Further COBRA technology developments
We completed the adaption of our COBRA software technology to work with Nintendo’s WiiU and Google’s Android smartphone and tablet OS, which continues to extend our coverage of the major gaming devices. Coaster Crazy was the game used to drive the port, and this game was subsequently released on Nintendo’s WiiU and Amazon’s Kindle tablets (which run an Android variant called FireOS) under the name Coaster Crazy Deluxe. This new Deluxe variant was also released on Apple’s iOS.
-
This was a noteworthy achievement as Coaster Crazy makes heavy use of COBRA’s own physics system, and delivering the required high mathematical precision in a consistent manner is a significant undertaking on such different processing devices. Each of the three versions of the game also used the same COBRA server system running on our commodity servers.
This enabled players from the Nintendo, Amazon (Android) and Apple ecosystems to share data between players within the same game, providing another proof point of the cross-ecosystem abilities of COBRA.
-
We also extended COBRA’s networking capabilities to support the Microsoft Xbox One Zoo Tycoon project, allowing co‑operative play where one player can edit a zoo, even while another player’s
game character is standing in the zoo, watching it happen.
Elite: Dangerous
Alpha process
Development of the self-published Elite: Dangerous title continued during the year, which included the successful start and completion of the ‘Alpha’ section of the process. The process was designed
to front-load the key development risks in order to minimise the overall risk on the project. Hence ‘Alpha’ was split into four phases, each one addressing an important development risk: The ‘Alpha 1’ phase covered the key requirement of moment-to-moment gameplay fun, by providing a single-player combat test – whereby the player flew missions against computer controlled/simulated opponents – which used several novel mechanics including heat-based gameplay. It was vital that this ‘moment-to-moment’ gameplay was satisfying and worked.