Archive for the 'Status Reports' Category

The Path —— Status Report November 2008

November 2nd, 2008 by Michael

Where did October go? It flew by! Looking back, though, I feel like we have made the transition from a game under construction to a game that is nearly finished.

The overall structure was cleaned up and the last remaining design issues were resolved, completing the gameplay aspects of The Path. We tend to design a game in broad strokes and some of the details are only filled in at the last moment. Which was now. It feels good.

Halfway through the month we put together a super-tight schedule for asset creation of all the remaining things. It’s amazing how quickly you can fill up a month with things that all seem relatively simple by themselves. But it helped us feel more certain about our ability to achieve our production deadline. As long as we stick to the schedule, we’ll be fine.

We also finished the remaining Red Girls this month and published pictures of them. That was an important milestone. There’s still some work to do on the other characters in the game but at least the avatars are finished. And they look lovely! We’re very proud of them. Auriea, Laura and Hans did an excellent job! Thanks to the pictures -and the girls’ Livejournals- they already seem to have started a life of their own in the imaginations of the public.

Towards the end of the month, we invited people to come and test the game. We would sit them in front of a computer and observe how they play, slowly giving more guidance as they get deeper into the game. The results of the tests had significant impact on the priorities of our to do list. Especially on the “process” side of things, the schedule got rearranged quite a bit. We wanted to fix problems that came up in one test and then see if our solution worked in the next test. So responding to the test results suddenly became my priority.

As a result some of the things I had planned to do in October, remain unfinished as they were moved to next month. The tests made us realize that our game was indeed nearing completion, as the testers really did look they were playing a game, and not just testing some interactive processes, like Auriea and I tend to do all the time. A lot of very interesting things came up during the tests. Some serious bugs. But also issues relating to gameplay, interface and communication within the game. I believe that our response to these issues will greatly increase the enjoyment of many players. So we should all be very grateful to the testers!

We had scheduled three months of what we call “authoring”, to fine-tune the game after all assets and systems are created. But it looks like we won’t have such a clearly defined period. On the one hand, there simply is no time. But on the other, it feels a lot more efficient to coordinate this authoring effort with observing and talking to people who test the game. Rather than simply following our own artistic instincts. At this point, we may be too close to the game and unable to tell the important things apart from the less important ones. Seeing how other people play with our game really helps to put these things in perspective.

We have also discovered some annoying technical problems. Installing software on Vista is apparently not the same as on XP. For some reason, a newly installed game is able to access saved data that I thought was uninstalled. We will need to look into this. And then there’s some serious issues with the game either taking a long time or plain crashing on exit. Luckily the game engine’s main programmer is helping us to resolve the issue.

We want to have The Path done by the end of the year. So that there is sufficient time for the creation of marketing graphics, a trailer, perhaps a demo, for communicating with publishers and distributors and organizing a launch event. It’s going to be tough. We’re probably in what is called a crunch period now. And while we do make tangible progress and it’s really nice to see the game flower, I think this period is too long. We’ve been crunching for two, perhaps three months now and there’s another two months to go. We’re going to need a serious vacation after this!

The Path —— Status Report October 2008

October 1st, 2008 by Michael

We’ve worked so hard in September! We get up in the morning, do some work, have brunch, do some work, have tea, do some work, have dinner, watch Star Trek, do some work. Day in day out. From 8-9 am to 1-2 am. Apart from the weekends when we force ourselves to rest. And despite of the stress and the routine, it’s fun! In an ideal world, we’d probably want to spend much longer on the game and add all the elements that we imagine while playtesting. But it’s probably a good thing that practical circumstances forbid this. Otherwise The Path would never get done.

I’ve been able to do most things on my to do list for September. Only a few things have been cut, or pushed down to the “desirable features” list. For me, the door is now closed on adding new features, and now I’m shifting my attention to tweaking and fixing everything that is in the game. There’s a lot of work still to be done!

In the asset creation area, Grandmother’s House is starting to look very very nice! But there’s still some work to do. So we didn’t quite make the asset creation deadline -again. And after the Grandmother assets are done, we still need to work on animations and visual effects. So that will be an important part of the October workload. After which Auriea can get back to the forest and finalize the graphic elements there.

In September I was able to implement a few nice and fun things that will definitely add to the enjoyment of the game. For the first time, I’m also really starting to see (and feel) its artistic potential and emotional effect. I must admit that I was a little bit disturbed. It’s one thing to say that you’re making a game in which you lead your six avatars to their deaths. It’s kind of funny and provocative to say such things. But to actually do this, and see the effect. Is chilling. Even for me.

It made me think that the developers of all those violent games must have a real talent of transforming that pain and death into lighthearted entertainment. If you show these things in their plain and dry state then I imagine the emotional effect can be devastating. I think politicians who complain about violence in games now haven’t seen anything yet. I think all those developers are holding back!

I was actually worried that The Path would be too extreme. Not in terms of blood and gore, but in terms of psychological and emotional tension. But then I reminded myself of the fairy tale aspect of the story. And that everything in The Path is a metaphor. Maybe there’s even a reason why you would want these girls to die…

Anyway, October will be a lot less fun. Now is the time to make sure that the most essential elements of the game work properly. Ranging from controls and game flow to the user interface and the save system. It all needs to work well and be clear to the player. After that, hopefully, finally, we well get to play a bit with our doll house and author the more artistic aspects of the game.

Almost all collaboration with other people has stopped. Laura has finished all animations. Marian is making some final versions of the new logo. Jarboe & Kris are adding some extra elements to an existing composition. And Hans has helped a bit with Grandmother’s House. Soon it will just be Auriea and I, tweaking this bag of feature into a lovely experience.

We hope to squeeze in some play-testing too, this month. But we can only really do that when the game works reasonably well, technically. And that’s not entirely the case yet. Too many unwanted weird things are still happening. But I feel quite confident about fixing them. A lot more confident than I felt last month. I think the biggest issues were taken care of in September. The rest is easy. ;)

The Path —— Status Report September 2008

September 1st, 2008 by Michael

It’s the first of September. A crucial date in our schedule. 1 September was the deadline for asset creation, the day when all elements (3D assets, textures and sounds, as well as software systems and interfaces) should be in the game, in some form or other. I’m afraid to say that we did not make this deadline. There’s still a whole month of work to get the remaining assets made and put into the game. Laura continued to create animations through August and Jarboe and Kris made some wonderful music for the game. But the animations are still being tweaked and we need some more music as well. So that process continues as well as our own. Auriea has finally found the time to start working on the interior of Grandmother’s House (the one big remaining asset creation job) and after months of spending most of my time in tools, I am pleased to finally return to the game and work on the actual game code. Tweaking the rotation speed of the characters feels so much more like making progress than importing hundreds of animations.

There’s still a lot to be done before we can really start authoring. Even though we’re already starting with some of that in between the other work. Sadly, our budget is so limited that we cannot add extra time to our schedule. We briefly considered selling a distribution license to a publisher, to raise extra cash from advances on sales, so we could add a few more months to the schedule. But we’ve decided against that and do it the punk way instead. It’s not just the money anyway. As much as we love working on The Path, we also want it to be done one day and to show it to an audience. So we’ll just have to work extra hard and extra efficient. And be smart about what we put in the game: carefully consider the balance between creation effort and experience impact of each element.

The good news is that we’ve been very frugal. For the first time in the history of the project, the balance figure at the bottom of our budget spreadsheet is not red. Meaning we will actually have enough money to make it to the end of production.

We’ve also been thinking about marketing (sales are a constant worry since we have this Sword-of-Damocles-loan that we need to start paying back as soon as we’re done). And even though we’re eager to show our work to the world, we think it will be best that we take our time to prepare said world. And also to give ourselves a break, I guess. We want to finish the game completely and then not release it. But instead take the time to create nice renders, screenshots and videograbs and publish those instead. Maybe have some journalists preview the game, to get a better idea of how to approach marketing. Show it to friends. Just decorate the kid’s room before the baby comes. We’re aiming for birth in Spring.

But first there’s a lot of hard labour to be done!

All characters are modelled.

July 18th, 2008 by Michael

All 14 characters have been modelled and are at the rigger’s to get their skeleton fitted in, and then we’ll give them skin. This is quite a monumental milestone for us because it’s been an extremely tedious and long winded process to get all those characters modelled. Especially because we were hoping to hire a professional expert for this job but all the people we tested with disappointed in one way or another. It would appear to be impossible to find somebody who combines technical skills with an artistic style that matches our work.

We really had not scheduled any time for Auriea to model all these characters but she ended up doing it anyway. And they look great! :)

The Path —— Status Report June 2008

June 19th, 2008 by Michael

We’re in the middle of production now. The focus is on asset creation and implementation. And we’re expanding the game as elements get added. Auriea and I are working fulltime on the game. Up till last week, Auriea’s focus has been on modelling the characters (there’s 14 of those: 6 Reds, 6 wolves, the grandmother and the Girl in White). Most of that work is done now. And now her attention is going towards fleshing out the environment of the interior of Grandmother’s House for which I have made placeholder geometry and in-game system over the past few months. Next to that I’m also implementing the endless stream of animations that Laura is producing. Many of which require new behaviours or parameters to be added to the Drama Princess parts of the game engine.

Laura is also working full time on The Path these months. There’s a lot of animation in the game! Luckily we have found a great help in Hans for finetuning the skinning of the characters. So Laura can concentrate on what she does best.

Jarboe and Kris have just started with the creation of the musical compositions for the five remaining Wolves, and some other songs. We’re looking forward to hearing more. As we have experienced during the development of the Alpha Demo, hearing the music in the game is incredibly important for making decisions about aesthetics and even about gameplay.

The production of assets will continue until the end of July for all our collaborators and the end of August for Auriea and I. Then everything should be in the game: 3D models, sounds, textures, animations, software systems, character behaviours, etcetera. Everything should work but does not need to be finalized yet. That’s what will happen in September, October and part of November: a phase Auriea and I call “Authoring” and a vital part of the way in which we create games. That’s when we make final decisions on interactions and the look and feel of the game. We’ll probably do some user-testing in this period too. After that, we’re going to do another two months of “Finalizing“, which includes bug fixing and creating installers. I think we’ll also contact the publishers and distributors that have shown interest in the past during that period to see if we can come to an arrangement.

In February the game should be done. But we may not be ready to release it just yet. That will depend in part on any partners we decide to collaborate with and, more importantly, on the marketing that we want to do. We want to create nice marketing materials (stills and a trailer) and may be worth postponing the launch so we can do it properly. (it will be hard, though, because we’re very eager to show our work to the world)