Welcome to Piece of Pie Studios' blog! Here you'll find updates on our debut title Swimming Under Clouds as well as other fascinating tidbits on the inner workings of our studio. Be sure to subscribe to our feed, our facebook page or our twitter to get our latest news.

Dev Diary 38: Taking Stock

Posted May 20th, 2009 by Yac

Where am I now, compared to 8 months ago? I’ve been so focused on the demo for the last two months, that it’s been difficult to see the bigger picture. The reality now is that I need to take this game from a demo to a finished product. Writing games is great, but I have to make sure I can continue to support myself doing so.

Up to now, I’ve been primarily focused on a console strategy. I’ve always seen the PC version as a backup plan to explore after the console route failed (if it failed), but I haven’t invested too much thought into it. While I am still heavily pursuing it the console route, I believe I need to prepare the alternative options. The most important goal is completing the game, regardless of the platform. Even if/when I become a licensed developer, the work required to complete the game doesn’t simply disappear. I have been so focused on producing a solid demo that I have lost sight of this point.

The demo has helped me concretize the direction of the game. Actually, it forced me to pick one, and I think it’s turned out well. I am happy with the choice; it offers me lots of options, and I believe I can build an interesting game around the core concepts.

In August, it will have been a year since I quit my job. I promised myself that by then I would have a clear picture of whether I can continue to pursue this path. I.e. whether I can earn a living. The next 3-4 months will be my biggest test yet. Now it is time to focus on the end-game for this project

Work Done Last Week

I spent a day or two recovering then turned my attention to refining the PAX demo for the IndieCade submission. I improved the level, cleaned up some texture, tweaked the camera system some more.

The camera system is going to be replaced by a better system using triggers to allow a better framing of the view I want to present to the gamer at any given time. I thought I could get away with free-form system I have now, but it’s not very intelligent and doesn’t guide the player properly. Using a more designer-controlled system will allow me to better guide the player. I wanted this new system in the demo but I couldn’t find enough time to implement it and setup all the appropriate triggers.

I started cleaning up a lot of the hacks that were put in during the demo rush. I also improved the build process, adding a master build, and automating the generation of new test builds. It gets tiring rolling everything by hand 20 times in the same evening.

Finally, I submitted the IndieCade demo late Friday evening.

Work Planned This Week

I will review my plans for the game and my development schedule. I will also strip down the current design ideas to a core set and estimate the backlog of work left to do. I will attempt to balance this against my August target.

I’m also beginning the hunt for a dedicated artist. I will discuss this further next week.

I’m doing various cleanup activities in the code, adding some polish, and looking into some performance issues I have run into. My demo level is three to four times larger than anything I’ve tested up to this point, and I encountered some interesting performance bottlenecks which I need to address ASAP. As physics-based game, the “feel” of the game starts to change as soon as the frame rate drops below 60 Hz. Since I may release this game on the PC, I also need to find a way to elegantly deal with a drop in frame rate without affecting the game play.

Related Posts

  1. Dev Diary 32: The Month Ahead
  2. Dev Diary 22: Road to the Demo
  3. Dev Diary 31: Small Update
  4. Dev Diary 13: Milestone 0 Review

Leave a Reply

XHTML: You can use these tags: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>