Adarakion Developer Diary: Issue 11

Issue 11 of our long running Developer Diary feature.
Published 16/11/2009 at 9:00 by gnipper
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Adarakion Developer Diary: Issue 25 [5]
Adarakion Developer Diary: Issue 24 [10]
Adarakion Developer Diary: Issue 23 [4]

Hello folks, slight change as I have been beavering away coding this week, Phil (our artist, come web man, come code advisor come jack “o” all trades!) has written this weeks entry, so without further ado, here’s Phil:

“So TheSixthAxis readers, I’ve taken it upon myself to write up another entry to the journal and I can’t believe we’re on entry number 11 already! Well, what can I say? The game looks as though it’s all starting to take shape. Since our knockback of Liam leaving for personal reasons I had a sneaky feeling that maybe this game would take longer to finish, if at all. Lee’s doing a fantastic job taking on all the coding himself, I wish I understood enough of it to help him out. Coding isn’t alien to me, I’ve been a web designer for 6 years now coding in HTML, CSS, MySQL and PHP – it’s just different languages have different rules and terms. To come at it as a beginner, I think I’d probably hinder the project more than anything.

Artwork wise, well – things are a little slow. As you all know, we have lives to live – contrary to the masses “Oh you’re a geek, get a life…” and those such comments. Whilst I don’t have a full-time job, I’ve recently left uni on my own accord. This has given me a LOT of spare time. Too much if you ask me. So I’m chipping in with bits of artwork here and there, but the one that’s on my mind the most is the tile map. A simple task, but something that needs great thought.

The tile map is something that is crucial to the game, so it’s vital that I get it right. When you see the game, you’ll know what I mean. If you’re building your own arena to fight in, the last thing you want (if this is indeed your style) is to have masses of tiles/land on your screen and for the screen to just look pants. It’s gotta look the part whether your a land-freak or open-air type of pilot.

In terms of the style of the graphics – they are what I call “Pop-Vector”, a style that is almost cartoon like, but realistic. Almost like Manga but not. A hard style to describe until you actually see it. This style stems from my time working as a Graphics Designer where I was introduced to Vector programmes such as Adobe Illustrator and my personal favourite, CorelDRAW. So I guess, as this was my first experience designing artwork for a game I chose something I felt comfortable to work with – and by luck it fitted with the style of the game. Not only this, but at the time of being ‘employed’ as the artist I was into the game “Mirrors Edge”, a game which I believe to also influence my style.

So what’s next for me for the Project Blast! game? Well, first and foremost – the Tile Map Sprites. Then the weapons, and then the finishing touches. Weapons are going to be tricky, I’ve already designed for the homing missile which looks fantastic even if I do say so myself. One small problem though, when scaled to fit the game you lose all detail of the missile. Unfortunately I’ve probably put myself in a hole with choosing the style I have, things look great large – but as soon as you scale to less than 30px square you lose all definition. So, I’ll have to find a way around this to create the weapon sprites keeping with the “pop-vector” style but maybe create them in a different method to the one I’m used to.

For those desperate to see screenshots, we hear you – and very soon we’ll get them out to you! We want to make sure that we’ve got the artwork just right so that you’re not disappointed and we’re happy to release the first glimpses of the game.

Please also keep visiting our website www.adarakion.com for updates and feel free to ask away in our forums. The website’s home page will be changing slightly in the next couple of weeks to bring you regular, up-to-date, news updates on the development of Blast and other news associated with AG.

Finally, as a side note: We’ve had a few comments brought to our attention saying that we are just wasting our time because producing this game will never happen. To these people, I say thank you – you’re comments actually motivate us to prove you wrong. Watch this space, Adarakion Games is about to take off!”

Comments

Please note that all comments are the opinion of the individual author and not TheSixthAxis.


  1. Can’t wait to see the the screenies, think I’m going to love your art style.

    At what point do you intend to focus on a platform; 360 community games, PSN, PSP or iPhone?


    • I think this would make a great PSP Mini. 


    • Well, initially its gonna be PC based, but the game itself really doesnt lend itself to PC play as its very much local multiplayer.. I think our real intention is to get some interest in the game and see if any nice publishers/big developers would like to assist on the costs involved in bringing Blast! to a suitable platform. In terms of preference – 360, PSN or PSP would probably work best – PSP is very interesting actually as local ad hoc play would be great fun…


      • Poppycock

        The Speccie was awesome when player 1 used the 8 keys surrounding the ‘S’ key and the space bar and player 2 used the 8 keys the ‘J’ key and the ‘enter’ key.


      • LOL well thats how it plays at the minite :) arrow keys and numpad.. :) Joy pads are supported of course (though I suppose I REALLY should test that to make sure they work properly). I remember those days well though. I guess my point is that its easier to get a crowd around a big telly rather than a tiny PC monitor :)


      • course, yeah.


  2. Would be great to have the “Concept Art” with the game itself…
    Love to see some screenies!


    • Screenies are hopefully gonna come this week.. MAYBE today depending on how productive I am :)


  3. I applaud your bravery for creating a game without having a publisher on board and not knowing if you can get it produced. I hope it works out for you and you do get it produced. Infact, im very interested in how this will work out as when ive finished uni (game development degree) i will be looking at doing this with a few friends on the course. Can you give us an idea of how much it has cost to make the game or how much you think it will cost overall ?


  4. Right. Initial screenshots sent to Phil to ensure he is happy with them before we release them to you guys….. watch this space.


    • Cool!


  5. I applaud your bravery for making a game without a publisher and without knowing if it will get produced. I hope it works out for you guys, as me and a few uni mates are considering doing something similar to this. Would you be able to give us some estimate of how much money this has cost you to make ? And im looking forward to seeing the screenshots :) .


    • Thanks :) To be fair its cost zero at the moment (other than time/effort etc.). If you want to be exact about it then the software cost $100 and the SKD for the software the same again (but I havent touched it yet!). Website domain registering, maybe another £30 or so. Im lucky that I have a really good team around me that can assist with lots of aspects of production including web design, art etc. The “real” costs havent been incurred yet such as dev kits and the like.


      • I was surprised by the low software cost but, like you mention, its the dev kits which are going to bite your wallets. Are you looking into something such as Sony’s “pub fund” on the PSN, or are you really open to any platform and not so cost/money orientated ?


      • Im open to any way of getting our work “out there” for people to play and enjoy. Of course it would be nice to make some money off the back of Blast! but first and foremost its designed as a bit of a showpiece! All offers greatfully accepted :) The actual software is very good for that price.


      • ok :) . Thanks for replying to my questions and good luck.


  6. Wow, awesome stuff as always. Can’t wait for screenies!


  7. Our very first screenie is now available at http://adarakion.com/games.html – be kind :)


    • I think it looks epic. What’s that brown line thing in the arena though?


      • LOL thats the tilemap that is going to get changed very soon as its “not in fitting” with the game – its the landing pad :)


      • Looks rather long for a landing pad ;) Sweet, can’t wait to see more! :)


      • :) Trust me, you havent tried landing.. its a fight thats equalled only by your opponent getting in the way and trying to blow you into a million pieces whilst doing so :) I think Blast! could be the Demons Souls of the PC LOL


      • Hehe :)

        I assume you need to land to refuel, yes?


      • Correct. Land to refuel and repair (though, depending on which ship you choose, repair can be quite slow – and you are a sitting duck whilst waiting :) )


      • How long would it take on average? If it takes more than like 5 seconds for refueling or repairing, I see no way how to make it out of there alive, unless you’re planning on some kind of freeze-ray weapon ;)


    • refuelling is normally pretty quick – a few seconds depending on the fuel tank in the ship you chose, and the refuelling SPEED of said tank (you dont HAVE to stay for the full tank of course). Repairing much slower :) but again, depends on so many other factors – the game is designed to be 100% customisable!


      • Ah ok, so there will be a possibility of making it out alive ;)


  8. Screens look amazing guys!
    I think the spaceship designs and how each ship has its own ’specialities’ is brilliant!
    Keep it up ;)


  9. “my personal favourite, CorelDRAW”
    Awesome choice, sir. :D X4 is a delight.


    • Thanks :D

      I’ve used DRAW since version 12 and X4 does seem about the best you can get! Very smooth app and very easy to create simple graphics!