kodp02.jpg
alt “Screenshot”
I designed most of the basics of the underlying economic model and the basic user interface. The design document at this point was still very rough. I knew the basic sort of interactivity and that a resource management game was the best framework to use for a hundred year story. Elise Bowditch, my Associate Producer who also did the multimedia programming with mTropolis, and myself also commissioned a few pieces of art. I found an artist and paid him to create some images to serve as a prototype, showing the three main types of screens (game play, interactive story, and myth). I also flew down to California for a meeting with Greg and we went over various cool Glorantha things that would be incorporated into the game.
Assembling the Team
We used our industry networking to locate talented artists for the project. We relied on a contract agency to fill the other positions needed to complete the project, such as user interface designer and Windows programmer. I had initially planned to use another writer, however after I heard that Robin Laws was available, I quickly asked him to join us. The Windows programmer also implemented our scripting language. Overall, the development team was on board as contractors — yes, they all had contracts which spelled out rights to the artwork.
kodp03.jpg
alt “Screenshot”
Creating a Cross-platform Product
When we began the project, the mTropolis authoring tool was the premier product for developing multimedia rich cross-platform productions. mTropolis was later purchased by Quark, who in turn killed it; despite its lack of support, though, it is still a great tool. Why mTropolis? A review in the now defunct magazine ‘Interactivity’ convinced me that it was the right tool for the project. Its cross-platform output was key, since we had no in-house Windows experience. We were familiar with Director and knew its flaws. We tested some smaller projects with mTropolis and realized the productivity gains that could be achieved with this powerful tool.
mTropolis is also extensible via C/C++, and projects can be executed without requiring outside libraries such as QuickTime to be installed. mTropolis consists of a Mac-based editor and a runtime which runs on either Mac OS or Windows. The editor compiles your project into what I’ll call a “package” since I don’t recall the official name.
When we began, mTropolis 1.0 created different packages for Mac and Windows. Version 2.0 added a cross-platform package format (which is a huge help when you’re making a cross-platform CD!). You can actually run directly off the CD — one reason we didn‚Äôt go with QuickTime. Well, Windows isn’t quite that simple, but you can still run directly without installing. Overall, mTropolis served us well over the three year development cycle.
Design and Development
Our artists all use traditional media: ink, paint, scratchboard. They used our old HP scanner, then did post work inside Photoshop. Another artist just gave me the originals and I scanned them and did almost no touchup. And then everything got DeBabelized before going into the project. The artists were mostly local, so we’d meet and go over sketches, or occasionally deal with faxes. We began by establishing the basic look of the world (the Osprey books were a great help for historical costumes). The artists came up with additional details that fit in well. Since they were contractors, most of them worked in their own facilities. We worked out of our house to save costs. Towards the end, we hired a QA guy, and he also worked out of a spare room (since it’s vital to be able to see just what happened after a crash). We relied heavily on TestTrack, a bug-tracking database, to keep the project running smoothly. We used Filemaker to check off our milestones.
The scripting language (Opal Scripting Language — Opal was our code-name) is used for the interactive scenes, and helps out a few elements of the economic model. It’s really special-purpose (though our programmer did a fine job putting in flexibility). The syntax is actually derived largely from what our writer was creating for the interactive scenes. I’d asked him to use my outline processor Acta, so there was a certain amount of structure in these already. If we had obtained additional funding we could have ramped up a bit and finished sooner, I think. (Else we would have ramped up and added features the publisher wanted and finished no sooner.) Another problem was that we wanted to sell the game at all stages (i.e. have a polished demo to show publishers). We devoted too much time towards perfecting the user interface. In hindsight, it would have been better to work out the UI and then do final rendering.
What Went Right
Unlike many games today that rely on 3D CGI eye-candy, our game combined the best of today’s interactivity technology along with traditional art media. This created a unique look for our game and made it stand out from the crowded me-too herd. Response to the finished game has been very positive from both players and the gaming media. We were very proud to have King of Dragon Pass win the award for “Best Visual Arts” at the second annual Independent Games Festival as well as being nominated for an “Origins Award.”
- Developer: A#
- Notable: Best Visual Arts Award (2nd Independent Games Festival), Nominated for an Origins Award
- Genre: Turn-Base Strategy
- Site: http://a-sharp.com/kodp
- Team size: 2
- Released date: October 1999
- Project length: 3 years
- Development hardware: Power Computing clones, PowerBook G3, Gateway machines
- Critical applications: mTropolis, Photoshop, Debabelizer