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  • BY Tim Nixon
    ON April 28, 2010
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    Colours

    Following on from our previous post on visualĀ inspiration, we’ve been working really hard to put some spit and polish into the visual style of the game. Very proud to give a sneak peak into the outcome of that hard work above, you can see the world of Flutter becoming more vibrant, refined, and full of life. And only just under two weeks until you get to see it all moving in-game!

  • BY Tim Nixon
    ON April 14, 2010
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    development
    flutter
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    Visual Inspiration

    We had a really fun time this afternoon combing through our stacks of reference images to find a few defining pieces that we can use as benchmarks in this final stage of refinement for our in-game assets. We’re aiming to create a bright, fresh, and vibrant world full of light and colour, a magical place that people want to explore and spend time in. These images just captured that for us so I thought I would share.

    Since we love putting stuff on our walls, these are off to the printers to beĀ super-sized! Also been listening to the soundtrack from Flower now it’s been digitally released. It is soooo good, if we can get anywhere near that I will be over the freaking moon.

  • BY Tim Nixon
    ON April 9, 2010
    TAGS:
    flutter
    weekly wrapup
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    We’ve made an incredible amount of progress this week, the first in a five week stretch running up to the beta release of the game on Facebook. On the art side, Mark finished all the butterflies for Chapter One while Emma cranked out a ton of functional and aesthetic flowers which add a huge amount of colour and character to the environment. We were also really lucky to have Kei Kasai working with us for two weeks, focusing on the development of our “forest magic” particle system. The depth, light, and general wonder that her work has brought to the world is really incredible and those chain reactions of exploding pollen are really going to be a highlight of the player’s experience.

    On the tech side, we played the game in a Facebook frame for the first time which was really cool, seeing our persistence / database hooked into the platform was definitely a big win. I’ve also been working to refine the mechanics of the pollenation system which will be the core “harvesting” mechanic in our game, while Jeff implements it. Soon we’ll be iterating through these mechanics on a live Facebook build.

    Everything is really coming together, the game is looking beautiful and starting to feel really fun.

    Links that ruled this week:

    Venture Beat features Runaway and Flutter

    Pixel looks good when viewing it with your eyes

    Murray the Nut breaks down the creative process

    Run Jesus Run is a super tidy 10 second platformer

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