There's a really great street festival in my hometown every August that I make sure to fly home for each week. I've already booked my flights this time around and look forward to checking in and going home. It's basically the same feeling I have with Gamespot whenever e3 is on. I usually take the time off work and stay glued to the stream and live shows all week. I once spent a summer working in a bank. Easiest job in the world really - branch porter. I'd spend all day walking around town in my suit, hand-delivering letters and paying lawyers to sign documents. One year I spent 4 hours delivering a massive bundle of afternoon mail. Well, at least that's what I told the staff. 3 doors down from the bank I was sitting in an internet cafe chatting with my fellow gamespotters about the latest batch of 360 games.
Well things are a little different now. I'm peering in from a slightly different angle. Oh, make no bones about it, every time I watch the live show I wish it was me up there interviewing guests like I was taught back home in radio. Just 5 minutes, and I'd have them in the palm of my hand - at least that's how it goes in my head. But now I'm looking at it from a developers perspective too. As we enter crunch mode on our own game, the industry changes shape in front of me. Where once I saw exciting new games, I see rivals. Trends matter more now, as our game will (hopefully) be released before the next e3 comes around. So lets get to it.
Well it's been a while since my last post, so here is an update at the behest of my dear friend Bozanimal who manged to request a new post despite having triplet toddlers to attend to.
Our game is going well, dispite a few major personal developments that have shook it's release schedule rather violently. First of all, my good friend Dale successfully started a research masters which is good news for us as it gives him a healthy wage and a nice long timeframe (18 months max) to dedicate to the game. On the other hand, the initial month of this masters took quite a lot of his time, so some major engine work was put aside for a time.
In the time since I last posted we've made great strides with the artificial intelligence, which is arguably the most important element of the entire game. Level design, difficulty and the gameplay nuance of our three game modes cannot be properly executed and playtested without the AI working as required. We've nailed down "enemy" activityto three primary states that work across the board, and after much hard work and problem solving, it's mostly complete. We expect lots of changes to the system as we start playing more with gameplay and difficulty, but it's a solid and important start.
The other major peice of news is that I'm leaving London. I'm not going home, or to another city in the UK. In fact I'm moving outside of Europe altogether, to Dubai, in the United Arab Emerites. It was always mine and my girlfriends plan to move after 2 years unless I was successful in getting work on a games website. Tried as I did, it wasn't to be and aside from the bad taste left in my mouth I'm looking to a new adventure. We had a shortlist of places to go to and Dubai (which we are more than familiar with thanks to her sister who has been there for nearly 3 years) ticked more boxes than most. It also allows me a lifestyl3 similar to what I have here, but with a more comfortable wage. Well...once I get a job. My lady has secured herself a fantastic job in an English curriculum school, so I'm job hunting once more. I'm confident I'll have a job once we leave late August, these past two years have been pretty good to me client-wise. I'm also stepping away from Citizen Game and handing over the keys to my good friends left in the UK. I had already done as much when we started our game, but the move makes it official I guess! I like sand, but the lack of available pork is going to be heartbreaking. Love me some sausages.
So it suffices to say the timeline of the game has been pushed back a bit. We were gunning to get it out before August, but it's our first game and it makes more sense to take our time. Don't be alarmed though, we'll have video some stage over the next month or so.
But anyway, enough about our personal lives crap, lets talk game!

The Reveal
I guess this is the first reveal (not that anybody cares!) and honestly many of you guessed correctly at the end of my last blog. Our game is a top-down shoplifting arcade game which resembles something like the lovechild of Metal Gear Solid and Pacman Championship Edition. Currently we have 3 distinct game modes that will fit into a narrative as individual levels, and also be playable in all 3 ways in some sort of arcade mode. Here's a basic overview:
1) Steal Mode
Your basic "get these specific items" mode. You're given a list of items to steal and you have to get out with as many as possible. Bonus for not being seen at all during the lift. This is where most of the enemy trappings are explained to the player. And we have a lot of enemy types! I'll explain more about them in another post.
2) Hoard Mode
Yes, spelled that way. In this you have 5 slots to collect as much accumulative value as possible. The catch is that smaller items can be "combined" into one singular item, and thus one slot. So you could pick up coffee, sugar and milk (3 slots usually) and they would collapse into 1 single ("Coffee Break") item, allowing you 4 more slots to collect/combine items in. The idea is to encourage the player to think of the shop as a puzzle of mind, and not just a maze. Clever combinations mean higher scores. We see this being the main mode later in the game.
3) Dash Mode
A "supermarket sweep" mode where you're not worried about being seen, and just running through the level tapping buttons to clear shelves into a basket/jacket. You're main aim is to rob as much as possible while avoiding security guard's paths. Lost of fast music, flashing lights, over the top count-downs and Pac-Man ghost ****AI baddies.
With these 3 modes, we've been able to create dozens of unique level situations which keeping the complexity of the game as low as possible. It all works well on paper, now we have to test it all out for real!
As a side note we've also struck a deal with an incredibly talented individual to write, produce and perform the soundtrack for the game. He's one of the best chiptune & guitar artists I've ever had the pleasure of listening to and I look forward to revealing his work in a forthcoming blog. He's worth much more than a bullet point, so we'll get to that soon.
I'm really excited about the next six months. Between the big move and our game it's going to be one of the most bizzare and intense times in my life. But for now I'm looking forward to seeing how other people's games are panning out. See you in the e3 live-stream chat guys!
PS: Taking suggestions for names. Chris Watters already invtented a genre for us (TDS - Top Down Shoplifter) and bacchus2 came up with the brilliantly copyright-infringing "Grand Theft Supermarket". Send them in, if we use it you'll get your compensation! :P
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