Only a day later than I promised, in game development terms that's still early.
The project we've been working on for Aardman digital for a while now has finally gone live. Hurray!
As a bit of history to our input, we produced 5 "grey box" prototypes for the 5 different games way back ( Before the World Cup, just to keep things topical ) and wrote up the GDD's for them, I think we had 7 days to knock them out, which was a bit of a squeeze, especially considering three of them needed box2D, which is never the most fun thing to use.
From there we picked up the "Chick 'n Spoon" and "Alien Athletics" games to build into alpha, and then a little while later took on "Baahmy Golf" ( Then called "Holing up" ).
As development progressed it became apparent that we just didn't have the time to make the 3 games, so with some reluctance we had to hand over a couple of our babies for adoption.
That left us with Alien Athletics. Want to see some in development shots ? Yeah, sure you do.
This was the first grey box buildThe prototype build, with parallax and Sonic like curvy tilesAnd this is what it grew up to be.
I think we could have stuck with my art, but there you go.
For those of you interested in the more techy side, the scroller worked like scaletrix, so it would pick a "Super tile" ( A 500px or so wide tile ) and then pick a connecting tile from random so in theory we'd have an infinite undulating background.
Unfortunately time didn't allow for the design of these tiles quite how we planned, so the same code is there, it just doesn't bother picking random tiles, just sequential ones.
As for slope running ( There are still some small slopes in there ) we used dirty old hitTest against a collision mask of the tile. Dirty, quick to implement and abusing the cpu slightly, but looks good and works, and that sometimes that is more than enough.
And I think that the only thing left for this post is to link to the game. It is a beautiful looking project, and I'm really proud to have been a part of it.
Play it play it play it.
PS. I'm sure there's more to share about this project, but I'm crunching like snow underfoot, so I'll probably pad this out over a couple more posts.
... just so snowed under client work that there's hardly room to breathe (or to sleep while we're at it).
So just to show that this place isn't a deserted place on the web here's a tiny text only post.
Oh. And "The Hellstrom Project" is on twitter now (and whenever there is a hint of free time I'm working at it) if you like you can follow it here: http://twitter.com/HellstromGame.
And now, more amends ...
Small picture post this time.
This is "Danielle" (or what she looks like atm) for the RPG'ish game I'm working on in Unity. The project isn't quite showable atm, but I promise to upload something when there is more to see (like having Danielle walking around).
She'll def get a visual overhaul for the game (and this model will be used as "Generic Femal Player") as the "real" Danielle will get a lot more "pirate" to her outfit. (The other two playable characters will be quite different, but more on that ... later)
She's modeled from a foto reference with a good set of idealizing the model and she'll need some optimizing as the whole model is using 3.6k triangles atm, though she can be reduced safely to about 2k polys.
So long and back to Unity, nGFX
Just a quick picture post, showing the title screen of my first personal game this year. Should be finished in a couple of days.
It's not an overly creative gameplay, but for the sake of it I wrote a minimalistic particle thingy that really makes it a glittering experience to play. Once I've got the sound in it should at least score in the mood department.
We're having multiples here. Multiple reasons to be happy that is.
Most of them are to do with the World Cup, but here's one which isn't. Our first game for the very lovely people at Aardman went live mere hours ago.
Shaun's Big Lunch
It's a reskin of sorts of PhotonStorms' Quartet
game. I'm really pleased with how it turned out especially due to a pretty aggressive time scale and it being our first live project with Aardman. There are usually workflow issues when working with new teams for the first time, but this was silky smooth, great work from all those guys there, and the assets are as good as you'd expect, just stunning and a joy to work with.
And isn't it nice to actually release a game rather than just talking about it. I'm hoping this is going to be the start of a fairly steady stream of new releases which we've got penciled in, next up should be Destroy More Cars
, then Game'88
, our swanky new Facebook game and then a couple more secret ones, not to mention a little something in Unity at last.
It's nice to have the next couple of months planned out, it really helps give us some focus and direction. Now enough from me, go and eat, eat like you've never eaten before.