AboutDevelopment blog for the student game project "Full Moon Manor"
Hello visitors, I feel it necessary at this point to give an update as to the fate of team Down for Maintenance.
Half of the team graduated from our school last quarter, causing development on the game to slow massively. The biggest development we have made recently is that we decided at the last minute to change the level building pipeline in order to solve a slowdown problem we were having that made the game nearly unplayable. The good news is that this trick worked and the levels now run silky-smooth and as an added bonus, are split up into smaller modular assets that we can quickly build more levels with.
The other large bit of news is that the majority of the FMM core team was picked up by Facebook games developer The Broth here in San Francisco. They seemed impressed with our project, and even more impressed with the way our team gelled together very well. Six members of the team are now working together at The Broth(with more possibly coming on soon), and we feel very lucky to be able to continue working with one another! We look forward to expanding The Broth’s games and incorporating as much of our unique flavor into our future games as possible.
What does this mean for the future of FMM? As of now our plans are just to polish up the demo to have an increasingly good-looking project on our demo reels, and hopefully release the game to the public in one form or another.
Stay tuned for updated media of the latest build, and thanks for checking out our project!
Hey there, Anders here. The FMM team is all geared up and ready to go to GDC, I have the build in my hot little hands (weird expression, I will avoid it in the future). I will post video of the build in a couple of days.
But to keep the interest going among our fans (all 8 of you), today I would like to share our progress on some of the music being made for Full Moon Manor because we’re super mega excited about the new music coming out. As Josh (Kulinski, Lead Designer) said, “now I have to make my models better to do justice to the music !”
Backstory: Josh works with our Musician, Ian Buczkowski at their day job and got Ian all excited about FMM by rambling on about how great it is day after day (I assume this is how it happened). Ian it turns out is a Berklee trained musician and signed up to do our music and sound effects.
Since then Ian has churned out some very professional music for us and dealt with our noobish requests at how the music should sound: “Castlevania crossed with Castlecrashers!” “Horror/ Fantasy / Electronic !”
In the process some very good music that didn’t quite fit the feel we were aiming for was created, but I’d like to share a couple of Ian’s latest FMM themes with you today. Keep in mind these are still works in progress:
We’ve been listening to these tunes non-stop because we’re so in love with them =) I have high hopes for even more awesome music in the future. Thanks Ian !
So the ScreenBurn competition has come and gone, and sadly we did not win. Anders and Debbie both did a great job, but Sloppy Ice came out and top (congratulations to Gwen and her team).
We want to thank everyone who supported us leading up to the contest.
I enjoyed preparing for the competition, but I’m glad that it’s over so that we can go back to focusing on developing the game. It’s coming along really nicely.
I’ve been working on getting the cages loaded in, and they’re looking pretty good.
Right now you can’t see the back of Mars’ or Velvet’s cages because they’re just polygon planes with a texture. That should be pretty easy to fix by flipping some normals.
Snicker’s cage presents a slightly more difficult challenge because it’s a rotating sphere. Right now I faked the back of the cage by using a second sphere, but later I might create a shader that does double sided rendering so that we can see the back of the sphere.