Development Log
First Coatsink Software videogame for iPhone/iPod Touch
Our first project will be a puzzle/maze game for Apple’s iPhone/iPod Touch formats. It will make particular use of Apple’s multi-touch control interface. The name is to be confirmed, but for the moment is loosely titled ‘Pinch‘.
Update: 10/04/10
Pinch is an iPhone/iPod Touch game we began working on as part of a fellowship with the Institute of Digital Innovation in October 2009. The game utilises the multi-touch interface of the iPhone and iPod Touch in order to challenge the player with a variety of different scenarios.
Using these multi-touch controls, players will take control of the Norbs; tiny nanobots with the sole purpose of conquering the mazes and puzzles which make up their world. The Norbs can merge with one another by being pinched together by a player. Merging causes the Norbs to change in size and colour – a talent which will prove to be the key to their success.
The game centres on the use of the platform’s interface – specifically the method of ‘pinching’ the screen in order to merge and separate Norbs to change their size, colour and number. Users will be familiar with using this maneuver in other applications, such as Google Maps and Safari.
Pinch will be available on iTunes and Apple’s App Store from 30th April 2010. Regular updates will be made, along with optional DLC for fans. Stay tuned here, to our Facebook fan page, or to our Twitter account for more details!
Progress
17/07/09 – At this time, the prototype for the game is complete and development has begun. There will be some screenshots made available here in time.
06/08/09 – Preliminary business management training with Business Link/InBiz in Middlesbrough (Teesside) complete. Both agencies were extraordinarily helpful, and we are very grateful for their support. We hope to work with them again.
07/08/09 – Basic navigation and menu system is now complete. We will commence level design shortly.
18/08/09 – Based on our application for a fellowship at Digital City, our focus has temporarily shifted to creating an advanced prototype for various purposes. The timescale for this development is approximately 6 weeks.
20/09/09 – Basic game engine is now complete. Additional mechanics, as well as a showreel animation of the desired end product now in progress for Digital City application (see above).
24/09/09 – Invited to make interview/presentation on project at Digital City on 01/09/09.
01/10/09 – Successfully accepted onto Digital City Fellowship. Awarded grants of £4000 per team member, and given access to facilities and workshops.
12/10/09 – First meeting with Project Manager at Digital City.
13/10/09 - First workshop at Digital City.
20/10/09 – Second workshop at Digital City. Using the facilities/labs at the centre.
09/11/09 – Completed second meeting with project manager.
30/11/09 – Various workshops attended in the past month. Most useful for us specifically were those on Accounting and Trademarks/Copyright. Development – collision, object movement, velocity and more complete. Now working on the ‘pinch’ maneuveur, and how the game will calculate and keep track of the balls separation and fusion.
23/12/09 – ‘Pinch’ maneuveur and related programming now complete. Menu system now undergoing work, followed by implementation of game/level assets (obstacles/puzzles etc). Taking a short break for Christmas! Happy Holidays!
04/01/10 – Menu system operational. Commencing work on assets, and puzzle elements.
10/01/10 – Registered as Coatsink LLP with Companies House in the UK.
15/01/10 – First puzzle assets operational. Various delays on meetings/workshops with IDI due to bad weather in England. Hoping to resume these next week.
18/01/10 – Registered on Apple Developer Program as Coatsink Software.
27/01/10 – Received confirmation that registration of our first game, Pinch, has been authorised!
01/02/10 – Currently battling collision bugs which have cropped up during implementation of new puzzle assets. Aiming to finish programming of the game engine by the end of February.
03/02/10 – Gave a presentation on the first few months of our development, as a business and of our game, to various fellows and associates of Digital City. Nerve-wracking, but we survived!
10/02/10 – Attended the Animex Business Event at Tyneside Cinema in Newcastle. Met Max Howard (ex-Director of Animation at Warner Bros), Mackey McCandlish (Lead Designer of Modern Warfare 2, from Infinity Ward) and more! Excellent day.
23/02/10 – Final workshop at Digital City.
24/02/10 – After rigorous searching, we’ve decided on sound designers for Pinch! Secured Sound Effect production by Tapio Liukkonen of Kaamos Sound, and Music production by Vincent Webb. Both have very impressive portfolios, and we’re delighted to be working with them!
01/03/10 – Received first samples of SFX and music. Brilliant work.
10/03/10 – Meeting with project manager. Very impressed with our progress, and with the game itself.
15/03/10 – Just about finalised the SFX for the game. Fast work by Tapio Liukkonen, and great work at that!
19/03/10 – Screenshots of final game taken!
26/03/10 – Stuart Varrall of Fluid Pixel Studios has been kind enough to share his expertise with Tom. This help has spanned, and will continue to span, art and business management. We recommend you check out his website, and his games.
01/03/10 – Entering final stages of development – level implementation (the fun part).
05/03/10 – Music/SFX all done. Our thanks to Tapio Liukkonen and Vince Webb.
09/03/10 – Added some new screenshots, a Facebook fan page and a bunch of new posts to the site.
10/03/10 – Trailer #1 up!
Distribution
The game will be available on Apple’s iTunes store, and Apps store.
Release
TBA (Anticipating April 2010)
February 4, 2010 at 5:11 pm
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