January 29th, 2010 — 05:01 pm
Apple non-surprised us all with the news of the iPad. Everyone knew it was coming. Even the specs were largely known. Some people expected a more revolutionary device. I’m personally happy with the evolutionary approach. And I’m looking forward to code for it.

Most apps from the App Store are said to run on the device in small windows or with pixel-doubling. Yet of course the iPad opens up a lot of new possibilities. The device has the same features to set it apart from “usual” gaming devices as the iPhone: It is always connected, features and accelerometer and has a multi-touch display. Yet there are some key differences to all consoles as well as the iPhone. These support very specific games:
- Form factor: The device is perfectly suited for games where you either want to give the player a good overview over a lot of things going on (strategy games, musical instruments, board games, card games) or where you want to immerse the player in intense gameplay (Radio Flare REDUX)

- Multiplayer: The iPad is intriguingly social. I see a four-player game like “We Eat the World” (the one I made with Broken Rules for the Gamma4 challenge) perfectly suited for the iPad. Play it with the whole family.
- Home use: I don’t expect the off-the-mill iPad to travel as far and frequently as the iPhone. It’ll merely stay at home in the living room. So the usual restrictions of mobile games – like that one session should be about as long as it takes until the bus arrives – don’t apply to the iPad this much.
The SDK is downloaded. The screen resolution of Radio Flare REDUX is adaptable. I’m ready to roll. No if I’d just get my hands on a device soon…
Martin
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January 18th, 2010 — 05:18 pm
There’s one thing that differentiates Radio Flare REDUX from most other shoot’em-ups. There is no game over. Instead REDUX is meant to be played to enjoy the music and to rack up highscores. You can compare your highscores with your friends and other players through Chillingo’s Crystal social gaming network.
Targetting enemies has changed from the original Radio Flare. You can now target as many enemies as you like at the same time. Targeted enemies are then destroyed in sync with the music.

Destroyed enemies release collectibles. Most of the time the collectible will be a yellow multiplier pickup (a.k.a. a radio flare). As you collect them your score multiplier rises and each enemies’ score reward is multiplied. If you die you loose your multiplier. Dying late in a level thus can be a costly experience!
When you finish a level you get a ranking between one and six stars, depending on your score. Based on your score you also get rewarded with experience points (xp) that unlock new levels, missions and bonus items.
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January 6th, 2010 — 05:59 pm
The approach to music in Radio Flare REDUX is significantly different to the one we took with the original Radio Flare. In our first game we had the music cut up into many different layers and loops which were dynamically rearranged as players advanced through a level. For REDUX we are doing it the other way round. Each song is the basis for a level. We listen to a song very closely and then the visuals and the enemies are mapped with respect to the musical structure of that track. Everything is tightly matched to the music. Enemies move and shoot to the beat and the backgrounds are animated to the rhythm of the song. Players can play the full songs, but there will also be shorter excerpts of each track for quick playing sessions.
Sound FX take a backseat to the music. We only use short samples that act as elements of the track’s rhythm. All sound effects are quantized to the beat of the music. Players also can occasionally influence the music. For example, when pick-ups (e.g. a smart bomb or a shield) are activated the music is changed by a DSP effect for a short time. The sound design for the game was once again done with Firelight Technologies’ FMODex sound engine.

The soundtrack for REDUX will feature 12 different tracks. Most of them are licensed from the renown German dance music label International Deejay Gigolo Records. While REDUX is all about pumping beats the game will also feature interesting crossovers with guitar music, dub and even one rap star. Further, I’m happy to tell you that there will be a comeback of ‘Libration Point’, Radio Flare’s original music track by DJ Glow, as an unlockable bonus level. Stay tuned – the full soundtrack will be announced very soon!
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January 4th, 2010 — 12:07 am
Radio Flare has been nominated for the 2009 Best App Ever award. It would be great if you support us by voting for the game. Just press “Vote” on this page.
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