<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Black Lab Games Blog</title>
	<atom:link href="http://blacklabgames.com.au/blog/feed/" rel="self" type="application/rss+xml" />
	<link>http://blacklabgames.com.au/blog</link>
	<description>Musings from the Black Lab</description>
	<lastBuildDate>Tue, 20 Jul 2010 02:46:27 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
		<item>
		<title>Paul&#8217;s Picks : Game Design Books</title>
		<link>http://blacklabgames.com.au/blog/2010/07/pauls-picks-game-design-books/</link>
		<comments>http://blacklabgames.com.au/blog/2010/07/pauls-picks-game-design-books/#comments</comments>
		<pubDate>Tue, 20 Jul 2010 02:44:43 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[recommended]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=368</guid>
		<description><![CDATA[Like many people, I&#8217;m on a fairly constant quest for self-improvement and self-education. Every once in a while, I&#8217;ll do a bulk order of books from Amazon, and in the last batch picked up a couple of books on the topic of game design. I&#8217;ve never formally studied game design (instead learning by doing), but [...]]]></description>
			<content:encoded><![CDATA[<p>Like many people, I&#8217;m on a fairly constant quest for self-improvement and self-education. Every once in a while, I&#8217;ll do a bulk order of books from Amazon, and in the last batch picked up a couple of books on the topic of game design. I&#8217;ve never formally studied game design (instead learning by <em>doing</em>), but there were a couple of books I&#8217;d heard about so figured it was worth picking them up.</p>
<p><em><a href="http://www.amazon.com/Theory-Fun-Game-Design/dp/1932111972/ref=sr_1_1?s=books&amp;ie=UTF8&amp;qid=1279592152&amp;sr=1-1">A Theory of Fun for Game Design</a></em> by Raph Koster is not a new book, having been published in about 2005. However it&#8217;s still very relevant, and as the title suggests, puts forward a theory about what makes games&#8230;.fun. Given that games are (often) meant to be fun and entertaining, understanding the concept of fun is important. It&#8217;s a very easy read, and I found it pretty interesting and educational.</p>
<p style="text-align: center;"><img class="aligncenter" src="http://ecx.images-amazon.com/images/I/61aYynUDoiL._SL500_AA300_.jpg" alt="A Theory of Fun for Game Design" /></p>
<p><em><a href="http://www.amazon.com/Art-Game-Design-book-lenses/dp/0123694965/ref=sr_1_1?s=books&amp;ie=UTF8&amp;qid=1279592405&amp;sr=1-1">The Art of Game Design : A Book of Lenses</a></em> by Jesse Schell was first published in 2008. <em>I can&#8217;t recommend this book highly enough!</em><strong> </strong>It covers a wide range of topics relating to game design, from developing the core experience, through story and character development, gameplay, business models, and much more. The &#8220;Book of Lenses&#8221; part is interesting too &#8211; each subject area contains one or more lenses, which are focus-giving questions that designers can ask themselves to help understand and improve their design. Picking a random example, The Lens of the Interest Curve asks questions about pacing and what captivates players of the game as the game progresses.</p>
<p><a href="http://blacklabgames.com.au/blog/wp-content/uploads/2010/07/book_of_lenses1.jpg"><img class="aligncenter size-full wp-image-371" title="The Art of Game Design : A Deck of Lenses" src="http://blacklabgames.com.au/blog/wp-content/uploads/2010/07/book_of_lenses1.jpg" alt="" width="198" height="265" /></a></p>
<p>There are <em>100 lenses</em>, so any game design can be tweaked, modified and improved in great detail by examining it through the lenses. There is a  companion publication, <a href="http://www.amazon.com/Art-Game-Design-Deck-Lenses/dp/0615218288/ref=pd_bxgy_b_img_b">The Deck of Lenses</a>, that has each lens and its questions in card form &#8211; very handy! There is a lot of material in this book, and I expect to be referring back to it a lot in the future as I explore new game ideas.</p>
<p>Both of these books would fit quite well in any game designers bookshelf.</p>
]]></content:encoded>
			<wfw:commentRss>http://blacklabgames.com.au/blog/2010/07/pauls-picks-game-design-books/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Star Hammer Tactics for PSP and PS3 is now available in Europe (and Australia/NZ). Also, new video!</title>
		<link>http://blacklabgames.com.au/blog/2010/07/star-hammer-tactics-for-psp-and-ps3-is-now-available-in-europe-and-australianz-also-new-video/</link>
		<comments>http://blacklabgames.com.au/blog/2010/07/star-hammer-tactics-for-psp-and-ps3-is-now-available-in-europe-and-australianz-also-new-video/#comments</comments>
		<pubDate>Thu, 15 Jul 2010 00:51:09 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Star Hammer]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[minis]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Star Hammer Tactics]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=363</guid>
		<description><![CDATA[Star Hammer Tactics is now available for the PSP *and* PS3. OMG!!!1!! Presently, it&#8217;s out in Europe and Oceania (meaning Australia and New Zealand basically). (A full list of countries can be found here) If you&#8217;ve been looking for a easy-to-learn strategy game that can be played in short bursts, (or extended sessions if your [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.starhammer.com">Star Hammer Tactics</a> is now available for the PSP *and* PS3. OMG!!!1!!</p>
<p>Presently, it&#8217;s out in Europe and Oceania (meaning Australia and New Zealand basically). (A full list of countries can be found <a href="http://blacklabgames.com.au/blog/2010/07/star-hammer-tactics-for-psp-and-ps3-available-in-europe-and-oceania-from-july-14th/">here</a>)</p>
<p>If you&#8217;ve been looking for a easy-to-learn strategy game that can be played in short bursts, (or extended sessions if your in the mood!), maybe consider checking it out. (If you have Media Go installed, click <a href="psns:browse?product=EP4156-NPEZ00165_00-STARHAMMERTACTIC">here</a>)</p>
<p>Oh, and here is a video I made for the miniS release last week:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/gXipDBBGF2U" /><embed type="application/x-shockwave-flash" width="480" height="360" src="http://www.youtube.com/v/gXipDBBGF2U"></embed></object></p>
<p>Coolio.</p>
<p>L8r, Paul</p>
]]></content:encoded>
			<wfw:commentRss>http://blacklabgames.com.au/blog/2010/07/star-hammer-tactics-for-psp-and-ps3-is-now-available-in-europe-and-australianz-also-new-video/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>More on automated testing</title>
		<link>http://blacklabgames.com.au/blog/2010/07/more-on-automated-testing/</link>
		<comments>http://blacklabgames.com.au/blog/2010/07/more-on-automated-testing/#comments</comments>
		<pubDate>Mon, 12 Jul 2010 01:43:50 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Star Hammer]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[Star Hammer Tactics]]></category>
		<category><![CDATA[technical]]></category>
		<category><![CDATA[testing]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=357</guid>
		<description><![CDATA[Recently, I posted about how I used AI to find and fix bugs in Star Hammer Tactics. There are other ways to use automation to ensure that a game is robust, and in this post, I&#8217;m going to outline something else I did to ensure that the game was as solid and crash-proof as possible. [...]]]></description>
			<content:encoded><![CDATA[<p>Recently, I <a href="http://blacklabgames.com.au/blog/2010/06/using-ai-to-find-bugs/">posted</a> about how I used AI to find and fix bugs in <a href="http://www.starhammer.com">Star Hammer Tactics</a>. There are other ways to use automation to ensure that a game is robust, and in this post, I&#8217;m going to outline something else I did to ensure that the game was as solid and crash-proof as possible. <em>(Warning: This post may contain terms that only make sense to programmers!)</em></p>
<p><a href="http://blacklabgames.com.au/blog/wp-content/uploads/2010/07/joystick.jpg"><img class="aligncenter size-full wp-image-358" src="http://blacklabgames.com.au/blog/wp-content/uploads/2010/07/joystick.jpg" alt="" width="120" height="132" /></a></p>
<p>A test that is often performed to find if a game is robust and stable is random button pushing. That means what is says &#8211; somebody just presses lots of buttons randomly to see if the game can handle it&#8230;or not. I decided to take this a set further and use code to simulate random button pressing.</p>
<p>Star Hammer Tactics uses an &#8220;input manager&#8221; <a href="http://en.wikipedia.org/wiki/Class_(computer_science)">class</a>. This means that between the instructions that reads the state of the physical buttons and the code that performs the game logic, there is a class that transforms the raw button state data into &#8220;commands&#8221;. So, for example, instead of the code that manages missiles having to read the &#8216;square&#8217; button to see if it&#8217;s being pressed, it checks with the input manager to see if the &#8220;fire missile&#8221; command has been issued. By using an input manager, it means that player input code is in one place, instead being being spread all across the game codebase. It also means that if there is a design change, and the assignment of buttons changes, there is one place to make changes.</p>
<p>I decided to use the fact that the input manager deals in commands to test the robustness of the game code. I (temporarily) disabled the code that interfaces with the physical buttons, and replaced it with code that randomly issued commands. When running the game like this, it obviously didn&#8217;t play like the game should &#8211; the actions that occurred were completely random. At the main menu, for example, the command to toggle music on or off might be issued many times per second, meaning that the music would repeatedly turn on and off. The advantage of getting the game to generate the command, instead of a human, is that the game can keep the virtual button-mashing up for hours at a time.</p>
<p>I was pretty pleased when the first time I ran the game in virtual button mashing mode, it didn&#8217;t crash, and after a full hour I eventually turned it off. Test passed.</p>
<p>Nothing fully replaces humans for testing, but with a bit of thought, it is possible to engineer solutions that take of lot of the manual labour out of testing, in turn leading to more stable and solid games.</p>
]]></content:encoded>
			<wfw:commentRss>http://blacklabgames.com.au/blog/2010/07/more-on-automated-testing/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Star Hammer Tactics for PSP and PS3 available in Europe and Oceania from July 14th</title>
		<link>http://blacklabgames.com.au/blog/2010/07/star-hammer-tactics-for-psp-and-ps3-available-in-europe-and-oceania-from-july-14th/</link>
		<comments>http://blacklabgames.com.au/blog/2010/07/star-hammer-tactics-for-psp-and-ps3-available-in-europe-and-oceania-from-july-14th/#comments</comments>
		<pubDate>Mon, 05 Jul 2010 01:33:12 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Star Hammer]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[minis]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Sony]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=341</guid>
		<description><![CDATA[I&#8217;m excited to announce that Star Hammer Tactics for PSP and PS3 will be available in Europe and Oceania from July 14th. That&#8217;s next week! The complete list of countries is: Australia Austria Belgium Czech Republic Denmark Finland France Germany Greece Ireland Italy Luxembourg Netherlands New Zealand Norway Poland Russia Saudi Arabia South Africa Spain Sweden [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blacklabgames.com.au/blog/wp-content/uploads/2010/07/psn200.png"><img class="aligncenter size-full wp-image-350" src="http://blacklabgames.com.au/blog/wp-content/uploads/2010/07/psn200.png" alt="" width="200" height="192" /></a></p>
<p>I&#8217;m excited to announce that <a href="http://www.blacklabgames.com.au/starhammer">Star Hammer Tactics</a> for <a href="http://eu.playstation.com/psp/">PSP</a> and <a href="http://eu.playstation.com/ps3/">PS3</a> will be available in Europe and Oceania from July 14th. That&#8217;s next week!</p>
<p>The complete list of countries is:</p>
<ul>
<li>Australia</li>
<li>Austria</li>
<li>Belgium</li>
<li>Czech Republic</li>
<li>Denmark</li>
<li>Finland</li>
<li>France</li>
<li>Germany</li>
<li>Greece</li>
<li>Ireland</li>
<li>Italy</li>
<li>Luxembourg</li>
<li>Netherlands</li>
<li>New Zealand</li>
<li>Norway</li>
<li>Poland</li>
<li>Russia</li>
<li>Saudi Arabia</li>
<li>South Africa</li>
<li>Spain</li>
<li>Sweden</li>
<li>Switzerland</li>
<li>United Arab Emirates</li>
<li>United Kingdom.</li>
</ul>
<p>Star Hammer Tactics will be available via the <a href="http://uk.playstation.com/psn/store/">PlayStation Store</a>, which can be accessed by anyone with a free PlayStation Network account from your PSP, PS3, or via <a href="http://www.sonycreativesoftware.com/products/mediago/default_enu.asp">Sony Media Go</a>.</p>
<p>Cool!</p>
<p style="text-align: center;">
]]></content:encoded>
			<wfw:commentRss>http://blacklabgames.com.au/blog/2010/07/star-hammer-tactics-for-psp-and-ps3-available-in-europe-and-oceania-from-july-14th/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Using AI to find bugs</title>
		<link>http://blacklabgames.com.au/blog/2010/06/using-ai-to-find-bugs/</link>
		<comments>http://blacklabgames.com.au/blog/2010/06/using-ai-to-find-bugs/#comments</comments>
		<pubDate>Tue, 29 Jun 2010 02:16:35 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[debugging]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Star Hammer Tactics]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=332</guid>
		<description><![CDATA[I wanted to share a technique I recently used in developing Star Hammer Tactics to find crash bugs. (BTW, this post will probably be more interesting to developers, especially programmers.) A few weeks ago, I thought the game was finished. All of the tasks on the task list were complete, and I&#8217;d tested the game [...]]]></description>
			<content:encoded><![CDATA[<p>I wanted to share a technique I recently used in developing <a href="http://www.starhammer.com">Star Hammer Tactics</a> to find crash bugs. (BTW, this post will probably be more interesting to developers, especially programmers.)</p>
<p>A few weeks ago, I thought the game was finished. All of the tasks on the task list were complete, and I&#8217;d tested the game extensively. I tried all sorts of crazy things to try and crash it, or make it misbehave, and it always worked just fine. Convinced that it was ready to release, I submitted the game to Sony for acceptance. A few days later, I get the acceptance testing report, and to my disappointment found that the game had failed. Apparently it was unstable and crashed a lot. What!?!?</p>
<p>Now, being a small company, I don&#8217;t have access to a huge QA department. Whilst I make every effort to ensure that my code is as robust as possible, I&#8217;m only human, and I guess a few bugs had crept in. I got some friends to try the game, and after quite a few rounds of combat, the game froze. Awesome!</p>
<p>The problem was that it took at least 30-45 minutes to find *one* instance of the game failing. Furthermore, there was no way at all to tell what might have caused the game code to freeze. I needed a way to test the game in such a way as to find problems more quickly. At this point, I remembered that earlier in development, I&#8217;d used two competing AI players to tune the gameplay and balance the power of the various types of ship. Hmmm, competing AI&#8230;</p>
<p><a href="http://blacklabgames.com.au/blog/wp-content/uploads/2010/06/artificialfictionbrain.png"><img class="aligncenter size-full wp-image-334" title="artificialfictionbrain" src="http://blacklabgames.com.au/blog/wp-content/uploads/2010/06/artificialfictionbrain.png" alt="artificialfictionbrain" width="347" height="314" /></a></p>
<p>What I was able to do was configure the game to play itself, non-stop, for hours at a time. Doing this through the debugger meant that if a problem occurred, I&#8217;d know were the problem was, and would  have a better chance of finding the cause. The good news is that it didn&#8217;t take long to find a couple of bugs that only occurred in rare circumstances, but had caused the previously reported &#8220;instability&#8221;.</p>
<p>So, if you&#8217;re working on a game, consider a mode in which the game plays itself. It&#8217;s a great way to find bugs!</p>
]]></content:encoded>
			<wfw:commentRss>http://blacklabgames.com.au/blog/2010/06/using-ai-to-find-bugs/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Paul&#8217;s Picks : Coconut Dodge</title>
		<link>http://blacklabgames.com.au/blog/2010/06/pauls-picks-coconut-dodge/</link>
		<comments>http://blacklabgames.com.au/blog/2010/06/pauls-picks-coconut-dodge/#comments</comments>
		<pubDate>Fri, 25 Jun 2010 03:28:55 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Paul's Picks]]></category>
		<category><![CDATA[Coconut Dodge]]></category>
		<category><![CDATA[minis]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[recommended]]></category>
		<category><![CDATA[Sony]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=327</guid>
		<description><![CDATA[One of the awesome things about being a game developer is market research. By that, I mean when a new game comes out that is getting some attention, it&#8217;s usually worthwhile checking it out to see what all about, what it&#8217;s doing right and why it&#8217;s noteworthy. Yes, that&#8217;s right&#8230;sometimes I must play games as [...]]]></description>
			<content:encoded><![CDATA[<p>One of the awesome things about being a game developer is market research. By that, I mean when a new game comes out that is getting some attention, it&#8217;s usually worthwhile checking it out to see what all about, what it&#8217;s doing right and why it&#8217;s noteworthy. Yes, that&#8217;s right&#8230;sometimes I must play games as part of my job. Oh, the sacrifice.</p>
<p>Since I&#8217;m working on PSP miniS lately, I&#8217;ve been keeping tabs on new releases via <a href="http://www.pspminis.com">pspminis.com</a> and the <a href="http://blog.eu.playstation.com/">Sony PlayStation Blog</a>. And one title that&#8217;s been getting some attention is Coconut Dodge.</p>
<p><a href="http://blacklabgames.com.au/blog/wp-content/uploads/2010/06/clawrence.jpg"><img class="aligncenter size-full wp-image-328" title="clawrence" src="http://blacklabgames.com.au/blog/wp-content/uploads/2010/06/clawrence.jpg" alt="clawrence" width="477" height="221" /></a></p>
<p>In Coconut Dodge, you play as Clawrence, a treasure hungry crab. You collect falling treasure whilst dodging falling coconuts. It&#8217;s addictive, and a really easy game to learn to play which is something I think is underrated these days. I think the most awesome thing about Coconut Dodge though, is that after it was released the developers solicited feedback from players and then made changes and released a free update that addressed issues that player had. 360 degree feedback&#8230;.excellent!</p>
<p><a href="http://www.coconutdodge.co.uk/">Coconut Dodge</a> is good, simple fun, and worthwhile looking into if you&#8217;re a PSP or PS3 owner.</p>
<p>L8r, Paul</p>
]]></content:encoded>
			<wfw:commentRss>http://blacklabgames.com.au/blog/2010/06/pauls-picks-coconut-dodge/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Star Hammer Tactics released on Xbox 360!</title>
		<link>http://blacklabgames.com.au/blog/2010/06/star-hammer-tactics-released-on-xbox-360/</link>
		<comments>http://blacklabgames.com.au/blog/2010/06/star-hammer-tactics-released-on-xbox-360/#comments</comments>
		<pubDate>Mon, 14 Jun 2010 02:47:07 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Star Hammer]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[released!]]></category>
		<category><![CDATA[Star Hammer Tactics]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=319</guid>
		<description><![CDATA[Today is a pretty exciting day for me! After months of hard work, Star Hammer Tactics has been approved for release on the Xbox 360, via the Xbox LIVE Indies Games channel. If you have an Xbox LIVE account in the United States, United Kingdom, Canada, France, Germany, Italy, Japan, Singapore, Spain or Sweden, you [...]]]></description>
			<content:encoded><![CDATA[<p>Today is a pretty exciting day for me! After months of hard work, <a href="http://www.starhammer.com">Star Hammer Tactics</a> has been approved for release on the Xbox 360, via the Xbox LIVE <a href="http://marketplace.xbox.com/en-US/games/catalog.aspx?d=7">Indies Games</a> channel.</p>
<p><a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855055a/"><img class="aligncenter size-full wp-image-320" title="star-hammer-tactics-xblig" src="http://blacklabgames.com.au/blog/wp-content/uploads/2010/06/star-hammer-tactics-xblig.jpg" alt="star-hammer-tactics-xblig" width="219" height="300" /></a></p>
<p>If you have an Xbox LIVE account in the United States, United Kingdom, Canada, France, Germany, Italy, Japan, Singapore, Spain or Sweden, you can download a trial (or buy the game!) right <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855055a/">here</a>.</p>
<p>Cool.</p>
]]></content:encoded>
			<wfw:commentRss>http://blacklabgames.com.au/blog/2010/06/star-hammer-tactics-released-on-xbox-360/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Star Hammer Tactics gameplay goals</title>
		<link>http://blacklabgames.com.au/blog/2010/05/star-hammer-tactics-gameplay-goals/</link>
		<comments>http://blacklabgames.com.au/blog/2010/05/star-hammer-tactics-gameplay-goals/#comments</comments>
		<pubDate>Tue, 18 May 2010 02:18:58 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Star Hammer]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[gameplay goals]]></category>
		<category><![CDATA[Star Hammer Tactics]]></category>
		<category><![CDATA[strategy]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=308</guid>
		<description><![CDATA[A while ago I stated some goals I had for the Star Hammer shooter I was working on last year. I figured it was worthwhile talking a little about what I wanted Star Hammer Tactics to be. So, here goes. I really like the concept of strategy games. I like the idea of marshalling your resources, [...]]]></description>
			<content:encoded><![CDATA[<p>A while ago I stated some <a href="http://blacklabgames.com.au/blog/2009/09/star-hammer-gameplay-goals/">goals</a> I had for the Star Hammer shooter I was working on last year. I figured it was worthwhile talking a little about what I wanted Star Hammer Tactics to be. So, here goes.</p>
<p>I really like the concept of strategy games. I like the idea of marshalling your resources, devising a plan, and crushing your opponents with your strategic brilliance. The problem I&#8217;ve found with most of the strategy-type games I&#8217;ve played over the years though, is complexity.</p>
<p>Complexity in a number of forms. Controls that take a while to learn, and even longer to master &#8211; whether it&#8217;s menus that are nested quite deeply to get to the command you want, or needing to learn a gazillion shortcut keys, or HUD&#8217;s that look like they belong in a stock trading system. Complexity in the form of dozens of unit types, with multiple upgrade paths, resulting in hundreds of combinations of unit types to choose from when deciding what to deploy and where.</p>
<p><a href="http://blacklabgames.com.au/blog/wp-content/uploads/2010/05/screenshot10.png"><img class="aligncenter size-medium wp-image-311" title="Combat!" src="http://blacklabgames.com.au/blog/wp-content/uploads/2010/05/screenshot10-300x170.png" alt="Combat!" width="300" height="170" /></a></p>
<p>Now, I&#8217;m not saying these things are bad or wrong. Just that I feel that perhaps not everybody wants that much complexity in a strategy game. Sure, a lot of people do want things to be as complex as possible. Fine. Great! You&#8217;re pretty well served by the existing games available, or in development.</p>
<p>I wanted to make something that had the feel of a strategy game, with a bit less complexity. Enter Star Hammer Tactics.</p>
<p>In Star Hammer Tactics, there are two sides : the humans of Novus and the alien Nautilids. Each side has a total of 4 units types &#8211; a small fighter, a larger fighter, a medium sized &#8220;warship&#8221; and a larger &#8220;destroyer&#8221; class vessel. A fleet is usually no more than 10 ships, meaning two things : battles are fairly short, and each ship is individually controlled by the player. Rather than giving &#8220;high level&#8221; orders (go here, guard this area, etc), you move each ship into position, fire a missiles at a specific enemy, attack a specific ships in close range combat, etc. Each ship has precisely two stats : Attack and Defense. Attack is the firepower of weapons, Defense the power of shields or hull strength.</p>
<p>So, the gameplay goal in summary :  <em>Create a strategy game with enough variables to make  the experience interesting and compelling, whilst maintaining a  simplified control scheme  and a rule set that makes the game accessible to players that might not currently play strategy games.</em></p>
<p>I guess I&#8217;ll find out if I&#8217;ve succeeded soon enough.</p>
<p>L8r, Paul</p>
]]></content:encoded>
			<wfw:commentRss>http://blacklabgames.com.au/blog/2010/05/star-hammer-tactics-gameplay-goals/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Beta, and the forgotten tasks of self-publishing</title>
		<link>http://blacklabgames.com.au/blog/2010/05/beta-and-the-forgotten-tasks-of-self-publishing/</link>
		<comments>http://blacklabgames.com.au/blog/2010/05/beta-and-the-forgotten-tasks-of-self-publishing/#comments</comments>
		<pubDate>Mon, 17 May 2010 03:17:33 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Star Hammer]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[self-publishing]]></category>
		<category><![CDATA[Star Hammer Tactics]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=293</guid>
		<description><![CDATA[I&#8217;m pretty excited to say that Star Hammer Tactics for PSP has reached beta. All of the games functionality has been written, all of the artwork created, all of the sound effects are making sounds&#8230; So, what now? Well, testing and publishing. I&#8217;ve come to realize over the last few years just how important the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m pretty excited to say that <a href="http://www.blacklabgames.com.au/starhammer/">Star Hammer</a> <a href="http://www.blacklabgames.com.au/starhammer/game_star_hammer_tactics.html">Tactics</a> for PSP has reached <a href="http://en.wikipedia.org/wiki/Software_release_life_cycle#Beta">beta</a>. All of the games functionality has been written, all of the artwork created, all of the sound effects are making sounds&#8230;</p>
<p>So, what now? Well, testing and publishing.</p>
<p><a href="http://blacklabgames.com.au/blog/wp-content/uploads/2010/05/print_presss.jpg"><img class="aligncenter size-full wp-image-297" title="print_presss" src="http://blacklabgames.com.au/blog/wp-content/uploads/2010/05/print_presss.jpg" alt="print_presss" width="107" height="122" /></a></p>
<p>I&#8217;ve come to realize over the last few years just how important the <em>publishing </em>part is. As a young plucky coder, I thought that developers did all of the work. We <strong><em>make </em></strong>the games. What else could there possible be to it? Step 1, Game idea. Step 2, Code, Step 3, Release game on unsuspecting public. Right?</p>
<p>Well, not quite.</p>
<p>Publishers in the games industry are generally seen as lumbering giants of organizations, corporate fat cats preying on developers and milking them for all they are worth. (Or at least that&#8217;s the view of many developers). Deals are done often in a skewed way that ensures that the publisher takes the least amount of risk, and seemly gets the greatest reward if a game is a hit. (<a href="http://boesky.blogspot.com/2010/05/aaa-games-are-dead-not-dead-yet-edition.html">This</a> post I read last week was quite interesting!)</p>
<p>Whether this view is correct or true or fair, I&#8217;ve decided that for now at least, Black Lab Games will self-publish through digital distribution outlets. Services such as Xbox Live and the PlayStation Store are moderately accessible to smaller developers, compared with the various retail outlets on offer for boxed games.</p>
<p>Lately I&#8217;ve been getting Star Hammer Tactics ready for release on the PlayStation® Store &#8211; soon it will be available for anybody with a PlayStation Network account, and a PSP or a PS3. All games on the PS Store require an age rating. That means <a href="http://www.pegi.info/en/index/">PEGI</a> in Europe, and <a href="http://www.esrb.org/index-js.jsp">ESRB</a> in the US, so I&#8217;ve been signing up Black Lab Games to these various organisations, and I&#8217;ll have to spend time submitting the game to get is age rated.</p>
<p>At the start of a project, when you&#8217;re designing game systems, code systems, presentations of the game etc, tasks like getting the game classified aren&#8217;t really on your mind. However such tasks are part of the broad ranging area of &#8220;publishing&#8221;, and without completing them, the game will never be played by anyone (other than the developers).</p>
<p>There is a lot more to be an independent game developer that just writing code and doing art!</p>
<p>Now, if you&#8217;ll excuse me, I&#8217;m off to plan an advertising campaign.</p>
<p>L8r, Paul</p>
]]></content:encoded>
			<wfw:commentRss>http://blacklabgames.com.au/blog/2010/05/beta-and-the-forgotten-tasks-of-self-publishing/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Development updates</title>
		<link>http://blacklabgames.com.au/blog/2010/04/development-updates/</link>
		<comments>http://blacklabgames.com.au/blog/2010/04/development-updates/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 04:32:34 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Star Hammer]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[minis]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Star Hammer Tactics]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=281</guid>
		<description><![CDATA[I thought I&#8217;d share the latest word on the various games in development at Black Lab Games: Star Hammer Tactics for PSP/PS3 minis has been the main development focus of BLG over the last few weeks. It&#8217;s progressing really well. I have to say, working on the PSP is awesomely good fun! Kinda like old [...]]]></description>
			<content:encoded><![CDATA[<p>I thought I&#8217;d share the latest word on the various games in development at Black Lab Games:</p>
<ul>
<li><a href="http://www.blacklabgames.com.au/starhammer/game_star_hammer_tactics.html">Star Hammer Tactics</a> for <a href="http://blog.eu.playstation.com/2009/12/17/your-minis-are-now-ps3-compatible/">PSP/PS3 minis</a> has been the main development focus of BLG over the last few weeks. It&#8217;s progressing really well. I have to say, working on the PSP is awesomely good fun! Kinda like old times, back in the &#8217;90s when I was in my prime <img src='http://blacklabgames.com.au/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Most of a re-usable game &#8220;framework&#8221; has been developed, and most of the game is playable. I&#8217;m hopeful that it will be finished in a few weeks.</li>
<li>Star Hammer Tactics for Xbox 360 is &#8220;complete&#8221;, minus some minor tweaks. It&#8217;s been to<a href="http://creators.xna.com/en-GB/review_detail"> peer review</a> (a process in which it&#8217;s reviewed for technical and content problems) a couple of times, but hasn&#8217;t passed yet. Generally the issues have been pretty obscure and minor, but still valid enough reasons not to release the game.  When the &#8220;minis&#8221; version is done, I&#8217;ll get back to fixing the handful of review  issues and putting it back into the review queue.</li>
<li><a href="http://www.blacklabgames.com.au/starhammer/game_star_hammer_episode1.html">Star Hammer</a>. This project is currently on hold. As the project has developed, the scope and ideas for what I&#8217;d like to do with the game has increased a lot. I have a pretty clear vision for what I want the game to be, but I don&#8217;t have the resources at my disposal to make it at the moment. Rather than build and release something I&#8217;m not completely happy with, I&#8217;d rather hold off a bit and tackle it again when the time is right. The project is not cancelled, just &#8220;delayed until further notice&#8221;.</li>
</ul>
<p>I don&#8217;t like committing to release timeframes, because as a lone developer it&#8217;s so easy to miss deadlines when things go wrong or change. It&#8217;s not like I can delegate work to somebody else on the team. That said, I&#8217;m hoping to have both versions of Star Hammer Tactics out in June. But that&#8217;s not a commitment, ok!. Then probably on to something without &#8220;Star&#8221; in the name for a while.</p>
<p>Oh, and I&#8217;ve also been working on a special project with a <a href="http://www.differentmethods.com/main/different_methods.html">friend </a>that I&#8217;ll probably be able to talk more about in a few months. Good times!</p>
<p>L8r! Paul</p>
]]></content:encoded>
			<wfw:commentRss>http://blacklabgames.com.au/blog/2010/04/development-updates/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>
