Posts Tagged ‘blast’

Blast™ on hold

Monday, July 9th, 2007

Back in April we were approved by Nintendo to develop for what has now become WiiWare™. We could not announce this at the time as it was obviously top-secret.

 

Because of this we have put Blast on temporary hold. This is because 1) it was being developed using XNA and 2) we had not been approved for XBLA (Xbox Live Arcade). The XBLA process at the moment is a very long affair with this in mind and that we have been approved for WiiWare™ we made the decision to freeze its development.

 

We will be returning to it but for now we are working on something a little simpler which makes loads of use of the cool Nintendo Wii™ Controller. So check back here often for updates.

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Blast ™ Milestones 6 and 7 complete

Tuesday, March 27th, 2007

 

We have now completed Milestones 6 and 7. These two milestones were about getting artwork into the game and rolled right off the back of Milestone 5. We now have the player characters animating, the ability to place and export instanced objects including pickups and the ability to put in static artwork for the levels.

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Blast™ Milestones 4 and 5 complete

Friday, December 22nd, 2006

We have now completed Milestones 4 and 5. Milestone 4 took a little bit longer than expected because Dom, our programmer, had a nasty accident while out cycling. He has recovered well and there is minimal lasting damage. The milestone was extended to make sure he was fully recovered as his health is much more important than our prototyping!

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Blast Milestone 3 complete

Thursday, October 26th, 2006

This Wednesday we finished Milestone 3. Unfortunately some of the one of the items we wanted to do was just too much for this milestone. We made the tough decision of pushing it onto Milestone 4, when we originally planned it the item seemed like a 2 day task but we were being silly and it has now grown to a 2 week one! The rest of milestone 3 passed well tho’ so we now have full levels working.

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Blast™ Milestone 2 complete

Thursday, October 5th, 2006

On Tuesday we finished our second Milestone! In this we prototyped our AI, bad guy patterns and such. So we can now play about with the player and the bad guy side of things (still no hints on what it is tho’). The great thing is because of the xml files we are using we can place and script what they do and how they react.

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Blast™ Milestone 1 complete

Monday, September 25th, 2006

We have finished our first internal milestone and it was a success. We are now working on our second prototype.

 

Our first milestone was a prototype to test the player controls. It allows us to adjust the player character using text files and reload them on the fly. These attributes include speed, firing rates, textures etc. Due to this we can play about with the player controls to our hearts content adjusting it separate to the rest of the game code.

 

Milestone 2 is focusing on the players opponents and again will allow for them to be adjusted in a text file and reloaded on the fly as well as allowing us to specify much of their AI, patterns and/or waypoints. This milestone is due to finish at the end of September.

 

Milestone 3 will integrate both of the previous milestones work to allow us to see for the first time the interaction between the player and the computer opponents.

 

We’ll keep you abreast of our progress as it continues.

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Our first project live!

Monday, September 25th, 2006

After interviewing many programmers we have settled on one, a recent graduate of University of New South Wales. This has allowed us to start the prototyping phase of our first game.

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