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SOS Devblog: Week 4

We’ve returned from our brief hiatus where we divulge in giving and receiving loot (and what good loot it was this year… #NextGen). I hope everyone enjoyed their New Year celebrations, perhaps in a similar style to Sydney’s $150 million worth of fireworks?

So much has happened over the last couple of weeks: we’ve submitted Infinite Loop to Greenlight, been in contact with press and publishers, been mysteriously delisted from Greenlight, and solved 90% of our ongoing 3D animation problems with Sin for Project SOS.

The Greenlight process has certainly been interesting so far. Our original submission was made on 30th December, and most of what we’ve learned since then revolves around how addictive metrics can be. It was exciting to see the numbers go up, to see so many comments made, and to be getting feedback from a much larger audience than we ever have previously. I can understand why so many people have their reservations about the service though: it is impossible to tell who’s ‘winning’ the Greenlight process. Although contributors of submitted projects get information relating to the performance of the #1, #5, #20 (and so on) projects on Greenlight, there is no method of telling who they are, or helping the titles that are obviously proving themselves popular to become more-so.

To top it off, we were mysteriously de-listed from Greenlight 4 days after the game was submitted, without warning and with no reply from Steam Support so far. Hmph. We’ve begun setting up a PayPal based service to allow players to purchase the game here which will be ready as soon as we’ve finished the multi-lingual support.

After starting to close the locks on the Infinite Loop briefcase (which was only meant to take 3 days of development time, but that was never going to happen), we’ve been able to pour our collective energies back into SOS, and finally overcome some hurdles that have long been present in the project. Sin is finally completely 3D, and his rig, textures and normals are behaving themselves! There was a whole collection of key differences between how XNA and Unity interact with .fbx models/animations, and it took a lot of troubleshooting to figure out where we’d gone wrong.

We’ve also completed the level editor, once and for all (sure…) meaning that we can begin building playable levels and properly testing the game’s mechanics outside of our debugging testbed level. Expect some screenshots next week of some decorated levels as we put our latent art assets to good use!

About James
I’m deeply passionate about the promoting and developing the social, educational, and creative potential of games. Through my work at Chaos Theory, I have only just started a journey to doing exactly that.
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