This topic contains 7 replies, has 6 voices, and was last updated by Anonymous 15 years, 5 months ago.
November 20, 2003 at 3:35 pm #2888
Just to let you know that ( finally ) 3D Stress Ball has been released today!
It’s been in backburner development for a while now, and the Web 3D demo has been getting a lot of nice feedback ( we had > 180,000 unique visitors playing it in September ).
It’s been developed as an indie title, so it’s no Doom 3 beater, but what can you do with a budget of $0. It uses Intel’s 3D engine and Havok physics that ship with Director, which have been both extremely powerful and very cost effective, taking into account our limited resources ( time, money etc ).
Here’s the URL if you want to download and play it. A bit of warning… it’s a bit like Marmite… you’ll either hate it or like it.
November 21, 2003 at 11:30 am #10075
Good going Mal,
Plays really well, as usual >:)
November 21, 2003 at 3:52 pm #10080
The game is real cool. It plays a lot like an old Playstation game I remember. Quite alike actually; in both games you play as a ball who has to navigate his way through beautifully coloured levels. There’s only one major difference, and that is that you and Can Do Interactive managed to develop the game on a zero pound budget while the other set the company back a good several hundred thousand pounds. ;) Can’t remember the name of that damn game….
Well done on a great game Mal.
November 21, 2003 at 4:37 pm #10081
Cheers for the feedback!
> Can’t remember the name of that damn game..
It drew inspiration from a few different tiles: Marble Madness ( a really old retro game ), Super Monkey Ball ( we had the camera following the ball in an older version as an option, but for most players it’s a lot easier to play when the camera is aligned to the two axis ), and the old Tilt style games.
We added the jump capability, the lips on the platforms, and a few other things to make it a bit more interesting. If it sells reasonably well, I have a lot of cool new ideas for a sequel, but I’m not allocating another $0 for it just yet :)
November 21, 2003 at 4:52 pm #10082
Out of interest, how long did it take to develop (in men-hours:))? And what were the actual development costs (if that’s not top-secret)?
November 22, 2003 at 9:02 am #10087
and what size dev team you have, and outside support (if any). And while we make a wish list…..post mortem? pretty please??
November 22, 2003 at 12:58 pm #10088
> Out of interest, how long did it take to develop (in men-hours)?
The development of 3D Stress Ball was very like that stone soup story!
It started out as a test prototype, and bits and pieces have been added to it over the last several months when we have had time to spare to work on it.
All in all, I’d say maybe 6 or 7 full weeks have been spent on it, x 2 for 2 people.
> And what were the actual development costs (if that’s not top-secret)?
Because it was developed in the evenings, and without an allocated budget, there were no direct costs. Well, part of the price of Director could be costed in there, but if you take into account the money we saved by spending most of an evening working on it instead of being down the pub, we’ve probably already made a fortune with it! :)
> and what size dev team you have, and outside support (if any).
There was myself ( coder / designer ) and the 3D artist here, Conrad ( artist / designer ). We’re usually busy working on non-game real-time 3D stuff, so we try to make games that a) are fairly small and b) that we like to play ourselves.
> And while we make a wish list…..post mortem? pretty please??
In about 6 months time I’ll put something up, with regard to both development issues etc and how much revenue it has generated so far ( it’ll take that long for the game to filter into various cover CD’s etc ).
November 24, 2003 at 2:01 pm #10104
Lookin’ good!!! Pity I’m stuck in internet cafe’s at the mo and can’t download it but those screenies look nice!! Good luck with the game and generating some revenue!!!
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