By the way - Facebook leaderboards are brand new. Good chance there's glory in connecting and playing if you wanna be on the global board. Oh and we promise we'll never spam or post on your behalf. :)
@AJ - for one. We prototyped so much! We actually had two other color-centric games before we got to the petri dish / organic blob paradigm. We got so much wrong before we figured out what felt right. As an animator I would make simulations in after effects. We had this board: http://gorociao.github.io/projec... where I would post iterations and updates to the game and visual design. Making the levels also took a lot of iteration. We ended up having a big spreadsheet in google docs that we could import into the game via json, I believe. In that spreadsheet we could specify a ton of different things -- really dial into adjusting hue, value, saturation, time and a ton of other little details to work on the level progression. Was a journey, especially as first time game-makers. Charlie also spent a lot of time on the specimens' organic behavior. I'll let him explain.
Hi! Erica here! Let's get to answering. I'll start with Russ' questions moving last to first. Charlie and Sal, the other two on Team Specimen are also here!
I should also mention @sal used playgrounds in swift to speed along the prototyping -- especially when it came to complexity regarding how colors would be dynamically generated. He solved a lot of complex problems that hopefully feel really simple when you play
@kirielson A lot of prototyping I did was around how the blobs themselves move around. It started with a motion test from Erica, and then an ugly demo from me. This is a screenshot of the original app It was made in C++ in a framework called Cinder which I use a lot and can generally iterate pretty fast in. From there it was lots of back and forth seeing what felt good, and eventually porting it to Objective-C.
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Specimen: A Game About Color
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Specimen: A Game About Color
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Specimen: A Game About Color