Nineteen Stone Ninjas

Indie Game Development Studio

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Nineteen Stone Ninjas

Tue 14 January 2014 20:11

Hello fellow gamers, and welcome to our little corner of the web. Let me first briefly introduce myself - I'm Chris, and I'm the studio manager and lead programmer. I've been writing code for a long time, but this is my first foray into games development, and I can tell you I'm pretty excited about it. I've wanted to get into designing and developing games since I was first given a Commodore 64 and a Postman Pat tape sometime in the 1980’s, but it's not quite as easy as you might think. I've spent my entire career developing software for companies across the globe, but enterprise development is a very different animal to games development, and not once has an opportunity arisen for me to get my hands dirty with some juicy game code. This studio is here to change that.

The old adage 'If you want something done right, do it yourself' has never been more apt when it comes to indie development. Every Indie dev I’ve spoken to has a different goal in mind – money, future employment, experience, or maybe just to pass the time. I’m doing this to challenge myself and have a bit of fun creating ideas that have been sat at the back of my mind for decades. If anything comes from it, then it’s a bonus!

Subnet is a game that I’ve been thinking up for quite some time. I didn't write anything down until June 2013, and I spent a good while speaking with other Indies, looking at engines, and learning game development concepts. I have to say that vector maths has been probably the most challenging aspect so far, though I’ve found it strangely therapeutic trying to bend my brain into three dimensional space. I’m still in the process of writing the design documents for Subnet, but I’ve also put together a pretty primitive proof of concept showcasing some of the features of the game. It’s not quite ready for public consumption (there are no fancy models in it, and I haven’t put any levels together yet), but the functionality is there, and it’s given me the confidence that getting the game out of the door is a reality.

As you might have already read on the projects page, Subnet is a first person, story-based stealth, parkour and hacking game, based in a fictional city in northern England. Whilst it’s not quite sandbox, it will feature hub-type freestyle gameplay that you may have experienced in games like Deus Ex or, more recently, Dishonored, and will incorporate a day / night cycle, and dynamic NPC schedules (which are currently intended to form a big part of the decision making in the game). We’re aiming for a high level of overall polish, though at the moment, it’s looking likely we might have to drop some of the more AAA features such as voice acting and motion capture due to budget and time constraints.

Saying that, we have no real project time scale – we’re very small, and the game is very big. I’m working on the game most nights and weekends, and funding it myself for the time being, so it’s a case of ‘it’ll be done when it’s done’.

I’m always looking for like-minded talent to collaborate with, too. So if you’re an indie developer, modeller, or animator, and this sounds like something you’d like to get involved with, hit me up and we can chat.

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