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Aoyp. Andrew Faulkner Owen Stickley Yadveer Grewal Peter Mee. Our roles. Owen Stickley – Project Manager/ Software Architect Peter Mee – Object Orientated Software Architect Andrew Faulkner – Tools programmer Yadveer Grewal – Game design. Digital Distribution.
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Aoyp Andrew Faulkner Owen Stickley Yadveer Grewal Peter Mee
Our roles • Owen Stickley – Project Manager/ Software Architect • Peter Mee – Object Orientated Software Architect • Andrew Faulkner – Tools programmer • Yadveer Grewal – Game design
Digital Distribution • “Is the principle of providing digital information and content over the Internet in the form of products or services.” • Is the big push from the industry giants: • Xbox Live (Microsoft) • PlayStation Store (Sony) • Wii Virtual Console (Nintendo) • Steam (Valve) • Gametap (Turner Broadcasting System)
Case Study: Steam - Digital Distribution numbers • PC based platform • Steam has over 13 million active users. • Over 150 games available on Steam, at varying price points. • Games library ranges from independent games to big budget retail games.
Case Study: Steam - Digital Distribution numbers • Has ongoing contracts with major publishers such as 2k Games, Activision and Eidos Interactive. • Allows users to promptly download and play games, quicker, cheaper than purchasing from a retail store. • Patches and updates streamlined into service for interrogation into distribution code. Leads to rise in consumer confidence in the product.
Typical Profit breakdowns • Unlike retail, the development studio gains the majority share of the profits. • In Retail: Profit – (distribution + manufacturing + retail store percentage). • Leaves the development studio with less than 50% of the overall profit.
Typical Profit breakdowns • Digital distribution eliminates most of these hurdles, with only a fixed rate percent paid to the platform holder for distribution/hosting of the product. • Leaves the development studio with +70% profits. • So a cheaper alternative to the development studio as well. Hence, a lower financial risk.
Our Game • A reinvention of the classic arcade side scrolling genre. • A simple, yet powerful game that follows a popular paradigm. • Incorporates fast-paced, addictive gameplay elements with a modern twist.
Our Game • Uses modern development techniques: RAD (Rapid Application Development). • Uses modern software technologies: C# and DirectX. • Uses .NET framework for easy portability to various platforms: Microsoft Windows XP, Vista, and Xbox 360.
The Innovation • The “colour polarity system” (CPS) - name subject to change. • Different coloured enemies have different weaknesses to different weapons. Some more susceptible to lasers, some more to rockets. • Player must ‘think’ before firing, random shots will result in ineffective fire.
Will it resonate? • CPS is an advancement of the damage system from the retail classic Ikaruga. • Black/white polarity charge dealt to enemies. • Considered one of the greatest shooters of all time.
Will it resonate? • Online market trends show that the audience responds to the injection of innovative concepts into their classic genres. • Case in point: Geometry Wars and Pac Man Championship Edition.