Reclaimed Postmortem

An Army of One Creates a Design Document

The initial plan for Reclaimed was fairly ambitious. Since I was an army of one, I knew I had to limit the scope of the project carefully. The goal from my original design document stated that Reclaim would “create a basic persistent multi-player online top-down tile-based game.” All that, and have it at least moderately fun to play while falling into uDevGames’ three month development time limit.

For a handful of gamers, the design document’s goal was achieved. In fact, one gamer played 41 hours, and there were at least six that played for about 13 hours. On the other hand, of the 171 people who logged in, a lot of them didn’t spend more than a minute or two online. This includes a number of my contest peers — one notably spending only 95 seconds in game! It seems that while some players enjoyed Reclaimed, others definitely did not play long enough to receive a good sense of the game. The real question is why?
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2D Game Engine Novashell

Novashell is a high-level 2D game maker that tries to handle all the hard work behind the scenes allowing you to whip up sweet games using pathfinding, dialog, persistant dynamically sized maps with contruction/decontruction, save anywhere, and especially features that adventure and RPG type games would use. It’s also built to allow easy sharing of games you make and modding of them. The underlying concept is everything is cut and pastable and can be added and removed even during play. The worlds/games/mods it makes can be played under Windows, OS X (universal binaries available), and Linux without changes. Free to use and distribute stand-alone games. Features include; Multi-platform support using the Clanlib library, A*Star pathfinding, advanced 2D Physics, create stand-alone games, and more!

Magic Stones Postmortem

Magic Stones Opening Screen

Overview

I always liked the idea of making a fantasy-card game, so I started to outline the basic idea on a piece of paper. Yes, planning was essential in this kind of game, I knew it from the start (and luckily I did it).

I decided to base everything on Celtic mythology, so I first started to do some research both at the local library and also on the internet. I learned about Celtic runes and thought to assign to each one of them a spell or a summoned avatar in the game. I divided the runes into four elements; air, water, fire, and earth, though I realize that their original meaning was a bit different. But hey, it’s just a game!

Magic Stones Characters

After sketching out the general features, statistics, skills, creatures, background story of the game, I put all those numbers together in a spreadsheet page. Next, I had to solve a big problem — how to make the graphics of such a game? The solution was Poser, a great 3D character modeler and animator. I purchased several ready-made 3D models, and after several weeks spent on various renderings, I had the basic 48 avatars ready — 20 avatars for the four elements plus many neutral/evil ones.

I added a role-playing element to the game, so that in addition to your “card deck” you also had an in-game alter-ego, with an inventory of items that could affect your power and a set of basic skills that would influence the game in general.

Magic Stones Overhead

Tools Used

I used Xcode and a very simple but really powerful 2D programming API called PTK marketed by Phelios. I had previously licensed this SDK for earlier titles with great success. PTK is a multi-platform 2D game engine with 3D capabilities built around OpenGL, that just requires a very basic knowledge of C++.

As mentioned previously, the graphics were mostly created with the help of Poser 5. For example, the monsters, characters, and Photoshop was utilized for designing the user interface of the game. Music was acquired through the purchase of a royalty-free online source.

Magic Stones Inventory

What Went Right

Since its launch, the game has had a good group of loyal followers. This might be connected to the release of a “bonus pack” (expansion pack) following the initial 1.0 release. This was a challenging move since once the pack was announced, I couldn’t change my mind. However it was a also a smart move because it helped greatly improved customer loyalty and is keeping my game always “in the news” — thanks to those frequent updates — usually about every 2-3 months.

An attractive point about niche games like RPG is that most developers have abandone this genre — competition is at an all-time low. Larger game publishers are focused on MMORPG and true classic single-player CRPG aren’t produced anymore — there’s a big market opportunity here! My game didn’t need much marketing at all to become popular with RPG fans.

Magic Stones  Tournament Table

What Went Wrong

Despite having planned everything, as always happens in this sort of game, you’ll need to perform some serious testing. When you make a simple match three game, bugs are typically easy to find as the game mechanics are always the same. With RPGs, I had many bugs in the initial version because I didn’t take the time to test it properly as I was too eager to release it — a mistake I will never repeat in any future games!

Magic Stones RPG

Conclusion

I can say that it was both a very rewarding experience and feedback was very positive from gamers, through the process of creating a RPG was also very stressing. The day after initial release was golden, I spent 10 straight hours a day fixing bugs and working on the first expansion pack. This pack, “The Bone Lord”, was released in time for Christmas 2005 — only three short months after the initial 1.0 game release.

Keeping the game updated has proved to be a challenge since there is always a greater need to add more content such as art, SFX, and new gameplay elements. Overall, I like this game genre so I was able to place a great deal of passion into its production — an important factor in completing the project.

  • Title: Magic Stones
  • Genre: Fantasy / RPG
  • Developer: Winter Wolves
  • Team size: 1
  • Released date: October 17, 2005
  • Project length: About 5 months for initial release, then about another 3 months more for the various updates and expansion packs.
  • Development hardware: Power Mac G4 1.2 GHz
  • Critical applications: Xcode, Poser 5, Photoshop

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.

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King of Dragon Pass Postmortem

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

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