Categories
Game Development Personal Development

Thousander Club Update: December 1st

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 130.5 (current year) = 539.75 / 1000
Game Ideas: 710 (previous two years) + 63 (current year) = 773 / 1000

I spent a lot less time working on game development than I wanted to over my vacation, but I hope a daily routine will help. Also, by Friday, Ludum Dare #13 will begin, so I will be working a significant number of hours this weekend.

I’m still working on cross-compilation scripts. I want the ability to build GNU/Linux AND Win32 versions of a game without the need to reboot into Windows.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Design Games Marketing/Business Personal Development

Back from Vacation

Last night I got back from over a week-long vacation. I visited friends in Des Moines, and it was very relaxing, aside from hurting my back and seeing the chiropractor four times. I walked around downtown Des Moines, visited the historic Capitol Building, went to a dueling pianos show, watched a couple of movies, danced at a nightclub, and otherwise had a great time.

Oh, and I learned how to play checkers.

I was in the library and passed the game section. There was a book on playing checkers. I thought, “Ok, I haven’t played that game since I was a kid, and I think I heard someone saying that it is as cerebral as chess. Let’s see why.” Did you know that the official rules of checkers REQUIRES you to jump your opponent’s piece if you can do so? I didn’t know this rule, and when I asked, it seems that most of my friends didn’t either! This one simple rule suddenly makes this otherwise child-friendly game really, really complicated.

Besides trying to figure out ways to make simple games more strategic by forcing moves the way checkers does, I spent a good amount of time figuring out my next move in life. I read a couple of books and articles on life purpose and business and wrote a bunch of notes. I took advantage of my time away from work obligations to think about what I want out of my life. I’ll have more to write about my decisions later, but suffice it to say that I don’t want life to force my hand because it might put me in a suboptimal situation.

It’s my move.

[tags] checkers, life purpose, business, game development [/tags]

Categories
Game Development Personal Development

Thousander Club Update: November 3rd

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 126.5 (current year) = 535.75 / 1000
Game Ideas: 710 (previous two years) + 63 (current year) = 773 / 1000

It’s been over a month since my last Thousander Club update. Yeesh. I’m still in crunch at the day job, although it is winding down quite a bit. I keep expecting it to be over, but there is always one more issue found that I need to fix.

In the past week I’ve worked quite a bit on trying to cross-compile a single .cpp file for both GNU/Linux and Windows. And I’ve succeeded! It seems easy once you know what you’re doing, but if you don’t, good luck finding decent documentation on the topic. I keep finding information on building your own cross-compiler, even though most distros seem to have them available. I rarely find information on what you need to build an SDL app for Windows on your GNU/Linux system. The best documentation on the topic is currently at http://icculus.org/~dolson/sdl/, but even then I found most of the useful information is in the scripts rather than the documentation about the scripts.

As for testing it in Wine, I keep encountering problems, partly to do with the fact that I’m using an older version of Ubuntu and Wine. Wine still has some really weird issues. For example, there is a bug in Wine that prevents cout/cerr from being called more than once. WTF? This issue and the inability of the older version of Wine to work with SDL_mixer make it very hard to test my Win32 version of the app while I develop it.

And cross-compiling has its own issues. I found out that arguments to main() aren’t optional when cross-compiling with SDL. Otherwise, you get an undefined reference to SDL_main, which is a non-useful error message that is luckily easy to search for online.

Otherwise, I’ve been a little more productive in the past week. I also intend to learn to use mxmlc and other freely available Flash development tools. So far, ActionScript seems confusing. For instance, when you use the EMBED tag, you are telling it what resource to use. Let’s say you want to load an image called example.jpg. You would EMBED example.jpg, then create an Image object…but you never explicitly tell the Image object to use example.jpg. It just does. Weird.

For this coming week, I’m going to try to stay away from Flash/Flex, and try to get Walls closer to release. With what I’ve learned in my experiments with cross-compiling this past week, I think I should be able to release both GNU/Linux and Win32 binaries very soon. I’ll be writing up my own cross-compile documentation soon.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Design Game Development Games Marketing/Business Personal Development

Now Is the Best Time to Make Games

Jeff Tunnell posts for the first time in a long time about how you shouldn’t fear the economy and should start your game business now. Yes, there is a lot of doom and gloom about how the economy is stagnating and people are worried about paying the bills.

But that just means there are less people willing to take the risk of starting their own businesses! Less competition means more opportunities for your business!

But how do you start? I wrote an article about Forming an LLC in Illinois, and running an LLC is much easier than running an S Corporation. If you don’t know the difference, there are plenty of resources online about the different types of business entities.

I also wrote about what an indie developer needs to know about copyright. Copyright laws can be quite complex, so it pays to know at least SOMETHING about them.

Not sure how to even start making games? I also wrote You Can Make Games, which describes how easy it is to get into game development, and the best part? It has gotten even easier since I wrote that article two years ago! With technology like PopCap’s framework (and TuxCap for people who want to recognize that there are people who use Mac and GNU/Linux), libSDL, and freely available Java and Flash web development tools, there should be nothing to stop someone with a computer, an idea, and a willingness to put some effort behind it from making a game.

There are great articles and other resources for running your game development business at GameDev.net. Advice can be found at the IndieGamer forums.

So what’s stopping you? And for that matter, what’s slowing me down?

[tags] indie, game development, video games, business [/tags]

Categories
Game Development Personal Development

Thousander Club Update: September 22nd

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 120.5 (current year) = 529.75 / 1000
Game Ideas: 710 (previous two years) + 63 (current year) = 773 / 1000

I’ll be in crunch at the day job for at least one more week.

For this past week, I made sure that the name Minimalist was replaced with Walls everywhere, including the documentation. I also worked on making the sound effects easier on the ears. One of the complaints from Ludum Dare #11 was that they were too harsh. DrPetter from #ludumdare said that the files are just too loud but seem fine otherwise, so I tried to make them quieter, but then they seemed to be too quiet. B-(

it’s always kind of hard to decide on an overall master volume for a game – you don’t want to scare people with blaring noise, but still it’s inconvenient if they have to pause/quit and go crank up their volume settings

Which is probably why I would outsource my audio work to someone who knows what he/she is doing. B-) I did manage to get it to a volume that sounds right to me, but I notice that there is static when the game is played on my laptop versus my desktop…even though the wav files sound great in Audacity on my laptop! Maybe I’m not using SDL_Mixer with the right settings? I tried changing from 32 bit to 16 bit samples, but it didn’t seem to help. Any ideas?

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Personal Development

Thousander Club Update: September 15th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 119 (current year) = 528.25 / 1000
Game Ideas: 710 (previous two years) + 63 (current year) = 773 / 1000

Ugh, I’m still in crunch at the day job, and it looks like I’ll be crunching for some time.

Still, I managed to update the main title of Walls so that it no longer calls itself Minimalist, and I added a copyright notice to this screen as well.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Games Marketing/Business Personal Development

It Took 4 Years to Make a Game in 10 Days

Anthony Salter has become disheartened when he sees what some game developers are able to create in 10 days for the TIGSource Demake Competition. When you see HouseGlobe, the demake of the award-winning space RTS Homeworld, in action, you’ll be in awe. 10 days?!

If you read the comments, though, you’ll see the secret.

We made House Globe in 10 days, yes, but this is what we had before we started:
– A DirectX/OpenGL engine with Lua scripting and sound/music support
– TCP/IP hand-shaking between instances of the said engine
– Tools for creating/loading textures to the game

What I mean is, like the previous posters said, if you have the tools you can really pick up pace. So please consider that it took us 4 years to make all these tools.

Most of the work over the 10 days was just creating art and sound and play-testing. The tech was already there, and the game was written on top of that tech fairly easily. Contrast the work of Oxeye Game Studio with how my Ludum Dare entries went (see my post-mortems for LD#11 and LD#12), and you’ll spot the difference right away. I’m still learning how to manipulate technology to do things that resemble a game, and OGS has already done that work over the last few years!

I think this example ties into the idea of the overnight success taking years of hard work, and it shows that I definitely need to stop letting things get in the way of my part-time game development if I hope to ever make other people look at my work and drop their jaws the way I did when I saw HouseGlobe.

[tags] demake, indie, game development, business [/tags]

Categories
Game Development Personal Development

Thousander Club Update: September 8th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 118.5 (current year) = 527.75 / 1000
Game Ideas: 710 (previous two years) + 63 (current year) = 773 / 1000

I’m still in crunch at the Day Job, and so there is very little time left in my week to do much else. Still, I managed to work on Walls a little bit, although I would like to implement more than one feature or bug fix a week.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Personal Development

Thousander Club Update: September 1st

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 117.5 (current year) = 526.75 / 1000
Game Ideas: 710 (previous two years) + 36 (current year) = 746 / 1000

I spent part of my week making the goal look obviously different from the obstacles in the game. If you’re wondering why I bothered, you should read Game Design for the Color Blind Player.

The goal for Walls, now with animated goodness!

I spent the other part of my week in crunch at the day job or resting from it.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

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

LD#12 Results Are In

The latest Ludum Dare results have been announced. Congratulations to Hamumu, Fiona, and Notch!

I didn’t do very well with Tower Defender itself. Each rating is scored of 5:

Overall: 2.33
Fun: 2.05
Innovation: 2.95
Theme: 3.62
Polish: 1.76
Graphics: 2.57
Audio: –
Humor: 2.64
Technical: 2.10
Food: 4.07
Journal: 4.33
Timelapse: 3.80

Overall, my game placed very low. Still, I managed to come away with the gold medal for my journal and the bronze medal for my food entries. My timelapse video came in 4th place. I rule at participation.

I intend to rule LD#13 in December, though. I’m going to spend the next couple of months getting ready for it.