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cyrus_zuo
08-07-2007, 08:21 AM
A video for Ricochet Infinity has just been finished and I thought I'd share :).

You can see it in all of its glory here: http://www.reflexive-inc.com/media/Infinity_Video.wmv (about 40mb)
Or check out the lower quality, but easily accessible YouTube version here: http://www.youtube.com/watch?v=KKaXsU6tE-8


(some older video fun with Ricochet Infinity and previous games can be had here: http://www.youtube.com/user/ReflexiveArcade)

Indiepath
08-07-2007, 08:53 AM
A video for Ricochet Infinity has just been finished and I thought I'd share :).

You can see it in all of its glory here: http://www.reflexive-inc.com/media/Infinity_Video.wmv (about 40mb)
Or check out the lower quality, but easily accessible YouTube version here: http://www.youtube.com/watch?v=KKaXsU6tE-8


(some older video fun with Ricochet Infinity and previous games can be had here: http://www.youtube.com/user/ReflexiveArcade)
I can't embed this video, is that intentional?

MFS
08-07-2007, 09:22 AM
Thats a nice trailer! It definitely worked, as I will be downloading Infinity soon, something I probably wouldnt have done otherwise.

cyrus_zuo
08-07-2007, 09:36 AM
I can't embed this video, is that intentional?


<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/KKaXsU6tE-8"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/KKaXsU6tE-8" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>

Is the code from the YouTube page, I didn't do anything to keep it from being embedable, so if it isn't working my guess is it is on the YouTube end of things. (I was able to embed it here: http://www.reflexive-inc.com/test.htm so I am hoping it is working :))


Thats a nice trailer! It definitely worked, as I will be downloading Infinity soon, something I probably wouldnt have done otherwise.

Glad you enjoyed the video! Hope you enjoy the game, and am very glad you'll be giving it a go!

Indiepath
08-07-2007, 10:13 AM
Probably an error in my code on pjio.com, I imagine the "-" is escaped hence the error. I'll work on it :)

Applewood
08-07-2007, 11:38 AM
Simply Stunning! :cool:

This is why I jump on cloners so hard. There's plenty of scope when revamping an older genre, and this is now my benchmark for demonstrating how it should be done.

AnthemAudio
08-07-2007, 11:46 AM
F'ing Brilliant.

Yeah...I'll probably buy this too.

2dnoob
08-07-2007, 12:55 PM
wow.. hats off to the design team. Looks incredible!

bignobody
08-07-2007, 12:55 PM
Definitely some of the coolest level designs I've ever seen in a breakout game. Can I ask how big the team was that made this so I can feel better about myself? ;)

mooktown
08-07-2007, 09:52 PM
I really like the game and fully enjoyed the demo.

However, I wouldn't have "_innovative 'Recall'_" stated in the video. Yes, recall was an innovative feature when it was innovated but that time has long passed and including that bullet point in your video makes it sound, to me, like you are claiming to be the innovator.
(You know how tetchy people can be about things like that) ;)

Its new to the Ricochet universe and it sure makes the game more playable, especially on levels that you simply have to use the recall to hit any bricks at all, well done for making a feature a required skill!

Skinflint
08-08-2007, 09:02 AM
bignobody, technically there were about 6 level designers that made levels in the game, 2 artists (though more were credited for the stuff we re-used from previous Ricochet's), a couple of programmers (again, some were credited for previous work) and some of those people pulled "double duty" with other tasks...one of the artists also did the music, one of the programmers (James) is the producer and I also did the sound effects.

However, the father of one of the designers got very sick at the beginning, so he only made one level that actually shipped...so really 5 level designers total, including myself.

For Infinity, we actually hired designers from the Ricochet Lost Worlds community to make the levels. They were already experienced with the editor and showed a passion for making levels (by doing it for years for free). However, it was a lot of work to get everyone to make levels "our way"...most of them had been doing crazy stuff for years, pushing the engine to do silly/inventive things that we hadn't dreamed people would do. Initially these designers were ecstatic about working on the game...and then they found out there were design "rules"...and they'd have to stick to them. :) I had contacted 7 people initially...two of them bowed out near the beginning because of these rules.

It was a lot of work to do it this way, though it sounded like a great idea at the time. I'm uncertain if I would do it this way again, but we really did get a lot of inspired designs that I'm sure we couldn't have done on our own.

What we did for one of our previous games where we paid community level designers, BKR2, was much different...we just looked at levels that the community made and either put them in or we didn't...there was no trying to fix a level...it either worked or it didn't. In Infinity, we were contracting people to make levels from scratch, so I would have to evaluate each level individually. I imagine the designers easily created three times the number of levels that actually shipped with the game because of these crazy "rules" of ours...and there was a lot of back-and-forth on just about every level...

bignobody
08-08-2007, 10:03 AM
Thanks for the info, Skinflint! It's always neat to read some "inside info" about a game.

Cheers!