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    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

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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

    EMAIL

    [email protected]

    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

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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.

    DEV.MAG ISSUE 135

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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

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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.

    DEV.MAG ISSUE 137

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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

    DEV.MAG ISSUE 138

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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

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    What made you personally get into gamedevelopment using Pascal?

    IwrotemyfirstgameinCwaybackin1986.It

    wasasidescrollingshooterusingASCIIchar-

    actersontheDOSprompt.Theenemywas

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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

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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?

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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?

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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?

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    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

    DEV.MAG ISSUE 1321

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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.

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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

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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

    DEV.MAG ISSUE 1326

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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

    DEV.MAG ISSUE 1329

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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.

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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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