3D Game Editor Unity 1.1 Released

Unity is a 3D game editor which happens to contain one of the most advanced game engines out there. Packed with power it is built to meet the demands of next-generation game developers. Create dazzling, different, captivating games with state of the art technology such as the Ageia physX� Physics Engine, the most modern graphical effects, and highly optimized JavaScript. And when you are done with your prototype, drafter demo, or gold master, you are only one click away from having a Windows runtime, a Mac runtime, a Browser version, or even a Dashboard Widget. One source. No differences.

Highlights of new features in Unity 1.1 include:

  • Windows standalone deployment of games made with Unity is now fully supported
  • Several next-generation render-to-texture effects, and virtual displacement mapping
  • A 30 page scripting tutorial making it a lot easier to get started with scripting
  • Greatly expanded documentation with many new examples of how to achieve various effects
  • Possibility to extend the functionality of Unity-made games with through a new C/C++ plug-in SDK to interface with any hardware or software Unity doesn’t support out of the box
  • Big game workflow has been greatly improved allowing the entire flow of arbitrarily sized games to be designed, tested, and tuned inside Unity.
  • Asynchronous internet access supported in an easy-to-use API
  • And of course the usual host of minor improvement and bug-fixes are included

Unity 1.1 is a free upgrade for existing customers, and the early adopter rebate will still be available for a short time.

Over The Edge Entertainment

http://otee.dk

——-

3d,game,editor,unity,11,released

Quake III Source Code Released

id Software has released the source code for Quake III under the GNU General Public License. At the time of its release in 1999, the game was immensely popular, and many considered it to be at the forefront of gaming technology; indeed, its engine was widely licensed for use in games such as American McGee’s Alice and Medal of Honor: Allied Assault. The package released by id Software today contains the complete source code for the Mac, Windows, and Linux versions of Quake III, including a Project Builder/Xcode file for the Mac code. While the Quake III engine is obviously no longer state-of-the-art, the release of its source code gives developers an opportunity to see the code behind a major AAA title by one of the most popular and respected game developers around, and if projects such as Doom Legacy and Aleph One are any indication, it may even give the game a new life in the open source community. (It should be noted that this release contains only the source code for the Quake III executable, not any game data files; it is still necessary to own a commercial copy of Quake III to actually play the game.)

quake,iii,source,code,released

3D Modeler Cheetah3D 2.3.2 Released

Cheetah3D is a lean, fast and elegant 3D modeling, rendering and animation tool for Mac OS X with an easy learning curve. It offers many tools from powerful polygon editing over advanced subdivision surface modeling to HDRI and radiosity renderings. Support for many common 3D file formats rounds up its feature set. Cheetah3D 2.3.2 just contains one bug fix—HDRI textures should now be loaded correctly again.

3d,modeler,cheetah3d,2,3,2,released

Image Editor Seashore 0.1.6 Released

Seashore is an open source image editor for Cocoa. It features gradients, textures and anti-aliasing for both text and brush strokes. It supports multiple layers and alpha channel editing. It is based around the GIMP’s technology and uses the same native file format.

What’s new in this version:

  • Adds support for JPEG 2000 image format (Mac OS 10.4 or later only)
  • Adds Posterize plug-in
  • Adds Threshold plug-in
  • Adds rulers
  • Adds the ability to reapply the last effect
  • Adds tool tips
  • Adds the ability to disable multithreaded brush strokes
  • Adds a menu item for layer rotation
  • Fixes problems with the centering view in Mac OS 10.4
  • Fixes problems with the canvas not being refreshed when zoomed out in Mac OS 10.4
  • Fixes a number of rotation bugs
  • Fixes PDF importing
  • Fixes a bug when condensing to content
  • Fixes a bug when zooming in or out on content
  • Fixes a bug when printing at resolutions other than 72 dpi
  • Improves usability

SourceForge: Seashore

http://seashore.sourceforge.net/——-

image,editor,seashore,016,released

Nanocrisis Postmortem

Game Design: Scale down!

My first step in creating the game was to figure out exactly how it would play. I decided on making a 3D-platform game because I had not previously tried making a game of this genre. My intention was to make a game that would at least be fun for me to play, so I added a lot of RPG features, such as the ability to upgrade your character as you moved through the game. The original design was more similar to Secret of Mana, and two-player support was planned. This turned out to be much too lofty of a goal, so the game was ultimately single-player, and not anywhere near as long as originally planned. Thus, the same lesson you hear a lot in the Indie game world persists here—scale down your plan! There’s no way to make a 3D game like the newer Zelda series or Mario64 within this short of a time period, and those are even single-player. Design a story with characters that stand out.

I wrote up an initial design document, and a friend filled in the story. The story was also scaled down a great deal, and what remains in the game are only some elements of the story that caught my eye. I don’t have a whole lot to say about the story, but I feel that making memorable characters in the game was very worthwhile—of course, you always have a main character or several who are memorable, but including a standout villain or a character who shows up frequently adds a lot more fun to a game. To appeal to casual players, keep it simple.

I am not really sure how successful the actual in-game design was, because a lot of people got stuck at the title screen (see uDevGames section below) and there really were not all that many comments about it. I think a lot of people were confused about this style of game, because the game didn’t really tell you what to do, you had to explore and try to find money and items to get further along. Those who got far into the game tended to like it, so there seems to be a certain hump to overcome, at which point you understand what the game is about and how it is to be played. Presumably a lot of people didn’t have time to try and mess around to get over this hump.

Game Engine: Never start from scratch!

Rule number one for actually making this sort of game is that you should never start from scratch, unless you have years to work on it, and an interest in how the guts of game engines work. With this in mind, I next picked out some libraries to start with, in particular the code of Devlib, which is an open-source, minimalist game engine. This was a great idea, as it gave me a notion of how to glue these separate open-source libraries together. Devlib by itself was not sufficient to do what I wanted, so I had to hack it like crazy—I would not recommend using it without modification. For making a 3D-platform game, I would actually recommend you start with a more high-level engine if possible, such as Torque. If you are very serious about making a 3D game, there are of course a lot of other great commercial engines as well, and again I would advise against starting from scratch unless you have lots of time and interest in low-level details.

Devlib incorporates SDL for setting up a drawing context. This is a great choice for the Mac OS X platform, and is becoming a lot more popular and stable. I would recommend it to anyone.

Drawing: DirectX and OpenGL

I chose OpenGL since I wanted to work well with the Mac OS X platform. Any cross-platform developer would want to do the same.

Image Loading: DevIL

The cross-platform image library DevIL worked great for what I wanted, and I recommend it. (Relevant to me was the JPG, PNG, and TGA support.) QuickTime is also popular for loading images, but I was interested in making the game as cross-platform as possible.

Font Drawing: FreeType for TrueType

This library is also fine, and by the way, there are plenty of free TrueType fonts you can find on the web, such at those at Tom7. I would not recommend using Devlib’s built-in font drawing support, which is quite inefficient and has a lot of overhead. Instead, OpenGL FreeType is a much better choice, tailored towards OpenGL rendering.

Physics: ODE

All in all, this library was acceptable for what I wanted to do, but it is somewhat quirky and difficult to get to work exactly the way you want it to. A game-specific physics library might be a better choice, but I haven’t played around too much with it. ODE definitely will get the job done, though, but it may cost you some time.

Scripting Language: Lua

This was the first time I wrote a game with scripting, and I was amazed by how much this helped to speed up game creation. Lua is one of the best choices you can use for a game scripting engine—so much that I have dedicated a section to it below.

Sound: SDL_mixer

FMOD is what Devlib used for sound, but I ended up using SDL_mixer, because I was trying to avoid the cost of licensing FMOD. FMOD itself is supposed to be fairly good if you actually do use it. However, using SDL_mixer turned out to be a poor choice. SDL_mixer is not as good about using audio hardware acceleration, and can sometimes introduce clicks and pops; also, it has limited features. I recommend using OpenAL instead.

Devlib also has several other components that I did not use, such as its mesh loading support, resource loading support, and font support. Devlib’s mesh support is not very flexible, so I wrote my own mesh/geometry code. This is a fairly simple linear-interpolation system; each mesh file is a group of keyframes, and each keyframe has all the vertex positions for a given pose of the model. Then, in animation files, keyframe weights are listed with time deltas. You can see this in the ‘ani’ files of the data folder. I created these models and animation files with my own modeler, OpenTeddy, which I describe a little further in the work flow section.

Resource Management: Caching is a powerful method for resources

Though I used Devlib’s resource support, I wrote my own resource management system. The system is simply a cache. Instead of having separate variables for each data pointer I want to store, I have a table for each type of data (e.g. sounds, images, keyframe data) and ask the system to give me a resource with a given name. The resource is loaded if it is not already in memory, and if not, it is loaded, but if it already is, a pointer to it is returned. To use this effectively, you need to pre-load a certain amount of resources to avoid delays when something new appears. For example, there is a noise for when the player swings a weapon; this sound is loaded when the game starts by requesting it instead of the first time the player actually swings, so there is no delay in case it takes a while to load the file.

Another consideration you might be worried about is taking up too much memory from loading all these data. Not to worry! In modern operating systems (Mac OS X, Windows NT or higher) when your program takes up too much memory, the operating system starts using the disk to store your excess memory that hasn’t been used in a while (this is called ‘virtual memory’) and it brings the memory back into your program when it is accessed. This is all done transparently, behind your back. So, you can load all you want, and if you load too much you should be fine, as long as you don’t work with a really big set of resources in a small time window. For those that use C++, here is a snippet of code from the system. PRall_lookup is a templated hash table, where you choose the type of the pointer to return. It also has a method find_or_load(), which returns a pointer to the loaded version of a data file you request. When g_all_music below is destroyed, its destructor from PRall_lookup will free all the loaded music files.

struct PRmusic : public PRcopystr {
public:
Mix_Music *music;
PRmusic(const char* i_filename) : PRcopystr(i_filename){
g_soundLoad();
music = Mix_LoadMUS(i_filename);
}
~PRmusic(){
Mix_FreeMusic(music);
}
};
PRall_lookup&ltPRmusic> g_all_music;
PRmusic* p = g_all_music.find_or_load("title.ogg");
PlayMusic(p);

Programming with Lua: Scripting helps speed up your development.

I should note that half of my code is Lua (in the data folder,

game.lua

,

title.lua

) and the other half is C++. Because I added scripting, I was able to add a lot of new behavior and features very quickly. By the way, make sure you are getting full output from your scripting interface. You need to know from which line and which file you are having a problem, and a full stack trace if possible.

Function Interface

What I found to be the easiest (though possibly not the most efficient) way to do the interface is have my Lua procedures each take in one argument, which is a table. This way I can quickly change my interface and allow default values. For example, I might have:

render_billboard( [x=50, y=20, texture="mytex.png"] )

Then if I decide to allow a color, I can make the default color white if it is unspecified and the user could also specify it:

render_billboard( [x=50, y=20, texture="mytex.png", color=[1.0,0.0,0.0] )

There is still some annoying manual labor you have to do to implement this. For each argument you obviously have to try to look up the string in the table, and if it’s there, use it instead of the default argument.

I would not use Luabind makes your compilation time incredibly slow, and if you start increasing the maximum number of arguments in your interface, it starts running into too-deep template errors. I tried it out and wasted a lot of time on it.

Vectors

I found it useful (though it’s somewhat slow) to represent vectors with tables. You can see in my previous code example how this works. The way to do this easily in Lua is to push a table, then push the number 1, push the first value, push the number 2, push the second value, then the third value. I use vectors of size 2 through 4. All my vector math is implemented in Lua. If this is too slow you can of course push it up into the engine layer, but again you still have this sort of overhead by converting to a table. However, I found it incredibly easy and flexible to do it in this way.

Handles

The way my system works is that when you ask for a new object, you get an integer handle to the object. You can then refer to it by the handle:

local ob = create_object( [model="test.model", loc=[0,1,0]) ... set_object( [index=ob, loc = [1,1,1] )

In my system, objects are the only things with handles. You could do a lower-level version of things where textures have handles, models have handles, etc. I find, though, that you may just want to specify what you want each time and simply use a cache. So for example instead of passing a texture to a handle, then using that handle, you just mention the name of the texture every time, and the system is smart enough to internally cache that texture so that it doesn’t have to load it each time the draw texture is called. This is described in the above resource management section.

There are of course a lot of programs that use Lua, and I have actually not looked at any other ones (which is probably to my disadvantage, but my engine is working fine so far, except being somewhat slow on older systems.) I am aware of one recent game, Gia (from rpgdx.net) that uses Lua. I haven’t looked at how he does things, though.

Workflow: Start simple as possible, and slowly grow a full game

The first thing I did was try to make a simple program using Devlib. Once I got that to work, I made more and more complicated programs, that first loaded my meshes, animated them, added physics support, and then scripted them. This sort of continual evolution is a very good way to develop a program, because you know that what you currently have is working fine, so when you add something new, you know that’s probably the culprit. I used a memory checking system (called MMGR.h) and turned out checking all the time, so whenever a memory bug came up, I could fix it right away. Once I got scripting working, I made a simple demo where the character could walk around on another mesh. From here I tried to make sure I had all the features I wanted, by adding more and more interactions with other objects. At this point I started making the actual game levels. Use a professional tool chain.

Making character and monster models was done in OpenTeddy, which I developed myself earlier in the year. The reason was surprisingly not that I wanted more power from a modeler, but that I actually, despite being a computer graphics student, do not know how to use professional modeling packages, such as Maya, as I never learned them. I would recommend against making your own modeler. I had tons of trouble with my modeler, and it was really insufficient for making level (room) models. Instead, you should learn how to use Maya, for example, and you could write some plug-ins for it in order to do things specific to your game. This is certainly the best approach, but rather difficult if you don’t know too much about it. So start learning how to use a professional 3D package as early as possible.

A lot of the level data is in my scripts, which is also a fairly bad idea—it meant that I had to type in the location of exits and entrances, which was a huge nuisance. It would have made a lot more sense to store this data inside the level meshes, or make a special level format just for rooms.

I had a lot of fun making characters and monsters, however, which is a big part of what motivated me to keep going. This was the only advantage of my own tool, because OpenTeddy is specialized in making organic shapes. As an aside, OpenTeddy is based on the work of Takeo Igarashi. His team created an easy-to-use 3D modeling tool based on creating mesh blobs with 2D strokes. I extended the concept to include boolean operations, which made it a lot more usable, and allowed me to make (debatably) much more professional-looking models. I hear there is a Teddy plug-in in several professional 3D packages, and I would recommend using such a tool to save you time.

Music for the game was created with FruityLoops. I had a lot of fun with this, and would recommend it to anyone. It is, however, PC-only. I felt that the music added a lot of mood to the game, but from the uDevGames results, people either didn’t like the music that much, or didn’t like the sounds that much. It’s difficult to tell, because I didn’t receive many comments about it.

Audio was created by finding free sounds, and then modifying them with Audacity. This is fairly straightforward, so I won’t say much about it, but you should remember that OGG is a good sound format to use, though you will need to get the correct libraries for this.

uDevGames: Make sure your opening interface is simple and comprehensive

When I received my scores for uDevGames, I was disappointed, because I expected to do somewhat better. However, I did something really stupid. At the title screen, I opted for somewhat of a consistent keyboard interface, but this was a very bad idea, because people didn’t know to press a key since in most computer games you would click the mouse instead. I did not implement mouse support, and I really didn’t want to. I should have though, because it would probably have given me a good deal more votes. So the tip here is you should definitely make your out-of-game interface both mouse and keyboard—a standard interface is best. Instructions all along the way (even CLICK THE MOUSE TO CONTINUE at the beginning might help) are probably a great idea; in-game instructions are the best, and I think it was helpful for me to include them. If you’ve played the fairly recent “Prince of Persia: Sands of Time” game, it has fairly sufficient in-game instructions, which gives you an idea about that. Simpler games appeal to the public.

About gameplay, again I received very few comments, and what comments I did receive I fixed gameplay for, so it’s very difficult for me to gauge what people actually thought about it. My personal opinion is that I received a mediocre score because the game was too complicated—remember that for uDevGames you are being judged by the public, and a game that will be most successful with the most number of people is one with a simple interface, so nobody has trouble playing it. I should also note that historically, RPGs have not placed all that highly in uDevGames for what I feel is this same reason of complexity. I also encountered some game crashes despite testing with a reasonable number of people. Because again my game was somewhat complicated, it was almost impossible to anticipate these bugs coming up.

Try your sound on headphones, and on different systems

For audio, one comment I heard is to make sure things aren’t too loud or too soft—there should be an audio adjustment menu and you should test the game with headphones. I did neither of these things. Another problem I came across is that a few people felt the music was somewhat monotonous. However, I was only allotted 10MB of space for the whole game, so each song was only a minute and a half to two and a half minutes. It would have been a better idea to just make one or two pieces of longer music, and leave the other music out to decrease download size. Small downloads can lead to more votes, because non-broadband users probably will download smaller games first in the interest of time. The best-rated graphics are clean and consistent.

Finally, about graphics, I think I was judged somewhat harshly because I had a lot of repeating textures—since I didn’t have the time to make really detailed levels, I went for levels that were just comprehensible but not really detailed. This was probably not such a good idea, because I think it introduced the perception that I was just being sloppy. The fact that I had animated models did not seem to help me all that much, and you can probably get a lot of mileage out of 2D graphics that look good.

  • Genre:
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Interview with AdiumX Team’s Programmer

Not entirely game related, DrunkenBlog.com is featuring an exhaustive interview with Evan Schoenberg of the AdiumX team, describing the team’s experience with Cocoa, reverse engineering, protocols, and modding, among other very interesting stuff. This is not a quick read, but it’s sure to provide you with a snapshot of the backstage of developing an open-source project with Cocoa in a team of 12.

Related links:

interview,adiumx,programmer

Adventures on Pirate Isle

Another interesting thing to note is that my target audience for Pirate Isle was much younger than those I normally develop for. One goal for Pirate Isle was that it would be fun and appropriate for gamers of all ages, and this resulted in a number of technical and game design considerations. I tried to keep the number of individual controls down to a minimum (the gamer only has four buttons to control Slash fully: left, right, jump, action) and the default configuration is set up so that two children can control Slash at once.

Not only did I choose a different target audience and genre of game to make, I also decided to explore different technologies with which to make the game. The entirety of Adventures on Pirate Isle is defined in a number of XML files which are then interpreted by the executable to display the game, much like how your web browser interpreted the HTML of this document in order to render this web page. The engine I created for Pirate Isle utilizes XML to provide structure and easy parsing of the game objects, but without some kind of scripting language it is nothing more than a file format to store definitions. For the brains behind the brawn, Pirate Isle uses Lua.

Yo ho ho, and a bottle of rum!

pirate_isle_2.jpg

Slash against the octopus

I found Lua to be simple to incorporate, easy to learn, and quite powerful in its own right. I had no experience with scripting languages before writing Pirate Isle, so the first thing I did was research the various languages. As normally happens, this particular topic of discussion had already been flushed out on the iDevGames forum. What excited me about Lua as opposed to the other scripting languages is its small footprint. Incorporating Lua into my project was a snap, and it handled running on Mac OS 9, Mac OS X, and Windows beautifully. Lua is also a simple, easy to read language, perfect for allowing interested parties to modify the game to their liking.

Even though Lua is as cool as it is, it is still an interpreted language. This means it lacks what games need most often, performance. My initial tests with Lua showed that it was too slow and cumbersome to have it handle every aspect of the game (such as storing and rendering the sprites). After some more tweaking and brainstorming, I ended up with what is best compared to a car and its driver. The car in this case is an OpenGL engine written in C—clean, fast, quick to respond and handles all the brunt work of going from here to there. Lua then fulfilled the role of the driver. Lua tells the car where and when to go, but leaves the specifics of how the car travels along the road and bounces against the rocks to the car. This approach improved performance dramatically.

That’s great, but now that Lua has been “demoted” to just being the driver I ran into another problem. How should all these scripts be structured, and what API needed to be developed in order to place the least amount of burden on the scripting language?

Hello XML

Using XML allowed me to define separate sprite objects, each with its own initialization, update, and event Lua scripts for unlimited customization. Once this was in place, I had a quick and easy framework for adding new, unique sprites to the game. This was also extremely useful for quick prototyping of new sprite animations, as well as doing quick fixes since modifications to the script did not require a recompile, and in many instances didn’t even require the game to be reloaded!

Avast ye ZBrushers!

pirate_isle_zbrush.jpg

ZBrush in action

I found out quite quickly that making a platformer is hard. I enjoy switching between genres when choosing games to make, and I must admit that the amount of work it takes to make a decent platformer is far beyond what I originally anticipated. If the sheer number of assets were not daunting enough, the intricacies of level design and the pressure to balance it just right are enormous. When I first developed the idea for Pirate Isle, my thoughts were to use pixel art in order to recapture some of the “retro” gaming experience. An example of this can be seen in the first color version of Slash in the image at the top of this postmortem. However, after about two weeks of some serious sprite creation and animation framing, I realized that at my current rate of graphic creation I would never make the deadline in time. Also, my pixel renditions of Slash didn’t have the “cute and cuddly” feeling that I was going for (as my lovely wife so pragmatically put it the pixel version looks like a “drowned rat”).

It was too late in the contest by this time to redo many of the hand-crafted game items I had already made, and Steve was already working on some hand-drawn enemy sprites, so I was forced to make some tough decisions. I settled on using the hand drawn objects I had already created (for instance, the fruit power ups, the tombstones, etc) and the hand drawn sprites Steve was making, and I would use a rendering package to create the backgrounds. In steps ZBrush!

ZBrush has got to be the finest character creation tool I’ve used yet (beating out such packages as Carrara Studio, for example). My good luck in the 2002 uDevGames Contest nabbed me a copy of ZBrush, and utilizing it for Pirate Isle helped give the game some character. I used ZBrush when creating the “tiki” statues, the jackal statue at the end of each level, and the “big-boss” octopus at the end of the sixth level. Using ZBrush for this purpose was incredibly simple and an enormous time saver. ZBrush allows you to start with a simple geometric object (I used a sphere when creating the octopus and a cylinder when creating the tiki statues) or you can use their unique modeling technique known as ZSpheres (ZSpheres are the 3D modeler’s equivalent of the little 2D mannequin most artists use to get proportions and posture right. I used ZSpheres when creating the jackal statue). Once you have your basic object, you can then mold and sculpt that object in a very intuitive manner, allowing for the creation of eyes, nose, mouth, and other facial characteristics in a matter of minutes.

In the end, the mixed-and-matched nature of Pirate Isles graphics hurt it more than helped. Poor planning in the beginning and my underestimation of the amount of art work required to make a good platformer caused Pirate Isle to suffer more than it should have. The experience was not a waste however, since I had a blast learning how to create “pixel art,” as well as spending more time with ZBrush.

Clear sailing ahead!

pirate_isle_3.jpg

Game Map Screen

Building upon past experience

Although the uDevGames Contests are only three short months long, I always try hard to make sure I code with an eye for the future. In some cases this “future planning” results in some wasted time, but in all too many cases it results in saving even more time. Adventures on Pirate Isle uses the same engine code that I wrote for The Belt last year, and it is even an evolution of the base code I wrote for Imp Fodder in the very first uDevGames Contest. Reusing this code allowed me not to worry about the average stuff such as how to open a window, or take over the fullscreen properly, or develop an architecture for my animation…you get the picture.

Utilizing a Scripting Language

We’ll be revisiting scripting languages in the “What went wrong” stuff below, but using a scripting language had many advantages. It allowed for quick bug changes, provided for much more stable code (when there is a problem with a script it simply displays an error and doesn’t crash the entire program), and it allows for artists and gamers to easily modify the game to their liking. All in all using Lua saved me both time and effort.

Non-tile Based, Polygonal Collision Detection

Although this may be a little noticed feature, Pirate Isle was not based on tile like most traditional platformers. All of the objects in Pirate Isle could be an arbitrary size, and all of them could have an arbitrary polygon as their collision boundary. This allowed for Pirate Isle to develop a non-tiled, more natural look, although the added complexity in the collision detection routines required some last minute fine-tuning for it to work on older computers.

An Enthusiastic Musician

Dori Eggan is the wife of a relatively new friend of mine, Nate. Dori and Nate both came from my home state of Ohio, and Dori happens to have started a career as an educator in music. I approached her to see if she would be interested in experimenting in the world of game music, and I found she was quite enthusiastic about creating some original content for Pirate Isle. This panned out well, considering this was her first foray into the digital music realm and Pirate Isle scored sixth in the Sound and Music category. I sure next year she’ll be bursting with ideas and pent up talent, so watch out!

A Cool Artist

While I did 95% of the artwork for Pirate Isle, all of the creative genius which provided for the enemy sprites came from Steven. For his day job Steve does the cool art for many of Freeverse’s titles, but sometimes drawing monkeys for a living can get repetitive. When Steve let me know he’d be interested in redrawing a few sprites for Pirate Isle I was ecstatic, and would have been a fool to say no to such a talented artist. The various enemies Slash encounters are one of my favorite parts of the game, and thanks to Steve they didn’t disappoint!

Good Vocal Talent

Finding vocal talent for a game is challenging, especially for a freeware title being developed in under three months! So when the time came to create voice-overs for Slash my wife and I both sat down and recorded our voices. Needless to say her voice-overs were an order of magnitude better than mine, and thanks to her Slash has a voice instead of just little text bubbles. Some extra work could have gone into the sound processing of the vocals (to help reduce some of the static and such), but all in all I was pleased with the results.

Anyone want a peanut?

pirate_isle_4.jpg

Battleboard Screen

Interpreted Languages are Slow

Here is where we admit that scripting languages have their faults. First and foremost is performance. Lua is also deficient in that it does not have a C API for separate compilation and later loading of these pre-compiled chunks. Now, before I get a ton of emails saying that luac can input a Lua script and output the compiled version, note that this is not what is needed in this instance. The whole point of XML encapsulated Lua code is that it becomes simple for gamers to modify the game. This means that pre-compilation or running the scripts through a conversion tool is not ideal. What I really needed was a lua_compilestring() and lua_runcompiledstring(), but even after digging into the Lua library code myself I was unable figure out a good way of doing this. In the end, I was able to simulate pre-compilation by having my C code encapsulate all of the scripts in their own unique function. This reduced my script compilations from 60-200 lines of code to a single line of code. This managed to get the game to run well on 400MHz machines.

Lack of Audio Input

When my powerbook died late last year, I was forced to upgrade to a “Windtunnel” G4. This was nice development-wise, but one small speed-bump is that regular old microphones don’t work with this computer. I’m no audiophile, but apparently you need a special kind of microphone that I didn’t have the money for in order to use the audio input jack. I ended up borrowing my mother’s DV camera and recorded sounds and voice that way, but this turned out to be incredibly cumbersome. My disappointment in spending a little over $2,000 for a new computer and not being able to use a regular old microphone was profound.

HID Manager Woes

HID manager is actually a simple API to use. In a few days I developed a nice wrapper for it, had it integrated into my game, and was running Slash around with my little Gravis Gamepad. Unfortunately, it was something as simple as keyboard input that seemed to give HID manager all kinds of trouble. Yes, I understand all keyboards are evil since keyboard rollover is in their hardware, but for some odd reason HID manager itself was missing some key combinations which regular Carbon events were getting fine. My particular example is with the arrow keys. When I was gathering events with Carbon events, using the left, right, and up arrow keys in conjunction with the space bar worked flawlessly. When I switched to HID manager only, this key combination no longer worked. So although keyboard rollover still effects the Carbon events code, there must be some other bug in HID manager which caused that oddity in behavior. In the end I used a hybrid system of Carbon events for keyboard and HID manager for other input, and that seemed to work best.

Limited by the Design

As I mentioned earlier, I underestimated the amount of work that a platformer needs. My original plan for Pirate Isle was to release the uDevGames version with three separate worlds having different scenery and enemies, and each world with 5-7 individual levels. As you can see, I only got one world with six levels completed, and by then there was not enough time left to consider making an entire new world.

Hoist Anchor!

This year for uDevGames I wanted to explore new areas of game development, experiment with different art techniques, and ultimately just have a fun time creating a game that children of all ages could play with their parents. It is doubly satisfying hearing from others that “the sugar glider hero is very cool” or that “Slash is so cute,” because coming up with a good hero character and portraying that character well to the audience is probably the hardest thing to do in any medium, be it movies, literature, or games. Although my willingness to explore new areas resulted in somewhat of a “melting pot” of graphical styles, I had fun doing it and feel that I’ve gained much from the experience.

  • Genre: Platformer
  • Developer: Rocco Bowling
  • Url: http://homepage.mac.com/felinegames/
  • Team size: 1
  • Released date: June 20, 2003
  • Project length: 3 months
  • Development hardware: “Wind Tunnel” PowerMac G4

GL Golf Postmortem

What Went Right

NeHe and Cocoa

Learning OpenGL and Cocoa in three months is no easy task! The first step was reading my uDevGames 2002 prize, ‘Building Cocoa Applications.’ This is a great book; after reading about 200 pages and building the project with the book, I had a solid understanding of what Objective-C was, and the incredible powers of object oriented programming.
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Gaichu Postmortem

What Went Right

Early Planning, or “The List”

By choosing an update to a classic game, a lot of the hardest work was already done. Since Ladybug was a maze game, I had a genre that was proven to work. In addition, I had already worked on an unreleased maze game, so I knew most of the programming challenges that would confront me. With that in mind I grabbed a fresh yellow legal pad and started planning. I wrote down every game play feature I thought I would need. I planned out the interface. I wrote out several classes and how they would work. Whenever I would think of something new, I would add it to the to-do list. If I knew I wouldn’t have time to do the programming or art for a feature (such as terrain multi-texturing, or multiple level designs), then it didn’t even get written down.

As the three months went on, the list grew and shrank, but it always remained a roadmap for what I had done and what I still had to do. I could see which features would need to be implemented next, and which could wait until the end in case they needed to be cut. It wasn’t a strict schedule or design document, but it did its job. I was kept sane as the list kept the project organized. My brain could focus on the task at hand instead of the overall picture. In the end the vast majority of features made it into the final game, leaving a few to serve as the basis for a post-uDevGames update.

Cocoa or OpenGL

Apple has done their homework — ;Mac OS X is a dream to use and to program for. I knew before I even started work on Gaichu that I would be using Cocoa and OpenGL to realize it. OpenGL was a no-brainer, as there is no other alternative on Mac OS X for 3D. However, I had never done anything more than a few simple tests with it. Cocoa worried me as well. I had programmed several full projects using Carbon for both classic Mac OS as well as Mac OS X, but my only Cocoa programs had been those same OpenGL tests.

After the three months I can say that I shouldn’t have been worried at all. Obj-C is a beautiful language and Cocoa is a beautiful API. The Cocoa development docs are a great resource, and what can’t be found there can easily be found on-line (CocoaDev is a favorite). OpenGL is very easy to use and puts the old QuickDraw API to shame. And needless to say, the on-line resources for OpenGL are vast. Anybody who still isn’t using Cocoa or OpenGL needs to get with the times and discover the greatness of these two APIs.

Listening to Early Feedback

I knew from the beginning that since I was working alone I was going to need feedback from as many outside sources as possible. I tried hanging out in the iDevGames chat room as often as I could, and I had a Gaichu feedback thread in the forum within the first three weeks of the contest.

The early feedback was invaluable as my “testers” caught several bugs that I wouldn’t have caught otherwise. I thought that my first attempt at player movement code was more than adequate, but because of feedback I ended up re-writing that piece of code more than three times. And I must conclude that player movement in the final version is vastly superior to the earlier versions.

Listen to your testers. When you’re playing your game four hours a day, every day for months, you start to lose perspective. Just because you think a certain feature is adequate, or that the difficulty is right on, that doesn’t mean that the rest of the gaming public will as well.

What Went Wrong

Inconsistent Art Focus

If there’s one thing that I hate more than anything else in shareware games it’s amateurish artwork. I used to believe that artwork wasn’t what made a game great, but it’s hard to have fun playing a game when the artwork makes your eyes bleed. In the not-making-your-eyes-bleed category, I think Gaichu does pretty well, however I still wasn’t satisfied with its artwork.

Gaichu lacks a consistent art focus. Since I was doing all the artwork myself, I thought that I wouldn’t need to do extensive sketches and tests for each piece of art. I thought that I could just make each piece as necessary and in the end it would work out since they would all be made by the same person. It didn’t turn out that way. Most of the artwork was redone not once, but multiple times. Some pieces like the title-screen were slapped together at the last minute.

Gaichu badly needed an art director with a unified vision for what the game should have looked like. Gaichu’s final artwork isn’t bad. In fact, there’s a lot I like about it. However, it’s not as good as it could have been, and that’s something I will be striving to fix in the near future.

The One-Man-Band

When you’re making a game by yourself, you have to wear a lot of hats. Sometimes you’re the producer, sometimes you’re the programmer, sometimes you’re the sound guy. Unfortunately, at times certain hats get more of a preference than others. For Gaichu it was definitely the programmer hat that took up most of the time. When presented with both a programming and an art task, the programming often took precedence. Art and sound assets took a back seat and didn’t receive as much attention as they deserved.

Regrettably, there’s not much that can be done to remedy this. There are really only three possibilities. You can extend the deadline to give you more time, you can hire one or more persons to assist you, or you can overextend yourself and work even harder for longer hours. For the uDevGames Contest, number two is the only real choice; unfortunately I have a phobia of letting other people help me on projects such as this. A partner or two on a later project might be something I want to explore.

Not Enough Early Feedback

Above I said that early feedback was one of the things that went right, however it’s also something that went wrong. Browsing the forums shows that a few of the games seemed to monopolize most of the forum members’ time. Some games reached multi-page threads almost immediately, while others died out without constant developer bumping. When you’re a developer starved for feedback, you start begging for comments and suggestions.

As the voting was winding down I received several comments that the game was too hard, that the enemies were too fast. That’s a great comment that can be used to improve the game, but it came too late in the contest to work on it. Next year I’m going to lock several testers in my basement and force them to give comments and suggestions.

Conclusion

In the end, Gaichu did pretty well; 5th place in Polish, and 10th Overall, is nothing to sneeze at in a competition involving 43 games. Of course, the best prize is that after years of programming and attempting to make games, I’ve actually made one. When someone asks me what I do and I respond, “I make games,” I no longer secretly think, “Liar!” In that regard, uDevGames 2003 was huge success.

Project Details

  • Number of Developers: 1
  • Length of Development: 3 months
  • Development Hardware: 867MHz G4 (1.1GB RAM/GeForce2MX 32MB), 350MHz G3 (448MB RAM/Rage128 16MB)
  • Critical Applications: ProjectBuilder, InterfaceBuilder, Photoshop, Hash Animation Master, UVMapper, Peak DV, Melody Assistant, OpenGL Profiler, Shark
  • Project Size: 48 code files, 9,833 lines of code, 100MB of art and sound assets

Chopper Postmortem

When I tried to think of a game I could make that fitted that restraint, something based on an old memory of a 2D scrolling helicopter game came to mind. I later found out that this game was the Apple II classic “Choplifter.” My Dad told me that I played it a lot when I was three or four years old, and it had obviously left a mark in my mind.

With the idea starting to form, I began work. The first step was to make an OpenGL view in a window, and add player control. I used Cocoa and Project Builder, as I was already familiar with them, and within a day or two I had a simple Chopper sprite and basic (but very buggy) player controls, in a spunky metal window.

Then I decided that for this type of game I would need a level editor, so I started working on that. The level editor evolved alongside the game, and was hugely useful in the process.

Continued Development

From there on in, it was a matter of refining and adding to what I had. I started adding collision detection, tanks, and eventually gunfire and explosions. Chopper evolved into something that I had never thought was possible when I had begun.

Graphics were slowly updated as I went. Usually I would put in placeholder graphics for a start, and change them when they annoyed me enough. Most graphics were overhauled at least a couple of times, if not more. Some graphics, such as the Chopper graphic, and the sky and ground, were updated or replaced at least half a dozen times.

An interesting decision I made about a month into development was to give the 3D effect. Chopper has a 2D engine. It’s all done with an orthographic projection so there is no z coordinate. As a graphical enhancement I decided to make it pseudo 3D. I added side walls to buildings, and depth to the grass. This made some of my earlier work redundant, such as angled tiles, and also made some things far more difficult for me later on. It may also have limited some gameplay elements, as it took a lot of my time to make things move properly. I believe it was worth it, though, as it added to the realism element of the graphics, and taught me a great deal.

While making Chopper I used “to-do” lists extensively. I would make a build, play it for a while, and write down any problems I found. I found this to be very useful in many ways. It was a good tool for finding what the player might see as a problem; it ironed out bugs, and there was a great feeling when I had an extensive list with all items crossed off. I also wrote down anything I thought might be added as an improvement to the game. Whenever I completed one task, I would build and run again, and write down anything I found wrong.

This part of the development process was always done on paper, as was any math that I had to do. I think a pencil and paper are invaluable.

What Went Right

I believe the most significant thing that went right was that I was a self-employed artist for the period, and as such was able to spend roughly 10 hours a day for the whole three months working on Chopper. Also, my girlfriend was overseas for six weeks of that time, and I probably worked about 15 hours a day over that period. Time was one of the constraints of the competition, and I had it in my favour.

METAL or other such options.

Despite the fact that I will probably never develop on such a limited machine again, I am glad that I used a G3 350MHz iMac to develop on. There were a few entries in uDevGames that as a result of being developed on higher-end machines run very poorly on low-end Macs, and could have been easily optimized to run much better. I was forced to optimize a lot throughout the process, just so I could continue to test it. This brings two benefits: one, I have learnt ways to optimize code, and two, Chopper can run reasonably well on a G3. I think a good way to develop games would be to code and build on a fast machine (aka G5), and test on the lower spec machine you are aiming for. I hope to do this in the future.

The iDevGames community and the uDevGames Contest were a tremendous help along the way. The combination of motivational and technical support has been amazing.

Another thing that went really right is that I got a great job as a result of developing Chopper. The experience and knowledge that I have gained have proved to be invaluable.

What I Would Do Differently Next Time

Instead of writing what went wrong, I thought it would be easier and more beneficial to say what I would do differently.

Number one on the list would have to be that I would do it all in 3D right from the start. As I mentioned earlier, pretend 3d in orthographic projection is a lot of work, and limits what you can do. This is going to mean that if I were to do Chopper 2 it would have to be a re-write.

I would plan more. When I started Chopper I had no idea what it was going to be like, only a very vague memory of Choplifter. If I had thought a little further ahead I could have structured better and saved myself a lot of headaches. Now that I have learnt more about my own capabilities and limitations I will be planning my next project a lot more carefully from the start.

Related to this, I would also refactor more. The code got very messy about halfway through when I changed the way map tiles were saved and loaded, and found I had to optimize. Instead of spending the day or three cleaning it all up and making it nicely structured, I just left it in a mess. The code turns into a dodgy DIY add-on spaghetti pile and it then takes a lot longer to add new features. Functions should also be shorter than I have made them, if anything just so it is easier to navigate through the code. The classes work well, but the functions within them need to be broken up into much smaller tasks.

I would write my own music and spend more time on sound effects. I spent about three days searching the net on a 56k modem for suitable music. It was a very frustrating process, and in the end the best I could find was less than satisfactory. A hired musician or music creating software is a must for decent music, and next time I will hopefully have the latter.

I would post less betas. I probably uploaded about 30 beta versions over the three month period, and although I received great support from people, many seemed to tire of it at the end. Fair enough too! Three or four betas would probably be a much better way to find out what needs fixing that I hadn’t already noticed while play-testing.

Conclusion

Chopper has been great fun to make. Most of all, it has been a great learning experience. If I had sat down before I began Chopper, and thought about what the best Choplifter clone I could make would be, I would not have imagined anything near the standard that Chopper turned out to be. I now feel I can do anything, and can’t wait to prove it!

Project Details

  • Genre: Arcade
  • Developer: Magic Jungle Software
  • Url: http://majicjungle.com/
  • Team size: 1
  • Released date:
  • Project length:
  • Development hardware:
  • Critical applications:

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