Posts Tagged ‘Really Big Sky’

Really Big Really Big Sky update!

Wednesday, March 27th, 2013

capsule_main(new)

http://store.steampowered.com/app/201570/

One thing that had always bugged me about RBS was the lack of controller support – it worked, but nowhere near as well as it should. So I recoded the whole controller code thing with a new controller extension! It works as it should if you’re using Xbox controllers (real or fake!), and probably just as well with Aldi Discount Controllers.

There’s a new bloom shader too and loads of optimisations. It’s still not perfect for everyone. But that’s just a way of MMF2 telling me to stop being cruel.

Give it another go! If you want. If not there’s always the Lunar Pack ;)

 

And has anyone else played the new Tomb Raider? It’s wonderful!

Big Sky Infinity

Friday, May 25th, 2012

Big Sky Infinity PS Vita, screenshot 1

So yeah.

Back in August last year I started chatting to some people who became Ripstone, a publishing outfit ran by two ex-Sony veterans (now 3 ex-Sony veterans). Now we’re making (with VooFoo Studios) a sequel to Really Big Sky for home consoles- Big Sky Infinity!

FOR THE PLAYSTATION 3 AND VITA.

That’s all you’re getting.

Ta ra!

Some old Big Sky WIP pics!

Tuesday, May 8th, 2012

I never get rid of my old pics. Here’s the oldest one in my pictures library-RAPPAC~1

Made in Photoshop in 1998/1999 or so (the first couple of years at secondary school). So there you have it. Proof!

 

SO HERE WE GO. Be prepared for sneak peaks at things that never made it into the final game, early concepts and unrefined silliness from the Really Big Sky and Big Sky libraries!

Also one random commenter who correctly points out the ONE picture in this post that doesn’t have a link to a larger version will get a Steam code for Really Big Sky!

Ends this Friday

 

shooter effectsbig sky 1

big sky 3

big sky menu 1

my own mining

big sky shipbig sky 4

The ship is born!

 

 

big sky 5

hi big skybig sky upgrades

big sky 14

boss ideabig sky boss fight

statsnew menureally big sky lightning 2really big sky bullet too much hell

 

really big sky laser

really awesome skybig sky bump map 2playing with arctan

 

modes

 

clear tunnelchoppy tunnel 2

stewartchancellorhuddersfielduni180

boss4

too much question mark

Oh yeah

Friday, February 24th, 2012

My game is out on Steam now.

http://store.steampowered.com/app/201570/

 

Smile

Version 4.00 will be out soooooon! It’s a huge update.

iOS wallpapers

Monday, January 9th, 2012

Haven’t tested them out on devices yet, but oh well! Some iOS wallpapers and/or iOS lock screens for your using pleasure.

bigiossamioswakeioscheesiospaintiosshikuniostitanios

Some of my games plus a Piney one!

Poster Art

Thursday, January 5th, 2012

For no reason I did this. Just flexing some dormant art stuff. It IS 2012 you know.

rbs poster angle test exclusion

It’s not even finished. It’s just at a point where I want to do something else :) like work on the game!

2011 was A year!

Saturday, December 31st, 2011

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

———————-

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

The Really Big Bundle

Tuesday, November 29th, 2011

image

Well the most intrepid amongst the internet figured it out. Really Big Sky is included in Indieroyale’s Really Big Bundle! A pack of 5 top games, all pay what you want, all on Steam!

Oh that’s another thing. Really Big Sky is on Steam! The actual real release date isn’t set yet so this is the only way of getting RBS on your lovely list of Steam games.

Get it here! NOW!

 

Games include Really Big Sky, Runespell Overture, Breath of Death VII, Chtulhu Saves the World and Eufloria!

Something I’ve learnt

Monday, October 24th, 2011

I remember working on RBS and thinking “oh it’s well done now” and actually getting it passed by buddies and industry folk I chat with. But it’s never done. Is it?

Last week I posted 3.00 out.

Today I’m working on 3.01 which has some fundamental changes as well as the usual bug fixes. In 3.01 ice blocks also stop enemy fire, so they’re a nice way to ride out Hell Cascades.

So with that. 3.01 is coming. And some other killer (other) things (again).

3.00!

Monday, October 17th, 2011

I’ve pushed out 3.00 to distributors so the ball is out of my court and in theirs.

3.00 is pretty monstrous. Thanks to the Eurogamer Expo the update has centred around usability features and really refining the hell out of it.

So he is a the changelog, well, half of it. I didn’t bother noting all the small bugs I fixed.

- Remastered most of the soundtrack
- Pandora’s Box now triggers positive narration
- Added power up effect and warning to the charge beam
- Fixed some stat recording bugs
- Added new stats to the recording system
- Fixed a bug which spawned an explosion from the wrong multiplayer ship in 4 player co-op
- Reduced size of enemy laser collision spot
- Fixed a bug where erasing the stats wouldn’t clear Naked, Remix and Hell stats
- Activated the highscore par graphics on all modes
- Freezers and Shielders now move faster during boss 3
- New mode – HELL – focussed on bullet hell gameplay
    – New boss attacks
    – New enemies
    – Maxed out laser stats
- Moved the tutorial messages around to highlight the difference between drilling and the spin attack
- New effects to highlight when the drill is activated
- New effect on starbits
- Removed beat pulsing particles for performance reasons
- Countdown Mode now respawns players on deaths – every round will now last 2 minutes
- Ship respawns on Countdown or Retro the multiplier drops to x1
- Altered respawning rules to make it easier
- Lowered the minimum speed of planets as they fly in
- Added alert for solid planet appearences
- Slowed down meteors on low difficulties
- Reduced number of blob events
- New graphic for Black Blobs
- Higher frequency of Black Blobs
- Customisable Reticule (size, angle, type, colour, transparency)
- Death fade out 3x faster
- Added optional acceleration+deceleration to keyboard controls
- 1000 points on Pandora Box destruction
- Bonus points during Pandora effect
- Pandora Box opened faster
- Pandora Box destroyed when colliding with rocks
- Additional movement added to Bombers
- Spin attack and mines now damage blobs
- Dead ship effect now destroys enemies it collides with
- Multiplayer roster reset when controller settings are modified
- New mouse controls on main menu+mode select
- New dynamic ending messages
- Full mouse control on end screen
- Shorter planets
- Fixed a bug with star x-scaling
- New Mode – PEACEFUL?
    – No score
    – Unlimited lives (press B or Backspace to leave)
    – Plays all the music (even locked songs) in random order
    – Uses Classic mode parametres and shop data
    – No saves, no achievement, mode or song unlocks
- Deaths whilst spinning will set the spin counter back to 0
- Added Hell mode to Remix playlist
- Added new “Points Per Second” stat
- Updated particles
- Added shaders to Boss 4
- Reduced ship graphic size by 10%
- Fixed a bug that caused multiplayer lasers to move fast in blackholes
- Message added for players who have been with us a while and another for new players
- Reintroduced the rotating space feature
- Added the Super Stats unlockable
- Toned down some graphics to make it more playable when things get hectic
- Added shoot/collect messages to some items
- Decreased boss appearence rate
- Added names to power up pads
- New attack during Hell Cascade on higher difficulties
- Magnetcoil and Electromagnet have lower price ramps
- Enemies drop more starbits
- Altered amount of Spinner enemies generated (fewer on easy, more on hard)
- Added new animations to Boss 2
- Increased the rate which powerups are attained in Marathon Mode
- Fixed some layering issues on game over screen
- Increased hitspot of button icons larger
- Charge beam now fires when enemies are present
- Blobs now move and regenerate faster
- Strengthened AI
- Reintroduced Panic Events – moments where the AI will generate streams of enemies
- Lowered difficulty level requirement for some enemies
- Mothership lights are now slightly darker
- Fixed a bug that could trigger a Spike and Hell Cascade at the same time
- Fixed a bug that stopped Bullet Orbs from generating
- Added graphic to show when a Bullet Orb has stopped firing
- Reduced max amount of Bombs
- Fixed a bug that caused multiplayer ships to fly at different speeds
- Fixed a collision bug with Gas Giant gates
- Limited vocalisation lines to 3
- Orbital destroyed when Player 1 is a ghost ship
- Shorter Warp Speed blasts
- Fixed a bug where Player 2′s shield would break if Player 1 was a ghost ship
- Powerups get louder as you fly over them
- Increased the max speed of ships
- Added new homing mini-event
- Fixed a bug on the mode select screen where score values would appear too soon
- Drill warning sound
- Stopped Laser Planets from generating when moving too fast
- Bomb powerups will revoke any spread powerups for precision
- A random enemy will be generated if a Hell Cascade is empty
- New mode select graphics and descriptions
- Added some shaders to menus
- Fixed a bug on the main menu caused by going back whilst using the keyboard or mouse
- Added more difficulty-based HP to Boss 1
- Added a max value on enemy HP during Hell Cascade
- Fixed a problem with planet rocks

oops i did it again