This document provides an overview, history, inspiration, and development process of the 2D aerial dogfighting game "Blazin' Aces". It summarizes that:
1) The game took roughly 2 years to develop on and off as a prototype experiment in 2010 and finished HD version in 2014 for mobile platforms.
2) Positive feedback from reviewers and showcasing at events helped motivate developing a more polished HD version.
3) Strong art direction and collaboration were key aspects that went well, while not enough iteration and indecision around gameplay hurt the project.
4) Lessons included allowing more structure and experimentation early on, collaborating with others, and knowing when to finish a product.
2. Blazin’ Aces Overview
Take control of the skies in this 2D retro-
aerial dogfighting game. Step into the
cockpit of an ace pilot in the golden era of
aviation, and destroy the invading forces.
Available on Apple and Windows Phone
www.blazinacesgame.com
3. Blazin’ Aces History
• Prototype / experiment back in 2010
• My first “finished” game
• Positive feedback from reviewers
• Showcased in NAG, PC Format, as well as being shown at AMAZE 2012
• Decision to make a more “HD” version in October 2012
• Game took roughly 2 years on and off to complete
• Finished in April 2014
• Released 9 May 2014
4. Blazin’ Aces History – Me
• Original prototype was an experiment
• Wanted to finish a game
• Completed game resulted in me wanting a bigger challenge
• Improvement of skills
• Opportunity to develop to mobile devices
• Blazin’ Aces had “simple” mechanics, easy to scale up and adapt, familiar territory
5. Game inspiration
Wings of Fury (1990)
Bluetooth Biplanes (2008?)
Sopwith (1984)
Jane’s WWII Fighters (1998)
Crimson Skies (2000)
35. Not enough time was spent on
experimenting on the “new” HD version
• Was mostly a case of implementing ideas without iterations
• Special weapons were added in the almost “complete” version of the game
• Other mechanics were implemented to try solve gameplay issues, ended up
creating more issues with current mechanics (eg, pilot’s fighting on ground)
37. Indecisions around what should and
shouldn’t be in the final game
• Various gameplay modes were initially in the design document, but changed
the gameplay mechanics (eg. Blimps & Zeppelin)
• Different planes with different stats
• Different types of weaponry
• No foresight into storyline
• Basically, because my skills were increasing I kept trying to add to the game
instead of sticking to the design doc.
38. What can we learn?
1. Set up for structure & experimentation
39. Games are flexible
• It all depends on where you want to take it
• There is plenty of time to prototype and experiment, provided there is a
good enough reason. The special weapons in the “HD” version were last
minute, yet they enhanced the final product
41. You’d surprised at the outcome
• I spent roughly 6 months longer on the “HD” version as opposed to the
prototype – all in-game artwork was outsourced and completed much
quicker than the time would have taken me
• Small additions and tweaks by others allow you to see your project in a
fresh new light. The “flocking” nature of the AI in the game helped convey
the idea that the pilots have a Wingman
• Allows you to focus on what you’re good at, without having to stress about
stuff you’re not that good at
• You can still manage it, you just need to make your idea clear, and make
sure you communicate clearly
42. What can we learn?
3. At some point, you have to stop
43. Ending a product means finishing it
• While developing a project it’s easy to keep adding in extra stuff. However,
at some point if you want to finish a game, you have to make the decision
to stop working on it
• Committing to finishing a game allows you to have a final to-do list that
you can stick to
• There’s plenty of stuff you’ll be sad about when you’re done. There’s
million things you’ll think about when you finish that could make your
game better
46. Online stats
• Over 25 blog and review write-ups of the game ( Over 8 in other languages )
• English, Italian, Turkish, Vietnamese, Romanian, Polish
• (Missed opportunity for localisation)
• 1 Newspaper article
• Over 300 tweets since launch day
• Over 2300 views of the trailer
• Over 1000 views of the website