Sometimes I make games. Sometimes I make websites. This is my blog.
My go-to IDE for everything for the past 5 years has been Netbeans, so to switch to Eclipse is something new for me. But, Eclipse is insanely popular, so there’s got to be a good reason for it.
Google seems to love it, too, and it’s always great to be in tune with them. I used to develop stuff for the Google App Engine and it was the same thing as it is with Android this go-around: if you didn’t use Eclipse, it was a bugger to get going. Relying on a third-party plugin from Kenai to access a closed system was just too much of a reach-around and I got out of there.
So, Eclipse. Excited.
Why Android? Well, this recent hullabaloo about Ouya has got me excited. I’ve been toying with game development now for years and after completing a few games in the past few Ludum Dare/7dfps/Guelph Game Jams, I can safely say that the idea of getting my games up on the TV screen with a controller turns my crank.
Playing games on a PC/laptop is just not the same as on a console. Don’t get me wrong, I’ve got hundreds of PC games and love them dearly. But, there’s something special about a controller in your hands and a big TV screen in front.
I’m looking now through the Youtubes and Googles for Android development stories, tips, tricks, hints, tutorials, cautions, etc. If you’ve got experience in this area and would like to share your story, I’d love to read it.
Syrup Dispensers From Hell is coming along quite well. I’ve decided to use the Legend of Sadness base for the game, which plays and looks a lot like a Legend of Zelda title. Instead of having our hero travel into a cave, he’ll be travelling into a breakfast restaurant to save us all from horrid syrup dispensers.
This time around I’ve got a lot more experience working with Akihabara so I’ve been able to work harder on gameplay and graphics rather than learning how the game engine works. Designing tilemaps for a game, as a programmer, is tough work. It’s not that I dislike working on art or even that I’m not artistic, but what looks great in The Gimp looks like shit when it’s tiled a hundred times.
Doing graphics for a game is basically incrementalism combined with healthy doses of iteration. You tweak a pixel, test it in-game, hate it, go back, tweak another pixel, hate it, go back, and so on.
A neat feature that I discovered today was Akihabara’s ability to scale the size of the game display by a value that is less than 1, meaning that it does not need to zoom to an integer value. Currently I’ve got the game displaying at 320×240 with a zoom of 2.5, making that actual output 800×600.
Well, back to work :)
Minecraft was the first entry in my Game of The Day feature on my gaming blog, Gameblaster64. It’s one of the best games to come around in a long time.
Shameless plug: if you play Minecraft and you’re looking for a good server to join, come play on mine: Hellblade Mobs. Connect to minecraft.xandorus.com from within the game.
If you wanna track my progress on BastardBlaster, my game for the Guelph Game Jam, check out my GitHub repo.
The game is GPL and is based on Solitude from the Akihabara HTML5/JS game platform.
Well, it’s been just over a month since I made the switch to Linux from Windows. My distribution of choice for desktop PCs has always been the fantastic Mandriva Linux. Available for free with plenty of included software (Open Office suite, the Firefox web browser, Kopete messenger, Amarok media player, and much more), it’s always done the trick and looks wonderful doing so.
I have two physical hard drives in my PC. The first one is mounted ‘/’ for all my system files and programs. The second drive is my ‘/home’ directory, where all of my documents are kept. All of the system files are kept entirely separate from my documents.This sort of division is done even with one single hard drive automatically by Mandriva so that if I ever need to format or upgrade the operating system I don’t lose any of my pictures, movies, or music, ever.
Life without Windows is certainly possible. I’m living proof. And the stuff I use my computer for is likely more intense than your average Joe since I’m a web developer. All of the required software that I use on a daily basis is available and runs great in Linux.
All of my games worked out-of-the-box using the Windows games and software emulator* (Read more about the Wine project). I’ve included a screenshot of me playing Morrowind. It runs great. My girlfriend and I played through Max Payne on this PC, as well, and we’re a quarter of the way through the Quest for Glory 2 remake (which is a lot of fun, by the way) on my other Mandriva Linux PC (our media center).
If you’re considering running Linux or if you’ve heard about it and are curious, give Mandriva Linux One a try. It’s pretty simple: You download it and burn it onto a blank CDR. Reboot with the disc in the drive and you can use it right off the disc without actually installing it. If you like it, go ahead and install it. Otherwise, just take the disc out and reboot — nothing has been changed on your computer.
For more information about Linux, try reading some of these sites:
* I realize Wine is technically not an emulator, but when explaining what it does it helps to use that term.
There are several important things that I feel are absolutely required when creating a fun videogame. Fun means so many things to so many people, but for the purpose of this article fun will be defined as a high level of enjoyment obtained by the player as a result of playing the game.
A lot of people look for things like graphics when playing a game. Some people could care less. For some it’s the music, for others, the story. I believe there are several factors that contribute to the fun level of a game and that the fun level is controlled both by how important those factors are to the player and how much of that factor is available in the game itself.
Let’s walk through the eight factors I believe contribute to a fun game. These factors are just that — factors. Think of them as a health bar. Depending on the game, the bar may be full for certain factors or completely empty for others. Rest assured, however, that having a full bar in each of these eight points will increase the liklihood your game will be fun.
Let’s walk through each of them in detail.
You may notice that on this list I have omitted “graphical quality” and instead written Graphical Relativity. This is because over time I have noticed that the games that are the most fun to the most people are the ones that have graphics that match the game’s premise perfectly rather than overall graphic quality. This is blasphemy to the people with the latest and greatest PC or console hardware, but I believe it to be the truth.
As examples, I cite World of Warcraft, Team Fortress 2, and Tetris. All three of these games have graphics that are not state of the art but all are insanely fun. And popular. They all have staying power as well. For each of these games, the graphics are not the selling point nor are they a point of contention in the gaming industry at large. In these cases, the graphics fit. And that’s the point. It’s not the latest and greatest graphics that matter, it’s if the graphics fit the game.
Try to think of other games that are fun that fit this as well. Games like Crazy Taxi or Street Fighter 2. Can you think of any games where this isn’t the case? If so, are you sure that it was the graphical quality that made the game fun?
The Sims was more fun than The Sims 2. On paper, The Sims 2 was a better and deeper game. Why is it that I could stay up all night playing The Sims but couldn’t spend more than an hour playing The Sims 2? Simple — the controls.
The controls for The Sims were intuitive and worked flawlessly. The controls for The Sims 2 were horrendous. That’s not the fault of the game itself, though, or its designers. The reason The Sims 2’s controls were poor was the move to 3D is in itself very difficult for game developers. How does one control a 3D camera without an extensive control scheme? Without some new form of hardware, doing this intuitively with a mouse may be impossible.
This factor is not one that many people think of when describing a videogame. Sure there are examples you’re probably thinking of right now. Zelda, Mario, Final Fantasy… But, isn’t that the point? Why are all of the best and most fun games the ones with the best music?
Something to chew on.
The ability to play against other players (when done correctly) will (depending on gametype) immediately increase the fun level of your game. Some games even require it. Consider the following example: Super Mario Kart for the SNES. Super Mario Kart without the ability to play against friends would be a completely different (and ultimtely boring) game.
Most gametypes benefit from multiplayer capability, but for others it is almost better to be without it. For example, Morrowind as a multiplayer game would not be Morrowind. For better or for worse, the Morrowind we know and love would not exist in multiplayer. Considering that it’s my favorite game, that would suck and I wouldn’t change a thing. I would be open to a completely separate multiplayer Elder Scrolls game, however.)
The story and characters used in the game, no matter the gametype, lend to its fun value. As in multiplayer capability, some games require deeper characters than others. But, who says a football game can’t have character development?
Put simply: The more relevant your characters are to your gametype, the more likely your game is to be fun.
I believe the desire to replay a game comes from two factors: The desire to enjoy important emotional impacts the game had the first time around and the opportunity for having the gameplay change from the first time you played.
To exemplify the first desire, Final Fantasy VII comes to mind. The game is inherently linear in design. You start in Midgar and end in.. well. I don’t want to spoil it. But, players will replay this game years later to enjoy the deep emotional impact they had while traversing the story the first time, not because they may be able to change the plot.
As for the second desire: This is common in competition-based games. I again call upon Team Fortress 2. Even if you played 1,000 games of pl_goldrush, it’s unlikely that you will have the same things happen twice. This sort of unpredictability is key to increasing the game’s replayability factor.
This factor is similar to replayability in that you are replaying a game because it brings back memories of what it was like the first time (or another memorable time when you were playing). There are two ways you can take advantage of nostalgia when developing a game.
If your game is new: Pay homage to similar games that inspired you to create your game. If you are making an adventure game, put some references to Quest for Glory or King’s Quest in there. People will associate your game with games they have enjoyed in the past and by reference will enjoy your game because of it.
If your game is a sequel: Take the best parts of the original game and make them shine. Don’t “improve” them as that invariably changes them. By changing the things that made your original game great, you run the risk of alienating people who are playing your sequel because they loved those things. What you want to do is accentuate those selling points.
Compare stealing equipment and items in Morrowind to Oblivion. Oblivion undoutedly has a deeper and more realistic stealing mechanism when dealing with items and people in the game. However, there are several key things that were changed that makes stealing a waste of time, thereby ruining something that made Morrowind great. Namely, the fact that you cannot place items somewhere and return to them later unless you buy a specific house and the fact that no one has anything good to steal unless you’re at the highest character level, by which point you are done the game.
Innovation is grouped with novelty since in the gaming world they are the same thing. When Nintendo goes to make the Wii 2, how many people will be excited that they use a remote control with a motion sensor?
However, the first time around this sort of thing can open doors and bring fresh people in. Being able to play games like Doom and Duke3D over local networks in schools and at home was a novelty (though it had of course been done before, it really was the first time I had experienced it myself). Think of when Pong was first introduced. They singlehandedly created the arcade industry.
Clearly having a healthy balance of all of these fun factors helps to make a videogame fun. It’s important to not rely on having a large amount in one of the items then neglecting the rest, as that game will be remembered as not being fun but having feature X. The goal is to focus on fun. Fun sells. Fun builds franchises. Fun builds memories.
This thing is really, really cool.
I saw on Distro Watch today the announcement of a new development version of the “boot n’play” Linux games DVD available for download and was instantly enthralled with the idea. It’s like having a free games console on your PC. You put the disc in, reboot, and play. Right off the DVD. You can save your savegame on your USB memory card. There are quite a few high-quality games included with this thing and a lot of them provide multiplayer fun. Check out the games list for further info.
If I had a lot of money…
I’d buy PlayOnLinux and Cedega and Crossover Games (while maintaining a great working relationship with the good folks still at Crossover working on apps) and put together (with some hefty funds behind them) a crack team of DirectX hackers and previous Microsoft DirectX programmers to put together a fully-functional, working DirectX emulator for Mac and Linux. Then, port all those changes back into the Wine trunk while promoting an off-the-shelf Windows games player.
I truly believe that if games worked on Linux flawlessly there would be a greater adoption of Linux on desktops worldwide. I know locally it is a huge hurdle to jump. All of my friends are interested in Linux, two of them have the ISO sitting on their desktop. Why are they not making the switch? One: Games. The other: Sony Vegas. People want to use it but they want their games too!
Game development and publishing companies wouldn’t have to write games to be cross platform if the emulator worked perfectly. They would go on making Windows games while Linux continues to grow in installed user base.
Making games for Linux is not the answer, making Linux work for games is!