Archive for December, 2009
Announcing…Star Hammer Tactics!
Posted by Black Lab Games in Star Hammer on December 23rd, 2009
Over the last few weeks, I’ve taken a break from working on the Star Hammer action shooter game. Instead, I’ve been working on a turn-based strategy game…and it’s called Star Hammer Tactics.
How to describe it…well :
Battle the alien Nautilids and decide the fate of the planet Novus! Star Hammer Tactics is a fast-paced turn-based strategy game that anyone can learn to play in minutes. Challenge the devious AI in single player mode, or compete against friends in local multiplayer. Achieve victory by outwitting your opponents, and blasting them to little pieces!
Whereas a lot of turn-based strategy games are long, complex and can get a bit dull, Star Hammer Tactics is a more stripped back tactical experience. It’s a bit faster paced, because turns have a time limit (though it can be set to unlimited if you prefer longer duels). Also, there is a bit of an RPG flavour in that each of the ships/aliens battling for survival can have a small set of stats (basically just attack and defence) tweaked how you like it.
My intention is to create an easy-to-learn game that can be played in short bursts. Also, as a bonus, Star Hammer Tactics features the same ship types and aliens as the action game series, so the two will compliment each other nicely.
And now for screenshots!
The game has just today reached it’s first Alpha stage. I’m currently developing it for the Xbox 360, although other platforms are a possibility in the not too distant future.
Another feature is the awesome moody background music, composed by Simon Wittber!
Oh, and if you’re an XNA Creators Club premium member, you can playtest the game here until December 31.
Back from GCAP
Posted by Black Lab Games in GCAP on December 9th, 2009
So, GCAP 2009 is now officially over. Overall, it’s been an excellent conference.
Highlights for me:
- Tony Albrecht gave an excellent presentation on day one called “The Pitfalls of Object Orientated Design”. He raised the point that whilst CPU speeds have increased 1000x fold over the last 20 years, memory speed has increased 10x. Object-orientated techniques can cause performance issues by accessing memory a lot, whilst doing relatively few calculations. Tony recommended “Data Orientated Design“, which optimises memory layout of data in a way that makes it more cache friendly, and in turn makes the game run faster
- A video link with David Jaffe. “Aim to make hits”. Very sound advice.
- Justin Halliday from recently closed studio Transmission Games gave a very frank postmortem of Heroes of Europe, which was released by Ubisoft in September 2009. Justin stated that HoE was responsible for the closure of the studio due to delays and budget blowouts. To me, the talk reinforced two points : project management is vital (and totally underrated), and buying technology where possible is better than building your own.
- Meeting people. As with any conference, it’s always great to meet new people. Props to Alander from Prickly Pixel for being awesome. And meeting Farbs was cool too.
Lowlights for me :
- My presentation. I gave a talk titled “Managed Code in Game Development”. It’s something I’m interested in and believe in. (Don’t worry if you don’t know what “managed code” is, I won’t go into detail). I don’t really feel like I delivered the material very well at all. I think I need public speaking lessons.
- Insufficient coffee. Several rooms full of game developers. One coffee provided for 20 minutes during the afternoon tea break. Wtf?
Overall : Highly recommended.
First impressions count
Posted by Black Lab Games in Game Development, Star Hammer on December 1st, 2009
..or so they say. Whereas many retails games get multi-million dollar marketing budgets, games distributed digitally often have to rely on demos to get sales. The game becomes the advertising. I think that’s a good thing.
Over the last couple of days, I’ve been working on improving the main menu screens in Star Hammer that first greets a player when they are starting the game. I thought I’d share some before and after pictures. So here goes.
Here is the pre-makeover screenshot:

Star Hammer Main Menu - before
It features a computer console screen which looks nice enough, but the overall appearance of the screen is a bit drab. Apart from the blue background of the screen, there isn’t really any color at all. The stars in the background are animated and fly across the screen from left to right. The currently selected option blinks (tastefully) so that the player know want will happen when they press ‘A’ on the controller. And when an option is selected, the console slides off the screen – no abrupt screen changes here.
It’s a functional main menu, but hardly inviting or appealing.
I thought about what would be cool to add to the menu screen to give it some oomph, and figured I needed a few things. First, more color. Even though the game is set in space, trying to add some color and avoid too much darkness is a constant challenge. The other thing I wanted to add was more movement. A blinking menu option is fine, but more is needed.
Here is the post-makeover screenshot.

Star Hammer Main Menu - after
So, what’s going in here? First, I added a nebula backdrop. Nebulas are really interesting visually (well, I think they are). Like the previous menu, the stars move from left to right, giving an impression of travel.
Last week I did a new Star Hammer gameplay video to add to the showreel for iParty, and with all of my newly-won experience wielding Sony Vegas under my belt, thought that adding some video to the menu screen could be an idea. So, there is a looping video on the left hand side projected onto a curved screen. The video screen is a really easy-to-make 3D model, just a curved plane. The video was made with Fraps and Sony Vegas, and I used a filter called “TV Simulation” to add some interesting effects like static and a raster scan. XNA 3.1 introduced a new video playback library that makes playing and projecting video onto 3D models really straight forward.
The actual menu on the right got a makeover too. The frames at the top and bottom animate when the menu opens and closes, and the highlight box behind the selected option scrolls smoothly when the player changes options.
Oh, and the font is completely different too. I think with font selection, I’ve been trying to find “Sci-fi”-looking fonts. I have to say it’s not been working out as well as I’d like. I think clean and readable are better priorities than “space-y”.
The final element that isn’t apparent from a screen shot is a revamp of the theme music, recently done by my friend and colleague Simon Wittber. ( Here is a short sample…turn it up loud! )
There is another reason for using the video that way I have. Games on Xbox Live Indies Games (where Star Hammer will eventually be available), have an 8-minute trial. That means you have 8 minutes to convince the player that your game is worthy of their Microsoft Points. As there is a lot of interesting content in the game after the 8-minute trial deadline, I figured it would be a good idea to show the player what they can expect further into the game. So, I make the game look more polished, exciting and professional, and at the same time give would-be purchasers a window into what lies ahead. Win-Win!
Overall, I’m really pleased with how it’s all turned out.


