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Browsing Date Archive: 2006

22 Dec, 2006

Why we make games

Juuso of GameProducer asks “Why do you make games?“. It’s appropriate to ask this question at the end of the year, as it’s a time for reflection and looking forward.

So what reasons are there for making games? When I think about it, there are really two major reasons why choose to create games.

The first is creative expression. I’m not much of an artist or writer, and although I enjoy drawing and writing, I find that creating games is the most satisfying exercise for me. It’s certainly challenging, and there are many days when I wonder exactly why I bother when I could be doing something else. The drive to create something is strong though, and it keeps me going.

The second reason, and perhaps is the strongest, is the way games make me feel. I’ve grown up around computer games, from Pacman and Space Invaders to Lemmings, Sonic and beyond. Games have had a big influence on my life. Every time I reminisce about that cool part of Sonic 3, or the first time I played Halo, I know that it’s a feeling I want to recreate for other people.

There is also the programming side, which is really part of the “art”. Creating a nicely working piece of code is a strangely rewarding system, and you find yourself celebrating small victories as you go. Getting that first bit of playability running is always a challenge, but it’s worth every second of effort and every drop of sweat (and blood).

I think if just one person gets a warm feeling inside when playing one of my games, I’ve succeeded. I’d be willing to bet that other developers feel the same way too.

We might not get the same respect as the composer of a symphony or the painter of a masterpiece, but the happiness we feel when creating joy in someone else’s life is just as valid.

That’s it from me for this year. I’ll be returning in January with plenty of exciting things. Until then, I wish you all the best for the remainder of this year, and thank you for sticking around!


20 Dec, 2006

Hello 2008! A look back at 2007.

This article is part of the ProBlogger group writing project “Reviews and Predictions“. Instead of predicting the future directly, I decided to predict things in the form of a retrospective of 2007. Talk about forward planning…

As 2007 draws to a close, it’s time to pour a glass of brandy and take a look at what the year brought us.

1] A surge in online game sales

With the PS3, XBox 360 and Wii becoming more integrated into homes around the World, there was a surge in the amount of people buying games online. New gamers who wouldn’t normally buy online were more confident with the idea of downloading games instead of buying them in a regular store.

2] Indies experimenting with subscription services

None of the big three consoles display prices in a regular currency, but use “points” instead. Several large indie publishers experimented with this method with varying degrees of success.

3] More success for indie developers

Despite the continuing myth that indie developers can’t be as successful as they once were, the full time indie club had plenty of new additions. There are still plenty of developers that don’t quite make the cut, but the overall picture was much more positive.

4] More diverse games

Although clones were still produced by the bucket-load, there was a glimmer of hope as more original games were high sellers. Games like Grimm’s Hatchery helped to show that developers could follow their creativity and still be rewarded for it.

5] Production values rise

This has always been the case, but thankfully it’s nowhere near the commercial scene of million dollar titles.

Developers started to realise that they could no longer rely on “programmer art” for their projects, and 2007 saw a large increase in developers outsourcing their art. The overall standard of indie games rose as indies moved away from the programming mindset and towards a more general “game producer” one.

Consequently, it was a good year for freelance artists.

6] Less programming, more design

Game development toolkits such as Ogre, RPG Maker start to become more popular as developers realise they must move away from re-inventing the wheel. This rise in toolkits really springs from the need to spend more time on production and less time on coding the perfect 3D engine.

7] The World didn’t end

Vista was released to the public, using consoles to purchase games online became more popular and development costs continued to rise. Despite all of this, the indie game scene failed to die the horrible death that has been predicted since time began…

Here’s to an even more prosperous 2008!

This article is part of the ProBlogger group writing project “Reviews and Predictions“.


18 Dec, 2006

I am it, apparently

Some of my high school artwork. If you read blogs regularly, you might have noticed the “5 things you didn’t know about me” posts that are springing up all over the place.

If you haven’t seen one of these posts before, it’s a very simple idea. You must write five things about yourself that not many people know, and then nominate five other bloggers. I’m not really one for chain letters, but apparently it’s the season to be jolly. Humbug.

Katy Whitton over at Flipping Heck! has recently been tagged, and has passed on the virus to yours truly. Brace yourself for five of the least fascinating facts you’re ever likely to read.

  1. I had my appendix removed when I was 5 years old. This was an important life lesson for me, as I found at that eating nothing but cream crackers is not as healthy as it sounds.
  2. Despite being quite an analytically minded individual, I studied art for two years at high school (14 – 16). Unsurprisingly, it was my poorest subject, as you can probably tell by the stunning piece of artwork that adorns this page.
  3. I run a local Scout Troop. I’ve been a uniformed leader for nearly six years, and before that I was a member of the same troop since the age of 12.
  4. The first game I ever wrote was a text adventure called “Sonic’s Adventure”. It had 100 locations, each with a stunningly detailed description such as “you are in a field”. Perhaps one day I’ll re-release it as a “director’s cut”…
  5. I’ve served on a jury. I’m always surprised at people who want to skip jury duty, because I found it to be a very unique and rewarding experience. You’re guaranteed to leave with a different perspective on things, and I know from my experience that you will see the best and worst that society has to offer.

So there we have it. For those of you that are still awake, it’s time to nominate the people I shall be tagging. 99% of people on the blogs I read have already been tagged. If you’re reading this and haven’t had one of these messages, consider yourself tagged.


06 Dec, 2006

Tweaking the Sociable plugin

I use the “Sociable” WordPress plugin to add social bookmarking links to the bottom of every post. There are a tonne of social bookmarking sites around, so I’ve kept things light to avoid the icon overload that can be seen on some blogs. I’ve made two updates over the last few days, one was adding devbump and the other was adding CSS image rollovers.

If you’re not sure about adding a few bookmarking buttons, you might want to check out the traffic increase at webloghits.com. That’s the kind of increase that is worth a few minutes of your time.

Adding devbump.com

There are a lot of digg style sites out there, but devbump caught my eye because it’s aimed squarely at game developers. Submitting your posts to places that are actually interested in the subject is always more useful, so devbump was a natural choice. 

To add new sites to sociable, open up “sociable.php” and find the following line:

$sociable_builtin_known_sites = Array(

Once you’d found it, add the following after the “Del.irio.us” definition:

'devbump' => Array(
    'favicon' => 'devbump.png',
    'url' => 'http://devbump.com/submit.php?url=PERMALINK&title=TITLE',
),

You’ll have rebuild the list of available sites by logging in to your blog, and selecting “Restore Built-in Defaults” from the sociable page (Options -> Sociable). “devbump” should now be available to use on your site.

Adding CSS image rollovers

Now for the fun part. I used some code from Present Tense (Hacking the Sociable WordPress Plugin for Image Rollovers), but it didn’t quite hit the spot so I did quite a lot of tweaking to get things looking nice. I’ve stuck it all in a zip at the end of this post.

Before you skip ahead to the freebies, there are a few important things to note.

Tweaked “sociable.php” — I made two main tweaks to sociable.php. One was because some sites have “.” characters in their name, so it wouldn’t work with CSS class names. The other tweak was to change the way that the HTML was generated. Instead of standard images, it’s a list.

Internet Explorer — Naturally IE messes things up a little bit, so you might have to experiment a little bit to get things looking the way you want them. Removing the CSS tooltip may help.

16 x 16 Images — I like to have text next to my images, so each one has a different width. If you open “sociable.css”, you’ll see I’ve defined each networking site with a pair of definitions:

.sociable li.delicious a { width: 69px; background-image: url(images/delicious-hover.gif)}
.sociable li.delicious a:hover { background-position: 0 -16px;}

If you’re using 16 x 16 images, you can move the width statement into the “.sociable li” definition.

Adding New Rollovers

To add a new image, you need to add a class with the name of the site, and then set its image. It’s really just a matter of copying an existing class definition and changing the names. I’ll add new sites as time goes on, but at the moment I’ve only defined: del.icio.us, digg, devbump, Reddit and Furl.

Free Stuff!

Everyone likes free stuff, so I’ve zipped up all of the files I modified for your downloading pleasure. There are still a few bugs to iron out, so I’ll be modifying this post as and when things change.

To install the changes, just copy the files into your “wp-content/plugins/sociable” directory — you’ll need to have sociable already installed (download here).

Download Latest Release (1.0)

 sociable-tweak-1.0.zip (11.0KB)


04 Dec, 2006

Interview With Amaranth Games

Grimm’s Hatchery is now available for download. Try it today!

Hot on the heels of the interview with Hanako Games comes an interview with Amanda Fitch of Amaranth Games, creators of Aveyond .

Aveyond is a large and detailed RPG, with an engrossing story set in a huge world. There are plenty of quests to complete, monsters to battle and interesting characters to meet. If you’re a fan of old-school RPGs like Final Fantasy and Chrono Trigger then you’ll enjoy Aveyond.

The interview follows below, with my questions in bold.

Indie Life

Could you give a quick introduction – who you are, what you do (and why)?

My name is Amanda Fitch. I am the owner of Amaranth Games. My primary job is programming and coordinating the completion of games.

What got you started on developing your own games?

I couldn’t find any games that I wanted to play so I decided to venture out and create my own. It’s been a lot of hard work, but also lots of fun.

Grimm's Hatchery - Screenshot 1 Your current project is called Grimm’s Hatchery, could you share a some details about it?

Sure thing! In Grimm’s Hatchery, you get to buy magical pets, raise them, and hatch new pets. Along the way, you must solve puzzles, create new species of pets, and keep your pets safe from danger. I’ve also inserted a twist of humor into the game. Once you’ve played it, you may think that the characters are positively insane! (In a funny way, of course!)

What would your perfect game be like?

Drats! The ultimate question, eh? I’m waiting for the day when I can put on my 3D glasses and actually walk around in a full-blown 3D RPG. I also dread this day, for no one may ever see me again…

What’s your favourite part of being an indie developer?

The best thing about being an indie developer is taking risks. I don’t think that big game companies have the leeway that indie game companies have. The budgets for their games are huge and each failure can cost them millions.

Grimm's Hatchery - Screenshot 2 Conversely, what part is the worst?

Limited resources. I would love to have the amazing graphics that I see in some commercial games, but such things cost money. Lots of money.

What advice would you give to someone wanting to start their own indie business?

Don’t borrow huge amounts of money, keep your team small (1-4 people), and don’t quit your day job until you have a game or two under your belt. :)

Aveyond

Roughly how long did Aveyond take to create?

Aveyond took 1 1/2 years.

Are there any games in particular that inspired you?

Absolutely! Final Fantasy VI and Kings Quest VI. I tried to blend the two styles into an RPG/Adventure mix.

You used RPG Maker to create Aveyond. What were the major advantages and disadvantages of this approach? I’m guessing not getting bogged down with trying to make a perfect engine is a big advantage!

The major advantage was saving hundreds of hours in engine development and testing. Also, RPG Maker XP has a phenomenal level editor that makes is easy to build large, complex levels, and it leverages the RUBY scripting language.

The major disadvantage is that I can’t customize the level editor and I can’t port my games to Mac computers.

Aveyond Screenshot - Exploring ClearwaterWhat was the hardest part of creating the game?

Cleaning up the loose ends. The first 75% of development is a lot of fun, however, eventually you get to a point where you have to clean up all of the annoying bugs that you kept putting off month after month. The last 25% can be really irritating and frustrating because you’re no longer innovating.

Some bugs can take days to resolve and it’s hard to stay patient.

Which feature(s) are you most proud of and why?

The storyline and the maps. I spent a lot of time trying to make sure the story was compelling. From the feedback I’ve received, I succeeded. I also had a lot of fun with my maps. I made them large so that players could wander around and enjoy the relaxing atmosphere.

If you could do anything differently, what would it be?

I would have created more side stories between the major characters in the game.

Aveyond has won a tonne of awards and seems to have quite a following. Did you ever imagine it would be so popular?

I didn’t expect it to be this popular, but I had hoped… I still have a long way to go to make a game that truly resonates. However, I think Aveyond is a good start! :)

Grimm's Hatchery - Screenshot 3 There’s quite an active community on the Amaranth Games website, including fan art and people sharing games they’ve made. What do you think has made the community section so popular?

I think people come around because they have questions about the games that they are playing. Then, some of them stay to chat with other players and myself. I thought it was really great that some of the players liked the site, and so I decided to turn my site into a community with lots of things to do. I actually plan to roll out a new version of the site in January which is going to blow the old site out of the water. The new site lets players earn gold coins, collect items, buy a shack or a castle, and so much more!

Closing

Is there anything you’d like to add?

Thank you so much for the interview, Phil! If players want to learn more about Aveyond or Grimm’s Hatchery, they should check out http://www.amaranthia.com.

And Finally

I’d like to take this opportunity to thank Amanda for the interview,  and I look forward to seeing Grimm’s Hatchery being released. The new community modifications also sound very exciting, and it’s great to see an indie developer with such a strong fan following.


27 Nov, 2006

Interview With Hanako Games

Today marks the launch of the sodaware games section, and as an added bonus I conducted an interview with Georgina Okerson, the head of Hanako Games and author of the excellent Cute Knight.

Cute Knight is a role playing game in every sense, as you take control of your character on their 18th birthday and guide them until their 21st birthday. Every action will change the way the game ends and which one of over 50 different endings you’ll see.

The interview follows below, with questions in bold. Enjoy!

Indie Life

Could you give a quick introduction – who you are, what you do (and why)?

My name is Georgina Okerson, and I create and sell downloadable computer games at Hanako Games. I’m also a big fan of anime, and that influence shows in my work. While there are a lot of anime-inspired games on the consoles, there’s not so much on the PC.

What got you started on developing your own games?

Like a lot of people in this business I have been trying to make games since I was very young. I spent many math classes in high school programming simple games on my graphing calculator. Whenever I’ve come across new tools, I usually think “What can I make with this?”

What game(s) are you working on at the moment?

My current project is a puzzle-solving adventure game called Fatal Hearts (http://hanakogames.com/fatal.shtml). Like many of my games, it has multiple endings. It’s up to the player to decide who their friends and enemies are.

It’s much darker than something like Cute Knight – the story is a blend of romance, mystery, and horror. Also, there will be vampires.

I don’t think anything quite like it has been done before, but it’s an experiment I really wanted to try.

What would your perfect game be like?

The perfect game for me is something like Planescape: Torment. A strong story, with enough variation in it for me to feel like I’m really exploring and shaping the storyline instead of just being led along on a rail, plus fun gameplay in-between the story developments. I mostly play RPGs and adventure games – that is, when I’m not just looking for a quick fix of bubble-popping.

What’s your favourite part of being an indie developer?

Being in control. Being able to work on what I want, when I want.

Conversely, what part is the worst?

Having to wear so many hats. Programming is only the beginning. Even if you don’t make your own art and music, you need to know something about art and music to get what you need and fit them into your game. Then there’s websites, marketing, sales support, tech support, paperwork for deals with other companies… Some tasks sound very simple but can burn up a large amount of time when you have to do them all yourself.

What advice would you give to someone wanting to start their own indie business?

The most important thing is determination and being able to complete something, anything. A lot of people have trouble slogging through the “boring bits”, or even getting past the idea stage. They give up and come up with another idea, then never finish that one either. You have to learn to make plans you can follow through to the end.

Cute Knight

What was your inspiration for creating “Cute Knight”?

There’s a series of Japanese games called Princess Maker in which you play an old retired soldier who’s been given custody of a young girl. You make decisions for her, sending her to school, changing her diet, giving her jobs, and so on. This series is still popular in Japan but it’s never been officially released in English, so the only way for me to have more games in that genre was to make them myself.

The most obvious difference is that unlike the parent-child setup in Princess Maker, in Cute Knight you are the character. It’s much more of a role-playing game. There’s also a storyline involving the player-character’s hidden identity and secrets behind several other characters. Unlike Princess Maker, Cute Knight isn’t just about raising your skills and seeing what career you receive.

Roughly how long did Cute Knight take to create?

A little less than a year.

What was the hardest part of creating the game?

Testing. With so many possibilities and so many secrets, it takes a lot of attempts to get a real feeling for how difficult anything in the game is.

Which feature(s) are you most proud of and why?

See next question.

If you could do anything differently, what would it be?

Actually, these are related. With the Wizard’s Challenge minigame, I created a magic system so complicated even I have trouble with it. I’m proud that the complex rules work, but the actual minigame is just too hard. It just goes to show that sometimes the greatest programming achievements are not the greatest game achievements.

Think you’ll ever do a sequel?

I do intend to make a sequel but not until after Fatal Hearts is finished.

So it won’t be any time soon. The general plan is to make a game with a larger “world” – multiple villages you can travel between and so on. Beyond that, it’s too early to say.

Closing

I’d like to thank Georgina for taking the time to answer these questions, and wish her all the best on Fatal Hearts!


15 Nov, 2006

Sodaware Email Newsletter – Now Open

Today marks the launch of the Sodaware newsletter, a weekly email to keep you up-to-date with everything that’s going down at Sodaware.

Each newsletter will feature news and updates about what’s happening at Sodaware, as well as exclusive articles and content. In the future I also wish to include special offers, such as discounts and exclusive products.

Whether you’re a developer or a gamer, there’s something of interest for you.

Your email address will be kept completely confidential, and will not be sold or shared with any third party. Newsletters will be sent every week, and there may be the occasional midweek announcement. You can unsubscribe at any point by following links within the newsletter.

The first issue will be sent out on the 20th of November. Don’t miss it!


06 Nov, 2006

Happy Development Time

Things have been a little bit quiet over the last few weeks, mainly because I’ve been in the wonderful world of “the crunch”. It’s a tough place, and it’s also self-inflicted which makes it so much more fun.

Moaning aside, what’s been going on?

  • Planning — As usual, I’ve been doing a lot of planning work. This includes designing screens and interface elements, as well as cleaning up some of the dirtier aspects of the specification. Some of it is fun, but most of it is quite dull.
  • Coding Nuts & Bolts — More dull programming tasks, such as cleaning up resource management and creating a state manager. It’s as exciting as it sounds.
  • Graphics — As you can see from the wonderful illustration, art is not one of my strongest skills. There are quite a lot of graphics that need to be done, so I’ve been spending some time on them. The game has a very “unique” look…
  • Object / Entity System — Creating a component based object system took a while to get working, but it finally did something interesting. Unfortunately it’s a little bit too slow for production purposes, so it’s been left on the sidelines for now. It’s definitely something I fully intend to write about in the future, and I’m planning to use it in future games once it’s been optimised significantly. The best part was seeing all those sessions of design and coding pay off, even if it was only a moving box. Sometimes it’s so easy to get caught in the theory that you forget how much of a boost seeing something on the screen is.

Other fun things include the sale of my first and second Text Link Ads. Although they’re hardly going to fund a new lifestyle of champagne and caviar, it was a welcome confidence boost.


04 Nov, 2006

Sodaware::Blog – New Sponsor

Marapets.com have recently bought a sponsor slot to advertise their free Flash games. They have a large range of games covering all genres, and they release two new games every week.

This is the second ad slot I’ve sold through Text Link Ads, although the one bought by CompUSA didn’t last particularly long.

If you’d like to buy a slot on the blog, you can find the view the site details over at TLA.


01 Nov, 2006

Sodaware::Blog – New Sponsor

CompUSA bought a sponsoring slot to advertise HP Notebooks. There’s some pretty nice looking laptops, and looking at the specs makes me wonder how long I can keep going with my 900mhz Celeron laptop…

This is the first ad slot I’ve sold through Text Link Ads since I signed up in July, so I’m quite pleased that it’s finally brought in a few pennies. Every little helps, as they say.

If you’d like to buy a slot on the blog, you can find the view the site details over at TLA.


06 Oct, 2006

Games That Inspired Me

I’m guessing that most people didn’t decide to write games because of the money or the glamorous lifestyle. Whilst I can’t attribute my interest in game development to any particular event, there are certain games that stand out in my mind when I think of what gave me the inspiration to develop games.

Sonic

It’s only fair that I mention Sonic, even though it wasn’t the first game I ever played. The whole series of Sonic games had such a unique feel to them, and the sense of speed and fun really stood out to me.

The gameplay isn’t particularly complex, but perhaps its sense of simplicity is what inspired me.

Elite / Frontier: Elite 2

The Elite series is perhaps the closest most of us will ever get to being astronauts. Owning your own ship, and being allowed to fly around and do what you want was an amazing experience at such a young age.

The ability to choose your path, and the exploration of other worlds couldn’t help but ignite a passion.

Populous

I still find Populous fun to play after all these years. The game captured the feeling that you’re a powerful being looking out for your little guys, as you build the land for and bring death to their enemies through volcanoes, earthquakes and swamps.

What stands out most is that you don’t control your followers, so they will build towns and castles all on their. Seeing this example of artificial life really made an impression on me, and sparked my interest in the subject.

NiGHTS

I love NiGHTS. It’s one of my favourite games of all time, and doubtless I could write pages and pages about it.

Technology wise, the dynamic music and artificial life was a real achievement, even by today’s standards. Guarding your Nightopians and watching them flourish adds an extra dimension to the gameplay, as does mutating them into weird and wonderful creatures.

From a creative point of view, flying through the vivid dream world was simply sublime.

MidWinter

Screenshot of Midwinter Although I enjoyed playing it when was younger, it wasn’t until I was older that I learnt to appreciate the strategy elements that went with it.

The game puts you in the role of Captain Stark, a freedom fighter on an island that has been taken over by a mad dictator. In order to free the island, you must recruit the residents to create your own freedom force. Each member of your team has their own slice of time, so the more you recruit the more you can do in a time period.

The 3D graphics were good for the time, and although the landscape was almost entirely barren you still felt as if you were exploring a snow covered island.

Perhaps the most innovative feature was the role that friendships played into the game. Some people would only join your team if their friends spoke to them, which could mean skiing across the wilderness, dodging rockets and mortars only to find the ungrateful git didn’t like you. At least you could blow up their house with dynamite.

Time Bandit

Time Bandit was billed as an “action adventure” game, and mixed various elements quite well.

The most interesting thing for me was the mixture of shooting, collecting keys and diamonds, and puzzle solving using a text adventure like system. The extra descriptions of places and items helped flesh out the various stories taking place, and the action helped to keep things interesting and entertaining.

There were plenty of worlds to explore, from a starship clearly inspired by Star Trek, to a castle with an enigmatic hermit with a penchant for cards.

And Finally…

A common theme I’ve noticed running through all of these games is that they succeed in engrossing the player in another world. This can be a powerful influence when you’re growing up, when you haven’t yet gained the freedom of a car or being allowed to do what you want.

It’s worth mentioning that playing both SF3 and BG&E for the “Game Design Lessons” series really brought a dumb smile to my face. It’s the kind of smile you get when you realise that you’re making the right decision by developing games.

So, what games inspired you to choose your path? Have you ever been inspired to do something just from playing a game?


02 Oct, 2006

Game Design Lessons – Beyond Good & Evil

Introduction

About the game

Released: 2003
Genre: Action Adventure

About:

Beyond Good & Evil is an action adventure which mixes a diverse range of genres, such as racing, fighting, stealth and photography.

Related Links:

Find at Amazon.com
Find at Amazon.co.uk

This article is part of the “Game Design Lessons” series, and is an in-depth look at the videogame “Beyond Good & Evil”.

This is a joint project between myself and my brother (over at Prosody.co.uk). My articles will take a more analytical approach, whereas his will focus on the game from a player’s point of view.

You can read the other half of this article at: “Player POV – Beyond Good & Evil“.

This article is also part of the October edition of the “Carnival of Gamers“, which you can find at “Man Bytes Blog“.

What’s good about it?

Intuitive controls

There are two parts of the game where the optimised controls shine through.

Firstly, the controls have been optimised for analogues sticks on console controllers, which works rather well. Menus are built in a circular fashion, and the text entry sections utilise a “letter spiral” system instead of the usual keyboard emulation.

Secondly, and perhaps most importantly, there aren’t hundreds of key presses to remember to perform simple actions. Jumping is automatic, and most actions either require the use of the “action” button or are performed by walking into the object.

The status display stays hidden for most of the game, and only appears when the information will be of use to the player. For example, if you’re standing next to a switch, it will appear and highlight the “action” button.

It can seem like the game is doing a little too much at times, but it does save a lot of frustration and means the player can focus on moving through the story.

Guides the player

As you gain new skills and equipment, they’re explained to you by your holographic assistant, “Secundo”. There are generally only a few new button presses to remember, and they fit with the overall set-up of the game. For example, the run button also acts as the “dash” button on your hovercraft.

Context sensitive help is shown where appropriate, but you’re not overwhelmed with information. The UI prefers to stay out of the player’s way, which is always a good thing.

A common presentation theme

The whole game has a very cinematic feel to it, which is particularly evident in the way certain elements are designed. As mentioned earlier, the UI is only shown when required, so the screen is generally free of clutter and has a more movie-like feel.

Items are explained by a holographic assistant instead of just appearing from nowhere, and using items is handled by the small pouch that you carry with you (called a “S.A.C.”). The user interface is styled to be the same as the one you’d use on the S.A.C., in a similar fashion to the watch in GoldenEye. It’s not implemented quite as well, but it works nonetheless. 

A nice touch is that all items are “digitalised” and then stored in the SAC, which answers the usual question in games of “where do they keep all their stuff?”

Yes Doom Guy with a chainsaw stuffed in your pants, I’m looking at you.

Hints at the future

The game gives you an idea of where you’ll be going further into the story, as well as what equipment you’ll be using. It’s always good to show the player some of the rewards they’ll get further in the game, and games like Metroid do this particularly well.

A well paced story

Although it’s a little bit short, the story is well paced and delivered in an interesting way. Instead of being told about important events by non-playable characters, you often discover things for yourself and have to report them to others. This helps the player to feel that they’re an important part of the story, instead of just an observer.

The game world has depth

Part of the game involves photographing every species on the planet, and although it might not seem appealing it does add depth and credibility to the game world.

Despite advances in technology, a lot games have levels that can seem dull and lifeless. The addition of animals and insects to the world of Hillys really fleshes it out, and adds to the impression that you’re living on a different planet.

One particular nice touch is the transition from night to day, which changes which animals appear. Watching the sun set and seeing fireflies appear adds an extra dimension to the game world.

The non-playable characters also discuss elements of the story in their groups, and you’ll see events broadcast on TV and displayed in magazines. It’s not particularly complex, but it’s still fun to see the same event talked about in completely different ways by the media, especially when you were the one that took the original photographs!

What’s not so good?

Pet Peeve – Mixing voice acting and text-only interaction

It’s not exactly a glaring design flaw, but I find nothing kills the effort and atmosphere of voice acting quicker than mixing in text-only dialogue. This only occurs when you’re interacting with certain NPCs, and it’s by no means a critical flaw. It’s just a shame that voice acting is used throughout the game and left out of other parts.

The Flying Death Laser

There are quite a lot of stealth sections in the game, and a few of them make use of a most wonderful contraption – the flying death laser. If it spots you, even for a split-second, it will kill you instantly. Although the game only sends you back to the start of the section, it’s extremely annoying and rather cheap. Nothing says “You must complete this section our way” more than “Do it another way and die”.

Too much diversity in gameplay elements?

There are a lot of different gameplay elements in Beyond Good & Evil, including: racing, fighting, photography, stealth, air hockey and Flying Death Laser avoidance. When you’ve got that many different styles, you can’t really give each element as much focus as it deserves.

Photography isn’t as in-depth as Pokemon Snap. Simply take a picture, and as long as it’s in focus and framed well enough you’ll get the same reward. It might have been more interesting if you were rewarded for more interesting shots (such as the animal doing something interesting), and if you could go back and re-photograph an animal if you found a better action of bigger colony. It’s very much “take picture and move on”, which is a shame.

The same goes for the stealth sections. Although you can generally sneak or fight, the character isn’t really tailored too much toward stealth. Whereas Splinter Cell gives you the light meters and dynamic shadows, BG&E gives you a different camera angle and a few objects to hide behind.

Whilst this lack of equipment does help reinforce the feeling that you are a reporter sneaking where you’re not wanted, it can make things frustrating. It gives the game more of an “action stealth” feel, which isn’t a bad thing in itself, but it does give the impression that stealth isn’t as important in the game as it actually is.

So what can we learn?

Gradually introduce new items

Try not to swamp the player with tonnes of equipment and controls at the beginning of the game. Even if you want to introduce them all in the first level, try to do it gradually and stick to a common control theme to make things simpler.

Polish adds depth

Polish is not just a case of cleaning up graphics and adding shiny menus, but is really the process of adding depth and substance to the game. This doesn’t have to be anything particularly complex, and even a few swaying plants and buzzing flies can make the level feel much less clinical.

Tease the player

I don’t mean flashing “YOU SUCK!” on the screen when the player dies, but hinting at what is to come. Try not to give too much away, but let them know that they will be rewarded with cool things if they continue playing.

Don’t punish the player (too much)

People play games to have fun, so don’t punish them for every little mistake they make. If they do make a mistake, give them a way to undo it without too much pain. For example, if you set off the alarms in the stealth sections you can generally hide until the fuss has died down, and then start again.

Unless there’s a Flying Death Laser, of course. 

Be careful when mixing gameplay elements

If you’re planning to mix different styles of gameplay, such as stealth and action, be very careful how you do it. The more styles you add, the simpler you’ll have to make each them in order to keep the gameplay balanced.

Would you like to learn more?

You can read the other half of this article at: Player POV – Beyond Good & Evil. It takes a look at the game from the player’s perspective, and looks at how the different game elements fit together to create an immersive and enjoyable experience.


18 Sep, 2006

Indie Developer Blogs I Read

Here’s a few indie developer blogs that I subscribe to:

I promise not to write another list post for a while!


11 Sep, 2006

New Resource – Blitz.ZipApi

What is Blitz.ZipApi?

Blitz.ZipApi is a userlib and set of helper functions for BlitzPlus and Blitz3D that allow you to use ZIP functionality, such as compression and decompression of data. The helper functions take care of the most common operations, such as adding data (either from a file or a bank) to an archive or extracting a file.

Using Blitz.ZipApi, you can compress Blitz banks, read the contents of ZIP files and create your own archives.

For the latest updates to this project, please see the Blitz.ZipApi page.

License

ZlibWapi.dll is released under the zlib license. More information can be found at the Zlib homepage.

The userlib declarations and wrapper functions are free to use and modify without restriction. If you modify the code, please consider letting me know what was changed and why so it can be improved. If you do use this library in a project, I’d appreciate a mention but it isn’t required.

Quick Links

Project Home: http://www.sodaware.net/dev/blitz/libs/blitz.zipapi/
Project Documentation: http://docs.sodaware.net/blitz.zipapi/
Bug Tracker: http://bugs.sodaware.net/?project=2

Donations & Support

If you find this library helpful in your projects, please consider donating. Donations of any size are always welcome!

This library has been tested, but some bugs may still be present. If you find any, please submit them to the bug tracker. I can’t promise they’ll be fixed right away, but I’ll do my best to sort out urgent problems.

If you have any comments, please feel free to leave them here. You can also send an email or leave them as a feature request on the bug tracker.

Download

Download Latest Release (1.0)

blitz.zipapi-1.0.zip (100.7KB)


04 Sep, 2006

My Latest Design

The Collected Writings of James NewtonIt’s a none software development related post today. Hurrah!

Over the weekend, I created a new template for my brother’s blog, “The Collected Writings of James Newton“. I’m rather pleased with how it turned out, especially considering the fact that I’m not much of a designer.

It wasn’t exactly how I’d imagined it, but I think I got the overall “feel” of the site right, and that’s what matters. Creating a good atmosphere for a blog is important, and something I should probably take into account with my own blogs.

There are a few things about the design that I quite enjoyed:

  • Wooden Background — My designs are usually quite clinical, and although it’s not real wood, I think it gives the design a more “organic” feel.
  • Rich Footer — They’re all over the place, but I’ve never used one in a design before. Now I have. Grabbing random photos from TinyWebGallery was very simple, and they add colour to the site.
  • Sidebar — It’s not too different from most sidebars, but I still like it. I like the highlighted images in the RSS and article links, and also the “About” section.

If you’re interested in video games, writing or a host of other things (including Animal Crossing and Harvest Moon), then hop on over.


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