It’s almost impossible to believe that a fortnight ago, I was enjoying the end of my holidays. It was less than two weeks ago that we ferried furniture and machines into the fishtank at the top of the QUT creative industries building we now call a studio. It was less than two weeks ago that four programmers sat down and began learning to program in ActionScript3 for the first time. And it was less than 2 weeks from project commencement that the first prototype level was due!
Today was always going to be a big one, it was a major milestone for the studio, and in the end, it was up to the programmers to ensure that the prototype was in working order for inspection by the industry board. Needless to say, it was one of THOSE afternoons.
Add sound, add art, construct level barriers, tweak physics … it all sounds so straightforward when it’s put that way.
Christina devoted her morning to the implementation of sounds, and working on the menu system. Alex continued improving the overall engine, wrapping new features in, and debugging. Josh worked on fine tuning the controls while I established the boundaries for the levels and modified the physics so that the player could navigate through each challenge successfully and bug free. Again, there was considerable task overlap, as we frequently assisted one another and shared the load. By lunch time, we had a working prototype … the only essential task remaining was the incorporation of sound and the final background image for level 1.
Sniffing an early victory, we also decided to add animated characters rather than the stills … which triggered a considerable degree of consternation by breaking the whole program. After an intense debugging session, Rory, our producer, decided that we should go back to the pre-lunch prototype that worked, but lacked a significant amount of improvements. As he was about to commit the reset, Alex identified the issue, and had us up and running again with half an hour to spare. To our surprise, and probably the shock of the rest of the studio, we made it! I am sure I saw a distraught Pixel and an optimistic, grinning Ian exchange Rubles once it was submitted … mind you, that may have been more to do with their Unreal Tournament deathmatch!
Project B-Grade had sound (pretty dodgy, but it was there), it had art (incredible art, a quick shout out to the art team who really delivered … those guys are GOOD!), it had working physics, and … ok, it has bugs … a few little bugs, mostly concealed or of minor influence at this stage … and let’s face it, what’s a good prototype without a few nagging glitches? It worked, and studio manager Shez told us we had exceeded expectations … which capped off the week’s efforts quite nicely
So now we await the Industry Board’s feedback and try to forget ActionScript3 exists until Monday morning.
Colin