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	<title>Chime &#187; Developer Blog</title>
	<atom:link href="http://www.chimegame.com/category/devblog/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.chimegame.com</link>
	<description>Place blocks, build quads, get coverage, make music.</description>
	<lastBuildDate>Mon, 08 Mar 2010 18:29:10 +0000</lastBuildDate>
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		<title>Creating the Chime Music System</title>
		<link>http://www.chimegame.com/creating-the-chime-music-system/</link>
		<comments>http://www.chimegame.com/creating-the-chime-music-system/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 18:29:10 +0000</pubDate>
		<dc:creator>zoemode</dc:creator>
				<category><![CDATA[Developer Blog]]></category>

		<guid isPermaLink="false">http://www.chimegame.com/?p=486</guid>
		<description><![CDATA[Developing the music systems for Chime was an interesting assignment. 
In the early versions of the game the music system was based around a simple drum beat, and everything the player does adds musical components. The gameplay rules worked differently and the player had almost total freedom to build music. 
Timing was controlled by horizontal [...]]]></description>
			<content:encoded><![CDATA[<p>Developing the music systems for Chime was an interesting assignment. </p>
<p>In the early versions of the game the music system was based around a simple drum beat, and everything the player does adds musical components. The gameplay rules worked differently and the player had almost total freedom to build music. </p>
<p>Timing was controlled by horizontal position of shapes and pitch by vertical position much as it is now. This was great, but it lacked musical structure and variation, and would have been impossible to incorporate pre-existing music into a level. We always knew that having a range of interesting music was going to be crucial to the game’s character and success, and the system needed to allow almost any song structure.</p>
<p><strong>Backing track</strong><br />
The first thing to tackle was the backing track. We experimented with adding musical layers (instruments) over time, but decided to go for separate sections, eg intros, verses, choruses etc as this allows for greater flexibility, and the effect of adding layers can still be created.</p>
<p><strong>Melody/Harmony</strong><br />
The nature of the CHIME gameplay means that the player could be placing shapes anywhere on the grid, so we need a system that always sounds good, whatever random thing the player ends up doing. This is easier said than done!</p>
<p>If you have a song in a specific musical key (say Cmajor), it doesn’t mean that all notes from that scale sound good with all sections of that song. There are always notes in the key that clash against certain chords. Also many songs don’t stay in the same key anyway, and some drift through many keys constantly (eg jazz)! To make matters worse often the strongest notes for one chord are horrible against the next chord. So it’s a shame to lose something musically strong in order to prevent something that is musically bad.</p>
<p>The solution was to define a set of “legal” notes for each chord in the backing music (usually a scale of 5 or 6 notes). This means that the notes change on the fly for certain chords in order to stay “legal”. The result works very nicely. We then took it a step further. If we can use this system to avoid musically bad combinations, we can also use it to emphasise the most musically interesting combinations. Suddenly very interesting, often strange &#8230; and sometimes downright beautiful melodies started occurring. A great result.</p>
<p>The final system should gracefully accommodate key changes, unusual chord progressions, and jazz harmony. Pretty much anything you can build with western music!</p>
<p><strong>Rhythm</strong><br />
Each column on the game grid represents a division of musical timing. The number of columns is defined on a per-level basis, allowing almost any conventional and experimental musical timing. For sensible game play reasons, the width of the grid cannot change size mid level, meaning that all sections of the song must be the same length.</p>
<p><strong>In Practice</strong><br />
Brazil by Philip Glass proved interesting. It was the first song that was delivered, and it really put the new music system through it’s paces! Quite literally testing every part of it &#8230; It has interesting chord changes, a constantly fluctuating tempo, and an unusual musical structure based on changing meters of 5/8 and 6/8. Amazingly the system held up well &#8230; mostly! </p>
<p>A couple of sections of the song changed pattern and the music loops no longer matched the width of the grid. As we had no other solution I had to chop up those bits, so they would conform to the width of the grid. Obviously I took extra care to remain true to the spirit of the original, and I hope that no-one but Glass himself and his most studious disciples will ever notice the differences!</p>
<p>Joe Hogan – Lead Audio Engineer</p>
]]></content:encoded>
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		<title>Designer Blog Part 7 – Chime, Charity and Xboxes</title>
		<link>http://www.chimegame.com/designer-blog-part-7-%e2%80%93-chime-charity-and-xboxes/</link>
		<comments>http://www.chimegame.com/designer-blog-part-7-%e2%80%93-chime-charity-and-xboxes/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 16:20:58 +0000</pubDate>
		<dc:creator>zoemode</dc:creator>
				<category><![CDATA[Developer Blog]]></category>

		<guid isPermaLink="false">http://www.chimegame.com/?p=476</guid>
		<description><![CDATA[In this last section, I’m going to talk about getting the game on to Xbox LIVE, and then I’m going to say my fond farewells and issue a challenge to those of you brave enough to accept. Ooooh.
As we made the game as fun as possible, we also had to make sure it was releasable [...]]]></description>
			<content:encoded><![CDATA[<p>In this last section, I’m going to talk about getting the game on to Xbox LIVE, and then I’m going to say my fond farewells and issue a challenge to those of you brave enough to accept. Ooooh.</p>
<p>As we made the game as fun as possible, we also had to make sure it was releasable as an Xbox LIVE game. Broadly, this involved the following steps:</p>
<ul>
<li>Adapting the controls to the Xbox</li>
<li>Creating a front end and in-game menu</li>
<li>Introducing Achievements</li>
<li>Adding Leaderboards</li>
<li>Translating the game</li>
<li>Fixing all the bugs</li>
</ul>
<p><strong>Controls</strong></p>
<p>We had to work hard to get this one right. For most of its life, Chime was a PC game and PCs have fast and accurate mouse control. We needed to translate that speed and accuracy to a console controller. We tried using speed up buttons to replicate fast movement but that felt very counter-intuitive. We also had big arguments over which buttons should rotate the shape and whether we should add a way to ‘point’ the shape in a particular direction. In the end, we put the rotate on every available button so everyone was happy, and kept rotating simple and intuitive. The rest was just down to LOTS and LOTS of tweaking, right up until the last minute.</p>
<p><strong>Menus</strong></p>
<p>Xbox LIVE has a very well laid out menu system. Those chaps at Microsoft give you very clear guidelines on what you should and shouldn’t do, even down to which options you should include, in what order and what to call them. So a large part of the design work on the menu system was writing the Hints and Tips screen and getting meaningful tooltips. We also spent way too long trying to get a catchy tag line on the start screen, only to be gazumped by legal jargon. Ah well, the rest of the game’s great… honest!</p>
<p><strong>Achievements and Leaderboards</strong></p>
<p>Writing achievements is fun. LIVE games only have 12 of them, so we could concentrate on making them good. Again Microsoft have some really clear guidelines on this, and want developers to make a good spread of easy, medium and hard achievements that encourage the player to explore the game. I had fun testing them to make sure they were all achievable, so hopefully that’s a good sign. Oooh and check out Darren’s funky achievement pictures… they’re great.</p>
<p><strong>¿Hablas español?</strong></p>
<p>Chime was translated into French, German, Spanish and Italian. The translation companies all provided their services free of charge and were very quick and professional, so a big thank you has to go to them, as well as the people at Zoë and their girlfriends and boyfriends who chipped in with some life-saving translations. The biggest hurdle we had to overcome was all of the last minute text that came about as we found new bugs and had to deal with messages for all sorts of potential pad and disk pitfalls.</p>
<p><strong>Bug, lovely bugs!</strong></p>
<p>Bugs. The scourge of every game. The little critters just love the taste of a juicy game. Like every other game, we had our fair share of bugs and issues, involving such things as audio synching, Xbox profile support and all sorts of gameplay issues. Luckily though, the QA (quality assurance) companies (Testronic and Babel) provided their services free of charge and were very thorough, and we had our own in-house QA to seek out the nasty blighters, and Chime’s been through some pretty rigorous testing since.</p>
<p><strong>Fond Farewells</strong></p>
<p>So that’s it. My last blog. I hope you’ve all had a bit of a glimpse into the world of game design and how we went about making Chime. It’s really exciting to see it coming out after such a long journey, and I’m looking forward to hearing what you guys think. Let us know through comments, facebook or twitter, ‘cause it’s your feedback that helps us make games fun.</p>
<p>Just before I say bye, a few of the guys here have been talking about how we might well be the best Chime players in the world (at least for 10 minutes after it’s released!). We’re all after the office bragging rights, you see. So if you think you’re up to the challenge, put us in our place! Get the game, learn the tricks as fast as you can and get those high scores up there. Can you beat the Chime developers?</p>
<p>Well it’s been fun. I hope you love playing Chime as much as we loved making it. Enjoy yourselves!</p>
<p>Mike Movel – Lead Designer</p>
]]></content:encoded>
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		<title>Designer Blog Part 6 – Bits and Bobs</title>
		<link>http://www.chimegame.com/designer-blog-part-6-%e2%80%93-bits-and-bobs/</link>
		<comments>http://www.chimegame.com/designer-blog-part-6-%e2%80%93-bits-and-bobs/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 12:37:35 +0000</pubDate>
		<dc:creator>zoemode</dc:creator>
				<category><![CDATA[Developer Blog]]></category>

		<guid isPermaLink="false">http://www.chimegame.com/?p=469</guid>
		<description><![CDATA[So we’ve been talking about the gameplay tweaks we made to Chime to get it ready for release after its long journey through the creative ether. We’ve dealt with the two biggest changes – to timers and to multipliers. Now we’ll cover all the other bits and bobs – we’ve got a lot to get [...]]]></description>
			<content:encoded><![CDATA[<p>So we’ve been talking about the gameplay tweaks we made to Chime to get it ready for release after its long journey through the creative ether. We’ve dealt with the two biggest changes – to timers and to multipliers. Now we’ll cover all the other bits and bobs – we’ve got a lot to get through, so off we go&#8230;</p>
<p><strong>Effects, Effects, Effects!</strong></p>
<p>We’ve touched on this before, but it’s an important point. There are a lot of hidden depths to Chime, and the gameplay is potentially quite complex. We wanted every bit of the game to be as clear to the player as possible so that you guys can spend time developing strategies and exploring the game (and trying to beat my score – ha, no chance!) rather than working out what’s going on. To this end, while keeping the graphics simple and stylish, we’ve tried to make all of the effects eye-catching and meaningful. So for example, if you get some points for a quad getting stamped down, the quad explodes in a cloud of particles and the score flies off and up to the UI.</p>
<p><strong>Feedback</strong></p>
<p>Feedback of players success, failure, score and time are vital in Chime. There was much time thought and energy put into all areas of the game that required feedback. I talked about multipliers last time and mentioned the stack as a way of providing feedback. This piece of HUD (as we like to call it in the trade) looks simple and easy to understand but to get to that point was a relatively lengthy process. The information had to be understandable at a glance. At first we just showed a number but it was too subtle, so we tried vertical stacks, horizontal stacks with numerical systems and at one point a funny sausage looking thing that filled up. All these approaches had their issues but trying them all out resulted in the simple and clear bit of design we have today.</p>
<p><strong>The Game Structure</strong></p>
<p>We wanted to make Chime as open-ended and replayable as possible. We introduced an unlocking structure to keep you peeps on your toes and make things exciting, and we also made the coverage theoretically unlimited – fill up the grid, and it gets wiped allowing you to crank up your coverage past 100%. Finally we put much more emphasis than before on winning the coverage, and we reckon that it’s a real incentive to keep coming back for more – there were at least a couple of emails a day along the lines of “Ha! In your face! 212% on the Moby level… eat my pentominoes, fool!”</p>
<p><strong>Level Shape and Shape Sets</strong></p>
<p>We played around with weird level shapes, and I made one into a face. Tee hee. We also introduced new types of shapes on each level, and took some away. Both of these things really made a difference to how each level plays and how best to beat it. Many shapes didn&#8217;t make the cut, some were simply too difficult but perhaps down the line there will be desire for a hardcore level and we can bring those intriguing shapes back.</p>
<p><strong>Balancing the Game</strong></p>
<p>This is potentially the trickiest part of game design. Once everything’s in, you need to make sure it all fits together, plays nicely and is just the right level of difficulty. You normally don’t have that much time, ‘cause the game’s nearly finished, and on top of that you’ve been playing it constantly for months and you know all the ins and outs, so it’s often quite hard to judge how difficult other people will find it. From watching quite a few people play the game since, though, I’m hopeful we’ve got the balance right, but you guys will be the judge of that. Let us know what you think!</p>
<p><strong><em>Next time on Designer Blog…</em></strong></p>
<ul>
<li>The last designer blog!</li>
<li>We talk about the challenges of getting the game on to Xbox LIVE</li>
</ul>
<p>Mike Movel – Lead Designer</p>
]]></content:encoded>
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		<title>Musical Style, Space and Structure</title>
		<link>http://www.chimegame.com/musical-style-space-and-structure/</link>
		<comments>http://www.chimegame.com/musical-style-space-and-structure/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 16:03:23 +0000</pubDate>
		<dc:creator>zoemode</dc:creator>
				<category><![CDATA[Developer Blog]]></category>

		<guid isPermaLink="false">http://www.chimegame.com/?p=466</guid>
		<description><![CDATA[The Prototyping phase of Chime was great. I think fondly of my time in “the lab” (Zoe Mode’s prototyping department), working in the pinnacle of Zoe Towers, harnessing lightning and cosmic rays, surrounded by test tubes and half built doomsday devices &#8230; A very small team of brilliant mad professors.
It was clear that having a [...]]]></description>
			<content:encoded><![CDATA[<p>The Prototyping phase of Chime was great. I think fondly of my time in “the lab” (Zoe Mode’s prototyping department), working in the pinnacle of Zoe Towers, harnessing lightning and cosmic rays, surrounded by test tubes and half built doomsday devices &#8230; A very small team of brilliant mad professors.</p>
<p>It was clear that having a range of interesting music in Chime might be crucial if it is to succeed. One of my objectives was to find out what will musically work with the game and why. I had to try out as many music styles as possible, and experiment with how the musical components could be handled by the game, and controlled by the player.</p>
<p>Time was extremely tight, so I ended up using a bunch of my existing compositions as test material, as I could easily chop them up and separate the components very fast. It was a lot of fun. I was particularly keen to try music based on live instruments, as electronic music has historically tended to dominate puzzle games, and I saw no reason why other styles should not get in on the action. The prototype had levels with orchestral, funk, reggae, world music and electronic styles.</p>
<p>Conclusions:</p>
<p>Style:</p>
<p>Unsurprisingly the live musical styles worked very well, and even added a refreshing quality to the puzzle game experience. It is great that the music donated for the final game encompasses both live and electronic styles! And it’s cool to know we have something that will support almost any music in the future. By design, it’s very musically inclusive.</p>
<p>Space:</p>
<p>The music is largely under the control of the player, so quite random things happen, and surprisingly beautiful melodies occur. We found using tracks with plenty of space in the music allowed the player to play and manipulate the music without becoming overwhelmed by sounds &#8230; although occasional sections of chaos work great!</p>
<p>Structure:</p>
<p>If the music stays the same it drives you crazy! But when the music develops as the level progresses, there is a terrific sense of reward and interactivity. Music based on grooves and riffs work well because it forms a strong base for more random elements, and tolerates repetition well.</p>
<p>Prototyping the musical systems of this game was a great experience. It’s unusual to work on a idea that’s mainly driven by music and hearing the results show great potential for games in the future.</p>
<p>Joe Hogan &#8211; Lead Audio Engineer</p>
]]></content:encoded>
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		<title>Designer Blog Part 5 – Fun! Fun! (or Fun 2)</title>
		<link>http://www.chimegame.com/designer-blog-part-5-%e2%80%93-fun-fun-or-fun-2/</link>
		<comments>http://www.chimegame.com/designer-blog-part-5-%e2%80%93-fun-fun-or-fun-2/#comments</comments>
		<pubDate>Wed, 20 Jan 2010 17:00:25 +0000</pubDate>
		<dc:creator>zoemode</dc:creator>
				<category><![CDATA[Developer Blog]]></category>

		<guid isPermaLink="false">http://www.chimegame.com/?p=402</guid>
		<description><![CDATA[ 
Last time, we talked about some of the changes we made to the prototype version of Chime to make it ready for release. Hopefully, we’ll give you an insight into some of the design processes we go through in the life-cycle of a game. Or maybe you were just reading something to pass the [...]]]></description>
			<content:encoded><![CDATA[<p><strong> </strong></p>
<p>Last time, we talked about some of the changes we made to the prototype version of Chime to make it ready for release. Hopefully, we’ll give you an insight into some of the design processes we go through in the life-cycle of a game. Or maybe you were just reading something to pass the time while sitting on the toilet, and you’re mobile phone’s taking forever to update and you’re stuck on this darn page. Either way, a hearty welcome to you.</p>
<p>I’m going to dive straight in…</p>
<p><strong>Multipliers</strong></p>
<p>Chime rewards players for creating lots of quads by building up a multiplier for each new quad. It does this to encourage players to explore different parts of the grid, and therefore different sounds. It also provides Chime with extra strategies and depth. The player can:</p>
<ul>
<li>Score big points by building up a multiplier</li>
<li>Get big coverage to extend the time</li>
</ul>
<p>Often the player has to choose one or the other, and that’s where the strategy comes in – the best Chime players are the ones who can balance the two strategies.</p>
<p>Another layer of depth – and complexity – occurs as the player loses their multiplier. The player loses a multiplier by letting shape fragments (pieces of shapes left over when a player builds a quad) die. These fragments lose life over time until they disappear. If one fragment disappears, they all do, and the multiplier is lost.</p>
<p>So the multiplier gives us a deeper game, but also a more complex one, which could potentially mean a confused player. This was the most unclear gameplay mechanic in the prototype, and the one we spent most time trying to give clarity in the final game.</p>
<p>We wanted to keep the extra depth and the encouragement to explore, so essentially what we ended up doing was to make it as visually in-your-face as we could when you were building up your multiplier, and again when you lost it. We introduced a multiplier stack that built up every time a new quad was created. We also increased the glow of the background, getting brighter and brighter as the multiplier grew. Both of these things were very obvious and visual.</p>
<p>On losing the multiplier, the multiplier stack and the glow suddenly disappear – visually this is very dramatic, and drama helps to connect a particular gameplay moment with feedback. Well that’s the biggie’s out the way.</p>
<p>Next time, we’ll wrap up the gameplay tweaks.</p>
<p><strong><em>Next time on Designer Blog…</em></strong></p>
<ul>
<li>We finish off the gameplay tweaks in detail</li>
</ul>
<p>Mike Movel – Lead Designer</p>
]]></content:encoded>
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		<title>Designer Blog Part 4 – Fun!</title>
		<link>http://www.chimegame.com/designer-blog-part-4-%e2%80%93-fun/</link>
		<comments>http://www.chimegame.com/designer-blog-part-4-%e2%80%93-fun/#comments</comments>
		<pubDate>Fri, 15 Jan 2010 17:21:17 +0000</pubDate>
		<dc:creator>zoemode</dc:creator>
				<category><![CDATA[Developer Blog]]></category>

		<guid isPermaLink="false">http://www.chimegame.com/?p=394</guid>
		<description><![CDATA[Gameplay. Designers love it. It makes us wobble like blancmanges and burst out in song for no apparent reason. This part of the blog’s all about what gameplay changes we made for the final version of Chime and why. As mentioned in previous blogs, the core mechanics were fantastic. However, the Lab – the experimental [...]]]></description>
			<content:encoded><![CDATA[<p>Gameplay. Designers love it. It makes us wobble like blancmanges and burst out in song for no apparent reason. This part of the blog’s all about what gameplay changes we made for the final version of Chime and why. As mentioned in previous blogs, the core mechanics were fantastic. However, the Lab – the experimental part of Zoë Mode where Chime had mostly been developed – is a fast moving environment where ideas are dreamt up and played around with. Its goal isn’t to produce a finished game, so there’s always some tweaking needed.</p>
<p><strong>Timers</strong></p>
<p>The first thing we looked at was the in-game timer. Chime has a time limit, and the player can extend it through doing well in the game. This was a good thing and provided a challenge. However, we reckoned there were three problems:</p>
<ul>
<li>It wasn’t clear enough which  game mechanic actually extended a player’s time</li>
<li>There was no definite end to the game – you could continue to play after the timer had run out, but not score, and this felt a bit anti-climactic</li>
<li>The time limits were darn hard! I mean really, really hard</li>
</ul>
<p>Originally we wanted to try out a completely new idea instead of timers – we thought about introducing what we called ‘Discords’, which were like an evil virus of disharmony. These would spread at an increasingly fast rate and be a counter force to the player trying to cover the grid – in other words, the player vs. the Discords. Essentially they would be a visual timer, but also give us the opportunity to add extra gameplay features, like bonuses if you managed to surround a group of Discords. In the end, however, we decided that this might stray too much from the core gameplay experience.</p>
<p>Instead, we focused on the problem areas of the existing timer and addressed each one in turn. The time bonuses are awarded in Chime for reaching certain coverage milestones. The first thing we did was to make a very definite visual connection between the coverage and a time bonus. We made the coverage glow, and showed the time bonus flying up to the timer, then adding to it. We reinforced this by adding the text “coverage bonus”, and of course by explaining it in a tutorial (although we should never rely on people reading the tutorials). Finally, we reproduced most of the tutorial text a bit at a time in a pre-game hints screen.</p>
<p>We then put a very definite end to the game in… if you ran out of time, the game was over. No arguments. I said NO ARGUMENTS. There. This both introduced a much more clear-cut challenge and removed a bit of confusion as to why the game carried on when you couldn’t score. We created a free mode for those people who wanted to explore without time limits.</p>
<p>Finally, we tweaked the time limits and the time bonuses so that it was hard but not impossible to achieve 100% coverage on the hardest time limit. We also introduced three levels of timer: 3 minutes; 6 minutes; 9 minutes. This provided different levels of competition to suit different players.</p>
<p>Well would you look at that? The timers have taken up the whole of this post. They were an important issue though, so I’ll let them off. Next time, we’ll cover another big gameplay tweak &#8211; multipliers.</p>
<p><strong><em>Next time on Designer Blog…</em></strong></p>
<ul>
<li>We’ll describe another big gameplay tweak &#8211; multipliers</li>
</ul>
<p>Mike Movel – Lead Designer</p>
]]></content:encoded>
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		<title>Designer Blog Part 3 – OneBigGame… They’re Great</title>
		<link>http://www.chimegame.com/designer-blog-part-3-%e2%80%93-onebiggame%e2%80%a6-they%e2%80%99re-great/</link>
		<comments>http://www.chimegame.com/designer-blog-part-3-%e2%80%93-onebiggame%e2%80%a6-they%e2%80%99re-great/#comments</comments>
		<pubDate>Fri, 08 Jan 2010 17:52:19 +0000</pubDate>
		<dc:creator>zoemode</dc:creator>
				<category><![CDATA[Developer Blog]]></category>

		<guid isPermaLink="false">http://www.chimegame.com/?p=386</guid>
		<description><![CDATA[You’ll recall last time we talked about how Chime had matured into something beautiful, like a fine, full-flavored cheese. Oh cheese, beautiful cheese. This time round, we’ll talk about OneBigGame and take a peek at the challenges we’d face to make the game ready for release.
So Zoë had a game that they really wanted people [...]]]></description>
			<content:encoded><![CDATA[<p>You’ll recall last time we talked about how Chime had matured into something beautiful, like a fine, full-flavored cheese. Oh cheese, beautiful cheese. This time round, we’ll talk about OneBigGame and take a peek at the challenges we’d face to make the game ready for release.</p>
<p>So Zoë had a game that they really wanted people to play. If only there was someone out there looking for a game to publish to the waiting game-playing public. Oooh, and imagine if that someone had a vision – to make games to help others, not for profit. Wouldn’t that be perfect for a fun, experimental game like Chime? Wouldn’t it?</p>
<p>In short, yes it would, and that someone was OneBigGame (check out their website <a href="http://www.onebiggame.org/">http://www.onebiggame.org/</a>), set up by Martin de Ronde to provide a platform for the games industry to help children’s’ charities across the world. This was the greatest project in the world to work on! Not only would we get a chance to experiment and play around to make the best game we could, we’d be doing it all for a great cause.</p>
<p>Anyway, we now had a solid goal for Chime – to get it ready for publishing it on LIVE Arcade on the Xbox 360. To this end, it came out of the Lab and a dedicated team was set up. We called this team the Chime team. Shazam!</p>
<p>The game we’d inherited from the Lab was, to put it bluntly, fantastic. From a design point of view, we had two things to do to make it ready for release:</p>
<ul>
<li>Refine any rough edges in the gameplay, but keep the core mechanics</li>
<li>Make sure it ticked all the Xbox LIVE boxes, making it ready for release on that platform</li>
</ul>
<p>Both had their own challenges, which you’ll be able to find out about in future installments of ‘Designer Blog’. See you soon…</p>
<p><strong><em>Next time on Designer Blog…</em></strong></p>
<ul>
<li>We start looking in depth at Chime’s final round of gameplay tweaks</li>
</ul>
<p>Mike Movel &#8211; Lead Designer</p>
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		<title>Designer Blog Part 2 – The Travelling Troubadour</title>
		<link>http://www.chimegame.com/ddesigner-blog-part-2-%e2%80%93-the-travelling-troubadour/</link>
		<comments>http://www.chimegame.com/ddesigner-blog-part-2-%e2%80%93-the-travelling-troubadour/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 14:16:10 +0000</pubDate>
		<dc:creator>zoemode</dc:creator>
				<category><![CDATA[Developer Blog]]></category>

		<guid isPermaLink="false">http://www.chimegame.com/?p=380</guid>
		<description><![CDATA[Welcome back to the Chime designer blog. In this installment, you’ll learn about Chime’s formative adventures through Zoёland, the magical world where all of us game elves live and work.
To recap, Chime had started life as Cascade, a fun musical puzzler on the PSP. It was the first project of the Lab, Zoë Mode’s experimental, [...]]]></description>
			<content:encoded><![CDATA[<p>Welcome back to the Chime designer blog. In this installment, you’ll learn about Chime’s formative adventures through Zoёland, the magical world where all of us game elves live and work.</p>
<p>To recap, Chime had started life as Cascade, a fun musical puzzler on the PSP. It was the first project of the Lab, Zoë Mode’s experimental, top secret, hush-hush development team (shhh… don’t tell anyone I told you).</p>
<p>The thing with the Lab is it’s in a constant state of flux – it takes loads of different ideas, tests them out, tweaks them, then moves on to another idea. The projects change, the people change, and that’s why it’s so successful and exciting. But this meant that after spending a few months in the Lab, Cascade was put on the backburner to make way for other experiments. But it was never forgotten. Those of us who’d seen it could never forget…</p>
<p>And so it wasn’t long before it was dusted off and brought back out to play, this time on the PC as a Flash game. While it was refined and polished, converting it to Flash brought with it its own difficulties, especially getting the audio timings spot on, but nevertheless it worked out pretty darn well, and convinced everyone that this was in fact still a great game.</p>
<p>So we come full circle back to the Lab, but this time with a whole new team and a goal of getting the game running on XNA, with an eye on the Xbox 360. It was during this time some of the biggest changes took place, including the name change – Cascade was reborn as Chime.</p>
<p>The guys who worked on it during this period pretty much refined everything about the game:</p>
<ul>
<li>They introduced new game rules, such as building quads and expanding them to score points – a great mechanic</li>
<li>They made the visuals crisp and beautiful</li>
<li>They really made it feel like you were driving the music through the gameplay</li>
</ul>
<p>Chime had come of age. It was time for it to leave the Lab for the last time, never to return. The big wide world was calling…</p>
<p><strong><em>Next time on Designer Blog…</em></strong></p>
<ul>
<li>OneBigGame and Zoë meet, become instant friends, and decide to release a game</li>
<li>For the first time ever, Chime is spotted on an Xbox</li>
</ul>
<p>Mike Movel – Lead Designer</p>
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		<title>Chime &#8211; a new puzzler in the ancient tradition</title>
		<link>http://www.chimegame.com/chime-a-new-puzzler-in-the-ancient-tradition/</link>
		<comments>http://www.chimegame.com/chime-a-new-puzzler-in-the-ancient-tradition/#comments</comments>
		<pubDate>Tue, 15 Dec 2009 10:03:44 +0000</pubDate>
		<dc:creator>zoemode</dc:creator>
				<category><![CDATA[Developer Blog]]></category>

		<guid isPermaLink="false">http://www.chimegame.com/?p=373</guid>
		<description><![CDATA[Puzzle games have enjoyed a long tradition, and have been entertaining people and stretching minds for centuries. There are many different types of puzzle game, but they all share similar traits that make them attractive and enduring.
Games like Chess and Draughts rely on moving different pieces to a proscribed set of rules, which result in [...]]]></description>
			<content:encoded><![CDATA[<p>Puzzle games have enjoyed a long tradition, and have been entertaining people and stretching minds for centuries. There are many different types of puzzle game, but they all share similar traits that make them attractive and enduring.</p>
<p>Games like Chess and Draughts rely on moving different pieces to a proscribed set of rules, which result in practically endless variations. Simpler games like Dominoes, Jigsaw puzzles, and Tangrams rely on arranging tessellating shapes on a board to create larger shapes or pictures.</p>
<p>The mathematical nature of the tessellating puzzles has made them a perfect choice for computer games. A classic variation of dominoes called pentominoes, where the pieces are made up from not two but five congruent squares, forms the basis of Chime. There are twelve unique pentomino shapes, all of which appear in Chime’s various levels.</p>
<p>Computer-based puzzle games have the advantage of being able to automatically calculate scores and apply rules, such as the removal of pieces from the playing area, opening up a huge range of possibilities. Many puzzle games only offer variations on the classics &#8212; it isn’t often that we see a new game as original as Chime.</p>
<p>A puzzle games’ simplicity makes it easy to pick up and play, while the combination of different moves may make it hard to master. This short learning curve, coupled with the ability to constantly improve one’s game is what helps make puzzle games so addictive.</p>
<p>Barry Northern &#8211; Lead Programmer</p>
]]></content:encoded>
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		<title>Designer Blog Part 1 – An Emotional Birth</title>
		<link>http://www.chimegame.com/designer-blog-part-1-%e2%80%93-an-emotional-birth/</link>
		<comments>http://www.chimegame.com/designer-blog-part-1-%e2%80%93-an-emotional-birth/#comments</comments>
		<pubDate>Thu, 10 Dec 2009 15:26:33 +0000</pubDate>
		<dc:creator>zoemode</dc:creator>
				<category><![CDATA[Developer Blog]]></category>

		<guid isPermaLink="false">http://www.chimegame.com/?p=368</guid>
		<description><![CDATA[I remember starting on Chime way back when. It was called Cascade then and still only tiny, but you could tell there were big things ahead for the little rascal – something about the way its shiny blocks sparkled in the light and the soft patter of its first musical notes. We were all very [...]]]></description>
			<content:encoded><![CDATA[<p>I remember starting on Chime way back when. It was called Cascade then and still only tiny, but you could tell there were big things ahead for the little rascal – something about the way its shiny blocks sparkled in the light and the soft patter of its first musical notes. We were all very proud.</p>
<p>It was my first project for the newly-formed Lab – the mysterious and magical place where imagination and sparkly pixie dust combine to replace the normal laws of nature – so it was very exciting. The concept had been dreamt up by Ciaran Walsh, the audio director, and it had got to a point where it was ready to be given a run out.</p>
<p>I used to be a programmer a long time ago, so I offered to do both code and design. It was like a dream come true – the chance to take a game and craft it however I wanted, without boundaries, without rules, just me and the young Cascade against the world. It was going to be beautiful. Unfortunately, I didn’t reckon with one thing – I’m the worst programmer in the world. This put a bit of dampener on things.</p>
<p>Luckily, everyone at Zoё’s jolly nice, so with lots of help, I finally managed to get Cascade on to a PSP. There were loads of great ideas bouncing about amongst everyone, and it was really fun coming up with different ways of exploring how the sounds could be played with to make music and how we’d tie it all up within a fantastic puzzle game.</p>
<p>Back then we had the player surrounding blocks and trying to make their way from one end of the screen to the other, with some evil virus blocks adding extra spice. It actually played really well, and sounded darn cool too, but it was very rough around the edges, like a cute little fairy in a barbed wire boiler suit. What it needed was lots more funky ideas thrown at it and lots more play time.</p>
<p>Unfortunately my wibbly coding skills meant that I’d spent too long on making it work, and not long enough on trying things out. It was time to let Cascade fly the nest, to pass the baton to other folk who’d take it onwards and upwards, into realms never before discovered…</p>
<p><strong><em>Next time on Designer Blog…</em></strong></p>
<ul>
<li>An exciting glimpse into the past – the creative maelstrom that transformed the young Cascade into the full-blown Chime</li>
<li>Making Chime into the highly polished humdinger of a game it is today (give it a go and see if you agree!) – the trials we faced and the design decisions we took on the fun-packed road to completion</li>
</ul>
<p>Mike Movel &#8211; Lead Designer</p>
]]></content:encoded>
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