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On Making Memorable Media: My Videolog Process

posted by Zachary Lewis, 08:28 PM UTC, 03 March 2010 in Monolith

One of our commenters asked me how I made my little videos, and I figured the answer would merit more than another comment. I’m still perfecting my process, so take this post with a grain of salt.

Making videologs is a very fun and rewarding process that usually create more interest than post text and screenshots. The first step is to get the game to a state where whatever is going to be shown looks awesome. The build I used for the first video I released was full of jank bugs and would freak out often; however, I knew what was going on and chose to only show the parts of the game that were bug free. While bugs are often funny and understood by other developers, my target audience is the people who are going to eventually purchase my product, and it’s always best to show them something stable and fun.

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Forward Thinking and Content Generation

posted by Zachary Lewis, 06:50 AM UTC, 01 March 2010 in Monolith

One of the biggest problems when working on a game (or any project that is constantly changing) is trying to predict the future.  From the start, we knew we wanted to have multiple maps with different layouts in each; however, upon implementation, many unknowns appeared. Will we ever change gravity on a map? What about the map radius? How about friction, lighting, run speed, jump height… the list continues ad nauseum.

As a developer, I’ve got to constantly ask these questions (and often times, come up with my own answers). While working on the map editor, one question came up that had never really been addressed before: Will our towers have different radii? The official answer: “I dunno’.” The programmer’s answer: “They can.”

Warning: The following post contains math. To make up for it, I’ve also included screenshots with captions consisting of mostly smaller words.

Edited: The final bit of math is now actual math and not made up wrong math.

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Music, sound effects under construction. A crazy Welsh guy likes us.

posted by Zachary Lewis, 03:35 AM UTC, 16 February 2010 in Monolith

HyperDuck Music StudiosAn important part of any video game experience is the sound. Since Timbo and I are neither minstrels or soundsmiths, we can’t bring the full experience to our players. HyperDuck music studios approached us and asked if we currently had anyone developing soundscapes and sound effects for Monolith. Since we didn’t (and we aren’t liars), we told them that we’d be honored to have them create the sounds for Monolith. (If you’re in the mood for awesome game music, you might want to pop on over to their website and check out some of the work they’ve done.)

Finally, Monolith has received it’s first non-solicited shout out. Aaron Spex Barker who does a daily videolog on Facebook and YouTube mentioned Monolith in his most recent vlog.  I’d like to thank him, and if anyone else would like to comment on the first few looks we’ve released or would like more screenshots or media for the game to share with friends and readers, we’d be more than happy to share!

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