Showing posts with label iPod. Show all posts
Showing posts with label iPod. Show all posts

Tuesday, 25 January 2011

Viral - Post Development Analysis

Its 4.44pm on Monday the 24th of January, and Noisy Badger is bang on target for submitting its first game at 6pm. Excitement doesn’t cover it.

With Alex finalising some last minute tweaks I’m going to take a chance to go over some of the more obvious development peaks and troughs I encountered on the design side of things, in a similar way to Alex’s last post.

POLY COUNT. I have no idea what I was thinking on my first build of the earth in this game, but I ended up spending possibly two weeks building a detailed, 3d map of the earth, following the outline of the countries as accurately as possible. I then bevelled the edges of each of the countries to provide a nice little “groove” where all the borders met, further upping the poly count. It ended up containing about 80,000 polygons, the on-screen limit for an iPhone being 10,000.

So to break it down financially, as a self-employed/freelancer type, a general rule of thumb when you’re starting out is to charge around £25 an hour for your services. If I apply that figure to the ten working days I spent on this world map, working eight hours a day, I basically cost Noisy Badger £2000 through my own idiocy. And that figure doesn’t take into account the other work that I could have been getting done in that time, or a multitude of other factors that I really don’t want to think of. That’s the first time I’ve worked out that figure, and I just told Alex. He shot me a look that said “I’m not angry, I’m just disappointed.”

It’s not realistically that much of a financial disaster obviously, but it goes to show how easy it is to mess up. We knew this being our first release that there would be plenty of errors as we tried as fast as we could to establish good communication between ourselves, learning new tools, and getting our development pipelines in order. I’d still say that we’re not bang on in any of these areas, and I don’t think that anyone ever could be. It’s a constantly changing industry and as such our flexibility to adapt to anything new that comes our way is the greatest asset we have, not necessarily an intricate knowledge of every new piece of software that comes our way.

Edit – The game has now been uploaded to the app store and is awaiting apple’s quality assurance stuff. I’m currently wearing out my blackberry from constantly checking to see if it’s been ok’d J

Wednesday, 20 October 2010

What are we using?

With the company's purchase of a Mac yesterday, I thought it might be of interest to some people to briefly outline the technology we're using.

On the coding side I'm using a PC built around the AMD Athlon64 X2 5600 (~2.8GHz) processor, 4GB DDR2 RAM and an nVidia GeForce 8800GTS graphics card.

I built it mid-2007 and its definitely starting to show it's age now. Having said that, it still performs well on code compilation and doesn't slow me down in any development work I'm doing. Unfortunately it does mean that playing the latest releases at a decent framerate is difficult.

Oliver doesn't suffer from framerate performance with new games because he took the phrase 'future-proof' and ran with it when building his PC last year. He built it (well he bought the parts and I built it, because he is technologically inferior to me) around an Intel I5 quad core (~2.4GHz) processor, 4GB DDR2 RAM and an nVidia Geforce GTX 295 graphics card. He uses this mighty machine for various design tasks, from 3D modelling to image manipulation.

Our newest addition to the family is a PowerMac, this had to be bought as Apple's iPhone SDK can only be run on an Apple. Well, there are ways to emulate a Mac on a PC but it requires an Intel processor, which I don't have, and a lot of messing around which I quite frankly couldn't be bothered with. The end result would also run a lot slower than on actual Apple hardware so the decision was made to bite the bullet and buy one.

The machine is a PowerMac G5 with a 2GHz dual core processor, 2GB RAM (considering upping to 4) and an ATI Radeon 9600 graphics card. It's quite an old machine, but we considered the merits of buying a brand new one and we simply don't need the extra speed. The iPhone/iPad hardware is still inferior to the Mac we bought, so we won't have a problem with the iPhone simulator running slowly.

You now have an insight into the hardware that we're working with, in future posts I'll discuss the many software packages we use. I'll also keep you updated with any programming related news while Oliver keeps you up to date on the design side.

Wednesday, 13 October 2010

Hello World :D

Ok so with Noisy Badger, mine and my business partner Alex's new games development studio being well into the setup period, I figured it was about time to start putting together some form of web presence. Obviously we'll have a full on website in the near future but in the meantime I'm going to keep anyone who may be interested in us informed via this blog.

So, what is the Noisy Badger? We started out while still at uni, doing freelance work that wasn't necessarily games, but allowed Alex and I to use our relevant skills and get a taste for the business side of things. We both did computer games relevant degrees, me on the design side of things, he on the coding, and we decided that putting together our own studio would really make sense.

Our studio is going to initially make games for the iPod touch, iPhone and iPad, and so since graduating we've been hard at work developing games design documents, business plans, and we've even got a functioning engine ready to go. We're now looking towards sourcing some start up capital, which is proving to be a bit of a nightmare. In our business a large part of any investment we'll be asking for will go on our salaries, as we have pretty much everything we need to start work, except for a means to live while we develop our first game. We've only actually set ourselves the minimum wage for this, but its still unappealing to investors.

The princes trust would have been ideal in this situation, but I got an email from them saying that as we are graduates, we have to wait at least 6 months from the date of our graduation before they can help us. You read that right, our degrees are actually hindering us. Idiots.

Anyway, rant over. As you can tell, this blog is going to be pretty casual, i'm not going to fill it with hyperbole on how awesome we are (we are pretty awesome though) but just try to provide an insight into Noisy Badger as a studio. I intend to update weekly, and please get in touch with your questions, comments, insults, whatever.

Follow me on twitter- http://twitter.com/#!/themightyodog

And follow alex too- http://twitter.com/#!/Amlach

Righty then, I'm off to write up a competitor comparison analysis. The FUN. It never ends.