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FluffyLogic Developer Diary Profiles Eat Them PSN - Week Four

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196w 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...
 

PS3 Developer JaicraB on Special Execution Mode WIP

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198w ago - Today Spanish PS3 developer JaicraB has posted an update on his blog (linked above) of what appears to be a PS3 special execution mode WIP.

With it, he may be able to get the PS3 into service mode (possibly for downgrading and other delightful things) so let us hail him and hope there is more to come for us all.

For those who missed it, a few months back RichDevX also noted some progress in this area using a PSGroove Payload for PS3 Service Mode.

Some pictures are posted below, and to quote roughly translated:

"Look at this...., It seems not only egocentrics know how to do things and then sell their products.

A gift for DemonHades, Happy birthday to you !"





 

Fluffy Logic Developer Diary Details Eat Them! Controls on PSN

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198w 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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200w 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...
 

Blur Offers Double XP All Halloweekend, Developer Play Session

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203w ago - Activision Social Media Manager Dan Amrich has announced today that Blur will be offering Double XP all Halloweekend along with a PS3 developer play session.

To quote: In [Register or Login to view links], when you hit level 50 in the multiplayer system, you have opened up all the cars, activated all the mods, unlocked all the game modes, and hopefully have a decent strategy for all the tracks, from the tight turns of Hackney to the one-way trip down Mount Haruna.

And when you reach level 50, well, there's nowhere else to go. Except around the track, of course. Preferably very quickly.

And then, much like Modern Warfare 2, you face a decision: Do you keep playing with all the big toys, or do you challenge yourself by hitting a Legend rank and building up your reputation and garage again, based on pure skill?

As I write this, I'm level 40 or so. I'm going to get some more racing time in this week. And this weekend, the Blur developers at [Register or Login to view links] are offering a little Halloween treat - double XP from Friday the 29th through Sunday the 31st.

These are the perks when your studio's logo is a jack-o-lantern. That means for every race, you get twice as many fans, which means ranking up twice as fast,...
 
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