Posts Tagged weekly update
Last Week – Vol 2, and musings about QA
Posted by Black Lab Games in Game Development, Star Hammer, Tactics, weekly update on February 15th, 2010
Last week was full of ups and downs in the Black Lab.
On the not so good side of the ledger, I had to pull Star Hammer Tactics out of peer review. I discovered a problem with one of the single player scenarios near the start of the game. It wasn’t a crash bug or anything nasty, just some data was missing that made the scenario almost impossible to beat. I figured that would possibly lead to bad reviews, so decided to take the game out of review and fix the problem. Although it was a 10 minute fix, there is a rule with the XNA Creator Clubs that games pulled from peer review (whether by the author, or as a result of a failure) cannot be resubmitted for 7 days. Therefore, I’ve had to wait around until this week before I can resubmit.
The time has been put to good use though! I’ve been making some excellent progress on building a game engine for the PSP. I can’t really go into much detail about it at this stage. NDA’s and all that. But I will say that it’s been great fun, and it’s interesting to have to program so “close to the metal” again – just like old times!
Lesson learnt pulling Star Hammer from peer review : Do not underestimate the value of QA (Quality Assurance). I realized that I need to expand my thinking about what “job roles” are important in building a game. My core skill is as a programmer, so obviously I understand the value of programming. I think of art and sound as being important – pretty obvious really, since a game is experienced by vision and sound. Also, there is an important role for marketing and promotion (if it’s a commercial release). This starts before the game is finished, but goes up a few gears when the game is finished. Although I’ve always been very aware of the need for QA, it never really registered how important it is. Developers can get too close to their creations to see problems, or changes to a system in the game can have flow-on effects in other parts of the game. A few years ago, Puzzle Quest on the PSP was released with a bug that caused a bit of angst amongst fans. If people are paying for a game, I think it’s fair to expect it to work and be playable to the end! So, note to self, need to work out a better solution for regular playtesting.
Finally, on a personal note, it was sad to see the implosion of Interzone Games Perth Studio. I have a number of friends who have worked, or until last week, did still work at that studio. I hope it all works out.
Last week
Posted by Black Lab Games in Game Development, Star Hammer, Tactics, Weekly News on February 8th, 2010
So, let’s catch up with what’s been happening.
Last week, I commissioned and received new “box art” for Star Hammer Tactics. I’m really happy with it, and I hope it gets peoples attention when they are browsing through the various Indie games available via Xbox LIVE.
I also started working on a game engine for the PSP. Last year, Black Lab Games applied to be anĀ authorizedĀ PSP Minis developer, and was accepted. It’s taken a while to get around to it, but I’m finally starting development. Good times ahead, I’m sure!
Finally, Star Hammer Tactics was submitted for peer review for inclusion in the Xbox LIVE Marketplace. What this means is that other Xbox LIVE Indies Games developers can review the game, and providing they don’t find any objectionable contents (which they won’t, because there is none), or crashes, it will be available for sale.