January 2010
13 posts
A week is a long time in politics...and games...
Just a quick one… I started the week by saying I’d started again…and I had. However, by Friday, with between 60-70 hours of development time logged… I not only back to where I was at the start of the week… but I had also changed how the game handles the flocking…to a more efficient(performance)…more time consuming(to put it together) way…but the...
Jan 31st
"If you build it (again), they will come..."
(I’ve not proof-read this post, it was basically ramblings after 7 hours of moving and rotating meshes by 5%..then moving a ever so slightly…) I realised earlier on today that I’d lost sight of my original vision for the Starlings landscape…quite annoying really. I’d neglected the scale, which meant that adding trees to the environment would be an issue. Unity...
Jan 26th
13 tags
WatchWatch
A (low res and choppy) video showing an early build of the Starlings environment. This video was taken from an early January build and is not representative of the final product. Currently, I’m in the processes of redoing most of the assets that are currently visible in this scene. Mainly the hedges. In this build, the hedges were created via the terrain heightmap, as it was possible the...
Jan 20th
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16 tags
Being an indie dev, or: How to make it on your...
Marketing WARNING : THIS BLOG POST CONTAINS PROLONGED PERIODS OF ADMITTING NAIVETY. There’s more to making a game than actually making the game. If you want the hundreds, if not thousands of hours you’ve spent putting it all together to be somewhat worthwhile, then a sensible, intelligent marketing strategy needs to exist. What markets do you target? Who are you making the game for? And how...
Jan 14th
13 tags
Being an indie dev, or: How to make it on your...
In December I was lucky enough to spend a day doing QA with Introversion, developers of Uplink, Defcon, Darwinia, Multiwinia, and the soon to be released XBLA title, Darwinia+. A few days later they were doing a talk at London South Bank University, where I was able to show them the prototype build of Starlings, and get some nice,constructive feedback. Nearly 4 weeks to the day I found myself...
Jan 12th
Jan 8th
Jan 7th
Jan 6th
Making a videogame is...
If there is one thing I’ve learnt so far during the production of Starlings, it’s this: never be afraid to start again,no matter how far into something you are (unless you’re really close to the end,and there is no possible way you’ll get it done…and be realistic…that too). So I guess there are two things…maybe to sum it all up, always stay on top of what you’re doing. Games design is an iterative...
Jan 5th
Jan 5th
14 tags
WatchWatch
Launch trailer made from prototype version of Starlings. This is not representative of the final product, and shows footage from the early stages of production.
Jan 4th
14 tags
Jan 4th
13 tags
A new hop(m)e...
First off, I’ve changed to tumblr for one simple reason, I prefer it…. right, that’s out of the way. I saw today as my first official day back working on Starlings since the prototype was finished. Why today?… work, work…holidays…family…work… Finally all that is over with, I can get back onto working on Starlings again. As mentioned in previous...
Jan 4th
1 note