Thanks to everyone who helped Beta test Hideout! We received a lot of great feedback, and we are currently implementing some of your great suggestions!
Stay tuned for the Final Release which will be available for download on our website!
Thanks to everyone who helped Beta test Hideout! We received a lot of great feedback, and we are currently implementing some of your great suggestions!
Stay tuned for the Final Release which will be available for download on our website!
Whether you’re thinking about creating a game on your own or in a partnership or group setting, there will be several components of your final product that are interdependent. So to make sure that all of the little parts add up to one awesome final product it’s best to communicate between the different sections (ie: 3D, programming, concept art, game theme and story, etc) early on itself.
With different people being responsible for various parts of the project, it’s easy to slip into your own silo and forget how your work interacts with your team member’s in the final product. The difference between a video game development project as opposed to most other technical ones is in how it’s compartmentalized, but not. For example, our team is very diverse and each of us have our own specialties that we feel most comfortable doing. But that doesn’t mean we each do our own thing, smoosh them all together and end up with amazing-ness, ex: the 3D modeler just models whatever they feel like and on their deliverable date just submit the required models. No, that person needs to make sure their model complies with programming needs (ie: ‘poly-counts’ are compatible with the game engine, etc) plus models should follow all stylistic requirements including the story, theme and concept art, and more. So the interdependencies run deep when creating a video game, and the best way to make sure the project runs smoothly throughout is to communicate all of the time.
Whether you just drew a new stick man to demonstrate a character animation, or you created a particle engine run for the stars in your space scenes make sure to show your work to some of your colleagues throughout your development stages. This way you won’t have to go back to the drawing board every time if your work doesn’t gel with that of your co-workers. If your project involves a lot of people, show your work periodically to the people responsible for portions of the project that are directly related to your work, for example if you work at EA games, don’t go showing your stick figure to the entire company. Instead run it by the animator, the 3D modeler and the programmer to find out if the animation is feasible from the perspective of each respective department.
The most important part about communication in a project such as this is to be ‘aware’. Be aware that your work is a spoke in the wheel and that it needs to work together with all of the other parts to make the wheel turn. If you don’t know who or what departments would be dependent on your results, ask. Keeping yourself isolated and uncommunicative not only makes you a poor sport in a team setting, but it may slow your project timeline down if in the end your work doesn’t comply with everyone else’s and you’re sent back to the drawing board.
Okay, so yes programming is at the core of any and every game on the market but it has to be put in combination with other elements to make it a great one. We often forget the multiple talents that go into a video game, after all it is a full product. If you’re looking to get started on your own video game of sorts, here are just a few of the things you should consider before you get started (in no particular order):
Being just shy of 2 months away to our final game deployment we’re currently in overlapping stages of planning and development in all areas. Now is when crunch time starts! We’ve come up with our general game idea, and due to our recent deliverables for project plan and design documents, the game-play aspects have been thoroughly flushed out. So from here on out its about getting into the nitty gritty with programming, creating concept art for our environments and characters, examining various marketing options and much more. As much as we’re becoming very emotionally attached to the project I don’t think many of us realized how much work and thinking was involved in creating a fully-functioning and self-titled ‘amazing’ game!
Each of our team members will try to take time (throughout this rigorous project) to chronicle our ups and downs. We’re hoping that for those of you who are considering or are currently in the works for making a game of your own can gain some insight into what it’s really like, on all facets: programming, design, development, marketing, game-play, etc. Plus, since we’re essentially making the game for ‘you’, why don’t ‘you’ get involved in the development process as well? Tell us what you like and don’t like. We’ll do our best to interact with you as much as possible and understand what it is that you want out of our Hideout game.
Come along with us for this crazy ride (fingers crossed) the final results will leave lessons learned, happy faces and a great game for everyone to play!
Hideout is set in 2012, where a young kid is playing make-believe in their backyard with a cardboard box costume. Soon after, they notice an alien invasion that is abducting all of the neighbourhood’s children. As they seek to rescue and “hide” as many of their friends as possible from the enemy UFO beams, they must also try to maintain their costume without it falling apart and exposing them to abduction. When all of the children of that neighbourhood are rescued by your character, the kid, you will move to a different neighbourhood and do the same. While the game progresses our hero must also look for juice, magic candy, and duct tape throughout each level to aid in their adventure. The juice will increase their speed of movement. The magic candy makes them temporarily invisible from the attacking aliens. The duct tape repairs the kid’s weakening costume.
The main genre of our game is an action arcade, where we will be providing the player with an infinite number of levels.
This is the launch of Hideout. As you can see there isn’t much going on… we’re working on it. Check in every now and then for updates.