I’ve wanted to write a proper postmortem for Audiball for some time now and I’ve been putting it off for far too long. Below, I try to summarize six months of my life into a few pages of text. Audiball was not a commercial success, nor was it groundbreaking in any way, but it was my experience with game development and I’ll always be proud of it. Read on if you’re interested in the game’s original vision, what sacrifices were made, what unexpected events changed development, how the game’s soundtrack was composed, how you can learn from my mistakes, and how an announcement trailer can be the longest fifty seconds of your life. Background Before starting development on Audiball, I was hooked on Jonathan Mak’s Everyday Shooter. Of course he’s already credited in the game for inspiration. It did a great job of using non-traditional sound effects in each level to blend with the game’s soundtrack. Each level used a different set of sound effects for shooting, explosions, combos, and just about everything else. It’s really what made the game exceptional as opposed to, well, your everyday shooter. Everyday Shooter At the same time, I was playing quite a bit of Rock Band with my roommates. The speakers on our TV blew out while we were in the middle of a difficult song, and while the guitarists and drummer were able to continue without a problem until it came back on, the singer promptly failed out. I guess I had never really considered that Rock Band is just a test of muscle memory. It’s why Guitar Hero is able to take away all the colors of the frets and players still know which buttons to push: the colors are irrelevant once you know where they are, it’s only the positions that matter. It was then that I got curious about the idea of focusing on the colors of the frets rather than their positions. It would be a completely different way of using the guitar controller. Of course, that also meant that no skills would carry over from any other guitar game. Playing Audiball for the first time would...
Read MoreSummer Plans
Haven’t made a proper update here since before GDC (which was awesome, by the way). I thought I’d write a bit about what I’m doing right now and what I’m doing this summer. I made a post over on the Indiecisive Games blog about Audiball’s performance on Xbox Live Community Games. It was about average for Community Games, and it was a great experience for our first project. The next Indiecisive project is well underway and will be “revealed” on April 30th when we submit it to Indiecade. On Friday I accepted an offer from EA LA for a “technical designer” internship position. I know that I’ll be working on an unannounced project on a smaller team, but that’s about it. I’m really exctied for the opportunity to work with some of the best minds in the industry – even more so than the amenities their campus has to offer. I will also likely be attending E3 this year because I’ll be in LA. It doesn’t seem too long ago that I was slobbering over the computers in my middle school library every time E3 and the hype that surrounds it rolled around. My classes finish at Tech on April 27, and I move out to LA on May 22. I’ll spend the bit of vacation I have between Jacksonville and Atlanta, but I’m glad I’ll get to stay busy. Finally, I put up a self-portrait of myself on the “About Me” page. The idea probably isn’t original. I haven’t seen it before, but that doesn’t mean a thing on the internet. I still had fun putting it together regardless. I’ll be sure to make an update to the site when I can say more about the Indiecisive project, and I’ll update whenever I can while I’m in LA to talk about everything except what I’m doing at work – I have a feeling EA wouldn’t like that....
Read MoreFinishing Pre-Production, or Starting Development?
It’s one of those “half-full, half-empty” things, you know? I’m getting into the full swing of the next project from Indiecisive Games. We’re still waiting for Audiball‘s sales results, but it’s never too early to act on a good idea. I’m excited about working on a new game. On the other hand, I’ve enjoyed being able to relax, catch up on sleep, and have a social life over the past two months and the nature of the job means I have to give some of that up (most likely the unimportant stuff like sleep). The biggest lesson learned from developing Audiball was that deadlines aren’t a good thing like professors will have you believe. Any amount of good they do in “motivating” you to work is quickly erased by the hundreds of hours of sleep you have to give up to meet said deadline. I now fully understand the ideology behind “Valve Time,” or Blizzard’s motto of “it’s done when it’s done.” With this indie company I’m working for myself, right? There’s no reason to drive ourselves crazy by saying it has to be completed by such and such a date. And to any of the companies I applied for an internship with who may be reading this, I’m actually just kidding, I’m really good at following deadlines, and usually I like to finish stuff early because that’s a desirable trait for a hiree....
Read MoreTheme Update
Just installed a new theme to the site, one that shouldn’t have any problems in IE7, Firefox, or Opera (image alignment was rough in the last theme). I’ll be making some of my own changes to it over the next few weeks, so if you encounter any problems displaying the page, please let me know. This blog is also now being streamed to the new D-Pad Network homesite, so here’s a shout out to all the regulars over...
Read MoreAudiball Featured on Georgia Tech Homepage
gatech My indie startup, Indiecisive Games, was featured in a story by Georgia Tech’s Digital Lounge this month. You can check out the full article...
Read MoreGames of 2008 Wrap-up
Since Audiball finished development, I’ve had a lot more time to play the games I’ve been buying over the past few months. Hit the jump for some quick impressions. Fallout 3 – Didn’t care for Oblivion so I came into this game not expecting much. The “VATS” battle system makes it a completely different gameplay experience even though it’s the Elder Scrolls engine. Tons of character, tons of stuff to do, but I was disappointed with the rather limited scope of the endings. Dead Space – Excellent game. As others have said, “Resident Evil 4 in Space,” and that can only be meant as a compliment to EA Redwood Shores. The focus on dismemberment is unique and somewhat refreshing in a genre that has always been about headshots. Left4Dead – Speaking of zombies, this is the multiplayer game of the year. Versus mode is a wonderful change of pace from deathmatch and CTF. Lips – Disappointing to say the least. The microphones are of awesome quality, but despite the addition of gesture controls, I’d pick Singstar or Karaoke Revolution over this any day. Of course, Rock Band still tops them all. Biology Battle – A fellow Xbox Live Community Game, and easily the best one on the service. Although it’s $10, it’s a Geometry Wars clone that manages to be better than Geometry Wars in every way. Mother 3 – Finally got around to playing the fan translation. I last played through Earthbound about a year ago, and I’m enjoying this just as much. Still clueless as to why it’s not being released on the other side of the pond. Tales of Vesperia – At least as good as Tales of Symphonia so far, which was previously my favorite game in the series. The voice acting doesn’t make me want to shove forks in my ears, so that’s better than most JRPGs right off the bat. Penny Arcade Adventures Episode 2 – Better than Episode 1, at least. This is turning into a better-than-average RPG, so anyone who had any interest in the first one owes it to themselves to check this out. If you like Penny Arcade and...
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