Somewhat belatedly we're pleased to announce the release of Eets: Hunger it's Emotional for OSX! It was released on Steam last December, and you can check it out here
Whew. That was quite an effort for a small team like ours. It was a labour of love. While it's not the only thing we've worked on this past year, we've certainly taken our time when getting it done.
While it is a port (for us) and the game content had already been completed since the release of the PC version it was still not a jobn for the faint of heart.
Klei Entertainment when originally developing the game had not envisaged that the title would be destined for several other platforms. As such it was written largely in native windows APIs such as DirectX, Direct sound, windows threading and so on. There was little abtraction in the graphics, sound and IO layers.
So we added all of that. We abstracted the graphics layer and put into place an OpenGL driver for the OSX port, we went through a similar process for sound support making use of OpenAL. For threading we just used pthreads for the most part. Perhaps we should have abstracted but we didn't in that case. The shaders were written in DirectX style assembly language and to move them over to OpenGL they were ported into HLSL.
Everytime we finish a title we're reminded of what it takes to actually finish a game.
You feel like your done, when it's feature complete; the graphics and sound are working, the control system is squared away and yet - you're really just half way.
We admit we felt like we'd finished when we reached this feature complete stage; we knew better intellectually but emotionally we fell for it all over again.
At feature complete, you start the gruelling bug fixing stage. It's amazing how many bugs a few good testers can find. We had hundreds, many pretty small but it adds mountains of time to completion. After bug fixing, you then have to package and prep for distribution, this is also suprisingly time consuming. Sorting out distribution platforms quirks, further testing, prepping marking art, liasing with the publishers, partners, testers, reviewers and so on - and we had a lot of help.
Nothing really beats the feeling of finish a title though. At least from our point of view. There is something deeply satisfying about it. I guess that's why we're in this business.
We hope you enjoy Eets for OSX! We certainly enjoyed getting it out there.
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