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Tuesday, March 04, 2008

Beta to Cert Push – Condemned 2 video game diary

Our Beta was originally due on December 3rd, 2007 but we didn’t complete it until December 21st. We’ve been running about 3 or so weeks late since October but we’d reached that crux where making cuts to pull the schedule in by three weeks would have created more than three weeks worth of work (a true paradox) and would have definitely added more risk to the ongoing project than us just sucking it up, moving forward and getting the game done.

One of the areas of high risk in the development process was the user interface. Before Condemned 2, our UI system was our own creation. Even though it was sufficient for past products, we needed something that would allow for greater artistic expression and would be able to be updated more quickly and efficiently by artist types. We eventually settled upon the Flash-based Scaleform solution. We also expanded our UI team to include 2 Flash-based UI Engineers, 2 C++ UI Engineers and we had our Art Director cranking out assets for the UI as quickly as possible.

An area of concern was getting enough of the core gameplay locked down so we could focus on the UI support. One of the new features of the game is the Attack Chains. When we first worked on the UI, we wanted to get Ethan’s rage across so we tied the meter into a face graphic of Ethan. Once you hit a new Attack Chain level, you’d see the second face and have a 2-part meter. Once you hit the third and final level, you’d see the face on the far right and you’d have a 3-part chain attack meter (see image 001) It was a bit large and sucked up some screen real estate – but was quickly ignored by the player as they were more focused on the action on screen.