Dangerous Driving 2 – Three Fields Entertainment https://www.threefieldsentertainment.com Wed, 06 Jan 2021 14:51:25 +0000 en-GB hourly 1 https://wordpress.org/?v=5.3.16 https://www.threefieldsentertainment.com/wp-content/uploads/2019/01/cropped-favicon-32x32.png Dangerous Driving 2 – Three Fields Entertainment https://www.threefieldsentertainment.com 32 32 “Summer in the city” – Dangerous Days #4 https://www.threefieldsentertainment.com/2020/07/28/summer-in-the-city-dangerous-days-4/ Tue, 28 Jul 2020 14:59:35 +0000 https://www.threefieldsentertainment.com/?p=4834   “Summer in the city and the air is still….” Has it really been THREE months since I last updated the website? I guess so. Why is that? Well, like the rest of the planet we’ve been living through a...

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Summer in a desert landscape.

“And it’s very far away…”

 

Summer in the city and the air is still….

Has it really been THREE months since I last updated the website? I guess so. Why is that? Well, like the rest of the planet we’ve been living through a global pandemic. Luckily, for everyone at TFE their families remain safe and well. That’s the most important thing. And what a hot Summer we’ve had so far!

This is my fourth update and thinking about it, it probably would have been my fortieth by now. After taking the game to PAX East Boston back in January, the year ahead had us planning to attend just about every game exhibition going. We were getting ready for events like EGX, GDC, E3, Gamescom and all of the rest of them. We were looking forward to a good Summer of travelling. You would have been able to sort of follow along with us and see the game evolve as we headed up to finishing it.

But that all changed in the end of February. Looking back, attending PAX felt like taking a huge risk. I don’t think anyone will be rushing to volunteer to be in the same place as 250,000 other people right now. We shook a lot of hands, shared our controllers with thousands of people and handed out our own personal phones to capture email addresses. It was exhausting, there’s no doubt about it. But we survived it. Barely. But we survived.

And did we show ‘the game’ to anyone back in January? It might have looked that way. But to us, we certainly didn’t. We just showed a ninety second race on a tiny tiny piece of one road in the game. We were about five months into development and the opportunity to go to the Show presented itself. So we took it. And we’re glad we went. It was good to see some of our returning fans stopping by to say hello. (And Chris from CT, if you’re reading this – drop me an email as I’ve lost your details!)

So here we are at the height of Summer.  At the end of this week, we’re closing our home offices for a fortnight. We’re all due for a summer break. And game makers are regular folks too. I know we do appear to have magical powers, but it’s good to take a break from using them! It’s good to get some time away from everything. Lord only knows we’ve spent lifetimes looking at screens already.

There are three things I’d like to talk about though.

The first is that the game will be coming out later than we originally planned. We’re making a substantially bigger game than we’ve made so far, and we’re working on more platforms than before. So naturally, it’s going to take longer to finish.

The second is that we’ll probably look back when things get back to normal and say that the lockdown impacted us in quite a positive way. We were already pretty well configured to all work from home. If anything, it has brought us all closer together. We meet every day at half ten in the morning in the game itself. And then we go again later on , usually at two but sometimes at four. We’ve ironed our more than our fair share of niggly online issues already.

Joe Morton as Miles Bennett Dyson in 1991's "Terminator 2:Judgment Day"

“If we can change the future then I won’t be in “Speed 2: Cruise Control”

It’s also been a great stimulus for thinking differently about things and trying out new ideas. We’d been playing together for about a month when Alex Veal suggested something that was outlandish and revolutionary for online gaming. Within two days, we were playing his first prototype and then all thinking of ways to take these new ideas further. It reminds me of that line in “Terminator 2: Judgment Day” when the Cyberdyne programmer Miles Bennett Dyson said the chip fragment from the first Terminator ‘gave them ideas, new directions and things we never would have thought of.” As a team we embraced his concept and the game is all the better for it. In fact, we’ve had a great Summer of online gaming in the new game so far!

Summer road stretching into the horizon in the United States

“But it’s growing day by day.. And it’s alright. Baby, it’s alright.”

The third is about the sheer size of the world we’ve built for you to drive around in. Without saying too much more, I can let you in on the fact that it’s 449 sq.kilometres. Trust me, it’s a lot of mileage to cover. And there are some truly cracking roads in there.

Right then, that’s more than enough for update four. I’d better stop whilst I can to avoid spilling the beans too much. And remember, beans are never for spilling. They are for eating. Make sure they are piping hot, but haven’t been left to boil. And serve them atop two slices of your favourite bread that has been well buttered beforehand. Wash down with an equally piping hot tea. If you’re a dynamic adventurous type of person, you might want some HP Sauce on the side. But only if a risk assessment has been performed. Let’s not go crazy everyone eh?

Talk to you again soon!

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“From the Inside…Out.” – Dangerous Days #3 https://www.threefieldsentertainment.com/2020/04/30/from-the-inside-out-dangerous-days-3/ Thu, 30 Apr 2020 15:28:32 +0000 https://www.threefieldsentertainment.com/?p=4808 It’s the end of April and we’re still in lockdown here in the UK.  We were pretty well setup to be able handle making the game and working from our homes. Like many of you we’re stuck inside and often...

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Inside Out

Image by Free-Photos from Pixabay

It’s the end of April and we’re still in lockdown here in the UK.  We were pretty well setup to be able handle making the game and working from our homes. Like many of you we’re stuck inside and often gazing out of the window.

A month ago we started off working in a similar way to many other businesses around the globe. We would talk to each other using the communication tool Slack. And then we would use software like Skype or Zoom for video conferencing.

But after a few days of this, we switched things up a little.

For MOST of the time we’ve been meeting up inside the game at least twice a day. Our game world has been our meeting place. Well, what’s special about that? Lots of games have online gameplay in them?

Well, that is right, but it’s rarely working properly during the game development itself. Online development usually gets done towards the end of game making.

But for us, we’ve been making the game from inside the world.

It’s quite OK if none of that makes any sense to you. All you need to know is that we’ve been having a lot of fun inside the game despite the lockdown.

It’s made us bring forward a lot of things that we would have done much later. To start with, some things were a bit broken so those got fixed the quickest. And then we’ve been fashioning some online things based around what we’ve seen each other do inside the game. This is a radical approach to development. In all the time I’ve been making games I’ve never been racking up the online play hours so rapidly halfway through the development.

I wish there was a way I could share what has been happening with all of you at this point. And we will when the time is right. Until then have fun!

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“Five Things You Never Knew” – Dangerous Days #2 https://www.threefieldsentertainment.com/2020/04/09/five-things-you-never-knew-about-dangerous-driving/ Thu, 09 Apr 2020 16:56:34 +0000 https://www.threefieldsentertainment.com/?p=4789 This is “Dangerous Days #2” – the second blog post I am writing to you in the third week of lockdown here in the UK. You can read Part One by clicking HERE. Today marks the first anniversary of the...

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This is “Dangerous Days #2” – the second blog post I am writing to you in the third week of lockdown here in the UK. You can read Part One by clicking HERE.

Today marks the first anniversary of the release of Dangerous Driving. And where exactly did the year go? It does almost feel like yesterday since we were finishing off the first release of the game. Fiona suggested I write something about the first Dangerous Driving for you. So here we go:

1.) “Five Things You Never Knew” Number One : The game is full of hidden references.

A good place to start looking is to read all of the signs that litter the roadside of each course. It’s a really fast moving game. If you’re doing things right, then you won’t be driving so slowly. But if you happen to crash you’ll occasionally see a brown sign close to the side of the highway.

Each Course has different groups of signs. Some relate to Groups of different forms. A few of them are musical groups. Others are groups of famous people.

How many of them can you find?

2.) “Five Things You Never Knew” Number 2 – It used to be a lot harder.

As we reached the closing stages of development, we had to sit and play through the entire game from start to finish every single day. On each platform. Most people are playing games just to fun.

Playing them for work can sometimes feel much different. At around 9am each morning we’d get to sit down, start a new game and play the whole thing through as fast we could. So it was start with a fresh game save, go all the way through. Get all Gold Medals and unlock ALL of the Achievements and Trophies. Every day. This doesn’t feel like normal play. This is pressured play where you have barely a moment to pause

That meant we got pretty good at the game. By this point we’d already been playing the game for months and months anyway. We’ve driven thousands and thousands of miles. We’ve played the game day after day when it’s been continually broken.

Last month’s issue of the excellent “Retro Gamer” (my favourite magazine) featured a great interview with Tim Kitzrow – who was the voice of “NBA Jam.” They were asking him all sorts of questions about his experience of being around the various Midway arcade coin-op titles as they were in development. He said something very true. Which was along the lines of , “well, there wasn’t much to do for a lot of the time as, anyone who is familiar with making games will know, for a lot of time there is no game to play.”

That certainly used to be my experience of game making. Nothing to really see or play for months and months and then a ton of work in the final three months.

DD was refreshingly different. We were playing all of the Courses really early on. Most of the game was ‘stood up’ within the first three and half months. So there was always something to play.

But back to my point – the game was originally a LOT harder as we finished it. Why was this? Well, the Face/Off events – which you need to win to unlock a faster vehicle were really quite tough indeed. In the version of the game you play now, if you Crash you’ll burn a bit of valuable time. And if your Opponent manages to stack it into some traffic, then so will they. But in the first version we played through, this didn’t happen. If your Opponent crashed he’d get some Magical Boost (which is very much in short supply these days) and be right back on top of you.

This made for some VERY tense races. And you needed nerves of steel to complete them. You’d have to be flawless AND aggressive. I used to take them down several times in a row to earn some Boost and then run like hell to the Finish.

Five Things You Never Knew Terminator

I now know how Michael Biehn felt in “The Terminator” movie. (Which you have all seen right? If you haven’t, why not? Stop reading this and go and watch it now! It’s a true sci-fi classic!)

The AI could not ‘be bargained with’ nor could it  ‘be reasoned with.” And they were always hot on your heels. So they really would ‘stop until you die. Ever!” Just like in the movie really.

So yes it was much much harder. In some ways it was quite rewarding at the same time. But we’d consider ourselves to be highly skilled players. And not everyone is. It felt unfair to lock the key vehicles away behind what felt like an Ultimate Test in the end.

So if you thought the game was too tough to play through, spare a thought for us. We had to go through it many times when it was truly much much harder.

3.) “Five Things You Never Knew” Number 3 – Braking Bad?

Five Things You Never Knew Braking Bad

Our Desert course Dead Rock Canyon really  looks a lot like the location used for the opening sequence of the TV show ‘Breaking Bad.’ That show was filmed in around Albuquerque New Mexico.

 

Art Director Paul Philpott looked at elements of Grand Canyon, Monument Valley and Red Rock.

The show popped up on Netflix as we were finishing. As we watched the opening sequence it was one of those ‘game comes to life’ moments.

First cook site

4.) “Five Things You Never Knew” Number 4 – You don’t drive through Texas. You know how we feel about Texas!

Five Things You Never Knew Thelma and Louise poster

The High Dunes Desert track was inspired some of the landscapes featured in the 1991 movie “Thelma and Louise.” There’s a scene featuring the oilfields of Bakersfield, CA in the middle of the movie. So that’s why we have pumping oil derricks at the far side of this Course.

The oil derricks themselves are fictitiously owned by a famous company as well.

Next time you watch that movie, watch out for all of the sequences that depict water throughout the movie. It’s quite interesting.

 

5.) “Five Things You Never Knew” Number 5- There was another Course which didn’t make it in.

That Course was the “Canyon Super Marathon” course. (I’ll try and boot up the old software in the Editor and take some grabs of it.)

It was a Course I worked on during the closing stages of the development. It was the longest Course in the game. Each lap was around eight or nine minutes long at full boost all the way. It was a five lap Race which took close to 45mins to complete.

So happy first anniversary Dangerous Driving. We loved making you. You were undoubtedly our best game yet.

Wherever you are, we hope you are staying home and staying safe.

Take care……

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“PAX 2020” – Dangerous Days #1 https://www.threefieldsentertainment.com/2020/03/26/pax-2020-dangerous-days-1/ Thu, 26 Mar 2020 13:47:34 +0000 https://www.threefieldsentertainment.com/?p=4706 PAX 2020 has now been and gone. So, what happened to us, and did we manage to survive? Welcome to the first in a series of blog posts being written under lockdown. It’s officially Day Two of a three week...

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PAX 2020 has now been and gone. So, what happened to us, and did we manage to survive?

Welcome to the first in a series of blog posts being written under lockdown. It’s officially Day Two of a three week wide national lockdown here in the United Kingdom. It’s our third week we are all working at home. We’ve had months of rain here in England. Spring is just around the corner. The sun is shining – yet all of us have to stay indoors at home.

I thought I’d begin by updating you all about what happened to us just before the whole world changed. It’s taken me time to be able to do so. Attending PAX 2020 over in Boston was so overwhelming. It was exhausting, both physically and mentally. It was only a few weeks ago but really, it feels like a lifetime away. Apologies for the lack of amazing tales to tell and photos and vids to share. At an event like that those things are a total after thought. We were flat out busy for the whole time.

Last year I went to PAX 2019 alone. It was last minute thing for us. As independent developers, going to do Shows takes a lot of effort. It’s completely understandable that a lot of small teams would rather stay home and focus 100% of making the best game that they can make. No-one will ever remember what you did at a Show. They will just remember your game. It’s as simple as that.

In March 2019 we’d finished development on “Dangerous Driving.” Our New York based publicist Tara called us with a last minute PAX opportunity. Another developer had dropped out. We were offered space on the ‘indie mega booth.’ So we said yes and I volunteered to fly over.

Little did I know what I was letting myself in for.

Upon arrival at my hotel I collected a couriered package containing the first three copies of the game direct from the pressing plant. On the Show floor we had a small booth and a big TV. I flew out with an Xbox One X development kit. The budget was tight. It was just me and Tara for the full four days.

For the Pax 2020 Show we weren’t taking any chances. We decided that we’d try to go to as many Shows as we could during the development of “Dangerous Driving 2” – so that strategy would begin 2020 with PAX East  (Boston) and end with PAX West  (Seattle).

Due to the sudden onslaught of the coronavirus pandemic, the world has since changed. Many of the Shows we were looking forward to are currently cancelled. Just like all of you, we’re taking things day by day and week by week. As soon as things return to normal, we’ll be back out there, showing the new game and meeting as many of you as possible.

PAX 2020 Venue

Phil and Paul flew out to PAX 2020 two days ahead of me. This time, they would be taking care of everything that needed to happen on ‘setup day.’ This time we had our own exhibition booth. It was a good location on the right hand side of the show floor, nestled among some of the biggest firms in gaming.

PAX 2020 PP PM

Managing to smile in freezing weather.

Showing a game to the public when it’s still really early in development is never easy to do. Everything is a work in progress. The visuals aren’t done, the audio isn’t done.  But we figured we’d take the risk and give people the chance to have an early peek at the software.

Simes made up some dummy packaging to use as props on the booth.

(We soon lost count of the number of people coming up to BUY the game from us there and then. )

It was decided we’d to give the briefest playable glimpse of we could show of the new game. We worked for four days putting together a simple Race featuring the new Muscle Class vehicles.

Unlike 2019’s mammoth five minute three lap Desert Race, we limited this one to be a quick minute and a half. The game was running on PC – and we were renting both the PC and big TV from one of the official Show vendors.

We set ourselves three main goals for PAX 2020. One was to announce the game and let people know that it was coming. The second was to show off 2P split screen racing for the first time. The third goal was to show the game running on the handheld Nintendo Switch.

It was a sunny morning as I walked my dogs then packed my suitcase, said my goodbyes and left for London’s Heathrow Airport. The news was full of the events in China. After parking my car in Terminal 5’s POD car park I headed over to the terminal itself. Outside I witnessed my first group of people putting surgical masks over their faces.

After clearing Security I went to meet up with Simon Phipps who was eating lunch in one of the airside restaurants. We were both there at noon for a three o’clock flight to Boston. Everything was going well and after killing some time in one of the airport lounges we headed off the gate. With less than thirty minutes to go, our PAX 2020 flight was cancelled.

The orderly queue for the departure gate soon disintegrated. Several hundred mobile phones pinged simultaneously with the news. The airline asked all of us rebook onto a later flight. Not a good start. After a bit of faffing everything was back on. However our delay of around three and a bit hours conspired to make a long day for us even longer.

Arriving in Boston much much later than planned I reached the hotel just after 2AM UK time. I bumped into Paul and Phil in the lobby. They told me about their very long day in the exhibition centre. Last year I completed setup in under three hours. This year they had been there for around nine and a half hours.

They had encountered many problems with the rented PC. Plus, the TV that arrived wasn’t the 4K spec that we had ordered either. Looking back, these all sound like trivial things to sort out. But when you’re stranded in an unfamilar place it’s all just added stress.

Every time Phil went to install the game files were getting deleted as quickly as he started. It took a long long time and a lot of waiting around for the right people to assist before the problem could get resolved. Nothing computer related is easy when you are relying on a shared wifi connection with several hundred other users.

After very little sleep myself it was soon time to start the first day of PAX 2020  itself. The guys set off ahead of me. I ventured outside into the freezing weather – it was minus 7 with a bitterly cold wind, and went to a nearby pharmacy to pick up supplies. It takes a bit of time to actually enter the PAX 2020 venue and there can be long lines to go through the airport style security. So once you’re in, you tend to be in there for a long time.

Learning from last year I bought and carried in as much gum, mints, sweets and water as I could physically carry. It’s already a very long day of standing up as it is. Trying to do that and be hungry, dehydrated and trying to smile through it really does take its toll.

For the booth this year we decided to try doing things differently. Rather than spent a lot of money getting a huge banner printed we decided to try doing our version of a ‘zero waste booth.’

PAX 2020 Cardboard StashSimes brought with him a load of art supplies. The idea was that over the course of the show Simon would create artwork live and then hang them up to decorate the backing to the booth. We thought this was a chance for people to actually see a professional game Artist at work and also a unique way for our booth to stand out from the crowd.

PAX 2020 Simon suppliesThese Shows cost a lot – not just in financial terms but also in terms of actual physical resources. We decided that it didn’t make sense to print a huge banner and then be unable to give it away afterwards. The one last year was big and really heavy to manhandle around. Instead we found a ton of cardboard a few feet from our stand and used that for the next four days.

PAX 2020 Casa Rara

Our amazing booth neighbours from Casa Rara Studio!

We weren’t the only ones doing the Show as cheaply as possible. Our neighbours from the brilliant Casa Rara Studio were doing an early look at their title. They had decorated the entire PAX booth for a sum total of forty dollars! They had way more paper streamers than us, a lot of candy, and often more visitors!

It was our PAX version of Pink Floyd’s “The Wall” live show from back in 1980. Over the course of the Show, Simon was going to ‘build’ our version of ‘The Wall.” At the end of the event, it would be time to ‘tear down The Wall’ and either give it away or drop it into the recycling bin and walk away.

Unsurprisingly PAX 2020 was very, very busy. The threat of the virus did little to turn people away. Tickets had sold out from the start. Nothing was going to keep people away from a huge hall fall of the latest games. From the off we were swamped with people wanting to play the game and talk to us. None of rarely had a spare moment to ourselves. We did our best to avoid shaking too many hands, and had a huge supply of cleaning supplies to wipe down our DualShock controllers after each play session.

Bizarrely, I recognised many of the faces of people who came to see us. Many returning players from last year. 2P split screen was also a huge win for us. Our booth was located right next to the Discord booth and alongside the Seagate booth. We had a very steady stream of traffic throughout the four days. Having four of us there really made things that little bit easier. Tara Bruno had organised a manageable scheduled of both games Media and social media influencers peppered at regular intervals for the first three days as well.

PAX 2020 Dylan

Subterranean Boston Blues

I have worked a lot of different game Shows throughout my 25 year career and they each pose their own set of challenges. Somehow if you don’t finish up totally exhausted from it all and on the verge of losing your voice, then you haven’t been working hard enough.

Thing is, none of us are in our youthful good looking Twenties any more.

Here are my PAX 2020 highlights:

1.) Meeting many of the same players who came to find us this year. Thanks to all of you. Thanks for telling us again where all the ‘good food trucks’ were parked. Second year running, and we still never found them.

PAX 2020 2P2.) Watching all the parents come and sit down to play with their kids. Some were quite young and some were quite old. It reminded all of us that a lot of people do really enjoy gaming primarily as a shared activity with their family and friends. Two people sitting down for a bit of friendly racing competition around the same machine. It was fun to chat to all the Mums and Dads and learn more about a variety of gaming habits.

3.) Meeting Mrs Amy Fields (@amyf726) and her two sons. They came to play and to tell us that in fact, THEY were ‘actual three Fields in person. I took their picture and shared it on our Twitter account. You can see that by clicking HERE. That really did make my day!

4.) Seeing how many Switch owners are out there waiting for a game like ours. It was a really really early version to show. Ben Smith did an amazing job getting the game built and showable in such a short space of time.

5.) Catching up with the brilliant Andrea Rene again and her crew from “What’s Good Games.” Just as the batteries died on our second Show Switch, they stepped in with a much needed US power supply. They gave it to us for the duration of the Show. That really did save us on Day One and we can’t thank them enough! Brilliant stuff!

PAX 2020 SP HHG

Both Hip Hop as they come.

6.) Meeting up again with our old friend @HipHopGamer Logitech G (#1 Gaming Personality) from New York’s Hot 97 FM. Easily the most friendly and enthusiastic member of the gaming Media ever. A total delight to be with. He lifted everybody’s spirits. Not just us but everyone around us too! If the rest of the games media could be like him, it would make everything a lot more fun, believe me. Simon drew his portrait whilst he stuck around. He played 2P with a lot of people, talked to Phil about Switch, and talked hip hop with Paul. Totally brilliant and genuinely funny.

7.) The Three Fields crew of Paul, Phil and Simon. Huge team effort and they did an amazing job. Flat out for four long days and not a word of complaint. As well as non stop game demos and media presentation, they also took as many sign ups to the Dangerous Driving Club as they could, and added follower to our Twitter, Instagram and Snapchat accounts.

8.) Seeing all the people who had made the effort to dress up and cosplay as their favourite gaming characters. We did our best to try and identify as many as we could. Special mention goes to the couple who came dressed as ‘the coronavirus cells.” One was red and one was white. I’m glad they told us as we’d have had no idea otherwise!

9.) Talking about the films of Norman Wisdom with the breakfast waiters at our hotel. They were all from Tirana, Albania. His films were shown repeatedly on the state controlled television station. This was back in the days of the Iron Curtain of course. It was little moment of home in a faraway place.

10.) The feeling you get when you realise it’s time to leave the Show and come home. It’s a great event but it really is a great relief when it’s all over. Three days would be just about do-able. Four days is like doing back to back marathons.

Thanks once again to all the East Coasters who travelled up to the Show and came to spend some time with us. We were tired. We were hungry. We were jet lagged. Our feet hurt a lot too. But we did enjoy meeting each and every one of you and hearing your stories. See you next year perhaps?

 

 

 

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