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8/14/2019 Dev.Mag - 13
1/35
8/14/2019 Dev.Mag - 13
2/35
REGULARS
EdsNote.........................................................................................P03
News...............................................................................................P04
FEATURE
Games,DevelopmentandPascal....................................................P05
SPOTLIGHT
DominiqueLouis-PascalGameDevelopment.com.........................P10
OPINION
UniqueisntAwesome......................................................................P14
BacktoBasics.................................................................................P15
Addictiveness=Bad........................................................................P16
REVIEW
BowmasterPrelude..........................................................................P17
DESIGN
BlenderIntermediateTutorial:ModelingwithCurves.......................P18
HTMLforNoobsPart3:GoodWebDesign......................................P21
PROJECTS
RoachToaster2:BigCity................................................................P23
Postmortem:OverseerAssault........................................................P24
TECH
CodingEtiquette:FunctionUsage...................................................P26
HISTORY
TheHistoryofI-ImaginePart4:RenongHouse.............................P28
TheHistoryofTwilyt/Celestial.......................................................P30
TAIL PIECE
ChoosingaGame:AnAdventureintoShareware...........................P31
CONTENTS WHATS INSIDE
05
14
17
31
8/14/2019 Dev.Mag - 13
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EDS NOTE THE BIG CHIEF
TherearetimeswhenIcanveritablysaythatIlovethisjob.Thisisoneofthosetimes.Forthepastcoupleof
months,wevebeenwaitingwithbatedbreathforthegreenlightonseveralmajorpiecesofnews,oneofthem
beingGame.DevsdealwithMindset(www.mindset.co.za/learn/)thatinvolvesawhoppingR10000sponsor-
shipforComp15,thesecondsuchprizecompetitionthatGame.Devhashadthefortunetohost.Imagine
sittingonthatforafewmonthsandnottellinganybodyaboutit?
Becausethiscompetitionisabiggie,wevenaturallysplashedremindersaboutitalloverourpages(HINT:THISISONE
OFTHEM)tomakesurethatpeoplegetthemessageandstartparticipating.IfyoureaSouthAfricancitizen,resident
orpassportholder,youshouldhigh-tailitovertotheGame.Devwebsite(www.gamedotdev.co.za)andenteryourown
creation.Dontbeshyprizeshavebeenreservedespeciallyfornewentrants,sodevelopersacrosstheboardwillhave
ashotatthemoney.
Competitionaside,MindsethavealsodecidedtodistributeDev.MagandGame.Devadvertisingovertheirdatacastservice
toschoolsalloverSouthAfrica.Thisisamajorstepandhopefullythewordwillbespreadmuchmorequicklyconcerning
thejoysandbenefitsoflocalgamedevelopment.DidIhearTVappearances,anyone?
Concerningthemagazineitself,Ivealreadyfalleninlovewiththisissue,andIhopeyoudoaswell.Featuredthismonth
isPascalGameDevelopment.com,anamazingwebsitewithagreatcrewwhohaveshowntheworldthatnotonlycanyou
makegamesinPascal/Delphi,butthatyoucanalsobeahugesuccessintheprocess.Turnafewpagesandcheckit
out.OurTailpiecethismonthisalsosomethingwellworthcheckingoutitwasasurprisinglittleentrythatsnuckonto
myproverbialdeskbeforedeadlineandgenuinelygrippedmefrombeginningtoend(beingthearrogantsodthatIam,I
considermyownopinionofapiecetobeworthafairbit).
Crammingalloftheannouncements,newspointsandmassivefeaturesintothiseditionhasalsohadanotherprofound
effect:Issue13isofficiallythebiggestDev.Mageditionreleasedtodate,meaningthatyouregettingevenmorebangfor
yourbuck.Manyhandsgaveuptheirfingerstocountthepageswevegotfilledwithawesomestuffrightnow,somaybe
itsabouttimeyoustoppedreadingmywaffleandgottowhatreallymattersenjoyingtherestofthemag!
Editor
Rodain Nandrew Joubert
EDITOR
Rodain Nandrew Joubert
DEPUTY EDITOR
Claudio Chippit de Sa
SUB EDITOR
Tarryn Azimuth van der Byl
DESIGNER
Brandon Cyberninja Rajkumar
MARKETING
Bernard Mushi Mushi Boshoff
Andre Fengol Odendaal
CARTOONIST
Paul Higushi Myburgh
WRITERS
Simon Tr00jg de la Rouviere
Ricky Insomniac Abell
William Cairnswm Cairns
Danny Dislekcia DayAndre Fengol Odendaal
Heinrich Himmler Rall
Matt Flint Benic
Luke Coolhand Lamothe
Stefan ?rman van der Vyver
Gareth Gazza_N Wilcock
WEBSITE DESIGNER
Robbie Squid Fraser
WEBSITE
www.devmag.org.za
This magazine is a project of the
South African Game.Dev commu-
nity. Visit us at:
www.gamedotdev.co.za .
All images used in the mag are copy-
right and belong to their respective
owners. If you try and claim other-
wise, we send DB after you. And you
dont want that.
OOOH, WHATS THIS?
Sayhitoournewmascot,DB(pronounced
deebee).DBisourresidentDev.Bot,andyoull
findhimpoppingupquiteabitfromnowon.Hes
smart,hessassyandheservesasaneatreplace-
mentforZeldaontheeditorialpage.Asitso
happens,mostofDBscircuitryiscommittedtothe
logisticsofgamedevelopment(howconvenient!),
makinghimagrandadditiontotheDev.Magcrew.
DEV.MAG ISSUE 123
This months opinion columnists:
Tarryn Azimuth van der Byl
Gareth Garson Gibson
Simon Tr00jg de la Rouviere
8/14/2019 Dev.Mag - 13
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R10 000 up for grabs!
http://www.gamedotdev.co.za/
Game.Devs Comp 15 commences on the first day of June, this time with sponsor-
ing from Mindset Learn amounting to R10 000. Entrants will have two months to
create their game based on an educational premise, and the top three games (as
well as the best new entrant) will be eligible for cash prizes. Check out the web-
site, the Game.Dev forums and further on in this issueofDev.Mag for further details.
The Everyman and the Action Hero
http://www.gamasutra.com/view/feature/1420/the_everyman_and_the_action_hero_.php
Gamasutrahaspublishedafeatureoncharacterdesignwhichtakesalookatjustwhatplay-
ersarekeenforinthisdayandageofGreekwarriors,trash-talkingstreetgangstersand
infinitelypowerfulplanet-eaters.Thearticletakesacriticallookatsomeoftheimportant
ideassurroundingagamecharacter,includinghowfreetheplayerfeelswithit,howmuchthe
playerrelatestoitandhowmuchtheplayerdesirestobelikeit.GamessuchasPsychonauts
andPlanescape:Tormentareexamined,andthearticleisoverallaveryenjoyableread.
NEWS HEADLINES
Programming for kids
http://scratch.mit.edu/
Itsnottoodifficulttocomeacrosstools
thatpromiseeaseofuseandnopro-
grammingexperiencenecessary,but
itsentirelydifferenttofindsuchatool
gearedspecificallyatkids.Scratchisa
promising(andfree)programmingtool
thatintroduceschildrentotheideaof
makinggamesoranimatedstoriesus-
ingstandardprogrammingtechniques,
albeitcleverlydisguisedbyakid-friend-
lyinterface.Thetoolhasbecomevery
popular,andtheresnothingstopping
grown-upsfromusingittoo!
One game, one day ...
http://www.gameinaday.net/
Forthosespeed-freaksoutthere,Gamedev.netadvisesthatyoucoulddoalotworsethanheadingonovertoGameInADay(GID),
themonthlycompetitionwhichhasdeveloperscreatinggamesin--youguessedit--24hoursorless.ThenextGIDistakingplace
onthe16/17June,sogetyourthinkingcapsreadyandseewhatyoucangetoutoftheexperience!Formoreinfo,checkoutthe
website.
DEV.MAG ISSUE 124
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Before therewas PGD, therewasnt too
muchofa largeportof call for aPascal
game programmer to go to for informa-
tionforhisorhernativecodelanguage.There
wereafewplaceshereandthere,suchasthe
(nowdefunct)TurbositerunbyMichaelturbo
Wilson, and DelphiGamer ran by Dominique
Louis.Butthesewerenttoomuchtogoasthey
weresmallandusuallyrunbyonlyoneortwo
people. Another missing factor was forums.
Itwas2002andacomponentsuitecalledDel-
phiX for DirectX-based components was all
therage.ThatNovember,agentlemannamed
IanAshburyakaBlueCat,createdaforumsite
called DGDev. This was probably what was
needed tostart bringingeveryone togetherto
meet and discuss ideas. Itreally helped turn
what was so fragmented back then into the
growing community in the years after. Infor-
mation about new game and graphics librar-
ies started to reach others where feedback
could behad. Also new projectsand project
sites stemmed from the people that were
sharing ideas in the forums. It was only six
monthslaterthatIbecameamember,myself.
Attheend of2004 I had become verymuch
involvedintheactivitiesatDGDev.Ialsobe-
came a news reporter for the DelphiGam-
er site to help out there. DelphiGamer had
turned into one of the two major news sites
GAMES, DEVELOPMENT AND PASCALThe website that has them all
FEATURE Pascal Game Development
inthegreaterDelphigameprogrammercom-
munity, theother being, of course, theTurbo
siteat GameDev.net.There werenewgroups
onYahooand otherplaces, but I was never
big onthose soI couldntreally tell you how
successful they were, only that they existed.
Alsoaroundthattime,theteamworkingonthe
Free Pascal compiler had been doing some
seriously extensivework andit becamemore
and more ofa viable alternativeto Delphi. It
had abit togobeforeversion2.0, but itwas
worthy of questioning why we called it the
Delphi game programming community back
then. Borlands commercial name butcher-
Pascal Game Development, or PGD for
short,isacommunitysiteforgamedevel-
opersandprogrammerstocometogether,
shareideasandnewtricks,andjustenjoy
thefunofmakingagame.Itsjustlikeany
other game community, except for one
difference - the programming language
of choice is Pascal. Members love mak-
inggamesandthey love programming in
Pascal,itsjustthatsimple.ThePGDsite
is currently run by both Dominique sav-
age Louis and Jason WILL McMillen.
WeinterviewedDomforthiseditionofthe
mag, while Jason was gracious enough
togiveusanoverviewofwhatPGDwas
all about. Heres what he had to say.
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ingaside,thatswhatitwascalledbackthen.
Iwasneverquitehappywithhownomadicallof
theDelphi-basedsiteswereandIhadcomeup
withtheideaofmergingwhatcontenttheyhad
intoonebigPascalcommunitysite.Iproposed
aconceptI hadworkedoutmyself tothetop
4Delphisitesatthetime.DelphiGamerand
DGDeveventuallyjoinedontowhatwouldbea
mergingofallthesitesthatwouldtakepart.The
resultwouldbeonebigsupersiteforallaspects
ofPascalgameprogramminganddevelopment.
After a long year of coding and organiz-
ing the Pascal Game Development site was
eventually launched in January of 2005!
Why Pascal?
ThepopularityofthePascalandObjectPas-
cal languages has receded much over the
years since C had become the default lan-
guage for schools and the industry. Despite
that,therehasactually beena risein its use
over the last few years, specifically its OOP
variant, Object Pascal. Borland played a
huge role inkeeping the languagealive with
itsDelphi compilerand IDE.Another notable
groupis the people that haveworked onthe
Free Pascal and Lazarus tools, a cross-plat-
form compiler and IDE respectively. These
greattoolsalongwithRemObjectsSoftwares
Chromefor.NET,arethePascalprogrammers
mostcommonlyusedtoolsformakinggames.
Now most of these tools were not around
when the PGD community started out, but
I like to think that the very reason they ex-
ist today isdue to the love of the language.
The PGD Annual Competition
The PGDAnnual isa yearly eventin which
teamsfromallovertheworldaretaskedtocre-
ateagameusingPascal.Anypubliclyavailable
libraryorgameengineisallowed,butthecore
ofthegameenginemust bemade inPascal
FEATURE Pascal Game Development
orObjectPascal.Eachyeartheorganisersof
the competition choose a gameplay theme,
selectapanelofjudges,writeuprules,gather
sponsors,andeverythingelsethatsinvolved.
Its a really exciting time for the site. Each
year, participants, sponsorship, site traffic,
seem to grow. Final entries are submitted
and scored, then judged. The top 3 are then
awarded with prizes provided by the spon-
sors. This year the sponsors have been re-
allygenerouswithover$6,000 inUSdollars.
The coolest thing about the PGD Annual
competit ion is that each theme is about
gameplay rather than some tacky season
or holiday as others have done. What kind
of game you choose to make is entirely up
to you so long as it contains the piece of
gameplaythat isaskedfor in the rules. This
makesforawidevarietyofgamesattheend.
This years theme, dubbed Multiplexity, is
about combining 2 ormore game genres to-
gether.Wecolourcodedachartwithdifferent
gamegenres,andallowedteamstochooseasmanyastheyliked,solongasatleast2colours
wererepresented.
In 2005, Dogfight was chosen as the
themewhere you had togo one-on-onewith
anything from people to tanks to space-
ships. Eleven final entries were sent in.
In 2006, The Big Boss was that years
theme, where the game had to be broken
down into levels or stages with bosses you
had to face at the end of each and one big
boss to fight at the end. It was a very suc-
cessful event that year with 20 final entries.
PGD at the IGF
Before last years PGD Annual, Dom and I
wanted to do something special for the first
place prize. It was supposed to be a big-
ger competition and we really wanted to upthestakes.Iwasthinkingofsomethingalong
thelinesofapublishingdealofsorts,butwe
DEV.MAG ISSUE 136
8/14/2019 Dev.Mag - 13
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couldnt find anyone willing to do the deed
for us. Itwas thenDoms idea toflipthe en-
try fee for the Independent Game Festivals
main competition. The idea worked out per-
fectly and wehad our amazing prizeall set.
The1stplacewinnerthatyear,DirkNordhusen
inGermany,wasmorethenhappytotakehis
gameTANXtothe2007IGFcompetition.His
gamewonoutovertherestandwasgenerallyverywell receivedby all PGD sitemembers.
SincetheIGFisabiggereventthanthePGD
Annual,Dirkwantedtoputalittlemoreintohis
gametobeabletocompetewiththosethatwould
havelikelybeenintodevelopmentforyearslon-
gerthanhewas.SoIhadofferedtojointohelp
him withstoryanddesign,and westartedto
workonthetransformationofTANXintoIron
Strike:Stormfrontwithonlyfourmonthstogo.
Working with Dirk on his game was a great
experience. He is a really talented guy and
has alotofenergythat you see comeout in
hisgames.Wewereabletoreallyaccomplish
alotinashortamountoftime,especiallycon-
sideringthatwebothalreadyhadfulltimejobs.
Wejustbarelymanagedtogetthegamecom-
pleted,despitesomeremainingbugs,andsub-
mittedtotheIGFsFTPservers.Alas,wedidnot
placeinthepreliminaries.Dirkhassincevowed
torevisithisgameengineatalaterdateandfix
alotofthebugsbeforereleasingtothepublic.
More Glory To Be Found
ItsnotonlythePGDAnnualwinnersthathave
found their way into the professional arena.
Othershavegonetheirwayintocommercialde-
velopment.SteveSlyWilsonhasbeenaround
sincetheold daysand heworksfor Krome
Studios, the company that makes Spiro and
other console based games. Dom has done
someworkonafewgamestoo;HeroXandSiegeofAvalon,bothofwhichweremadewith
Delphi.Thelatterwasoneofthefirstepisodic
contentbasedcommercialgamesanditsen-
FEATURE Pascal Game Development
gineisnowopensource.MichielandFrankof
NecroSOFT arenowunder apprenticeship at
Team6.AbraAcademy,createdbyamember
calledwagenheimerisapuzzlegamethatwas
recentlypublishedbyBigFishGames.Theau-
thorshavestuckadealtomakeasequeland
arealso lookingat thepossibilityof porting it
tobothMac and Linux. EricBehmwho runs
Magic Storm has released a few shareware
gamesandis workingonhislatest,TheIm-molate.MarsMiner, a Bomber-man inspired
game,isanotherrecentsharewarereleaseby
another member called RetroStyleGames.
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Plus awholecast ofothers... Maarten Kron-
berger, Jeremy Darling, Mike Weiring, Dave
Kerr, Christina Warne, Christen Fihl, the list
goeson.
And Now Some More Cool Stuff
Obviouslycommercialgainisnttheonlything
on the mindsof Pascal game developers.A
lot of these people simply enjoymaking fun
games and creative developer tools. Both
Free Pascal and Lazarus are open source,
with a rather large following onto their own.
Other such projects include translated API
headers,gamemedia, andnetworking librar-
ies such as JEDI-SDL, DelphiX, Asphyre,
GLScene,Omega,Phoenix,S2DL,ClootiesDi-
rectXheadersandNoeskasOpenALheaders.
There are even game engine projects such
astheLEAFgame engine byRelfosandthe
Rage 3DGame engine from SULACO. Or if
you prefer there is the open sourced Quake
2 engine translated tocompile underDelphi.
Someofthecoolestnewstuffcomingaround
the corner these days has been the gaming
platform support projects. Francesco Lom-
bardihasdoneextensiveworkonaddingsup-
portfor theGameBoyAdvanceandNintendo
DSto the FreePascal compilerfor a project
called FPC 4 GBA in the last year, and al-
most half of all hardware for both platforms
isnowsupported.Duetohisworkitisnowa
main-stay target platform for the compiler.
ThereisnowaprojectinspiredbyFPC4GBA
to add support for the GP2Xhandheld gam-
ing platform that uses Linux as its core OS.
Another recentplatformto receivesuchtreat-
ment is Microsofts XNA. Dominique Louis
and WilliamCairns have beenworking away
with RemObject Software at adding full sup-
portforthegamingframeworkintotheChrome
compiler. Several demos have been put to-
getherandresultsarequitepromisingsofar.
FEATURE Pascal Game Development
Games, Oh the Games
Ofallthepubliclyreleasedgamesyoucanfind,
whicharealmost countless, justa few ofthe
mostrecentandstunningonesincludeaworld
dominationgamecalledProjektWbySascha
Willems,anadventure-puzzlegamebyDirkNor-
dhusencalledValgardsFate,andtheGenesisEnginenextgenFPSgameenginebyLuukvan
Venrooij,whichhassomeofthemostimpressive
realworldgraphicsIveseeninanyPCgame.
LastDawnisazombiesurvivalplatformgame
createdforanAustraliandemocontest.Itwon
5thplace.UberChesswasauniversityclass
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language.Withouthavingdonethese2things
on my downtime from the military, Id likely
havesnappedoutofboredomatsomepoint.
Id like toextend a huge thanks toeveryone
thathadahandinthegrowthofPGDoverthe
years, nomatter how big or small. This site
isnt just a place for usPascal programmers
toswarm,butacommunityofcreativepeople
that has a passion for making greatgames.
project by Michiel NecroDOME Gijbels that
turned into a visually amazing chess game.
AndletsnotforgetGunsReloadedbyJason
Farmer ofCerebralBicycleCo., a revamped
version of his original artillery game, Guns.
TherearesomanygamesthatIcangoonprac-
ticallyforeveraboutthem.
So Whats So Special About PGD Anyways?
Thefirstthingthatcomestomindoftheben-
efitsof asitelike thisis the forums.Notonly
has the site been run by amature group of
people,buteveryoneisgenerallyfriendlyand
helpful.Itsacommonthingtohelponeanother
atthesite.Probablythemostprominentforum
is the My Projects forum, where members
canpostaboutthelatestandgreatestprojects
that they are working on. It can be anything
from a game to a development tool, or from
a commercial game to an open source one.
We also have a great directory on the site
called the PGD Library. Its a sizeable cata-
logueofarticlesthatcanbefoundonexternalsites related to a specific subject like graph-
ics,networking, 3D animation, music design,
gamesindustry,postmortems,onlinemagazine
issues (like this one!) and many other game
developmentrelatedtopics.Ofcourse,itgrows
all the time and is worth checking out from
timetotime.Thenthereareourownstaffpub-
lishedarticles,whicharealwaysagreatread.
ThenofcoursethereistheNewssectionwhere
well report allnew goings-onrelated toPas-
cal,game projects,othergame competitions,
or game development and the game indus-
try atlarge.Weliketocovera widerangeof
content sothatwe not only coverthe basics
of making a game with Pascal, but can find
whatotherthingswouldobviouslybe required
inthemaking ofthatgame aswell. The rule
of thumb is inclusive rather than exclusive.
You should know that not all PGD mem-
bers are programmers. Some are also art-
istsandmusicians.Althoughwedonthavea
hugenumberofthem,theydoexisthereand
come back to contribute from time to time.
Onapersonalnote,Ihavebeenapartofthe
site and the communitys growth for the last
4yearsand itsbeena blast. I cantthink ofanothercommunityonthenetthatIdwantto
havehadthiskindofanexperiencewith.Ilove
making gamesand I love the Object Pascal
FEATURE Pascal Game Development
DEV.MAG ISSUE 139
Pascal Game Development website:
www.PascalGameDevelopment.com
German Delphi / OpenGL community:
www.delphigl.com
Free Pascal website:
www.freepascal.org
Lazarus website:
lazarus.freepascal.org
CodeGear website:
www.codegear.com
RemObjects Software website:
www.remobjects.com
8/14/2019 Dev.Mag - 13
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What made you personally get into gamedevelopment using Pascal?
IwrotemyfirstgameinCwaybackin1986.It
wasasidescrollingshooterusingASCIIchar-
actersontheDOSprompt.Theenemywas
8/14/2019 Dev.Mag - 13
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regularly.MeanwhileotherBorland/Pascalsites
hadalsosprungup,liketurbo(nolongeractive)
andmorespecialistsiteslikeDelphi3D(http://
www.delphi3d.net/-butnolongermaintained)
andSulaco(http://www.sulaco.co.za/ -started
bythelate/greatJanHornandnowmaintained
by Maarten McCLaw Kronberger). Shortly
afterwards, the DGDev forums were formed
and Jason WILL McMillen became one of
DelphiGamersnews posters.After somedis-
cussionaboutthefracturingoftheDelphiGame
community wedecided tomerge the DGDev
forums with DelphiGamer. PGD was formed
andwentliveinJanuary2005,theideabeing
thatwewouldbecomethecentralpointforall
thingsPascalandGameDevelopmentrelated.
What appeal would PGD have for game
developers in general?
PGD is mainly geared to cater for game
developers who have a love of using Pas-
cal as their language of choice. We dis-
cuss all aspects of game development and
even talk about porting games to Nintendos
Game Boy and the GP2X games console.
Do you guys cater for beginners?
We certainly cater for beginners and always
welcomenewbloodtothefold.Developersof
allabilitiesarewelcome.Wecanalllearnfrom
thegurusandthebetterdeveloperscanalways
give something back to the community and
teachthenewbies.Ithinkoverallwearealla
fairlyfriendlysortofcrowd.Ifthereareanyis-
sueswetalkaboutitandtrytoresolvethem.
How does a site like yours market itself,
especially in the early days?
Wehave mainly marketedourselvesby con-
tacting more general game sites and letting
themknowwhatsortofeventswehaveon.Site
likeGameDev.netorDevMastersandthelike.
SPOTLIGHT THE PASCAL GUY
DEV.MAG ISSUE 1311
We also post messages about our competi-
tionsonCodeGearnewsgroupsorMSDNsite
ifanyoneasksaboutPascalrelatedquestions.
What sort of obstacles have there been?
Themainobstaclehasalwaysbeenthatmost
gamedevelopersseePascalasnotbeingequal
toC/C++.Ouraimallalonghasbeentoshow
thatthis it a falsehood.As mentioned earlier,
therearecommercialgamesouttherethatwere
writtenusing Delphi -there was alsoa game
projecttoporttheQuake2sourcecodetoDelphi
(http://sourceforge.net/projects/quake2delphi)
which showed thattheengineworked justas
wellastheoriginalCcode.Theonlyotherob-
stacleisthat99%ofSDKsonlytargetC/C++
asdevelopers,sothisusuallyinvolvesateam
ofPascalcodersportingthebindingsover.Like
AlexeyClootieBarkovoy(http://www.clootie.
ru) has donefor DirectX.Thislast issuewill
probablybecomeamootpointoncemoregame
developersuseXNAandthemanagedDirectX
APIandtheycanuseanymanagedlanguage.
What has been your greatest success to
date?
My greatest success was working on Siege
ofAvalon(a6-chapterepisodiccontentRPG)
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and Hero X as a remote developer. Seeing
myfinishedgameonastoreshelfwasoneof
the greatestbuzzes inmy life.I happenedto
betravellingthroughSingaporeatthetimeand
walkedpastasoftwareshopandthereonthe
rackwasacopyofHeroX.OfcourseIhadto
buyit.IamalsoproudoftheworkIhavedone
on the JEDI-SDL. They are Pascal headers
thattalk to theexcellent SDLlibraries.Sofar
IhaveseenitworkonWin32,Linux,MacOS
X and recently some ofthe PGD guys got it
workingonGameBoyAdvanceandtheGP2X
console.IfIcanseeitworkingonaWii,PSP
andPS3,thenmydreamwillbecomplete.Im
also working onportingSoA,now that ithas
beenopensourced,overtoSDLsothatitcan
beplayed onmore platforms. Its a very un-
der-appreciatedgameandhadsomefeatures
which only recently started appearing in 3D
games. Its depthof story is second tonone.
Can you tell us about the latest PGD com-
petition? And what about PGDs plans for
the future?
ThelatestPGDcompetition(itsanannualcom-
petition) is called Multiplexity. The idea was
that wewanted topush the entrants towrite
somethinginnovativethatincorporatedmultiple
genres andcomplexity. After Jasonand I did
muchbrainstorming, I thoughtthat Multiplex-
ity,asaninventedword,fittedthebill.Hence
thename.Ouraimwasalsotogetentrantsto
try toworkto certaindeliverabledeadlines to
simulatethe ideaof delivering toa publisher.
Thewinnerofthisyearscompetitionwillalso
have their entry fee into the IGF ( www.igf.
com)paidfor,amongstotherprizes.Someof
oursponsorshavebeenwithussinceourfirst
competition3yearsago.Ivehadafairlygood
relationship withCodeGear ( formerly known
SPOTLIGHT THE PASCAL GUY
DEV.MAG ISSUE 1312
Quick Questions ... 3 ... 2 ... 1 ... Go!
How many games have you made?
Ihaveworkedon2commercialgames,
namelySiegeofAvalonandHeroX,using
Delphi.
Any games youd recommend from the PGD
community?
Inmyhumbleopinion,thePGDcommunity
hasproducedsomeexcellentgamesover
theyears.Infact,justjumpovertothe
mainPGDcompetitionpageanddecidefor
yourself.
What famous cartoon character would you
compare yourself to?
ThecartooncharacterImostidentifywithis
FoghornLeghorn.IthinkImalwaysdishing
outadvicewhenpeopleleastneeditand
givingthemthewrongadvicewhentheydo
needit.
What are you playing at the moment?
RightnowImplayingSpellforce2.
asBorland)sowhenIaskedthemaboutthe
possibilityofsponsoringthecompetition,they
said yes. We also approached a few other
companiesinthehopethattheywouldhelpout
withprizes.Afewsaidnoornevergobackto
us,butquitea fewsaidyes,asyoucansee.
Next year, we plan to revamp our competi-
tion structure in the hope of attracting even
more entrants and, of course, more spon-
sors.WewillbepartneringwithDelphiGamer
( www.DelphiGamer.com ) and www.Sav-
ageSoftware.com.au in an effort to provide
a showcase site as well as a distribution
channel for Delphi/Pascal developed games
to be downloaded, played and bought. The
next year will be very interesting indeed.
NANDREW
8/14/2019 Dev.Mag - 13
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MAKE A GAMEAND GETYOUR
PIECE OF
R10 000Here at Game.Dev, we believe that games are more than just entertainment or a silly fad
games can (and will) change the world and make a difference. Mindset Learn are keen on doingjust that, making a difference. So theyre challenging us and you to produce the next gen-
eration of entertaining and meaningful games. That challenge takes the form of:
R5000 for first place,R2500 for second place,R1500 for third place and
R1000 for the best new entrant.
So all you have to do now to get a shot at that prize money is put together a game thats fun
and focuses on a concept you enjoyed or found challenging at school. You dont need to pro-
duce a fully fledged educational experience, in fact were looking for quite the opposite: fun
games that are enjoyable because theyre well-designed and entertaining, you just happen to
be playing within rules or a setting that match something youve learned. Think guerrilla learn-
ing and youre on the right track!
The competition begins on 1 June 2007, and the deadline for entries is 31 July 2007. Thats two
months that you have to make the ultimate game and win some big money!
For more details, head on over to the Game.Dev website at http://www.gamedotdev.co.za
8/14/2019 Dev.Mag - 13
14/35
UNIQUE
ISNT
AWESOME
One of 2006s juggernaut successeswasIronLoresTitanQuest.Aclickn
slashmonstermashthatsawplayers
doinglittlemorethanscuttlingaroundavariety
oflocales,killingstuff,andcollectingstufftohelp
themkillmorestuff,TQwastheembodimentof
bog-standardactionRPG.Forallintentsand
purposes,itwasDiablowithharpiesandCorin-
thianarmour.Andthatswhyeveryonelovedit.
Theresanoldmaximthatsagelyadmonishes,
Ifitaintbroke,dontfixit,andthisis readily
applicablewhenitcomestogamedevelopment.
Theres noneed toreinvent thewheelwhen,
withitsruggedrotarydesignconvenientlyand
purposefullyengineeredforisobilaterallocomo-
tion,itsalreadyquitecapableofrollingalong
withoutfurtherassistance.Similarly,thereare
certain fundamental concepts ingamedesign
thatjustwork,e.g.shootingstuffiscool,col-
lectingstuffiscool,andvillainousmutatedpur-
pletentacleswithdespoticambitionsarecool,
andtheaspiringdeveloperwoulddowelltore-
memberthis.Therealityisthatthevastmajorityofgamersreallyjustwantmore ofthesame.
Look before you think before you code
So youve decided to make a game. Fan-
tastic. Is there already something else out
there that - even remotely - resembles what
you have in mind? Chances are, there is.
So get your claws on a copy of it, and tin-
ker with it. Think about it. What is it about
this game that really engages you? Whats
atotalbuzz-kill?Makeanoteofyourconclu-
sions,andplotyourwayforwardsfromthere.
Lets go back to our previous example. Thebeating heart of any action RPG is its item
collection. Playersmight wax indignant about
levelling, character development, narrative
arcs,andotherintegralelements,buttheyd
befilthy liars.Alltheyre really interestedinis
the next cool item theyre going to trip over,
and thats what keeps them click-click-click-
ingaway,red-eyedand raw-fingered,intothe
wee hours.Now TitanQuestwasnt the only
potential usurper to Diablos long-held gilded
crown.BeforeTQ,therewasSacred.ButSa-
credjust didnt cut theproverbial yellow con-
diment.Why?The itemswere rubbish.Ergo,
ifyouregoingtodevelopanactionRPG,the
collectible stuff had better be the top-drawer
shizniz. Trying to hinge your action RPGs
playability on an ever-evolving hairstyle, on
theotherhand,isquitelikelytofailwretchedly.
OPINION WHAT YOURE THINKING
Hello Dolly
Imitation, says thewiseold owl,is the sin-
cerestformofflattery.Wemightadapt thisto
say,Imitationisthesurestformofsolidgame-
play.Thisisnttosaythatoriginalityiswithout
merit (were all on wriggling tenterhooks for
Spore,afterall),buttheresnothingwhatsoever
wrongwithsimplyreproducingsomethingthats
gonebeforeespeciallywhenyourejustget-
tingstartedinthisbewilderinggamedevelop-
mentbusiness,andyourheadsawhirligigof
nebulousideas.TitanQuestisanentirelyun-
abashedDiablo clone, and has proved tobe
an immenselyentertaining rompnotonlybe-
causeyougettopunchcentaurs,butbecause
itscomfortinglyjump-in-and-playfamiliar,and
allawashinsoftlydappledshadesofnostalgia.
AZIMUTH
DEV.MAG ISSUE 1314
The Dev.Mag staff does not expressly support or agree with the views of guest columnists in this section.
In fact, the Dev.Mag staff does not expressly support or agree with the views of Dev.Mag staff writers in this section.
Its a crazy world, isnt it?
8/14/2019 Dev.Mag - 13
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BACK TO BASICS
When you are a programmer yousometimes forget the basics,
and I dont mean the Basic lan-
guage. Im talking about the basic assign-
ments you make in your code. I dont like
theorymuchmyself,soIseldomcomeacross
anything - much less read it - that handles
the basics of a programming language.
Tomysurprise,Ifoundoutaboutamonthago,
afteralmostfiveyearscodinginJava,thatwhen
youassignanametoanewobjectyouactually
onlycreatetheobjectindependentofitsname,
wherethenameisonlyareference(pointer)to
saidobject.Thisofcoursehaslastingconse-quencesifyoudidnotknowthat.Forexample,
if you take that object and assign it another
variablename,youwillnotcopytheobjectbut
onlyhavetwodifferentlynamedpointers(ofthe
sameclass)pointingtoexactlythesameobject.
Justthinkingofhownotbeingknowledgeable
of the basicsmay have aneffect ona large
programisenoughtohangmyheadinshame
atmyerror. This ofcourse brings meto the
nextstep: Manualexecution.Its importantto
be able to execute a program in your head,
whichconsistsoflessthan100writtenlines.If
youcantdoit,thentrainyourselftodoso.Not
OPINION WHAT YOURE THINKING
onlywillthishelpyouunderstandwhatyouare
coding,itwillalsoenableyoutocodemoreef-
ficiently,effectivelyandmore timely themore
you think like the machine youre coding on.
Thisall ofcoursebrings medown tomy last
piece of advice. Know what you are coding
before you code! I remember Computer Sci-
ence class back in High School started with
these Weiner-Or(?) Diagramsor something, I
rememberhatingthembecausetheywerejust
damn stupid, writing outeverythingyouwant
tocode into pseudo-code. That isnot what I
wantyoutodo.Ijustwantyoupeopletoknow
whatyouwantyourprogramtodo,andifitis
a big program pull out that writing block and
writedownwhatyouwanttodo.Notonlywill
thishelpyouunderstandwhatyouarecoding,
but it prevents staring at the screen or cod-
ing nonsense. Ofcourse,onlyput the basics
downaswell,alltheadditionsthatyouwantto
maketo yourprogramcanbeaddedin later,except if it is fundamental to your program.
IknowthatallthesenewIDEsofferincredible
debuggingsupport,butpleasetryandnotrely
onit,asitwillonlymakeyouabetterprogram-
merifyoudont.Intheend,donotletthelimit
ofyourprogrammingskill,duetolackofunder-
standinginthebasics,influenceyourprograms
outcome,butratherthelimitofyourimagination.
GARSON
DEV.MAG ISSUE 1315
The Dev.Mag staff does not expressly support or agree with the views of guest columnists in this section.
In fact, the Dev.Mag staff does not expressly support or agree with the views of Dev.Mag staff writers in this section.
Its a crazy world, isnt it?
8/14/2019 Dev.Mag - 13
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ADDICTIVENESS
=
BAD
Yes,youhearditright.Infact,afterreadinga thread onpeoplesug-
gesting how they would change
thegamingindustry,amobiledeveloper,
Flint from Smallfry Mobile, said that he
would let goof the term addictiveness
whenmarketingagame.
If you market your game as addic-
tive, you might lose potential cus-
tomers. You might be baffled by
this statement, but it has its merits.
We, as long time gamers/develop-
ers find that a game with an addictive
quality is obviously a good thing, but
if you look it through the eyes of the
general public, it can be detrimental.
The public still see addictive assomething negative, something that
you become obsessed about, some-
thing that you cant put down. The
obvious connotation is drug abuse.
I think it still depends on which market
you are aiming for. The bulk of themo-
bile/casual market is clearly not hard-
core gamers, so they would stil l see
addictive as a bad quality of a game.
Thisdoesntsaythatyourgamedoesnot
needtobeaddictive.Heck,ifagamecan
beaddictive, it should be byall means,
just be careful when marketing your
game toa certainmarket as addictive.
OPINION WHAT YOURE THINKING
Whatisthemoralofthestory?Becare-ful what labels you give your game
when aiming for a certain market.
TROOJG
If you fancy saying something about game development and
have enough faith in your writing ability to do so, feel free to
submit content to our monthly opinions section.
Send your work, 400-500 words in length, with the subject title
Opinion Submission to [email protected], and you may
just wind up in our pages. Please note that we reserve the right
to decide what material is suitable to publish in the magazine.
DEV.MAG ISSUE 1316
The Dev.Mag staff does not expressly support or agree with the views of guest columnists in this section.
In fact, the Dev.Mag staff does not expressly support or agree with the views of Dev.Mag staff writers in this section.
Its a crazy world, isnt it?
8/14/2019 Dev.Mag - 13
17/35
Flash games are commonly frowned
uponinthegamedevelopmentcrowd,
mostlyduetotheirlowaveragequality.
Fewexistthatrequiremorethanamodicumof
thoughttoplay,orfeaturegameplaywithanyde-
centamountofdepth.Butthereareexceptions.
Bowmaster Prelude is one such exception.
Atheart, Bowmasterruns under a basiccap-
ture-the-flagpremise.Theenemywilldispatch
wavesofunitsinanattempttocapturetheflag
fromyourcastleandreturnittotheirown.You
cancompletelevelseitherbycapturingtheene-
mys,orbydefendingyourownagainstallwaves
ofonslaught.Asanelitearcher,itisyourcharge
tohelpsecureyourvictoryusingyourbowas
wellasnumerousotherskillsthatyoumaypur-
chasewiththegoldearnedfromyourexploits.
Skillsincludearrowsimbuedwithfire,aswell
as skills that allow you to summon meteors,
storms, or your very own unitsthat can cap-
turetheenemysflag.Overtimeandwithuse
yourskillswillgraduallybecomemorepower-
ful,gainingtheabilitytodestroyenemieswith
asingleshotorevenmorethanoneatatime.
Thegamealsofeaturesanovelwayinwhichto
varygamedifficulty.Ratherthancreatingmore
enemiestofight,ormakingthemhardertode-
feat,thegamechangeshowyouaimyourbow.
Attheeasiestlevel,yousimplyclickwhereyou
wantyourarrowtogo,andyourHerowillfireat
thatpointexactly.Athigherlevels,youwillneed
toadjustforgravity.Thehighestlevelsworkin
amethodthatsimulatespullingbacktheactual
bowstringandrequiressomepracticetomaster.
BOWMASTER PRELUDE
REVIEW IN THE GAMING WORLD
The game does little to vary the experience,
though, and especially since this isa more
casuallypacedgamesomegamersmaybe-
come bored with it. There are few enemies,
andonce alltheirweaknessesare discerned,
the game only really varies in landscape,
and that is little more than a subtle change.
However,mostgamersshouldbeabletofind
considerableenjoymentinBowmaster,nomat-
terhowmonotonousitmaybecome.Perhapsit
willholdyouenoughforyoutocompleteit,per-
hapsnot.Whatiscertain,however,isthatthe
experienceis worth thetimeyouspendonit.
CHIPPIT
Developer:
LostVectors
2006
www.lostvectors.com
Action
Yearofcreation:
Genre:
Website:
DEV.MAG ISSUE 1317
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UsingbuttonsbuiltintoBlender,Imakeacube
withrounded,nicelybevelededges...
Now,youmaychallengemeby asking How
isthisdifferentfrommodelingthecubewitha
mesh?
Weallmeetthingsthatchallengeus,
andmostly,ifwearenotforcedto
face it, we shy away from those
things.Modelingin 3Dwith CURVES,or cre-
atingdesignsinPhotoshop/Gimp/PaintShop
withCURVESisoneofthosechallengingthings.
This tutorial deals with CURVES, so youll
need to make the decision before start-
ing out thatyouwillbewillingtolearn anew
concept that will frustrate you at first, but
save you huge amounts of t ime later on.
What makes 3D curves good to work with?
Simplyput,youcanuseasinglelinetodraw
the outline of a shape, and ask your soft-
ware to make that shape into a 3D object.
Not only that, but you can demand smooth,
roundededges(bevels)withoutmodelingthem.
Example: With a curve (yeah, I know its a
straightline,butsee, thelineis a curveob-
ject),Idrawasquare...
DESIGN ENTER THE 3D WORLD
Well,IhaventchangedthebasicshapethatI
drew. I canadjustthicknessanddepthofthe
bevelinanon-destructivemanner.Also,I can
adjustmyinitialshape,andthe3Dshapewill
adjustwithit.
Thistutorialwillteachyouhowto:
1.UseCurves
2.BuildText
3.Buildgamescreenassets
Imgoingtokeepthissimple:
Acurveisaline,connectedbypoints.These
pointscanbechangedtoeitherpointstraight
at the next point, or draw a curved line to
the next point. The handles attached to
the point allows you to change the shape.
Makesense?
HavealookatwhataletterPmightlooklike:
(ImagepreparedinTheGimp)
BLENDER INTERMEDIATE TUTORIAL:
Modeling with curves
DEV.MAG ISSUE 1318
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Canyouseethatitwouldconsistofstraightas
wellascurvedsections?
BeforewedoitinBlender,youneedtolearn
how to change the manner inwhich a point
connects to the next point. The direction ofthehandlesdeterminestheshapeofthecon-
necting line, and the type of handle is indi-
catedbycoloureitherpink,blackorgreen:
Aligned:ShortcutHKEY
Free:ShortcutHKEY
Vector:ShortcutVKEY
Remember that you can always refer to the
Blenderwiki(wiki.blender.org)foradditionaltu-
torialsandinformation.
So,letsstartmodelinginBlender3D
StartanewBlenderfile.
Selectallobjects(AKEY).
Deleteall(XKEY)
ChangetoTopView(NUMPAD7KEY)
PressSPACEBARandselect
Add-->Curve-->BezierCurve
Youshouldseesomethinglikethis:
Makesure thatyouarein wireframeshading
mode.Now,letsbuildacapitalletterP.
Select the point on the left (RMB on the
middle dot). Press EKEY and then YKEY.
This will extrude the point and constrain
its movement vertically on your screen.
Ifatthisstagetheextrudedpointdoesnotap-pear tomove upwards or downwards with a
mousemovement,youprobablydidntaddthe
curvefromtheTopView.Inthiscase,startagain.
Now, complete the outline of the capital let-
ter P by extruding the point on the curve.
Fornow,dontworryaboutthetypeofhandle
(dontworryaboutwhatthecurvelookslike).
Work untilyourcurvelookslikethis: (Ihave
overlayedavaguePoutlineinGIMPtoindi-
catethebasicshapeforyou.)
WeneedtoclosetheshapeoftheP.RMB
thestartpointonthe curve,makingsurethat
younowhavethetwoendpointsselected,then
pressCKEY.
DESIGN ENTER THE 3D WORLD
This action closes the curveends,making a
closedshape.
Now,letsanalyzetheshapeoftheP,todeter-
minewhattypesofhandlesweshoulddefine.
Firstly,weknowthatthereareseveralstraight
edges on the curve. So, we select (RMB +
SHIFTKEY)thepointsthatdefinethosestraight
edges, andassign their handles accordingly.
Selectthepointsasshowninthispicture,and
pressVKEY.
Please take note of what this key does: it
changestheeffectofthehandlessothatthe
linerunsabsolutelystraightbetweentwopoints.
To correct the rounded aspect of the P,
grab (GKEY) one of the handles of the
point indicated by the white arrow. Move
the handle so that the pink line is vertical.
You wil l see the curve changing shape.
Now grab and move, one at a time, the
handles indicated by the orange arrows.
Youll see the handle changing colour from
green to black automatically, indicating that
the type of handle has changed from vec-
tor (straight) alignment to free alignment.
DEV.MAG ISSUE 1319
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The orange circle indicates that one of my
straight lines is skew. I correct this bymov-
ingthebottompoint(attheedgeoftheimage)
tothe left, so that the line ispulled straight.
We need to create the inside of the let-
ter. Select the point as shown, then
follow the shortcut keys closely.
RMB+SHIFTKEY(selectthethreepoints)
SHIFTKEY+DKEY(copy/duplicate)
SKEY (scale)
Copythepointsandscalethemtoasizesmall-
erthantheinitialroundedge.Movethecopied
pointsintopositionwiththemouse.Selectthe
twoopenendsandconnectthemwiththeCKEY.
Whenyouhaveclosedtheends,youcanswitch
toshadedviewwith ZKEY tosee the result.
ExitEditmodesothatyouareinObjectmode.
Go to the Objects edit buttons (F9KEY).
Rotate your object so that you can see
it from an angle. Locate the curve edit-
ing buttons as indicated by the arrow.
UsetheExtrudebuttontogivetheobjectsome
depth.ThenaddsomeBevelDepth.BevRe-
solwillsmooththebevel.Ifyourobjectgrows
toomuchinsizefromaddingBevelDepth,use
Widthtoscaleitbackdown.
Welldone.Nowseeifyoucanunderstandhow
Ibuiltthefollowingcurves.Idecidedtobuilda
gaminginterfaceforagamecalledJOZIDash
(shownbelow).
DESIGN ENTER THE 3D WORLD
Bydrawinga2DcurveIcanshapethescreen
tomytaste,renderitwithatransparentback-
ground,thenimportitintomygameapplication
and start adding graphics and programming.
If I should feel that anything wont fit, I
can always go back to my 3D app and
adjust the curves for a new render.
Youcanalwaysloadimagesinthebackground
anddrawyourcurvesontopofthem.Thisis
the bestway toapproach buildinglogos and
textaccordingto specific fonts.Thistechnique
is detailed in the Blender manual that you
can find on the internet at www.blender.org.
Therewego.Ihopethatthistutorialsparked
some interest with you, and that it may of-
feryousomeverynicesolutionsinthefuture.
?rman
DEV.MAG ISSUE 1320
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Nowthatyouknowthebasicsofbuild-
ingawebpage,itstimetounderstand
the most important part. Everyone
hatesabadlydesignedwebpagesopayatten-
tion.
Whattodo:
Text
-Backgroundshouldnotinterruptthetext-Textisbigenoughtoread,butnottoobig
-Columnsoftextarenarrowerthaninabook
tomake readingeasieronthe screenorelse
nobodywillreadit
Navigation
-Navigationbuttonsandbarsareeasytoun-
derstandanduse,keepitsimple
-Navigationisconsistentthroughoutwebsite.
-Navigationbuttonsandbarsprovidethevisitor
withaclueastowheretheyare,andwhatpage
ofthesitetheyarecurrentlyon.
-Alargesitehasanindexorsitemap.
Links
-Linkcolorscoordinatewithpagecolours.Ba-
siccolourcombination,people!
-Linksareunderlinedsotheyareinstantlyclear
tothevisitor.
General Design
-Pagesdownloadquickly
- Pagesshould generally have some content
immediatelydisplayedonthescreen.Abannerthatis600pxhighisgoingtoobscurethecon-
tent,nobodylikesscrollingdown.
-Breakuplargeparagraphsoftext.
-Everywebpageinthesitelookslikeitbelongs
tothesamesite.Therearerepetitiveelements
thatcarrythroughoutthepages.(Keepitcon-
sistent)
Whatnottodo:
Backgrounds
-Defaultgraycolor
- Color combinations of text and background
DESIGN LEARNING ABOUT THE WEB
thatmakethetexthardtoread
-Busy,distractingbackgroundsthatmakethe
texthardtoread
Text
-Textcrowdingagainsttheleftedge
-Paragraphsoftypeinallcapitals
-Paragraphsoftypeinbold
-Paragraphsoftypeinitalic
-Paragraphsoftypeinallcaps,bold,anditalicallatonce
-Underlinedtextthatisnotalink
Links
-Defaultbluelinks
-Bluelinkbordersaroundgraphics
-Linksthatarenotclearaboutwheretheywill
takeyou
-Linksinbodythatdistractsreadersandsends
themofftoremote,uselesspages
-Textlinksthatarenotunderlinedsoyoudont
knowtheyarelinks
-Deadlinks(linksthatdontworkanymore)
HTML FOR NOOBS - PART 3:
Good Web Design
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Graphics
-Meaninglessoruselessgraphics
-Thumbnailimagesthatarenearlyaslargeas
thefull-sizedimagestheylinkto
-Missinggraphics,especiallymissinggraphics
withnoalternatelabels
-Tables
-Bordersturnedonintables
- Tables usedas designelements,especially
withextralargeborders
Blinking and animations
-Anythingthatblinks,especiallytext
-Underconstructionsigns
-Animationsthatneverstop
Junk
-Countersonpages,whocares?-Toomanylittlepicturesofmeaninglessawards
onthefirstpage
-Framescrollbarsinthemiddleofapage
Navigation
-Unclearnavigationoroverlycomplexnaviga-
tion
-Complicatedframes,toomanyframes,unnec-
essaryscrollbarsinframes
-Orphan pages(nolinksbacktowherethey
camefrom,noidentification)
-Uselesspagetitlesthatdontexplainwhatthe
pageisabout
General Design
-Framesthatmakeyouscrollsideways
-Nofocalpointonthepage
-Toomanyfocalpointsonthepage
-Navigationbuttonsastheonlyvisualinterest,
especiallywhentheyrelarge
-Cluttered,notenoughalignmentofelements
-Lackofcontrast
DESIGN LEARNING ABOUT THE WEB
Right,ifyoudidntbothertoreadtherestofthis,
just remember the number one rule:NEVER
BREAKTHEHORIZONTALSCROLL.Viewers
shouldneverhavetoscrollhorizontally.
Youshouldalsoknowsomethingsaboutlinks
andimages.First,linksmustalwayshaveati-
tle.Thisisthelittlebitoftextthatpopsupwhen
youmouseoverthelink.Thetitleshouldtellthe
userwhatisattheotherendofthelink.One
ofyourHREFparametersistheTitle=param-
eter.Secondly,imagesshouldalwayshavean
alternatetextespeciallylinkimages.Alternate
textcan beaddedusingtheAlt= parameter
inanIMGtag.
Also,allweb browsersworkdifferently.Make
sureyoutestyourpageindifferentones.Inter-
netExplorerinparticulartendstodisplaypages
rathererratically.
Well,thataboutconcludestheseriesonHTML
and beginners website creation, now go out
thereandmakeyourownwebpages!
SQUID
DEV.MAG ISSUE 1322
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AftertheunexpectedsuccessofRoach
Toaster 1, I knew I had something
special toworkwith,which isobvi-
ouslythereasonwhyIchosetoworkonRoach
Toaster2.RightatthebeginningIdrewupalist
ofgoalsandexpectations.Heretheyare:
Goals:
Iwanttoshowtheworldmyuniquegame.
Iwanttosellamaximumof20(yes,only20)
copiesfrommyownsite.
Iwanttolearntheropesofsellingandmarket-
ingonlinesharewaregames.
Youmightrealisethatareleasedateismiss-
ingfrommygoals. InitiallyI expectedbeta to
hittheworldinDecember2006.Asofwriting,
Istillhaventreleasedthebeta.Ialsoexpected
tohavethegoldversionreadybyMarch30.
Expectations:
Iexpecttohaveasure-firehitinthegameplay
department.
Iexpectittosellquitereasonably,butIdonot
atallknowwhetheritwillberunawaysuccess
ornot.
The expectations tie inwith the fact that the
market for thiskindof gameis stillsmall.Al-
though it is small, it is growing substantially.
ThemarketIamreferringtoisindieturn-based
strategygames,andturn-basedstrategygames
asawhole.Theindieturn-basedstrategymar-
ket is pretty much dominated by the likes of
ROACH TOASTER 2: PICKING OUT THE BUGS
PART 4
PROJECTS LEARNING HOW ITS DONE
GalacticCivilizationandLux-typegames.Afew
yearsagoOasismadeabigsplashandeven
tookawaythegrandprizeatIGF(Independent
GamesFestival)!
Soyeah,intheend,Idonotreallyknowwhat
toexpect.Asofwriting,theopen-betaispracti-
callyready!
For more info onRoach Toaster 2:Big City,
headontohttp://www.shotbeakgames.za.net
TROOJG
DEV.MAG ISSUE 1323
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Overseer Assault is a freak of na-
ture.Nowthatstatementmayseem
harsh, especiallycoming from the
gamescreator,butitstrue-OverseerAssault
isagamethatshouldntwork,butthroughsome
darkand twistedmeans justdoes.Oneneed
onlylookatthedescriptiontounderstand:OAis
ahybridtop-downshooter/turn-basedstrategy
game.Italsohappenstobethefirstgamethat
Ievermade.Ambitious?Absolutely.Flawlessly
executed?NotentirelyThisisanoverviewof
theMakingofOverseerAssault,andnewde-
veloperswoulddowelltoheedthepainfulles-
sonscontainedherein.
Andneerthetwainshallmeet
OverseerAssaultwasconceivedforGame.Dev
Competition12,wheretheaimwastobuilda
multiplayergamethatcouldbeplayedonasin-glecomputer.Iwantedtobuildagamethatsi-
multaneouslypittedplayersagainsteachother
intheopposingrolesofattackeranddefender,
asawayforbothtoexercisetheirtacticalskills
fromtwoseparateviewpointsandplaystyles.
Theoriginalplanwastohaveareal-timesplit-
screengamewithbothplayersfullymobile,one
equippedwithpowerfuloffensiveweaponryin
ordertokilltheother,whowasloadedoutwith
cunningsnaresandtrapstodeterthepursuer.ThisideaquicklyevolvedintoOAasitisnow
turn-basedwithafullymobile,powerfullyarmed
attackertaskedwithdestroyingastationaryop-
ponentwiththeabilitytoplacedefensiveturrets
toprotectitself.InitiallyIdismissedthewhole
ideaasunworkable.Itwasanambitiousproject
foranewbiewhohadonlyevercodedinVB6,
POSTMORTEM:
Overseer Assault
PROJECTS LEARNING HOW ITS DONE
andIwasonlyjuststartingtogetthehangof
programminginGameMaker(theframework/
IDEusedtobuildOA).Nonetheless,anannoy-inglittlevoiceinthebackofmyheadurgedme
on,andtheresultwasInteresting.Themoral:
thinkbig!
SeekingBalance(Whatwentright)
One thingthatI realizedfromtheoutsetwas
thatOAwouldhavetobemeticulouslybalanced
ifitwasgoingtowork,andtomygreatjoybal-
ancewasoneofthemainareasofpraiseforthe
game.Now,IwishIcouldsaythatIsatdown
forhoursonendmappingtheinterrelationships
betweenweaponsandsidesonaspreadsheet,
but Iputfar lesseffort intobalancethan one
may think. This was due to my core design
philosophy:noonesideshouldoverpowerthe
other.Bykeepingthis mantrain mindwhen
conceivingtheweaponsandgamemechanicsI
wasabletoeasilyimplementthebalancingwith
verylittleeffort(evenforlast-minuteadditions).
In fact, I spent less time tweaking the game
balancethananythingelse,andthetwosides
stillworkedtogetherbeautifully.Thelessonis
DEV.MAG ISSUE 1324
BOOM!
An Overseer fights off a d ual-pronged attack.
8/14/2019 Dev.Mag - 13
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simple:determiningandkeepingtoacorephi-
losophy/philosophiesforyourgameplayin the
designphase canreapgreat rewardswhen it
comestoactuallybuildingthegame!
Aaaagh!Theyreeverywhere!
(Whatwentvery,verywrong)
Assomemaybeaware,theoriginalversionof
OAwasoverrunwithbugs.It was suggested
thatthiswasduetothescopeofthegamebut,
alas,IknewbetterTheattentionthatIpaidto
the game mechanicswasnt duplicated when
itcametothecode.Codewasunplannedand
hackedoutatthespurofthemomentwiththe
soleaimofgettingthegametofunctionasIhad
initiallydesignedit,andwithacompletedisre-gardforanyfuturemodifications.
Well,thegamedidwork,untilItriedtochange
it!Agoodexamplewashowthecodeforallthe
turretswaslumpedintoasingleobject,some-
thing thatwould giveany self-respectingpro-
grammeraseizure.Thecodeendedupbeing
soconvolutedthataddingasinglenewweapon
orturrettothemixwasanexerciseinmisery
and frustration, and resulted in some truly
game-obliteratingbugsduetothesingle-object
structureoftheturrets.EventuallyIwassolost
inmyowncodethatIconsideredtrashingthe
wholelotandstartingfromscratch,butwitha
competitiondeadlinelooming itwouldbecer-
tainsuicide.SoIcleanedupwhatIcouldand
submitteditwithbatedbreath.
OAendedupwinningsecondplaceinthecomp
duetoitsconceptandbalancing,butitbecame
a shallow victory whenthe judgesmentioned
the bugs.My own lazy coding practiceshad
killedapotentiallygreatgame.
Redemptionisnigh!
Fortunately,Competition13camealong,andI
resolvedtoturnOAintosomethingIcouldbe
proudof.TheaimofCompetition13was,quite
conveniently,topolishanexistinggametothe
pointthatitcouldbesold.Outcamethepenand
paper:OAscodewasrippedapartand,where
necessary,rewritten.Turretsweregivenafully
ObjectOrientedmakeover,whichinitselfkilled
abouthalfthegamesbugsin onefell swoop
and made the game much easier tomodify.
Thecodethathandledtimingandplayerturns
wasrefined,thegraphicsweresprucedup,and
sloppydesignwasrectified.Inshort,thegame
wasrebuilttoplaythewayitshouldhave.The
codestillisntstellar,butcomparedtotheorigi-
nalversionitismuchimproved,andthegame
finallyplaysasbeautifullyasIintended.
Intheend,OAturnedoutagamethatIcould
beproudof,andendedupwinningComp13,
PROJECTS LEARNING HOW ITS DONE
whichwas as gratifying as itwas surprising.
I also learned why a games code structure
needstobedesignedsolidlyfromtheoutset,a
lessonthatIdliketoshovedownthethroatsof
alltheothernewbiegamedevversreadingthis.
AsforOA,itsaconceptIdliketoexpandon
sometimein thefuture.Itwasmentioned that
thegamecould dowith agraphicaloverhaul,
andImlookingintothat.
GAZZA_N
DEV.MAG ISSUE 1325
The almighty firebomb wipes out another bank of turrets.
One hot rocket coming right up ...
At the time of this issues release, the most recent version of Overseer Assault could be downloaded atwww.gamedev.za.net/filecloset/download.php?id=8
8/14/2019 Dev.Mag - 13
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Theprocessofbreakingupyourcodeintowhat
usuallyamountstohundredsifnotthousands
oreventensofthousandsofsmallerscalecode
blockscontainedwithinfunctionsisnotsome-
thingthatshouldbetakenlightlyifyouwishto
keep your code neat and maintainable. The
challengetoprogrammershereisthatinorder
for your functions to add to (and not detract
from)otherportionsofyourcodingstyle(such
ascommentingandnamingconventions),then
thepropercreationanduseoffunctionsissome-
thing that needs to be done discriminatingly.
Knowing when to turn a section of code into
afunctionisactuallyaveryeasything,andin
mostcasestheonlythingpreventingprogram-
mersfromdoingitwhentheyshouldbeistheir
ownlaziness.At thecore offunctioncreationthere exists three very simple rules that are
designed to help programmers decide when
toplaceablockofcodeintofunction.Ifthese
straightforwardguidelines canbe adhered to,
theninalllikelihoodyourcodebecomenotonly
more organised, but also more maintainable.
Thefirstruleoffunctioncreationisusuallythe
mostdifficultone to interpret.It specifies that
any blockof code that performsa specific or
defined task should be isolated into its own
Functions,as defined inhigh level lan-
guages such as C and C++ (along
with their respective counterparts in
various other programming and scripting lan-
guages),arean integralpartof programming
gamesintodaysworld.Evenintheolddays
ofprogramming games inpureassembler,or
eventhenot-so-olddaysofusingBASIC,the
functionality of functions has been conveyed
through the use of various label and jump
style commands. Today, itis actually next to
impossible to create even the most simple
of computer games without separating your
codeintovariousfunctions,merelyduetothe
fact that the logic behind computer games
is not linear in nature and needs to jump
aroundinordertoperformvariousoperations
based on a multitude of potential conditions.
function.Now,ifthatrulewastobetakentoo
literallyit would actuallymean thatevery line
ofcodeshouldbeseparatedintoitsownfunc-
tionaseverylineofcodedoeshaveaspecific
task. Instead, the rule is designed to be ap-
plied in a more broad manner whereby sec-
tionsof code that are responsiblefor achiev-
ingsomethingmorespecialthanarbitrarydata
assignment or simple arithmetic are targeted
for function creation. Therefore, you wouldnt
place asimpleadditionoperation intoits own
function, but you may create a function for
a more complex sequence of mathemati-
cal operations such as some form of matrix
manipulation or a collision intersection test.
Thesecond ruleof function creation is pretty
straightforward. It specifies that any block ofcodethatperformsataskconsideredtobege-
nericenoughtobeusedmorethanonceinyour
programshouldbeseparatedintoitsownfunc-
tion.This istheonerule out ofthethreethat
programmersdotendtofollowonaconsistent
basisasitappealstothelazynatureoftheav-
erageprogrammer:Whywritecodemorethan
onceifIcaninsteadwriteafunctionandthenac-
cessitmultipletimes?.Theinherentlazinessof
theprogrammerisfinallycorrectforonceasitis
CODING ETIQUETTE:
FUNCTION USAGE
TECH ELECTRONIC PLAYGROUND
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mostdefinitelyapreferredpracticeforprogram-
merstoreusewhatevercodetheycaninstead
ofwastingtimeredoinglogicagainandagain.
Thethird andfinal ruleof functioncreationis
notonly themost difficultoneto follow,butit
isprobablythemostcontroversialoneaswell.
Itspecifiesthatallfunctionsshouldbelimited
toroughlyasinglecomputerscreeninlength.
Thereasoningbehindthisisthatifcodeinside
ofafunctionexceedsthislength,thenyouare
obviouslynotfollowingthefirstruleoffunction
creation; that thereare blocksof code within
your overly long function that can be turned
intosmallerfunctions oftheir own.The effect
oflimitingthelengthofyourindividualfunctions
isthatitforcesthemtobemorereadableand
understandable,aswhatevercomplexitiesyou
may be creating within your code are forced
intobeingbrokendownintosmallerproblems
which are easier for other people to digest.
Most computer programmers generally view
functionsasmerelytoolstobeusedformaking
theendresultofaprogrameasiertoaccomplish.
However,theproperuseoffunctionswhentak-ing programming etiquette into consideration
canachievenotonlythat,butcanalsoallowfor
functionstobeusedasatoolformakingcode
muchmoreunderstandableand maintainable.
COOLHAND
TECH ELECTRONIC PLAYGROUND
DEV.MAG ISSUE 1427
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Impretty sure thatnot many ofyou have
had the pleasure of experiencing the 18
hour non-stop flight between New York
and Johannesburg. For those of you who
havent, re-read the previous sentence and
replacepleasurewithmisfortune,andadd
from hell directly after flight if you would
likehaveanideaastowhatitreallyfeelslike.
Actually, I could fill an entire separate article
justdescribinghowthose18hours feelmore
like3years,andhowInolongerfearwhat
may awaitme inthe afterlife. But I digress...
Whenmyplanefinallydid touchdownon the
tarmacImanagedtomakemywaythroughim-
migrationwithsurprisinglylittledifficulty...Ithink
itwasmostlikelybecausetheguyondutywas
takenoffguardbythefactthatsomeonewas
actuallymoving toSouth Africa forwork. Re-
gardless,oncethat finalremaining hurdlehad
beenpassedImetupwithDanandofficiallybe-
camethesecondemployeeofI-Imagine(after
Dan).Iwasthefirstpersontoarrivefromover-
seasandIstillrememberhowfullofaweand
excitementIwaswhen,onmy firstnighthere,
IwalkedoutintothemiddleofSandtonSquare
fordinner.Allof thepeople,the bright lights,
andthatstupidlittlefountainthingshootingwa-
tercametogethertoformasign,tellingmethat
Ihadreachedaveryimportantpointinmylife.
MyisolationatI-Imagineendedquitequicklyas
the nextdaysaw the arrivalof HoangPham,
whowasanartist(formerlyofVolition)brought
onboardbyFelix.Therewereactuallysupposed
tobetwoartistsfromVolitioncomingtojoinus,
but the second one endedup usingtheoffer
fromI-Imaginetonegotiateabetterdealforhim-
THE HISTORY OF I-IMAGINE
Part 4: Renong House
HISTORY WHERE IT ALL BEGAN
selfatVolition.Afewdayslater,DaveGierok(a
programmerfromLookingGlass)andhiswife
Stacia arrived,andabouta week afterthem,
MattKeeleandhiswifeAndreashowedupand
broughtI-Imagineitsfirstcaseofdrama.The
twoofthemwereattemptingtobringtheircat
Oscar(IcantbelieveIactuallyrememberthat
stupidcatsname...)intoSouthAfricawiththem,
buttheyranintoaproblemwhentheylanded
astheyhadntcompletedthenecessaryforms
correctly.Iseemtoremembersomethingabout
aforgedveterinarianssignature,butIcantre-
memberforsuresoIlljusttellyouthatafew
connectionsandabottleofJ&Blatereverything
managedtogetsortedout,andleaveitatthat...
Nowforthoseofyouwhodontknow,I-Imagines
officesalongwiththelivingquartersforall ofus,
wereinaprettylargehouseintheSandhurst
suburbofSandton.Theplacewassobigthat
itevenhadaname,RenongHouse,thatwas
spelledoutinbigbrassletteringoutsideofthe
frontgate.Ithadsixbedrooms,aguesthouse,
swimming pool, jacuzzi, steam bath, sauna,
bar,giant loungewhichwe turned intoa the-
DEV.MAG ISSUE 1328
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atre,gasbraai,maidsquarterstosleepsix,and
aboutfourhectaresofgarden.TheMalaysians
actuallyusedRenongHouseastheirEmbassy
justpriortousmovingin,andtheykeptaflock
ofpeacocksandaherdofsheepinthegarden.
Thatishowflippinghugetheplacewas!Aswell,ontopofalloftheseresidentialfixtures,italso
hadtwolargeopenplanofficeroomswhichwe
converted into our development studio (one
fortheartists,onefortheprogrammers).Allin
all,wecouldnthaveaskedforamoreperfect
placetouse abaseof operations for a com-
panycomprisedofmostlyoverseasindividuals.
ThefirstmonthorsoinSouthAfricawaspretty
muchanextendedholidayforthegroupofus.
Itwasactuallyquiteawhilebeforewereallygot
downtodoinganygamedevelopmentwhatso-
everasnotonlywereallofusforeignerstrying
togetsettledintoanewcountry,butI-Imagine
asacompanyalsohadalotoflittlethingsto
sortoutbeforewecouldproperlygetdownto
business.Weneeded computers,software, a
server,networkingconnections,Internet,office
furniture,andmostimportantly,anideaforus
touseforourfirstgame.Sooncethesettling
inperiodcometoanendandourofficeswere
allfitandreadyforworktobegin,thegroupof
us(minusFelixandKennyKupiswhowerent
planningonarrivinguntiltheendofOctober)sat
downandspentmanybrainstormingsessions
tryingtocomeupwithanideaforourfirstgame.
Itwasquicklyapparentthatwealllikedtheidea
ofdoinga3rdpersonaction/adventuretitleas
therereallywerentmanygoodonesavailable,
andwethought thatwewouldbeabletoex-
ploitthatholeinthemarket.However,wewere
worriedabouthavingtodevelopthetechnology
required for doing goodcharacteranimations
andasaresult,wedecidedtoplayitsafeand
notgodownthatroad.So,oncewehadcome
totheconclusionthatthedirectionofourfirst
titleneeded tobe dictatedby the technology
thatoursmallteamwouldbeabletorealistically
develop,wedecidedthatourbestbetwouldbe
tomake a racing/drivinggame.With thatpart
of thedecisionmaking process settled upon,
the next step was to come up with a game
idea for us toput this technology touse on.
This was easily the most difficult part of our
gameconcept brainstorming.We didnt want
tomerelydoanormalracinggameduetothe
factthatwewouldcertainlyjustgetlostinthe
crowdofthe dozens of racing titles released
everyyear. Itwasnteasy totocomeupwith
something original to do in this overly satu-
ratedgenre,butafterthrowingaroundalotof
potentialconcepts,wecameupwith theidea
of somehow incorporating stunt driving into
ourtitleasitwassomethingfreshandfunthat
hadnt beendonebeforeas themaincompo-
nentofadrivinggame.Onceweweresoldon
theideaofstuntdriving,wethendecidedthat
whatbetterwaywouldtherebetoincorporate
HISTORY WHERE IT ALL BEGAN
stuntdrivingintoagamethantohavetheplayer
takeon the roleofanactualstuntdriverper-
forming the various exhilarating chases and
crashes required for Hollywood action block-
busters?Itallseemedtocometogetherquite
naturallyforusattheendofourdiscussions,
and the entire team was quiteexcited about
workingonagamethatwasprettymuchoneof
akind.Littledidweknowhoweverthatthiswas
onthethebeginningofwhatwouldbeathree
yearjourneyofhighsandlowsonthewayto
completing Chase:HollywoodStuntDriver...
COOLHAND
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OneofthefirstrecordedSouthAfrican
gamedevelopmentstudioswasCe-
lestial, led by TravisBulford. Their
firstcommercialgamewasaplatformercalled
ToxicBunnybackin1996.Ithadyoucontrolling
acrazywell,bunny.Thegameplaywassimi-
larinstyletoMegagames(anoverseasstudio)
JazzJackrabbit.Somearguedthatthelevelde-
signwasflawedcomparedtoJazzJackrabbit,
butitisamatteroftaste.Thegameinteracted
morewith theenvironment,unlikeJazzJack-
rabbit.Itwentontosellintheregionof150000
copies.
After Toxic Bunny they released Tainted in
1999. Tainted had slightly flawed gameplay.
Itwas too hard for the player toget into the
game.Italsohadslightlysub-pargraphics.As
aresult oftheabove,itwasnot receivedtoo
wellwiththepress.WithTaintedtheylearned
a lot in terms of what works and does not.
SoonafterthereleaseofTaintedin1999,the
developersof Celestialchangedname inDe-
cember of that year to Twilyt productions.
Asking where the name came from, Tw-
ilyt responded that they work most-
ly during the twilight hours of the day.
Twilytconsistedof13membersthatstartedtheir
developmentjuicesbydevelopingagamecalled
SilverRaininconjunctionwithNAGmagazine.
Itwasasimplistic3Dgamedesignedjusttoed-
ucateeagerdevelopersaboutthewayitworks.
They wrote the game development articles
for South Africas premier gaming magazine.
Twilyt Productions first commercial release
wouldin fact have beenZulu-war, a strategy
gametakingyoubackinSouthAfricasbloody
historyandplacingyouincommandoftheZulu
orBoere.AlongsideZulu-wartheywerealsode-
THE HISTORY OF
TWILYT / CELESTIAL
HISTORY WHERE IT ALL BEGAN
velopingAnglo-Boerwar,asimilartitlewiththe
EnglishfightingtheBoereinsteadoftheZulu.
Apart from these2 titles theyalsoplanneda
game called TincansColouring-inbook. This
titleisaself-explanatoryeducational/childrens
game.Toxic Bunny2 for the X-boxwasalso
planned.
Notoneofthesegamessaw the lightofday.
TravisBulfordwastheonlydeveloperandhis
money went into the funding of Twilyt. Due
tolack ofother funding,Twilyteventually lost
steam and had to close its doors in 2001.
Althoughitsnolongeraround,Twilytservesas
abastionof hopetootherSAdevelopersout
there,showingthatithaslongbeenapossibil-
itytodevelopgamesingoodolSouthAfrica!
TROOJG
DEV.MAG ISSUE 1330
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Ihave three children: a daughter of 10,
and twosonsaged8 and 6.Mydaughter
isprettytypicalofa10yearoldgirl-she
lovesherdollsandthecolourpink!Myeldest
son isgrowing upquite quickly and isin the
Cowboys and Indians stage of life where
fighting games are cool, while my youngest
sonlovesartandengineering,andishappiest
whenpaintingthecarsskinsinTrackManiaor
justscribblinginTuxPaint.Allthreekidsplay
Chessandhaveanappreciationforgamesthat
involve thinking instead of just pure reflexes.
Imyself likestrategyandbuildinggames,my
favourite games of all time being Zeus and
Ageof Empires,withCivilisationa close 3rd.
The original idea was that we would enter
an online shareware site, each of uswas to
choose two games that wewoulddownload,
and everyonewould play all the games and
thenbeallowedtochooseonegamethatwe
would buy. In addition I already had a few
games that I had downloaded and we could
look at them as well. I also included a few
free games that I had already downloaded.
In reality weended upchoosinga few more
gamesthanplanned.Wedownloadedmostof
thegamesfromwww.BigFishGames.combuta
few fromwww.alawar.com andwww.Popcap.
com.IngeneralwelookedattheKidscategories
whenchoosinggames,thekidschosegames
thatIthoughprettytypicalfortheirageandsex,
girly fashion games for mydaughter, fighting
stylegamesformyeldestsonandpuzzlegames
for my youngest son. My youngest son also
choseaverykiddiesgamethatcontainedmulti-
pleminigamessuchasracing,colouringin,etc.
The games we downloaded:
-Peggle
-Fizzball
-LegoLeChicBoutique
- SpongebobSquarepants ObstacleOdyssey
(theonly3Dgamedownloaded)
-TheWonderfulWizardofOz
-VirtualVillagers
-Theseus,returnofthehero
-DiegosDinosaurGame
-ProfessorFizzwizzle
Brief reviews of the games:
Peggle:A simple shooting game where the player
shoots a ball into a field ofPegsand blocks
TAILPIECE SHAREWARE AHOY!
tryingtoremoveallorangeitems.Somepegs
havespecialabilities,andthegameandallthelevelsareverypleasantlythemed.
Fizzball:
TheevolutionofArkanoidcontrolaballusing
Arkanoid-stylecontrolsbutwheretheballislim-
itedtowhatblocksitdestroysbasedonitssize,
whileeatingasmanyblocksasitcaninorderto
grow.Verycartoon-stylegraphics.
LegoLeChicBoutique:
ALegobrandedgame,withabsolutelynoLego
effects. Solve a match-three puzzle to score
pointswithwhichtomodifyashopenvironment
selling jewellery. As items are removed you
buildthestocklevelsintheshop.Betweeneach
levelyoucanspendpointsonnewthingsforthe
shop,attractingmorecustomers.
SpongebobSquarepantsObstacleOdyssey:
Theonly3Dgamewedownloaded.Alongwith
Lego Le Chic Boutique, it shows how copy-
rightedmaterialismakinganimpactontheca-
sualgamemarket.Basicallyasimple3Dgame
CHOOSING A GAMEAN ADVENTURE INTO SHAREWARE
DEV.MAG ISSUE 1331
There are lots, hundreds, maybe even
thousandsof new shareware titles avail-
ableat themoment.Howandwhysome
games aresellingbetter thanothersis a
questionregularlyaskedbymanyindepen-
dentgamedevelopers,myselfincluded.A
fewweekendsago,inthespiritofMarket
Research,Ispentsometimewithmykids
buyingafewsharewaregames.
8/14/2019 Dev.Mag - 13
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whereyoudirectSpongebobtosolvepuzzles
onplatformsinspace.
TheWonderfulWizardofOz:
ABejewelledclonealongwiththestoryofthe
WizardofOz.Includedinthepuzzlegameare
munchkinsthatmustbereleasedasthematch-
threesarecomplete,aswellasayellowbrick
roadthatmustbeclearedtofinishalevel.Re-
leasing fivemunchkinsgrantsyouadiagonal
movethatcanbeveryveryhandy.
VirtualVillagers:
Downloaded for myself really. Give general
directionsto a collectionof villagersstranded
onan island.Theybreed, get foodand carry
ontheirlivesevenwhenyouarenotwatching.
Soloonlinemultiplayergameisthebestde-
scriptionIcanthinkofforit.
Theseus,returnoftheHero:
A top-down isometric shooter with hordes of
evillookingenemies.Manyoptionstoallowthe
playertochoosetheweaponstheylikeaswell
aspickupssuchasammo.Thisgameseemed
tohaveaveryhighlevelofdifficultyforanew
player.
DiegosDinosaurAdventure:
Acollectionofminigamesaimedatverysmall
kids,includingracing,pickingupeggsanddi-
rectingdinosaursoutofamaze.
TAILPIECE SHAREWARE AHOY!
ProfessorFizzwizzle:
Apuzzlegamewheretheplayerneedstodirect
professorFizzleWizzletogetfrompointAto
pointB.Varioustrapsandobstaclesareinthe
way,andneedtobesolved.Eachlevelisneatly
createdtolooklikesomethingsuchasagiant
fishorhippothataddssomeextravisualappeal
tothegame.
Eachgamehasitsownstyle,eachbeingvery
different from the others. Peggles graphics
and graphical effects are exceptional, while
LeChicBoutiquekeepstoverysimplegraph-
icsthatarejustfunctionalinthescopeofthe
game. Fizzballs cartoonish style is very ap-
pealing.Thegraphicalstyle,however,hadlittle
impactonwhatthekidsthoughtofthegame.
Afewofthegameshavespecialgraphiceffects
the zoom in, and particletrails oftheballs
inPeggleareabsolutelyfantastic,whileother
games havevirtuallyno special effects,even
whentheycouldveryeasilyhavebeenadded.
Spongebob Squarepants Obstacle Odyssey
had nothingto showtheplayer thattheyhad
reachedtheirgoal,butjusttransitionedintothe
menu.Specialeffects,while niceand doadd
tothepolishedfeelofa game,arenotabso-
lutelynecessarytomakingthegameappealing.
I personally am very bad at identifying good
andbadsoundinagame.Iwillnotplayagame
whereIcantturnoffthemusic,andoftenplay
agamewithmyspeakersoff.Theonlygamewhere thesoundeffects reallyhadan impact
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onmewasPeggle,wherethepingsoundasthe
ballhitapegchangestomakeitmoreexciting
eachtime.Alsothedifferenttrackstoshowthat
youhadfinishedalevelwerereallynoteworthy.
Myyoungest son isstill attheagewherehe
playsgameswithverybasiccontrolshedoes
notyethavetheunderstandingofhowtobuild
basesinanRTS,orcauseandeffectofneed-
ingfoodtobuynewtechlevels.Inadditionhe
willoftenplaythesimplestgameoverandover
again as long as there is something else to
discovereachtime.Onething thatfascinates
mewhenwatchingmykidsplaygamesisthe
waytheywillclickoneverythingonthescreen
toseeifitdoessomething.Thissortofreplay-
ability isdifferentfrom solving thesame puz-
zlesoverandoveragain.Noneofthegames
downloaded included this sort of effect at all
andthereforemissedtheyoungerchildmarket.
Somegamesareendlesslyreplayable.LeChic
Boutiqueallowsyou10daysineachofabout
10citiestobuildyourjewelleryshop.Everyfew
levelsyougetnewitemstosell,andnewitems
tobuyfor your shopto reallymake itstylish.
Without playing through all the levels (about
100),youwillnevergettoseeeverythingthats
availableinthegame.Othergamesdothesame
thingoverandoveragainwithnewspecialef-
fectsoranewlooktoscreen.Pegglewasfun,
ithadgreatgraphics,andthebestsound,butit
wasboring.Thedemowasquitelongenough,
andafteranhourofwatchingalittleballbounce
around the screen there was just nothing
moreofferedfromareplayabilitypointofview.
The games ranged widely in difficulty. Other
thanTheseus,ReturnoftheHeroallthegames
were chosen from the kids section. Theseus
waswaytoodifficultformyson,whileonthe
other extreme Diegos Dinosaur Adventure
was too simple even formy 6 year old son.
LeChicBoutiqueseemstohaveaveryinter-
esting method of managing game difficulty
to player skill (a negative feedback loop) by
TAILPIECE SHAREWARE AHOY!
bringing in customers based on the way the
shoplooks,whichisimpactedbyhowwellyou
do thus ensuring the number of customers
matcheswiththeplayerspuzzle-solvingskills.
Akeyaspecttotheenjoymentmykidsgotoutof
thegameswasthenongameaspectsavailable
inthegames.LeChicBoutiqueworksbecause
ofthenongameaspectsbuildashop,stockit,
andselltheproductstocustomers.Ihavealso
seeninothergamesmykidsplaythatthegame
itselfisnotnecessarilywhytheyplayagame,
buttheenvironmentthatthegameisinisjust
asimportant.Forexample,intheTrackMania
gamestheypurposefullydriveoffthetrackand
spendhoursdrivingaroundintheworldjustto
findcoolplacesandthingstodo.Atthesame
time the additional activitiesmust not just be
readingpagesoftext.InTheWonderfulWizard
ofOz,eachlevelandstageisbasedonexcerpts
fromthebookbutdisplayedasafullpageoftext
toread.Myyoungestsonat6 cant readyet,
sothesepageswerejusttimewastersforhim
andresultedinhimlosinginterestinthegame.
Formydaughter, the themewas very impor-
tantshechoseherdownloadgamesbecause
of their theme.Themewasless importantfor
the boys,who rather used the description of
thegametochoosetheirtitleshowever,Ido
think thattheSpongebobSquarepantsbrand-
inghadabigimpact.Manygamesdontfitinto
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anydefinedtheme.Peggle,for example,isnt
themed,butitdoesseemeasierforthekidsto
associatewithagameifitisthemedproperly.
Onlyafewgameskeptmykidsbusyfortheirfulltrialperiod,andeachofthesegameshad
their own reason for captivating the kids. Le
ChicBoutiquecapturedmydaughtersimagina-
tionbecauseofitsthemeandcolourscheme.
As soonasshe had worked through the trial
periodshewantedtobuythegame.Theonly
competition forLeChicBoutique inhermind
was Fizzball, and in reality it was a distant
second.My eldest son spenta lot oftime on
Spongebob Squarepants Obstacle Odyssey,
butinrealityIthinkitwasthe3Dinterfacethat
caught hisattentionrather thanthe theme or
gameplayitself.Myyoungestsondidntspend
more than ten minutes or so on any game
except Diegos Dinosaur Adventure, where
heplayedeachoption onceandthenhehad
enoughofthegame.Theothergamehespent
sometimewithwasPeggle,butIthinkitwas
morefromaphysics(seehowtheballbounc-
es) pointof view than the actual game itself.
Whilethegamewiththebestproductionqual-
ity(polish)wasclearlyPeggle,notoneofmy
children gave it a thought when choosing a
game to buy. The games we bought were:
LegoLeChicBoutique(Thebestgirlygame,
butalsothegamewithalotofreplayabilityand
ithadtherightcolourstoappealtomydaugh-
ter)andSpongebobSquarepantsObstacleOd-
yssey(Ithinkthe3Dviewappealedtomysons
senseofModerngame,buthehasntplayedit
muchsinceweboughtit).Myyoungestsondidnt
findagamehelikedandwentbacktosomeofthe game demos from a localPCmagazine.
The payment process was in some cases
OK, while in other cases a pain.Buying the
games fromwww.BigFishGames.com worked
fine,butthesamecreditcardwasrejectedby
www.Popcap.com as expired. As the games
weretobeusedbyallthekidstheyneededto
beinstalledonall ourPCsathome.InitiallyI
thoughtthiswouldbeaproblembutthesecond
installation happenedfinewitha new license
beingsent byemail quitequickly fromwww.
BigFishGames.com. It seems that i t is now
normal for the games to register themselves
overtheinternetwiththeirhomesite;luckilyI
haveADSLathometoenablethisconnection.
Sowhatshouldyou dowiththis information?
Good question. This covers the experience
withthreekids.Allthreekidsknowcomputers
well,spendanumberofhourseachdayplay-
ingavarietyofcomputergames,andassuch
are actually pretty experienced gamers (for
theirage). Tome thewholeprocessshowed
methat everyaspectof agame is important,
butoften todifferentpeople/markets. If these
kids fall into the targetmarket for yourgame
youmay find the insightsherevery relevant,
TAILPIECE SHAREWARE AHOY!
andif not Ihope it goes to show the sort of
thingsthat,asagamedesigner/developer,you
needto keepinmindwhencreating agame.
My feeling at the end of the whole processwas Make games for girls, not boys, as
boysareheavilyinfluencedbytheAAAtitles
theyplaywhilegirlsaremoreattractedtothe
themeofthegameandintrutharelessinter-
estedin the fancyspecial effects and graph-
ics. Rather spend time making a game that
playswell,haslotsofoptionsandisthemedin
averygirly fashion,coveredall overin pretty
pinkcolours.AtleastattheendofthisIknow
my daughter will be hooked on my game!
CAIRNSWM
If youre interested in checking out any of the games featured in
this article, try the following links:
PopCap Games:
http://www.popcap.com/
Alawar Games:
http://www.alawar.com/
Big Fish Games:
http://www.bigfishgames.com/
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