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	<title>Black Lab Games Blog &#187; Uncategorized</title>
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	<link>http://blacklabgames.com.au/blog</link>
	<description>Musings from the Black Lab</description>
	<lastBuildDate>Sat, 10 Dec 2011 03:22:01 +0000</lastBuildDate>
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		<title>Thick skin required</title>
		<link>http://blacklabgames.com.au/blog/2010/01/thick-skin-required/</link>
		<comments>http://blacklabgames.com.au/blog/2010/01/thick-skin-required/#comments</comments>
		<pubDate>Mon, 11 Jan 2010 06:37:39 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Yay for journalists]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=202</guid>
		<description><![CDATA[I came across this today whilst looking through some Google Alerts. I wondered how long it would take&#8230;. Quite amusing. I&#8217;m sure they&#8217;ll love the game if they ever play it. Remember, all publicity is good publicity.]]></description>
			<content:encoded><![CDATA[<p>I came across this today whilst looking through some Google Alerts. I wondered how long it would take&#8230;.</p>
<p><a href="http://blacklabgames.com.au/blog/wp-content/uploads/2010/01/sht_thickskin.jpg"><img class="size-full wp-image-203 alignright" title="sht_thickskin" src="http://blacklabgames.com.au/blog/wp-content/uploads/2010/01/sht_thickskin.jpg" alt="sht_thickskin" width="762" height="632" /></a></p>
<p>Quite amusing. I&#8217;m sure they&#8217;ll love the game if they ever play it. <img src='http://blacklabgames.com.au/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Remember, all publicity is good publicity.</p>
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		<title>Cinematics System</title>
		<link>http://blacklabgames.com.au/blog/2009/09/cinematics-system/</link>
		<comments>http://blacklabgames.com.au/blog/2009/09/cinematics-system/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 01:13:19 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=100</guid>
		<description><![CDATA[I&#8217;ve started working on an &#8216;in-engine&#8217; cinematics system. Initially, it will be used on Star Hammer, but it&#8217;s designed to be fairly generalised so it can be re-used in other games in the future. Although gratuitously long cutscenes can be &#8230; <a href="http://blacklabgames.com.au/blog/2009/09/cinematics-system/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve started working on an &#8216;in-engine&#8217; cinematics system. Initially, it will be used on Star Hammer, but it&#8217;s designed to be fairly generalised so it can be re-used in other games in the future. Although gratuitously long cutscenes can be quite boring, I do like games that have a bit a narrative, and that revel it to the player as they progress. I think mystery is cool, and having the mystery revelled piece by piece is a great reward, and compliments gameplay well. Being embedded in a story is definitely something I&#8217;m interested in myself as a player.</p>
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		<title>GO3</title>
		<link>http://blacklabgames.com.au/blog/2009/08/go3/</link>
		<comments>http://blacklabgames.com.au/blog/2009/08/go3/#comments</comments>
		<pubDate>Thu, 06 Aug 2009 13:35:15 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[GO3]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=82</guid>
		<description><![CDATA[Black Lab Games has secured a booth at this years GO3 expo. David has generously made an offer to the Perth local game development community offering a special deal for floor space, so I thought, why not? So, if you&#8217;re &#8230; <a href="http://blacklabgames.com.au/blog/2009/08/go3/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Black Lab Games has secured a booth at this years <a href="http://www.go3.com.au/">GO3</a> expo. David has generously made an offer to the Perth local game development community offering a special deal for floor space, so I thought, why not?</p>
<p>So, if you&#8217;re in Perth between October 1 and 4, come on down and say hi. Hopefully I&#8217;ll have some multiplayer modes of <a href="http://www.youtube.com/watch?v=t3WbLHgePug"> &#8216;Hammer</a> ready by then, and you can whoop me at my own game.</p>
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		<title>2 weeks for DreamBuildPlay deadline</title>
		<link>http://blacklabgames.com.au/blog/2009/07/2-weeks-for-dreambuildplay-deadline/</link>
		<comments>http://blacklabgames.com.au/blog/2009/07/2-weeks-for-dreambuildplay-deadline/#comments</comments>
		<pubDate>Fri, 24 Jul 2009 02:40:09 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=72</guid>
		<description><![CDATA[I&#8217;m planning on submitting a build of Operation: Star Hammer in the DreamBuildPlay competition. Entries close August 6, so I have 14 days (including today) to get the game polished up and looking good. However the DreamBuildPlay entry won&#8217;t be &#8230; <a href="http://blacklabgames.com.au/blog/2009/07/2-weeks-for-dreambuildplay-deadline/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m planning on submitting a build of Operation: Star Hammer in the <a href="http://www.dreambuildplay.com/main/default.aspx">DreamBuildPlay</a> competition. Entries close August 6, so I have 14 days (including today) to get the game polished up and looking good. However the DreamBuildPlay entry won&#8217;t be the end of development.</p>
<p>Instead, I&#8217;m focussing on getting the most important aspects of the game reasonably well tuned. I think some focus testing soon would be a good idea too. I got some great feedback when the game was <a href="http://nick.onetwenty.org/index.php/2009/04/06/indie-games-scene-showcase-and-mixer/">shown earlier in the year</a>, but their have been a lot of changeds and improvements since.</p>
<p>There have been quite a number of developments lately. I recently rewrote the AI that drives the enemy fighters &#8211; I think combat is more fun and engaging now. The move to 3D has allowed for simple cinematics, such as a take-off sequence when a new mission starts. Time, budget and ability providing, I&#8217;ll be expanding on that a bit after DreamBuildPlay. I&#8217;ve got a writer friend working on a new backstory and totally overhauling the missions and game story arc (more on this in a later post). I&#8217;m still <a href="http://blacklabgames.com.au/blog/?p=57">having fun</a> with shaders and cool effects.</p>
<p>The benefit of entering the competition is that it forces me to think really hard about what is important. I have a limited time budget, and I have to spend it wisely. It means having a strong idea of what the end product should look/feel/play like. Development has to be efficient. I like efficient.</p>
<p>It also means I&#8217;ll be able put together a video and show some new screenshots soon, something I&#8217;m looking forward to doing.</p>
<p>Anyway, back to work, I&#8217;ve got a competition to enter and a <a href="http://www.subversivegames.com/">client</a> to write software for.</p>
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		<title>New Site Theme</title>
		<link>http://blacklabgames.com.au/blog/2009/07/new-site-theme/</link>
		<comments>http://blacklabgames.com.au/blog/2009/07/new-site-theme/#comments</comments>
		<pubDate>Tue, 14 Jul 2009 03:12:05 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=68</guid>
		<description><![CDATA[I&#8217;ve created a new colour scheme/theme for the Black Lab Games site. The site is still very light on for content, but that&#8217;s because I don&#8217;t have much to say yet. That will change in good time. I&#8217;m still undecided &#8230; <a href="http://blacklabgames.com.au/blog/2009/07/new-site-theme/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve created a new colour scheme/theme for the <a title="Website" href="http://www.blacklabgames.com.au">Black Lab Games</a> site. The site is still very light on for content, but that&#8217;s because I don&#8217;t have much to say yet. That will change in good time.</p>
<p>I&#8217;m still undecided on what I want to use for a logo. The blocky &#8216;b&#8217; is ok, but I&#8217;m not sure it portrays the image of digital games company. Much pondering to do&#8230;</p>
<p>Thoughts?</p>
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		<slash:comments>4</slash:comments>
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		<title>Feedback is awesome</title>
		<link>http://blacklabgames.com.au/blog/2009/04/feedback-is-awesome/</link>
		<comments>http://blacklabgames.com.au/blog/2009/04/feedback-is-awesome/#comments</comments>
		<pubDate>Wed, 15 Apr 2009 06:43:15 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=37</guid>
		<description><![CDATA[Last night was the first public airing of Operation: Star Hammer. It was also the first time people other than me have played the current iteration of the game. It&#8217;s always interesting to watch how other people play a game &#8230; <a href="http://blacklabgames.com.au/blog/2009/04/feedback-is-awesome/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Last night was the <a href="http://nick.onetwenty.org/index.php/2009/04/15/crowd-games-great-success/">first public airing</a> of <em>Operation: Star Hammer</em>. It was also the first time people other than me have played the current iteration of the game. It&#8217;s always interesting to watch how other people play a game you&#8217;ve made (or are making). Developers tend to make assumptions about what people will or won&#8217;t know or understand about the game, especially when it&#8217;s partially developed and doesn&#8217;t have all of the instructions, tutorials, etc. So it was illustrative to see people play the game at the mixer showcase.</p>
<p>A couple of top level TODO&#8217;s came out of the feedback. The first is to make some changes to the controls. I figured that might be the case, but now I have more information to go on. There are some others that relate to guiding the player through the missions, making some things in the game more visible or distinguishable, etc.</p>
<p>Thanks to everybody who played the game at the event last night, and extra thanks to those that filled out a survey.</p>
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		<title>Home, the IGS and lessons learnt at Disneyland</title>
		<link>http://blacklabgames.com.au/blog/2009/04/home-the-igs-and-lessons-learnt-at-disneyland/</link>
		<comments>http://blacklabgames.com.au/blog/2009/04/home-the-igs-and-lessons-learnt-at-disneyland/#comments</comments>
		<pubDate>Mon, 06 Apr 2009 04:14:10 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=27</guid>
		<description><![CDATA[I&#8217;ve been away from home for the past two weeks. Now I&#8217;m back and looking forward to getting back into game development! I attended the Independent Games Summit, which was held as part of GDC 2009. It was a really &#8230; <a href="http://blacklabgames.com.au/blog/2009/04/home-the-igs-and-lessons-learnt-at-disneyland/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been away from home for the past two weeks. Now I&#8217;m back and looking forward to getting back into game development!</p>
<p>I attended the <a title="IGF" href="http://www.indiegamesummit.com/">Independent Games Summit</a>, which was held as part of <a title="GDC2009" href="http://www.gdconf.com/">GDC 2009</a>. It was a really interesting, inspiring and worthwhile 2 days. There where plenty of highlights and some great sessions. The talk by Ron Carmel (from 2D Boy, creators of World of Goo) titled &#8220;<a href="http://www.indiegames.com/blog/2009/03/gdc_2d_boys_carmel_on_the_goo.html">Everything you wanted to know about indie game development but were afraid to ask</a>&#8221; was excellent &#8211; there was loads of good advice. Petri Purho&#8217;s presentation about the value of <a href="http://www.indiegames.com/blog/2009/03/gdc_crayon_physics_creator_pur.html">prototyping</a> was thought provoking. It was also great to meet some of guys from the <a href="http://www.xna.com/">XNA</a> and <a href="http://creators.xna.com/en-US/">XBLCG </a>teams.</p>
<p>Last week I spent some time sightseeing. One of the places I went was Disneyland. Something I that really struck me was the attention to detail, and I think there are lessons here for game developers &#8211; attention to small details is important.</p>
<p>Disneyland is about fantasy, as in dropping into a fantasy world, be it a from a Pixar film or a cartoon series. From the moment you walk up to the gates to get in, no detail is overlooked to enforce the fanasty of being in a world of entertainment. An example is the construction sites inside the park. As parts of the park are overhauled or new attractions built, sections are fenced off &#8211; not with any old scrap wood or wire, but with themed painted wood sheeting, complete with posters that are themed to match the new attraction. They essentially say &#8216;under constructions, sorry for the inconvience&#8221;, but using wording, fonts and colors that fits with the new attraction being built. There is nothing generic anywhere in the park &#8211; everything you see or hear continues to re-enforce that you are not in the real world, but in a world of fantasy that the parks creators have built.</p>
<p>The top tier developers also do this. Whether it&#8217;s themed installers or error message boxes, creating a game that is a complete experience is something that the best developers get right. It takes time and effort, and it&#8217;s a lot harder than it looks, but I think that small details that are missing can easily overshadow or detract from the rest of the effort put into the game.</p>
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