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. …

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What next for Square Off?

Now that DBP is done and dusted, we have to start deciding what features will make it into the final game. Obviously there’s a rather large wish list but at the same time we’re all really keen to have our first game released. We’re hoping to get it out by November and we want to have at least 9 levels (currently we have 4). I’ll leave that decision up to Adam and Scott as they’re the ones who’ll have to build them, and I believe quite a bit of blood, sweat and tears goes into each one!. Other wanted/needed features …

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Back to Square One

Don’t worry, we’re not dead. The blog posts dried up because our current project took a major detour. We decided to put Throng on hold because we couldn’t possibly do it justice in the time remaining for Dream Build Play. So, two months before submission deadline we made the radical decision to change tack completely. Enter project Square One. Part of the reason for this change was that we read an excellent article called Subtractive Game Design in Game Developer Magazine by David Sirlin. Scott suggested that we don’t really need gravity, and in fact it makes so many things …

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