Showing posts with label Intel Level Up 2011. Show all posts
Showing posts with label Intel Level Up 2011. Show all posts

Monday, March 19, 2012

Demo finally submitted to Intel Level Up contest!

3 months in crunch mode, 2 sleep-less weeks and a fully playable demo has been developed. Evertyhing has been made under a very tight scheduled and I'm glad I was able to meet it.
It requires a lot of sacrifice and self-discipline. Indie game development is not for everyone and there are a few articles already about it.
Everything's now up to the Level Up 2011 judges. All I hope is that they have a lot of fun when playing the game.

What to include in the demo?

Initially I wanted to get ready an introduction scene and a boss battle. Shortly after I realized the timeframe wouldn't allow me to do both. I had to choose. So which one would more badass and entertain more? I went for the boss. And I'm glad I did.
In the next weeks I'll be writing about how this boss was made some other time.

The importance of contests

The contest's prizes sure are juicy. They're quite motivational. But it's not just that what makes a contest so important. They impose you a deadline. You're against the clock and you know that by certain date, you need to have a fully playable demo. And better have it polished.
“But it's a tech/prototype demo, right? Judges will take into account”. Yes, they probably will, may be they won't. But I believe a more polished, professional-looking game will be at an advantage over those that don't. This doesn't mean that an unconventional prototype-state competitor appears to be too fun has less chance to win. Additionally, here was my logic:
Among all the contest prizes, whether it was the first or the last prize, one of them is that the demo will be featured in the Steam's 'Demos' page. May be they'll ask the winners to polish a bit more before publishing the demo (i.e. create an installer); or maybe they won't. After all, the demos don't require to meet the quality standards that full-featured games have (Steam integration, leaderboards, achievements, etc)
If they won't... I asked myself, “Do I really want my game to look unprofessional when it goes to the demos page? Judges may be forgiving on prototypes, but gamers/consumers aren't”


And there it goes. A driving force as how polished a game should be. I had already noticed this advantage from entering a contest when I was doing Derby Attack.


 

 Last 2 weeks... /CRUNCH MODE: MAX

Just like in traditional game programming, when you're approaching deadline, development(*) consumes your whole life.
That may sound awful, but very good things came out of it:
  1. The GUI was developed in those 2 weeks. I finally have GUI. Wheeee!! Now I can change game settings on the fly without having to edit a Lua file. I can also make interfaces for controlling live values in real time.
  2. Levels can be restarted over & over again. At first frequent crashes appeared, and some engine weakpoints were revealed. But almost everything is well now; and I can change a Lua file using hotspot and reload the level without having to reload all resources again.
  3. It looks professional the whole time. Now everytime I'll need to demo the game (i.e. to potential investors) I can ship it as is, with latest modifications & enhancements.
  4. Fixed small bugs & details that where being delayed. Those are flagged for “fix later”. Two or three bugs have been there since... a year ago!
These are the sort of details that one doesn't push unless there's goal to achieve, as when it happens when there's a contest deadline.


(*) Note that I prefer saying “develop” rather than “programming”, as I've been doing all kinds of non-programming tasks that take me an equal amount of time: 2D & 3D modeling, game design, sound fx recording & layering, testing.


That's all for now.
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/crunch mode: off

Monday, October 31, 2011

New stuff, new screenshots, better lighting, more models. More everything


It has been a while since the last post. A lot has been done and I just happen to have little time to be writing blog. Development is steadily progressing and despite the quiet blog. there's a lot going on.

Adrianne was finnished

The main female protagonist/antagonist wasn't finished at the time of writing my last post. Her gameplay mechanics of one of those I like most. She can control the wind to her advantage, making enemies hard to move freely and while throwing environmental objects to them.

 

Revamped animation system

Animation system was updated, took a couple of days but now works better with particle effects triggering at the right time. It's also easier to write.


Lua Hotspot and Particle FX reloading

For Lua, I created what I call the “hotspot”. Basically it consists in three Lua files the engine monitors constantly for file changes. If it finds out it has been updated, it will automatically execute it's contents. This is great for rapid prototyping, without having to restart the game for each small change while, at the same time, having the comfort of your favourite IDE. The hotspot works over a network. If you have an extra PC, you can control the game from one machine and play on the other, without having to Alt+Tab all the time.
The three files have the following behavior:
  • Const.lua: The engine will open this file, execute it's contents, then close the file.
  • New.lua: The same as Const.lua, but the contents of the file are removed before closing.
  • Old.lua: This file doesn't get executed. It gets incremented with New.lua's previous contents with each execution.

At the same time, the engine is monitoring all particle effect files (Ogre particles means it watches for *.particle files) If they're modified, the particles being executed are loaded again and restarted. This greatly improves the feedback of particle changes and their visual appeal in game.
 

Changed sun's position

The sun's movement was restricted to the same YZ plane. Very boring, creating very boring, horizontal and vertical shadows. The sun's movement is now more realistic and more fun, creating very dynamic, diagonal shadows in cities.
It's about perception, take a photo from a car in 45° angle and looks much more in motion, vivid and fun than the same picture being taken straight horizontally. This site explains it very well. I really recommend that website. It contains great explanations about how professionals place their cameras, lights, and edit their scenes. It's a total eye opener.







Implemented three-point-lighting setup

The default lighting setup is now a 3-point-lighting setup. It now looks a lot better, and now has this unique feeling I felt it was previously lacking. What I really like about this setup is that it solved a problem that had me worried: it was too dark and “dead”. Now the outlines are clearly highlighted, the sense of depth is much greater, and what is darkened is still dark, but you still are aware of what's there, something that was missing before and shadowed scenes could really just become frustrating.








New site layout

I knew the blog was looking very simple and without much care. I finally decided to put more on effort on it, since it's currently the visible side of my work. I was hearing a presentation where the speaker said the website is the visible face of the organization, and it affects how people perceives the quality of your work. Crappy website = crappy product/service. That struck me and urged me to do something about the site.
The mood and colour theme matches that of Distant Souls Act I.


Attack Animations

Most attack animations are done (and with it, combos). It still needs tuning, and many of them still have particle effects missing. Still that's the least effort and the coolest part. Not really an issue and it's very exciting!














New buildings

Following these tips & tricks, I've started modeling new buildings. One floor per day. I've done 4 floors in total. I could've made more, but studies started delaying me this month.














Next Focus

University is taking quite most of my time next weeks. I am now focusing on having more buildings to get a vibrant city soon. It takes little time and highly satisfying results. I'm trying to build an intro in hopes of getting the first trailer and some gameplay footage soon.
I'm going to participate in the upcoming Intel Level Up 2011 contest so wish me luck.
There's also a angel investors meeting late November, which I intend to attend. This is quite new in my Country, this year would be the second time this is made. I'm somewhat both fortunate and unfortunate that the game industry is hardly developed in my area.


Until next time!
Thanks for reading!

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