Categories
Game Development Personal Development

Thousander Club Update: May 15th

For this week’s Thousander Club update:

Game Hours: 85 / 1000
Game Ideas: 336 / 1000

Target: 336

I managed to work a bit on Oracle’s Eye. Since I finished the text-based board game, I wanted to reuse the techniques in OE. Rather than make massive changes to the game engine, I decided that I should start a new project. I dubbed it Oracle’s Eye Prime.

Yes, it is risky to redo the engine. I know the countless stories of hobbyists who never finish a game because they decide to redo the engine over and over again. Finishing a game is what counts. Still, I think that what I know now compared to what I knew when I started OE back in August is enough to justify the risk. When I was adding features to the board game, they fell into place very easily because the code was so easy to work with. Compared with OE‘s current engine, which would require significant refactoring and editing to add any feature, and I think it makes sense to redo the engine.

Since I’m so good at project scheduling (“That’s a joke, kid.”), I’m going to estimate that it will take me about a month to get the new codebase up and get OE’ to the same point that I had OE. Ok, maybe three months.

Categories
Game Design

Interesting Game Ideas: Creation and Destruction

Game Idea:
Creation and Destruction

Premise
Maintain the Balance by keeping good and evil in equal parts.

Huh?
I don’t remember how I conceived of this idea, but basically I thought, “What if there was a constant battle between Good and Evil, and whenever that balance was tipped too far to one side or another, chaos resulted? What if it was actually harmonious for Good and Evil to exist together?”

Possible Game Here?
One possibility is that there are a certain number of angels and demons. Perhaps their relative numbers are important. In that case, your job is to make sure that any increase or decrease on one side gets matched on the other. If an angel is born, you must find a way to spawn a new demon. If a devil is slain, you need to do something that results in the destruction of an angel. You might even be able to convert one to the other. An angel is a pure being, so if it does something wrong, it becomes a demon. There is no halfway with these beings. It’s all or nothing. The death of two demons could be balanced out by converting one angel into a demon.

What if the population wasn’t as important as the number of good or bad works they do? Perhaps the proximity of a being to more densely populated areas will result in more activities of the being’s persuasion. An angel in downtown New York will result in more good works than an angel in a rural community. A demon in a sports stadium can wreak more havoc than one in a remote mountain cave. The strategic placement of various beings can help to tilt the scales towards Good or Evil. Perhaps it isn’t the placement of the beings themselves so much as the converting elements mentioned above. Either way, the point is that the effect on the human population from the actions count the most.

Perhaps you take the role as a warrior for one side or the other. Maybe the balancing element is a problem, and both sides want to settle the score once and for all. You can recruit humans to your side. Their actions can influence their peers, so finding charismatic humans is very important, but you’ll also want a strong will to avoid losing them to the other side. Actual battles might take place between the humans since the angels and demons can’t do anything directly. On the other hand, if they could fight each other directly, maybe the battles take place on the shoulders of the individual humans.

What if Good and Evil had to join forces? What reason would they have to do so? Would there be some third force, such as Non-belief? Would they need to work together to convince Humanity that they still exist? Can they still do so without fighting each other?

Summary
I think Good vs Evil is a very familiar topic to most people. While some games, like Populous or Black & White, cover the story in similar ways, I think there is more that can be done with it.

Categories
Game Development Games Geek / Technical Linux Game Development Marketing/Business

Linux Gaming Feasability

Hackenslash had posted Is Linux Gaming Plausible?. It makes for a good read, although I felt it was light on details and didn’t provide much of a definitive answer.

However, a major disadvantage for Linux gamers is the availability of DirectX in Windows, a multimedia tool that allows developers to create applications easier for the Windows platform.

“Unless DirectX runs on a different platform, it (Linux game development) might not really take off,” Gotangco said, adding that Linux gaming and game development would most probably remain an “indie” or independent industry.

DirectX is a Windows technology, and as such it is platform-specific. I don’t see Microsoft opening up access to their API to other operating systems. Since some major games, notably Doom 3 and Unreal Tournament 2004, have been ported to Gnu/Linux without the “advantage” of DirectX, it shows that Gnu/Linux game development is entirely possible and doable. Like DRM, DirectX isn’t a requirement for game development.

Multiplayer game servers are almost always provided for Gnu/Linux, and so the porting effort shouldn’t be too difficult for the client software. Unfortunately, when a developer uses a platform-specific tool such as DirectX, the porting effort becomes difficult. To create a version of the game that runs on a different system, you essentially have to gut your game code to remove the DirectX-specific parts and replace them with something available on a the target platform. Most developers will decide that the rewards would be too little to justify the expense of making such drastic changes to the code.

Still, I don’t believe that game development will be so dreary on Gnu/Linux.

A few Linux gamers actually have ways of circumventing the cross-platform issue of playing an enticing Windows game to Linux, without having to port it. One answer is just emulating the game for Linux. But according to Zak Slater, this isn’t an accepted industry and he said it is better for users to buy Linux versions or directly create Linux-native games.

I am 100% in agreement with Slater. I am not a fan of technologies like Wine or Cedega. It’s great when it works, but I would rather have native support for my platform of choice.

While the Linux gaming industry would not certainly be able become as big as traditional PC gaming, both Slater and Gotangco agree that Linux gaming is there to stay. They suggest that Linux game developer-hopefuls can get their Linux game fix from Icculus, Pompom Games (www.pompomgames.com), Tux Games (www.tuxgames.com), among others.

I’ll also note that the Torque Engine from GarageGames is both inexpensive and cross-platform, so games like Orbz and Dark Horizons: Lore can have native Linux-based clients right out of the box. With more indie games like those, I don’t think that we’ll have a problem if game development on Gnu/Linux remained an indie industry.

Also, using open source engines will probably become more common in commercial games. The infrastructure of a game isn’t the game, yet developers always spend a lot of time on recreating it. Using existing tools just makes sense, and using open source tools gives you a number of advantages, including the ability of your more technical customers to give you more than a simple bug report.

I believe that gaming on Gnu/Linux is definitely plausible. It’s very difficult to tell how many Gnu/Linux gamers there are since there are hardly any games available for them and they’ll likely pay for their games on the Windows system for lack of a better choice. They WANT native games for their preferred OS, and so far there aren’t many options.

Categories
Marketing/Business Politics/Government

Canadian Music Creators Against DRM

The Canadian Music Creators Coalition is a group of Canadian musicians and artists who have gotten together to say that they aren’t being represented by the multinational record labels.

[L]obbyists for major labels are looking out for their shareholders, and seldom speak for Canadian artists. Legislative proposals that would facilitate lawsuits against our fans or increase the labels’ control over the enjoyment of music are made not in our names, but on behalf of the labels’ foreign parent companies.

If you look at the link that says what they stand for, you’ll find that #2 says the following:

Digital Locks are Risky and Counterproductive

Artists do not support using digital locks to increase the labels’ control over the distribution, use and enjoyment of music or laws that prohibit circumvention of such technological measures. The government should not blindly implement decade-old treaties designed to give control to major labels and take choices away from artists and consumers. Laws should protect artists and consumers, not restrictive technologies. Consumers should be able to transfer the music they buy to other formats under a right of fair use, without having to pay twice.

Good on the Canadian musicians for taking a stand for themselves and their fans! And good on them for taking a stance against DRM. What customer actually wants technology that reduces the value of their purchase?

Also on the CMCC site is Steven Page’s A Barenaked Guide to Copyright Reform in PDF format.

Categories
Game Development Games Marketing/Business

New Indie Game Dev Podcast: VG Smart Interview

Action noted that the new Indie Game Developer’s podcast is up. This time there is an interview with Joe Lieberman of VG Smart. Joe recently published the book The Indie Developer’s Guide to Selling Games, which I hope to receive in the mail today. The interview features some excellent marketing advice, something every indie serious about business should have.

Also, Action requests that if anyone has finished a game or two, he’d like to interview you! To find out how to contact him, check out the link above. Perhaps we’ll hear your voice in the near future.

Categories
Game Design Game Development Games General

Improved Creativity Through Serious Games?

I believe I found this link through Gamasutra sometime ago: Breaking the Grip of Dominant Ideas In Games: What Serious Game Projects Have To Offer Entertainment Game Developers

It basically describes the positive impact serious games could have on general game development. One of the most interesting quotes challenged the prevailing theory that “ideas are a dime a dozen”.

The field of serious games – with its intrinsic creative encounter of game developer and non-game professional – the latter involved in the real strategies and “games” of business, military, medicine, education, science and so forth – could offer itself as a form of “outside help” to entertainment game creators, even if this is a secondary effect. We game developers would be smart to take advantage of the opportunity.

Many people today in the game development (and other) industries see ideas as cheap. You’ve heard it said “Ideas are a dime a dozen.” This is not true. In fact, the idea that ideas are a dime-a-dozen is itself a dominant idea. What is true is that gimmicks – or little ideas – are cheap. Gimmicks are what is a dime a dozen, and everyone can think them up. True ideas, though, are exceedingly rare and extremely valuable. True ideas are visionary.

Categories
Game Development Personal Development

Thousander Club Update: May 8th

For this week’s Thousander Club update:

Game Hours: 80 / 1000
Game Ideas: 315 / 1000

Target: 315

8%! Another 20 more hours and I will hit 10%, which will be a good milestone to reach.

While trying to stop up any memory leaks, I was using Valgrind. The following output was great to read:

==21519==
==21519== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 17 from 1)
–21519–
–21519– supp: 17 Debian libc6 stripped dynamic linker
==21519== malloc/free: in use at exit: 0 bytes in 0 blocks.
==21519== malloc/free: 6,543 allocs, 6,543 frees, 177,245 bytes allocated.
==21519==
==21519== All heap blocks were freed — no leaks are possible.

w00t!

I can finally move on to Oracle’s Eye again. After a two month “break” working on this text-based board game, it will be great to make progress on my original project.

Also, I’ve found that by wanting to add more hours to record for the Thousander Club, I am getting useful work done. If I wasn’t thinking about at least trying to meet my targets for the Club, I doubt I would have spent as much time as I have been working. By measuring what I do, what I do gets done.

Categories
Game Design

Interesting Game Ideas: Daddy Long Legs

Game Idea:
Daddy Long Legs

Premise:
Creation with incredibly long legs, using them when moving about.

Huh?:
I thought about the idea of a spidery figure that moved very quickly, dodging attacks or obstacles while moving wherever it had to go. I don’t know if there was an actual spider that inspired me or if it just popped into my head.

Possible Game Here?
Imagine an overhead view of the environment. Your character is a spidery figure with its legs attached to the far edges of the screen. That’s right. The feet don’t move; however, the body does. When you click on a spot, the body moves from wherever it was to that spot. There. I’ve just described the basic interface to the game.

Perhaps there will be obstacles and enemies. Initially it will be easy to dodge them. You just click somewhere, taking care that the path is clear. As more objects fill the screen, you’ll find it harder to make a clear path. What about special items or powerups? Armor could help you to take more damage than you normally could. Speed boosts or time freezes are cliche but valid possibilities. Food could serve a functional purpose by providing health. Alternatively, it could be that the reason the spider is jumping around is to collect the food. Collecting things is fun, right?

Another possibility with this click-to-jump-there game mechanic is to have a samurai or ninja that can also pick up weapons such as swords. Wouldn’t it be cool to have a ninja jump quickly from one side of the room to another, bouncing off of walls with ease, and spinning with a sword that he/she just pulled out of the armory? Click on the spot with the sword, and the ninja will jump there to pick up the weapon. Click on opposite walls multiple times in quick succession, and the ninja will jump back and forth between them, possibly doing fancier moves each time across.

To get back to the idea of long legs as a means of movement, what about a creature with abnormally long legs? It will be able to bend its body down really low, or stand up really tall. Perhaps a side-scroller in which you must control the height of the main body? Duck down to avoid high branches in a forest, or stand tall to allow vehicles to pass underneath you. What if an enemy or obstacle takes out a leg? Do you need to repair it? Do you go on without it?

Stilts? I suppose maintaining balance could be an important aspect of the game. Lean one way or another to avoid falling off of the stilts. Maybe the stilts allow you to access items that are really high up, or they could allow you to climb in through a window easily. Losing the stilts will make such tasks harder.

Summary
Once again, there are a number of game mechanics that can be based on a single idea. Do incredibly long, spidery legs make for good games? Maybe, but I suspect it will depend on the implementation.

Categories
Game Development Games Geek / Technical Personal Development

A Project Completed!

At the beginning of March, I interviewed for a position at a company. I was asked to create a small text-based game to demonstrate how I would go about solving it. After a week, they asked to see my code even though it wasn’t finished yet. Apparently they liked it since I got the position.

Even though there was no need to complete the project, I kept working on it. Last Friday morning, I finally finished it.

It took almost two months of (admittedly inconsistent) part-time work, but I have finished a project. It was simultaneously simple and more complex than I thought it was going to be.

I used the tips from my previous post,Object-Oriented Game Design. I separated almost everything into Entity, State, and Action objects. In the beginning, I had to work on not only wrapping my head around the concepts but also code up the infrastructure to allow for it. By the end, adding a feature became as simple as creating the appropriate State or Action derived classes.

I’ll admit that I cheated a bit. For instance, when I create the game board from an XML file, I have a class that has no business populating the board with Space objects. I probably could have created a few Action classes to do it, though. PopulateBoard, AddSpace, etc.

Still, the game is finished. I spent a bit of time trying to match up each delete with its respective new. I fixed an off-by-one bug that would crash the game if you moved back three spaces and you were going to cross from the beginning of the board to the end of the board.

On the other hand, it isn’t really a “game” since there is no interaction to speak of. The players roll two dice and move according to the dice. There are no choices. Still, this simulation proves that it is easy to create games based on entities, components, and actions. I hope to translate what I learned into Oracle’s Eye and other games.

Categories
Games General

Roger Ebert On Games and Art. Again.

In the Sunday Chicago Sun-Times, Roger Ebert once again makes his beliefs known about the ability of games to be artistic. Someone asked about “Silent Hill” director Christophe Gans and his comments in an interview in EGM, and Ebert responded in his Movie Answer Man.

Ebert gave a bad review (1.5 stars) to “Silent Hill”, the latest movie-based-on-a-video-game that everyone will hope to be good but will almost always disappoint. I haven’t seen the movie, nor have I seen “Doom”, another movie that Ebert gave a low rating to. I figured that “Doom” would be a terrible movie adaptation, and I haven’t played any of the “Silent Hill” games so I had no urge to see something that might spoil the game for me. Besides, it would probably be bad as well. Most video game-based movies are. I liked “Super Mario Bros”, even though I was one of a handful of people in the theater, but I wouldn’t claim that it was a good movie by any stretch of the imagination. I was very young and a big fan of the game series, after all.

Anyway, “Silent Hill” got a bad review, and Gans had said that he thinks that video games can be a form of art. I read part of the interview, and the big quote is:

EGM: It certainly doesn’t help our industry when a major critic like Roger Ebert comes out and says that “games are not art”
CG: Fuck him. You know, I will say to this guy that only has to read the critiques against cinema at the beginning of the 20th century. It was seen as a degenerate version of live stage musicals. And this was a time when visionary directors like Griffith were working. That means that Ebert is wrong. It’s simple. Most people who despise a new medium are simply afraid to die, so they express their arrogance and fear like this. He will realize that he is wrong on his deathbed. Human beings are stupid, and we often become assholes when we get old. Each time some new medium appears, I feel that it’s important to respect it, even if it appears primitive or naive at first, simply because some people are finding important things in it. If you have one guy in the world who thinks that Silent Hill or Zelda is a beautiful, poetic work, then that games means something. Art only exists in the eye of the beholder. You know, I saw The Good, The Bad, and The Ugly when I was eight, and I thought it was a masterpiece. And at that time, I felt like I was alone thinking that. But now, it’s commonly accepted as being a classic, so I was right!

I will disagree with the assertation of the question. I think it does help when someone like Ebert says that games aren’t art because it gives us something to focus on. Do I believe games are art or could be art? Yes, and I’m not alone. Now we just need to show how. I don’t expect anyone in movies to point to very early film and claim those were masterpieces of theatre. “Citizen Kane” came out many years after the first motion picture was available. I don’t believe we’ve seen our “Citizen Kane” yet.

That said, I don’t believe that games are intrinsically incapable of being art. Ebert’s argument?

I am willing to agree that a video game could also be a serious work of art. It would become so by avoiding most of the things that make it a game, such as scoring, pointing and shooting, winning and losing, shallow characterizations, and action that is valued above motivation and ethical considerations. Oddly enough, when video games evolve far enough in that direction, they will not only be an art form, they will be the cinema.

Scoring makes a game. Pointing and shooting makes a game. Winning and losing makes a game. Shallow characterizations make a game. Action valued above motivation and ethical considerations makes a game. If you’re amazed, I understand. It was news to me, too.

Are there games that include scoring, shooting, winning and losing? Yes. What about games with stock characters? Action for the sake of action? Check, and check.

But if I remember correctly, there are quite a few movies about winning and losing. There are quite a few movies with terrible characters. There are action flicks that have no reason for a lot of the violence and explosions. We can point to films that have “evolved” past those, so they don’t count anymore, I guess. We could point to games that have evolved as well, but it would be similar to comparing very early film to modern theatrical performances. How would a motion picture about a bunch of people running and spinning around in dresses stack up to “Rent” or “Wicked” or even Shakespeare’s works in terms of artistic value?

Ebert is writing about video games as if he can really talk about them as an authority. To Gans he argues:

As David Bordwell has pointed out, it can take at least 100 hours to complete a video game. Do you really feel you have mastered the mature arts to such an extent that you have that kind of time to burn on a medium you think is primitive and naive?

Not all games are 100 hour marathons, and no one is expecting Ebert to play the games that are. What about the six or eight hour games? Two hours? The twenty minute ones? We can’t expect Ebert to know about them, let alone play them, but I’m sure he’ll still have something to say. After all, they are video games, and apparently all video games are just shallow action flicks.

Most games are just games. Most games are not meant to be artistic in any way. There are motion pictures that have no artistic value, and I’m sure that Ebert would agree. It took some time before movies were treated as anything more than a novelty, and even more time before film critic became a respected position. Video games are still being treated as children’s toys, even though most gamers are over 20 years old. It is hard to have serious discussions with people from other industries when they continue to get their best opinions from “our side” from a 13-year-old gamer who would think that “Super Mario Bros” was a great movie if it came out today.

I don’t care about the people who thought that the Doom movie was the greatest thing ever. I doubt anyone cared what I thought about “Super Mario Bros” when I was younger. I don’t go to the movies to watch video games, and I thought it was incredibly dumb to have a first-person perspective in a movie to try to mimic the game. 11-year-old Joey and 10-year-old Tommy might disagree with me, but who made them authorities on movies? So the headline “Ebert vs the gamers” is supposed to make it seem like there is a huge intellectual debate when in reality it betrays how the game industry is being perceived. It’s just for kids, after all.