June 2009 Archives

So, I am just a small indie guy, who for the time being are coding everything in my sparetime. The question, I have to pose to myself, is how can I become productive and make anything in a reasonable amount of time? 

I have worked in several different compaines; from small indie outfits, to casual games to AAA productions. Which means, I  know the resources required to do even the smallest polished productions.

 

As usual, the answer can be defined as broadly as toolchain. The answer here could then be something like invest in a game engine or similar.  However, I am not going to do that, and here is why:

  1. At least in the beginning, I am not really interested in making something as big that I need a full fledged game engine.
  2. After working closely with middleware for many years, I have gotten the insight that middleware is often used where it should not; yes it has its place, but most often the decision to use it is made by managers who feel they get less risk by using middleware. My experience is often to the contrary; a quick takeoff often leads into maintaining a big API and code bridge as new versions of that particular API come and go. Often the Middleware does many more things that you really need and you quickly start working around quirks and inflexibilities in the middleware. Why buy a big physics API if all you need are a few line checks and collision detection? It is my belief that in many cases you are much better off just building a small software library that does exactly what you need yourself; this way your coders will also know the code much more intimitately and won't spend hours and days debugging other peoples executables. Of course, this assumes that you keep the coders away from the usual temptation of overdesigning their own code; it must be kept tight, fast and agile.
  3. Most game engines end being big monolithics pieces of c..p, which become contaminated with thousands upon thousands lines of "don't touch it code". Instead, what you really want is an architecture where it is very easy to plug in new components, as well as replace or remove components you don't want. If the realtime GI system is too slow and doesn't give the results you want? Well just take it out and put in a new one. Why doesn't anyone offer the perfect lego - piece it together in the way that makes sense to you engine?
  4. It seems to me, that new indie names are proving over and over again that you cannot separate technology and game play. Games like Braid, Subversion, Prince of Persia, Spore, Ragdoll KungfuLove, and many more prove this. You can often easily spot the games, where you can see a team that understands that with the right of creative programming mind on your team, you can look beyond the technology and you know that anything is possible. Of course, like there are a lot of artist and designers who seem to only think in the world that their tool provides, so are there many programmers who are extremely constrained in their world view. Thus my conclusion is that to make something really interesting, you have to allow your programmers to go beyond the usual factory work (and of course have the programmers who have the skills and mindset to be able to do that).

 

So I am working on a new toolchain, which I am taking much care not to overengineer; I love programming and technical problems but I also want to spend time on actually making games as well. I will tell you more on my next posting on Project Prometheus; untill then I will heartily recommend that you read Hackers and Painters by Paul Graham.

Gotland Game Awards 2009

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I have just returned from the Gotland Game Awards, where I was a member of the jury as well as having the privilige of handing out the Nordic Game Jam Award. Even though I was well prepared for what I was going to say, I ended up being quite nervous when I was finally on stage, and I forgot half of what I intended to say.

The winner of the Nordic Game Jam's Jurys' Award, One-Piece, and the Nordic Game Jam's Peoples' Award, Sheeped Away, was competing for the prize. The prize went to Sheeped Away.

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The Booth

Excitingly, we also had a Nordic Game Jam booth at the exhibition this year, which we hope will motivate a lot of the students to come and join us in 2010. For manning the booth, I had gotten help from Dajana Dimovska, who is a long time volunteer with the IGDA and a game designer/programmer who worked on some really interesting games. She did a terrific job with her outgoing nature and her genuine interest in the people and the games up there.

The great and very good material for the booth, posters and flyers, were made by Alexandra and David Mariner, who are both currently making a terrific contribution for the rebuilding of the Danish Games industry.

The Games

I was one the jury team that judged the 3rd and 4th year projects. This, to me, was a very exciting prospect as those are the oldest and most experienced students.

Here is quick run down of the projects.

Vertigo

Vertigo is a 2D sideways racing game for between 1 and 4 players. The basic gameplay is very well-working and with more polish, game modes, etc., I think that this could be a cool downloadable title for either XBLA or PSN.

Had it not been for the fact, that the students also showed this game last year (where they deservedly won the Pwnage Award), the game would definitely have been a favorite. Because of this, however, I did not vote for the game.

 

 
Despair of Heroes
 
This good-looking XNA game has the worst title ever. It is a sideways hack'n'slash game in the style of Golden Axe and Castle Crashers. The game has 4 characters that you can change between in-game, depending on which strategy you and your fellow players wish to employ in a specific situation.
I voted for this game as 3rd (mostly for lack of choice of other games), and the reason for it, was that it was more a remake of a genre than anything else. The game showed potential for great craftsmanship, but did not innovate or experiment much in any direction.
 
Co-op Cop
Co-op cop was a wonderful small 2D physics game, and seemed like Little Big Planet remade in the style of Salvador Dali.
Making good and intuitive use of both mouse and keyboard, the game has two characters, and is a described as a single-player game that can be played by two players. This promise is actually true, and it provides a meaningful experiences in both modes.
The game had some problems, like not really knowing whether it wanted to be a sandbox game or a more classic game, making it seem like directionless experience. Even though this game lacked a lot of polish, I ended up voting on it as 1st game.
 
Deadly Escape
Deadly Escape was made by a team of Belgians, and was presented to us through webcast. The game is pitched as a 3D shooter for those over 30, who still want to play shooters but who are no longer that good at skill-based games.
Made as a mod for the CryEngine 2, the style of the game itself was an over the top Mexican western setting, much in the style of Total Overdose or Desperado. I did liked the idea of this game and wanted to vote of on the 2nd place. Unfortunately, they were not present on the show floor, and therefore I could not vote for them. Instead my 2nd place ended up going to
 
Exhaust
Exhaust is a 2D physics game, where you have to maneuver a monster truck through a level to get to the end.  The game was a fun and had intuitive controls. It wasn't really my type of game, but deserved the winning place that it ended up getting at the award show.
 
This blog post has already gotten way too long, but I want to make a special mention of one of the games made by 1st year students.
 
 
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For the 1st year games, the students have to make an arcade machine; I think this is a really good way to push them into the deep end of the water, and force them to think about physicality, game play and user friendliness.
In Walkabout you have to get a small family of creatures living in a 2D world safely home. Like lemmings they always continue on their path, no matter if they are going into certain death. As the player, you can help them on their path by rotating the world via a big wheel, thereby rotating the world, and helping them navigate corridors and passages that they could otherwise not get past. It is so simple yet works very well. 
The brilliance of this game, is that everything is thought into the same context and presented in a thoroughly coherent manner; be it the menu, high score screen or in-game. It never feels like you are leaving the tiny little game world. Deservingly, this game made by 1st year students, won the pwnage award.
 
Going to Gotland is always an exciting and rewarding experience, and I am really looking forward to seeing what will come out of there in the future.

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