Eitan Glinert writes, "September 2008 came and went, and we had a few prototypes for what would eventually become Slam Bolt Scrappers. Now it was time to roll the parts we liked together into a mega-prototype to see if we could actually make something more fun that everyone would enjoy."
Lost? Check out yesterday's post: http://n4g.com/news/727070/...
Eitan stopped by N4G last week ( http://n4g.com/news/723562/... ) and partly in response to the discussion here decided to create this series.
This is the second, the first is http://n4g.com/news/727070/...
In this iteration Eitan talks about how the game was originally planned for XBLA and how to prototype a robot.
Cat, thanks for posting this. I'll be hanging out in the comments as usual answering questions, kicking asses, chewing bubble gum, etc.
I felt better when I scrolled down and my theories were confirmed. Boo on you for not keeping the Sim Tower background, that was pure win IMO.
I think it's funny that we borrowed so much stuff from other games in order to make our original prototypes - when you only have 3 coders and no artists you really have to make do with whatever you can. It's not a long term solution since you obviously can't release a game with stolen assets but it can really help code/design heavy teams in those early days.
Hopefully we'll have Eitan in our blogs section next, and if you're interested in the development process let me know some other devs you might like to hear from!