Zex


A little history of Zex and some of the inner workings of Lightsoft

Music du jour: Camel

Zex is finally in public beta! And no-one is more surprised than me!

Ian, Rob, Claire and more latterly Tony and George have all put in some tremendous work to get it to this stage (not to mention other friends and family that have been supportive over the years). Did I say years? Yup, here's the story... (with thanks to Rob for some dates).

Work on Zex started back in '98. I was pretty much working on it full time (I was full time at Lightsoft at that time) and Rob was looking at getting it going on his 280c (he was stuck in a hotel for a couple of weeks). As we moved into '99 Ian and Rob also started working on the main code set. I continued on it pretty much full time until July '99 when I had to go get a real job (we don't do Lightsoft full time these days).

By December '99 it was pretty much complete (we thought at the time anyway - ha!) but I also had to change jobs and move locations whereupon Zex sat on a disk collecting dust (Rob will correct me if I'm wrong on the dates here).

Now the way we work here at Lightsoft is one person will be the lead and does the majority of the game code and the other guy develops all the support stuff, porting, OS interface, file stuff etc - in a game you really can't have two designers. Now Rob and myself have been working together for a long time and we know each other pretty well - for instance the other day Rob said he'd added an animated cursor to Zex and I thought "Oh God, some kind of Jet Set Willy rainbow colours; I'll have to change it to a nice blue throbbing arrow". When I checked it out, what did I find? A nice blue throbbing arrow.

Anyway, yes, at Lightsoft we always have a lead and the other guy gets to do all the other fun bits and we pull in other people as we can. For instance on Z-Dungeon (can I mention that Rob?) Rob is the lead - it's his design; I just code up whatever he needs at the right time - for instance last year I did the sound and the font system which was genuine fun. Being NOT the lead at Lightsoft is fun. Being the lead is work :(

Anyway if we move forward from '99 to about April 2005. We thought it might be an idea to dig out the old Zex code to see how much work it'd need to get it running on OS X (it was written in the OS 7/8 days). Rob took it and within a few weeks it was running native (with an added bonus I'll come to in a bit). That was pretty much it; we started developing it as a primary project.

Thus this current development cycle has run from April 2005 to Jan 2006 - about 10 months to beta 1 - and we thought it was pretty much finished back in April! We've adopted the CVSTrac bug ticketing scheme which has worked really well for us. With this, at any time day or night we can go in, view the high priority tickets and tick them off when fixed, whereupon they vanish from the report.

SDL is used to provide a layer between the OS and the game itself, one of the offshoots of this was that it'd make it easier to run on Window's. As we had to do the Intel 'port' for the Mac anyway (and this is the added bonus I mentioned above) Rob quickly came up with a make file for GCC to give a Window's build which I'm pleased to report runs just fine. It hasn't had any testing though, which is why it's just the Mac build that's in Beta.

And there we are - finally Zex gets its day as a public beta. Hopefully we won't have too many problems in beta - we're looking for bugs obviously but would like feedback on the game-play as well; we can probably expect some tuning for the next beta.

Either way, I'd just like to show my appreciation for Claire (who managed to get the ships items graphics finished in the last few weeks even with the demands of 8 month old Emily), Ian (did the control panel and radar graphics), Tony and George (dev testers) and Jess for the web pages.

It has been an incredibly hard few weeks for us here, but we hope you enjoy the game and we look forward to your feedback.

Posted: Sun - January 15, 2006 at 12:49 AM          


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