Wii-U

  • Flight of Light,  PS4,  Wii-U

    The Colour of Light

    Apparently I wrote this blog when Flight of Light was launched way back in August 2017, but for some reason never published it. So here it is, looking back at one of the key aspects of the game’s evolution over its 3+ years development time! Flight of Light was developed using an organic / evolutionary design method – At each stage of development, I took the work-in-progress game to a lot of different events and conventions. Allowing its design to be guided by feedback and suggestions from those who played it. During that process, one aspect of the game’s design came up time and again. In conversations with players, it’d usually…

  • Totem Topple,  Wii-U

    My year as a Totem Pole

    It’s been a year since Totem Topple came out, and six months since the patch that fixed it, so feels like a good time to take a step back and analyse what went right and wrong with the game. The fact that it had to be extensively patched last summer attests to the issues with the original version that launched on PC and Wii U back in November 2015. You can read more about the making of the game, how it faltered, and efforts to rescue it, here. However, I want to dig into the game design itself. For those unfamiliar with Totem Topple, it’s a tower defence game in…

  • Games Industry,  Wii-U

    Wii U has all the toys!

    The Wii U is reaching the end of its lifetime, soon we assume to be replaced by the as-still mysterious NX. I’ve spent nearly three years making games for Wii U in one way or another, and I plan to continue that for as long as Nintendo will let me. Why? The Wii U has all the toys a game designer could want. Both touchscreen and buttons. Motion control as well as more standard console controller setup. This range of choice when it comes to input methods means a much wider variety of genres become possible. I grew up as a PC gamer and I love strategy games like Civilisation…

  • Flight of Light,  PS4,  Wii-U

    Kickstarter Launch!

    We’re raising funds for Flight of Light’s soundtrack over on Kickstarter! The money will be used to pay a number of different musicians to compose the game’s soundtrack. If all goes to plan, there’ll be four musicians creating two pieces of music each to fit the game’s initial nine levels. (The ninth music track has already been composed by freelance musician Lawrence Shahid, which you can listen to in the trailer above!) For the next month, we’ll be putting out updates on how the kickstarter is progressing alongside the usual dev diaries and updates on the game’s progress.

  • Flight of Light,  Games Industry,  Wii-U

    Why I’m making a motion control game in 2016

    When I first started developing for the Wii U, it had already been struggling for the couple of years since its release. Nintendo were keen for more games to showcase the console’s GamePad, and being the bright-eye’d naive young developer I was, I arrogantly thought I could step up to that challenge! After spending a bit of time getting the devkit and tools up and running, I realised the Wii U also supported Wii Remotes as well. I wrote out a list of game concepts for both GamePad and Wii Remotes to prototype when my current project was completed. Well that project fell through, and added to that, I’d got…

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  • Flight of Light,  PS4,  Wii-U

    Shiny Circles

    Upgrading Flight of Light’s graphics had major and unexpected effects on the game’s playability Previously, most of the game’s art was cobbled together placeholder assets, many of which had gone through multiple iterations of gameplay alterations, to the point where they no longer made sense or didn’t fit with everything else. That was fine for when the game was constantly changing. With the game’s recent change of direction, it also became clear the game’s graphics needed a major overhaul. However, having swapped out the old assets for shiny new ones, it quickly became apparent that the playability of the game had been impacted far beyond what we expected. The biggest change…

  • Flight of Light,  PS4,  Wii-U

    Change of Direction

    Back in May, we pitched Flight of Light to a number of potential investors. However, none of them were particularly interested in the game. A disappointing experience, but on reflection came the realisation the game lacked focus. It felt schizophrenic, two competing personalities and styles, neither of which was really fulfilling its potential. We decided to redirect attention towards the futuristic neon racer side of the game. The simple reason that it was the closer of the two to being finished. It’s also much more technically within reach to make a really good job of it. I initially spent a number of days trying to improve the algorithm for the unfolding triangles…

  • Flight of Light,  PS4,  Wii-U

    Fly Faster – FoL Update

    We’ve produced a short teaser trailer for Flight of Light. This shows the latest gameplay and much improved graphics. We’ve also updated the Flight of Light website and presskit with new screenshots and information about the game: We’ll be going into more detail on how the game has changed in future blogs and videos over the next couple of months.

  • Totem Topple,  Wii-U

    Elements of Damage

    Introducing damage types into Totem Topple proved to be a relatively quick way of creating more variety and dynamism within the game. It allowed for new and interesting enemies to emerge later on in the game, and added an extra dimension to the game without burdening the player with too much extra to learn. Change of Plan Originally, the plan was that whatever damage type was selected when the player placed a beak (turret) or wing, that would be it’s damage type for life. However, this lead to issues whereby players would be stuck with a lot of ineffectual turrets that didn’t match the damage type of the latest wave…

  • Totem Topple,  Wii-U

    Totem Tutorial the 3rd

    (Epilepsy warning: Contains flashing images) The tutorial system in Totem Topple is something that we’ve wrestled with over a number of iterations. In the launch version of Totem Topple, it worked, in the sense that it gave players enough of an understanding of how the game’s basic mechanics worked to be able to play. Similarly, the complimentary Help system worked well in allowing players to see the underlying stats and numbers for the various heads and enemies. However, the fact that many players resorted to using the Help showed how much the game was lacking in visual feedback. Many of the minor changes made to Totem Topple for the 2.0…