Showing posts with label xbla. Show all posts
Showing posts with label xbla. Show all posts

7.26.2007

Brixton

Not many updates of late. Sorry. It's been a bit hectic recently.

I've moved to Brixton to look after my sister's flat. Nice place, and I've got it all to myself. I'm managing to see a few friends, which is good for the soul.

A couple of weeks ago Tommy showed Goo to our MS Account Manager at PartnerDay. Our original worry was that he thought the gameplay was too slow (sorta confused us when he said this - we think it's pretty fast paced), but as it turns out, he was just referring to the fact that he was running it on a slow computer. Tommy's got this insanely fast laptop which runs the game faster than either of our desktops, so he managed to kill any notion that the gameplay itself was sluggish.

The other issue he had was that the game was too abstract for people to understand when they were coming to it for the first time - if you plonk someone in versus mode, and tell them to play, they won't know what the point of the game is. That point still stands, but I've just finished the voice over for our pitch video which explains in quite a lot of depth the goals, controls, and basic strategies of the game. We're heading off that issue, essentially, and I'm not too worried about it.

We're still not greenlit as a result of the face-to-face. Right now, we really need to put forward a convincing demo, video, and design document, but Tommy says that the reaction to the game from everyone he talked to/showed it to was really positive. Tommy met some other cool indie devs like Ninja Bee and Gastronaut, and said that their expression was always the same upon hearing about the game... wide eyes, and jaws dropping [Correction: these reactions were not from those two, but from people from Activision, Sierra Online, and MS]. We got comments from MS like "This is THE game for live arcade!" and "I've loved this concept since I first heard about it".

This is all lovely to hear (if a bit hyperbolic) since we've been working on this game for over a year now with no real breaks, and you can lose all sense of objectivity. I saw a good video of a talk from one of the fun-motion guys, where Matthew said something along the lines of "With physics based games, you have to change the physics to what you want before the physics changes what you want". In essence, he's talking about the transition between platonic ideal and practical reality. This game is such a simple concept, but the work which has gone on researching and developing an engine for a very different kind of game has been extraordinary. Trying to remember what I originally wanted from the game takes some effort when your nose is to the grind-stone, tweaking endless variables and attraction/repulsion models.

I digress. The problem is, all the positive energy Tommy got was a bit like water off a duck's back for me. We were getting a lot of stuff ready for PartnerDay (and actually didn't end up showing it), and so went into some rather mental crunch. There I was, coming right out of jetlag, and punctuating the crunch by knackering myself hobo-ing around London to find a decent place to work. I was completely exhausted, and incredibly low. I love the game, and love making it, but there's a point where your mind physically refuses to work.

Last weekend I went to my neice's christening. There was a big family party afterwards: around 30 people, family mainly. I was low... maybe not quite as low as when I left my last job, but certainly thoughts of suicide were becoming more frequent. I could barely talk to anyone without feeling like I'd snap, and insult them. I didn't want to do that, so I stayed in my room until the party was over. Social anxiety mixed with depression, and I went into meltdown.

I'm a pretty depressive person at the best of times, but the momentum of tiredness, and the knowledge that we had to go straight into another crunch took its toll. The next day, I went to see a Doctor, and now I'm on some anti depressants and looking for local therapists. I'm not looking to become dependant on pills - depression is a desease, and you have to cure it. I want to get on with life and enjoy my work, so I hope this is just a phase.

At the same time, we're in a pinch right now, and are working harder than is probably healthy. Feels like we don't have much choice but to suck it up and keep working, or the development will last forever - neither of us can afford that. We'd have to lean on our parents way too much.

I guess we can be thankful that it's our choice, rather than some boss or publisher forcing us to stick to impossible deadlines - the difference being that if we really don't feel like the game's up to snuff, we won't force it out of the door. I really just hope, in the long run, we have enough time to give the game the attention it deserves without killing ourselves doing it. Seems like there's no point in this endeavour if we can't do that.

On the brighter side, Jamie Parker, an old war-buddy, is helping us out with some of the art. Right now, our demo has no real cohesive artistic direction. This is because we've been all about getting systems and gameplay working - functionality first. Everything's been placeholder and proof of concept. Right now is a good time to have someone with artistic talent take the reigns. I'd love to do it myself, but... I sort of have enough to worry about.

5.22.2007

To those that give a shit:

Hi,

This is Tommy. I am the engine programmer, I program the engines. That's not to be confused with "injins" which my peepaw calls Native Americans. For the record, I don't program Native Americans...if I did they wouldn't have been so anxious to trade everything west of the Appalachain Mountains for 8 shiney pots and a belt buckle. Plus they would have had many more particle effects.

Anyway, to all 4 people that read this blog, here is our video. We sent this to Microsoft the other day and they liked it. We had a call with them and I thought it was good but Aubrey didn't take the news so well. It's not that there's anything wrong with Aubrey, it's just that as a child his parents beat him with a rake whenever he smiled. I understand this to be the norm in England. Anyway, here's the video. DON'T EVERYONE GO AT ONCE OTHERWISE YOUTUBE WILL EXPLODE.


.wmv - Higher Quality video, limited bandwidth.

Love,

Tommunism

P.S. Clyde McParkstein is avaliable for weddings and bar mizvahs.

5.13.2007

Tomorrow or the next day, we'll know.

We're submitting a Work-in-progress demo and a video of our game to MS pretty soon. We have at least another 4-6 months development left, so hopefully they'll see past the issues of polish and unfinishedness. Still, I am nervous. Tommy keeps playing this song to cheer me up:



He must not realize that I hate all ginger kids without exception.

2.28.2007

The First Phonecall

Our phone meeting has been and gone, and I'm sorry I didn't update immediately after it. I haven't been crying alone for the last 72 hours or anything.

The meeting was actually fine, but since we're under NDA, I can't really say too much about it, unless it's in the form of a commentary on an interpretive dance:

Tommy and I appear stage right, while a troupe of chimps, lead by an ominous looking bald man in a wheel chair appear stage left. In the middle is our Biz manager, trying to tell the difference.

On second thoughts, no. This... this is beyond my ability. I'll simply recount a bit of what happened without breaking the NDA, though to be honest, I don't think we talked about all that much which could be a breach of NDA (unless taling about an NDA is breach of NDA, in which case, I've already screwed us): we're free to tell you about our game, just not about MS's life and workings. So, if I'm vague, it's not because there's anything to hide: it's because I'm vague.

It was fine, really. Tommy and I were a bit nervous, this being our first phone contact and all. We were trying hard not to sound like try-hards, explaining our situation and experience, and pitching the game a bit (even though this really wasn't a pitch session), and our current situation - self funded, earning a bit on small commissions etc.

I talked about the inspirations for the game, and how the focus was on making a painfully obvious and simple game which still had a great deal of depth, but which hadn't been done before. Almost in the next breath, I said "well, it HAS been done before..." and I mentioned the only other similar game which existed, how I didn't know it existed when I came up with the idea, and explained how our game was different. And Bettar! The Freedom of GTA with the storytelling of Tarrantino and the colors of Katamari Damacy with the rendering capabilities of a Hitachi Camcorder! Different! Wikkid Graphix! With bells on!

On a few occasions during this flood of stumbling words (which must have been the most incoherent free associative ranting I've ever mustered [since my first ever pitch, which I can never do worse than]), my throat felt like sand paper, and I had to stop to actually gulp some saliva. Rather politely, this was interpreted as "obvious passion". So there you go. Dry-mouth and passion: excellent bedfellows.

Pretty soon, the cheap cordless phone reciever I was using ran out of Goddamn battery power, so Tommy finished up the meeting alone. Fortunately, I had finished the little pitch bit, and we were told that we had "a great game concept". \o/

There's still a long way to go, mind you. Just because one guy at MS likes our concept doesn't mean we're a shoe in. We have our work cut out, and still have to make a convincing demo to show the sort of experience you get with the game. And even with the best demo in the world, there are hundreds of other reasons beyond our control which could mean we don't see the game on XBLA at all - nuclear war not least of them. Pretty close to least. But not quite. Less likely (but still plausible) would be getting attacked by a wolverine. I know there aren't typically wolverines on Exmoor, but there's that beast of bodmin. That's not far away. I think it's just a panther which Rik Mayall let loose after a drugs binge.

^That is a pretty good example of how I was pitching, actually.

Still, the fact that we are getting actual phone time with someone who seems interested has put a real wind in my sails. Yesterday I worked my arse off re-doing our beat detection (which is never going to be perfect, but might be good enough for triggering visualization stuff). I worked really solidly on it, and it's almost working, however, I'm going to look up some winamp viz coders to see what sort of tricks they use which might be a bit better than my adhoc approach.

Speaking of sound, we've had Justin Bell offering to help us out with sound and music. I'm normally pretty careful about accepting charity work because of all the bad blood you create if you reject someone's free input, or even if you ask for revisions: They tend to come back with that "Beggars can't be choosers" attitude, or "Are you throwing kindness back in my face?". However, Justin is a pro, and understands our position.

We've already had a cool talk about a few technical issues to do with sound effects. For instance, our controls are indiscrete - it's not like you Press Y and Z happens, spawning a sound event. It's more like you're always doing Y, but to different degrees. So we're going to have a constantly looping sound for these indiscrete verbs, and simply use the degree-of-use as a way to fade in the volume of those sounds. It doesn't even have to be just one sound, or a linear relationship - one gameplay value can affect how several sounds are faded in and out at different rates and offsets. This should create interesting composite sounds, different every time, highly attuned to the gameplay - parametric composition, if not parametric sound generation. XACT makes this stuff pretty easy with its Runtime Parameter Controls linking up gameplay variables to a sound's properties, via a graph. Well worth a look if you're not already using it.

I hope this gives Justin what he craves in a side project: a novel problem to stretch his creative muscles on.

2.23.2007

I am not breaking my NDA

While talking to the XBLA team all this time, Ross Erickson has been our point of contact. However, he's now left Microsoft to work for Sierra Online! The brief contact we had with him was always helpful and reassuring, so I hope he goes on to do great things.

The chap who has replaced him as our Business Development Manager is really stepping up - we're having a phone meeting with him soon so that we can share more information about the game, the biz and whatnot. I think he just needs to get up to speed on our situation after the hand-over. He may be surprised to hear how far we've come, because I have a strange feeling that he believes we're merely pitching an idea, rather than being neck deep in development. Wow, this'll be our first phone contact, with real voices and everything! It's quite exciting to have someone actively interested in our game, even though they're paid to.

Perhaps it's just the general positive attitude you get when dealing with the XBLA team, but we have a feeling that the small amount of information we've sent about the game has gone down pretty well with this guy. I just read back over the mini-pitch we sent out right after we were told that those RDPs we submitted were being phased out for smaller XBLA developers. Now that I've forgotten ever writing it, I must say that it flows pretty nicely. It's a small miracle, considering what a spazzy writer I can be.

Last week there was this interview with David Edery doing the rounds.

Are there any types of games or particular titles that you think are perhaps under-represented and would like to see come to Live Arcade?

DE: There are definitely specific games that we're looking for, and game types that we're looking for more of. Some examples:

1) Non-combat, cooperative multiplayer games (as I mentioned earlier).
2) More board games.
3) More "experimental" games and models of gameplay, in general.


I don't think we'll be revealing anything crucial by saying that those points all* fit our game. Not to sound arrogant, but I'm not too surprised by this - having past experience in XBLA development, I had a good feeling about what suited the platform, and I was able to fit the game to that criteria. The game hasn't suffered in that process, either. If anything having real boundaries (rather than imaginary artistic ones) can be pretty helpful. Terry Gilliam once said "Our restrictions saved us from mediocrity", referring to how he was forced, due to budget restrains, to hit empty coconut shells together instead of having real horses in Monty Python's Holy Grail. We've also not really had anything other than the 360 in mind, so a lot of game design melds into the console's aesthetic and user experience.

Touch wood and all that, but things really feel like they're picking up (in development too, incidentally)!

*It could only tenuously be considered a "Board Game", but it is pretty much played from the same perspective, and is heavily inspired by a classic one.