Rebel Planet Developers Blog Home Rebel Planet Developers Blog Home

Making games takes time

July 7th, 2008

Here’s an easter egg for you.

Just letting you know, we are still working on a particular unmentioned project (it’s underwraps until it’s polished).  Our active development team at the moment consists of 4 people:

  • Gil Ruiz - artist/designer
  • Kendall Stump - artist
  • David Lancaster - programming
  • Peter Churness - webdevelopment/overall genius

Things are moving along really well, Kendall and Gil are great guys to work with.  We’re really putting the quality into this project and it’s a matter of time before release.  We’re aiming for a September-October (I think it’ll take longer).  But release dates are painful and there’s always a good chance I’ll be posting here in 3 months time saying we’re almost done we need more time.  The game is not a Christian game, we’re focusing our efforts to bring in some income to fund what we’d love to do.  We’re all really excited about the game’s potential, it has lots of innovation.  Experience tells us that the feeling of excitement is usually short lived, and the words of Peter Churness ring true:

“The good things that happen (the things that immediately give us a burst of exicitement) are never really that good, and the bad things (the things which make it look like everything’s going to end) are never really that bad.” - Peter Churness (Epicly Awesome Game Developer and pastor)

Simply because the emotion experience is always short lived, the down times and the up.  The journey we are taking is such a long one that the ‘moment’ is not even close to revealing what’s going to happen later down the road.  For us what we do is a journey of faith as every part of our life is just like Abraham.  God has given us no reason to doubt, he’s proven himself time and time again, for all the times we were disappointed and things were bleak, we pressed on and God has been good.  We have our dreams and ambitions but in the end it’s about God fulfilling His purpose in our lives. I’d sure love to make some great games in the process though :)

David

Monster Island game by Rebel Planet Creations - proof of concept release

May 12th, 2008

During March-July 2007 we decided to recover from the loss of Wicked Mansion by using the left over resources to make a quick casual game. We managed to get the game ready in time for CGDC, however we ran into the exact same issue we ran into with Wicked Mansion, we had no money, we had no one willing to create models and animations for free. So all we had to use were the models and animations Eric Nadeau kindly passed to us from his ventures with Biyu Biyu Rocket. As good as the artist was who made the animations for free in his early years of experience, when he made them they weren’t made with a high level of quality, they were quite bad. So now we faced the problem of making enemies with personalities, attacks and defences completely based on one or two of these low quality animations they came with. We did a good job with what we had and they look alright. It severely limited us in making bosses, unique enemies and whole bunch of other things we would have liked to have done. So once the game hit completion there was a lack of desire to polish it or extend it from where it’s currently at now. From my point of view it’s a watered down game from it’s potential but fun none the less. Rather than having it sit around collecting dust we’ve released it for free, please enjoy :)

Download Monster Island

Yes there are bugs, some solutions are found in the readme.txt file.

David

PS: Don’t forget to check out David Stevenson’s interview, he is the voice of Axys and is now in a really awesome band named Manic Bloom.

The voice of Axys is now in a band!

May 9th, 2008

Manic Bloom

David Stevenson, director of voice acting for The Axys Adventures: Truth Seeker, voice of Axys and Prince Reigus, has recently been involved with a band, as lead singer, Manic Bloom who have just released their first EP. I recently got a chance to have some email exchanges with David and wanted to share we spoke of.

Lancaster: Your work on Axys, involvement and the game itself, has it at all been a blessing in your life? What in general is God doing in your life?

Stevenson: Axys and RPC was and is definitely a blessing on my life in many ways. When I came on board with you guys, I was doubting my abilities and was losing a lot of self confidence. I was starting to think that all I could hope for is a “normal” life like my dad and his dad and his dad… (”Normal”, meaning working at a job I hate until I retire) Axys and RPC let me have a creative outlet from my mundane job, and also sharpened some of my skills. On top of that, it was a great experience to work with you guys, especially with how encouraging you were (and are!), and how passionate you are about the vision. I’m definitely proud to be able to say I worked on the game, and I wouldn’t change anything at all, were I to go back in time.

As far as what God’s doing right now - I think He’s still just bringing me through a season of waiting. There’s a lot of possibilities in the near future (getting a house hopefully soon, the band, recording people, a possible job opening with a guy that does voice overs…), but I’ve been stuck in the same spot for a while. If you were to ask me what I think I’m supposed to be learning, I’d say patience and relying on Him… However, I’ve found that I’m not as patient as I once thought I was. Nor am I as reliant on Him and I used to think. So I guess that’s what God’s doing right now… Hitting me over the head, telling me to trust Him and wait!

What Scares You Most

Watch the hand connect the dots
Between the lines inside your thoughts
Even in your dreams it still takes hold of you

Lancaster: I used to have night terrors when I was a child, half asleep half awake, absolute nightmares I’d go crazy. The only way I could describe them was ‘there were lines and dots’ serously, that’s what I said when I was 10 years old.

Stevenson: Whoa!!! That’s pretty crazy! I wrote the song to be kind of the moment when things start clicking in the head of someone who is beginning to believe in Christ. Watch the hand connect the dots – the story where King Belshazzar saw the hand of God write on the wall the words “Mene Mene Tekel Upharsin” – basically “You’re not as tough as you think you are. You’ll be judged just like everybody, and currently, it won’t be in your favor”.

The thought of lines and dots in my head are just the truths of God that I think are written inside of us, but our sin tries to force us to not make sense out of them. As long as they’re scattered everywhere, then we don’t understand them, and we don’t live like they’re true. However, when God grabs us, and forces us to the edge and make us choose, he makes it perfectly clear what we are choosing. Either we can stay on the ledge and we’ll always be desperately fighting Him, or we make the leap of faith and are free. It scares the crap out of us, but it’s exactly what we need.

Lancaster: What Scares You Most talks about taking a leap of faith, a point in some lives when we can be so terrified to take the jump. What was the most significant leap of faith in your life?

Stevenson: The leap of faith in my life… I’m not sure what the most significant leap would be… I grew up with a Christian mother, going to a Christian church, so becoming a Christian didn’t require me to feel like there might be nothing to catch me. I have friends who had a different experience… I remember one time in college, driving my newly Christian friend to his parents’ hotel room (they came in for the weekend to see him) to tell them he had become a Christian. They were Hindu, and they disowned him. I haven’t spoken to him in a few years now, but last I knew, they still wouldn’t talk to him. That’s a huge leap of faith.

One leap of faith for me deals more with my purpose, and listening to God’s direction. I grew up in Kentucky, and started college in Kentucky. Into my second year, I found out about a college in Tennessee that offered a program that I was passionate about, and felt like God was telling me that it was where I needed to go. I was really comfortable where I was – had great friends, a fairly serious girlfriend, and was halfway through a computer science degree. It scared me a whole lot, but I knew that I had to do it – else I would always regret it.
It was the right decision. I ended school (though it took me longer than it would have) with a degree in something that I love and am passionate about, showed me problems in my relationship with my girlfriend that I was not really willing to look at (and I met my wife not even a month after moving. We didn’t date until about 2 years later), and developed deeper and stronger friendships than I ever had in my life.

That’s kind of what the leaps seem to do, though, when you’re really listening to the Holy Spirit. We look at them as dangerous and risky – but then we have to see what we are holding onto. Even though my comfortable life was at risk when I took the leap, I was soon after shown that there was a far greater life than what I was living. It’s more like sky diving. It’s frightening, but it’s an awesome experience that changes your perspective, and hopefully makes you tell other people your experience.

Tonight’s When I Say Goodbye

Lancaster: I just read your song lyrics, and man wow! In Tonight’s When I Say Goodbye, is that a message from God to us? Your lyrics are so powerful, it seems to express the desire and yearning of the heart of God. Is that at all close to what you intended?

Stevenson: Exactly – God speaking to someone who “goes to church on Sunday” and has “never killed anyone” who thinks that since they’re a “good person” then they’re going to heaven. The problem is – it has nothing to with how “good” we are – but has everything to do with how perfect our savior is. If we’re not relying on Him, then we’re not going to come close.

Written in the perspective of a guy (God) who’s wife/girlfriend (the lukewarm “Christian”) isn’t faithful, and the guy has known all along, but has given all kinds of opportunities for her to straighten up and start fresh. At a certain point, it’s too late – and words are useless because actions have shown what she wants. She’s upset, but even though she’s always known she was in the wrong, she never said she was sorry because she just assumed that the guy would always deal with it. On the Day of Judgment, many will say “Lord, Lord!”, but God will say “Depart from me – I never knew you” . We serve a loving and forgiving God, but people often forget that he is perfect and just.

Listen to Manic Bloom’s music

2008 = year of good things;

May 5th, 2008

Hi readers and fans of Rebel Planet, been a while since anyone has posted so I’d like to give you guys an update.

We have been working with Gil and Kendall, two great artists, on various projects. Orion has been put on the backburner as we now attempt to gain the resources we need to complete it. I haven’t touched it in a few months. I can’t say much about the projects we are working on except that we are excited about their potential.

I’ve also been programming a Christian casual game with Brethren Entertainment, it’s been 6 months since I started and it will be finished soon. Will give you more details once it’s available.

David Stevenson the voice director of Axys Adventures and actual voice of Axys (and half of the characters in the game) is now the lead singer of band Manic Bloom, they are just about to release their EP and once they do I’ll fill you in with an interview I’m currently undertaking with David.

The Monster Island game we attempted to make a while back (until we hit yet another dead end), will soon be released free as a proof of concept game as per it’s last state in beta. Peter’s working on the installer so if you’d like to spam the forums asking him to hurry up you’ll get to check it out sooner. It has been a long time since Axys and even though Monster Island isn’t a Christian game we hope it will be a fun and safe alternative for you to enjoy.

Games prototyped since Axys:
Galedor
Orion Version 2
Axys Chaos Trigger
Wicked Mansion
Monster Island
Orion Version 3

The future is quite promising yet unknown, Gil keeps mentioning how he doesn’t know what’s going to happen with everything we are doing, but he knows it will lead to something good. The process has been long, and we’ve gained much experience from it all, hopefully the experience we have now will make whatever we do next a blast! Everything we do is a process, and our uncertainty with the future is similar to your unknown knowledge of the inner workings of Rebel Planet which you now have some more insight on :) You may or may not be aware but back in August 2007 myself and Peter hit a dead end with everything, and we decided to let go and move on from Rebel Planet. It wasn’t until a few months later when I started working on the Glorious Combat code and met up with Gil and Kendall that many many things began falling into place. It has been a great journey, we’re all excited about everything that has and will happen this year :)

Thanks for reading and thank you for being a fan of Rebel Planet!

David

Zoo Racing at it’s finest

January 29th, 2008

Zoo Racing

I sit here and try to figure out what it is about this game. It strives neither in the graphical or gameplay/polish aspect, but it has this fun factor that although I didn’t find lasting, the initial surge of fun I had was so overwhealming I just couldn’t stop laughing. Here’s the video:

Zoo Race Trailer

What this game is to each individual person is what makes it worth something. To me it’s not a game that I can sit down with and play like any other game, but it was a game that I played for a good 30 minutes and could not stop laughing. It was such an enjoyable experience that I wont forget it. The zany idea of humans turning into animals to race in some abstract areas doing the most abstract and unexpected things. I have not played a game like this ever. A game which could crack me up this much in such a unique and new way.

Zoo Race is great, you continually run into new and exciting things, Randall’s efforts into making the player constantly see new things throughout the game shows, as it’s a racing game the experience doesn’t last long, but the effort put into it shows and the experience I had with the game I enjoyed.

To others Zoo Race doesn’t quite do the same as I’m sure you can see from the negative responses in that video, it’s nothing new to the internet world that people lack the articulate words to express what they say in an intelligent and meaningful manner, and it always makes me question the state of humanity when I see such degrading unconstructive criticisms being thrown around. Especially to a good friend Randall of mine who one day, decided he wanted a hobby, put everything into making it come true, then when he releases it to the world gets hit with this junk. If people were truly assertive and confident in what they believed they would maturely challenge what someone else believes, not degrade the person or use foul language.

Randall put alot of work into this. He had limited resources, skills and experience yet dedicated and committed himself to a project for two years to complete this, a feat very rarely seen by any developer. It’s hard enough to dedicate yourself to a project, but having no resources and no hope of recovering what you put into a project. That is what true committment is and it takes the right person to do such a marvel. As a developer I empathise with such struggle. Rebel Planet is an indie company and to this point in time we have lacked resources, we aren’t getting paid for what we’re doing. The main reason we’re able to bring our next game to distribution is because of myself and Peter’s endless pouring into this venture. It’s a part of our lives outside our day jobs and we have to constantly give to make this work.

So what does it take to get youtube fame? Not a grand fantastic game but something controversial or entertaining enough to get people talking about it and watching it. Zoo Race being an entertainment product does what it does best, entertain. Without wanting to sound like a broken record, someone who watches the video, plays the demo but doesn’t do more than that isn’t doing much, Randall really needs your support if you desire to give it, and I know that there are some few individuals willing to really give it, but most people don’t (as is life). I encourage you to, please buy it:

Zoo Race Home Page

David

A form of large scale combat in an immersive world

December 25th, 2007

It’s what I’ve been working on at the moment, check it out here.

Enjoy!

David

Super Mario Galaxy

December 25th, 2007

 I recently picked up Mario Galaxy and I must say, playing the game was the most enjoyable experience. The music was excellent, the emotional experience drew me in. But of course after I finished the game the excitement wears off and the game becomes just another game in my mind, but it did me justice, the experience was the best. When I play such amazing games I can’t help but ask myself why the experience was so exciting, why it drew me in, why was the game so successful and why do so many people love games like this? I really wish I knew the answer to all these questions so I myself could successfully implement such techniques in my own games, however I’m left with simply analysing what I see and making the best conclusions I can.

The number one thing that annoys me in games is losing. Failure is never a nice feeling and attempting a puzzle/mechanic of the game and continually failing creates frustration and boredom. On the other hand games that are too easy and don’t feel like a challenge, those games I quickly lose interest in. Galaxy was somewhere in the middle of too hard and too easy. As I played through the game I found the game enjoyably challenging, not so difficult I got frustrated but not so easy that I couldn’t enjoy it. There was constantly new content everywhere. It perfectly integrated elements from real life, previous games, great innovative ideas all into one. No level was the same. It seems the levels were designed in such a way to give you something so uniquely new from planet to planet and that kept me playing for more. The moment I got sick of a galaxy it wasn’t long until I could play something new. The most innovative puzzle mechanics were never abused. For example look at the flip switch galaxy, fun mechanic, but I can easily imagine a larger more challenging level based solely on that mechanic however the developers didn’t do that. Flip switches were used later on but they weren’t the central focus of the puzzle. Instead the challenging levels later on in the game still involve innovation and new features whilst combining them with mechanics you’ve already been introduced to. Same with the trial galaxies, manta ray, bubble blowing and ball rolling, the player is given just enough to keep them wanting more. When I play a game and it leaves me wanting more then I believe that game is a success. If you play a game and get so sick of and frustrated with the experience you’re left thinking that you never want to play through that game again, that’s bad. I think it’s easy in any game design to grab hold of the most fun/best features and overuse them, for example repeating the pattern too much or using the pattern in more and more difficult ways. I guess Galaxy achieves the hardest thing to achieve, balance.

Not to mention the perfect polish the game comes with, outstanding level design, perfect implementation of shaders, flawless movement and camera mechanic, a huge amount of immersive and interactive quality (the number of things you can interact with and the way you interact with them is just outstanding). The control mechanic is really easy to get used to and to think of the many ways you can interact with the world just by spinning and jumping. I think it’s near impossible to match a game like this. The amount of time, effort and resources which have gone into each little thing you see in this game would be overwhelming. And the entire effort gone into the game is enjoyed by the millions that play it, and I think the sheer amount of time and resources which have gone into this game is what makes it the best.

Super Luigi Galaxy!

David

Developers Blog Launched!

December 23rd, 2007

Hey ‘yall. I just implemented a blog for our site. This is where our development team will post WIP shots and other updates regarding development - and maybe a game development tutorial now and then too. Feel free to post comments. We’d love to hear your feedback! (so long as its positive feedback, lol j/k)

Peter