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Written by Administrator
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Wednesday, 07 April 2010 19:13 |
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This blog feature is part 2 of a 5 part series on Cadenza Interactive's experiences producing an independent game written by Dylan Barker, the community manager for Cadenza.
The Cadenza team are almost all college educated, and between us there is a pretty eclectic educational background. Aside from the requisite computer science degrees, we also have in our midst a biologist, a couple of electrical engineers and a linguist. None of that education could have prepared us for just how deeply we'd have to study our chosen path in order to finish our debut title.
Being an indie developer meant we'd be without a large budget, but the make-up of our team also meant we'd be almost completely without experience. Our two main programmers have worked in (non-game related) technical fields, but everyone else was at best a hobbyist in their chosen role. New techniques and processes had to be integrated to make the team flow, but also to make sure we were producing something of quality. From graphics programming to game design, and animation to indie games marketing, every day of production on Sol Survivor was worth four or five languid college Mondays.
Our processes were developed by actively researching those used by current industry professionals, as well as other talkative indie game developers. When the game's shadows needed work, there was white paper on the implementation of shadows written by professionals elsewhere. When it came time to learn how to animate our creeps, there was Google and a lot of trial and error. Points would be introduced to us through research, and sometimes they'd do nothing but to reinforce the decisions we'd already made. Either way, it gave us confidence and a way of centering ourselves as we set out as a new studio.
Getting into indie development, it's important to realize that the majority of developers want to talk at length about what they're doing. Game development is a labor of love, and many teams will talk openly about their work. This is a resource to tap in to. Getting to know other indie developers both from observation and from direct conversation let us get a feeling for what we could expect with regards to distributor relationships, community response and even sales figures. This extends to the media as well; we introduced ourselves to them early and often. Making friends with developers and media is easy because they're genuinely as excited about games as you are, if not more so.
Resources like IndieGames.com and the related Gamasutra are invaluable, as is an RSS reader chock full of gaming media. Social media let us listen to and make contact with people who were already established in games. We read enough while making Sol Survivor to make LeVar Burton proud, and it paid off in nearly every facet of the game. I can't suggest any ratio of time that should be devoted to this sort of research, but the end goal is to be saturated with knowledge on any given topic as quickly as possible. This is something to which the internet is highly conducive!
This zealous information gathering helped us as we tried to find a place within the vast cultural knowledge that is gaming. The culture is pervasive and unspoken. It touches everything from a collective sense of humor, to opinions on what the "escape" key ought to do on a menu. The design process of Sol Survivor was a balancing act between our collective knowledge of precedent in games and our original ideas we'd been brainstorming. We wanted to make something that was unique enough to get attention, but familiar enough to be approachable and intuitive. We leave the judgment to the players as to whether or not we've succeeded, but regardless of the verdict we've learned enough to justify the entirety of our development process. Comment on this blog here!
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Last Updated on Thursday, 08 April 2010 14:16 |
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Written by Administrator
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Sunday, 28 March 2010 19:11 |
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Setting the Table
This blog feature is part 1 of a 5 part series on Cadenza Interactive's experiences producing an independent game. It is written by Dylan Barker, the community manager for Cadenza.
From the outset, the word "indie" was tossed around quite a bit at Cadenza. Regardless of the squabble among the game community at large to define the word, we generally imagine indie to mean that we are our own representatives to the world. We realized that our games would have to speak for themselves, and that we would not benefit from an in-place network of knowledge and contacts. We also realized that we were going to be making this game on a shoestring budget, and our plans all had to center around the strength of a small team: mobility.
Whether it was on the code side or the design side, the biggest advantage we have over larger teams is the ability to be experimental. Knowing that we could scrap work that didn't pan out set us free to test features that showed some potential but seemed risky. Our code team intentionally selected C# with the XNA framework as our basis for development to support rapid prototyping, and it let us get our hands dirty with ideas we otherwise may have put aside. With this basis in mind, the core team set out to make a turret defense game that would encapsulate our best experiences within the genre and hopefully leave the genre better than we found it. The concept of orbital support was formed early enough that we knew this was where our great experiment was to start, and also where we hoped we'd be able to make Sol Survivor stand out in the genre. Still, our first versions were prototypes with flat landscapes, no buildings or "doodads," and a single creep and turret type. As you might expect, there was much work to be done. Each week our three full-time team members would get together on the weekend and host a meeting for the part-time contributors. Through these meetings, we expressed our likes and dislikes with the current build of the game, and sent everyone away with a clear goal and workload for the week to come. With every weekly meeting our opinions came out into the open and, through debate, we selected the strongest designs to be incorporated into the game's next build. It was through this averaging of opinions that our design came together. Each iteration of the game gave us one more thing to think about, and one more improvement that seemed natural after the last one had been made. Philosophically, we were ready for that kind of discovery process, and that kind of mobility seems essential to the process.
As the game started to evolve, we expanded the scope of the team to include designers, artists and a musician. To harness the free time of these part-time contributors, and to ensure that they never sat idle waiting for someone else, our code team provided a design tool (Improv) that they actively maintained throughout development. When a map needed work, the designers could find an hour here or there to do it without adding more work to the code team's bottleneck. While creating something like Improv seems elementary to an industry veteran, it may seem like a lengthy task for a smaller studio. It was worth every hour put into it, and to this day Improv has facilitated rapid content generation for testing that was every bit as nimble as the code and design processes behind it.
Having our weekend meetings let each member of the team, regardless of their hourly contribution, feel like they had a stake in the design of Sol Survivor. We were able to harness the opinions of a group of friends by playing the game and talking about what worked and what didn't. Decisions we made early on about wanting to be flexible, with code and with design, let us stay true to our iterative model. We still look at the game and see things we'd like to change. We talk a lot with players, and in a way our release feels like a larger weekend meeting, with a lot more opinions. Our big response to those opinions? Co-op campaign mode, coming in a patch in the weeks to come.
Thanks for all your early support, and come back to check out next week's blog! Comment About This |
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Last Updated on Sunday, 28 March 2010 19:24 |
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Written by Administrator
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Sunday, 21 March 2010 19:20 |
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We're approaching 1 week of release out to the public with Sol Survivor, and I know I speak for the whole team when I thank everyone in the community for supporting us so quickly! Since day one we've been spoiled by the game's players, whether it was in-depth bug submission or just a kind word of support. The past week saw us pull an all-nighter to drop in a patch within 24 hours of release, a slew of multi-player games and a great community forming around the Sol Survivor forums and the Steam forums (we haven't forgotten about you guys too, Impulse fans). After our six week crunch getting to release, we stepped back and saw a game we actually want to play. We'd planned on having a LAN party to celebrate the release and to relax after what has been the hardest six weeks for our team. We took a road trip up the coast and LANned it up, with Sol Survivor featuring heavily in the mix of games. Some of you may have played online with us over the weekend, and it was great to meet all of you. Even when we intend to take a break, we always end up talking shop, and we hope our passion for the game we've made shows through. About four hours from our base in Orange County, we're going to be getting in late and cranking up on a patch to be announced in the coming days. A poll we took on the Steam forums suggested you guys want to see some blogs about our development process as an independent team, so this week I'll be putting together a feature about our process. Get involved and let us know what you want to hear about! See you in game! Comment on this blog! |
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Written by Matt Enright
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Monday, 15 March 2010 13:48 |
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Sol Survivor has now officially gone gold! The final version has gone out to the distributors, and the Cadenza devs who stayed up until 6 in the morning to make this happen are getting some well deserved rest. We went the extra mile to revamp the game for the PC release, writing the UI code from the ground up, designing a ton of achievements and badges, and getting two separate networking implementations working for Steam and Impulse. Much thanks to everyone who participated in the beta - you guys made all the difference in tracking down bugs and tuning the game for an international audience. Soon, the game will be available for purchase, and a whole host of new players will join the online community. Enjoy the game, keep playing, and let us know what you think!  Comment in the forums. |
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Last Updated on Monday, 15 March 2010 14:13 |
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Written by Erik Saulietis
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Wednesday, 30 December 2009 20:25 |
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I've been working on a number of new maps to flesh out the 'Endless' Mode. We have high hopes of including this additional game play mode in the PC release of Sol Survivor. When the dust settles after the PC release, I'm sure we will incorporate this mode into the XBLIG release as well. Without giving away too much, Endless mode maps are designed to provide the player with an INTENSE strategic experience with a steady influx of creeps. The action will be extremely fast-paced and balanced so that players will be aiming to improve their surviving time/score by a matter of seconds. The following levels are currently in development and cover the four environments. Now that the Christmas season is coming to a close, our development team is gearing up for more development work. More updates to come! The forum entry for this post can be found HERE.


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Last Updated on Wednesday, 30 December 2009 20:45 |
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