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<!--Generated by Squarespace Site Server v5.11.81 (http://www.squarespace.com/) on Mon, 28 May 2012 13:31:14 GMT--><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><title>Blog</title><subtitle>Blog</subtitle><id>http://www.shadegrowngames.com/blog/</id><link rel="alternate" type="application/xhtml+xml" href="http://www.shadegrowngames.com/blog/"/><link rel="self" type="application/atom+xml" href="http://www.shadegrowngames.com/blog/atom.xml"/><updated>2012-03-29T16:14:32Z</updated><generator uri="http://www.squarespace.com/" version="Squarespace Site Server v5.11.81 (http://www.squarespace.com/)">Squarespace</generator><entry><title>A brief hiatus, and a hint at something new</title><category term="Shadegrown"/><id>http://www.shadegrowngames.com/blog/2012/3/28/a-brief-hiatus-and-a-hint-at-something-new.html</id><link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/blog/2012/3/28/a-brief-hiatus-and-a-hint-at-something-new.html"/><author><name>Matthew Burns</name></author><published>2012-03-29T05:12:28Z</published><updated>2012-03-29T05:12:28Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Hi everyone! Time for some honest talk on where <em>Planck</em> is, what we&rsquo;ve been up to since late last year, and what Shadegrown Games&rsquo; goals are for this year. For those of you who don&rsquo;t like to read a whole lot, the short version is: we&rsquo;re working on something new&mdash; but <em>Planck</em> is still alive.</p>
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<p>So what&rsquo;s the deal? Why are we working on something new right now?</p>
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<p>As we demonstrated <em>Planck</em> and pitched it to various potential partners, the near-universal response was that it was too expensive to do as a larger PC or console game. But, they added, they&rsquo;d be happy to talk to us about doing a much smaller version of <em>Planck</em>, for smartphones. I didn&rsquo;t want to reject these suggestions out of hand, so we created a branch version of the game in order to test out various ideas and figure out what it would mean to simplify Planck for a smartphone&rsquo;s capabilities and audience.</p>
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<p>Going down that path, however, meant that we got away from some of the aspects of our original goal: to make the sprawling free-form dynamic music game we originally dreamed of making. The mobile device discussions are still ongoing, but it&rsquo;s hard to make concrete progress on Planck right now when we don&rsquo;t know what our real target is going to be.</p>
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<p>Of course, no matter what happens, we&rsquo;re also going to continue to pursue the grandest vision of what this game is meant to be on our own&ndash; it just won&rsquo;t be with the greatest speed.</p>
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<p>(Aside: &ldquo;Why not do a Kickstarter?&rdquo; is a question I&rsquo;m often asked about finishing <em>Planck</em>. I&rsquo;ve thought a lot about Kickstarter, especially in light of its recent string of great successes in funding excellent projects for awesome developers. Ultimately, I think our particular situation isn&rsquo;t totally applicable&mdash; the amount of money that we could get through it would fall short of allowing us to leave our day jobs and work on the game full-time, which is really the only thing that would help us get the game done faster. Any amount of money up until that point doesn&rsquo;t actually buy us a whole lot&mdash; we have the people and equipment to make the game, just not that dedicated length of time.)</p>
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<p>In the meantime, though, we&rsquo;ve decided to make something new.</p>
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<p>It&rsquo;ll be a smaller game than <em>Planck</em>&mdash;something designed from the very beginning to be something that people with day jobs can finish successfully. It&rsquo;s also got many of the same principles and ideas as Planck: abstract colorful visuals and dynamic music that responds to your play. We&rsquo;ve already begun testing this new game (it made some secret appearances at this year&rsquo;s Game Developer Conference) and we&rsquo;re excited to share it with you later this year. That&rsquo;s right, we&rsquo;re committing to having it out in a reasonable amount of time! We want to ship stuff, and we think focusing on this new game while we wait to find out what&rsquo;s going to happen with <em>Planck</em> is our best strategy for doing so.</p>
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<p>Information will be coming soon. Please look forward to it!</p>
]]></content></entry><entry><title>Planck Dev Diary #13: Alive and kicking</title><category term="Planck"/><id>http://www.shadegrowngames.com/blog/2011/11/8/planck-dev-diary-13-alive-and-kicking.html</id><link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/blog/2011/11/8/planck-dev-diary-13-alive-and-kicking.html"/><author><name>Matthew Burns</name></author><published>2011-11-08T08:47:44Z</published><updated>2011-11-08T08:47:44Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>A couple of people have understandably written in to ask how things have been going and to make sure we haven&rsquo;t gone away or given up. Rest assured we haven&rsquo;t! It&rsquo;s been a busy year for everyone on the team: we&rsquo;ve moved, changed jobs, gone on long trips. But that&rsquo;s not to say we haven&rsquo;t been working on our indie dream at the same time.</p>
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<p>So what&rsquo;s been happening? The first thing we&rsquo;ve been doing is continuing to iterate on <em>Planck</em>&rsquo;s core mechanics. In particular, we&rsquo;re keen on trying out a new system that makes changing the color space of the level more explicit and less of the mysterious thing it used to be. Right now in the build we&rsquo;ve got special &ldquo;transverse motes&rdquo; that create great changes in the level&rsquo;s energy when hit. This makes mixing up the palette of sounds easier and potentially much more dramatic. We&rsquo;ve got more to do on these&mdash; we need to adjust the levels to work with them and do their art&mdash;but it&rsquo;s a promising step towards making our suite of player actions simpler and more powerful at the same time.</p>
<p>We&rsquo;ve also been exploring some basic prototypes for other games in a similar vein to <em>Planck</em>, with the idea of doing something small and simple for mobile platforms. I wasn&rsquo;t lying when I said that <a href="http://www.brainygamer.com/the_brainy_gamer/2011/08/brainy-gamer-podcast-episode-35-pt-2.html">we ambitiously bit off a little more than we could chew</a> trying to make <em>Planck</em>, so our desire as a team to get something out the door together sooner rather than later led us down this particular path. The prototypes aren&rsquo;t too far afield from <em>Planck</em> in art and sonic style, but they do show some of the other interesting ways we can combine music and gameplay using the systems we&rsquo;ve already built. I think we&rsquo;ll be sharing some of those prototypes with you here at some point.</p>
<p>Tying in with the above is a significant amount of thought that&rsquo;s going into the business side of things. Some people have asked if we would be open to doing a <em>Minecraft</em>-style paid open Alpha. We&rsquo;re definitely open to that, but I think we would need to get farther along with the game before that could happen. Right now, we&rsquo;re considering a wide range of possibilities as far as platforms and release strategies go. Navigating these waters can be confusing sometimes&mdash; depending upon whom you talk to, you can get very different answers about the viability of the options out there for a game such as ours. Sorting that all out is taking longer than we want it to, but I&rsquo;m of the mind that, just like in life, in business it&rsquo;s best not to rush into a relationship you haven&rsquo;t fully thought through.</p>
<p>Finally, thanks to everyone who left a comment or sent us a message. It&rsquo;s always great to hear from you.</p>
]]></content></entry><entry><title>Planck Dev Diary #12: Peeking at another new world</title><id>http://www.shadegrowngames.com/blog/2011/6/8/planck-dev-diary-12-peeking-at-another-new-world.html</id><link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/blog/2011/6/8/planck-dev-diary-12-peeking-at-another-new-world.html"/><author><name>Matthew Burns</name></author><published>2011-06-08T15:04:55Z</published><updated>2011-06-08T15:04:55Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>In addition to refining our base mechanics, we&#8217;re also thinking about how far we can take our music-gameplay engine. Some of the results of our tests are teased in this video, which features new art, music, and a more energetic look and feel than we&#8217;ve seen previously in the game. Also, maybe a bit of a surprise!</p>
<p><iframe width="760" height="458" src="http://www.youtube.com/embed/aWPbzpTNax4?rel=0&amp;hd=1" frameborder="0" allowfullscreen></iframe></p>
<p>Along with the video release, <a href="http://indiegames.com/2011/06/e3_2011_planck.html">we spoke to IndieGames.com</a> about our current progress with the game, where we want to take it from here, and our ultimate plan for the future. Please take a look!</p>
]]></content></entry><entry><title>Planck Dev Diary #11: Games, goals, and numbers</title><id>http://www.shadegrowngames.com/blog/2011/4/23/planck-dev-diary-11-games-goals-and-numbers.html</id><link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/blog/2011/4/23/planck-dev-diary-11-games-goals-and-numbers.html"/><author><name>Matthew Burns</name></author><published>2011-04-23T16:14:39Z</published><updated>2011-04-23T16:14:39Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>I&rsquo;ve written before about <a href="http://www.magicalwasteland.com/mw/2010/4/20/get-a-feedback-loop-and-listen-to-it.html">the importance of the playtesting process</a>, and at Shadegrown we try to use it as a way to inform our game design. Today we have a concrete example of that happening in our new Scored Mode.</p>
<p><iframe title="YouTube video player" width="760" height="458" src="http://www.youtube.com/embed/JaLDor12FJU?rel=0&amp;hd=1" frameborder="0" allowfullscreen></iframe></p>
<p>To learn about where Scored Mode came from, we need to dial back the clock a bit and look at the genesis of Planck. The basic mechanics of the game were put together with the goal of creating an experience where crafting a cool music track via gameplay was the main reason why people would play. In other words, the moment-to-moment flow was its own reward.</p>
<p>One of the biggest feedback points we got, however, went something like this: &ldquo;This is cool, but what&rsquo;s my goal? What&rsquo;s the <em>purpose</em> of the game?&rdquo;</p>
<p>So we spent some time wrestling with the question of whether or not we should give players an explicit &ldquo;purpose&rdquo; to the game. We didn&rsquo;t want to encourage the idea that there was a right way or a wrong way to interact with our interactive music systems. Conversely, we didn&rsquo;t want Planck to be just a &ldquo;toy&rdquo; and not a game, too (and most ideally, it could be both of those things). It was clear that a lot of people wanted, or even needed, a goal-oriented framework to guide their experience.</p>
<p>Our first serious attempt to address this issue was through the implementation of various achievements strewn across the level. The problem, however, was that the achievements were dependent upon already knowing the mechanics&ndash; we would tell players their goal would be to &ldquo;unlock all the blue motes,&rdquo; for instance, before they really knew what unlocking motes was.&nbsp;</p>
<p>What&rsquo;s a simple evaluative goal that can be understood instantly? Well, that&rsquo;s obvious: a numerical score. But we were actually a little hesitant about just throwing in numbers. Scoring, we thought, might be too extrinsic of a reward for players, making them focus on earning a larger number at the expense of enjoying the journey as its own reward.</p>
<p>The nice thing about organic development is that we can try things even if we have doubts about how they&rsquo;ll work. After several rounds of iteration on the scoring system, though, I&rsquo;m happy to say we all like the result quite a bit. There&rsquo;s a fundamental hook to &ldquo;keeping score&rdquo; in the human brain that&rsquo;s impossible to deny.</p>
<p>Lastly, the freeform exploration we originally envisioned isn&rsquo;t going away, either. To accommodate both, we plan to offer two flavors: &ldquo;Scored Mode&rdquo; and &ldquo;Free Mode&rdquo;. Scored Mode is more like a traditional game, designed to reward mastery. Free Mode is Planck in its unadorned, toy-like form: our mechanics, there for you to play and experiment with as you see fit.</p>
]]></content></entry><entry><title>Planck Dev Diary #10: To the Planckiverse</title><id>http://www.shadegrowngames.com/blog/2011/2/21/planck-dev-diary-10-to-the-planckiverse.html</id><link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/blog/2011/2/21/planck-dev-diary-10-to-the-planckiverse.html"/><author><name>Matthew Burns</name></author><published>2011-02-22T06:05:32Z</published><updated>2011-02-22T06:05:32Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>It&rsquo;s been a while since our last post, and for that we apologize. 2011&rsquo;s been a very busy year for the team&ndash; in both work and in life. But we&rsquo;re still plugging away at Planck, throwing big gobs of paint onto the canvas with our largest brushes. With our moment-to-moment gameplay in a place we like, we&rsquo;ve started to take a look at building a context for the player&rsquo;s actions&ndash; what some people in the industry call the &ldquo;metagame,&rdquo; the larger wrapper experience around the smaller sections of gameplay.</p>
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<p>Our organic development process means that, while we long knew we needed something for this, we hadn&rsquo;t really designed or specced anything out&ndash; until just the other night when the team was chatting and suddenly hit upon the seed of right framework. It was startling how obvious that it was the right idea: there was a palpable sense in the air that the missing piece of the puzzle had just fallen into place. That great moment is the fruit of our experiment with the development philosophy that I recently <a href="http://www.joystiq.com/2011/01/28/whats-in-a-name-shadegrown-games/">had the chance to speak to Joystiq</a> about&ndash; a kind of process where the games &ldquo;sort of take on their own life and go wherever they want to.&rdquo;</p>
<p>So what is this awesome idea? I&rsquo;m afraid you&rsquo;ll have to stay tuned to find out! After all, we just came up with the idea the other day&ndash; we need to bang on it a bit before we have something to show. But if you want an early look, two of the Shadegrown crew are headed out to the 2011 Game Developers Conference next week. <a href="http://www.shadegrowngames.com/contact-us/">Let us know</a> if you&rsquo;d like to meet up. We&rsquo;d love to see you there and we might just have a build with us.</p>
]]></content></entry><entry><title>Planck Dev Diary #9: I’m the Captain</title><id>http://www.shadegrowngames.com/blog/2011/1/16/planck-dev-diary-9-im-the-captain.html</id><link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/blog/2011/1/16/planck-dev-diary-9-im-the-captain.html"/><author><name>Matthew Burns</name></author><published>2011-01-16T22:29:13Z</published><updated>2011-01-16T22:29:13Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Happy 2011! The new year finds us with some favorable outcomes of our work thus far, new opportunities, and what&rsquo;s sure to be an adventure-filled road ahead.&nbsp;</p>
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<p>In first and most exciting news, a week or so ago composer Chad Bechard started lobbing over brand-new bits of sound to us. Some quick work by Brenton got these pieces working in engine a couple days ago (see the mysterious screenshot of the Unity inspector to the right!), and while it&rsquo;s still quite rough, nobody has played the preliminary scripting and not come away with a big stupid grin on his or her face. I know that on a certain level it&rsquo;s bad form for me to be a tease and say we&rsquo;re excited about stuff we can&rsquo;t share yet, but&#8230; well, I am.</p>
<p>We&rsquo;re also delighted to note that the 2011 Independent Games Festival has <a href="http://igf.com/2011/01/2011_independent_games_festiva_11.html">recognized</a> our Planck Playtest Two build with an Honorable Mention in the Audio category. What we sent to the judges was a little bit less than a complete game, and we were up against a very strong lineup of contenders, so it was great to see our work get some love from the IGF. To top it off, playWISE gaming blog called Planck Playtest Two one of the <a href="http://playwisegaming.com/2010/12/28/playwises-hidden-gems-of-2010/">&ldquo;hidden gems&rdquo; of 2010</a> in a year-end roundup! Thank you all for enjoying what we have so far.</p>
<p>We remain, as always, <em>your</em> Shadegrown Games.</p>
]]></content></entry><entry><title>Planck Dev Diary #8: A legit operation</title><category term="Planck"/><id>http://www.shadegrowngames.com/blog/2010/12/19/planck-dev-diary-8-a-legit-operation.html</id><link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/blog/2010/12/19/planck-dev-diary-8-a-legit-operation.html"/><author><name>Matthew Burns</name></author><published>2010-12-20T02:10:45Z</published><updated>2010-12-20T02:10:45Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p style="text-align: left;"><span class="full-image-float-right ssNonEditable"><span><a href="http://www.shadegrowngames.com/planck-screenshots/playtest-2/"><img src="http://www.shadegrowngames.com/storage/post-images/planck_devdiary7.jpg?__SQUARESPACE_CACHEVERSION=1293835698019" alt="" /></a></span></span>We&rsquo;re coming up towards the end of the year and Shadegrown Games has a brand-new site! Beyond being a little nicer visually, the site is also much easier to update and gives us the flexibility to install various applications that will help the team work together remotely. All of this is part of Shadegrown&rsquo;s gradual transformation from a dream and some hard work into what Chris calls &ldquo;a legit operation,&rdquo; which I think is a good candidate for our corporate tagline. So while things are a little bare-bones around the site right now, please look forward to more content and more features early next year.</p>
<p>If you came here looking for the playtest build link, you might have noticed that we&rsquo;ve taken it down for the time being. We want to thank everyone who played the build and especially those who discussed it with us and with each other. Sharing work and putting stuff out into the wild always contains an element of fear, so it was great to see that the game 1. did not immediately blow up and 2. seemed to fare well in the court of somewhat-public opinion. The data and feedback we gathered will help us immensely as we continue to develop Planck! Finally, if you did miss the playtest build and wanted very badly to play it, or wanted to share it with someone, just use the <a href="http://www.shadegrowngames.com/contact-us/">Contact Us</a> page to send me a note and I&rsquo;ll hook you up.</p>
<p>See you next year!</p>
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]]></content></entry><entry><title>Planck Dev Diary #7: Work-work balance, and other challenges</title><category term="Planck"/><id>http://www.shadegrowngames.com/blog/2010/12/4/planck-dev-diary-7-work-work-balance-and-other-challenges.html</id><link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/blog/2010/12/4/planck-dev-diary-7-work-work-balance-and-other-challenges.html"/><author><name>Matthew Burns</name></author><published>2010-12-04T12:06:48Z</published><updated>2010-12-04T12:06:48Z</updated><summary type="html" xml:lang="en-US"><![CDATA[It’s been a little longer than we wanted while since out last update (sorry, <a href = "http://www.shadegrowngames.com/2010/11/planck_dev_diary_6_quickly_wev.html#comment-42001">kin</a>!). The holiday waylaid us a bit with travel and other distractions, but progress has also been a little slower than we’d like right now. The real reason for that is: our day jobs. Most of us don’t work on Planck full-time. We would like to, of course, and are actively searching for ways to make that happen– but at the current moment this project is a labor of love and not a labor of any rent-paying capability.

Of course, I (Matthew) am confident that we’ll be able to find a way that lets us do our thing full-time at some point in the future; for right now we are forging ahead as best as we’re able.

<img alt="planck_devdiary4.jpg" src="http://s3.media.squarespace.com/production/749586/8794340/planck_devdiary4.jpg" width="450" height="253" />

So what <em>has</em> been going on? Chad’s initial music for the next level has been cut into tiny bits and ribbons of sound; these pieces are lying there on the table waiting for us to figure out how we want to meld them back together again in true Planck interactive style. Justin has some interestingly blocky and angular shapes in Maya. Brenton’s just made a diagram of his idea for a certain kind of enemy of a type which has not been seen before. And Kyle’s been cleaning up some of the hanging bits of code left over from our last milestone and continuing to work on big futuro-features.

That’s it for now! There’s more to come.

<3

Shadegrown Games
]]></summary></entry><entry><title>Planck Dev Diary #6: Quickly, we’ve got to run!</title><category term="Planck"/><id>http://www.shadegrowngames.com/blog/2010/11/13/planck-dev-diary-6-quickly-weve-got-to-run.html</id><link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/blog/2010/11/13/planck-dev-diary-6-quickly-weve-got-to-run.html"/><author><name>Brenton Woodrow</name></author><published>2010-11-13T15:01:35Z</published><updated>2010-11-13T15:01:35Z</updated><summary type="html" xml:lang="en-US"><![CDATA[Hello again to everyone who appreciates games grown in the shade. This is a brief check-in to let you know that today marks the beginning of our weekend of mad work: Planckapalooza Round 3! We’ve had an exciting week here thanks to <a href = "http://www.indiegames.com/blog/2010/11/dev_walkthrough_planck_shadegr.html">indiegames.com’s coverage</a>, which spawned some awesome comments <a href = "http://www.shadegrowngames.com/2010/11/planck_dev_diary_5_planck_expl.html#comments">here</a>, on <a href = "http://www.youtube.com/watch?v=pef6TEIgaJQ">YouTube</a> and a couple discussions on the <a href = "http://bit.ly/9FEvmp">Penny</a> <a href = "http://bit.ly/ahHL8G">Arcade</a> forums. Everyone’s thoughts about Planck have totally made our week and are providing the booster fuel for our weekend work session– the primary goal of which is to get more content into the engine. Perhaps some new environments will be shown soon? (!)

<3

Shadegrown Games
]]></summary></entry><entry><title>Planck Dev Diary #5: Planck explained in detail!</title><category term="Planck"/><id>http://www.shadegrowngames.com/blog/2010/11/2/planck-dev-diary-5-planck-explained-in-detail.html</id><link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/blog/2010/11/2/planck-dev-diary-5-planck-explained-in-detail.html"/><author><name>Matthew Burns</name></author><published>2010-11-02T20:14:33Z</published><updated>2010-11-02T20:14:33Z</updated><summary type="html" xml:lang="en-US"><![CDATA[<object width="500" height="304"><param name="movie" value="http://www.youtube.com/v/pef6TEIgaJQ?fs=1&amp;hl=en_US&amp"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/pef6TEIgaJQ?fs=1&amp;hl=en_US&amp" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="304"></embed></object>
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Here’s a great in-depth look at how Planck’s mechanics work, put together by our lead programmer Kyle Murphy. It also serves as a great introduction to Planck itself, so if you’re interested in our novel take on the music-game genre, take a gander.
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