Friday 6 July 2007

"Awsome ... Awsome to the max!"


"Don't you worry about blank,let me worry about blank" and other assorted Futurama quotes.

So today i've been looking into marketing and promotional stuff. Its been a very document heavy day, starting with a light meeting (documentation) about a formalizing a few ideas the art and code guys have had and making sure were all up to date and know where things are going. Saw a definite improvement in the meeting and thing as went alot smoother than usual as we can now by bypass the extraneous explanation.

We also had a presentation by Mark about various bits and pieces, which gave us some really good tips and also made me think about one or two things that might be worth considering / implementing (more documenting).

Its been quite a heavy week from a team angle and its required me to put on my diplomats hat and see things from everyones angle. This was mostly born from peoples frustration at the seeming lack of direction, but as I mentioned earlier in the week the progress we have made has helped everyone see the bigger picture again.

Also it dawned on me today that numerous time I have a kind of moment where were working on a love game and its such a departure from any of my previous concepts or the things I normally play - it all seems quite surreal. Still its good to show that there is a place for these kind of games, especially as they have a much further reaching appeal than a lot of stuff out there currently.

So today Ross finally finished the mammoth task that was the island, ready to complete the character for next week so that we can get it into the new and improved ....

3rd person camera courtesy of Rich!

Yeeeeeeeeeeah! This is really awesome news as the first person mechanics something thats foreign to the sort of game were making so its great to have this implemented. And also got a prototype energy bar and depreciation working.
Rowen did some awesome animations and Dave did some more textures. Perhaps more importantly we decided the fantasy game list is no longer safe for public consumption and has to be guarded. With any luck they'll get leaked on the internet's. GtG gtggggggggggggggg ROss is beratings me

Team lucid dreams

Thursday 5 July 2007

Yays! and Oh Noes! eleventy 11

Unlike the perfect grammar and punctuation of Mr. Holt i'm going to drag you back, kicking and screaming into the e-ghetto with THIS. Unfortunately EA Dave happened to know the cat.gif ground zero prompting Ross to stare blankly at the screen as though he had was looking at the most beautiful thing in the world. Hopefully hell just OD on cat gifs and it wont have the massive dent on productivity we fear ^_^

Actually judging by the scale of modeling an entire island its probably a real moral boost as the sighs and expletives are coming with increased frequency. So close so so close just a few more virtual feet and it will finally be over.

All things said today was really good - took the opportunity to sit down with Dave and address some of the fears we had art wise and clear a few things up that means were back on track. Its really good to be able to have a goal insight again as the last few eeks we have kind of felt like we are stumbling along in the (kinda) the right direction but had no way of measuring our progress. More excitingly though we can now start to see how the game is starting to resemble our original concept and is really starting to take shape. Just little things like replacing the generic wedding scene with a little individualized photo of how the couples life plays out and seeing the near finished island has been a massive confidence boost.

We also went through and decided on the victory scenes and nudge animations for each location which Rowen has now started animating. Art wise we have all our island texture sets done and some generic building textures courtesy of Mr. Dave, with Rich finishing off his new and improved compass and scripting the first mission over in code land.

Highlights of the day have to include: an inter group debate on whether or not our final mission was a playboy marine biologist as well as suggested possible inclusion of quagmire-esque pest that needs to be repelled by nudge arrows (awsome idea btw) and holding impromptu auditions for our NPC cast. And Nano Wizards.

Overall today was really cool because its been the first time in a while that we've been able to get into our world and help us make decisions that help the way the game looks and feels (and plays).

yays!

Ego - A byproduct of Rowen


Having not interblogged before you’ll have to excuse my proper grammar and use of full sentences, I’m new to butchering the language so you’ll have to bear with me. Also, if you’re offended by words like e-penis or 'Scot' then you ought to stop reading…

I intend to cast a little light on the subject of ‘team dynamics’ and ‘individuals’.

Our team is jam packed with talented individuals: we’ve got some ace artists and cracking coders… erm yeah, and aidan… But alongside our incredible natural abilities we also have our peculiar personalities, with the unique impersonation stylings of Ross, whose impression of a Scot sounds more like a mentally deficient pirate, Aidan ‘e-penis’ Price, Rich and his quadruple espresso fuel, Dave’s surreptitious psp addiction (we can hear sonic through your door!) and my own particular brand of terrible jokes (and noxious gases). While we get on famously when we are on the same wavelength (apart from Ross and myself, who will argue most vociferously until someone points out we’re both on the same side) when we need to bang our heads together and decide on ‘group design’ issues it’s a Sisyphean ordeal (we all know how that feels!).

So as a team we sit down and hash out a ‘tutorial plan’ for our game, it takes almost five hours of argument and rubbed heads, but we walk away with a general ‘clue’ as to what we’re doing… two days later when visited by one of the guys at EA we find our plan to be lacking critical items/features, subsequently it is swapped out for a different idea entirely.

It doesn’t take more than a well trained monkey to see we’re a team of high spirited, self-righteous, outspoken, confident chaps; and while this makes for dizzying highs, the lows… ooooh the lows!

From here on readers must be aware that I’m writing during the fifth week, so choosing words wisely is paramount – best not to tread on any toes – although maybe a good stamp on Ross’s would be amusing.

So, Desire FX (or so we call it) is our game, we’re building it in the dark basically, while we have a thousand and one ideas of what we’d like to do with it, we have little idea of what we can actually achieve. We are aiming high, it’s a big risk as our game *could* end up missing the mark and being trash – but that’s not going to happen – regardless, by aiming high we’re always giving ourselves too much to do in too little time. Any time we find that something has taken longer than it should, or something cool turns up and we want to include it, seismic shocks run through our entire game design – every detail needs to be recalculated, I swear Aidan has tried to pin down the design of our game every other day since the start of Dare and he’s still simply nailing diarrhea to the wall.

And now we’re getting to a point where our roles in the team are becoming better defined, a 3D artist really is doing 3D art all day every day, and from his incessant moaning and whingeing I’d say he’s enjoying it. The days of team-designing our game are fast escaping us: features do less creeping, outlandish dinosaur-based parka wearing enemies are being shelved, even the much talked of ‘praliens’ has to be forgotten… ‘this is a good thing’ I can hear you thinking, but you’re wrong!

Back in the day (like 2 weeks ago), while things were mostly still in the air, we all had the license to stick our oar in and give things a bit of a stir, and that is where we are all in our element – the ‘bedroom games designer’ inside of us has not been killed as yet. Now though we have to shove a sock in it and knuckle down, it’s no longer a time for what-how’s and which-whys, now we act, and with that comes a great deal of creative-juice-flow-stemming. Members of the team who are happiest having a hand in all aspects of the game are suddenly locked down, and those who would have it all their own way end up finding themselves with a great deal on their plate.

A slight change of tack: people vary the world over when it comes to team-work, myself I’m all for being told exactly what to do and how to do it, that’s where I work my best, Dave on the other hand is fiercely independent and knows that his own direction is all he really needs… why does that matter? We have no idea how to work in a team where every member is not the same as us. While I know I’m starting to annoy people by shifting from one subject to another faster than Ross’s wandering ‘O-hottie’ radar, I know also I’d be wasting a great deal of time procrastinating otherwise. The same principal holds true for our other team members, while their way of working might be best for them it is difficult to comprehend when you’re on the other side of the fence.

So, Ego, this is what it boils down to ‘imo’ (mastery of acronyms +1), from where I sit I see members of a team who are working their hardest for the sake of the general cause, and to do that they will work their own way. When the time comes to budge, to accommodate, things go awry – how does one stifle a genius at work? And we find ourselves facing a tricky problem, do you slow someone down by making them conform, or do you let them go at the risk of their feet never touching the ground again?

Yes, if we were all meek and uninteresting then we’d plod on until the end of Dare, but our game would not be the same title, it would be ‘gimped’ – popular parlance for crap.

Now a quick clean-up of all the insinuated insults and plain fun-pokery, I don’t mean to say that we’re too obstinate to get along, I would not wish for a different team and I’m absolutely sure we’ll reach the finish line with our dignity intact; but as they say, if you want to make an omelette: you’d better not just fold it over and pretend you like that horrid uncooked egg inside… ugh.

I may have more to say on this subject, and on re-read I realise this mild diatribe features very little content relating to the title, but that makes me a good author. With this being my first foray into the world of intertube blogerry I don’t want to shoot my whole load in one go. Keep your f5 peeled for more lucid dreams info.

I’d be happy to hear thoughts by the way… and will include my email when I have learned its safe (I already know the 1001 ways to enlarge my penis, I have already spoken to nearly 50 african kings/princes about bank details, I have set up an automatic replying doohickey for chain emails, I’m well aware of the many disgusting things people do with animals and have successfully ‘completed’ several online ‘degree courses’). Also I never forget, so if you have an issue with me from years ago then have at it!

Rowen.holt@yahoo.co.uk

Wednesday 4 July 2007

Champ ... urrgh


One thing I forgot to mention yesterday was the camera man asking us what our favorite and least favorite games ever were. I found it real hard to answer at first and was on the verge of saying "I don't think I have a least favorite game.." and then I remembered Oh yeh! Champ! and went off on a bit of one - probably bringing the wrath of the football loving part of the internet down upon me. Its not that its a bad game - i guess if you like football ... and managing ... its probably awesome but urrgh seriously. The most vehement anti game football fan adores champ - it eats lives! Its worse than WoW because it operates under this socially acceptable facade because its football - ok im gunna stop. Actually I might ask Ross to whip me up a back ground :)

Today was pretty good - had an visit from the art director over at Zoe Mode. Its always really good to chat with them and get feedback / comments on the project and he gave us some cool stuff to look at for inspiration. He also told us not to fear using icons. Initially it was something we wanted to do away with to reduce the amount of the (dreaded) sims comparison but slowly over time you realise its just a good way of communicating with he users.

Progress continued in the same areas. Bit of island re-jigging to simplify the roads on the extraneous section. Also talked about 1 or 2 other design issues to highlight the difference between interactive and non interactive NPC's. So looked into Pleasantville and discussed a few different options.

Also finished compiling a few more asset lists which will make life easier come time for implementation and Rowen started plugging in non-interactive NPC's to try and see how many the island can take.

Cant believe its Thursday tomorrow already, no screen shots or videos today - should have the finished island in the build tomorrow so might be able to do a bit of a fly through.

Lucid Dream Team

Tuesday 3 July 2007

Official [Not Mad]



Got my insights test (a personality test based on Jung's theory) results back today which was really interesting. Initially I was pretty skeptical due to the format and questions being asked but through some dark voodoo or clever web browser jiggery-pokery they managed to profile me pretty well... which is kinda scary but also pretty cool. I definitely noticed a difference after reading the results about just interacting with people in general, so if you get the chance id definitely say give it a whirl.

As i mentioned in earlier posts were kind of in the bitty production zone now. Had our weekly meeting with Dare Dave who highlighted the importance of starting to import final textures as they help shape the look and feel of the world, so things are slowly coming together. Almost half way into week 5 and its scary how fast time has gone. You cant help but think "if i knew all this stuff back at the start then..." but thats why Dare is so awesome as a learning experience. Theres so many issues that arise as you go that you could never predict until you encounter them, even coming from a traditional software background. I think its because games are such a strange medium in that respect, as they take large sections from across loads of disparate mediums.

Not much of a production update i guess :) Rowen and I were talking today about how alot of the stuff hes been doing has been tweaking something hes done previously - which makes sense of the kind of deja vu i've been experiencing over the last few days.

More tomorrow, where i promise to upload pics or a new video !

Monday 2 July 2007

Fallout


So third video is up - check it out .... HERE and see the sparks that could turn our peaceful Dare community into to a raging flame war.

The camera guys got some cutting in and chose to highlight Ross's well known opinion on iceworlds , along with a brief E-rebuttal on team Thresholds blog.
Nah they're alright :) good to see despite the presence of an iceworld the Threshold guys arnt taking it personally - For those of you unfamiliar with the e-phenomenon that is the cat .gif this probably just looks like a small dog, in a parka, using bad grammar (which it is) but in actuality it is sent to them as a kind of animal based reparation.

So other than a bit of E-diplomacy what else has been happening. After the Island-gate saga of last Friday we took the opportunity to have a bit of island redesign and apply some of the game design techniques we had been talking about. Ross has been constructing building blocks for the new natural barriers which means that we get to make the world a lot purdier so Dave will be able to go to town with some really nice texture work.

Other than that progress continued on the build - so now scenes are in and getting thrown at the right time and Rowen is cracking on adding in all the details to the core features. Rich is currently blocking out the mission structure into scenes and applying place holder scenes etc.

I also managed to compile an asset list for all the animations, stills and more importantly sounds that we will need for the finished prototype as well as hunting a few bugs that turned up during the day. Progress is going to seem a bit slower now as the majority of the games framework is in place, so its going to be a case of plugging in assets and building on what we have already. The devil as they say is in ze details