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Smoothness

Smoothness. If there was one aspect of Osmos that we were psychotically obsessed with during development, it was smoothness. Just like driving on freshly laid asphalt, skating on a rink just after the Zamboni has gone by, skiing through light untracked powder, gliding down a trail on a mountain bike with 10 inches of suspension, or gliding your Mote through the Blobiverse to gobble up an Ovarium, we knew that smooth travel brings joy to the human condition.

We strove for smoothness in our visual design; the slow pulsing glow in the motes, the hypnotic drifting particles inside your player that slowly tumble out into the Blobiverse, the growing and decaying starfield in the background, and gentle visual transitions between scenes. We were careful too with audio. There’s no game event that can cause the music to suddenly stop with a crash like a drunkard stumbling into the record player at a party. We chose an ambient soundtrack without a dominant beat, so that the player doesn’t unintentionally speed up the Mote in response to the music. And to keep the music a part of the background noise of the Blobiverse, rather than just a soundtrack playing along with the game, we had to change the speed of the music when the player changes the simulation speed of the Blobiverse.

Bringing this artistic vision to the iPhone was a tough technical challenge. The phone is powered by a tiny lithium-ion battery about half the size of my thumb, and to make good use of this minuscule power source, the computing and graphics power of the phone are kept low. If either the CPU (computing power for physics simulations, gameplay, sound, and user input) or the GPU (graphics power for drawing the scene) hit their limit, the animation starts to get choppy, like a pot-holed highway in New Jersey. And so began a long two-pronged process of code optimization.

Seeing other iPhone games that have complex worlds full of people, buildings, cars, and guns you may wonder why it would be difficult to animate our 2D retro-style arcade game. The performance secret for a 3D game is walls. The player can’t see through walls, so once a portion of the screen is taken up by a barrier, the computer can just ignore everything that exists behind it. In contrast, everything in Osmos is translucent, giving the soft, glowing, jellyfish atmosphere to the game, and so the computer has to draw everything within the player’s field of view every frame.

After a few months of work, we were starting to be satisfied with the game’s performance on the iPhone, when Apple announced the iPad. We knew this large touch-screen computer would be the perfect device for Osmos. Being lowly Canadians, we couldn’t get our hands on an actual iPad till many months after the U.S. release. In the meantime, we developed Osmos using Apple’s excellent simulator software, but we didn’t know how the performance of the iPad would compare to the iPhone until we could actually run the game on the device. The 2nd generation iPhone had been GPU limited, the 3rd generation had been CPU limited, but we hoped that the iPad wouldn’t be limited at all. But we knew we wouldn’t get a free ride once several developers noted that the GPU on the iPad was somewhat underpowered.

The area of the iPad screen is 8 times larger than that of the iPhone, while the number of pixels on the screen is just 5 times larger. I now need to take a brief aside to laugh at the marketing term HD. HD stands for high-definition, which most people would interpret to mean high-detail, fineness, or in computer terms, pixels per square inch. The iPad has only 5/8ths as many pixels per square inch as the 3G iPhone, which means that all those iPad games that distinguish themselves from the iPhone version with the name HD, are actually lower definition than the iPhone. The iPad has even lower definition when compared to the high resolution 4G iPhone, with the iPad having 1/5 the pixel density. Of course, pixel density isn’t everything, and the iPad is a joy simply because the screen is larger. And I will now guiltily confess that when you install Osmos for iPad, Hemisphere Games also shows the name of the game as Osmos HD. But mom, Billy was playing with the chainsaws first.

Marketing silliness aside, the fact remains that the iPad has to process 5x as many pixels as the iPhone. Our tests indicated that the iPad graphics card was only 3x as fast as the iPhone. So once again, we had to put on our thinking hats, and see what last corners of Osmos we could optimize. The Apple documentation let us know that overlapping transparency is hard on the graphics chip and encouraged us to create opaque, easy to draw worlds, but we really wanted to keep the soft glow of Osmos. Still, it was time to make some concessions for the mobile platform, so we turned on our debugging tools to see what graphical element in Osmos was causing the most overlap. In the following debugging screenshot, black areas of the screen contain nothing at all (easiest on the GPU) dark green areas have lots of overlap (tough on the GPU), and the light green areas have 1 or 2 overlapping elements, perfect for creating that soft glow.

Debug view of overlapping stars

Debug view of overlapping stars.


Normal view of starfield.

All that empty space was weighing down the GPU.

It was quickly apparent that our background star field was using up all the graphics power. In the PC version, the stars are created randomly at varying sizes to try and cover the background space of the Blobiverse. For the mobile versions we generated a grid and tried to distribute the stars evenly, while being careful that the visual effect didn’t look like a grid. The resulting stars look a bit flatter than the PC version, which had us disappointed for a while, until we regained some perspective and remembered that we were trying to run Osmos on a phone. The new stars made Osmos run twice as fast, which was a very exciting optimization.

Intelligent distribution causes far less overlap than random placement.

Intelligent distribution causes far less overlap than random placement.


The new starfield looks remarkably similar to the old one and runs at twice the speed.

The new starfield looks remarkably similar to the old one and runs at twice the speed.

Why did Apple, with the physical space and much larger battery reserves of the iPad, use an underpowered graphics chip? Well, the cynic in me suspects that they want you to buy another iPad when they release the next generation and describe the graphics card as being x-times faster. But given how important a successful launch of a tablet computer needed to be in an unproven market, I suspect the true answer reason is heat. A powerful graphics processor uses a lot power, generating a lot of heat, creating much discomfort in your lap.

In the end, we were very pleased with the buttery smoothness we could drag out of miniaturized low power devices. There’s still a few tiny hiccups and jerks that our OCD personalities would love to see disappear, but perhaps we’ll have to wait for the next generation of high technology to emerge from Apple.

Osmos (for iPhone) Released

Ah, the joys of the App Store: the iPhone version of Osmos is now available worldwide, and we didn’t even have to push a button to make it “live.” That said, we’ve done a lot of work leading up to this, and we’re excited! If the iPad version is a good indicator, we’re hoping it’ll be a hit!

If you’re interested in all the juicy details about Osmos on the iPhone, visit this page. Or, if you trust us implicitly, (as you should ;-) ,) click the App Store image below and buy this glorious piece of iPhone gaming goodness for just $2.99 (in the US); and then, write a review on the App Store (or “promote” others’ reviews), and tell your iPhone gaming friends.

Buy on Appstore
Once again, we’d like to thank and congratulate the man behind the port, Aaron Barsky. He’s done an amazing job, as we think you’ll agree. We’d also like to thank our friends, family and awesome beta testers who helped us get here.



Well, now that all iOS devices are covered, (updates aside of course,) we plan on writing a few “post-mortem” posts about our experiences in iOS-land and the App Store. Hopefully they’ll both amuse and be useful/interesting for other devs and curious fans. Here are some of our planned topics:

  • iPad vs. iPhone development and optimization.
  • “The Russian!”
  • Why Osmos is not a Universal app. (It’s not just because we’re greedy.)
  • Adventures in iTunes Connect.

So check back in this space soon for more…

Thanks, and happy Osmoting!

Osmos (for iPhone/Touch), coming August 5th

It’s official: Osmos will be coming out on the iPad’s sexy little sister on August 5th! It will feature full Retina display and iOS 4.0 support, along with all the familiar features from the iPad version: addictive, physics-based gameplay, fluid multitouch controls, lush, flowing visuals, and a chill, ambient electronic soundtrack. It will be priced at (the low, iPhone-market style) $2.99.

The #1 question we get asked is “how will Osmos look and play on the iPhone’s small screen, especially with my fat fingers?” The answer: very nicely! Check out this video to see it in action.

We’ve put a lot of work into this version (in fact the iPad “inherited” a lot of that work), and we hope you’ll enjoy it! For more information on features, the trailer, and awesome reviews of the iPad version, check out the Osmos for iPad page.

Osmos Video Tutorial

Well, it’s been a little over a week since Osmos for iPad hit the App Store, and we couldn’t have asked for a better reception — thanks everyone! As a small thank you (and in acknowledgment that some of the levels in Osmos aren’t easy!), we’ve put together this little video tutorial to help. Specifically, this covers the last five levels of the Odyssey - Precision 4 through 8 - but it has tips that apply to a variety of levels. In particular, I give some general tips on how to control your orbit in the second level, “Sabotage.”

What? A “walk through?” Yes. We see Osmos as an arcade game — not a puzzle game, where giving away “the answer” can rob players of the satisfaction of discovering the solution for themselves. Here, it’s more about your understanding and skills; and as you improve, we believe your enjoyment of the game will also increase. We really want people to be able to finish the Odyssey (which we see as an introduction to the various level types) and spend their time enjoying and building skills at their own speed in Arcade mode.

So, without further ado, here it is.



Osmos for iPad Release

The iPad version of Osmos is hitting the App Store today, and, needless to say, we’re excited and proud. Some are calling it - gasp - the definitive version of Osmos. Gizmodo even called it “What iPad Gaming Should Be All About.”

ipadosmos2001

Pardon the “2001, A Space Odyssey” inspired, over-the-topness; the shape of the iPad, Osmos Attractors, the new Odyssey game mode… we’re just feeling a little epic. Can’t you just hear Thus Spake Zarathustra playing in the background?
If you’re interested in all the juicy details about this unique version of Osmos, just visit this page. Or, if you have an iPad and trust us implicitly, (as you should ;-) ,) click the App Store image below and buy this glorious piece of iPad gaming goodness for just $4.99; and then, write a review on the App Store and tell all your friends.
Buy on Appstore


We’d also like to thank and congratulate the man behind the port, Aaron Barsky. You may remember him from such blog posts as Mac Osmos and the sordid Confessions of an Indie Game Developer. He’s done an amazing job, as we think you’ll agree.

Finally, a big thank you to our friends, family and awesome beta testers who helped us get here.

Happy Osmoting!

Osmos for iPad, coming July 8th

We’ve been working on this one for quite some time (over six months, actually) and are excited to announce the upcoming release of the iPad version of Osmos!

As I mentioned in a previous post, we learned a lot from the development - and feedback! - from the PC/Mac/Linux versions of Osmos, and have reworked the “i” Versions from the ground up: new game structure, sweet multitouch controls, more levels, difficulty curve smoothed out, new menus, everything tweaked for the screen size and processing power of the device, etc. We’re very happy with the results, and friends who are familiar with the game are saying this may be the “definitive version” of Osmos!

Here’s the original Osmos trailer, which is still totally relevant to the new version (it contains all the levels seen in the video)

And here’s a little hands-on sneak-peak of Osmos HD on the iPad

The iPhone version will come roughly a month after the iPad version, but the latter was so strong we decided to focus on it first. So for those of you with an iPad, mark July 8th on your gaming calender. We think you’ll be pleased!

Linux, the Numbers

A little over a month ago we released the Linux port of Osmos, promising statistics on our sales and downloads. We wanted to find out - from a financial perspective, for our studio - “is it worth porting games to Linux?”

The short, simple answer… is “yes.”

Did we get rich off it? No. But the time we invested was repaid, with room for margin of error, and possibly with a little extra at the end. Allow me to break it down:

Costs

It took Dave six weeks to do the port, including time spent testing across multiple flavours of Linux, and running the beta from start to end. Personally, I’m really impressed with what a solid job he did, and how quickly he did it. I doubt an experienced Linux programmer could have done it much faster, especially since Dave was already intimately familiar with the codebase. In fact, it’s hard to imagine porting any game to Linux much more quickly. (Excluding games built in Flash and engines that already support it of course.) The code was engineered to be cross-platform from the start, built on libraries like OpenGL, OpenAL, libogg/libvorbis, freetype, etc. In addition, Aaron had already done a great job on the Mac port, ironing out any remaining gcc/abstraction details. All this to say that Osmos was primed and ready for Linux-porting, and all work done on that front was specific to Linux.

We spent an additional week or two on miscellaneous tasks, including some additions to our e-commerce/delivery system, support, community, PR time, etc.

So… let’s call it an even 2 man-months across the board for our studio. A big question is, what’s a man-month worth? All I can say is, if your answer is the industry consulting standard of $10k/month — you’ve way overbid, and put the Linux port of Osmos into the financial-loss category. However, as independent developers with a passion for what we do, our goals and desires are considerably lower than that (i.e. less than half).

Revenue

Unfortunately, this isn’t so simple for us to measure. We’re selling Osmos under a pay-once-for-all-platforms philosophy — for $10 you get the Windows, Mac and Linux versions. So the numbers are fuzzy. What we can determine though, is how many times each person downloaded each version. We can also look at our sales graph over time, where there is a clear and obvious spike associated with the release on each platform.


Sales per day. (Pardon the ugly graph. Also note that the regions are very roughly drawn,
and do not reflect exactly how numbers were estimated.)
sales_graph2

On first glance, one very cool stat emerges: our best sales day ever (by 29%) was right after the Linux release, similar to what 2dboy experienced with World of Goo. That said, the spike is also somewhat narrower than what it was for the Windows or Mac releases. In any case, if we measure the area above the “background noise” for the Linux release (based on the previous month’s sales), this gives us a conservative lower bound on sales. I say lower bound for several reasons. 1) As many Linux folk have pointed out, some purchased Osmos prior to the Linux release in support of our studio and on the promise that we would deliver the port. 2) There may still be some Linux mini-spikes to come, and future “background noise” will of course include Linux customers. That said, based solely on these numbers, Linux accounts for roughly 15% of our sales to date.

download_percentages We can also determine an upper bound based on client downloads. Here we see that 21% of all our customers have at least clicked on the Linux download link.

You may notice that the percentages add up to more than 100; this is because customers can download on multiple platforms. In any case, it’s safe to call this an optimistic upper bound, as I know for a fact that some customers click on every download link just to test it out. Also, it’s impossible to know if some of those people would have made the purchase based solely on the Linux version.



So as a bottom line, Linux accounts for between 15% and 21% of our sales, with the “real” number being somewhere in between.

Profit

When we say “yes, it was worth porting Osmos to Linux”, we’re basing it on the lower bound. If the reality is closer to the upper bound: that’s “gravy”. The tail: more gravy. (Though it does cost us time and money to support and maintain the site).

It’s also important to note that this analysis applies only to sales from the Hemisphere Games website. The majority of Osmos sales come from portals — in particular, Steam. (Steam’s recent addition of Mac support has had a huge effect on our Mac numbers.) If we were to include portals in this analysis, the percentages would look very different. So in the bigger picture, the lack of a strong Linux portal makes it a much less “competitive” OS for commercial development. Of course, if Steam or another successful digital distribution portal decides to support Linux, that’d be major! Like… extra gravy. With stuffing. Mmmmm… stuffing…

A few more stats…

As any Linux user or developer knows, there’s more than one way to skin a distribution on Linux. Dave created four different packages: .deb, .tar.gz, a 32-bit .rpm, and a 64-bit .rpm. Here are download stats by distro.

So .deb is more in demand than all other packages combined, while the 32- and 64-bit flavours of .rpm are rather low. A question I have for the Linux community is: could we have skipped the .rpm packages? That is - to be completely materialistic about it - how many sales would we have lost as a result? (Just curious…)
distros



Another point of interest for us was referring web traffic, and we were surprised to see where much of it came from. Here are the sites that generated the most traffic for the Linux port:

  1. linux.org.ru
  2. linuxgames.com
  3. habrahabr.ru
  4. hup.hu
  5. planet.ubuntuusers.de
  6. linuxtoday.com
  7. happypenguin.org
  8. root.cz
  9. linuxlock.blogspot.com
  10. planet.ubuntu.com
  11. linuxfr.org
  12. linux-gamers.net
  13. linuxjuegos.com
  14. and a special mention goes out to Liam Dawe of gamingonlinux.info, who helped spread the word to a number of those sites! :)

While we expected/hoped to see traffic from sites like linuxgames and happypenguin, we were very surprised to see the amount of interest from Russia and Eastern Europe. Apparently Linux gaming is alive and strong in that part of the world!

“I am not a number — I’m a free (as in speech) man!”

People are interested in numbers, and we’ve provided them, but that’s just one dimension of the story. As independent developers, there are other more altruistic factors that are important to us.

Before I go on, I must admit that I’m spoiled. Dave did all the hard work on this port, and all I did was some website work: extending our digital delivery system, etc. So I’ve experienced nothing but the happy glow of the release, and from my perspective the Linux community has been awesome and generous. We’ve received a heap of positive and encouraging feedback, which is always nice to hear. Support emails for Linux are night-and-day-different from Windows or Mac — they include the log, version numbers, stack info, troubleshooting schemes already attempted, etc. Sometimes they even include the solution to the problem — just letting us know. And Linux users are vocal — there have been some amazing people in the community that have helped spread the word. We simply could not have done this ourselves; we wouldn’t have known half the places to approach, and even if we had we would have come across as fish-out-of-water. So once again, thank you.

That’s it for now on sales. We’ll probably follow up with some additional stats on the Linux tail in a month or two; but in the meantime, if you have any questions or comments, fire away!