A Developers Journal: Part 2
For the past 10 weeks I have been part of a project team whose aim to develop a multiplayer XBOX 360 game. Here I give some reflection on the game development process and my role within it.
18th – 24th April 2011 (7)
I’ve done some beginer XNA tutorials to get a feel for project structure and XNA game development. This help to further determine what kind of work I can contribute to the project. I have been looking into menu systems and methods for saving player profiles and file structures for saving maps. This is something I will come back to later once the immediate work is done as it is something I’m just starting to understand. I also created a logo for the game using Adobe Photoshop.
25th – 1st May 2011 (8)
I started work on sound effects and music. I spent hours looking around for sound libraries that could be picked apart. Allot of the professional ones weren’t free as I was a bit naive to expect that there would be free ones of sufficient size and relevance. I was fairly overwhelmed by other distractions to make sound movement towards completion on sound. This week has brought realization about overzealous commitments which have had their effect on the progress of our project. This is also somewhat applies case for the others in the team. Due to this, I haven’t been able to pick up unforeseen work, particually on modelling and interface programming which I thought I could pick up and allow the other programmers to crunch for our Prototype milestone which is in June. I hope to make up this in the next week or two.
The game is sitting a point of having a player move around a sparsely populated space but still requiring some serious hours to resolve heavy slow code and lack of gameplay. Our eyes have been opened to the complexities of the tasks which even I thought were amply planned for but were still not achievable in our envisioned timeframe. Physics has subsumed far more attention then what I had hoped. The code efficiency on the XBOX 360 platform is also still sub-par. Both of these can be rectified by lots of crunching and extra allocation in this aspect. We should definently seek help with this aspect. These tasks will feature heavily in our development schedule for the next 10 weeks. This indicates that programming lies closely apon the critical path of our game and should be relieved of impediment, delays and distractions. For me, I will be taking graphic work for our game. It is quite an easy task but will still take some 2 weeks to make what we need for our early June prototype.
We have delayed a number of our games aspects such as the second character set modeling, gameplay complexity and test plans. We have been reluctant to reduce the scope of the project but the first things to go would be additional game modes, network programming and enemy AI and a number of maps. These would be a real loss to the game and would make our game less unique or attract an audience that is interested in only split screen games in only the Deathmatch format but would allow use to produce our core gameplay ideas to their full potential which is our number one goal.
2nd – 8th May 2011 (9)
I spent some time on game developer forums continuing to seek appropiate sound libraries and meanwhile found some tutorials and utilities to help create my own sound effects. I followed some links to some utilities and audio engineering software that fits our effects needs, that being: free and in stylistically consistent.
Allot of royalty free music I liked had the wrong kind of license which made it more difficult to find the diamonds in the rough as it was. While I decided not to make original music for the game in favor of sourcing it online (despite tips from the team that they may have friends that could help), I considered it.
9th – 15th May 2011 (10)
As our programming is behind schedule, we haven’t got to the point where we can test our sounds within a game environment. I created a sound set regardless informed by what I’ve learnt from other games. The advantages of going down this road of using a utility is that it’s free and somewhat unique, they also provided a method of saving my settings so I can make modifications to them later. I make a couple and left it for a later date and went searching the online free license. Allot of the sites were not that good and it took some time to learn how to use each site before even being able to filter through the music. where I found a mere one track that I found appropriate.
The project at this stage is generally lagging behind our expectations we have achieved an environment but without enough models to fill it and give the environment a game dynamic. We have a physics system, but one which isn’t meeting our expectations. We have an overall application, but one that runs slowly over its humps that we are yet to iron out with enough time and commitment. All these issues are affecting our ability to proceed on schedule and will also result in an unpolished prototype which I initially allocated three weeks to do.
16 – 22nd May 9 (11)
This week I completed a set of sounds for the prototype. Despite the utilities being free and requires little ‘capturing’. The disadvantages is that they sound a bit cheap because they sound a bit on the electronic side like they would fit well into an 80s synth pop music. Perfecting the sounds to minimize this feel took some time and I still left if a bit rough around the edges as we are kind of stretched and needed to move on. It would also be a waste if I spent too much time before we start testing the sounds I created for our sound library and left the full set of sound design until after our first prototype.
While finding music was quite an enjoyable part of the project, I was a little guilty about that enjoyment so I moved onto graphics work.
As with any artistic endeavor, I knew what I wanted to do before I knew how to do it. Space games usually have a cold sterile and technological feel. Nothing else seems to fit the genre so I stuck to what I knew and found out how to emulate different aspects of ‘space art’ that I liked. The first aspect was circuit like lines to frame the menus and the in game HUD. There was also lots of background space in the menus that I felt I had to fill so I looked for space art (ie Google images) and there were some brilliant illustrations of weird and wonderful space scenes. Some were planets with rings and moons, others featured different shaped galaxies, others had multi-colored dust clouds that resemble nebulas. I focused mainly on the later and with some lens flares to boot. I found some Photoshop tutorials that helped me get all these effects and used a color wheel to fashion a few scenes that would become the different backgrounds that appear in the menus. I also chucked in a few shadows of some spacecraft (yet left their shape vague as we have yet to have our model scenes shared on our Dropbox.
Allot of these techniques can also be used for skybox creation which we also require. I’m going to be in contact with our lead artist more as this develops as we need to keep a well-defined art style.
23rd – 29th May (12)
By this point, it is clear that our ability to crunch for our already scaled back prototype in time for our early June milestone is slipping once again. Our prototype seems more to be one that demonstrates the art and physics of our game rather then a basic representation of our game idea. While there is still some two weeks before we finish our prototype, this is not what we hoped for.
To be continued.





