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

LD#14: A Snack and a Cat

One of my favorite things to eat is a crispy, crunchy Granny Smith apple.

A delicious apple

Look how delectable!

Ok, so if you saw my previous post, you know that I have absolutely no code, and the first 24 hours are almost up! So as soon as I decided to start filling my project directory with brilliance, I’m attacked for my ambition:

Time to code...oof! Hi, Gizmo.

She always does this. I could be idling away online for hours, but as soon as I want to do something productive, guess who is crawling on my lap and over my shoulder, preventing me from computering? Gizmo, you’re lucky that you’re cute.

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

LD#14: An Empty Project

automotivator picture

I woke up, decided to start coding, and saw this. It was slightly disheartening, but I’m trying to look at it as a good thing. Somehow.

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

LD#14: More Design Notes

I tried asking specific questions about what I would like the player to actually DO in the game. What’s the goal? How does he/she achieve success? What challenges does the player face, and what tools do I provide him/her to deal with them?

I had some baby carrots to tide me over until I’m ready to eat a meal again.

Design notes and baby carrots

In this image, you can see that I’ve started sketching some GUI components.

Design notes

When I start working on the game in earnest, I’m going to try to have the graphics ready before I write the code for them. And I need to remember not to worry about making them look fantastic. I waste too much time fiddling with each pixel.

Here’s a mockup:
Mockup of Doom

In this image, you can see that Red and Blue just can’t seem to be peaceful in any game, and they are building walls to surround resources, claiming them. There will be a variety of resources, and those resources let you purchase more walls to build each turn and hire more soldiers.

Using 16×16 tiles means that there isn’t a lot of room for detail. Abstract is easier and faster for me, but it also provides the challenge of accurately conveying to the player what is happening. I’d like to get a game working as fast as possible. If the maps are too large, then I can try 32×32 tiles, which are much nicer for detail. But again, I’m not an artist, so I should focus on code and abstract art for now.

And I should get coding as soon as I can. The first day is almost over!

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

LD#14: Initial design

I was originally planning on sketching out some basic designs for each of my main ideas, but I had a lot of fun making the one I started with that I decided that it was the game I was going to make.

As you can see, I had some snacks while working on this one: blue corn chips with garlic lover’s hummus.

Design and chips

And here’s a close-up of the initial design:

A close up of the initial design

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Game Development Geek / Technical Linux Game Development Personal Development

LD#14: Breakfast at Lunch

Breakfast at lunch

A healthy breakfast: a banana, a bowl of Trader Joe’s Twigs, Flakes, and Clusters (which sounds horrible, but tastes great actually!) covered with blackberries, and washed down with good ol’ orange juice.

Another idea came to me while eating: Remember the game Rampart? How about building walls to surround resources that you use to defeat your enemies instead? BRILLIANT! Maybe.

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Game Development Geek / Technical Linux Game Development Personal Development

LD#14: Rough Start

So the first 12 hours is up, and what was I doing? Dancing. I went to a coworker’s birthday party (shout out to Andy!) and I didn’t get home until 6AM. Wasn’t expecting that. I woke up at 9:45AM, and I’m barely functional.

Now, it wasn’t a total loss of the first quarter of the competition. I had received a text shortly after the theme was announced with the theme: Advancing Walls of Doom.

Wow, that sounds so specific. And yet, I feel like there is a lot of potential with this one. I spent some time thinking about it and talking it over with other people at the party. I was pretty sure I was the only one there who was partying while working on developing a video game. B-)

Still, 12 hours, and only a few ideas in my head to show for it? I’m going to have to get cracking.

Ideas:

  • A wall is falling over, and you have to see how long you can prevent it from doing so.
  • An anthropomorphic army of walls is heading towards your town, and you need to stop them from settling in and dividing it.
  • You’re dancing with your partner, and the advancing wall of other dancers is threatening to separate you.
  • You have to create the wall of doom.

Yeah, some are kind of vague. The dance one is a bit more fleshed out in my mind, but I like the army of walls and the idea of creating a wall of doom…however you would do that.

But first, I need to pick up laundry, then have breakfast and take a shower.

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Game Development Linux Game Development Personal Development

Ludum Dare #14 Is Here!

It’s time for another 48-hour solo game programming competition! Ludum Dare is fun, and you get to show off your game development hacking skills by producing a finished game at the end of a weekend!

My first LD was #11, and I produced Minimalist. I’ve since improved it to create Walls, and since then I’ve created a Facebook application based on the same game play called Sea Friends. And all of that happened because I spent a weekend in April last year creating a game in 48 hours!

The theme is announced tonight at 10:00 PM Central Time. Good luck to all who are participating!

As always, I’ll be live blogging here and on the official Ludum Dare blog, and this time around I’ll also be tweeting. Follow me @GBGames.

[tags] ludum dare, indie, game development [/tags]

Categories
Game Development Linux Game Development Marketing/Business

Why You Should Support Mac OS X and GNU/Linux

If you’ve been following my blog for some time, you know that I always encouraged development for multiple platforms and not just Windows. The common argument against doing so is that you increase your development costs and effort for a very small percentage of increased customers. Where’s the benefit?

Wolfire explains why you should support Mac and GNU/Linux platforms. When you’re an indie developer, especially one starting out, you’re a small fish in a big pond. You don’t have a huge marketing budget. You don’t have a massive sales force to help push you through retail. PC Gamer, IGN, and any of the large game review websites aren’t likely to cover your game. Having Mac and GNU/Linux versions of your game makes these obstacles less important, increases your visibility, and improves sales.

So what happens when your game is available for the supposedly negligible extra few percentage of people who play games? Websites such as The Linux Game Tome, LinuxGames.com, InsideMacGames.com, and even the official Apple Games site will cover your game and your company. Then sites such as SlashDot will cover it. That’s a lot of potential customers from a dedicated niche, people you couldn’t reach by releasing yet another Windows game!

Troy Hepfner, of My Game Company, said that releasing Dirk Dashing for GNU/Linux was a very good idea:

And I am so glad we tried a Linux version of one of our games – this has turned out to be a huge shot in the arm for our business!

33% of initial sales came from GNU/Linux, and while the total percentage of sales from GNU/Linux users has gone down relative to Windows and Mac users since then, it’s not an insignificant amount of income. Hepfner has said that he knows a number of his Windows sales came directly from people who only heard about his game from Linux-based gaming news. Again, supporting these other platforms can help an indie to stand out from a crowded Windows-only marketplace.

Wolfire says that supporting these supposedly negligible platforms can help you take advantage of vocal minorities and surprisingly dedicated fans to spread the word about your game.

To conclude, if you’re not supporting Linux and Mac OS X from a philosophical standpoint or for the fans, at least do it for the money. If you don’t support non-Windows platforms, you’re leaving a lot of cash on the table. I don’t know about you, but I’m not in a position to just say f— it to a large community of people who want to support us.

Bottom line: If you agree with the larger game companies and think that there is no benefit to supporting multiple platforms, you’re wrong. You are not running a large game company that can get millions of dollars in sales in the first month of release while ignoring everyone but the hardcore gamers. Having cross-platform ports available provide you with plenty of marketing opportunities which can increase sales greatly. With hundreds of games being released each year, you need to do something remarkable to make your game stand out. It’s still quite remarkable to support Mac and GNU/Linux users, so take advantage of it.

[tags] marketing, indie, cross platform development, sales [/tags]

Categories
Game Design Game Development Games Linux Game Development

Wolfire’s Overgrowth in Weekly Alpha Releases

Wolfire, indie creators of dynamic and bloody fighting game Lugaru (which involves ninja rabbits and wolves), have announced weekly alphas of the sequel called Overgrowth.

To help celebrate and generate awareness for Overgrowth, they are giving away free copies of Lugaru.

All you have to do to have your free copy emailed to you on Christmas Eve is join this Facebook event and join the Overgrowth Facebook Page. Don’t open it until Christmas Day! Make sure you’re a fan of the Overgrowth Facebook Page, and be sure to invite your friends to this event!

If you’re not familiar with Lugaru, here’s a video created to explain the giveaway and show some footage:


Get Lugaru for Free from David Rosen on Vimeo.

Lugaru is available for Windows, Mac, and GNU/Linux. Overgrowth will also be cross-platform. I enjoyed playing through the first game. It reminded me of a much faster paced One Must Fall: Battlegrounds, and I enjoyed the dynamic fighting system. There’s something satisfying about sweeping your opponent’s leg and then kicking them before they can land, especially when you can kick them into another opponent or two. I think my personal favorite move is the knife throw, especially when it stops your opponent from running off to tell the others that you’re around. As for Overgrowth, I hope to get a chance to look at the alpha releases soon.

In the meantime, if you’re as interested in behind-the-scenes game development as I am, then you’ll find the Wolfire Blog fascinating. The developers have been working on improving the graphic capabilities of the sequel’s engine, and I imagine the tool support for modders is going to be top-notch.

[tags] games, indie, [/tags]

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

LD#13: GBGames Time Lapse

I uploaded the time lapse for the past weekend: