The Trampoline

Launching Pad Games blog

Making Mighty Fin: The Beginning

Homepage-banner
Welcome to the first in a series of blog posts about the making of Mighty Fin! We’ll dive into how we answered design questions, how the art style evolved into what you see today, the creation of the game’s music, and much more. But first, here’s a general overview of just how we came to make a game starring a little fish bedecked in dozens of costumes…
 
Going smaller 

Our last iOS game, Scarlett and the Spark of Life, took nine months to develop. And while it was a critical success, it was far from a commercial one — the adventure genre is very much a niche these days, and we couldn’t find the audience we wanted to on Apple’s mobile platform. We desperately wanted to make the second episode in the series (and still do), but the numbers simply didn’t add up.

So at the end of February, we held an emergency meeting that involved lots of scribbled notes and beer. By the end of it, Tim, James and I had determined to make a smaller, 99c iPhone game that would hopefully get the business back on track.

We wanted to approach things as smartly as possible, so we spent nearly two weeks generating tons of game ideas. Most of these were really terrible, and it wasn’t uncommon to go through a whole day of brainstorming without turning up anything decent. But we’re firm believers in wading through a pile of crap to get to something worthwhile — at the end of the process we had 4-5 ideas that we figured were worth prototyping.

 
The next week was spent making those prototypes, which included a few other game ideas we might still pursue some day. A couple were made on the PC, with the others getting whipped up on an iPhone.

One of the ideas was (surprise!) about a fish leaping in and out of the water, collecting bubbles and avoiding obstacles. At least, a fish is what he became — initially you were in control of a very sexy red triangle:

Mightyfinprototype2

Quite a lot of that original prototype made it into the final version of Mighty Fin: the way the fish moves, the random generation of level ‘chunks’ and the multiplier system didn’t change much at all during development.
Mightyfinprototype1
Once all our prototypes had been made, it was time to pick one to make. In the end, we felt the fish game had the broadest potential audience, and could conceivably be made in the short time frame we were giving ourselves.

There were a ton of questions that still needed to be answered, but in a surprisingly small amount of time, we had the basics of Mighty Fin up and running. And eight weeks later, we had a finished product on our hands. But let’s not get ahead of ourselves here…

 

Icon512
And we're back!

It's been an intense eight weeks, but we've now finished our latest iPhone game, Mighty Fin. Cue streamers, confetti, fireworks. Find out more here!

Over the next few weeks, we intend to post a series of behind-the-scenes blogs about the making of this cute little game. And in general, actually keep this blog up to date. A seemingly impossible task, I know, but we can do it. No, really.

Mighty Fin started life, as most games do, as an ugly prototype. Fin wasn't the adorable big-headed fish you can see above — instead, he was a red triangle. But this prototype, born at the same time as three other prototypes, inspired us enough to keep at it. And now, eight (nine?) weeks later, we're on the eve of release. After the nine long months it took to make the first Scarlett game, this felt positively speedy.

Initial feedback has been promising, so let's all see if Mighty Fin has what it takes to rise above the murky waters of the App Store and stake a claim in the charts. We'll find out very shortly!

The Face-Off

Face-off

As I revealed in this otherwise rather plaintive post, we'll be unveiling a new iPhone game in April. So, what's this new game all about? I can't tell you, and it's not because I don't want to. It's because right now, we're actually developing four games. Does this mean that we'll be announcing four games in April? Goodness me, no — There Can Only Be One. And that fortunate one can only be selected through a deceptive, high-stakes game of cat-and-mouse.

Read the rest of this post »

Filed under  //   prototypes  

A change of schedule

Delayed2

It's with much disappointment — and after much heartfelt discussion — that we've decided we need to push back the remainder of development for Scarlett Adventures Episode 2 into the second half of 2011. Scarlett and the Spark of Life has been a critical success with solid sales figures, but as of yet the numbers haven't reached the levels we need to immediately fund the development of a continuation. Episode 2 has been shaping up to be an amazing game, but to really do it justice, we'll need to build up our reserves a little.

So, over the next few months, we've got some smaller projects in the works. The very popular online Pretender Trilogy will finally get its thrilling conclusion. Retina display and iPad features are just around the corner for Zoo Lasso. Last but not least, we'll be announcing a brand new iPhone game in April.

It's very sad to have to delay the continuation of the Scarlett Adventures (the series is dear to our hearts), but if you can all bear with us, we think it'll be worth the wait.

Filed under  //   scarlett2   schedule  

Day 03. Art attack!..?

Boards

For those (everyone) who dont know me I guess its time to introduce myself - I'm James and I am being held at gunpoint and forced to work for Tim and Tristan.

They tell me I have to do arts and make it look good, it just so happens that my job outside of captivity is just that - 'art guy'. So here begins my journey ... quest thing, or something along those lines in which I will endevour to make Scarlett Part 2 the best looking 2d game on the app store! A lofty goal for a guy with 6 weeks to comeplete every art asset in the game. But with the backing of the two coolest guys in this room Im sure we can achieve something pretty special.

Read the rest of this post »

Filed under  //   art   moodboards   scarlett2  

It begins…

Jamesartboard

Well, it technically began a while ago, but now we have James "Don't call me an artist" Ellis on board for Scarlett 2!

To make the graphics for Scarlett and the Spark of Life, James spent two Red Bull-fuelled weekends frantically creating new characters and locations. This time round, he's got a bit more breathing room, and it's going to be awesome seeing what he can do. Expect to see a bunch of posts from James as he ramps up on the art side of things

The above image is… I don't know, what would you call it? An art wall? Inspiration board? Mood map? Whatever it is, it officially looks like Progress.

Filed under  //   art   scarlett2  

Launching Pad Games blog… launches

Make that relaunches. Some folks may remember that we kept an occasional blog on our old site, but until today we haven't had anything to stand alongside our new site. No longer! Stay tuned; there's some good stuff coming up.

‘Scarlett and the Spark of Life’ soundtrack

Gravecloseup
Some folks have been asking after the soundtrack for Scarlett and the Spark of Life. I’ve put together a little something. Enjoy!

Read the rest of this post »

Filed under  //   music   scarlett1