We use an iterative design process.
The levels that that are now in the game were first designed on paper way back when.
Afterwords, the levels were built in the game engine but at this stage they were very rough, with many places a player could get stuck, etc.
Once all of the levels were “in the game”, we began testing and bringing each one closer and closer to completion. By the time this came to an end, the levels were nothing like their paper counterparts.
October 2nd, 2009Malouff
Mikhail,
When are we going to get the next The next meet episode?
I can’t wait until you give us a peek at how the puzzles are created, and the principles of design in the game.
Also any hints at what levels you, Kasper Kristensen, and Bo Strandby each created?
I do however remember though that Ole in the “AAAARGHH! Development update!” told me that all the levels were already designed but only in alpha version.
That you guys were just implementing the right graphics, and getting them balanced and polished.
I wish I had a release date for you Dirk. However, even we don’t know exactly when the game will hit the shop channel, that is up to Nintendo. It will not be long though, just a matter of weeks.
October 2nd, 2009Dirk
@Malouff:
I don’t want to now what other games are in the shop channel this week, I want to hear that Max is coming out
Hopefully it is coming next week.
October 1st, 2009Malouff
Dirk,
EU is getting these games this week.
1. Super Empire Strikes Back for the virtual console.
2. Art Style: INTERSECT for DSiWare
3. “Aha! I Got It!” Escape Game for WiiWare
October 1st, 2009Dirk
That means today you are ready and tomorrow we can grab it over the shop channel in europe? *Dreaming*
September 29th, 2009N.Alperson
A contest would be cool and I agree with Malouff it doesn’t HAVE to be anything fancy. I’m sure you guys have some concept art laying around that no one has seen. As for signatures personally I don’t really care about things like that.
September 29th, 2009Malouff
Mikhail if Lasse does not have the time you could still do things like exclusive still images from the game or use artwork already around the office like the posters seen in the background on the videos.
Also digital distribution would be the fastest and cheapest form of a prize.
You could even digitize signatures of the PressPlay team on the artwork.
A contest you say… that’s a good idea, Malouff. I don’t know if Lasse has the time or energy to do extra work right now though. Perhaps in the near future we’ll do something like that. It could be fun.
As for our goals, I’ll let you know in two days time
September 29th, 2009Malouff
Tony I don’t care who is first to comment. I am just glad to see other people are getting excited about this like I am.
So Mikhail, did PressPlay reach or exceeded their target of “aiming at making 15 levels making for about 3 hours of game play for the medium gamer”?
Also does this mean that after two days we can maybe see more promoting of the game?
Maybe contests to win things like exclusive (downloadable) artwork?
That is of course if Lasse isn’t busy working on other projects.
For example you could have a post asking everyone where they first heard of Max and the Magic Marker and after x amount of days use RANDOM.ORG to pick a random number and award the person who was that random number to respond.
This would let you guys learn where people are finding out about Max and would also encourage more user participation.
Lasse could even add a message in the artwork like “Presented to …. on October 3rd for ….”
If you do this be sure to let sites that interviewed you know as they will probably mention the contests that way it will attract more fans.
13 comments
October 5th, 2009
Mikhail Akopyan
We use an iterative design process.
The levels that that are now in the game were first designed on paper way back when.
Afterwords, the levels were built in the game engine but at this stage they were very rough, with many places a player could get stuck, etc.
Once all of the levels were “in the game”, we began testing and bringing each one closer and closer to completion. By the time this came to an end, the levels were nothing like their paper counterparts.
October 2nd, 2009Malouff
Mikhail,
When are we going to get the next The next meet episode?
I can’t wait until you give us a peek at how the puzzles are created, and the principles of design in the game.
Also any hints at what levels you, Kasper Kristensen, and Bo Strandby each created?
I do however remember though that Ole in the “AAAARGHH! Development update!” told me that all the levels were already designed but only in alpha version.
That you guys were just implementing the right graphics, and getting them balanced and polished.
October 2nd, 2009
Mikhail Akopyan
I wish I had a release date for you Dirk. However, even we don’t know exactly when the game will hit the shop channel, that is up to Nintendo. It will not be long though, just a matter of weeks.
October 2nd, 2009Dirk
@Malouff:
I don’t want to now what other games are in the shop channel this week, I want to hear that Max is coming out
Hopefully it is coming next week.
October 1st, 2009Malouff
Dirk,
EU is getting these games this week.
1. Super Empire Strikes Back for the virtual console.
2. Art Style: INTERSECT for DSiWare
3. “Aha! I Got It!” Escape Game for WiiWare
October 1st, 2009Dirk
That means today you are ready and tomorrow we can grab it over the shop channel in europe? *Dreaming*
September 29th, 2009N.Alperson
A contest would be cool and I agree with Malouff it doesn’t HAVE to be anything fancy. I’m sure you guys have some concept art laying around that no one has seen. As for signatures personally I don’t really care about things like that.
September 29th, 2009Malouff
Mikhail if Lasse does not have the time you could still do things like exclusive still images from the game or use artwork already around the office like the posters seen in the background on the videos.
Also digital distribution would be the fastest and cheapest form of a prize.
You could even digitize signatures of the PressPlay team on the artwork.
September 29th, 2009N.Alperson
Congrats! Looking forward to hearing about it.
September 29th, 2009
Mikhail Akopyan
A contest you say… that’s a good idea, Malouff. I don’t know if Lasse has the time or energy to do extra work right now though. Perhaps in the near future we’ll do something like that. It could be fun.
As for our goals, I’ll let you know in two days time
September 29th, 2009Malouff
Tony I don’t care who is first to comment. I am just glad to see other people are getting excited about this like I am.
So Mikhail, did PressPlay reach or exceeded their target of “aiming at making 15 levels making for about 3 hours of game play for the medium gamer”?
Also does this mean that after two days we can maybe see more promoting of the game?
Maybe contests to win things like exclusive (downloadable) artwork?
That is of course if Lasse isn’t busy working on other projects.
For example you could have a post asking everyone where they first heard of Max and the Magic Marker and after x amount of days use RANDOM.ORG to pick a random number and award the person who was that random number to respond.
This would let you guys learn where people are finding out about Max and would also encourage more user participation.
Lasse could even add a message in the artwork like “Presented to …. on October 3rd for ….”
If you do this be sure to let sites that interviewed you know as they will probably mention the contests that way it will attract more fans.
September 29th, 2009
Mikhail Akopyan
Thanks
September 29th, 2009Tony
In before Malouff! Just kidding. This is really exciting news guys. Congratulations.
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