Blog Archive for May, 2009
by gekido on May.31, 2009, under Random Industry News, Unofficial GameCore Blog
Ever wondered what exactly goes into the process of getting a game approved by a publisher? Want an exclusive behind the scenes view of the development process, including getting console approval, detailed information about milestones and much, much more?
Well the awesome guys over at Introversion have published just that — a complete in-depth look at the entire development process behind Darwinia, including never-before details about the Xbox Live Arcade approval process, their actual milestone schedule and many other details that are very difficult to come across if you are just starting out.
If you are interested in game development or are trying to break into the industry — this is a ‘must see’ site:
http://www.introversion.co.uk/darwiniaplus/
by gekido on May.31, 2009, under Combat Spec Ops
For the past few weeks, in order to help narrow my focus, I’ve been concentrating on a single playable map set in an urban warehouse district. All of the maps in C:SO will serve dual purpose as single and multiplayer mission zones, and this one in particular is a good showcase of the gameplay elements that have been implemented so far.
Things like interacting with the environment (climbing ladders, scaling walls, fences etc), dynamic lighting (flashlights, etc), stealth elements (cover gameplay, sneak & silent attacks) as well as the more ‘visceral’ elements of gameplay — ie combat. (continue reading…)
by gekido on May.27, 2009, under Unofficial GameCore Blog
As promised, here’s a quick sneak peak at the improved instancing / spawning system. Granted this is a VERY quickly produced environment (done in about 10 minutes), and only includes a single tree type and very simple ‘planar’ grass (which looks pretty bad), but you can get the gist of the idea I think…
by gekido on May.26, 2009, under Unofficial GameCore Blog
So while I’ve been working on the gameplay and higher-level details about the game, the programming team here at Helios Interactive have been working hard (as always) on the tech (ie GameCore) that makes it all possible.
While we are always focusing on getting frequent releases out to the GameCore community, we always have a few whiteboards full of ‘wishlist’ type items that we are determined to implement in the engine at some point. Some of these items are driven by the latest and greatest games that come out the door, and others are our internal delusions of grandeur, but a surprisingly frequent amount of these features get implemented at some point in the tech.
While we have done a ‘soft-launch’ of GameCore 2.0, there are still a few niggly details and features that we are determined to get into the engine before we can officially call it ‘done’ from a technical standpoint. The whiteboard and task tracker have been locked down for version 2.0 and 2.1 (aiming for late summer-ish), and we’re on a mad crunch to get them implemented.
by gekido on May.26, 2009, under Random Industry News
Don’t know if anyone out there has heard of Interstellar Marines, but it is an Indie game being developed by . If you have had an idea about creating something and wanted some inspiration to kick it into high gear, these guys are something to see.
Couple of videos that are worth watching:

