Saturday, July 30, 2011

The lengthy evolution of POWERSLAM

Here we are in 2011, three years since my first game release and my second game has yet to come out. That is despite work beginning on it the year after Soulless was released!

While my lack of coding abilities obviously contribute somewhat, what has truly slowed development down is my quest to discover a style all of my own that I could use across all of my games. So lets turn the clock back and look at the many forms POWERSLAM has taken leading up to now.


In 2009 when things first started the game was looking vastly different. These taller more realistic sprites didn't work as well in this game as they would have for Soulless and it is obvious why it needed to change.




A lot of work later and the game was looking very different by 2010. Its funny though, at the time I was obviously being to critical of myself. I could probably have ended my quest here as it was already looking really good. But important changes were yet to be made...


Then later the same year a dramatic change! A different shading style for the sprites (playable characters not included as I never got that far) and a very different arena. This arena helped remedy a few issues I had with AI and camera placement.



Still 2010 and a sudden change that came out of nowhere. I gave changing the characters all into anthropomorphic animals a try. I figured there is nothing like this out there and it'll really help to get POWERSLAM recognised. The down side is I'm after a style I can use for all of my games and while it'll work for this I can't think of future games I can release in this style.

Another year goes by and we get to see the final change. This is where it all comes together. Everything is zoomed-in and done in a different style now I'm using Poser Debut but the character types are back to what they were like early 2010. The arena is the same used late in 2010 but the ring itself is going back to early 2010. So a cool new look combining everything from 2010.


Welcome back to today where I am busily creating many more sprites for POWERSLAM to try and bring the game to completion. Hope you look as forward to its release as I do.



Wednesday, June 8, 2011

Website update

Finally got around to finishing off my new website design today.

I've had it sitting on my computer half completed for a while now so decided to make today the day I would finish it and upload it.

As usual, it can be found at
http://www.cobrablade.NET

Thursday, May 12, 2011

New 2011 iMac

Half a decade old, it has finally become time to replace my old loyal iMac with a new one. Technology has just changed too much to make it practical to continue using it (only being able to upgrade to a maximin of 3GB of RAM is difficult when dealing with 3D rendering). It'll be missed, but the exciting news is just how much faster my workflow will become with this new iMac.

I'm also in the middle of leaving DAZ Studio behind and jumping onboard of Poser Debut. A very lengthy process (sadly) but it too is for the best in the long run regarding the speed and quality of my workflow.

Monday, May 2, 2011

Easter Success

Very happy with how much I was finally able to get done during my Easter break.
My confidence for POWERSLAM coming out this year is extremely high after this!

Tuesday, April 19, 2011

Logo Design

Playing around with a few logo design ideas when I decided to do one inspired by one of my old favourite companies... see if you can guess what company I'm talking about. ;)

Monday, March 7, 2011

Got an iPhone... finally.

I finally got myself an iPhone... I know it is pretty late... but considering I wanted a Mac way back around '97 and didn't finally get one until around '07, it isn't that bad.

The good news is I can finally look into game creation for the iPhone!

Friday, February 18, 2011

New Dev Log

Hello and welcome to my new blog.

Previously my blog has been located over at Inside Mac Games... but with the blog section over there a forgotten memory to many and no doubt unseen by most I figured I might as well make this the new home of my blogs.

The really good news is I have been able to migrate all of my blog posts from IMG over to blogger.

(For those who are interested it involved copy and pasting all of my previous HTML posts into here one by one and then editing the time/date they were posted to match the originals. All of this was done using a Seattle time offset to match IMG's blog times so once finished it was a simple task of just setting the time offset back to Australia's.)

Wednesday, February 16, 2011

Downtime

Anyone who tried to access my site during the past 48 hours may be wondering why it was down. This was just due to me transferring my domain over to Crazy Domains. Everything should be back to normal now and I apologise for any inconvenience.

Monday, June 28, 2010

New Site Design

I'm still working on POWERSLAM and still hope to have it out some time this year. Hopefully I can share some screen shots once I have done the guts of the graphical stuff.

I'm also hard at work on a new site design. It has taken all day but you'll be able to see that the work has paid off when you see the new look of CobraBlade.NET.

Wednesday, May 5, 2010

New direction & Interview

I have two very news worthy items to report and they both happened today.

Last week I decided to unify all of my future games by giving them all the same setting. It'll be a while yet, but when I redo Soulless it'll also fit into this theme, so there will be some radical changes made to it.

The other news item is that my friend Erik Hogan conducted an interview with me regarding my game development which also comes out on this day. The interview can be found over at Earok.net.
I have also pasted it below for everyone's convenience.


Tell us a bit about yourself
I'm a 27 year old indie Mac game developer from Australia. I am also a Mac gamer with currently around 65 Mac games. My main interests are games, anime, as well as steampunk and cyberpunk.

What compelled you to become a game designer?
Well I have always been very artistic. The furthest back I can remember I wanted to create games. I use to draw all sorts of characters and think up stories and what the game would be like. For the most part they were all fighting based game ideas with the odd exception.

How did you become introduced to games?
Ah, I can blame my parents for that and my gaming addiction. They have a photo of me at around 6 months of age playing the Atari 2600. I've played games ever since. Growing up I got a Commodore 64 and then every SEGA console from the Master System onwards. Once SEGA pulled out of the console war I did too and don't play as many console games as I use to.

What tools do you use to create your games?
Well I have used all sorts in the past but I suppose the best place to focus is on my 1st finished project, Soulless. For this I started out in NovaShell, but being as hopeless at coding as I am I got frustrated so Googled game engines for the Mac that needed no programming. That is how I found Power Games Factory which I used to create Soulless from that point on.

Why do you exclusively make games for the Macintosh? Have you considered other platforms (Including Mobile, Web etc)
Game creation is very time consuming, even if you have nothing to show for it but a lot of half finished games. So I ended up retiring this aspect of my life for the remainder of being a PC owner. It wasn't until as a Mac owner I came across the game Kill Monty and saw the logo "OMG Original Mac Games". As a Mac gamer, this really spoke to me. I felt this was exactly what the platform needed, more original games. As game creation was what I always wanted to do, it just felt right. Supporting other platforms certainly isn't out of the question, although the Mac will always be my main priority.

How did your deal with MDickie come about?
After the disappointment of how Soulless was received and having it compared to games made by entire studios I decided to try and think outside the square. What was something that hasn't been done before? Since I have been a fan of wrestling games for some time this sprung to mind. There are not any wrestling games on the Mac and very few even on PC. Wrestling games however are extremely complex,and there was one I thought was a lot of fun that I played a long time ago. So I contacted Mat and asked him if I could licence the engine from him.

I understand that Soulless has been distributed through pirate channels. How did you feel about this?
Really shocked and really hurt. A lot of hard work and money went into making it that I'll never get back and you really feel awful when someone just takes that all away from you and gives it away leaving you with nothing. What really keeps me going though are the people that have supported me by buying my game. So a huge thank you goes out to them.

Tell us about how you went about marketing and selling Soulless
As a regular customer of Macgamestore my original goal was to get it onto there. When I was knocked back from there I asked Wally of Game Socks (another store I regularly visit) if I could get my game on his site. He told me they source their games from Reflexive so I contacted them. Reflexive were great and gave me suggestions they thought would make my game more marketable so I did this and have had my game on there ever since. Aside from this I also put a demo out on all of the major Mac file portals and even submitted it to Apple themselves who have it on their games download section.

Are there any indie game developers that you admire or draw inspiration from?
Funnily enough when I started out I had no real idea there were others like me doing whole games on their own, my goal in the beginning was to make games and get noticed by a big company like SEGA. Today though, I know a lot more and I take pride in being independent. As for admiration, after seeing Mat's code itself that powers his games I have to say his name comes to mind as does yourself having seen your coding ability firsthand also. Jesse Simko is also awesome and to be honest, just how easy and fun his Power Game Factory was inspired me to finally see a game through from start to finish. I swear that game creator is just as much fun as playing a game itself.

Finally, if someone was to ask you for advice about becoming a game designer, what would you tell them?
Mat Dickie said it is often a thankless job and he wasn't wrong. More often than not your single handed effort will be compared to what is done by entire studios so just ignored. Or even worse, if like myself your main focus is of more retro type games as that is what you feel is most enjoyable you even get those who will say they can just illegally download game X for free and run it on an emulator so why pay money for your game. Don't take it too much to heart if that happens though. I mean some of the most hated games by some can be loved by others. I know some of my favourite games aren't hits by any means. Also be sure to try and stick to one project, as you will find yourself with a million ideas flying through your head, but if you jump from one game to the other you'll end up in the situation I was in back when I tried to be a indie PC game maker and end up with just a whole bunch of unfinished games. Despite all the cons the great feeling you get when people buy your game and like it can't be described.