Wednesday, 15 October 2008

Wednesday's child

Well, today I was living the dream, making crates, every game ever since the advent of the third dimension has had crates, and yea someone has got to make them, the irony is that nowadays a crate isn't a crate until it has been concepted, made, signed off playtested and then deleted re-concepted and given to me to make apparently!

welcome to your future guys, whilst you are all rightly concentrating on making your flashiest assets and pimpiest characters I can guarantee you that whatever your pretensions and believe me they are numerous and endemic, YOU WILL ALL EITHER MAKE OR CONCEPT A ROCK OR CRATE OR CHAIR OR BIT OF FAFF YOU DONT CARE ABOUT, get used to it, and animators. you have to make floaty things go up and down, wheels turn, flames flicker and pointless mechanisms that you never really see do long horrific animations that the player will earnestly ignore as they wait for the door to open or the lift to rise,

do it well and you will progress to NPCs and the pretty things,

Recently an ex third year told me he didn't want to do "monkey work" as he was a designer... lol

I say again lol, most companies won't look at you for a design role unless you can code, I sh*t you not it just makes it easier for the guy who comes up with the puzzle or quest to implement it.

Oh and they get more money than you, cos you can make a game without graphics but you can't make it without code,

Anyway on the lighter side you get to give them serious grief by pointing out their many mistakes and bad spelling on playtests, plus you get paid for playing games for a few hours and more importantly bitching about them

well enough about work and more about my project

(*゚ー゚)ノWWWWWWWWWW

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Well aside from the normal research for graphics assets which usually involves hundreds of pictures like these

an awesome shot of a ground to air missile test
from the myriad military reference images I have been amassing

I have also been considering the presentations and how I am going show off the game and get the principles of the game across in the short time available, no mean task due to the unique challenges of a player based emergent and yet realistic multi theatre total warfare with an enormous physics engine, dynamic 3d sound and fully destructible terrain over which a massive strategy game with no player character having more than one life and yet controlled by battle hardened generals, playing with the futures of thousands of one life characters, much like EVE with teeth, and balls, and a soul, and good gameplay, and fun.

Its a radical take on the genre and is conceptually a difficult idea to get across, without creating more questions.

That said research for assets is going well,

I reconfigured Silo to work like my in house dev tool,

The game design doc is alive in my head and is just waiting to be splurged into the computer,

research on modern military structures is also going swimmingly

I got to work on my Treatment and Learning Agreement now, so alas the links to all the game's I am researching for the gameplay side of the project will have to be added laters

but for now here is a brief list

Halo series
COD 4
BF 2
BF 2142
Armed Assault
Eve online
Homeworld 2
Sins of a Solar Empire
Dawn of war series
Bioshock
Mass Effect
Battlefront series
Star trek strategy series

well there is the non exhaustive list guess I should get on with the Learning agreement!

Wednesday out!

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