16 Sep, 2008

Wrapping up takes a lot longer than expected, especially with GDC in Austin this week and various other commitments coming between me and my keyboard. Suffice it to say, small daily improvements are helping make the difference between a good and great release. A little more particle effect tuning, a few lighting adjustments... but it's all miniscule. One cool feature today was a few new push animations that give more life to the characters. A total of maybe 100 frames of animation changes the whole feel of the game for the better. I love it.

 

Current memory footprint: 51.0mb. I'm going to put off compressing textures yet another day so I can capture footage for the ESRB. They won't care if we fit in 40mb or not. :-)


12 Sep, 2008

Hurray for small wonders, I managed to get everything but one or two minor issues ready for our first submission to Nintendo. As a gamer, no doubt you've become aware over the years that making the game itself is a long and difficult process, requiring a tremendous amount of time investment by fairly talented people. Most gamers have no idea how much effort is demanded by console manufacturers to support robust error handling and maintain standards across all their titles. Just getting all the quirky details into Bruiser & Scratch that Nintendo expects has taken us about two weeks (we're a small team, so maybe it's less of a burden for bigger studios). Microsoft and Sony both have their docket full of requirements, each of which are substantial, so this is not a slight on Nintendo. It's just the nature of the beast.

 

What few gamers (and a surprisingly few game developers) realize is that there are a number of hoops to jump through as a publisher too. And I'm not even talking about releasing for packaged retail channels. Each territory has its own content ratings boards. ESRB handles ratings for North America, whereas in Europe, there are three different ratings boards, one for Australia, and one for Japan. Each one has a totally different process, papers to sign, fees to pay, and so forth. As a first-time publisher, this is a mountain of legal forms to become familiar with before our game can even be accepted by Nintendo for consideration. These ratings boards serve an important purpose--to make certain that people can purchase games with a standard rating that tells them clearly whether the content is appropriate for children of different ages.

 

I expect Bruiser & Scratch will sail through the process without any trouble, but we still have to go through the same steps as every other game to get our rating.

 

Current memory footprint: 51.5mb. We shrunk down a splash screen and saved a meg. Our last two sound effects are going in tomorrow morning; then we attack the texture sizes!



06 Sep, 2008
It's 7am. And no, I never get up this early. The audio drop came in early on Friday and I've been diligently tweaking every last thing to get everything right. That's no small feat when you're working on two different platforms, and each platform uses a different audio layer, which means a different event designer program per platform and subtly different quirks. Mostly, it sounds very good. There's a handful of sounds still missing, but 95% of them are in and at the right volume. Very important to get them at the right volume!

Because I spent so much time making sure all the sounds are as small as possible, our memory footprint is considerably better tonight/today. I dropped the audio package from 9mb to 2mb, while adding sounds! Some sacrifices had to be made, but I'm hoping nobody will notice. Sound and textures are generally the biggest resources in a game, and while everyone can tell if your game looks like crap, surprisingly many can't judge audio quality with the same critical aplomb.

Current memory footprint: 52.5mb and back on track for reaching our 40mb goal sometime in a week or so.

04 Sep, 2008
The small things you leave to the end are always the ones you dread most, the very nature of those items are assured to both horrify and disgust even the most seasoned developer. Today, my small thing of a horrific nature was the polishing of the user interface. One afternoon is enough to make leaps and bounds of improvement, without adding more than a few K to the download. All that means is our user interface is pretty minimal, but deservedly so. The game isn't about configuration, it's about puzzling. The less time you spend in the interface, the better. Even so, I'm moderately proud that it looks to be one of the nicer ones out of the WiiWare games out already.

Since I finally got the Home Button Menu to work correctly (thanks to Nintendo's developer support team, who have proven invaluable over the past 6 months), there's only a handful of Lotcheck items I have to worry about before we can put Bruiser & Scratch through final testing.

Oh yeah, and final audio. Once the last few pieces of the content are in, I'm going to push very hard to crush down the assets to fit. Hopefully a week or less before that happens, but don't hold me to it!

Current memory footprint: 61mb and holding.

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