Categories
Game Development

Krabbity Interview

Turbo from #gamedevelopers informed me that Gaming Girls interviewed her.

She talked about what made her get into game development in the first place, her favorite games, and how Krabbitworld came to be.

The following is printed out and up in my home office:

Calisto: Any advice you can give anyone trying to get into game development and creation?
krabbity: Persist, persevere, focus and never say can’t. Plug through the tedium. Nothing worthwhile is ever easy. Never let something you do under par discourage you. Let it be the garbage on your way to the gold.

Categories
Game Development Games Geek / Technical General Marketing/Business

Miss Out on GDC Again?

Last year, I had to enjoy the Game Developers Conference remotely, reading the coverage of the event by other indie bloggers.

Yesterday was the last day that I could get a discount to register for the March event. Even discounted, the prices are a bit steep, and I really would have liked to go to attend the keynotes and the tutorials. Since I am not a VIP or giga in any way, I had to settle for the Indie Expo pass. I could manage that price, even without the discount.

Before I registered, I checked to see how much airfare and a hotel room would cost for the week. Ouch.

I don’t want to miss out on GDC again, so I am trying to figure out how I can afford to go. I think if I can find someone to share a hotel room with, it won’t be so bad. Failing that, perhaps I may not be able to stay for the entire week. Maybe I’ll just stay for a few days, timing it so I can attend the Independent Games Festival.

No matter what, I don’t want to miss GDC again.

EDIT: Ok, apparently the pass I was going to purchase is now sold out, which means that the only way I could go is if I use the Expo pass. I don’t think it will be worth the cost for a hotel and the hassle involved if I can’t even go to the Indie Games Summit.

Categories
Game Development Personal Development

Thousander Club Update: January 29th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 13.25 (current year) = 275.5 / 1000
Game Ideas: 616 (previous year) + 0 (current year) = 616 / 1000

This past week I managed to add a few more features to my Space Invaders clone. One feature is an explosion effect that occurs whenever the bullets in the game hit some object. The animation is simple as it is just a white ball that gets bigger before shrinking down again. I used a combination of the GIMP and ImageMagick to create the image.

Originally I spent some time trying to generalize an effect system. I was going to try to create an effect processor, as well as an Effect class that all effects would inherit from. It didn’t take me long to realize that I was going about this problem the wrong way. I knew I wanted an explosion effect, and I also knew that I will likely have other kinds of effects that would be handled the same way. Of course, I didn’t have a current NEED for handling generic effects, and to try to write code for a hypothetical need is what I am trying to avoid with this project.

When I attempted to write the component-based game engine, the entire project was an exercise in trying to guess future needs. I just didn’t know what was needed or how I would address it, and the entire project stagnated.

With this Space Invaders project, I am making actual progress by only implementing what I need when I need it. Maybe it is hacked together, and maybe it has things hardcoded that might be better off in a data file. I can always fix it later if it becomes an actual problem.

The other feature I added was a time delay for restoring the player’s ship. Previously if you lost a ship and the game wasn’t over, a new ship would appear instantly. In fact, it was so quick that if your ship was anywhere near the middle, it might not look like you lost it at all. As I don’t currently have anything to indicate the number of ships in reserve, you can easily get confused if the game was over and you thought your ship only got shot once. Now there is a timer that waits about three seconds before restoring the ship, and I think it makes it much easier to know that your ship was lost.

Neither one of these features actually changes the gameplay significantly, but they both go a long way towards a completed, professional quality project. It is almost as if the game without the explosion effect and the game with the explosion effect are completely different in quality. Now if I add sound effects, it will probably make a world of difference. B-)

Categories
Game Development Personal Development

Thousander Club Update: January 22nd

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 7.75 (current year) = 270 / 1000
Game Ideas: 616 (previous year) + 0 (current year) = 616 / 1000

I am coming up on 300 total hours, but I am not pleased at the rate I am getting there. My routine has been disrupted this past week, but I believe I did prove that I can dedicate myself to some task for many hours. If I can just focus on doing the things a game developer would do, I could make some real progress.

I’m still optimistic about this year. I just haven’t been putting forth the effort I need.

Categories
Game Design Game Development Games

First Ever Carnival of Game Production Has Started

Juuso at GameProducer.net has posted the first edition of the Carnival of Game Production. One of my posts is featured, and many of the other authors provided practical tips.

The featured articles:

  • How one man made an MMO: an interview with Gene Endrody
  • Interview with Georgina Bensley, Creator of Cute Knight
  • Automating Build and Test Systems < ---- I liked it. B-)
  • How many polygons in a piece of string?
  • Multithreaded Game Scripting with Stackless Python
  • Learn to love your level designers!
  • Wii design elements: Wii’ve Been Played!
  • The 10 reasons you will never finish your game
  • A Great Time to Be an Independent Developer
Categories
Game Development Personal Development

Thousander Club Update: January 15th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 4.5 (current year) = 266.75 / 1000
Game Ideas: 616 (previous year) + 0 (current year) = 616 / 1000

Another slow week of development. I spent the little time I did work on figuring out how to handle the explosion effects. I studied a few bits of source code, and I am now rolling my own set of effect classes. It’s not as complicated as I may make it sound, but it isn’t trivial either.

The main reason why I am not working so hard on game development is because I am spending way too much time trying to get MythTV installed using Knoppmyth. So far, I have narrowed it down to a weird-hardware-configuration problem when booting after the install. Basically, it could be anything that a newbie MythTV installer like me would think should just work.

Categories
Game Development Personal Development

Becoming a Game Developer

Steve Pavlina recently wrote about becoming a millionaire by thinking like one. One of the things he mentions is the identity shift needed, which ties into the topic of his recent podcast on faster goal achievement.

When I first heard the podcast, I realized that I am not going to finish making games so long as I continue on the poor results I’ve been posting. I need to change how I act. I need to act more like an actual game developer and less like someone who is hoping to make games in the spare time I can squeeze. I need to be a game developer if I am going to do game development.

In the Thousander Club, I have managed to pull together over 250 hours of spare-time game development. If I was actually acting like a game developer in the past year, though, I imagine that I would have put up stronger results. I shouldn’t be satisfied with only 25% of my goal for the year, and practically speaking, I shouldn’t be satisfied with not having an actual, complete, professional-quality game in all that time. And if I am honest with myself, I know that I am not satisfied.

Maybe a year or two ago, 250 hours working on an ambitious-yet-unfinished component-based game engine, a poorly designed-and-unfinished puzzle game, and a mostly-finished Pong clone would have been fine, but I can’t be satisfied with similar results at the end of this year. It’s not like I don’t appreciate the real-life experience that the past year has given me. I just want to be serious about being a game developer, and I realized that I was being half-hearted about my efforts.

Bottom line: if I want to change anything, I have to change how I identify myself.

It’s going to be hard changing my habits. Even though I’ve identified this problem before, I am still treating game development as a lower priority task, and it is usually the first thing I put on the back-burner when my schedule gets disrupted. How can I expect to make games for a living if I can’t even consider them important enough to make in the first place?
When people ask me what I do, I tell them about my day job, and I sometimes mention that I started my own shareware video game business. I mention my blog, I mention that I reviewed games for Game Tunnel, and I might say that I am slowly programming some simple games. How can I expect to make GBGames into a success when I won’t even acknowledge what I want to do? Did DaVinci say, “Oh, by the way, I also sort of paint”? Did Einstein say, “I work at a patent office. Oh, and sometimes I like to think about physics”?

I am a game developer. Once I can think like one, I can act like one.

Categories
Game Development Games Geek / Technical Linux Game Development Politics/Government

Second Life Client Source Code Released as Open Source

I found this bit of news on LinuxGames.com. Second Life, the virtual world created by the players, has had its client code open sourced. Linden Labs released the client code under the GPL.

I’m excited by this news because it means that progress on the GNU/Linux client might actually move forward, putting it on par with the Windows and Mac clients.

Categories
Game Development Personal Development

Thousander Club Update: January 8th

For this week’s Thousander Club update:

Game Hours: 262.25 + 1 = 263.25 / 1000
Game Ideas: 616 + 0 = 616 / 1000

On Wednesday, I wrote down an entry in my todo list: Create 384 game ideas.

Months ago, I entered into crunch mode at my day job and neglected a number of things in the rest of my life. I had a ritual of coming up with three game ideas per day, but once I hit crunch, my routine was destroyed, and I never did get back into it.

I thought I could catch up before December was through. After all, coming up with ideas is fairly easy, especially since my game ideas are just one-liners that indicate a concept or theme. It is not as if I am coming up with 500+ page game design documents or anything. In one sitting, I threw together over 100 ideas at once. I figure if I do it a few times this week, I can hit my 1,000 ideas goal and be done with it. Actually, I could probably dedicate an entire afternoon to creating all 384 ideas. Afterwards, I can post the entire list, along with the 161 ideas I had before I started the Thousander Club last year.

Categories
Game Development

The Carnival of Game Production

Juuso announced the creation of the Carnival of Game Production.

What is this Carnival of Game Production?
Simply put: a monthly gathering of game developers and producers at a central location. The idea is similar to those other “Blog Carnivals” – but here we present quality articles dedicated to game production. Anyone wishing to participate in the Carnival is welcome. The Carnival is hosted by a different blog each time.

If you have an article related to game production or game development, go ahead and submit it. If you want to host the carnival one month, contact Juuso.