157w 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...
159w 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 PhyreEngine 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...
162w 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 Blur, 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 Bizarre Creations 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,...
163w ago - Sony's Product Software Marketing Manager Cristian Cardona has shared a PlayStation Move developer walkthrough video today spotlighting PS3 title Heroes on the Move.
To quote: The title "Heroes on the Move" has always been a working title for our upcoming Spring 2011 PlayStation Move crossover game.
When we debuted the game at E3 this summer, the game was still in its infancy and we couldn't wait to show you a sneak peek.
Since then, we've been unveiling bits and pieces of the game at Gamescom, PAX Prime, Tokyo Game Show, and most recently at New York Comic Con where we unveiled the title's new official name, PlayStation Move Heroes.
Same great cast of characters, same great PlayStation Move action, just a new official name.
Our developers, Nihilistic Software, also joined us at our NY Comic Con event to demo some of the new gameplay we've been working on.
Check out the video above as Robert Huebner, Studio Director for Nihilistic Software, and Andrew Woodworth, Producer for SCEA, play through a new mission and discuss how they're leveraging the accuracy and precision of the PlayStation Move to develop PlayStation Move Heroes.
165w 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 MAG.
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!