18Dec/090

Ever onward by Mr Jack

Hmm... haven't updated for a while; but we've got a lot done. The arts started going in and now I've put in some of the scoring, life-tracking, and frontend code and you can begin to see the final game emerging from the fog. A lot of my time, though, has been spent doing stuff that appears behind the scenes: a tool to pack the art images into larger texture pages and convert them into a ready to use format (which makes more efficient use of memory, and loads and displays faster too) instead of painstackingly doing them by hand, support code for the frontend and other menus, a system for recording video direction from the iPod. All of which is needed but doesn't make the game look obviously different.

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2Dec/090

Concept Art by Rich

Here are some concept art sketches for the central character, which we will try out in-game and see which 'fits' the best. Each is intended to emanate a tongue, rope or tractor-beam from which to swing by. As well as the visual fit of the character, the choice may effect the range of background environments that we can use.

I'm not going to tell you which one my favourite is.

Early view of characters

Early view of characters

1Dec/090

Fast Fast Slow Slow Fast by Mr Jack

Well, the promised tweaking hasn't happened yet, instead I got caught up in developing a level editor (in C# no less, making that three C-languages in one week) and investigating various technologies such as OpenFeint and text rendering options. So for most of the last week nothing obvious happened with the game. However, with the newly christened Level Editor harnessed up and ready to roll another 10 levels have gone in the last twenty four hours along with a range of new game play features, a (very) stand-in frontend end and the seperation into two game modes.

More excitingly I today travelled up to discuss artwork with our artist for the project (and my brother) Richard Aidley; getting the first of the art in should really make a big difference to the game and clarify some of the design decisions yet to make. I also dropped in on my pals at Strawdog Studios and had a look at where they'd got with Space Ark on XBLA since I was working for them earlier in the year.

It's a sad truth of working in the games industry that you're not going to like every game you work on, but Space Ark certainly wasn't one of those. It was a joy to play, and with plenty more polish and tweaking since I last played it, it's got even better. The games I've enjoyed the most have always satisfied one of two things, either they've been complex, cerebral games with interesting tactical depths like Civilisation 4 or Age of Empires II or games which provide the simple joy of elegant controls and satisfying movements like Tony Hawk, SSX or Indestruc2Tank. Space Ark slots firmly into the later category with a simple bouncing mechanic combined with in-air aftertouch and a perfectly balanced collecting system that is both accessible and rewards extreme skill with staggering scores. You can find a video of the game much as it is now on YouTube here, and - for those interested in the development process - the original pitch video Paul put together here.

Space Ark is chalked in for release early next year. If you have a 360, keep an eye out for it.