.com/Saxen8






Sara is the Community Manager at Junebud. She also works with Quality Assurance (QA) and social media. She's got a bachelor's degree in game design, but likes the social part better than tweaking numbers. She usually spends her time moderating the forum, testing the game and planning new events. 

Thursday, January 13, 2011

Jogar!

Hello, players. Today I want to talk about all of you, the people who play MilMo. If you've been using MilMo for a while, you've probably noticed that there are more players around these days. If you're a new arrival (the game has grown a lot during this last month), I want to extend a warm welcome. As I write this, MilMo has over 400 000 monthly active users on Facebook, and several more on milmogame.com and on Orkut, the leading social network in Brazil and India.



Reaching out to players is one of our top challenges, believe it or not. To play MilMo you must first know the game is there. The media flow is a competitive place, packed with noise, so getting exposure is either hard or expensive. 
 

MilMo in Portuguese
So let's take a step back and think about these things. Where do you learn about the games you play? Maybe a friend offers you a recommendation. Perhaps you see an ad somewhere on the Internet. It could be you read a review, or regularly browse something like the Featured Games Dashboard on Facebook. Whether you find a game you want to try or not when you do these things is the final link in what can be a long chain of events.

When we first released MilMo in December 2009, we used Google Adwords to create awareness. Perhaps you're one of the people who found out about the game way back then? The nice people who had been with us through Alpha also helped bring in a lot of their friends, of course, but it was great to see so many new users try the game with fresh eyes. Some of our early players made YouTube movies that helped spread the word, and we eventually got some early reviews on different game sites. Much to our surprise, we received nice reviews in Brazil, and in the spring of 2010 we had a huge influx of Brazilian players!

                        If you use Google, this will be old hat

After we released on Facebook in July of 2010, we put resources into Facebook Ads (duh) to see what would happen. The results were pretty good with lots of new people learning about MilMo. We were also helped by the fact that MilMo was a new entry that sorted near the top in our category in the Facebook games directory. That exposure meant that a bunch of players noticed our title. A lot of the Facebook players were people who hadn't played 3D MMOs before, so it's been nice to find that they seem to like it. A lot.

Google's Orkut is huge in Brazil and in India


Recently, we have begun a new round of expansion, which started when we released MilMo BR on Orkut. On the 17th of December 2010 we launched the Orkut version. MilMo BR runs on its own set of servers and is entirely in Portuguese!

MilMo's European servers, that service milmogame and Facebook


The big boost in user numbers on Facebook and milmogame.com also came in December, but was unrelated to the Orkut launch. Since the middle of last month, we've seen MilMo grow from tens of thousand of active users to hundreds of thousands. Though this has put some strain on our servers, it is amazing to see this kind of growth!

There are a lot of considerations when making games, but few are as important as reaching out to your audience. A game without players is like a party without people: a sad thing. Thank you for playing MilMo and populating the ever-expanding MilMoverse. It's going to be a fantastic journey.

All the best,

Ola


Today's post is made by Ola Holmdahl, game designer and CEO at Junebud. Ola's previous career includes teaching game design, doing game design and creating concept art. In a previous life he was a freelance artist and an academic (but not at the same time).

Friday, December 17, 2010

MilMo on the Move

We're extremely happy to be able to finally launch MilMo in Brazil, fully translated into Portuguese. Our Brazilian publisher, Mentez, has been great to work with and we're sure they will treat MilMo to a fantastic launch. The game is now available on Brazil's largest social network, Orkut and on www.milmo.com.br/ (ofcourse, neither of this will affect MilMo on Facebook or milmogame.com).


MilMo has been popular among Brazilian players from the very beginning. At first we found this a bit peculiar, but soon we found that some of the games that inspired MilMo are very popular in Brazil (for example Maplestory and Super Mario Bros). We also found that Brazil has a strong gaming culture, a fairly modern computer fleet, very computer-literate players and some 70 000 Internet cafés!

Now on to some news in MilMo Update 22!

The Flea Circus and the Kitchen

First off, we have two new and awesome levels for you, which unfolds more of the Mice & Maniax storyline and its dark mysteries. The strange and wonderful Flea Circus is finally open to the public (prepare for classic platform game craziness). Beyond it, we venture further into the mad scientist's house and try to survive the hellish Kitchen. Of course, all of this means new NPCs, creatures and tons of quests!

The Open Gift Dialog and some new Premium Items

This Holiday season the team has had great fun developing the long awaited Gift feature! In the Premium Shop, you can now click "Gift" on an item to get it for one of your friends. The recipient will get to open your present with a fun animation. Accompanying this feature is a batch of new cool premium items in the shop; weapons, holiday hats, samurai helmets, space marine outfits: you name it!

We're also launching the Winterfest Event on Seastar Resort and Kraken Island. It comes with a whole range of new Winter Medals. Collect them all and win the glorious Snow Gun!

Winterfest on Seastar Resort, and the new Profile Window

Another great new addition is the Profile Window, where you can view the details of any player. It displays information on title, membership, personal message, mood and any collected medals, tokens and reward items.


If you are playing on Facebook, you will notice that with this release, MilMo is officially switching from June Coins to Facebook Credits. Credits is the new official currency on Facebook (see how many you have in the top right corner of your browser). They are very easy to get a hold of, and they work in any game (!) on Facebook, including MilMo.

Vouchers can be upgraded to greater and greater value

With the Facebook Credits came an interesting design challenge. As we weren't allowed to give away Facebook's Credits, we couldn't convert your June Coins into Credits, and we couldn't give away Credits as Star Token awards for members. Because of this, we have come up with a new Voucher system that is part solution, part new gameplay system. A voucher is a small ticket that exists in four values: Bronze, Silver, Gold and Platinum. Bronze can be upgraded to Silver, Silver to Gold and so on. Star Tokens now award you Vouchers and your existing June Coins have been exchanged for Vouchers. To make sure we introduce the new system with a bang, we've given you Vouchers worth four times the amount of the June Coins you had!

Have Fun,

Calle

 
Today's post is made by Calle Lundgren, game designer and project manager at Junebud. Calle has been making games for everything from the C64 to the PS3. He has also had time to help found a successful band and to start up Junebud! He has a hand in everything that goes on at the company - especially MilMo. 

Friday, December 10, 2010

Channels of Communication


Since we decided to bring back Junebud's Twitter to life two weeks ago, I want to say a few words about communication. How do we, the people at Junebud, communicate with our players when we want to share news?

In the beginning there was only the homepage. Most people go to the homepage of a company if they want to find out if the servers are down, if there's a sale coming up or an update around the corner. A nice, informative and clean homepage is a great place to start. Under the category “News” you will find all the latest news and happenings within the MilMo Universe.

Next up, we've got the Forum. One big difference between the Forum and the homepage is the ability for the players to give feedback. The other difference is space. As you might have noticed we get more detailed about new updates on the Forum. Usually the post on MilMo's homepage links directly to the Forum post about what's new. This is our way of keeping away walls of texts from MilMo's homepage.

OK, so the Forum and the homepage are our two main ways of getting the news to our players. On top of that we've added the newsletter feature. The MilMo Newsletter is delivered once a month, more or less. We create these colorful, informative newsletters when we feel like we have some big news to share with you. For example: we released one when we first introduced the Shop. Managing newsletters is a delicate balance. No one likes spam, but we want our players to know whats going on. It's always a bit scary to press “send”, knowing that thousands of players will get the letter. If you messed something up, there's no way of undoing it.

Speaking about spam, that brings me to Facebook. Of course MilMo's got its very own Facebook page. Today, most companies are expected to have a site on Facebook. Facebook is the place where we share our news as briefs. It's the art of copy writing. We post status updates about once a week, so no spam. As for the Forum, players and visitors have the ability to give feedback. We might not answer all of the feedback (that would be impossible), but you can rest assured we're always lurking in the background, reading.

So, what's Twitter all about? Click here to find out


Another great source of information is Junebud's dev-blog and Twitter. Since you are reading this it's safe to assume you already found your way to the blog. This is a place for you to tell us about our thoughts when creating MilMo. What inspires us and what to expect in the future!
If you don't want to sign up for the official newsletter, Junebud's Twitter is a great option. Our Twitter is updated every time something happens to the game. Wheather it be an update or a competition, a server crash or a new, fun event, we'll post it. The reason we chose to bring back our Twitter was a suggestion from our players. They missed a way of immediately knowing when the game is updated.

The point of hawing multiple ways of communicating with our players is to make it easy for you to find your own way of staying in touch with MilMo developments. If you don't have Facebook you can always follow us on Twitter. And if you feel Twitter is not your cup of tea, then feel free to visit our homepage or forum instead to keep up with the news!

Stay tuned,

Sara

P.S If you want a sneak peak of what's going on behind the scenes of MilMo, you find my own Twitter right here.

Sara is the Community Manager at Junebud. She also works with Quality Assurance (QA) and social media. She's got a bachelor's degree in game design, but likes the social part better than tweaking numbers. She usually spends her time moderating the forum, testing the game and planning new events.
 

Friday, November 26, 2010

Wait, I'm Watching the Cutscene!

Story. Stories in games in particular. It's a problem for most game developers who make a game that isn't a pure puzzle, action puzzle or otherwise abstract game. You know what I mean: Tetris doesn't really need a story. Or maybe it does? I spend a lot of time thinking about these things.

There are a lot of ways to categorize games. We categorize by genre, of course: shooter, puzzle, racing, sport, strategy, role-playing, and so on. We categorize by what  platform a game is played on: home console, personal computer, hand helds, etc. We also categorize by the format: single player, co-op, multiplayer, massively multiplayer. Each of these categories bring with them possibilities and limitations when it comes to telling a story of some kind.

Does pinball really need a story?
If you're like me, you like story. When asked, I can name hundreds of movies, books, comics, games, songs, paintings and speeches that have moved me. The story can be a few sketched out sentences, or even a song title, like “Dancing On My Own” or “Raining Blood”. In other formats, the story is long and complex, masterfully crafted throughout an entire novel, like “Crime and Punishment”, or “Out”. A movie is only about 90 minutes, but because it is a one-way, chronologically organized medium a director can pack a large amount of story in one.

Games are their own medium, good at some things and restricted in other ways. The good thing is that we get a lot to work with. We have music and sound effects, we get all the visuals like characters, enemies, levels and props - even the Graphical User Interface (GUI) and the menus.  Most games have text, delivered in different ways, and many games have voice-over, too. Unlike most other media game designers also get actions to work with. These are usually referred to as “verbs”. Typical verbs are things like “jump”, “shoot”, “open”, “run”, “evade” and “buy”. When we watch a movie or read a book the only verbs are “watching/listening” or “reading”.

Moscow: forever associated with turning 4-piece blocks
 Not all games are the same of course. In single player games the player is closer to being part of a “captive audience”, same as when we watch a movie. That means we can expect greater patience with cut scenes as well as longer voice-overs and texts. Levels can often be more linear, which means it's easier to guarantee a particular experience. In multiplayer games people have less patience with anything that locks you down or requires long periods of unbroken attention. It's pretty easy to understand: when there are other people around, a lot of our brain power is immediately diverted to “figure out what the others are up to”. We don't want to be bogged down and risk missing important signals from opponents or team mates. That means that it's close to impossible to tell a linear, attention-demanding story in a massively multiplayer game.  Who wants to get ganked (or left behind) because they're busy watching a long cut-scene? The same goes for level design: it needs to be more open, because in a multiplayer game, many players will be looking for alternative ways of doing things. Most people don't want to do what everyone else is doing: they want to be creative and feel smart when others may be watching them.

Okay, so cut-scenes and walls of text/dialogue are out. But we still want a story, so where does that leave us? First off, I'm a big fan of scenario. By using graphics, sounds and verbs, it's possible to establish a setting and a number of tasks that need doing. Are we fishing on a beautiful river, and need to find and catch as many fish as we can in a limited time? Perhaps we're stalking through the jungle at night, looking for treasure to collect while we're fighting off conquistador zombies. In these cases, the scenario itself tells a pretty powerful story.

Is this what any of us really wants?
In massively multiplayer games players usually get to create their own avatars. As a game designer, I can't know if someone's male or female, large or small, friendly or violent, dressed for utility or for a formal function. It's the player's job to create the character and whichever way the player chooses to act determines what sort of person that character is. So as a game designer, the avatar is mainly off limits. But there are characters we do get to control, such as the non-player characters (NPCs).  In MilMo, we have a lot of fun designing and writing people like Frank, Spike, Siggie and Blue. These are the people who inhabit the MilMo Universe, and each can be an individual with problems, hopes and dreams the player can learn about. In helping the NPCs with their ambitions, the players can learn more about the world and about the people who live in it. Even a lot of single player games use NPCs to boost the story. These are usually sidekicks, like your partners in Uncharted: Drake's Fortune or Oracle in Batman: Arkham Asylum.

This game has a lot of NPCs. And it's a good thing, too!
Another way of telling the story is through level progression. Players start in one type of environment, like Lightmill Island, and then more throughout the adventure along a reasonably predictable route. In Summer Tide Saga, the theme of Alien Invasion is gradually introduced as the player progresses. (I'll avoid spoilers).

One of my favorite ways of strengthening the scenario based story telling is though “fluff items”. Fluff items are things like books, bottled messages, carvings etc. that can be found throughout the world. They let curious players learn about the background of the world, and about the different things that are going on. For players who don't care about such things, they don't get in the way and they aren't necessary. It's a neat way of getting past the problems of the captive audience and offer deeper world lore to those who are interested. In other games, such fluff items can be audio snippets or animations. I recently played Mass Effect 2. In one of the rooms aboard my ship I found two people sitting at a table talking. They were always commenting on what had just happened in the world, and always related it to their own worries regarding their family members and friends. It was a clever way of reinforcing the story and putting it into perspective without actually forcing the player to sit and listen to chatty junior crew members.

Search and you shall find. Extra story for the hungry.
But do all games need story? I guess the answer is no. But almost every game can be improved by at least a hint of story. When Nintendo released Tetris for the Game Boy, the menu had graphics representing the famous onion domes of the Kremlin. That was probably to reinforce the Russian heritage of the game. A completely abstract game like “Minesweeper”, included on most PCs, has story woven into its very name. It works on me: when I imagine a mine field that I have to clear, I have a much easier time accepting that a single mistake means game over than I would have had if the game had a nonsense name like “Grix” or “Flabbermajibbit”.

A good old classic
I really hope you enjoy the story elements of MilMo. We want to give you a smooth, unobtrusive experience that still has a clear flavor to it. We always try to include extra information for the players who like the MilMo Universe as we strive to allow the game to be action oriented and fun. After all, MilMo is a game where the gameplay the players is what matters the most. But that doesn't mean a healthy helping of story is a bad thing.

All the best,

Ola

Ola Holmdahl is a game designer and CEO at Junebud. Ola's previous career includes teaching game design, doing game design, and creating concept art. In a previous life he was a freelance artist and an academic (but not at the same time).
 

Friday, November 12, 2010

The People Behind MilMo


In this post I want to talk about who the people behind MilMo are. If you hang around on the Forum, you probably remember me talking about "the script team" or the "design team" or the "level designers". A couple of days ago I realized this might seem confusing, so today it's time to introduce the teams working day and night to make MilMo what it is!

First out we have the famous scripting team. Scripting is a bit like being a programmer, only you kind of build upon the rules the programmers already put in place. Scripters place the enemies, tell them how to react to players and make sure they drop the right loot. But our beloved scripters have more artistic assignments, too. Scripters plan, write and implement the storyline and the quests. They make sure you get your medals and your rewards. Right now our scripting team consist of people from USA, Finland and Sweden. 

The future is bright! Ola at Games Com 2010

But to make all this scripting work, there has to be a solid foundation of code. This is the code that makes everything else work. This means work for the programmers. We have gameplay programmers, web programmers, backend programmers and interface programmers. Some people think all programmers are lurking in their dungeons, afraid of sunlight and exercise. The programmers working on MilMo are bright and funny people. Some of them like hiking, other juggling and one of the gameplay programmers even grows her own herbs and spices in her garden! It seems they like to keep all parts of their brains busy. Programming is hard work, and you have to be careful about the details.

Me and our concept artist at Games Com 2010

But who comes up with the ideas for MilMo? The same ideas programmers and scripters work so hard to implement in to the game? That's a job for the game designers, who make up the design team. Being a game designer is very complex. Usually you have a lot of different skills and know a little bit about everything. You have to have good communication skills, both written and spoken, to get your ideas across to the rest of the team. You might have to tweak numbers in order to create the perfect balance for one game system (weapons for example), or you might work with designing new game play features (like the Exploration Tokens, the Shop or the special potions). It's often the designer's job to keep an eye on the rest of the team and make sure everyone keeps their deadlines. A game designer might spend half of the day with the script team talking about the look and feel of the new island, and the rest of the day working with updating the project plan. One of our game designers have even morphed into a businessman and is responsible for meeting with new investors, meeting with other companies and making sure our public relations are taken care of. The other one sometimes takes the shape of a sound designer. Game designers are shape shifters (or at least very flexible people).


So that's some of the stuff under the hood. On the "surface" you have the graphic team (also known as the art team at some companies). When you start playing MilMo your first impression is always the surface; what the game looks like. Our graphic team consist of a bunch of people with broad skill sets. We have a concept artist who draws the portraits of all the NPCs, the map and the splash screens, among other things. His job is to transform ideas into pictures, in order to help set the look and atmosphere for the game. Our 3D-artists and level designers look at these drawings, and model the objects using special software. The animator animates them to appear lifelike. The graphic team also paints textures for all items and clothes. They have an excellent eye for color and form.
A self-portrait made by our animator. She draws comics on her spare time

Our level designers work closely with both the graphics team and the game designers when they create the "physical" world of MilMo. They are the "architects" of the MilMo Universe. They listen to the designers and look at the concept artwork when they build the new levels. They constantly have to think along the lines of, “How can I make this forest/island/basement understandable for the player? How do I set the right mood with lighting? How many trees can I use on this level, if I use too many the loading time will be too long”. Our level designers have plenty of experience in creating graphics and working with 3D. 

An early concept picture of Visitor Island, made by one of the level designers

Okay, by now you hopefully know more about the teams that design, code, create and paint the game you play! When you work with game development you can't do it all by yourself (anymore). You need a lot of different people, and they all need to have some basic team working-skills.

See you online,

Sara


Sara is the Community Manager at Junebud. She also works with Quality Assurance (QA) and social media. She's got a bachelor's degree in game design, but likes the social part a bit more than tweaking numbers. She usually spends her time moderating the forum, testing the game and planning new events.