Solutions
PnDR14 Development Environment
05/01/12 09:31

Here’s the high level architecture of the development environment for Pablo and the Devil’s Ray. Both the game and the level editor will share components for loading and saving data from the database. This is mostly based on JSON and HTML5’s XMLHTTPRequest.
On the server side we start out small with a simple PHP/MySQL server that handles requests and responses.
Gathering test data
04/11/11 07:35
Collecting data during play testing allows to make early production decisions and filter out possible problems.

Over the air distribution of ad-hoc binaries
03/11/11 07:30
Ad-hoc OTA distribution makes it easy for the developer to send new versions to everyone on the team.


Level design and testing
02/11/11 07:59
Testing can begin when the first levels are created. Level data is updated on the test server.
New level data is downloaded from the server when the test user starts the application.
During the entire development phase the level data lives on the test server.
In the final stage, the data is compiled into the application binary for the final product distribution.

New level data is downloaded from the server when the test user starts the application.
During the entire development phase the level data lives on the test server.
In the final stage, the data is compiled into the application binary for the final product distribution.

From idea to concept
01/11/11 08:55
Ideas for a game or a multimedia application usually come from the customer (or conceptual designer). Successful initialization depends mostly on graphic design where the idea, the concept and the technical requirements are combined to produce sketches, animations, and art.
The concept, art and technical requirements form the development platform.

The concept, art and technical requirements form the development platform.

Custom settings panel for client, designer and playtester
31/10/11 08:32
Settings are easy to tweak and incorporate into the application via a custom settings panel. On the iPad you can make the settings panel appear by tapping a corner of the game field. Once adjusted the settings are stored in local storage.
The client can request new settings from the developer. This makes tweaking easy and doesn’t interrupt the development process.
Once optimal settings are found they can be left as is. At the final stage of the development the settings are coded into the final product.

The client can request new settings from the developer. This makes tweaking easy and doesn’t interrupt the development process.
Once optimal settings are found they can be left as is. At the final stage of the development the settings are coded into the final product.

Cloud based game production service
30/10/11 09:52
Below a high level view of SoftCubicle’s Goji game creation framework. It allows customers to get creative and participate in the game creation process.



