Project 5 is alive

January 17th, 2010

In fact, the as yet un-named Project 5 (hey, maybe I should just call it that…?) is already up and partially running. I’m playing with the ad-driven release of DarkBasic Pro and have a small-ish game engine running, essentially a common or garden vertical blast but with the camera looking through the scene at an angle so that objects get larger as they move down and the entire thing has a little depth to it.

Getting used to “thinking” in 3D (even if the game itself only moves in two dimensions) has been quite uncomfortable, at one point I had quite a bit working and decided to add some particles to make things go “boom”, only to find out that the built-in particle engine is designed to run at a particular orientation and i’d designed my entire game at a ninety degree angle to how it’d look best – cue moving the camera, followed by head scratching and trying to work out which axis to rotate the objects on to get them the right way up!

I’ll probably have a screenshot in the next day or two (got a writing deadline next week so development’ll be slowing to a crawl until that’s safely out of the way).

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Of Invaders and Space

January 3rd, 2010

Another little challenge from Callan – this time he wants… well, I’ll quote what he posted to my Gamejolt profile and apologise in advance to my “regular” readers (all three of them, I can see their footprints in my server logs and things keep disappearing from the fridge) for what I suspect is now approaching bunny-boiling levels of obsession on my part. “Normal” services will resume when I’ve found a new development tool to knob about with.

Write a blog entry on what your saying when you say ‘playability’. I’m betting it’ll just boil down to being your own preferences rather than any universally recognised standards.

I was somewhat surprised by this because I was sure that just about everyone is now working to the standards set down by European Union directive 1978/06/EC, “Recognition, measurement and Disclosure of playability within computer and video games” (not to be confused with 1875/12/EC which actually pertains to board-based gaming and is an entirely different kettle of fish, or indeed 1933/09/EC which governs kettles of fish). Presumably Callan simply didn’t get the memo when it was sent out? As with most EU compliance documents, those standards are somewhat unwieldy, generally speaking the major requirement laid down is that games should actually be fun to play – who’d have thought it, eh.

Sarcasm aside it’s a ridiculous question – of course playability is based on personal preference and any opinions offered of a game will be subjective at some level regardless of if they’re posted to Gamejolt, a gaming blog, review website or indeed appearing in print, it’s simply impossible for them to not be. But at the same time that isn’t any kind of grounds to invalidate anybody else’s opinion, certainly not without knowing the writer can maintain at least some level of objectivity or at least some understanding of what informs their opinion. The whole point of being able to score games or write reviews on Gamejolt is to deliver personal opinions, the only other option would be for writers to try channelling some higher order of gaming gestalt and as with most large organisations they’re closed over the holiday.

After the hissy fits started, I popped on my rather fetching reviewing hat and offered up the following:

Callan asked via shoutbox if I thought “the original space invaders was unplayable” and my answer to that question is no, but that has almost no relevance to my opinion of Invaders From Space because as implementations go it really is an extremely poor one, taking only the bare minimum from the source material to the point where it bears marginally more resemblance to Galaxian. Either way, the sense of menace is lost entirely.

As a game in its own right there’s barely a game there to actually talk about because it’s quite obviously not built around the journey and focuses instead on the ending; I won’t spoil it, but variations on the “punch line” have appeared in science fiction for as long as the genre has existed.

Here’s a snippet of Callan’s response:

The menace? The journey? Sorry, when did these become required for ‘playability’??

Don’t look at me matey, there’s no point in what I wrote where it said that either the menace or journey were a requirement for playability and I’m fairly sure that anybody else actually comprehending what I wrote rather than merely skimming through and trying to bluff it will have realised that as well – but on the off chance that isn’t the case I’ll offer some clarification; the reference to “menace” was specific to Space Invaders because those invaders are, after all, meant to be invading and if the player doesn’t destroy them the game will be over (an important element for any clone that was totally omitted from Invaders From Space). The reference to the journey was, of course, merely a metaphor for the game itself as opposed to its ending and in that loose context every game has a journey, even a game of catch in the back garden which starts roughly along the lines of “fancy a game of catch?” with all manner of outcomes including “well, that was fun” or “did you have to throw it so bloody hard?!”.

Thinking about it, the most bemusing part of this entire situation (with a close second being how game developers three decades down the line can still make a total hash of copying Tomohiro Nishikado’s simple but still effective design) is the idea that anybody could get so unbelievably precious about something they didn’t invest even two hours into actually developing to the point where they feel “punished” by a less than generous score (and of the thirty eight downloads Gamejolt lists there are only six scores so presumably at least some of those didn’t think it even warranted a 1 vote) and spend more time justifying what they’ve done than it took to make – and since I’ve put far more time into explaining my opinion and my partner has started laughing in that way she does when a get a bee in my bonnet – this is the cut-off point after which I won’t be responding further.

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Challenging stage

January 1st, 2010

Ooh, i love a little challenge i do… and since today was extremely quiet and i had nothing better to do, when one presented itself i took it up.

First a little background; i set up a Gamejolt profile a while back but let it idle a little after adding Quantizer. When Abrogator was completed, i had a burst of what passes for activity around these ‘ere parts and added both it and Happy Ball Is Happy before spending a couple of hours mooching around to see what other shoot ‘em ups there were to play. ‘Cos i like a good shoot ‘em up.

One of the games i found was Invaders from Space, which i duly downloaded and played through. i thought it was utter rubbish to be honest, but since it didn’t crash my PC or barf back an error like a couple of games i’d downloaded before it, i gave it a 1 vote on Gamejolt, then wandered onwards and didn’t think any more about it – until this delightful missive appeared in the shoutbox on my profile from Callan S. himself:

Okay, here’s your challenge: Make a game that emulates a genre and adds a bit of a funny twist to the genre. It has to be a really short game. Make it in 1 hour and 49 minutes. And then I’ll one star it anyway, because that’s what you did to me. Get some perspective on what a games shooting for, instead of thinking all game designers have to do the same thing as you or they’ve failed.

The Art of Stellar War - in-game

And, in the same spirit as that comment i’ve taken up the issued challenge and would now like to roundly resent proudly present you all to The Art of Stellar War – a vertical shoot ‘em up with something of a deeper meaning behind it. It was developed from the ground upwards (including all of the graphics and sound effects) within the specified one hour and forty nine minute deadline, “emulates” a genre and adds a “funny” twist in the same way as Callan’s work, but unlike him i’ll be expecting one votes right the way across the board (knock yourself out, matey). Happy New Year, everybody. =-)

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Abrogator released and PM

December 31st, 2009

So, the last Illogistix project of 2009 is going to be Abrogator, a vertical blaster built in Game Maker 8. And just to break with “tradition”, since it was a remarkably short project i’ll go straight from the release announcement into an ad-hoc postmortem straight after this ‘ere screenshot!

Abrogator - in-game

What went right?
After the initial difficulty curve of picking up Game Maker i described in the previous post was past, it seemed remarkably friendly overall; because i wanted to approach it as a “newbie”, all of the graphics were created within the editor itself and i didn’t take it out of “simple mode” at any point, instead working within the restrictions it imposed.

The editor itself isn’t perfect, the graphics tools in particular are primitive at best and i’d seriously recommend others to avoid the masochistic approach i took for anything past “programmer graphics” to test things – and if anyone abuses objects in the way i did to simulate time lines, they’ll find that keeping track of what’s going on within the object is rendered more cumbersome by the window’s insistence on resetting the cursor to the top of the current list during test runs. That said, i can’t hold that against the program, after all the time lines in advanced are there for a reason and it was sticking to my “rules” for the project that saw me bouncing off that issue in the first place.

What went wrong?
Well, the game is rather hard because the collisions can’t be tweaked in simple mode to make them more generous; it’s not unplayable for that issue but players will need to take into account how limited the movement can be within the play area.

What was learnt along the way?
The biggie is that GM8 is quite powerful; i have already played with the advanced mode, the time lines and some other GML (this wasn’t the first project started in fact, the other will probably become Abrogator 2 at some point) and right now the idea of paying out for a registration code to get the pro version and the particle engine is proving quite tempting…

Final thoughts
i must admit to being mightily impressed by Game Maker, not just because it allows anybody with time and patience to produce a game but the way it’s almost a “back door” attempt to drag people into programming. Users come to it as a point and click environment and can produce simple games but eventually they’ll bump into limitations which require a fragment of GML to circumvent – the more they use, the more it’s possible to achieve and the braver people may well sit down and attempt to write an entire project with GML.

Yes there’s a lot of shyte out there developed with Game Maker and it has something of a reputation because of that, but the signal/noise ratio is because not every user is going to be able to design a game and there are quite a few pitfalls to be wary of [1] – but for those who persevere and throw some serious time at working on their pride and joy, the results can be superb.

[1] As an example, the “simple” way to make a shooter would be to dump a load of nasties into a room, tell them to reset to a random X and a Y off the top when they leave the room and just let things cycle around, i’ve seen one exactly like that where a smart bomb was included that caused thirty or so nasties to reset to the same Y, making an almost impenetrable wall – i wish i could remember the damned name of the thing!

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Here we go again…

December 26th, 2009

It’s time to start another project i think, it’s been quite a while since Happy Ball Is Happy was released after all… and since it’s just been released (and because i’m hoping to produce a write up of it for Retro Gamer at some point) i’m going to teach myself at least the basics of Game Maker 8, using the free Lite version. To keep things simple i’m aiming for a simple vertical “scrolling” blaster, taking selected hints on how to achieve some things from one of the tutorials on the GM8 website (the 1945 one) and essentially guessing the rest.

As a total GM n00b i have to say that initially it seems somewhat daunting (and i do feel that even some of the simpler events aren’t entirely logical, simple player movement was a bit more fiddly than i’d expected for example) but after the initial hurdle it’s proving reasonably easy to work with. At this point i’ve got a custom-designed player ship moving around over a dots-on-black starfield (i’ll pretty a load of the details up as i go along, it’s just there as test for the moment) which can fire a bullet on command.

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