Categories
Game Development Games General

The First Carnival of Video Game Bloggers

There are quite a few carnivals popping up these days, and the latest one is the Carnival of Video Game Bloggers.

And for the first edition of any carnival, there are many good articles. They covered a variety of topics from the humorous, the rantish, and the serious. Posts railed against the Virtual Console on the Wii and Microsoft’s apparent hate of game players, compared game rental services, informed you how to put together your own arcade cabinet, and even educated you on the benefits of serious games for hyperactive children.

I counted 18 different posts covering those topics and more.

Categories
Game Development Personal Development

Thousander Club Update: February 19th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 30.75 (current year) = 293 / 1000
Game Ideas: 616 (previous year) + 0 (current year) = 616 / 1000

I have been spending part of the week figuring out what I should call v1.0 of my Space Invaders clone. I want to finish it as soon as possible so that I can release it and immediately start working upon new features and variations. While I could continue to work on it, I would rather be able to point to a finished game and claim it is mine, no matter how derivative, than to continue to explain that I have not finished a game yet.

I had a friend try the game out yesterday, and there were no complaints about speed or controls. When I had first started, it was apparent that the aliens moved too fast, especially for someone who hasn’t been developing the game for hours. At the very least, I now know that I have a playable demo that people seem to have no problem picking up and playing.

Categories
Game Development Games General

The Carnival of Game Production Is Back!

Once again, Juuso has put together the Carnival of Game Production with a collection of quality articles.

Featured articles include:

  • Joonas Laakso’s Wannabe game producer’s confessions.
  • Jay Barnson’s Should I Become An Indie Game Developer?
  • Paul Eres’ Principles of Playtesting
  • Vedran Klanac’s How it was made? Fire Flower
  • Jochen De Schepper’s To Flash Or Not To Flash?
  • Nicholas Savery’s The Free MMO Business Model, an Alternative to Pay-to-Play
  • Joris Pyl’s Psychology in Games
  • My If Old Games Were Made Today…
  • And a special treat: Petri Purho’s The Truth About Game Development, a game about game production.
Categories
Game Development General

Unanticipated Game Development Obstacle: The Weather

In the past couple of days, I have been putting in more hours than usual. If I could keep it up, I might actually hit 20 hours for the week. I already figured that I couldn’t, what with today being Valentine’s Day (or Singles Awareness Day, or Ferris Wheel Day, or IBM Founding Day, or whatever you would like to celebrate) and Friday and Saturday evenings have me either attending or hosting a party.

What I didn’t anticipate being a problem was the weather. I drove my girlfriend to work today, and it takes an hour to get there and back on a normal day. On top of it all, due to the snowfall that Chicago hasn’t seen in seven years, SUV drivers just can’t seem to figure out why drivers of normal cars don’t want to have to drive off the street in the snow. We just can’t seem to get the wheels to go forward when part of the street actually becomes “off-road”. How about if you would be so nice as to drive your consumer-grade tank in the snow so the rest of us could actually get some traction? Thanks.

Also, parking back at home was tough. Most spots were snow traps, leaving unsuspecting vehicles unable to move. Any good, cleaned spots were taken. I don’t have a shovel as it’s been seven years since we saw any snow that merited having one. It took me over 15 minutes to find a spot even after I got home.

That’s fifteen minutes I could have spent tweaking variables or adding a new feature or even just THINKING about what I need to finish my Space Invaders clone. You would think that the weather would mean that I would have even more time to spend indoors, and now that I mention it, yeah, I would rather not leave home and deal with having to find a parking spot later or deal with a tank rush in my neighborhood.

Categories
Game Development Personal Development

Thousander Club Update: February 12th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 25.75 (current year) = 288 / 1000
Game Ideas: 616 (previous year) + 0 (current year) = 616 / 1000

On Thursday, I found The Ultimate Space Invaders Shrine which provided a lot of useful information about how the original game was implemented. I haven’t played the original game in a long time, and any games I do play are clones which may or may not be faithful ports. The Shrine had a tips section that gave me a lot of information about how the original game played. I know that the aliens had three different kinds of missiles, that the various aliens were worth different amounts of points, and that the aliens started at a lower point on the screen every level for 10 levels before starting over from the top.

My clone currently mimics the original in that the player can only shoot one missile at a time and the aliens can only shoot three missiles at once. I have not implemented shelters nor have I added a bonus ship flying across the top of the screen at random times. The aliens only have one type of missile, and the player’s missiles can’t hit it. All of the aliens are currently worth the same amount of points. The aliens can’t land yet, so if you manage to let them get past your ship, they will continue until the offset of the sprite hits some limit, and then the game will crash.

I’ve added HUD elements so that you can see how many points you have as well as the number of ships you have in reserve. If you pause the game, “PAUSED” shows up in the middle of the screen. If you shoot down all of the aliens, the message “PREPARE FOR THE NEXT WAVE!” is displayed. If you lose your last reserve ship, it says “GAME OVER”.

I am not sure if I want to make the game exactly the same as the original, and I was planning on doing a few things differently. I would prefer to have some originality in this game. For instance, instead of just starting the aliens lower on the screen and making them a little faster at the start of a new level, I could increase the number of missiles they fire as well as the speed. Maybe I might even let the blast radius matter, so if a missile collides with the ground, you still have to make sure that your ship is far enough away to be safe. Perhaps I might add new alien types with different abilities.

These are important design decisions, so I can’t just add them willy-nilly. I have to think about how I want this game to feel when someone else plays it. In the meantime, I am pleased with how well it is turning out.

Space Invaders: Now with HUD elements!

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

Measuring What Players Find Most Rewarding in Games

One of the problems game developers have is figuring out what players want. There are various papers, arguments, and forum threads on what constitutes fun and how to engineer it. Entire books may be dedicated to the question of what players like about video games. If we can find out what they like, we can make more of it.

The PENS model suggested in the article Rethinking Carrots: A New Method For Measuring What Players Find Most Rewarding and Motivating About Your Game seems to be a statistically significant predictor of player enjoyment. That is, someone has come up with a model that is incredibly accurate at predicting what a player may enjoy about playing video games.

The article is eight pages long and goes into some detail, but the Player Experience of Need Satisfaction model breaks everything down to three psychological needs:

  • competence
  • autonomy
  • relatedness

Competence suggests that players enjoy activities in which they can feel effective. Getting to the next level, finding the next item, and surviving the next zombie all allow the player to overcome challenges, and the player enjoys becoming better at these activities.

Autonomy simply means that the player feels he/she has a choice. A game that allows the player to choose his/her way through will be more enjoyable than a game that acts as if it is on rails.

Relatedness is about the fact that video game players are social animals. The article suggests this part of the model has only recently become relevant to the mainstream player, but I think that MUDs, BBS, and various multiplayer video games have existed for a long time. I am sure relatedness applied there as well.

What’s interesting about this PENS model is that it seems to be much more accurate at predicting the success and popularity of a game than trying to measure “fun” in other ways. One of the more interesting quotes:

Describing the player experience in terms of genuine need satisfaction, rather than simply as “fun,” gives the industry the deeper language it deserves for communicating what makes games so powerfully unique. It allows us to speak meaningfully about the value games have beyond leisure and diversion, diffuses the political bias against games as empty experiences, and provides an important new lexicon in the Serious Games arena where, as the name implies, fun is not always the primary goal. When we speak of games in terms of their satisfaction of competence, autonomy, and relatedness, we respect that this is both what makes them fun and also what can make them so much more.

Some new words to make it easier to talk about video games? I’ll take them.

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.