In which our listeners battle to the death for the honor of naming our upcoming game.
Ladies and Gentlemen, Ryan here! I’ve finally made it to Redmond, and Stone Monkey Studios would like to announce a new project! Don’t worry, Pyro is still in the works, but devoted as we are, it’s nice to have something else to work on to keep us sane, and to keep projects fresh!
Without further ado, I present you City Quest!!
Miss the days where a death means you start over from the beginning? Especially when death was lurking around the corner, and the only way to know how to avoid it was by dying on a previous runthrough? Well we did too, except this time, we’re the ones dreaming up the cruel deaths and snarky comments after!
Keep your eye out for it, it shouldn’t be too lengthy of a production as we’re rocking it old school style!
Look! A Picture!
It has been a while since we last wrote, but I assure you wheels have been turning over at Stone Monkey Studios. After purchasing Unity Pro (and iPhone), we have spent a lot of time optimizing the project to work on the iPhone. After a good amount of work– tons of changes to scripts and assets– it is now playing smoothly on both the iPod touch 2nd Generation and the iPod touch 4th generation (using every bit of the retina display). Despite the work that has been completed, it didn’t seem to warrant much of an update… as Donald Knuth once said, “optimization isn’t sexy.”
The last two days have been filled with something other than development, though: a little game was released recently called Civilization V, and it has been consuming both my days and nights. However, tomorrow it will be time to put my nose back to the grindstone and continue both optimization and world building.
It is almost time for bed for me, but I thought it wise to give a small update on the progress. More news coming soon!
I bring you all some sweet gameplay footage! Rejoice!!! This is some of the work Jon and I put in this weekend, thanks much for the sound Jon! Sorry I forgot to turn back on the music for the video!
Hey folks, Ryan here, I’ve been working most of the day, getting some things nice and tidy and sprucing up the start of the first level, it’s going well! Here’s some fresh pictures for ya’ll!
Hey there folks, Ryan here, and I’ve been working on the first level most of the day now, and I just thought I’d pop in and share a bit about what I’ve been doing!
We don’t like the idea of too many boundaries in the game, so we decided to make the levels “spherical”. This means that while the level is not infinite, you will not run into any invisible boundaries, the world will just continue repeating. Jon has had the code for this feature working for awhile, but now we’re moving along into the content creation stage of the game, and we need to take advantage of this!
This means that we need to create levels to be seamless, so that the player cannot get a sense for where the world starts repeating, and thus keeps disbelief suspended. The levels are quite big in actuality, so this is taking some time to do, for the moment I’m starting with a basic world, and improving upon it as I move along, altering it for the needs of object placement and whatnot.
Check out a pic of my current progress below!
I know right now it looks big and empty, but I’ve just developed my workflow to a point where it’s pretty smooth sailing, so hopefully the “terrain” level creation should be mostly completed shortly and we can begin populating all those delicious destructibles!
Have a good night all!