Archive for December, 2008


Auditorium

Penny Arcade posted a link to this free flash game yesterday:

If you haven’t played it already, please go do so now. It’s a beautiful and simple game. It’s a very relaxing and almost meditative experience.

Owen


Bio-Sensory Reactions to 3D Shooting Games

Gamasutra has an extremely cool feature article up today:

The article is about results that came out of a bio-sensory study that was done on players playing the first 90 minutes of several big First-Person Shooters (Gears of War, Call of Duty, Halo, etc). They tracked all sorts of player responses (brainwaves, heart-rate, blinking) and were able to form several conclusions about what players found most compelling in the games.

One of the most interesting findings is that close combat proved to be extremely compelling to players. For example, using the chainsaw in Gears of War elicited a huge emotional response from players. The authors of the study argue that’s one of the reasons so many people think GoW is such a great game. It creates a lot of these emotionally rewarding situations for the player.

They also have information on things like cutscenes and gameplay repetition. It’s a great article and definitely worth reading if you’re interested in game design. I’d love to see more studies like this done on other genres of games.

Owen


Lots Going On

There’s a lot happening today. I’ve got almost all of my art assets from my artist and the game is starting to look really great. Sound FX and music assets are starting to arrive from my sound guys, but I haven’t had the time to put the assets into the game yet. However, I’ve played the game and played the music through my headphones and I’m getting really excited about how it sounds. Likewise with the sound FX.

Friday afternoon I started implementing a UI/Front-End system for the game and I continued with that this afternoon. I’ve been torn about how best to implement this stuff. I was thinking about using the UIKit widgets and skinning them with my own art, but this causes a bunch of problems. The main problem is that the iPhone OpenGL ES docs explicitly recommends against it citing all kinds of potential performance issues. So I’ve decided to write a simple UI Widget class that I can sub-class into various widgets. It seems kind of stupid to not be able to use all the iPhone’s handy UI classes, but oh well. Luckily I don’t really have anything too complicated in the front-end; mostly just things like buttons and sliders.

On the business side of things I’m starting to get nervous. At this point I’ve now sunk 5 months of my time plus a fair amount of money into paying contractors and other business expenses and I can see the end of the process approaching. At the start of the process, having a completed game seemed so far in the distance. Now that it’s fast approaching, it’s a little nerve-racking. I’m hoping the game sells well, but now I have to start thinking about things like: pricing, marketing, and advertising. I guess I’d better start doing some research…

Owen