Hi there! Anya here… I’m forcing myself to write today despite the oppressive discomfort of STILL NOT BEING ABLE TO TELL YOU THINGS! However… we are in happy days with regards toMagNets: these few weeks have been mostly pre-production exploring, trying to set ourselves up well and work on a bit of everything that we consider an unknown or high-risk element to the project. This mostly involves: cleaning up, expanding and reorganising the MagNets Unity project (previously a rapid-protoype); rigging our main guy and figuring out Mecanim; getting a couple different camera and character controllers going so we can play/test/develop with them; getting a few switches and levers and more obvious gameplay elements up and running (and then Will teaching me how to hook them up); renaming things to more sensible things while we still have only a few assets to deal with; watching all the tutorial videos we’ve been putting off while we didn’t have the time; and generally nailing down our pipelines and workflow. Ooh, I love those sexy words. Will even made me little cyan lines that draws between switches and their relevant entities in the editor window, which is fun because it was one of those […]
So, we have now had the official Total Monkery Meeting O’ January Doom and Gloom. Conclusions? Starting a business is hard, yo. In summary: we’ve been working on Iliara with the intention to get to release as quickly as possible. But it has become obvious that ‘as quickly as possible’ is kind of going to be a long time if we’re going to get it to the standard our honour demands. And we would be crazy crazy bad businesspeople if we focused upon it as our only hope for success. Which, of course, we’re not. Quite apart from the Sekrit Project, which will be keeping us in coffee and noodles (and be a crazy awesome bit of tech…) we’ve had lots of other projects in development. Especially since we want to work with other indies and cool people that we know and love and help make Plymouth a hotbed of creative indie game development and all that. One such project is MagNets, which we had epic fun plans for if we won the Sony competition, and indeed still do if we get another funding opportunity. However, we didn’t – so it’s time to reshuffle schedules and see what we can […]
I am a shocking, shocking blogger. But it’s been awfully busy… Ye Olde Roadtrip So I mentioned on Facebook that the oldies were in Birmingham, because we got to the final five of this. We were presenting MagNets; more information in our Projects tab. While the oldies were otherwise engaged, the younguns had lots of fun with Blender and Unity making the demo. And by lots of fun, we mean lots of sobbing and “WHY IS IT POINTING THAT WAY, WHY?” We didn’t get the money, but no worries! Sony thought we were great, and there are always other possibilities… Iliara Updates I have begun to apply my arteestic perfectionism to the first 12 levels of Iliara in the hope of having a polished set to show people. I have also begun writing documentation so that we can get interested parties in on the Editor easier. In the release, of course, there will be tutorials… but for now, no. I put in about twenty-five bug reports the first day. I’m really popular. Will is deeply entrenched in the Port To Unity. It’s still deserving of capitals because it sounds like a somewhat epic job. Not that I have any idea […]
Two weeks since my last blog post? Shameful. I’ll get put in the monkey cage for this, for sure. And what have I been doing while I fail to write? Well. In Iliara-land, aside from the usual tasks of making levels, making art and breaking stuff, we have talked over the level progression and have cemented the way forward. It always goes really well when we get together round the whiteboard and talk, which I think bodes very well for the future. There was always going to be a bit of worry when we first started, because at it’s core Total Monkery is a family business and it’s not like comedians tell jokes about how harmonious and successful families are, but everything has worked out so far. It helps that we all have someone who can get away with interjecting when a disagreement starts slipping out of Business-space. Richard tells Will and I to stop our shenanigans; Will and I recklessly offer up our opinions when Mum and Richard’s discussion becomes a little overenthusiastic; Will and Richard both keep quiet and try to steer me and mum away from each other at all times. Anyway, the upshot of the talk […]
Iliara levels are coming along steadily. Richard is still fixing bugs. We’re still hunting for them. Everything is happy and peaceful in the TM office. Moving to Unity very soon, which will change that pretty quick I reckon. I am going to find the time to get some TM codemonkey interviews done at some point, I swear *looks at task list speculatively* but until then I am just going to talk about what I’m doing, which is less about the game developing and more about learning how to do the… everything else. But I am happy, because the something that needs doing today is learning CSS in order to make version 2 of Iliara.com. Which is looking pretty awesome already in the sense that it does everything I’ve asked it to do so far. When it’s finished and uploaded it will be so pretty, and so cool, and made with the power of TYPING THINGS IN NOTEPAD++! You might be able to tell that I’m at the very very early stage of learning. I feel a bit like a magician awed by his own tricks. “LOOK, I WROTE WORDS AND NUMBERS AND IT DID SOMETHING!” I declare. “Yes, dear, well […]
I apologise in advance if I make a little less sense than usual, I’m somewhat under the weather. At the moment, the lower monkeys are hard at work making levels for Iliara while Richard fixes bugs we find. The air is filled with the sound of “Richaaaard… can we have this feature pleeeease?”. When Richard is free for non-SekritProject coding time, the Port to Unity will begin. Which should be interesting. I’m sure some very entertaining bugs are going to emerge over the coming weeks. I also have a nice long list on my whiteboard entitled “Anya’s non-Iliara goals”. These mostly involve the promotion side of things. Very soon there will be screenshots and promo materials so we can show wot we got to the world. Also, there will be badges! Everyone loves badges. Hopefully so we can scatter them about at ExPlay… if we can all agree which design to go for. In fact… I may need your help for that later. Stay tuned!
So, I hear that we may well be making a game… think it’s time to talk about it! Iliara is a spirit creature, created by the life force of his planet. He begins his life in innocence, not knowing his origin or purpose, but is guided by the planet to his eventual destiny – saviour of the world… His story is played out in the cave paintings of the ancients, and that’s where you come in 😉 Iliara will be a platform game for mobile, tablet and PC. Players will fire life-spirit using touch or mouse controls to move around the levels, collecting items, fighting enemies and solving a wide variety of puzzles. Iliara also includes a feature-rich level editor, enabling players to create their own puzzles, remix the work of others and share with the community, as well as participate in challenges and competitions. Iliara started out as Recoil, based on the way Iliara moves; you fire one way, he recoils the other. Here’s one of the first versions: You can see more of Iliara’s development from a more technical standpoint from Richard’s YouTube channel. Richard began Recoil nearly two years ago with artist Matthew Beakes (website/linkedin), and from there […]