Mark Ripley

Games Industry Dinosaur

  • MMM Prototype Feedback

    Starting to get feedback on the prototype, and I’m already thinking of some design changes….

    The major one I’m considering is going back to the original plan of hand-crafted levels; so we can ‘script’ memorable moments – whether they be jumpscare, ‘I’ve spotted Rex but he hasn’t seen me yet’, maybe more involving environments (eg trying to cross a pit by rope whilst being persued by a Rex).

    We could keep the procedurally generated levels for multiplayer, as they’ll just want to romp about.

    Another thing is making use of restrictive space – at the moment you can simply run past Rex if you’re quick. That’s cos Rex’s movement/collision is a bit rubbish atm. It’s the first thing I’m going to rewrite. There’s a few publishers interested, so when that’s all resolved we can get together and decide exactly what the game is, how best to fit it to our audience (and exactly what that is), and plan it out together. I’m not precious.

  • MMM Prototype Released!

    Well, as complete as it can be given the constraints of time and budget. I disappeared down rabbit holes, lots of stuff got binned, but still I hope I have something that demonstrates there *is* a game here, and the opportunities it presents with extra features, characters, multiplayer options and so on. As an industry friend said: “it’s really scalable”; investors like that word, hopefully publishers will too.

    Here’s some notes to bear in mind:

    • This is a prototype. Apart from the audio, everything else is me (even some modelling and animation). Everything is placeholder.
    • Rex’s maze navigation isn’t the best, visually. I’ve since found a better, smoother way of doing it, but that’s for production.
    • The part where Rex eats you if you don’t stand still is a bit lame. I know.
    • The maze/dungeon is procedurally generated, so it can be different each game, but for this prototype I’ve kept each maze the same each time. Just so we don’t get any edge-cases, but also so I know what you’re seeing and playing.
    • The maze is also smaller than I’d expect for the full game.
    • There’s zero optimisation. Things might get a bit choppy in the dungeon level when lightning strikes.
    • The section after you’ve chosen which level to play is taken from a classic kid’s TV show from the 1970s. I was going to put a monster selection option in, so this section displays your chosen monster as the level loads and generates. If you look to the horizon you can see the level being built.

    Anyway, head on over to the MMM Download Page for more info and a Quest 3 download link. Soon there’ll be links for PCVR and PSVR2 too!

  • Anagram: Impulse

    My most recent work at Anagram was as Chief Cat Herder in trying to get Impulse out the door. It was an intense experience, I’ve never amended a project plan so often, trying to sneak new features and even major design changes through Meta QA disguised as bug fixes.

    In retrospect the whole thing was a crunch nightmare, but the team at Anagram are so lovely you could forgive them anything (and did).

    Impulse is a VR/AR experience telling the life stories of four people with ADHD.

  • Anagram: Goliath / IMH

    As I managed development of Impulse, I had a more hands-on role porting Goliath to new headsets. Goliath is a VR experience following how online gaming helped someone with their schizophrenia.

    We also adapted Goliath to become a teaching tool for healthcare professionals. Titled “Inside Mental Health” I developed a networked control panel, allowing control over multiple headsets, achieving a synchronised experience but also individual controls.