Posts Tagged ‘Boss Baddie’

Pushing more envelopes than Royal Mail

Monday, October 8th, 2012

We’re quite mega into the future at Boss Baddie, and there is no more evidence of this fact than the following;

 

 

bossbaddie

This is the homepage of the site. Literally everything that happens to do with the company is fed through here. We also have a new image section brought to you by Flickr. Where we also have an account.

 

youtube

YouTube is the name of a fascinating site where people can upload videos. It has been going for a few years but it’s well worth checking out if you’ve never visited.

 

twitter

Twitter is the most new site here, or “social site”. It’s a place where people can engage with each other over topics they like, or become united against things they don’t like. It’s not dissimilar to “txt messaging” on mobile phones, but much more public.

 

facebook

Facebook is similar to Twitter but more private. A lot of people like the strength of privacy on this site so choose to use it over Twitter or YouTube. We like this one because data seems more permanent. We can link to things and people can easily see that data in a nice looking typeface.

 

By all means follow and like and subscribe to us using those above methods. It’s a good way to keep informed of things we release to the public, and not private conversations, negotiations, plans or anything like that.

2011 was A year!

Saturday, December 31st, 2011

Expect this to be a diary of a indie dev with splashes of IRL stuff.

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Big Sky was launched in Dec 2010, but the poor viewing figures forced me to take another look at it. Looking back now I think it’s incredible I launched that game. I made pages worth of notes; things to change, things to drop, things to add. They weren’t enough though as the notes depict a minor update and not the evolutionary step taken from Big to Really Big.

In Jan I also finished watching Deathnote with Caroline and, as someone who doesn’t go for anime just for the sake of it being anime, I thought (and still do) it’s one of the best things I’ve ever seen. Over the course of 2011 I’ve watched it from start to finish 4 times.

In Feb I had a job interview at Team 17. Lovely place and people, it was so behaviourally up my street. In my nervousness I bumbled out that I made a game called Satan Sam, to which one of the panel said “Dirty sandwich?”. Inside I couldn’t stop laughing and inspiration for a bread based game was taking over too many of my processes to then dish out further witty answers. It was only a job for a testers role and I was talking too much about producing games and design theory – I didn’t get the job but this wasn’t the end of my connection to Team 17.

big sky poster

March. The shitty earthquake struck Japan. We did what we could. We offered all our sales to the Japanese Red Cross for a week. During this time we didn’t get a penny, we offered no options of giving us money. Some of our distributors also dropped their percentage and also price matched our sales on their respective platforms, which was really bloody heart warming.

April I wanted to take the biggest leap forward in the game yet. Narration. Alex (Piney) had bought a condenser microphone and was already singing at it, producing some brilliant music. My original plan was to have the narrator be a commander/army guy back on [your planet], it’s not something I expressed to Alex but the role of the talkative AI computer was born. For the better! I had some plans of fleshing out the narrators role turning him into a sly bad guy and completely flipping the game around but that was dropped for simplicity’s sake.

MAY! May was great. I upgraded from my low-end 17” 2006 iMac to the highest end 27” iMac. A period of great things was this month. I got to play the games I bought on Steam that I never could, and play the ones I used to on gorgeous maximum settings… and best of all I was able to really push Really Big Sky visually.

I had another job interview in June with a mobile game dev in Bristol. That wasn’t to be either! But each of these interviews did one thing – charged up my dedication to make Really Big Sky the best I could with the tools I had. I’m also not massively into this mobile gaming thing and for now I’d rather take a Vita or 3DS, should I be forced at gun point to only take one portable gaming system on the Orient Express.

June. I was putting the finishing touches into the release build of Really Big Sky. I’d stretched and pulled this scrolling, procedurally generated, twin-analogue stick shooter from something ultra basic to something quite fun. I’d gone way beyond the original design docs. There was no clear end in sight, I just continued to add new features, modes, enemies… all when needed. On the many play-throughs Alex, Caroline and I put in I’d fix all the bugs and tighten everything up – then add more to disrupt the balance.

Oh and at this point we submitted our little game to Steam.mothership2

Throughout all this the plan was to release Really Big Sky as our final commercial game and get on with our real lives. I had fun making Really Big Sky. We launched in late June and sales were, well, okay. We did everything expected of us and a little bit more. Those who bought the original Big Sky were treated to a free upgrade because we’re captains of mirth.

Then it all changed.

August. Can’t even talk about most of the things in August apart from one. Months back we submitted our game for the Eurogamer Expo not expecting to get in. Then we did. Really Big Sky was made in my bedroom over the course of 9 months and suddenly Caroline and I are booking train tickets and hotels in London.

At this point [a big dev+publisher] asked if they could get involved with the game and we had to turn them down! Mad or what.

September and Eurogamer. It wasn’t real. We picked up our ‘exhibitor’ passes from the expo, dropped our stuff off at the hotel and went on a night adventure through London. This is the first time since 2004 we travelled anywhere like this; hobbits in Mordor. But we survived and had some of the best, most interesting and friend-packed 6 days of our lives. Also I got to play Rayman Origins early which I consider one of the best 2D platformers ever! It’s top and cheap – so get it! We met some Valve guys, played lots of Street Fighter 4 and Bomberman, attended a charity auction, got lost in London, witnessed a fight involving a cross-dresser, felt like a king walking through waiting lines, met loads of great gamers and devs alike.

Just before setting off for Eurogamer we were invited to take part in Indie Royale. Mike, one of the organisers and all round captain of awesome, was rounding up great indie games to launch with. We mulled this over during our London trip and came back with an emphatic YES. We were to be the headline act of the Really Big Bundle and for such a game that we didn’t think much of in July was suddenly thrown into the spotlight. I think all the team members minds were blown! It was something we never expected.

November. We got the nod from Steam (personal dream come true!) and asked them if we could have some redeemable keys for the Really Big Bundle. And that was that! The sale happened and sold 30k packs. Again… we never expected this.

news pic

December. Those 30k players sure found some problems! Nothing we had ever heard of before too, so I’m currently planning an update to fix things and add some other things (like a pause screen, I KNOW!). But that’ll be out in Jan.

So now we’re not going to close shop. There are some massive things planned for 2012, for the Big Sky brand and other projects.

It’s been one hell of a year and next year is gonna be intense too. Happy 2011 all, let’s have a killer 2012 shall we?things

Doing our bit

Thursday, March 24th, 2011

Japan Flag

From Friday the 24th (tomorrow) till Friday the 1st of April; all the money we make from Boss Baddie games will go straight to the Japanese Red Cross.

http://www.gamersgate.co.uk/publisher/1631/boss-baddie

http://www.impulsedriven.com/bigsky

 

Also anyone who buys Big Sky will receive the free Really Big Sky update which is due for release next month.

Big Death Face Note

Wednesday, February 16th, 2011

I’ve just finished watching Death Note with Caroline and I’m blown away. I know I’m late to the party too. She bought it just after Christmas after telling me how good it was for the 29th time.

See I’m not someone who likes anime for the sake of anime. I appreciate the quality of animation, edge and how it’s treated in high quality compared to western cartoons but it’s just been a vessel.

I was gripped from the start.

What grabbed me was how strategic the show was, as a chess player I loved visualising the show as a cat-and-mouse chase. It was so swift at times, those little moments snagged me. As someone who has previously watched some US shows (and some poor UK shows like Outcasts), it was refreshing to have such quickly-resolved mini stories, it constantly made me want to put the next episode on. It’s basically about an immature person effectively acting as the Grim Reaper whilst a genius detective tries to snare him, with lots of uncomfortable character close ups and bumps along the way.

Some of the twists did question my faith in the show. 2 deaths in particular shook me enough to stop watching and question whether the creators were deliberately pushing the envelope too far. One death involved the woman walking up the noose and the other being, well, you know the one. I didn’t think the show could recover and instantly took a dislike to the replacement characters.

 

What I hate about real, high-quality shows with a definite end (Spaced, I’m Alan Partridge, LOST, Black Books, Futurama+Red Dwarf before their reboots) is that bittersweet feeling during the final scenes. Here was a show so charged and full of life coming to the end of its life, saddened by the thoughts that we wont get another show just like this.

 

Oh man I wrote a lot. I’m now listening to key songs from the soundtrack, which was also handled so well.

 

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Really Big Sky! Just added the new tutorial intro, currently adding a new mini-stats screen for the end of a game. There are loads of changes now – you guys are in for a treat!

We should also have an announcement regarding Boss Baddie next month. It’s funny – we get along barely okay, announce that we can’t continue in this form and some very good things turn up. So let’s just wing it for now. Yeahh?

image

Round 2…

Tuesday, October 12th, 2010

image

…FOIGHT

Announcing Big Sky as well. But that’s all. Because it’s going to be out very soon. Tower will be a bit longer.

Boss Baddie

Friday, July 23rd, 2010

Boss Baddie isn’t closed but both me and Pineapple are focussing on new things away from games. Because of that our games are now permanently Pay-what-you-want (minimum of that quid to cover fees and all that) from now on. This will also apply to any new titles we release, cool or whut! The Wake online scoreboards will be hosted on this site soo-ooo-oon, they should still be viewable in-game.

So have a check out of our new game pages! I’ve updated the style of them a bit and added Twitter/Facebook buttons – because that passes for cool now.

Have a photo of a fox >

photopodborka0500436330