Full-studio design meeting

October 30, 2007

Full-studio design meeting, originally uploaded by Red Fly Studio.

Having completed the vertical slice for Mushroom Men, it’s time to evaluate where the game stands. We’ve learned what works and what doesn’t as far as fun gameplay goes. It’s time to take the pieces of the game that are weak and either cut them, re-work them or replace them.

Mushroom Men ad in Nintendo Power, originally uploaded by Red Fly Studio.

Check out our sweet three-page pull-out poster ad in this month’s Nintendo Power!

Small level review

October 25, 2007

Small level review, originally uploaded by Red Fly Studio.

Our development process is improving with every level. Andrew is playing through Damien’s level while we watch to judge his reaction to game flow and level shape. The level consists of little more than basic geometry and no textures. We can’t afford to waste art time on a level until it’s proven to be fun at its fundamental core.

Another phone interview

October 19, 2007

Another phone interview, originally uploaded by Red Fly Studio.

We still have a few empty seats, but at the rate we’re going, we should be fully-staffed within another month. Would you like to be on the other end of that phone line? Are you one of the people we need?

Making magic

October 18, 2007

Making magic, originally uploaded by Red Fly Studio.

The programmers are inventing some exciting new technology. Our tech staff is very enthusiastic about putting power into the hands of artists and scripters. Instead of hard-coding a lot of specific things, they’re creating modular, global systems that allow artists to deliver assets to scripters to be implemented systemically directly into the game without requiring extra custom work from any programmers.

Nice shot

October 10, 2007

Nice shot, originally uploaded by Red Fly Studio.

Haven’t posted anything in about a week. This week has been very hectic. Next week: even worse. And don’t even ask about the week after that!

Here’s a sneak peek of a scene we’re reviewing today. Environment geometry, texture and lighting. Enemy models, textures and AI complete with weapons (flaming hex nuts). Scripted attack waves and puzzles.
Mushroom Men is really starting to look like a game, isn’t it? Just one year of development to go!


October 3, 2007

What’s your address bar say up there? ^

Red Fly Studio’s Developer’s Blog is now found at:


Red Fly Studio

Update your bookmarks!

Game day at Red Fly Studio

October 2, 2007

Game day at Red Fly Studio, originally uploaded by Red Fly Studio.

Today we’re looking at OGRE from Steve Jackson. Our focus is imbalanced team mechanics: one strong character versus a large team of weaker enemies, and OGRE is one of the best examples of such a game.