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Abstract360 Review
The latest review, this time from Abstract360 continues the trend of great press. Read it here. Thanks Davicams!
Another reviewer… wants online play!
Thanks to Tyler from Mashin Studios for taking the time to do a thorough review of Square Off.
He rated it “Above Average” which is the Mashin Studios equivalent of 3/5. He also told me via email that if it had online play, it would probably have got “Awesome” or 4/5. This sentiment about online play seems to be a bit of a trend in the press for Square Off.
With that in mind, I’m redoubling my efforts towards an online mode for Square Off 2. If things go well, it would even be tempting to release a free update to Square Off that included some form of online play, perhaps a 4 player only death match mode… hmmmm.
More Square Off Reviews
Here’s the latest reviews. I must say I’m very happy with how people are receiving the game. Thank you to all the reviewers for being so kind.
Eventually we will compile all these reviews into a press page for Square Off.
IndieArcade.com Square Off Giveaway!
Square Off Game Reviews
A few gaming websites have posted some reviews of our game, exciting times! We are very eager to read some feedback on the game, both good and bad. Here are links to some of the reviews:
Many thanks to all the reviewers for taking the time to play and post about our game! We will post more as we find them.
Square Off is now available on Xbox Indies Games!!!
After all the hard work, Square Off passed peer review and has been released on the Xbox Indies games site!
You can find it here:
Square Off on Xbox Live Marketplace (USA)
Square Off on Xbox Live Marketplace (UK)
We also updated the website! You can see more info on Square Off and try the Xbox 360 demo here.
Square Off makes Dream Build Play top 20!
Well done team – looks like all those late nights paid off. We’re especially happy because the standard of the competition was incredible this year. Don’t take my word for it, check out the videos for the top 20 entries, courtesey of Matthew Doucette of Xona Games.
The Theory of Game Tools
The purpose of most game tools is to streamline process of content creation. They should enable the artists to easily get assets straight into the game, thereby reducing the work load of the programmer. That’s the theory anyway.
Right back when we were building Balls Unleashed and Throng, I started making the Character Editor 2D with this theory in mind. The idea was to have an animation tool that could handle a hierarchy of Quads that could move independantly (eg head and arms attached to a body) and do sprite sheet style animation on each Quad at the same time. My vision was to be able to have a single “Anim” that incorporated both. It turned out to be quite ambitious but I think I got most of the way there.
Where the wonderful theory broke down was in the final 10%. I’m still not satisfied to offload it on the art guys. It always seemed like there was something much more important to do than iron out the niggling issues, and whilst those issues persist, it’s just more efficient for me to work around them and implement the character rigs and animations into the game.
Overall, the Character Editor 2D has been a success. Two weeks before DPB deadline, the character you see above was literally a square. I was able to take the sprite sheets and mock up images from Scott and build it into the Square Off character in a couple of evenings. Most of the dynamic movement (including gun, arm, body and eye rotations) are controlled in code because it’s smoother and more dynamic that way. However, the tool allowed me to visually set their relative positions, pivot points and sprite animations. I also use it to define the physics, which in this case is simply a box.