Dung Developer Diary - Part One pcps3xbox360wii
Posted 01:59pm 20/03/08 by: Joaby
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Dung is the result of a unique game-development venture -- a collaboration between BigPond and the Australian Centre for the Moving Image. BigPond is contributing AU $1,000,000 towards developing and marketing the game, which was selected in an Australia-wide competition won by Sherele Moody of Warnambool.

The story of a heroic dung beetle on an epic journey to save his siblings, the game is being developed by Melbourne’s Firemint studio. Today we have part one of the Firemint's Development Diary so you can see how a video game is born. The man behind the development diary is Kynan Woodman - the Development Director.

Kynan Woodman, Development Director for Dung

Part 1: Prototyping


The process began with brainstorming and white boarding. We experimented with scrolling, but quickly scrapped the idea, opting instead for a static-screen physics engine with pickups. One of the earliest prototypes had pickups that moved constantly on screen, which made us a little ill after just a few minutes. So we added a grid and made the icons move only when they needed to. After a few tweaks, we decided it felt compelling enough to start coding it in Richmotion - the studio’s proprietary software toolset.


The first prototype

This version side-scrolled. You could move the ball left and right, and bounce it up.

Prototype 2

A puzzle/physics approach that didn't last too long.

Prototype 3

Introduced physics and pickups that were part of the control.

Prototype 4

Extended the screen to the mobile aspect ratio and added more pickups - You couldn't stare at this too long.

Prototype 5

Getting closer to the end result - the pickups moved down when you collected them.

Prototype 6

We introduced the grid and gave pickups different functions that helped move the ball around. This had an almost hypnotic feel to it, even at this early stage. We knew we were close to the base mechanic.

Prototype 7

This was the final prototype, which became the framework for refining Dung’s gameplay and controls, creating levels and story elements, and determining design and art direction.

Next week in Part 2 - Kynan takes us through Character Development and Design. Stay tuned!
Comments on this Article
Thu 20 Mar 08, 1:47pm
MackTheKnife
Posted: Thu 20 Mar 08, 1:47pm

I cannot believe someone is wasting 1 million on this piece of crap. Pun slightly intended.

Thu 20 Mar 08, 1:50pm
Sachiel
Posted: Thu 20 Mar 08, 1:50pm

i want to see the dungbeetle summon dung on its hind legs, and conjure it up like Goku.
KAAA MEEEEE
KAAAA MEEEE
HAAAAAAAAAAAA

... but seriously....
sounds iffy, though i'd prefer an action/puzzle sidescroller
like abes, only with less farts and more excrement.

Thu 20 Mar 08, 2:11pm
Hawky
Posted: Thu 20 Mar 08, 2:11pm

no offence to the company creating it, but the images produced dont fill me with great confidence that it will be a brilliant game.

however as these are the very basic scans of pre-pre beta, i can understand that it will look nothing like this when it finally comes to life.

so just like when you explain Peggle to someone and they go "sounds like ****" untill they play it and realise they have just wasted 5 hours on it hypnotised, i also will wait for this game to be finished and play it before i make judgement.

however at the moment, it does look abit fail :( cant help saying it.

Thu 20 Mar 08, 2:23pm
Sint
Posted: Thu 20 Mar 08, 2:23pm

Is this a mobile phone game or what?

Thu 20 Mar 08, 2:57pm
tele-fragd
Posted: Thu 20 Mar 08, 2:57pm

I think people need to understand that these diagrams are the equivalent of stickmen figures in terms of figuring out a concept. Probably best if the diagrams weren't posted :p

Thu 20 Mar 08, 3:06pm
Sint
Posted: Thu 20 Mar 08, 3:06pm

I think people need to understand that these diagrams are the equivalent of stickmen figures in terms of figuring out a concept. Probably best if the diagrams weren't posted :p

Oh man i'm gonna have to upgrade my rig for this one then

Thu 20 Mar 08, 3:11pm
crazy bob from lebanon
Posted: Thu 20 Mar 08, 3:11pm

My version of the game is far superior.

DX10 compatible.


Thu 20 Mar 08, 3:23pm
BloodGolem
Posted: Thu 20 Mar 08, 3:23pm

One million dollars seems excessive, since people can do this kind of stuff in Adobe Flash. It also looks like this game would get boring very fast, since the screen is static and all you do is collect coloured balls. Even if you add birds and other bugs to stop you, it still wouldn't last long, probably only lasting the one hour free trial, unless idiots are too busy laughing about the "Dung" part that they buy it anyway.

Thu 20 Mar 08, 3:49pm
Sint
Posted: Thu 20 Mar 08, 3:49pm

Crazy Bob, you deserve the million dollars.

Thu 20 Mar 08, 7:43pm
Nirvesta
Posted: Thu 20 Mar 08, 7:43pm

$1million isn't actually much money when you think about it in terms of professional development. I guess the question arises as to whether the game is going to go beyond that of a garage game (generally a term describing a game developed by someone in their garage in their spare time) and find a good market with whcih to get some nice returns on the investment.

Sat 22 Mar 08, 3:42am
BloodGolem
Posted: Sat 22 Mar 08, 3:42am

So, if you are controlling a ball of dung, why the hell is the dung floating in the air? This game would make more sense if it was a dung ball being constantly rolled, and you have to avoid obstacles and crap thats too dry. Either that or a Katamari rip-off. This game seems more like a minigame thing like Space Invader or Tetris, basically you play when you're bored shitless, except Tetris and Space Invaders were awesome for their time, while this is like the games that are being shat out every orifice of the internet (and thats a lot of orifices).

Sat 22 Mar 08, 4:05am
Displaced
Posted: Sat 22 Mar 08, 4:05am

I especially like the coloured dots!
They efficiently explain the complex physics processing and rendering methods this game is able to replicate on handheld's. truly breathtaking.

Sat 22 Mar 08, 5:59pm
Rapturian
Posted: Sat 22 Mar 08, 5:59pm

they should go to newgrounds.com the people there have more experience at making far better games... Flash portal anyone?

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