Riptide GP Splashes on to iOS and Android This Month

San Rafael, CA – October 6, 2011 — Indie game developer Vector Unit is proud to announce that their critically acclaimed water racing game Riptide GP™, previously an NVIDIA® Tegra™ exclusive, will be released for iPhone, iPad, and high-end Android devices in late October 2011. 

Riptide GP is a speed-infused arcade racing experience featuring realistic, physics-based waves and stunning visuals, ushering in a new era of console-quality titles on mobile devices.  

“We’ve taken all of our console game experience, passion for games, and our proprietary Vector Engine,” said Matt Small, Creative Director and Co-Founder of Vector Unit, “and jammed every ounce of it into Riptide GP to create a big, exciting, over the top 3D racing extravaganza for mobile players.” 

Players stunt, boost and rocket their hydro jets through twisting canals and rivers, futuristic cityscapes, and mysterious research facilities over an ever-changing torrent of unpredictable and undulating water.


Riptide GP goes wide end of October 2011.  

 

The long days of summer

Wow.  I just realized it's been months since we posted anything up here in the old Vector Unit blog.  Sorry for the extended downtime -- we've been craaaazzzy busy.

What have we been busy with?

Well there's Riptide GP for one.  We haven't really made any official announcements, but I don't think it's any surprise at this point that Riptide GP is on its way to iPhone, iPad, and non-Tegra Android phones and tablets.  We've been hard at work porting the game over and testing it to make sure the game is as fast and fun as possible on a whole range of new devices.  

We've also been working on a brand new game which we're really excited about.  I won't say too much about it, except that it involves water.  And moonshine.  And chickens.  Stay tuned for an announcement sometime in October.

OK well that's enough time in the blogosphere.  Gotta get back to work!  

Riptide GP Postmortem on Gamasutra

Vector Unit's Creative Director Matt Small shares his thoughts on what it takes to make the switch from console to mobile development, in this Riptide GP Postmortem on Gamasutra.

Riptide GP was developed in less than 5 months with a team of 2 people.  In addition to the challenging schedule, it was the first mobile game developed by Vector Unit.  As you can imagine, the process had its challenges:

The problem as always with a very small team -- in our case, a very, very small team -- is that there is virtually no wiggle room for unforeseen variables. We went from three week Scrum sprints at the start of the project, to two week sprints, to one week, and towards the very end we tossed Scrum completely and just went with prioritized task lists, squeezing as much as we could into the time we had. As hard as it was, it was creative, rewarding work, and somehow we managed to get it all done on time. But the process wasn't always pretty.

Check out the full article on Gamasutra for insights on pipeline efficiency, alternative business models, piracy, and more!

Riptide GP - Now with Gamepads!

The #1 console-quality racing experience on Android just got a little more console-y.

The latest update to Riptide GP (version 1.1) adds support for Bluetooth and USB gamepads.  Now you can kick back on the couch, crack open an ice-cold beverage of choice, shove your hand into a bowl of buttery popcorn and play Riptide GP without getting crumbs all over your shiny new Thrive or Photon 4G.

Bluetooth controllers can be paired with your device, and are supported on all Tegra phones and tablets.  USB controllers require that you have Android 3.1 or higher (currently this means it's only supported on tablets.)

For the best possible experience, hook up your device to your TV with HDMI too.  Now you really can have console-quality gaming on your mobile device -- only better, because when you need to hit the road, you can just unplug it and take it on the road with you.

For more information about configuring your device, check out the Riptide GP Gamepad FAQ.

Riptide GP in print

The September 2011 issue of GamePro magazine features Riptide GP on page 85, under the heading "What's a Blast on Public Transit".

Reviewer Will Herring writes:

I'm generally pretty faithful to my iPhone, but playing this impressively rendered racer on an office-owned Android made me, admittedly, just a little bit jealous that it hasn't hit the iTunes App Store yet.

We're glad to hear you liked it, Will.  And don't worry -- your iPhone may not have long to wait.  Stay tuned!

Click for a scanned version of the article. 

How Free is Freemium?

Playing Gun Bros this weekend I think I finally "get" the dual-income Freemium business model.  

I was always puzzled about why you need to design two different kinds of money in a Freemium game (at least, this type of Freemium game.)  Why not just one?  But now I get it -- Money A is is for the cheapos out there (like me) who just want to earn money by grinding, Money B is for people who give a little back to the developers -- who are willing to click on ads, invite Friends, or pay out real money -- in exchange for extra special buffs or upgrades.  (Of course you can buy extra Money A too if you want.)

I have to say, to my surprise I'm even finding Gun Bros fun.  It's a silly game, the art is cute, the game is entertaining, and the plentiful upgrades are pretty satisfying.  Even the economy -- while it seemed complicated at first -- is not overly annoying.  Haven't actually paid any money yet, although I've definitely felt the temptation.  

We've been talking a lot at Vector Unit about whether it makes sense for us to try and design a game around this type of economy, rather than our usual "old fashioned" way of just making games that people pay for once and then just...play.

Freemium is tempting.  You get craptons of downloads, and from everything we've seen if you design the game right, you can make a lot more money than you can with a regular pay-to-play game.  Also it helps combat piracy (why pirate a free game?)

But man, I don't know.  I still have some problems with this whole model.

For one thing, it seems odd to call these games "casual" when in fact the currency management is as complicated as any mid-level console RPG.  It seriously took me a while to figure out Gun Bros, and it's not even complicated compared to Farmville or something.

But also, I think there's something kind of messed up about a game that allows -- even encourages -- players to spend this much money.  In Gun Bros, the cheapest coin package you can buy is $2.99 -- which is probably about how much the game would cost if it were a P2P game.  The biggest package of in-game booster currency you can buy costs $199.  TWO HUNDRED DOLLARS.  For a simple dual stick shooter! 

I wonder if there will ever be some kind of backlash against games like this and Farmville. From a social-good standpoint, it seems like there's a very fine line between online gambling addiction and Freemium gaming compulsion. 

And what about the gamers who support these "free" games, who complain about mobile games that you have to pay for?  Do they realize what they're giving up?  That the game mechanics are designed around increasing your frustration and impatience, rather than your entertainment and enjoyment? 

I'm not saying we're not going to try this out at some point.  Man, the numbers don't lie.  But I still feel like there's something to be said for paying $2, or $5, or -- gasp -- even $20 or more for a clean, well designed game experience that doesn't ask anything from me other than my pleasure.

The tech behind Riptide GP

You would think that converting a current-gen console game engine to a phone would be a daunting task.  I’m happy to report that this is not the case!  This year’s crop of smartphones with their multiple CPU cores and competent GPUs are definitely up to the task.

When we started developing Riptide GP for Tegra 2, we had certain expectations of the performance we could squeeze out of these devices.  The GPU (graphics) more or less met our expectations, so we were able to hit our graphics quality and rendering performance targets by optimizing the fragment shaders and doing more work per vertex.  However, we were completely blown away by the CPU (computation).  The dual-core ARM Coretex A9 is an amazing piece of silicon.  What’s running in Riptide GP is the same underlying water simulation that powered our previous game on the Xbox 360!

Besides our internal tech there are three key components that made Riptide GP possible:  The Android NDK, Bullet Physics, and FMOD Sound System.  The NDK allows us to write native C++ code which is then optimized for the ARM architecture.  Bullet Physics, which we use for collision detection and rigid body simulation, just worked out of the box.  FMOD Sound System released an Android version of their SDK just in time, which has been working flawlessly since the first release.

 

Ralf Knoesel on developing games for Android

You may recall the Vector Unit team exhibited our new game Riptide GP at Google I/O back in May.  During the conference, the Google I/O team interviewed Technical Director and Lead Programmer Ralf Knoesel about developing high-performance games for Android.  

The short video gives you a little insight into what it's like these days making games for mobile platforms, and shows off some gameplay footage of Riptide GP.

Kotaku Like

The good folks at Kotaku (Mike Fahey specificially) just reviewed Riptide GP, and gave the game an emphatic thumbs-up, naming it their Gaming App of the Day:

I had no idea the sort of juice these Tegra 2-powered devices could pump out. The age of console-quality Android gaming is upon us, and Riptide GP is one hell of a good start.

Check out the full article here:  Riptide GP Rips Android Gamers a Console Quality Racer