Archive for the “Development Blog” Category
Apologies for the tardiness with which this blog was produced, the programming team fell asleep the moment the CD was burnt Friday 5:30pm, and have only just woken up. While the final three days of studio game-on are a blur of complex code, b-grade western music and cartoon cowboys, I’ll sort the facts from the fog and give this ambitious venture the sound-off it deserves.
On both Wednesday and Thursday, Alex and I spent the entire day attempting to fix every bug and incorporate every feature that was essential for the game. Both nights saw us working well into the midnight hours, only to return the following mornings for more. Christina joined us on Thursday as well and was more than ready for the long haul. Even as 1:00am Friday loomed, she was keen to work through every possible bug on the final “must fix” list before heading home. A lot was accomplished … we were very focused with nothing to distract us, particularly at night, and we worked very well as a team, providing support and encouragement with each fix knocked off that to-do list. Josh also came in for a couple of hours each night after his co-op placement stint, and assisted Alex with a couple of crucial fixes. The producer, Rory, and designer/audio guy, Pixel, also made their presences felt Thursday night with valuable contributions towards the menu system and game audio respectively.
And finally, after the massive shifts the days/nights before, Alex, Christina and I were back by 9:00 am, ready for that one final charge, our last chance, to have the game completed to a satisfactory standard, for burning by 5:30 that afternoon.
While Christina and I struck at the most serious remaining bugs, Alex and Rory began making the great merge, putting all game content and levels into the final game package. Even at that late stage, some additions to the game were suggested … and, unless they required seconds to implement, were flatly rejected by the programmers … it was far too little too late. Christina and I tested and polished up each level one last time, then passed it through the production pipeline to Alex, who again tested, tweaked and compiled the very final build for each, which was then passed on to Rory. By late afternoon, the final level was ready, and for the first time since this event commenced, we could only sit back and watch.
At almost exactly 5:30 in the afternoon, 7 solid weeks of very hard work came to a conclusion, as Rory went to burn the first B-Grade: Spaghetti Western CD.
While this was a momentous occasion for the studio, for the entire team, the programmers simply sat back down, and surrendered to the mental exhaustion. I largely just felt numb, and judging by the look on Alex’s and Christina’s weary faces, I guess that’s what they felt too. There were no cameras up there, capturing the experience, and most of the studio team had departed for the celebrations … it was over, but for me at least, it didn’t really hit me.
When we finally went down stairs to the Glass House (from the Animation studio in which we had endeavoured), the noise alone was enough to indicate that the party had began. Many people associated with the studio organization, Truna, Lubi, Ruth Christie, the honoured industry board, as well as studio members family’s and friends (including Josh who’d recently arrived from his placement) were mingling. Several computers were set up for everyone to playtest the game … the programmers honestly had zero interest in playing at the time though … both Alex and I had been dreaming recently that we were in the studio, trawling through code, fixing and testing stunty … and beside, the music was driving us crazy.
We mingled for a while, receiving great encouragement (and business cards ) from the industry board team (who insisted we sign their copies of the game) and went through the presentation. We were frequently told we had done an outstanding job, and that we looked exhausted. But Alex, Christina and I soon said our goodbyes and departed, though Josh stayed longer.
Retrospectively, I am quite happy with the final product. I think it was Duncan and Marco from 3-Blokes Studios who said that, as programmers, we are unlikely to be as satisfied as others, since we see every minute increment. But from their perspective, and that of others who weren’t so close to the code, they see improvements in leaps and bounds with each build. We were always going to be pushing to make this a bug-free game that satisfied every design spec, but we came THAT CLOSE that even some of my honestly critical friends, whose opinions I hold in high regard, praised the game. Of the final product, I am quite proud to have been involved.
Regarding the studio event, and some of the empty feeling upon it’s completion Friday night, I would put some down to fatigue, but I think the fact that the team is no more … in the end, I can honestly say that I really did enjoy working with this team. I hope to work a lot more with Alex, as we share a couple of common subjects next year and he has proven himself to be extremely talented and dedicated. Josh will still be on co-op placement, but I look forward to seeing him during semester as well. I hope the placement works out really well for him. As for Christina, she’ll be leaving for her home in Indonesia, and I wish her all the best as her studies are now complete, and she’ll be looking for work there. To all three of you, my friends, it has been a pleasure to work with you.
And on behalf of the programmers, I would like to once again thank Sheryl and Rory for all their support and encouragement. Their vital efforts frequently go unthanked but are constantly appreciated. Thanks also to the other team members, who gave their all for seven weeks to see this game developed to a very respectable standard … you are all very talented. Special thanks also to the Industry board, Adrian, Duncan, Marco and John, who stood by us, guided us, motivated us, and took a genuine interest in this project that made it all the more rewarding for us. Thanks to Keith Novak, whose photograpic talents I hold in very high regard, your discreet, artistic documentation of this event is one of the highlights of this project. And finally, Ruth Christie, Lubi, and Truna, who put in a massive effort to organise this awesome opportunity and make it as rewarding as it was. Truna, towards the end of Semester 1, last year, when you first asked if there might be interest in a special opportunity like this … you exceeded all expectations! Thank you very much!
Thanks all!
Colin
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February 21st, 2009 -
Posted by: sheryl in Production Team
What an absolute amazing experience…
15 Students 6 Weeks 1 Game
I always knew it was going to be a challenge from that very first day when the team’s collaborative effort managed to snap the cork off in the neck of the champagne bottle. Honestly how challenged was this team…?
However through all the other challenges we faced, the highs and the lows we always managed to bring it back with a strong sense of team and respect for each other.
While the role of Studio Manager may have been a challenge to keep it all together, I certainly was in the privileged position of not only having my own experiences to reflect upon but I had 14 other personal experiences which I got to share and be apart of. I feel so overwhelmed with pride of all the team has achieved.
Thanks to my fabulous team…
Rory – Production Manager
The Design Team
Ian, Pixel – who also did the sound effects, Gemma and Alex B
The Art Team (who already know that their good)
Liam – Art Lead, Clyde, Toby, Bow and Abbey-who did an amazing job of character animation.
The Programming Team
Alex A, Josh, Colin and Christina
I’d like to make special mention to….
Alex A- who was only registered for part time in this project and who has done full time hours along with the rest of us and then done huge additional hours on top of that again. Truly exceptional.
Josh- who has just started work placement in the final week and was working full time would come into uni straight from work and do crazy hours of a night. Without his dedication to the project we would not have been able to achieve all we have. Apologies to his young family at home but am thankful to your understanding in supporting Josh to be the exceptional person he is.
As for the team, they came to the Studio as students but today they stand as professionals and I am really proud of everything they have achieved.
For the industry people, thankyou for showing your support. All I can say to you is, remember these names because these guys have such a great future ahead.
Of course none of this would have been possible without the support of Phil Graham (QUT’s iCi funding). Thankyou for giving us the scope to be able to achieve all that we have.
I’d also like to thank two exceptional women and the driving force of Studio-GameOn…Jane Turner and Lubi Thomas. I can’t thank them enough for all their support and guidance they have given the team and especially myself throughout this whole project. I just love working with them so much and can only hope that one day I can aspire to be as good a role model as they are.
I’d also like to thank the industry board Adrian Cook - Wildfire Studios, John Passfeild, Duncan Curtis and Marko Grgic - 3 Blokes Studios. I can’t thank them enough for all the support and encouragement they have given the team. Having the Industry Board take so much interest in our work really meant a lot to all of us and drove us to want to do more just to impress them. They made the team feel so positive and their advice was really valued. What they are doing for the gaming industry in Brisbane is just amazing.
Another person I’d like to thank is Keith Novak (keithnovakphoto.com) our very own professional photographer. He has made us look so good and captured some really special moments. There is always so much more to his photos than meets the eye and is truly a work of art.
Thanks also to the film crew documenting our journey. I really can’t wait to see the final release and be able to reflect on what has been an amazing experience.
I’d like to thank our family and friends for putting up with the long hours and for supporting us so that we could achieve all we have done. Without your support we couldn’t be the people we are.
To the people of Brisbane, our friends we have made on facebook and all the social networks, to all our members in the forums…thankyou for your suggestions and feedback and for supporting us on our journey. Thanks to Matty Graham for creating the End Level Music and all the people who contributed to the game. We hope you have enjoyed watching the process of making a game in six weeks just as much as we have. Your support has been an important factor in making sure projects like this, are encouraged and continue to happen for future students.
This experience is so much more than any subject I have ever done at university. The mistakes we made, the lessons we learnt have all been part of the experience and I honestly wouldn’t change a thing and I would encourage any student, if they are faced with an opportunity like this, to grab on with both hands and enjoy all that it has to bring.
Keep watching this site for how you can get your hands on the game.
So - Can we do it?
Yes (never in doubt - lol)
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February 19th, 2009 -
Posted by: sheryl in Production Team
T’was the night before endgame and all through the lab
Was the sound of keyboards typing feverishly mad.
The movie clips they hung all fine tuned, ready to go
All they needed was a menu to relieve our greatest woe.
So onward they continued with the deadline approaching near
The meaning of Studio-GameOn, all becoming clear.
All our hopes and our dreams wrapped into the last night
When I awake in the morn, what will be the sight?
15 students, 6 weeks, and one immortal game
And to the industry board, there be no shame.
We have worked so hard along the way
Just to get to, this very last day.
So can they do it?, we will have to see,
But in my eyes, no matter what, they are all winners to me.
Shez
Studio Manager
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February 18th, 2009 -
Posted by: rory in Development Blog, Production Team
It is currently 5:10am with 2 full days to go. I have been up since 7am yesterday, overseeing the production during the day, and programming the non-core features at night. I don’t have too much to talk about right now, but one thing I would like to say is- I sure am tired.
I am half way through a huge blog post, but the past week has been ridiculously busy- hopefully I can finish that off tonight.
~Rory
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February 18th, 2009 -
Posted by: design in Design Team
But since I’m really done for today (and there’s not really much left for me to do), I thought I should update the blog. As I write, the guys are de-stressing with some Warcraft -at least, that’s what I think they’re doing- for a little bit before they have to dive back in and work some more. In two days time, it will all be over. The game is almost complete, which is certainly an achievement. Who would have guessed that we would all have come so far?
*feels the need to play “How Far We’ve Come” by Matchbox Twenty*
So today was spent organising art to be printed, slicing up flyers and tracking down the last of the people wanting to attend ENDGAME. Now all that’s left to do is do the showreel with some camera-work (we have another tester due in tomorrow, I believe!) and then my job is done. Well, almost. I shall be working out glitches with the rest of the Design/QA team to perfect the game before launch. It’s all so exciting!
It’s been really interesting working in a game studio environment, but I really think that I wouldn’t want to work anywhere else. Having come from a background in science (microbiology), it feels like I wouldn’t want to be anywhere else but here (I’m sure that’s a song, but I can’t remember who by).
The programmers are upstairs and have decided to order pizza tonight for dinner. It’s going to be a late one for them, I fear. I really respect everything they have done for us. A lesser team would not have been able to do the amount of work they have taken on. It’s incredible the effort they have put in. So kudos to Colin, Alex, Christina and Josh (I suppose we should also include Rory!). You guys have been incredibly awesome!
So with these departing words, I should say to you all that this has been a blast and I have enjoyed updating like a madwoman over these last six weeks. Who knows? You may just see us again in the near future (P.S, check out Kongregate. Just… check it out. Over the next couple of weeks).
With much love, your obedient servant,
O.G
(~@ Phantomess_Jekyll -Gemma)
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February 17th, 2009 -
Posted by: art in Art Team, Development Blog
Hi all,
This week is probably the most exciting week of the whole game making process in that it’s going to be finished by the end of it. At the moment there still seems to be a lot to do, mostly for the programmers, but the art team is still quite busy in marketing and polishing small things in the game, just to make it better.
Today I managed to finish off the distribution level and handed it over to the programmers. Toby did quite a bit of marketing artwork as well as a game logo. Bowman worked on various art stuff as well as the end game credits. Abbey worked on the remaining important animations as well as working with the programmers on tweaking the animations to be more fluid. Liam worked on the HUD and also a snake.
Here is a picture of the finished distribution level:

Thanks,
Clyde
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Tweak week is turning into a hurry-up and finish putting all the assets in week. We fixed plenty of bugs and finalised the player states. Alex was banging his head against the scoring system, the audio, and plenty of many other features deemed necessary for the game’s completeness. Colin and I worked on the states system, incorporating small but important changes to improve the character’s game flow. Josh is planning to drop in and lend a hand for a couple of hours later this afternoon, and tomorrow night, all four of us will probably be putting in another late effort.
The industry board visited and even though we didn’t have long to see them, they were very encouraging, and extremely happy with our progress. They told us to ignore most of the bugs (which is still a large list, but we managed to cut it down a lot) and focus more on making the game play fun.
~Christina
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February 17th, 2009 -
Posted by: design in Design Team
Yesterday morning a pep talk was given by Lubi involving the trade of alcohol for a finished game come Friday. And if the game was not finished by Friday then there would be no alcohol. Needless to say this was a regular call to arms for any average person since alcohol was on the line. Nope. We are game designers. In my opinion she should of bribed us with food and she would have gotten a much better response. In Lubi’s defence though she did leave us 2kg of choc chip cookies which were eaten immediately by the resident dreadlocked cookie fiend Abbey.
Anyways myself, Alex and Gemma have been doing whats left of the design work which is not much and doing QA testing.
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February 16th, 2009 -
Posted by: sheryl in Production Team
Monday….the last week of Studio-GameOn. The team ran into the Studio at 9 o’clock full of energy and eagerness and so ready to go. Well the “go” part was right at least. However a quick lock of the door behind them soon put an end to that. Jane and Lubi come in today for a brief, done well, keep it together so proud of you speech, which was followed by the boots of Studio Manager laying down the law; firm but fair. There is no time now to keep polishing off art assets and these boots are not made for dance’n. By now the team know what needs to happen and are really starting to see the end and realise for themselves, how they need to look after each other. The list of assets and tasks has been clearly set out and strict deadlines have been put in place for the protection and completion of the project. Heaven help anyone to tries to defy this process now.
The overall feel in the studio is very industrious though doesn’t have the tension between the teams; just the impending fear of the end. However there are still a lot of laughs, jokes and stirring which help to break the monotony of working so hard. Tonight alot of the team stayed back working and I somehow feel this is going to be a repeating theme this week.
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February 16th, 2009 -
Posted by: sheryl in Production Team
Oh my god, what a week. Towards the end of the week saw the team suffering from fatigue and energy levels drop to an all time low. It really was Friday the 13th. We decided that everyone needed some time away from the studio and have the whole weekend off and return fresh and revived on Monday. Or at least that was the plan….
As we weren’t going to be coming in on Saturday, the programmers and I stayed to finish the build to send to the board. It did end up being a late one, but the thought of being able to sleep in the next day was worth it. With the build finished, meant we could all have a good nights sleep and not even look at a computer for the whole weekend. Except for a few emails / invites / updates / generating more to do lists and planning for the coming week…saw yet another exciting Sunday and a late night at that.
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