Here is an update on the game design. This time. Building a planet.
Mining from the ‘Youroid’ and gathering resources.
Building A Spaceport and building a SpaceShip.
Here is an update on the game design. This time. Building a planet.
Mining from the ‘Youroid’ and gathering resources.
Building A Spaceport and building a SpaceShip.
We took some time off. I was busy on another super sekret project and Mr11 has been working on learning Java, video editing and and his youtube channel.
We have been doing some design in the background on and off over the last few months,
Here are some images from our designs.
Hexagons For Building Space Vehicles
Hexagons For Building On A Planet
We are back after a long well deserved holiday overseas. This was my first real holiday in close to 15 years. Yay.
I’ve kind-of been in a daze since I got back and I’ve really only caught up on everything this week.
Lost of news but I’ll put the detail in another post some time.
In the last few months you will have not seen many updates unless you are following me on Twitter.
Here are the highlights since our last post.
15th September
3rd September

Transcribing Our Designs into Adobe illustrator
18th August
12 June
9th June
Also testing out light box for making our UI paper animations.
Making good progress on the cross-platform framework. The proof of concept shell now runs on Sony Vita, XBox360, PC, Pac, Android and Windows.
And Mr 11 has been modelling some gameplay in Little Big Planet
We have been reading this….
…and we are following the process as close as possible, so we are now up to the “High Concept Document” which we will share soon.
Another good weekend of progress.
Decided that to document some of the user interface nuances we needed some kind of stop motion capture system. Back in the day when I was more hands-on in UI/UX I had a lot of success prototyping with paper animations and with Mr10 raring to go we turned this into a fun project.
So I took a pair of polystyrene containers, joined them together…
.. and we carved up a stop motion studio. Access from two sides and a secure mounting point for the camera on top. When we were finished I used a soldering iron to hot-knife and seal the edges so that we didn’t get polystyrene beads throughout the house.
Combined with some pins and some transparent plastic we can build layers of interface and animate them in real time with video or with stop-motion.
We started by creating paper mock-ups for the start-up sequence,
The company logo …
The engine logo … Mr10 had some wonderful ideas as to how this should animate, and a new way of erasing ink 🙂
The part of our flow was the login screen. The start-up sequence is modeled on Minecraft. You need a login to play so before the main menu, we have a gateway to pass. We also wanted the name of the game in Hex behind this. This is the point where we want to have UI elements and we want to really play with the Hex theme in the UI as well.
We thought about some ideas as to using the hex overlay grid for the UI elements.
Borders using Hex
Alternate layouts for widgets,
Fonts using Hex
The joys of Hex
We took the Hex theme to the extreme and ended up with deciding on three layers of related Hex, one generated from the next that will give us borders different levels of detail and we hope, when it comes together, something in keeping with the theme of the game.
Next week we will use this layout as the basis to design the UI for the game. This week I need to create a generator that will create a PDF template for us,
We have made good progress in our Sunday sessions over the last few weeks.
I have resurrected my decades old physics engine. See these videos. (1 , 2, 3)
I have been comparing various game development frameworks, at this point MonoGame is looking like the platform of choice. I have working code on PC, Mac, iOS and Android. Path looks clear for XBox-360 and possibly even the PS3, Wii and Vita based on the gossip on the internets.
I want everything (within reason) in the game to be a plugin. I have managed to build a plugin engine and get downloadable plugins in MonoGame working on PC, Mac and iOS. I’ve modeled this on the way that Minecraft starts up and downloads content and updates. I want users to download a single small executable that can then pull everything down it needs and patch itself transparently. Unlike Minecraft I want plugins to be officially supported and available in an Eclipse/apt/Drupal/Pear style system of official and unofficial plugin repositories, or even just downloading from a URL.
Plugins for Android seems to be giving me trouble but at this point I’m not aiming for plugins to work completely on Phones and tablets. Working plugins under iOS is a cool win but I need to carefully re-read the Apple Store policy on downloadable code. I know they are particular about some scenarios and I have a hunch what I want to do may be frowned upon.
We have started the story-boarding and design of the game. Mr10 just loves the creative imagination and play that comes with this phase of defining not just the game, but the universe and back-story.
I have a plugin and download manager developed and I have the intro/logo screens running as plugins. See this video.
I’m easing myself into MonoGame learning all the basics with the intro screens before I dive into porting my engine from C++/GL, to MonoGame/XNA
Mr10 has been putting his Photoshop skills to work. He has actually had lessons in the most recent CS Photoshop and plays with it for so he is full of good advice and knows how to use it better than I do. 🙂
Here he is with a near final version of our ‘company’ logo for the game,
Next step is to map out the scenarios on how we can construct things in the game.
We have made some hex tokens we can use to try out some paper prototype scenarios.
I’m working on a template for each of the blocks that will explain how they work and more importantly the rules for the cellular automata that will define how they interact together.
Over the next few Sunday afternoons we should have a firmer idea as to most enjoyable and intuitive way for people to be able to construct ships and mines.
My son and I have been writing MineCraft mods which had been fun and educational for him, but a little frustrating in the last month.
If you have been following the world of Minecraft you will know that there has been a rapid succession of updates, many of them buggy or bug-fixes for the previous bugs.
Every time MineCraft updates, we need to wait for the SDKs to update, deal with breaking changes and then re-release.
To top it all off, there is now going to be an official Modding API. Although this is a good thing, it still means we need to re-code things when this is released.
As we only really get 3 hours a week to work on this, we are in effect standing still trying to keep up.
Also faced with the new API, we have decided to down tools for a few months and spend our Father & Son coding time to start work on our own game.
My son has decided he really really wants to be a game developer when he grows up, but for me this is an excuse to get some practical maths, logic and problem solving into his life.
I’ve not worked as a game developer for 22 years and I stopped doing *real* graphics programming 10 years ago.
When Notch announced he was working on a space game http://0x10c.com/ it kind of sounded like the kind of game I always wanted to make, not that I would ever have the time or skill to build something as good as Notch 🙂
But it did remind me of my original project.
After checking out some of the screenshots (1 2 3 4 5 6 7) I’m kind of relieved that he is making an awesome game, but it is 3D, and my idea was always more of a 2D physics game. Notch’s new game looks like a reboot of Elite, which I loved, along with Mercenary.
I’m kind of building what Terraria was to Minecraft. As far as I can tell, what we are doing has not been done before, at least with the strong physics simulation angle.
We kind of want to make a cross between space-wars, little big planet and sim-city.
We in effect want to build a simple game but with enough emergent behavior that people would be able to do some surprising things.
I started design of this 10 years ago, here is one of my old sketches.
The idea is you build your ships out of modules. These modules need to be bought or manufactured.
As you build larger and larger ships, they take more effort to control you can buy or program control modules to help automate things.
Things we need to do.
I suspect this will keep us out of trouble for a few years.
.. I suspect this is in response to rumors of a Siri enabled Apple TV product being released end of 2012.
I think a big takeaway is that as the iPhone overnight mainstreamed gestural controls , we need to be prepared for voice control starting to feature more in TV UI/UX.
Even if this ends up being a folly, once Google and Apple, have a go, all the other TV manufacturers will most likely follow suit.
I don’t believe voice will replace everything a 5 button remote can do, but will augment the experience, in the same way that gestures on mobile/tablet are a layer over the traditional point and click. A big difference for TV is that the cost of switching modes is finding and picking up the remote as well as a complete mental switch from language to spatial navigation; a kind of inertia.
My suspicion is that it will influence that first 30 seconds where a user starts casual and then decides if they need to take the interaction to the remote.
The wildcard here is the ability for agents like Siri to facilitate the construction of a complex query and course of action through a conversation.
The cynic in me thinks that if conversational interfaces work and become the norm, we will be able to devote a lot less pixels to navigational prompts.. making more space for advertising 🙂
If the weak link in this,the voice recognition, fails to live up to expectations this could be a farce. As impressive progress as Siri is, it has not really lived up to expectations, so if Apple do introduce a TV with a Siri like function as a major component, I’m expecting it to bomb. … but deep inside, I want it to work and be a surprise and a delight.
Related…
http://forums.appleinsider.com/showthread.php?threadid=133953
The other possibility to this one, is that Apple are going to have a companion device with their TV half way in size between an iPhone and iPad – which would be just about the right size.
I was asked by a company to write about myself and my IPTV experience. I’ve left a lot out but here are the highlights.
James has been playing with computers on and off since he can remember. As a youth he cut his teeth on the periphery of the Australian demo scene and BBS underground of the 80’s and early 90’s. He then followed his passion by studying Computer Science.
During this time James became fascinated with using the computer as a visual instrument and developed software and hardware for the Amiga and later on the PC to allow output from the computer to be input to televisions and video projectors. James performed audio-visual displays at various nightclubs with DJs and bands as well as using his knowledge of networking to set up live CB-Chat, IRC and CU-SeeMe hook-ups with the audience.
In the early 90’s he set up a warehouse, internet cafe and free ISP for electronic artists in Sydney Australia and co-founded the and ‘Kollektive’ and ‘Clan Analogue’ record labels.
In the process of getting electronic artists online, James started looking into cheap hardware solutions that would enable people to use the internet via their TV. This led to research into the software and hardware required to create a product that would allow the general public to interact with internet services on their TV.
This lead to the founding of a start-up, a crash course in importing, supply chain management, hardware manufacturing and some lucrative contracts in Asia just in time for the Asian Currency Crisis to wipe out all his clients.
James continued to develop software and take a keen interest in IPTV and started working at Massive Interactive in 1998 first as Technical Director and then as Chief Technical Officer, a role he remains in today.
While at Massive Interactive James was able to use his skills with Sky and Austar, a local satellite TV provider via development of many interactive “Red Button” style applications using the OpenTV platform.
For the first two seasons of Australian “Big Brother”, James ran the official IRC server that had a client that would also allow OpenTV, Java and Linux based devices to project the chat into the TV with the show.
In 2005 James architected and built the Telstra/BigPond Movies application for Windows Media Centre, PC, ViiV, Xbox 360 and DLNA devices. This allowed users to download movies and television episodes and watch them on their TV. This was nominated for a Technical Emmy.
In 2007 James designed, architected and built the innovative Telstra/BigPond V8Supercars project which ran on Windows Media Center, PC and the Microsoft Xbox-360. This took live television feeds from the devices digital receiver and combined it with internet video and telemetry data streams from within the car. This innovative application synchronised these three feeds together to give the user and multiview experience and allowed users to mix and match views of car exterior, in car and telemetry an leader-board information on their TV using their remote control. This was also nominated for a Technical Emmy. Did I mention that it was innovative? 🙂
Since then James’s and Massive’s skills in the area of IPTV video on demand, catch-up and subscription services have been in high demand in various companies around the world. Understandably this has kept him fairly busy.
James sees the emergence of Trick-Play/Time-Shifting and the erosion of audience and advertising revenue as a major threat to the free-to-air market. Combining that with his experience managing and formulating live competitive and interactive events James believes that we will start to see the emergence free to air broadcasts with a time critical interactive element to keep users engaged in “real time”.
The great thing about Massive is that it really is a full service company when it comes to IPTV. User experience design, user interface design, front end development, back end development, systems integration, solution design, architecture and project and delivery management. We design and develop IPTV applications at each every stage of the production pipeline.
While originally Massive developed multi-platform libraries in Flash, JavaScript and C/C++ our new UI Library developed in the HaXe language and various cross-compilers allows us to practically target multiple platforms with a single code-base.
James has experimented with many single screen modes of interactivity and sees the new multi-modal/multi-device landscape as particularly exciting. The new Massive UI library means that the time and effort between an idea and a practical experiment is now greatly reduced.
Here is a list of some of the IPTV/Media centric projects James has worked on.
Jame’s most recent research has been in looking at ways to move execution of mobile, web, tablet, and, IPTV applications into the cloud.
As you may notice from my lack of posts, I’ve been rather busy for the last three years.
These are Televisions that contain some kind of middleware that let you run applications.
Check out Sony, LG and Samsung (Who publish a really good SDK).
These TVs are fairly modern so the software development process around these is thankfully sensibly “standards” based.
So back to the transition phase I mentioned previously This is similar to what we are now seeing the tail end of in the mobile market.
In a just a handful of years we are going to end up with 99% of phones running just 3 operating systems. iOS, Android and Microsoft.
Into this category I place Apple TV, Google TV and the probably soon to be announced Windows TV solution.
The Publishing Model
As a service provider you will no longer have to ship or design your own device.
IPTV devices will be products that people will already have. They will have bought them from a store. The same way that one now buys a TV, PC or mobile phone (outright purchase off a plan).
People will choose the one that suits them or just use the one that came inside their TV.
Much like the Apps are downloaded to Phones and Games are downloaded to consoles, you will develop your storefront application and register that with the App-Store.
Your customers may for-instance have a Google TV device or a Microsoft TV Device.
You will be able to integrate with standard in-app payment solutions so your customers can purchase content but if you really want to there is no reason why you can’t integrate your own payment gateway.
It will be as as easy as getting a designer and an application programmer to construct your application and the rest will be configuration and simple integration.
There will be more systems such as Appcelerator and our own Massive UI SDK. Meta-Programming systems that will allow developers to “code once/deploy many” to deal with the 3-4 dominant IPTV platforms.
Many of the services you need to stand up an IPTV VOD/SVOD will be available as standards with standard plugins for the now standard operating systems.
Integration will be much more commodity software based. I’m intending that ThumbWhere will end up as one of these integration points.
The video watching experience will be one that users customise based on downloaded applications and plugins.
Exclusive content deal wars will be fought between service operators.
The ‘Social’ aspect will be mostly limited to companion devices.
Content licensing will start to appear as a service.
Apple releases a TV.
We end up with only three and maybe even only two IPTV operating systems.
A studio enters the market selling direct to customers.
25 years of getting PCs talking to TVs and the last 10 years of interactive television and the last 5 years of IPTV have left me with a lot to talk about.
There is a lot more I could have discussed here. I’ve provided a very lightweight view of the industry as it stands. I’m under NDA to a lot of scary companies with lawyers who…. allegedly.. eat human flesh, so there are some products, companies and technologies I have not even mentioned here nor can I mention in “any universe”. 🙂
I’ve not discussed anything about what is going with DRM at the moment. Especially what is happening with Google having purchased WideVine. Don’t get me started….
I’ve not compared iTunes to Canvas/YouView or discussed Comcast’s Xfinity project because that is a book in itself.
I’ve not discussed any of the up and coming standards that are built on top of HTML/JavaScript that are trying to inherit the mantle from CEA-2014 or even the history of DNLA & CEA-2014. Take a look at HBBTV if you want to look at the best of these.
Not gone anywhere near the strategies for pushing customers back to real-time consumption vs time-shifted.
And don’t get me started on EBIF because I have run out of space… 🙂
Checked in SFTP support.
We need to test with more SFTP servers than we have in the development environment, but this is all ready for testing.
Now for FTPS and plain old FTP.
One side effect of the AmazonS3 Storage integration is that now every time we run automated integration tests it costs us a few fractions of a cent. 🙂
But it is well worth it 🙂