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Sage13

Design on the Go: and some X² Live footage

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3:26 a.m. My hair is rustled and the cracks of my eyes are somewhere between the colors red and blue. I can’t close them fully. Crumbly white sand blocks their resolution. My shoulder hurts from sleeping on that damn couch and I’m still trapped in this god-forsaken heaven I call college, self-contained and giddy as a schoolgirl. This will all be over soon. A thought both terrifying and captivating. Two more weeks and our game demo will go Alpha. Although, the work from there will be twice as much, I could stand a change of pace right now. Five hundred and fifteen days after I first laid the concept to paper while daydreaming in calculus class, I find myself on the threshold of my passion. I tell you one thing; I’ll never look at Math in the same way again It’s almost like traffic the way everything suddenly comes together. One moment there’s a design, then a few art assets start coming onto the highway, and then some code pulls up behind you. By the time you look up from changing the radio, the games everywhere! A fragile and flexing gestalt in its raw and chaotic glory. Everyone beeps their horns to acknowledge that anarchy is in effect. All you can do is sit and stare and hope that the ‘red E’ on your gas gauge is an ex-Sony advertisement targeted at the automobile market. But no, you realize this is war. Testing and tweaking, bug tracking, bug killing, and polishing! These are just some of the things that the Liquid Moon Team, a band of inexperienced, aimless visionaries from god knows how many countries, are facing off against now. The epic nature of the moment escapes me though. The results will show themselves soon. In any case, the experience has been incredible. I’ve worked with many people in my short lifetime, but never to a degree that commanded more than 100 hrs of my life a week! Ironically, as tiring as it is, the affair is also invigorating. This is no post mortem mind you. It is just a flicker of sound from a blue inferno that has yet to be heard. In any case, during these times, “Design on the go” has been the central theme for all those, such as myself, who man room 206 hacking away at the logic of the game’s actions. Throughout the process, there have been many design changes. It was exciting to learn just how dynamic the documentation process actually was. I always had the fear that design documents were stone and once written were law (that didn't sound right to me anyway), hence I had to make mine’s perfect the first time out. Who says ignorance is bliss? Now however, I have a lust for the keyboard every morning, yearning to make the next update, design change, or figure out the latest idiosyncrasies of the “Faction System” and all the ways it could possibly break. I’m actually only fencing with the team around me as they attempt to poke the design. Every now and then though, there are valid attacks, which lead to our design team scurrying back to the documents and acting as a jury of 12 angry men (although there are only 3 of us heh). Game development is a game of its own. Electric and forever animated like life. And just as in life, I take up the philosophy that no matter what I learn, I still don’t know jack. Stay tuned for the aftermath… Some videos of the game in production recorded a while back: Note: Everything you see in these videos is placeholder art X² Game X² Engine -~- Liquid Moon Studios [edited by - Sage13 on August 17, 2003 8:03:50 AM]

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I have nothing to reply to your original post, but I just found this:

http://www.enlight.com/x2/

Another game titled X^2.

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DAMNNNNNNNNNNNNNNNNNNNNNNN...............


Your post is hype man.. im still downloading these videos, im about to call up some friends to watch these, u better not let me down.

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quote:
Original post by honayboyz
DAMNNNNNNNNNNNNNNNNNNNNNNN...............


Your post is hype man.. im still downloading these videos, im about to call up some friends to watch these, u better not let me down.


Ya, no kiddin. I have to wait 12 minutes

-UltimaX-

"You wished for a white christmas... Now go shovel your wishes!"

[edited by - UltimaX on August 18, 2003 11:40:58 PM]

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few days later.. just finished the downloads.

Id like to point out a few bugs you may not be aware of.

1.) when the player stops moving, he seems to slide

2.) there is a small glitch in the bottom center of the map, when the player goes there he falls.

3.) the world seems to be limited to only a few seconds to cross


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Guest Anonymous Poster
lol

oh yeah, I would have never guessed it heh

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