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	<title>gavpugh.com &#187; My Games</title>
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		<title>Ludum Dare #22 &#8211; Postmortem, Journal, and Time-lapse</title>
		<link>http://www.gavpugh.com/2011/12/21/ludum-dare-22-postmortem-journal-and-timelapse/</link>
		<comments>http://www.gavpugh.com/2011/12/21/ludum-dare-22-postmortem-journal-and-timelapse/#comments</comments>
		<pubDate>Wed, 21 Dec 2011 20:20:25 +0000</pubDate>
		<dc:creator>Gavin</dc:creator>
				<category><![CDATA[Life]]></category>
		<category><![CDATA[My Games]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Crunch]]></category>
		<category><![CDATA[Game Jam]]></category>
		<category><![CDATA[Ludum Dare]]></category>
		<category><![CDATA[Ludum Dare 22]]></category>
		<category><![CDATA[Rapid Game Development]]></category>
		<category><![CDATA[Shining Force]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Unity3D]]></category>

		<guid isPermaLink="false">http://www.gavpugh.com/?p=1276</guid>
		<description><![CDATA[So, this past weekend I participated in the 22nd Ludum Dare competition. You have just 48 hours over the weekend in which to create a game. The crux of the competition is that you create all code and content within that 48 hour period. No re-used assets at all. Only engine/middleware/framework code is permitted to [...]]]></description>
			<content:encoded><![CDATA[<p align="center"><img src="http://www.gavpugh.com/wp-content/uploads/2011/12/advofone.png" alt="" title="advofone" width="450" height="334" class="alignnone size-full wp-image-1352" /></p>
<p>So, this past weekend I participated in the <a href="http://www.ludumdare.com/compo/" target="_blank">22nd Ludum Dare</a> competition. You have just 48 hours over the weekend in which to create a game. The crux of the competition is that you create all code and content within that 48 hour period. No re-used assets at all. Only engine/middleware/framework code is permitted to be prepared beforehand.</p>
<p>I wrote my game with <a href="http://unity3d.com/" target="_blank">Unity</a>. It’s the first project I’ve ever undertaken in Unity, and I had very little experience of it. I came out of the other side with a very positive impression, I really liked using it. As much as I love C/C++; given the time constraints, it seemed a good idea to go with Unity. The other big upside is that you can deploy the game to be played via a web browser. This was definitely what I wanted. I didn’t want people to have to go to the hassle of a download-and-install, just to play the little toy game I made over a weekend.</p>
<p><span id="more-1276"></span></p>
<p>I wrote a turn-based strategy RPG game. My inspiration was the “Shining Force” series of games. The theme of Ludum Dare this time was “Alone”; every game submitted had to follow this theme. This obviously doesn’t fit the team-based gameplay of Shining Force, but mine has a twist. You just play as a single character. It just takes the combat part of those RPG games, there’s no walking around and talking to villagers. There is a shop to purchase and sell items between battles, but that’s it.</p>
<p>&nbsp;</p>
<h2>The Game</h2>
<p>Here’s a link to play the finished game:</p>
<div align=center><a href="http://www.gavpugh.com/ludumdare/ld22/WebPlayer.html" target="_blank"><b><i><br />
<img src="http://www.gavpugh.com/wp-content/uploads/2011/12/unity.png" alt="" title="unity" width="350" height="160" class="alignnone size-full wp-image-1354" /><br />&#8220;Adventures of One&#8221;<br /></b></i></a></div>
<p>&nbsp;</p>
<p>I was disappointed with what I ended up with, mostly due to how much work I had to squeeze into the time. In my eyes the game had two major failings:</p>
<ul>
<li>A lack of polish. The art is my placeholder art, and the GUI is the default-Unity GUI.</p>
<li>Little game balancing. The first world is decently balanced, but after that it gets way too easy. The game is completely procedurally-generated. I just didn’t have the time to playtest it.
</ul>
<p>The biggest achievement though was:</p>
<ul>
<li>I wrote a game in 48 hours, that’s actually playable; and a little bit fun! <img src='http://www.gavpugh.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
</ul>
<p>That&#8217;s my introduction out of the way. Now, onto the postmortem&#8230;</p>
<p>&nbsp;</p>
<h2>What Went Right?</h2>
<ul>
<li>Choosing an idea which I’d see through to the end. I actually lost most of the first two hours to thinking over what type of game I’d do. The theme ‘Alone’ was tricky for me, as most of the ideas I had before it was announced didn’t fit it. I ended up taking one of those ideas and simplified it. In retrospect doing a full-blown party of player characters would have been ridiculously hard to do in 48 hours. But yeah, I was excited by the idea and that helped me keep my motivation.
<li>Using a higher level language like C#. Considering the game didn’t make too much use of Unity-specific ‘scene’ features, and was mostly generated in code; I could have had similar results using something like XNA instead. Either way, this sort of rapid development lends itself to something higher-level like C#. Out of habit, I think I would have been too anal about my code if I wrote it in C++. C# just lets you throw caution to the wind that little bit easier!
<li>Enemy AI. Pretty close to “Shining Force”’s enemy AI. It slotted in well to the turn system I had set up; so it followed the same rules and states the player had. The turn system I wrote had its positives and negatives, but since I left the AI to pretty late on, I’m happy I spent the time earlier making the turn system generic.
<li>The UI. I left it to pretty late on. I hate coding UI. I’m glad though I just used the stock Unity functions and didn’t try any fancy rendering techniques. I went for the basics, and that was the right decision. I’d hoped I’d get the chance at the end during the polish phase to ‘skin’ it, but I had no polish phase.
<li>Save and load. Lost close to an hour implementing it, but it’s a pretty cool feature. It autosaves after each battle (Unity stores web-app info on your hard-drive, so it’s transparent). I also got in a crude Base64 load/save screen, to bring your save to other computers.
<li>Bug free? Well, it seems to be for me. I kept it in a pretty stable condition, considering the game’s complexity and reliance on procedural generation, and AI.
<li>Food, drink, and breaks. I think I was sensible with what I ate and drank. I took pretty regular short breaks. Even if it was to just chill on the sofa with a notepad for five minutes, and plan out my next coding session. I’m not a coffee or energy-drink guy, so just cups of tea kept me going. I’m unsure how I wasn’t totally fatigued by the end, I’m guessing it was adrenaline.
<li>The ‘all nighter’. It saved me from not finishing. I’m an optimist when it comes to scheduling time. Re-reading my <a href="http://gavpugh.com/ludumdare/ld22/log.txt" target="_blank">journal log</a>, I hardly meet any of my set goals (but to be honest I did surprise myself with getting ‘unscheduled’ stuff done really quickly). If I’d had lost say, another five hours to a second nap, there is no way I’d have had a functional game come submission time.
<li>Placeholder work. Crappy art, blocks instead of characters, a checkerboard playing area for 90% of development. These sorts of things meant I had systems playable sooner. This helps my motivation, there’s nothing worse than building up to a point, where you’ve seen nothing on screen and hoping ‘everything will work out at the end’…. And then it inevitably doesn’t. My longest blind-coding run without actually seeing anything on the screen working, was about half an hour; for the turn system. Everything was short and sweet to rapidly iterate on.
<li>The audio. I think it went well. I dropped in the sound effects just after the halfway point, which provided good battling feedback, with the lack of particles/visual effects. The music I also procedurally generated. I lucked out with some good classical piano pieces which fit the style of game well. The voiceovers by the wife I threw in at the last minute. They worked out well, but I’d have liked to try and fix the audio balance between her and the music a bit more.
<li>Not caring about the code quality. It’s awful. Terribly hacked-about stuff that reminds me of the sort of thing I’d have written in college. I however still coded pretty defensively though. I just didn’t worry about things like commenting, and whitespace/indentation being off. Fix something ‘properly’, or throw in a sure-fire hack? A no brainer. I also committed many cardinal sins with global static singletons, instead of jumping through Unity’s component hoops. My typing fingers thanked me!
<li>Stand-up desk. I have an <a href="http://adam.pra.to/content/jerker/" target="_blank">IKEA Jerker desk</a>. It’s not adjustable, but I have a high stool which I use when I need a rest. Being able to constantly switch between two was awesome. When I’d feel lethargic in the chair, I could stand. When my feet got tired of the standing, I’d be able to take a load off and sit. I probably was about 50/50 in each position, time-wise.
<li>No internet distractions. I know some people who do these completions regularly like to use Twitter and IRC extensively during the dev time. I’m a bit of a procrastinator; those sorts of things can be a big timesink. I told myself I would just check my emails on my cellphone, and do nothing more than that. It worked out well. I’m real surprised that I didn’t feed my <a href="http://www.thechaosengine.com/forum" target="_blank">Chaos Engine</a> addiction, throughout the whole 48 hours!
</ul>
<p>&nbsp;</p>
<h2>What Went Wrong?</h2>
<ul>
<li>I left some important features until way near the end. In particular the attack logic I rushed through, such that it doesn’t scale into later battles. Enemy placement and the map terrain generation I did with less than two hours to go. I should have had all the procedural-generation stuff done very early, and other risky things like the battle logic calculations too. Instead I did the bread-and-butter stuff that’s hard to get wrong first, and did the risky stuff later.
<li>Very little playtesting. It’s a slow game to play through to test leveling into later battles. I should have made leveling stats deterministic and had some way of starting myself off in the later, harder battles to test balancing.
<li>Graphics/art. I spent hardly any time at all on the graphics. I can’t draw for shit, but I can usually fudge things to look very aesthetically pleasing despite that lack of talent. I didn’t even get any time to try that.
<li>A lack of preparation. I’d planned each day during the week prior to “look at Unity tonight”. I hadn’t got around to it. So I had to learn as I went.  Some aspects like hooking up audio took a little longer than they would have, if I knew how to do it beforehand. I also found myself dropping in and out of the ‘component’ model that Unity has for objects, because it didn’t ‘click’ for me until a few hours in. I think I would have likely pen-and-paper planned out my components to be better organized, than the ad-hoc mess they ended up as.
<li>AOE (area-of-effect) magic; stuff that affects more than one tile. Probably lost a couple of hours spread over the whole period, to implementing it, and dealing with fallout from it. I envisioned it as being useful in later battles when there are tons of enemies; which drove me to add it in the first place. It’s a shame later battles are such a walkover, which kind of renders it just a time-saving device.
<li>I started working at about 11am on the Saturday, after about five hours of sleep. I took it easy in the morning, and watched some football as I coded. That time was actually pretty productive. I then carried on for well over 24 hours and worked up to the 6pm deadline the next day. I really didn’t feel too tired, but my productivity certainly slowed. I didn’t have many bugs to fix, but one in particular was niggling in the last four hours.  I only fixed it shortly before submission. I think with a fresher head, I’d probably have not caused the bug in the first place.
<li>UI and state machines. I hate coding UI. I hate coding state machines. This game had plenty of both. I’m surprised it didn’t demotivate me.  State machines always seem such a chore. So much code for what has very simple intentions. Scripting languages can make this a lot easier with their micro-threading capabilities. I remember reading something about C# and the ‘yield’ statement lending itself well to state machines, but it’s a little less straightforward to grok. I should have probably checked that out again.
<li>The scope. Too big. Too ambitious. Given my lack of preparation too, it was silly to think I could do the idea justice in less than 48 hours. I had a good stab at it, though. <img src='http://www.gavpugh.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
</ul>
<div align=center><b><i><br />
<img src="http://www.gavpugh.com/wp-content/uploads/2011/12/picasso.png" alt="" title="picasso" width="300" height="300" class="alignnone size-full wp-image-1289" /><br />&#8220;Picasso&#8221; &#8211; Look at that work of art!<br /></b></i></div>
<p>&nbsp;</p>
<h2>My TODO List At The End</h2>
<p>I had to prioritize the last few tasks, so I inevitably had some on the cutting room floor. Here are the features I really wanted to add:</p>
<ul>
<li>Particle effects on attacks. I’d seen some demos of particles in Unity, and they looked really simple to set up. A good bang-for-buck. Didn’t even give it a slight look.
<li>More/better character graphics. I also rushed through naming and giving stats to the enemies that did make it in. The art in the game isn’t good, and I don’t think I’d have made it that much better; but I’d have liked to added more varied enemies for sure. I think I probably spent a grand total of about twenty minutes the whole project (if that), making art.
<li>I had functionality to ‘slow’ the player movement over harsh terrain, and collision for impassable squares. I always planned to procedurally generate the terrain, but I didn’t get the chance to hook this stuff up. Impassable squares would have been tricky, in order to avoid blocking the player out of areas. ‘Slow’ terrain though wouldn’t have been much work.
<li>Healing spells for enemies. ‘Buff’ and ‘debuff’ spells for the hero player, as well as the enemies. Similar ‘buff’ and ‘debuff’ items to use as well. Some of the turn-logic for this sort of thing was in place; it would have probably taken less than an hour to add these.
<li>A better looking GUI. I’d have liked to try changing the font and colour used. I did Google search at one point, but it looked pretty involved, and would require me to go through all my UI code and hookup references to a ‘GUISkin’. Probably not much time to do at all, but every minute counted at this stage.
</ul>
<p>Of course, all of these things still fall way below ‘fixing the balancing’, and some other things mentioned in the “What went wrong” section. The Perlin-noise, colored and textured terrain was actually a wishlist item for me originally. I wonder if I’d have left that on the wishlist, I would have been able to fix the balancing?</p>
<p>&nbsp;</p>
<h2>Final Thoughts</h2>
<p>In all, I enjoyed the experience. I was disappointed that the game I was intending to be challenging and provide seemingly ‘endless hours’ of battling, only holds up for about ten minutes. But I had fun coding something that quickly under a time pressure. Sure, the code looks absolutely horrible, but it’s a thrilling experience just churning out stuff at that speed, and having it all come together.</p>
<p>I would consider doing another Ludum Dare in future, but I’d definitely want to do more preparation. I’d also certainly scope my idea much better. I think a shorter, tighter game is the way to go. Something that would be doable with two ‘sleeps’ in there as well. I’d like to get a good twelve hours of sleep next time, instead of five! </p>
<p>&nbsp;</p>
<h2>My Journal Log</h2>
<p>You’ll notice the log ends at about 2pm, four hours before my 6pm deadline. That last four hours was just a whirlwind, the time flew by ridiculously fast!</p>
<p><a href="http://gavpugh.com/ludumdare/ld22/log.txt" target="_blank"><br />
<img class="alignleft size-full wp-image-437" style="vertical-align: middle;" title="zip_file" src="http://www.gavpugh.com/wp-content/uploads/2011/11/inf-file.png" alt="Zip File" width="48" height="52" />log.txt</a></p>
<p>I found it pretty useful to keep this log. It helped with motivation, and helped me focus on what I should be doing next.</p>
<p>I also have half a dozen mini-notepads full of ramblings about movement, AI, and the turn system. Taking a break from the computer and sitting down with a pad and paper is pretty valuable. Just gives you time to refocus, so you don’t just sit there coding down a blind alley.</p>
<p>&nbsp;</p>
<h2>My Time-lapse Video</h2>
<p>~38 hours in ~4 minutes:</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/q_VTmWSDQ-k" frameborder="0" allowfullscreen="1"></iframe></p>
<p>The first session was about 10 hours; the second session was about 28. <img src='http://www.gavpugh.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>New domain, new game, new book&#8230;</title>
		<link>http://www.gavpugh.com/2010/11/18/new-domain-new-game-new-book/</link>
		<comments>http://www.gavpugh.com/2010/11/18/new-domain-new-game-new-book/#comments</comments>
		<pubDate>Thu, 18 Nov 2010 18:05:25 +0000</pubDate>
		<dc:creator>Gavin</dc:creator>
				<category><![CDATA[Life]]></category>
		<category><![CDATA[My Games]]></category>
		<category><![CDATA[New Games]]></category>
		<category><![CDATA[Work]]></category>
		<category><![CDATA[founders at work]]></category>
		<category><![CDATA[gavpugh]]></category>
		<category><![CDATA[gavpugh.com]]></category>
		<category><![CDATA[guitar hero]]></category>
		<category><![CDATA[neversoft]]></category>
		<category><![CDATA[xnacpc]]></category>

		<guid isPermaLink="false">http://www.gavpugh.com/?p=748</guid>
		<description><![CDATA[Well, my posting on here has hit a bit of a lull. Overwork isn&#8217;t my excuse this time, since my last post things have been pretty crunch-free at my day job. I think I&#8217;ve just chilled out a little more at home, not so much coding. Been actually playing games a lot more than usual; [...]]]></description>
			<content:encoded><![CDATA[<p><center><img src="http://www.gavpugh.com/wp-content/uploads/2010/11/mtmgb_nomore.jpg" alt="Music To Make Games By... Is No More." title="Music To Make Games By... Is No More." width="600" height="117" class="aligncenter size-full wp-image-762" style="padding:8px;" /></center></p>
<p>Well, my posting on here has hit a bit of a lull. Overwork isn&#8217;t my excuse this time, since my last post things have been pretty crunch-free at my day job. </p>
<p>I think I&#8217;ve just chilled out a little more at home, not so much coding. Been actually playing games a lot more than usual; enjoying &#8220;Fallout: New Vegas&#8221; right now, and played a ton of &#8220;Dead Rising 2&#8243; as well. To hark back to an old blog post I made <a href="http://www.gavpugh.com/2008/02/25/dead-rising-2-grey-brown-sparsefest/" target="_blank">here</a> about Dead Rising; I can confidently say that <a href="http://en.wikipedia.org/wiki/Blue_Castle_Games" target="_blank">Blue Castle Games</a> did a great job on it, you guys do indeed rock!</p>
<p>Recently I did just move my blog to a new domain. I felt the old website name &#8220;Music To Make Games By&#8230;&#8221;, and it&#8217;s really long domain name wasn&#8217;t to my liking. The original aim for my blog was to talk a lot about the Guitar Hero games I&#8217;m working on. That sort of thing is pretty difficult to do though. For obvious reasons I can&#8217;t talk about games that aren&#8217;t announced yet. Also, to talk about anything with any sort of meaty &#8216;behind the scenes&#8217; content I&#8217;d need to run it by Neversoft first. So yeah, all that fell by the wayside and I mainly ended up covering my foray into XNA and C#; with a few distractions on the way.</p>
<p><span id="more-748"></span></p>
<h3>New Domain</h3>
<p>So yeah, this site is sitting at &#8216;<strong>http://www.gavpugh.com/</strong>&#8216; now. Plan to continue it in the same vein, still plodding along the XNA-path when I code at home. Likewise I definitely intend to write some more articles about the more esoteric areas of C# and XNA, as I was doing previously.</p>
<p>Releasing the source code to <a href="http://www.gavpugh.com/2010/05/21/xnacpc-an-amstrad-cpc-emulator-for-the-xbox-360/" target="_blank">&#8220;XNACPC&#8221;</a> is still on my agenda too. A little after XNA 4.0 was officially released, I managed to get audio working in the emulator using the brilliant new <a href="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.audio.dynamicsoundeffectinstance_members.aspx" target="_blank">DynamicSoundEffectInstance</a>. Was really awesome to hear those old games chiming away their little 8-bit tunes. <img src='http://www.gavpugh.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Even back when I worked on this emulator in plain C many years ago, I never got round to getting the audio working before.</p>
<p>So for this site, it&#8217;s pretty much business as usual then. Slightly new paintjob; shorter URL. The thing I&#8217;d really like to change next is my frequency of posts!</p>
<h3>New Game</h3>
<p>The last game I worked on: &#8220;Guitar Hero: Warriors of Rock&#8221; was released a couple of months ago now. It did okay at retail, nothing spectacular. The sales are like night and day compared to around the time our studio started working on them. &#8220;Guitar Hero III: Legends of Rock&#8221; sold numbers in a different league. Across all the SKUs it actually <a href="http://www.next-gen.biz/news/activision-guitar-hero-iii-passes-1b" target="_blank">broke $1 billion in sales</a>. Apparently it is the &#8220;first single game ever to surpass $1 billion in sales&#8221;, whether that is still true I&#8217;ve no idea. It has an advantage over most other titles though in that they very likely count the hardware bundles in these sales figures.</p>
<p>Anyway. Since that game is finished now, I&#8217;ve been working on something new. </p>
<p>Looking forward to Christmas, hopefully it&#8217;ll be a good time for game sales across the board. For all companies. &#8220;Black Ops&#8221;-aside it seems like we&#8217;re all hurting a bit right now.</p>
<h3>New Book</h3>
<p>I&#8217;ve been enjoying reading industry-related books as of late. Not technical books, but more stories from the trenches. I recently finished a very good one, it&#8217;s not specifically gaming-related though but it&#8217;s not too far off. <a href="http://www.amazon.com/gp/product/1590597141?ie=UTF8&#038;tag=mutomagaby-20&#038;linkCode=as2&#038;camp=1789&#038;creative=390957&#038;creativeASIN=1590597141" target="_blank">&#8220;Founders at Work: Stories of Startups&#8217; Early Days&#8221;</a> contains interviews with founder members of various notable startup companies. Actually there is one gaming-related reference in there; Steve Wozniak is interviewed and talks a little about his early work at Atari. </p>
<p><a href="http://www.amazon.com/gp/product/1590597141?ie=UTF8&#038;tag=mutomagaby-20&#038;linkCode=as2&#038;camp=1789&#038;creative=390957&#038;creativeASIN=1590597141" target="_blank"><br />
<center><br />
<img src="http://www.gavpugh.com/wp-content/uploads/2010/11/founders1.jpg" alt="Founders At Work" title="Founders At Work" width="199" height="280" class="alignnone size-full wp-image-773" /><br />
</center></a><br />
</p>
<p>It&#8217;s very good. There&#8217;s a ridiculous span of different companies covered. From &#8220;Hot or Not&#8221; through to the guys who wrote <a href="http://en.wikipedia.org/wiki/VisiCalc" target="_blank">&#8220;Visicalc&#8221;</a> back in 1979, the very first spreadsheet app. A spreadsheet app from 1979, how is that interesting to read about? Yeah, I thought much the same. It was back to back with a chapter about <a href="http://en.wikipedia.org/wiki/Lotus_1-2-3" target="_blank">&#8220;Lotus 1-2-3&#8243;</a> as well, I thought I was in for a bore-fest. However, it&#8217;s riveting stuff. Reading about the highs and lows of these companies as they developed through the years was surprisingly fun. What was also news to me was how incestuous the &#8216;regular&#8217; tech company world is, almost to the same level as the games industry. So much cross-over where competing startup founders are ex-colleagues.</p>
<p>Definitely one worth picking up if you like inspiring stories. The vast majority of them are generally about coders being part of the initial startups. They detail the problems they faced in a decent bit of detail too. One common thread was scalability, that &#8220;Oh shit&#8221; moment where everything has gone a little too well and the servers aren&#8217;t coping with the demand. Usually some interesting stories on how they dealt with those periods.</p>
<p>There&#8217;s the odd one or two that read as &#8220;everyone else is doing the startup thing, so I thought I should to&#8221;. Which seems a pretty tenuous reason to go for it. But those from what I remember tended to be more the management-school grad types; family with connections and money. They almost read a little like it&#8217;s just a plaything, to give them something to do. If it works out that&#8217;d be cool, but they&#8217;ve got a nice parachute to escape. Been a while since I put the book down though, I think this was only isolated to just one or two stories max. Despite the glistening silver spoon, they did still have some interesting stuff in those too.</p>
<p>Me, a class warrior? Never. <img src='http://www.gavpugh.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Guitar Hero : Metallica announced</title>
		<link>http://www.gavpugh.com/2009/02/01/guitar-hero-metallica-announced/</link>
		<comments>http://www.gavpugh.com/2009/02/01/guitar-hero-metallica-announced/#comments</comments>
		<pubDate>Sun, 01 Feb 2009 23:44:44 +0000</pubDate>
		<dc:creator>Gavin</dc:creator>
				<category><![CDATA[Life]]></category>
		<category><![CDATA[My Games]]></category>
		<category><![CDATA[Work]]></category>

		<guid isPermaLink="false">http://www.gavpugh.com/?p=70</guid>
		<description><![CDATA[I only ever seem to write on this blog when there&#8217;s a new GH game coming out&#8230; That said, I&#8217;ve started to code a little in my free time. I got a block of time over the Christmas break and I decided to have a good go at doing some stuff with XNA and C#. [...]]]></description>
			<content:encoded><![CDATA[<p>I only ever seem to write on this blog when there&#8217;s a new GH game coming out&#8230;</p>
<p style="text-align: center;"><img class="size-full wp-image-79 aligncenter" title="metallica" src="http://www.gavpugh.com/wp-content/uploads/2009/02/metallica1.jpg" alt="Metallica" width="400" height="117" /></p>
<p>That said, I&#8217;ve started to code a little in my free time. I got a block of time over the Christmas break and I decided to have a good go at doing some stuff with XNA and C#. Was a good experience, I feel a lot more comfortable with C# now. I&#8217;ve learnt to live with some of the annoying differences between it and C++. I code in the latter every day for my day job; for another language that&#8217;s so close to it, it takes a bit of a leap to leave the old ways behind.</p>
<p>So, hopefully I&#8217;ll give this blog a bit of a new lease of life soon with some tidbits from my XNA adventures. I&#8217;ve got a couple of &#8216;in-progress&#8217; articles going already.</p>
<p>Anyway, Metallica&#8230; <span id="more-70"></span></p>
<p>The last time there was rumblings of a Metallica game was back in 2003:<br />
<a href="http://cube.ign.com/articles/422/422960p1.html" target="_new">http://cube.ign.com/articles/422/422960p1.html</a></p>
<p>&#8230; and I would know nothing about such a game at all of course&#8230; *whistles*</p>
<blockquote><p><em>Damage Inc. [Metallica car combat title] (PC/PS2/GC/XBOX, Climax/VU Games)*</em></p></blockquote>
<p><a href="http://www.destructoid.com/surfer-girl-is-back-with-a-cancelled-game-list-50625.phtml" target="_new">http://www.destructoid.com/surfer-girl-is-back-with-a-cancelled-game-list-50625.phtml</a><br />
Seems like a very long time ago now&#8230; I&#8217;d like to say more about it, but it&#8217;s probably not a good idea.</p>
<p>Like Aerosmith last year, my involvement is pretty minimal; I&#8217;m working on something else right now. The Metallica game is based on the World Tour engine, so all four instruments are playable. Unlike with the Aerosmith game, where you were limited to just guitar and bass.</p>
<p>As per usual, with the press-situation for these sorts of things I really can&#8217;t say anything in more detail. It looks fantastic and I think the fans are going to be dead impressed with it.</p>
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		<title>That &#039;World Tour&#039; game I&#039;ve been working on&#8230;</title>
		<link>http://www.gavpugh.com/2008/08/26/that-world-tour-game-ive-been-working-on/</link>
		<comments>http://www.gavpugh.com/2008/08/26/that-world-tour-game-ive-been-working-on/#comments</comments>
		<pubDate>Tue, 26 Aug 2008 19:19:42 +0000</pubDate>
		<dc:creator>Gavin</dc:creator>
				<category><![CDATA[Life]]></category>
		<category><![CDATA[My Games]]></category>
		<category><![CDATA[Work]]></category>

		<guid isPermaLink="false">http://www.gavpugh.com/?p=19</guid>
		<description><![CDATA[So, updating this site hasn&#8217;t gone entirely to plan. Fortunately though my workload has eased up a little now, there&#8217;s a number of things I wanted to write about so hopefully I&#8217;ll get the chance now. Speaking of workload, the last ten months or so I&#8217;ve spent working on the now announced: Guitar Hero World [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.amazon.com/gp/search?ie=UTF8&amp;keywords=Guitar%20Hero%20World%20Tour&amp;tag=mutomagaby-20&amp;index=videogames&amp;linkCode=ur2&amp;camp=1789&amp;creative=9325" target="_new"><img src="http://www.gavpugh.com/wp-content/uploads/2008/08/box1.jpg" alt="Guitar Hero World Tour Box Art" /></a><img style="margin: 0px; border: medium none" src="http://www.assoc-amazon.com/e/ir?t=mutomagaby-20&amp;l=ur2&amp;o=1" border="0" alt="" width="1" height="1" /></p>
<p>So, updating this site hasn&#8217;t gone entirely to plan. Fortunately though my workload has eased up a little now, there&#8217;s a number of things I wanted to write about so hopefully I&#8217;ll get the chance now.</p>
<p>Speaking of workload, the last ten months or so I&#8217;ve spent working on the now announced: <a href="http://www.amazon.com/gp/search?ie=UTF8&amp;keywords=Guitar%20Hero%20World%20Tour&amp;tag=mutomagaby-20&amp;index=videogames&amp;linkCode=ur2&amp;camp=1789&amp;creative=9325" target="_new">Guitar Hero World Tour.</a><img style="margin: 0px; border: medium none" src="http://www.assoc-amazon.com/e/ir?t=mutomagaby-20&amp;l=ur2&amp;o=1" border="0" alt="" width="1" height="1" /> <span id="more-19"></span> It&#8217;s the first Guitar Hero game I&#8217;ve been involved with properly, having previously worked on the &#8216;Tony Hawk&#8217; series at the same studio. I&#8217;m really proud of what we&#8217;ve done with the new game, and I&#8217;m sure everyone&#8217;s going to enjoy it when it gets released. Really hoping we can get into that 90-100 range on <a href="http://www.metacritic.com/" target="_blank">Metacritic</a>, it deserves to.</p>
<p>It&#8217;s a double-edged sword working on something so popular. On one hand it&#8217;s nice to read the buzz about your game on the internet, people looking forward to new tracks being announced, and seeing how much some people can&#8217;t wait for it&#8217;s release. On the other hand, there&#8217;s the &#8216;fanboys&#8217;. I probably shouldn&#8217;t go into it too much, but our game tends to get a bit of rough treatment by commenters on various game websites. Our competition, Harmonix makes great games and has a very loyal following.  Some people have invested heavily into their product, both finanically and emotionally. It&#8217;s a shame this clouds objectivity of what we&#8217;re offering at times.</p>
<p>It&#8217;s widely publicized that our guys at Neversoft used to play the first two Harmonix-developed Guitar Hero games at company parties. In fact I think one of the first times I had beers with the guys I work with now, was over a game of Guitar Hero in our warehouse. We have massive respect for what those guys did with those games, they&#8217;re a quality developer. The first game prompted me to get my first console since emigrating to the US (I left my old ones back in England). I remember lugging that PS2 and the guitar bundle a few blocks back to my apartment from the local Best Buy, in the days before I got a car.</p>
<p>Most of my game playing time in this country has been on Guitar Hero. I&#8217;d played a decent amount of Tony Hawk before working on those games, but only casually on a couple of games in that series. GH though is a totally different story, one of my favourite games of all time for sure. I remember excitedly bringing my PS2 and the game in my luggage to <a href="http://www.simonrules.com/" target="_blank">Simon&#8217;s</a> place in Colorado, for his birthday weekend in 2006. Went down a storm. <img src='http://www.gavpugh.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  I&#8217;d never have thought in a million years that I&#8217;d end up working on it.</p>
<p>Dream come true.</p>
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		<title>Crave? Who the hell are Crave?</title>
		<link>http://www.gavpugh.com/2008/02/18/crave-who-the-hell-are-crave/</link>
		<comments>http://www.gavpugh.com/2008/02/18/crave-who-the-hell-are-crave/#comments</comments>
		<pubDate>Mon, 18 Feb 2008 09:00:45 +0000</pubDate>
		<dc:creator>Gavin</dc:creator>
				<category><![CDATA[Life]]></category>
		<category><![CDATA[My Games]]></category>

		<guid isPermaLink="false">http://www.gavpugh.com/?p=8</guid>
		<description><![CDATA[This afternoon, I was checking out eBay for the Gamecube version of the first game I worked on. I&#8217;ve pretty much every copy of all my games for each platform, but I didn&#8217;t have an NTSC Gamecube one of this title. I spotted a few at decent prices, but I was suprised to see that [...]]]></description>
			<content:encoded><![CDATA[<p>This afternoon, I was checking out eBay for the Gamecube version of the first game I worked on. I&#8217;ve pretty much every copy of all my games for each platform, but I didn&#8217;t have an NTSC Gamecube one of this title. I spotted a few at decent prices, but I was suprised to see that there were actually two different versions on offer. One from &#8216;AKA&#8217; Akklaim (a moniker Acclaim adopted to be &#8216;down with the kids&#8217;), and one from a company named Crave Entertainment.</p>
<p align="center"><img src="http://www.gavpugh.com/wp-content/uploads/2008/02/atv2acclaim1.png" alt="atv2acclaim.png" />  <img src="http://www.gavpugh.com/wp-content/uploads/2008/02/atv2crave1.png" alt="atv2crave.png" /></p>
<p><span id="more-8"></span><br />
I&#8217;ve never heard of Crave, nor that they ever published my game. A bit of googling later, and indeed it looks like they paid <a target="_new" href="http://www.gamespot.com/xbox/sports/davemirrafreestylebmx2/news.html?sid=6129466&amp;mode=recent">$120k</a> for rights to the game. I&#8217;m not sure what to make of Crave, with such titles as <a target="_new" href="http://www.cravegames.com/games/ps2.asp">The Bible Game</a> under their belt, I&#8217;m dubious as to whether they can be considered a quality publisher.</p>
<p>It looks like they only ever re-released it on Gamecube, I can&#8217;t find any for the Xbox or PS2. The copy I ended up purchasing from eBay was the Crave one, for $10. I&#8217;ll be curious to see what the manual looks like. But I guess until I get a Wii (again), I won&#8217;t know what the actual game differences are, if any&#8230; There was a bunch of movies and legal screens which had Acclaim logos in. But I&#8217;d be really surprised though if they managed to get hold of the old code and data and replace that stuff.</p>
<p>One thing is for sure, I didn&#8217;t see a penny of royalties! <img src='http://www.gavpugh.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Guitar Hero: Aerosmith Announced!</title>
		<link>http://www.gavpugh.com/2008/02/17/guitar-hero-aerosmith-announced/</link>
		<comments>http://www.gavpugh.com/2008/02/17/guitar-hero-aerosmith-announced/#comments</comments>
		<pubDate>Mon, 18 Feb 2008 07:00:57 +0000</pubDate>
		<dc:creator>Gavin</dc:creator>
				<category><![CDATA[My Games]]></category>
		<category><![CDATA[Work]]></category>

		<guid isPermaLink="false">http://www.gavpugh.com/?p=5</guid>
		<description><![CDATA[Finally, it&#8217;s officially announced. I didn&#8217;t really get any sort of hand in Guitar Hero III. Probably a few lines of shared engine code, and the odd bugfix shared from a game I was working on at the time: Tony Hawk&#8217;s Proving Ground. The Aerosmith game though, I&#8217;ve done a little bit of work on. [...]]]></description>
			<content:encoded><![CDATA[<p align="center"><img src="http://www.gavpugh.com/wp-content/uploads/2008/02/guitar-hero-aerosmith1.png" alt="guitar-hero-aerosmith.png" /></p>
<p>Finally, it&#8217;s officially <a target="_new" href="http://www.aeroforceone.com/index.cfm?pk=view&amp;cd=NAA&amp;cdid=993147&amp;pid=302766&amp;utm_medium=email&amp;utm_source=newsletter">announced</a>.<br />
<span id="more-5"></span><br />
I didn&#8217;t really get any sort of hand in Guitar Hero III. Probably a few lines of shared engine code, and the odd bugfix shared from a game I was working on at the time: Tony Hawk&#8217;s Proving Ground.</p>
<p>The Aerosmith game though, I&#8217;ve done a little bit of work on. So even though like GH3, I&#8217;ll be appearing in the credits&#8230; This time I can actually feel like I deserve a mention.</p>
<p>It&#8217;s nice to be able to talk about this game a bit now. We had the band at our building a few times late last year. It was real cool to be able to hear them doing their mocap (they played the music when doing the capture), whilst making myself a cuppa during the day. Nothing quite beats hearing Aerosmith tracks played live whilst drinking some Tetley. <img src='http://www.gavpugh.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Tyler even paged the entire company when he saw the game in person, to tell us what a good job we&#8217;ve been doing. Top guy!</p>
<p>Game does indeed look very good. But obviously I can&#8217;t really say any more than that.</p>
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