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FluffyLogic Developer Diary Profiles Eat Them PSN - Week Four

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209w ago - FluffyLogic Designer James Parker has shared week four from their developer diary profiling Eat Them for PSN today.

To quote: I want to talk to you about Power Bars. I know, interesting stuff! It's all rock and roll here at top flight game developers [Register or Login to view links].

One of the aims of the game is to maintain the pace throughout. We want the game to be pick-up-and-play - so session times will be short but the nature of the game will encourage repeat play.

We are aiming for an old-school arcade feel and we want people to sneak in one more game before school, or when coming back from the pub, or between courses at a swanky dinner party!

A game that is played in five minute chunks needs to be pacey and efficient - there's no time for standing around when you should be beating the daylights out of a skyscraper or chomping through a bus load of tourists.

The other thing that's important is eating people; if monsters aren't eating, the game doesn't live up to its name and whoever came up with the title it is going to go away disappointed.

So this brings us to power bars. In the [Register or Login to view links] there are separate...
 

Fluffy Logic Developer Diary Details Eat Them! Controls on PSN

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211w ago - Fluffy Logic Designer James Parker has detailed the controls for Eat Them! controls on PSN today.

To quote: I'm working on Eat Them!, which Ana has been telling you about recently, and I'm here to say a few more extra in-depthy words about how making a game like Eat Them! actually happens on a day to day basis. Today - CONTROLS!

A game can have the greatest technology in the world, the most incredible art assets, and USPs that would have marketing people salivating into their espressos, but if the controls feel wrong - if the player isn't properly connected with the game - then everything else will be wasted.

One of the first things you do when designing any game is download a picture of the DUALSHOCK 3, cribbed from Google images, fire up your favorite drawing package, and put little lines all over it connecting buttons to boxes that describe their functions.

At this stage, as an experienced designer, you make an educated guess at what's going to work for your game. The reality is, until you get the game on the Test Kit, the controller in your hands and you actually try the thing, you may as well have been drawing a moustache on the Mona Lisa.

Because customisation is a big factor in Eat Them!, each monster's capabilities are going to be slightly...
 

FluffyLogic's Eat Them! PlayStation 3 Developer Diary: Part Two

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213w ago - FluffyLogic Producer Ana Kronschnabl has shared part two today in their ongoing Eat Them! PlayStation 3 developer diary series.

To quote: So where are we? Well we have obviously done a fair amount of the game, since we demoed it at E3. Prior to this point we had spent a lot of time getting the basic structures of the game in place.

We use Sony's 3D engine [Register or Login to view links] as the basis - it's a great engine and it gives us the important nuts and bolts of a game system, which frees us up to focus on making special graphical effects and gameplay.

One of these is the cartoon -shader effect which we have spent a fair amount of time developing and refining. We are using it to create the game's distinctive visual style. This was a time consuming process that involved our main graphics programmer and a couple of artists working together, trying to get the art tools into the PlayStation 3 and looking good.

The basic system takes the 3D models of the landscape and the monsters and draws a black line around them, as if they are flat on the page like a comic drawing. What makes it a complex process is that it's not a flat drawing, it's a 3D world that moves constantly, so our graphics tools have to draw this look on the...
 

Video: PlayStation Move Developer Diary: MAG on PlayStation 3

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219w ago - SCEA Product Marketing Manager Brad Bennett has made available a new PlayStation Move developer diary video today showcasing MAG on the PlayStation 3 entertainment system.

To quote: Last week we released Patch 2.0 featuring Playstation Move compatibility for [Register or Login to view links].

So far the response has been overwhelmingly positive from our community. We worked hard to implement PlayStation Move with MAG and are stoked to see it taking off.

To get in on massive 256-player battles and learn more about dominating the battlefield with Playstation Move, check out the new Developer Diary below.

"The Move is not only precise but it also takes you in different direction, it feels like a natural extension of your hand and wrist. It just flows with your body and you stop thinking about having a controller. Those are the experiences that really pull you in as a player." -Ben Jones, MAG level designer





With MAG available for only $29.99 as part of the PS3′s Greatest Hits line, now is the perfect time to jump!
 

Video: Fallout: New Vegas PS3 Developer Diary - The Story

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221w ago - SCEE Blog Manager James Gallagher has shared a new PS3 Developer Diary video today dubbed Fallout: New Vegas - The Story.

To quote: Following last week's post introducing the companions you'll be able to roam with in Fallout: New Vegas, [Register or Login to view links] sent me this video offering insight into the game's story.

I'm a total sucker for two video game distractions: looting and poker.

I don't know what this says about me, other than that I'm going to be a very sleepy young man for a few weeks after Fallout: New Vegas is released.

Those interested can check out the Fallout: New Vegas PS3 Developer Diary video below!




 
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