Categories
Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD32: Art for “A Giant Weapon” #LDJam

After I got a working build of my project, which didn’t take too long, I started doodling some monster faces.

LD #32 Giants And Ogres

I love how goofy the faces are. I want the monster’s face to be expressive so that it can give clues to the player about what it is thinking.

But just how giant is this character going to be? It can’t be so huge that you can only see its feet. I suppose it would cut down on asset creation, but I envision a very emotive monster which requires a visible face. I want it to be seen as a huge monster, so being merely a head taller than all of the other characters in the game isn’t enough.

But what if there is no player character? That is, the player can interact with the world without having a representative in the world. Then the monster can fit on the screen, and any characters can be incredibly tiny. After all, their faces aren’t as important as the fact that they are running from a marauding monster coming through town.

Maybe they are very tiny stick figures in comparison.

I’m not completely sold on the idea of having no player character. I like the idea of the player running around, trying to get the monster’s attention while avoiding the chaos and destruction.

LD #32  Moving Monster On Screen

That mock up image of the monster now moves about the screen on its own, although the AI is basically “bounce off the walls” and will need to be replaced.

I realized I was falling asleep as I was coding, so I think I’ll go to bed.

Categories
Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD32: Weapon Ideas #LDJam

Ok, it’s two hours later. I had leftover green olive and onion pizza for dinner:

LD #32 First dinner

And my wife came home from an event with a red velvet cupcake for me:

LD #32 Red velvet cupcake

I came up with a number of ideas for this theme, especially as people on IRC bounced quite a few around:

  • The Bourne Identity: remember that scene when Bourne used a rolled up newspaper to hit the other guy? And then he stabbed him with part of a pen that was lying around? A game with a lot of random stuff that requires the player to be resourceful and clever.
  • Infectious Agent: a restaurant owner is trying to poison the right spy without killing customers.
  • Kite a Giant: lure a large monster toward a city/castle/friend’s cooler treehouse/etc, while ensuring it doesn’t get bored or killed.
  • Sunlight Focused: kill a neighbor’s flowers with beams of concentrated sunlight in order to win the local horticultural contest.
  • Food Fight: a cafeteria featuring students with ridiculous weapons, such as mashed potato guns and banana missiles.
  • Toys: inspired by the Robin Williams movie, in which wind-up toys fight (I recall this is a multi-decade old game already).
  • Information Warfare: choose which important papers to shred in order to leak secrets.
  • Books: check out books from a library before your coworker does to prevent him/her from learning and getting that promotion.
  • Excruciatingly Severe Body Odor: your odor is repellent. Make use of it!
  • Numbers vs Letters: it’s a battle between the higher level and abstract thoughts!
  • Shapes: an RTS inspired by the different shapes in Flatland.
  • Monopoly: use market pressures to defeat your competitors.
  • Avalanche/Cave-in: cause a disaster to trap other people.
  • Cactus vs Balloon: inspired by some art in my room.
  • Nanotechnology: tiny invaders that destroy your enemies from the inside out.
  • Mind Control: make your opponents do self-destructive things.
  • Fear: scare people towards disaster (for them, obviously).
  • Vampire Hunter: use blood disease to kill vampires.
  • Eggs: birds hatch and peck at opponents.
  • Plunger: you’re a plumber, and you have to save the day.
  • Hopes, Dreams, Aspirations, and Fears: you work in HR at Large Corporation, Inc.

I also tried to come up with a list of potential weapons:

  • Gravity Wells
  • Vacuum cleaner
  • Air guns
  • Summon beings, such as demons
  • Weather
  • Ever increasing mass
  • Sex appeal
  • Paper cuts
  • Bullying
  • Embarrassment
  • Candy
  • Innocence
  • Music
  • Laundry (dirty or otherwise)
  • Humor
  • Banana peels
  • Kisses

Out of all of them, Kite the Giant is the one I keep thinking about. I like the idea of indirectly influencing a destructive force.

I think I’ll go ahead and call it. That’s my game idea, and I’m moving forward with it.

Categories
Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD32: An Unconventional Weapon #LDJam

The theme has been announced, and it’s An Unconventional Weapon.

I think I’ll start by exploring that theme quite a bit, and I’ll get back to you about what I’ll do. I’ll think about this theme over a quick dinner.

My goal will be to have something playable, or at least controllable, before the first 12 hours are up.

Since I’m not using something like Unity or Unreal Engine, I won’t be able to whip something up in mere moments, but I know I’ll be able to leverage some of my own code as I have in the past. Each Ludum Dare gave me something new to make use of.

My strategy for this Ludum Dare is to doodle a lot whenever I’m not programming. I’m not very good with digital art programs, but I can put pencil to paper decently enough, and I can just digitize it after the fact.

Categories
Game Design Game Development Geek / Technical Linux Game Development Personal Development

Ludum Dare #32 Is About to Begin #LDJam

I’ll be participating for the first time in two years, when I made a simpler-than-I-would-have-liked game for Ludum Dare #24: Evolution.

Before that, I participated in #11 (Minimalist), #12 (The Tower), #13 (Roads) #14 (Advancing Wall of Doom), #15 (Caverns), #18 (Enemies as Weapons), and #20 (It’s Dangerous to Go Alone. Take This!). I also have a number of MiniLDs under my belt. I’ve gained enough experience to attain Veteran status, so I get +1 to the category of my choice, I think.

I’ll be using libSDL2 and related libraries, NFont, Gimp, Audacity and SFXR, C++, vim, and my Ubuntu system for a development environment.

My past self posted a handy checklist on my blog: https://www.gbgames.com/blog/2012/08/pre-compo-checklist-for-ludum-dare-ld48/ Thanks, Past Self!

As always, I’ll try to cross-post my progress both on the Ludum Dare website and on my own blog.

Oh, and here’s my office pic:

My Office for LD32

Good luck, everyone! I’ve missed you.

Categories
Game Development

Hear Indie Speakers for Free at EPX Indie 2015

If you’re in the Iowa City, Iowa area, you might be interested in attending EPX Indie 2015 today at 6PM, hosted by EPX Studio, a student organization dedicated to developing media such as video games, animations, websites, product design, robotics, and whatever else their members are interested in.

They’ll have four speakers, including:

  • Kate Craig – Artist for Gone Home (Skyping in)
  • Anthony Burch – writer for Borderlands, blogger, co-host of Hey Ash, Whatcha Playin? & more (Skyping in)
  • Eric Neuhaus – local game developer for Virtually Competent
  • Tom Heinecke – local game developer who’s worked on the Guitar Hero series, as well as Bit Dungeon for his own company KintoGames

For more information, see the EPX Indie 2015 Facebook event page at https://www.facebook.com/events/423711344477067/

Categories
Marketing/Business

GBGames Will Forever Be Known As GBGames.ly

Today’s market is incredibly competitive. With so many platforms and environments, there are multiple alternatives for customers to choose from.

It’s no longer possible to stand out by blogging about the struggle to be an indie game developer. With social media such as Twitter, Facebook, and Google Plus, and blogging platforms such as WordPress, Blogger, Tumblr, and Medium, with millions of authors using them, how is any one indie supposed to reach an audience of players to let them know how difficult it has been to tweak a piece of their homemade game engine to produce a sound effect when an animation plays for the last week?

A good, catchy, and modern business name is how.

My current business name, GBGames, is boring. It doesn’t give off the vibe of a popular Internet company at all. Who would want to read about how my particle effects engine is almost done or that I can now do a neat fade-to-black effect when transitioning between levels I haven’t made yet for my game project?

I wouldn’t blame anyone for ignoring a poorly-named company’s blog.

And so it is with great pleasure that I announce GBGames.ly.

GBGamesly

Adding that -ly means that GBGames.ly will ride a trending wave of startups and businesses, allowing me to rise above the other indie game developers writing about how hard it is to come up with a good game idea.

GBGames is tired and worn. GBGames.ly is hip and modern.

It’s an exciting time, and I am happy for you to join me as I transition into this newer, more contemporary GBGames.ly.

I’ll update the logos on the rest of my website when I get some time. I’ve been really busy here trying to get double-clicking to work in my game engine, although I think that I might start over with a new engine because I learned a lot while writing this code, and I know I can do it a lot more efficiently.

Categories
Games

We Own Our Art #GDC15

Nathan Vella, host of the 2015 Independent Games Festival, closed out the awards show with a plea to the better side of everyone:

This past year has exposed a lot of hatred and some significant unpleasantness in our industry. As of tonight, there continues to be women, people of color, and lesbian, gay, bisexual, trans, and queer artists who are being trolled, and spammed, and threatened, and doxxed, and hacked, and even driven from their homes.

It’s no longer possible for those of us in this room to ignore or minimize these issues with our industry or these issues with our art.

I know you all believe it. I know you do.

Pause for applause.

But just as this year has exposed all that ugliness, it’s also exposed a new generation of creators and activists who are fighting for video games and video game culture. They’re fighting for us, the independent games community.

I really don’t think they want our gratitude at all. I think they need our support.

I think they need us to work together as a community to show people a new way to engage with each other and play.

So let’s all fight back against this hate the best way we know how: through our games, and through our teams, and through our collaborations.

Let’s make sure our games aren’t embodying any stereotypes or caricatures.

Let’s make sure as a community we are supportive of one another, and we are as welcoming as possible to any and all new voices.

To me, this really gets to the core of what it’s about to be an independent developer.

We don’t have any stock prices to fret over. We don’t have any entrenched political dogmas.

We own our art.

This gives us a real opportunity to be the change that we all want to see in this industry.

And I think that we can change, for the better, together.

We own our art.

Four small words that lay down a huge challenge.

While a number of people think that games are just for fun or for kids or shouldn’t be subject to grown-up criticism, games are important.

They have meaning imbued in them by their designers. The mechanics and aesthetics are communicating something about the world, and since games are interactive, it means the player is not only learning how to play the game but also to interact with the greater world.

While I don’t believe playing violent video games turns innocent children into killers, I do think that if the only interaction they are exposed to is “attack”, then it shouldn’t be surprising that people grow up to have trouble resolving conflicts.

Instead of figuring out how to create solutions to arguments or disagreements, people learn that destroying the opposition is the way to get results.

All that said, violent shooters or games played “just for fun” aren’t bad games. They are thankfully just one facet of the entirety of games, and having a healthy, diverse set of experiences allows for more well-rounded play, which should translate into more well-rounded players.

Now, I’m not saying I think games will bring love and kindness to everyone.

But knowing that there is a game about people who aren’t like me, and learning about the creators who aren’t like me, means I have a chance at learning about them as more than a stereotype, so when I meet people in real life I’m more likely to treat them as human beings worthy of dignity.

We own our art. What we create is our uncompromised vision of what we want to bring out to the world for others to experience.

What kind of vision of the world are you delivering to your players?

Categories
Game Development Games Marketing/Business

GDC 2015 Starts Today

Four years ago, I attended my first and only Game Developers Conference.

While many people find the conference overrated or a pain to travel to, I miss the energy of so many game developers in one place, sharing their passion and experience with each other.

I miss the Independent Games Summit and the AI Summit. I learned quite a bit from the sessions I attended, and I met quite a few game developers I only ever knew online for the first time.

I miss the Expo floor, not only for playing demos of everyone’s games but also to see what new trends and technologies might be coming.

I would love to check out the GDC Education Summit.

I want to see who will win at the Indie Games Festival and how Nathan Vella compares to Andy Schatz as host. I’m sure he’ll be great, and he’ll say inspirational things we’ll all want to write about. No pressure.

I’ll be following this year’s action on Twitter and on Gamasutra, unless anyone has any better recommendations.

While my wife and I are still watching Oscar-nominated films, I’m surprised I haven’t been looking into playing Seumas McNally-nominated games. I’ll fix that now.

Congratulations to all of the finalists for the IGF! I see many of you have a GNU/Linux version of your game, and I’m looking forward to trying them out.

Categories
Games

I Just Wanted to Play a Game with my Friends

As someone with a full-time job and trying to work on a business on the side, I find that I don’t play as many games as a game developer probably should. Most of the games I have access to are many, many years old, so I’m a bit out of touch with the latest offerings from major publishers.

Most of the time, though, I don’t seem to miss it. There are plenty of indie and major publisher games that are available that I still haven’t played, so I’ve got quite the backlog to tide me over.

But some friends of mine were playing online regularly, so I thought it would be a good opportunity to spend some quality time with them and also join my first MMO since playing Runescape about a decade or so ago.

Unfortunately, Star Wars: The Old Republic isn’t available for Linux-based systems, and WINE support sounded like I could expect to install the game but not really find it playable.

What follows is basically me whining, so feel free to find a better use of your time.

I booted up Windows for the first time in over a year on my desktop system, and I start downloading the installer, which required setting up an account.

It turns out that it installs a launcher, which then patches itself by downloading for a bit. Soon, I’m able to…

…start retrieving the minimum download.

There is text that pops up to inform me that until the full game is downloaded, I can only play on the starter worlds. Ok, fine by me. I’m new to the game anyway.

Except, how do I start the game? The Play button is grayed out.

Then my system blue screens. I haven’t seen that color in a long time.

After rebooting, I find that the minimum download in progress is at negative 100%. After waiting and hoping it would resume from before, and after searching online for help, I found that rerunning the installer helped. I think it was downloading, but the progress percentage was displaying wrong, and reinstalling the launcher made it display correctly.

Then, I waited almost an hour before it finished downloading the basic client. Hey, the Play button is accessible now!

I texted a friend to ask what server they were playing on, but since they are probably having fun, I didn’t get a response right away, so I chose one that seemed probable, and I started creating a character.

Once the character was created, I had to “activate” the character, then I could play.

I saw a loading screen with some text about the smuggler’s activities when suddenly I was looking at my desktop.

Huh.

So I started the game again, and when I finally got back to that loading screen, it crashed to the desktop without so much as an error message again.

And then again.

So, a couple of hours later, and I still haven’t started the game, let alone been able to join in the fun with my friends.

And the best part?

My friend finally got back to me to say that he doesn’t remember selecting a server. He said they are part of Starfleet, and you can choose between Starfleet, Klingon, or Romulan.

Wait, what? I just spent the entire evening struggling to install and play the wrong game?!

At this point, I’m simultaneously happy that I don’t have to fight with Star Wars: The Old Republic anymore and frustrated that I now get to start the entire download-for-hours-without-playing experience again with Star Trek Online.

I understand that these are huge, expansive games with a lot of content, so I probably should have prepared my computer before the scheduled gaming session, but from what I read online, I’m not alone in needing to find time to play games only to discover that the time is spent downloading updates or patches or otherwise preventing game time from including game play.

For now, I’m going to bed.

Categories
Game Design Games

Does Your Game Instill a Sense of Wonder?

Alice In Wonderland

I recently came across this fantastic TEDx talk from June 2014 by Mac Barnett, an award-winning author of children’s books. Somehow, he managed to share some behind-the-scenes secrets for crafting experiences without ruining what makes those experiences feel so amazing.

Why a Good Book Is a Secret Door:

He talked about how art or fiction can take us to a place where we simultaneously know that what we are experiencing is not real yet believe it anyway.

I’m going to call it wonder. It’s what Coleridge called the willing suspension of disbelief or poetic faith, for those moments where a story, no matter how strange, has some semblance of the truth, and then you’re able to believe it. It’s not just kids who can get there. Adults can too, and we get there when we read.

There are some books from my childhood that stuck with me, and I still have them on my shelf. Aliens for Breakfast by Jonathan Era and Stephanie Spinner is the story of a boy who finds out he has mere days to save the world from the evil alien disguised as the charismatic new kid in his class. It’s about 60 pages long, but it was filled with strange ideas, like aliens traveling through freeze-dried cereal boxes, mixed in with familiar ones, such as dealing with the complex social interactions of childhood.

I loved every minute of reading it, and while I don’t remember much about the made-for-TV movie version starring Sinbad and Ben Savage, I just found out that the sequels Aliens for Lunch and Aliens for Dinner exist, so I’ll be right back.

Ok, I’m back.

As a grown-up now, I have other books that appeal to my sense of wonder. I just finished inhaling The Martian by Andy Weir faster than any Harry Potter book, which is about a man who finds himself stranded on Mars after his crew aborts a mission and leaves him behind because they thought he was dead. Things I take for granted, like being able to step outside without worrying about how much oxygen I have or whether I’ll be able to find food, the protagonist Mark Watney has to work to come up with ingenious ways using the limited resources he has. It’s not like he can have NASA beam him freeze-dried cereal. And if he makes a mistake, he’s dead. Mars is a harsh place.

A place I’ll probably never visit, so it is amazing to live vicariously through someone who did, even though he never existed.

We know these characters aren’t real, but we have real feelings about them, and we’re able to do that. We know these characters aren’t real, and yet we also know that they are.

Barnett went on to say that children get to the wonder a lot easier than adults do.

I’ll agree with my limited experience. My young nieces are the best audiences for my incredibly amateur magic shows. I can make a coin disappear, and even if they can see that it fell into my sleeve, they still aren’t sure if they did, especially when coins pop out from behind their ears.

I want to create that experience with games. I want children to play my games and think about what’s possible in a world they think they know.

Just as I thought about what would happen if the dinosaur at the museum came to life and became a pet for a day, or if it actually rained meatballs and hamburgers from the sky, or if my teachers were actually aliens ready to flunk the planet, I want my nieces to have that same sense of wonder.

Games can definitely do it.

I found it very compelling when Samus Aran lost her suit’s powers early on in Metroid Prime, forcing her to continue her mission without them. I liked how Ness was just a kid when he discovered something strange about that meteorite in Earthbound and had to save the world while also remembering to call his family regularly. Spiderweb Software‘s Geneforge and Avernum series tended to put you in the role of a character who discovers pieces of the truth about the world and must make important decisions about loyalties and goals.

A lot of my favorite games involved a protagonist who suddenly finds himself in the middle of a new situation and needs to figure a way out: The Illusion of Gaia, Chrono Trigger, Homeworld: Cataclysm, Don’t Starve, and yes, even E.T. for the Atari 2600. Beyond the idea of facing a challenge, these are characters who tend to find themselves suddenly confronted with a challenge when they were otherwise living their lives. The challenges intruded on them, and they had to step up and respond.

I want the games I create to put my nieces in the middle of fantastic and surprising experiences, figuring out what to do without limiting themselves to what they think is currently possible. I want them to finish a play session and have it stick with them in the real world.

It would be a fun way to prepare them for their weekend trips to Mars at the very least.

(Photo: Alice in Wonderland | CC BY-2.0)