Categories
Games Geek / Technical General

Are Games Art Chat Log Available at Manifesto Games

Sometime back Gamasutra posted a news item regardinga discussion about games as art held at Manifesto Games.

Are games art? If not, why not? And if so, why? Is thinking of games as art useful or actually a hindrance for game developers? If games are art, what should our aspirations for the form be?

MIT’s Henry Jenkins, video game theory professor Jesper Juul, game designer Santiago Siri and gameLab’s Eric Zimmerman were invited to argue whether or not games could be considered art and who gets to define it as such. It was a playful discussion, with comments ranging from the humorous to the serious. While nothing definitive was decided, it did show that labeling video games as a form of art is difficult, but it is not because they are inherently not artistic, as Roger Ebert would claim.

The complete chat log can be found at Manifesto Games.

Categories
Game Development Games General Marketing/Business

Want to be an Indie Game Developer?

Yesterday at 4PM GMT, a number of people were asked to write on the topic of the independent game industry. If you read many game development blogs, you would have noticed that a number of them had the same title: “So you want to be an Indie Developer?”

Among the writers were Dan Marshall of Gibbage fame, Tom Arundel of Introversion Software, Juuso Hietalahti of GameProducer.net, and Cliff Harris of Positech Games. The complete list of links is below:

I believe everyone will agree that Lemmy and Blinky’s post was the funniest. Paul Timson, aka Sharpfish, has some sage advice for indie developers who might not realize what can happen if you don’t take advantage of “RIGHT NOW”. You can’t just wait for someone else to give you your dreams and accomplished goals.

Categories
Game Development General Personal Development

Thousander Club Update: November 20th

For this week’s Thousander Club update:

Game Hours: 227.25 / 1000
Game Ideas: 500 / 1000

Target: 903

A little less than 100 hours left for the year!

I spent another week researching Autotools, and I managed to get two text-based applications building with it. One was a basic “Hello, World!” application, and another was a text-based board game simulation that I completed months ago. Now, I am trying to get the Kyra Sprite Engine building into a shared library. Previous versions already had a working autotools build system in place, but it has been broken for the last few iterations. Ideally I could get it back to a working state. At the very least, I would like to be able to use Autotools on my project while integrating Kyra into that build procedure.

Of course, November is almost over, and a month ago I said I wanted to be able to complete a Space Invaders clone. Researching and using Autotools is only tangentially related to that goal. Of course, goals can be changed, and I think that sticking with learning a new skill would work better than taking a break to make a game, which in all likelihood would take longer than I think it would.

So my plans change again, only I don’t feel too bad about it. Sure, it means putting off finishing another game, possibly until the beginning of 2007, but it also means that I am not trying to spread my focus across five different disciplines at once. I am still moving forward, and learning a new skill always feels as though you are not being productive at first.

Realistically, with the holidays approaching, I can see my time getting split up between the day job, game development, and family, which means that Space Invaders might really take me a couple of months to make anyway. But hey, once it is made, I should be able to easily build and distribute it.

Oh, and I also spent a number of days coming up with some really simple ideas. I plan to catch up to 1,000 ideas by the end of the Thousander Club for this year. Last week I was at 445 ideas, and now I am up to 500. If I spend a few more weeks coming up with hundreds of ideas, I should be able to make it. It has been a long time since I posted one of them, and I hope to post one for this week.

Categories
Game Development Geek / Technical General Politics/Government

Games 4 Girls Competition Registration Is Open

In an effort to attract more females to computer science, a male-dominated field, the Games 4 Girls competition asks college women to create computer games designed to be fun for middle or high school age women.

In previous competitions, Game Maker was required, but this year other tools and platforms can be used. The only requirement is that the games can run on Windows XP (the competition is partly sponsored by Microsoft, after all).

This past year’s winners were Cornell University’s Green, Eggs, and Pan, the University of California-Irvine’s Eterative Tale, and North Central College’s DummerUnfall. Honorable mention went to Fluff, created by the team from University of Buffalo.

For this year’s competition, each member of the winning team will be awarded $1,000. Second and third place team members will receive $500. Also, three teams will win $1,000 for their Women’s Club/Organization. If you are a female college student, and you’re interested in the competition, the registration date is December 22nd, 2006. Deadlines and general information about the competition can be found at the Games 4 Girls site.

Categories
Game Development General Personal Development

Thousander Club Update: November 13th

For this week’s Thousander Club update:

Game Hours: 218.25 / 1000
Game Ideas: 445 / 1000

Target: 882

I have printed out the manual for Autoconf, which is the tool used to create configuration scripts for a wide-variety of Unix-like systems. Together with Automake, it will allow me to make packages that users will simply need to configure && make && make install. So far, it doesn’t seem like it is too complicated, but it is difficult to find beginner documents that don’t assume you already know something. Interestingly, the Autotools book claims to be a tutorial, but it seems to give examples without explaining much, expecting you to use the reference manuals for the individual tools.

I intend to write my own set of tutorials since I think these tools would be much more useful to developers if they only knew how to use them.

Categories
General Linux Game Development

Better Flash Support for Mozilla, GNU/Linux?

I never thought I would be posting anything from Happy News, but then I saw the article entitled Adobe Gives Mozilla Some Computer Code. Basically, Adobe shared some code with the Mozilla Project related to ActionScript, which is what the Flash player uses.

Mozilla created a new project called Tamarin to “implement a high-performance, open source implementation of the ECMAScript 4th edition (ES4) language specification.” The FAQ answers the question of what exactly is being contributed:

The Tamarin release will include the following components:

* Source code from the ActionScript Virtual Machine (AVM2) as currently shipping in Adobe Flash Player 9, including the Just In Time (JIT) runtime compiler and conservative garbage collector.
* A partial implementation of a prototype compiler written in ActionScript, which will be developed by the open source community to implement all of the ECMAScript 4th edition specification. This will be a “self-hosted” compiler that is written in the language it compiles.

I’m surprised more open source news sites haven’t mentioned this news. Maybe I am jumping the gun a bit here, but if the source is being made available, doesn’t it stand to reason that open source implementations of Flash Player will be much better on Gnu/Linux? If so, it means that web-based games will have more reliably available players. To indie game developers, it translates into more potential customers. To us Gnu/Linux users, it means we’ll finally be able to view Flash movies or play Flash games without missing text or wondering if it froze.

That is not to say that Flash Player itself has been open sourced, as Frank Hecker clarifies. Still, if the basic scripting language is going to get better, then Flash might, too.

Categories
Game Development General

IGDA Created a SIG for Tool Development

According to a GameDev.net news report, the IGDA has created its own special interest group on tool development.

Tool Box is the SIG’s blog, and even though there are only a few posts, there is one link to an article at Gamasutra called Swiss Army Chainsaw: A Common Sense Approach to Tool Development that was posted a couple of months ago.

Some other options for the tool building community include the forum and the mailing list.

With content creation being such a big emphasis these days, even the indie game developer could benefit from better tools.

Categories
Game Development Games General Personal Development

Dexterity.com Shuts Down, Articles Go Missing

Steve Pavlina announced that he has shut down Dexterity.com, his shareware game development business which he has run for about 12 years.

Unfortunately, he hasn’t transferred his articles on game development practices. Some of his articles have been updated and are in his articles section, but some, such as “Zero Defect Software Development” and “Shareware Amateurs vs Shareware Professionals” are nowhere to be found.

I’ve personally found these articles to be a great resource, and in fact they were the reason why I was inspired to start my own indie game development business. It would be a shame if we could only access them through archive.org or Google’s cache.

EDIT: Some of these articles are in the Association of Software Professionals newsletter archives, available to members only. If No Independent Developers Are 100 Times Smarter Than You, Then Why Do Some Get 100 Times the Results? is a free article.

Categories
Games General

Happy Indie Halloween!

This year I am dressing up as myself from two years ago. Scary!

Every year I tell myself that I am going to plan my costume months in advance, and every year I am almost always trying to scrounge together a costume at the last minute. I just never make it a high enough priority. Still, sometimes the last minute costumes are the best and most creative. One year I was the World Wide Web.

Anyway, I was thinking about playing some horror-themed games, and besides mainstream titles like Resident Evil 4 or Eternal Darkness, I couldn’t of many. I remember playing a great Flash game called Found Lost that was pretty spooky even though it had unrealistic graphics.

There is also Penumbra, one of the games in the running for IGF 2007. While I haven’t had a chance to play it (it’s Windows only), it promises to be a scary game.

How many other indie games out there are in the horror genre? What will you be playing today?

Categories
Game Development General Linux Game Development

Relative Path to Game Directory on Gnu/Linux

One thing I discovered when trying to run my Pong clone is that I had to change to the same directory as the binary in order to run it. I should be able to just type “sdl-pong” from the command line and have it run without caring which directory is my current working directory. Now, I didn’t hardcode it to use the exact path name for files, so I could move the entire game directory and it could still run just fine. I haven’t made that mistake since I was actively using QBasic almost 10 years ago. B-)

I don’t want to require the user to need to use the command line interface to run the game, so I need to solve this problem. No matter where the user is currently running the game from, the game should run. So what can be done?

Well, luckily, this problem has been solved. I checked, and sure enough, the games I currently have installed do almost the same thing.

The games are launched using a shell script. When you type “darwinia” or “dhlore” or “drod-jtrh-demo”, the thing that you are running is a shell script. In some cases, the path is hardcoded, but the best way is to use the script to find the actual path to the game binary, then run it.

How does one find the path? Sam Lantinga, of Loki Software and libsdl fame, had created a script called FindPath(). Details can be found in this mailing list post.

I don’t know why something so simple and easily solved isn’t more readily available to new developers. I just checked, and “Programming Linux Games” does not seem to use such a script for Penguin Warrior, the example game provided. “Linux Game Programming” mentions path names, but only when talking about the difference between Windows separators (“\”) and everyone else’s separators (“/”).

It took me some time before I found the script online, but now that I know what to look for, it is easy to find.

Unfortunately, I found out that it may be a problem. At least, it isn’t recognized as THE way to do handle the relative path problem. It seems that while the Filesystem Hierarchy Standard mentions using /usr/local/games for your installation directory, there seems to be some contention. Do you use /usr/local/games, or do you use /opt? What files should belong where? Is it even ok to worry about relative pathnames, or should your game assume that the files will be in the standard locations? If you distribute binary-only games, is it safe to ignore some documents because they assume that everything should be distributed as source?

After spending only a couple of days on this topic, I no longer wonder why hardly anyone makes games for Gnu/Linux. Even if you decide to do the actual development of the game, just packaging it up and distributing it is a big hassle. I believe Apple provides developer resources that specify details such as these, as does Microsoft. Until there is a definitive answer as to how to do something, one solution seems as good as another.

Of course, I could do worse than to follow the example of Introversion or Loki.