Last time I posted was about an UT3 mod that I was about to begin working on for a class. Well that class is now long over (ended in late march), but something funny happened.
Earlier this morning, Gamasutra posted the postmortem written by our team lead, my friend, japan trip buddy, and Wideload Games employee Daniel Loane. Its very exciting to get to see your own work show up online.
So since its already out there, I might as well finish what I started and tell you guys what happened to the game.
Originally the idea was to have A splitscreen game where players could never directly interact. That was really short lived (about 3 days after I wrote the post about it we scrapped the idea). We decided to make the game a straight up race platformer, something that we hadn't seen done.
Thanks to our wonderful level designer (former Midway Intern) Tony Perkins, we managed to get a absolutely massive world done in 10 weeks. It takes me (the producer and main playtester) just under 4 minutes to speed run through. When we did playtests, people would ballpark around 8/10.
One thing that we were all pretty stoked about was art. Our 2 artists Andrew Sallwasser and Kevin Zuhn did a great job not only creating all our custum assets, but also in skinning those "dirty" unreal textures and sprucing them up to fit the cell shaded cartoon wonderfulness.
One of the lesser appreciated aspects of the game is the programming. Dan and our friend Erik Spitzer basically locked themselves in until they figure out how to get checkpoints, cameras, sounds, and weapons to work in our games. If you don't think hard coding checkpoints in unreal is hard- I dare you to try it.
The project went well. It was only 10 weeks and we did what we could. There are still plans to keep working on it over the summer (we don't get out of school until June), so there might be some more info down the pipe.