Browsing the archives for the radiangames category

Knowing When to Say When

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JoyJoy, radiangames

As a project ends, there comes a time where each playtest only reveals a couple minor things that need to be fixed.  JoyJoy has hit this point now, so I can tell it’s pretty much done.  I’ve put off doing music another week as there have been 3 playtests this week, along with getting a bunch of somewhat technical issues resolved.

Now that the game is solid from top to bottom, I’ve broken off the second project and cleaned out a lot of the JoyJoy-specific code.  I keep going back and forth between prototyping and system cleanup, and overall progress has been good, but I really should stop messing around with the prototype since I now have a better idea of what game #2 will be and the prototype isn’t going in that direction.

The prototype looks very cool and is fun to play around with, but there’s no obvious goal or player motivation.  It’s more like a very interactive kind of art.  Sort of.  Maybe there’s a big untapped market for that sort of thing, but I already have enough to think about.  I’ll just save off the current version and look at it later when I’m comfortable enough to spend a week or two finding a game in it.  Though screenshots don’t convey the motion/living nature of it, if you see a “game” in the images above, feel free to email/comment and let me know.

Finish Line Spotted

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JoyJoy, radiangames

Work on JoyJoy has progressed at a nice pace this week, and it feels great to almost be done. I finally tackled loading and saving yesterday and took notes about everything that went wrong and right. I’ll be trying to find the appropriate spot to post details about that for others in my situation to find, though I still have to do more testing on the 360 to check for sound and memory card issues.

Aside from that issue, there has been a lot of polishing, balancing, and bug-fixing this week. Thanks to an adjustment stemming from a discussion with this week’s playtester, Clint Bundrick, the game is both less repetitive and ramps up in a more exciting fashion. I’m ready for a lot more playtesting, in fact, and if you’re in the Champaign-Urbana area, feel free to send me an email or Facebook message if you’re interested.

The last major task is a complete sound and music overhaul. I’m giving myself a week to do that and become completely absorbed in it. If I need a break, I’ll be working on JoyJoy’s box art or starting on game #2. Starting on game #2 really means taking JoyJoy, ripping out most of the custom code, redoing a couple systems to make them easier to work with, and adding a couple new systems.

I’m know I’m tempting fate, but so far everything seems to be going according to plan, maybe even a little better. There will be some unforeseen problems cropping up any day now, but I can’t spend time worrying about problems I don’t know about, so I’ll just forge ahead and hope for the best.

Looking Back and Forth

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gdc2010, radiangames

A quick rundown of a little more weekend press:

Destructoid posted an interview. GameSetWatch reposted the Gamasutra article and included the video. The Indiegames blog posted the video. And TheSixthAxis (a popular European game website that I’m not too familiar with) also posted a news item.

I’m not happy with how I answered the Destructoid question about comparisons with Death by Cube and Geometry Wars 2. I’m too harsh (ironically) on Death by Cube, meaning to say that that game’s style is intentionally loud and obnoxious, which is a valid way to approach aesthetics. I’m also too arrogant in implying JoyJoy will be received as great twin-stick shooter.

I hope it is and think it has the potential to be, but after another playthrough this weekend, it’s a bit slow starting and I’ll be trying out some methods to make the trial version more exciting. In any case, disparaging other developers or the competition is not something I should be doing. I need to let my games speak for themselves.

Starting tomorrow, I’ll be at the 2010 Game Developers Conference for the rest of the week. I’ll be presenting on Red Faction Guerrilla’s Multiplayer Level Design on Friday afternoon. Looking forward to seeing all the Volitionites, ex-Outragers, and meeting new people as well.

Endweek

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JoyJoy, radiangames

The internet finally invaded my office after Mr. Comcast paid a visit this morning. I’ve been pretty productive the last couple days now that I’m done with the initial PR and wrapping up the DreamBuildPlay entry for JoyJoy (which helped push me to finish the trailer and other stuff earlier this week).

On the downside, I did hit my first large roadblock in terms of programming. Though XNA is great for building XBL Indie Games in general, one weakness is overcomplexity when dealing with saving and loading of game data. I finally found something that should really help out by Nick Gravelyn. Assuming things go well, I’m going to write up a little tutorial about what exactly I added to the game to make everything work.

In addition to some nice words being said about JoyJoy on a couple forums, GamesIndustry.biz and GameTrailers.com also put something up for Radiangames and JoyJoy. The GameTrailers crowd is quite harsh, so having more positive comments than negative is a good thing.

Radiangames JoyJoy Announcement

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JoyJoy, radiangames

It has begun.  Radiangames JoyJoy will be my first game.  It’s an intense twin-stick shooter with a beautiful art style, upbeat soundtrack, and immensely satisfying and customizable gameplay.  Words don’t mean much in games, so how about some low-quality video.  Rest assured it looks even better running at 60 frame per second.

I’ll be sending out a press release to a lot more places, but already its showing up on Gamasutra and Destructoid (also has the video).

If there’s a lot more to post about, I’ll do another update later tonight.

Day One

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radiangames

Today was the first official day of Radiangames. I moved into the new office in the morning, built my desk, worked on sound effects, and fixed some gameplay issues for game #1. Also found out how much Comcast is charging for their cheapest business internet service.

The other significant action: I sent out my press release to 8 different websites. Thanks to Brad Nicholson at Destructoid for being the first to post about it, though Giantbomb now has a developer page

For those of you who are curious, the press release included the image above and the following words:

Announcing Radiangames

URBANA, IL – MARCH 1, 2010 – Veteran game designer Luke Schneider today announced the creation of Radiangames, a new independent game development studio formed with the goal of developing a series of highly focused and enjoyable downloadable games.

Prior to the creation of Radiangames, Luke Schneider was a crucial member of the development teams at Volition Inc. and Outrage Entertainment for over 12 years. Most recently, Luke was the lead multiplayer and lead technical designer on the critically acclaimed, award-winning Red Faction: Guerrilla. Previous experience includes key design roles on Descent 3, Red Faction II, The Punisher, and Alter Echo.

“Today’s video game landscape is full of opportunities for independent game developers, and Radiangames is dedicated to making the most of those opportunities,” said Luke Schneider. “I’ll miss working with the many talented people at Volition, and I feel very fortunate to have been a key part of projects like Red Faction: Guerrilla, but the time is right to try something new and exciting with focused downloadable games.”

The first game in the Radiangames series, an original game for an undisclosed platform, will be announced on March 4, 2010.

ABOUT RADIANGAMES

Formed in early 2010, Radiangames is devoted to creating a series of small and compelling downloadable games. The first game in the series as well as the series’ platform will be unveiled on March 4, 2010. Follow Radiangames using Facebook, Twitter, or at the radiangames.com website.

First Post

radiangames

Undergoing some changes over to WordPress and turning this site into a blog. More updates to come.

In addition to following this blog (RSS feeds are good, try them), you can follow radiangames on Twitter and Facebook. Thanks for your support!