Friday, December 21, 2012

Which 3D Modeling program to use?

For quite a few years I have used 3D Studio Max or variants of it such as the free Gmax version.

I currently own an educational license for 3D Studio Max 2010. 

Obviously I can only use this for personal an educational use.

So here I am having had shipped two games, and honestly thinking my next one might be nice to try some 3D in it?

But 3D Studio is outside of my budget for its commercial license fee of $3,675.

Yep for an indie developer that is a killer right there.

So I am exploring some alternate products.

Right now Steam has a special on Silo 3D for less than 50 dollars.

I went ahead and downloaded the trial and am doing some video tutorials.

I like its interface and it seems easy to use; however it has no animation capabilities. For its price I do not find that to be a problem ; but this leaves me in an 'incomplete' solution status.

I do also own Milkshape 3D which I have animated in before.  Its functional, and lightweight. But it is quite old and lacks a lot of polish, ease of use and features that more modern animation applications poses. I do wish he would update , even at an additional cost.

And then there is Blender.   I tried Blender many years ago and did not like it. I think I'm going to have to try it again as the price of FREE is very hard to beat.

I'll update soon with info about how my trials are going.  Stay tuned.

Thursday, December 20, 2012

I built my first Firefox build last night!

So in an effort to learn more about programming I've decided to explore contributing to the Mozilla.org Firefox browser.

Mind you this is an exploration at this point not a commitment.  Its possible this is beyond me at the moment? But I believe in setting goals .. stretching myself. Learning things I know nothing about .. that way I'll know something right?

I also strongly believe in open source projects and have benefited from them for many years in my life. I would very much like to give back and Firefox has been my favorite browser for many years.  It sort of competes with Chrome nowadays .. not because Chrome is so fantastic but because Firefox changes so fast I some times feel like I don't know where my stuff is?

So last night I downloaded my first nightly build and all the pre-requisites and was able to compile and launch my first nightly build.

I suppose its not much of an accomplishment but I feel good about it. Having actually done this much feels meaningful to me and encourages me to go farther.

At this time my planned contribution will be in the C++ code area.  As I taught myself C++ this year I want to really get my head fully immersed in it. I want challenges.

Sure I figured out how to write several games and publish them on iOS and PC .. that is freaking AWESOME.

But I'm not stopping at that. I want more! I want to learn more!

Firefox will make me learn stuff I didn't even known existed is my thought .. and I'm really looking forward to it.

I hope to blog more about my experiences exploring on Firefox in the future.

Wednesday, December 19, 2012

My First PC Published Game!

So great announcement here, WildTangent.com has published my second self produced game Holiday Cheer on their online game portal.

http://www.wildtangent.com/Games/holiday-cheer


Note: Screenshots show the iOS version

This is really huge for me. I had really expected a very long (many years) of work programming before I could expect a game portal to publish one of my products.

Obviously my 15 years of game development experience in areas *other* than coding have contributed strongly to this goal being reached so quickly.

I have been working diligently on an update to this game and it is almost ready..

Wednesday, November 21, 2012

Just shipped my second game : Holiday Cheer

So yeah I know ; long time no post.

You'll have to excuse me though. I've been quite busy you see I shipped my second game already!

My last post noted I was starting to port Pirates Treasure to C/C++.

We'll that went very well.

In fact so well that its done and on iTunes already here




There was one minor speed bump; call me foolish but Pirates Treasure was taken twice over on the iTunes store so I had to re-brand / re-name it as Pirate's Jewels.   It was a tough call what to re-name it as; there were a lot of options. In the end I had Pirate's Gold and Pirates Jewels


Interestingly enough teaching myself C/C++ was not difficult at all after having taught myself  BASIC/DBPRO. 

Honestly its mostly a matter of syntax and some more advanced ways of handling things that are largely pleasant surprises.  

Sunday, July 1, 2012

starting to port Pirates Treasure to C

Just a quick post today.

I have formally begun the process of porting Pirates Treasure to C.

I believe this will result in a program that runs faster, and has less issues so its a big and important step to get started.

The 'port' is going to be a partial port / partial re-write...


Thursday, June 28, 2012

Results are in from publishers on my first game!

So I haven't made a big deal out of it but I did submit my game Pirates Treasure out for consideration now to 3 sites.

I have been doing art and game dev related projects for 15 years (not programming though) so I am used to all sorts of reactions -- from jaws dropping to people hating it.

Honestly the most common reaction is no reaction at all.

That is probably the worst of them -- the inability to provoke a reaction with your art really says that this means nothing to the viewer to the point they don't even care enough to say I don't like this?

Having experienced it all  I was prepared for anything ...and after 3 weeks I now have some "results" to share with you!


Read more after the break!

Sunday, June 24, 2012

Indie Game : The Movie

So I watched Indie Game: The Movie last week and let it sit in my subconscious for a while before I shared my thoughts.

This is a spoiler filled review. If you want to walk into this movie without any preconceptions; book mark this review and come back for my thoughts later.

http://www.indiegamethemovie.com/

This movie is obviously extremely interesting material for any indie game dev, or any one who thinks they might want to be one!

Firstly let me say I truly appreciated the extremely personal approach the film took.  They took just a few developers and focused in very tightly on their stories rather than trying to cover the entire scene and talk to 100 people.  The connection to the guys in this film was made very well and you cared about what was going on.

They had a portion of the film when they showed the developers feeling depressed after they had finished their games. My wife looked to me and said "really?! depressed?"

Read more after the break...


Thursday, June 14, 2012

I'm back, and I win!

So you've noted a lack of updates I'm sure.

I had good reason.  You see I was nearing the end of my first game project Pirates Treasure and things were getting harder and harder!

It was becoming easier to spend time doing anything else other than finish my game because all the remaining items were incredibly hard - week long impossible problems that I barely knew how to tackle!



But I decided to start cutting out distractions and I'm sorry: yes blogging went out the window!

More after the break ...

Wednesday, April 11, 2012

The evolution of the Main Menu screen

So I wanted to cover some of the evolution of my main menu screen as it has changed a lot over a short time , but first I want to cover my current blogging time and motivational issues.

In regards to blogging: while I really do enjoy blogging about what I'm doing design-wise I definitely devote time to my game design rather than blogging when time is limited.

Honestly my time is limited 4-5 days a week because I work full time, have a family including a 2 year old who needs lots of attention before bedtime and a wife who deserves more attention than I give her for sure!

So with that in mind I may try to do a weekly posting digest rather than daily but well see what I can fit in, just don't take 4 days of no posts as nothing is going on - because its definitely not true.

That being said about blogging the next thing is motivation.  I think sharing with community is an essential part of being motivated.  I do share my dev log and accomplishments here, as well on the TGC forums. 

When doing so here I try to not just do a text dump ; but I think I need to just go ahead and "OK" that mentally. I think it may make interesting reading for some and will certainly be very interesting after the fact once I publish the game and if it does well people may come back and go "oh so that's what he was thinking, or how he did this item."

Right now I'm just a lone indie shooting off bottle rockets into a sky filled with stars. But should I through blind luck and a lot of elbow grease some how do well with this product all of a sudden these little posts will be re-interpreted to be some how deep and meaningful and hold insight into how you might make the next big casual indie game right?

It's quite funny to think how hind sight may effect perspective of what I am doing today eventually.

So anyways on to the point. Lets start with this very early screenshot of the main menu. This screenshot was during the time when I had made extremely simple place holder graphics in an effort to STOP myself from screwing around with graphics constantly instead of coding:


Read more after the break ..

Monday, April 2, 2012

Game Over Screen!

Just a quick update as I'm short on time tonight.

Work is going very well on Pirates Treasure; here's  a shot of the Game Over screen. I think it can still look a bit better but I like the way its shaping up very nicely!


The art was partially done in Illustrator and partially in Photoshop.   My current 'concern' with it is the dark 'burned' skull on the desktop VS the light one showing on the "Game Over" screen look redundant. But you won't often see the game over screen so it might be okay?

What's your thoughts? Post a comment!

Thursday, March 29, 2012

Change log for Pirates Treasure 3/19 to 3/29

EDIT**** UPDATE **** I just finished my work for tonight and I was able to get the CHECK_FOR_MOVES_** code finished. It tested out successfully! I've been working on this code for a couple of weeks ; this is a major break through for me!

Here's the change's since 3/19/2012

While I am working plenty on the check moves routines -- I should note I have been house hunting so while I work on it *every* day .. some days I have had as little as 15 minutes available to work on it. So its not as much moving forward as I might like.


Read more after the break ..

Tuesday, March 27, 2012

Mind boggling over complexity induced over complexity

So yeah remember how I was talking about keeping my code simple? Well it turns out it was overtly complex by probably a factor of 4 or more.

What happened was my very first attempt did not work and I assumed it was due to it being a technically incorrect way of doing it rather than I just did a bad job and it didn't work!

Because of this I ended up trying three different ways until the third way actually worked.

I guess I have to chalk this up to lack of experience because I was sharing my story with a coworker who is also learning programming and when I explained that the first method had not worked he responded with a confused "Why not?! That totally sounds like it should work?

This made me go back and retry it..

And indeed it does work.

So lessons learned:

1: Making something that works is better than something that doesn't work.
2: The simple solution may be the right solution.
3: If something doesn't work it might be "my error" rather than "this idea doesn't work".
4: Bouncing ideas, problems, and issues around with people who understand your topic are is very useful.

I think I skip the last one too often - I'm learning to program "self taught" not "in a void" where there is no help or community to bounce things off of!


- Posted using BlogPress from my iPad

Monday, March 26, 2012

Latest Game Play Video Pirates Treasure

So as you know I've been showing some nice screenshots off lately of Pirates Treasure but finally I thought it was nice enough to go ahead and get another game play video in.  For whatever reason it looks darker on Youtube so be aware it is not this dark when you are playing it on your desktop.

I've made a lot of really nice progress using mainly Adobe Photoshop , but a little bit of Adobe Illustrator (on the main menu) which really looks nice.


I have begun to integrate some sounds into the game but they should be considered temporary at this point.

Enjoy!

Sunday, March 25, 2012

Mind Boggling Conundrum's

So I have not been programming long and I'm sure I get stuck easier than the next guy.

But I find that if I can articulate things .. that is say them out loud in a plain and simple way - then programming it is much easier.

So I've been trying to program in a subroutine/function to determine the following

  • Are there any moves left on the board?
  • If so where is it?
  • Can we give the player a hint about it?

And honestly for two weeks this has been defeating me. I've deferred that process to work on graphics as you can see almost all my updates recently have been due to graphics.

But finally this weekend I drew the line ..

Read more after the break...


Tuesday, March 20, 2012

Change log for last 4 days

I got more done than expected the last few days , I had my 15 year wedding anniversary and we weren't out and did a few things for that although the rainy weather cut quite a bit of our plans out unfortunately. 

Hopefully next weekend there will be better weather and well do a couple of  the left out items!

So my work list for the last few days is as follows:

3/19/2012
+ CHANGE: Improved code to remove possibility of a 3+ match on game start - no matches found on 30 tests
+ BUG BG4.0 : Score is artificially bumping itself up by checking for additional matches and increments the score even when no additional matches are found
+ RESOLVED + BUG BG4.0




More after the break...

Sunday, March 18, 2012

More Updated Graphics

So I've been pretty excited that the graphics for my game have been coming along so well I went ahead and spent additional time upgrading them this past week.

I was also able to knock out my first bug that I had to leave.  Normally when I'm programming if I notice a bug I fix it at that moment; there's no time like when your head is 100% in the code you just wrote to understand what it is doing and fix it.

So anyways here's my graphical update:








More after the break ...


Monday, March 12, 2012

The biggest problem with SWTOR to date.

I have mentioned Star Wars The Old Republic a few times here as it's my 'current, MMO that I'm playing. Today I want to go over what I now see is the games biggest problem to date which is the incredibly painfull group composition of 4 player parties. In this situation at level 50 when trying to run a Flashpoint you need a tank and a healer and two DPS characters. That means 50% of every party has to be tank/healer! If you've played many MMO's you know that those two classes are he hardest ones to find and get into your group! The small party size is an incredibly punishing factor in this situation. In games where they permit party sizes of 5 or 6 the tank and the healer can carry more players through the dungeon/Flashpoint. This means every time a valid healer tank combo is found more players get to play. But no in SWTOR the two hardest to find class roles must compose 50% of the group and it shows. I play a healer and in the last week I logged on twice and could not get a tank to join our group for over an hour until I logged off the game frustrated about wasting an hour of my life doing literally nothing. SWTOR can be fun but waiting to be allowed to play is nothing close to fun.

New graphics for my game!

Sunday was a very productive day.

I was in the shower and figured out in my head how to check if a move was a valid move or not!

When I sat down to code it  - it took me 5 minutes and worked the first time?  That does not happen often let me tell you.

The biggest change Sunday was  a complete graphical over haul using Adobe Photoshop to create these graphics:




Saturday, March 10, 2012

Game Changelog for 3/10/2012

3/10/2012
+ EASTER EGG: Changed "0" Gem to friends face as a joke for when he tests it for me.
+ CHANGE: Changed backdrop to line based instead of grid based - shows off transparency better
+ CHANGE: Resized Gems 15% Smaller improved game field look
+ ADD: Added Transparency to game gems
+ BUG: BG1.0 : the loop that checks for additional matches after a collapse does not work 100% of the time
+ ADD: Debug code to begin troubleshooting BUG BG1.0
+ ADD: Coding to support a score system
- 3 in a row or more to get points
- 10 points per gem matched
- if matches >= 4 2x multiplier
- if matches >= 5 3x multiplier
- if matches >= 6 4x multiplier
- if matches > 7 5x multiplier

Current Screenshot:


I may do a little bit more but the next item on my list could take a couple of days honestly! Trying to figure out how to limit the player to only clicking on 'valid moves' with the second mouse click

Friday, March 9, 2012

Video of my Game Beta!

I downloaded Fraps and recorded a very short game play video to show off  here:

Interesting details:

1: On the black side bar is a 'debug' window I use to tell myself what is going on code wise for any particular phase of the game.

2: When you see 'zeros' moving up what is really happening is those are 'blank spaces' that have just been destroyed. I wanted to be able to visually see the blank spaces so I decided to program in "0" game gems for place holders for now.  When you see the zeros 'moving up' what is really happening is the gems above them falling down but because the 0's are all in a row and white it really draws your eye.

So now its time to start building more features in to it.

On my "to do" short list:

1: Scoreboard
2: Multi-pass destroy (sometimes gems are left over after a collapse that should destroy also)
3: Move limiting (right now you can move ANYWHERE on the screen)

My First Beta

So I started programming in earnest on this project as of 2/1/2012.

Last night I was able to write this in my changelog:

3/8/2012  BETA 1.0 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Game entered first beta on this date
- added Timer function to let screen step through destroying and repopulating gems on screen instead of pressing space bar
- Added Graphical Exit Button

It feels really good  to know in 37 days I was able to learn to program and enter beta on my first game.

The sense of accomplishment and euphoria at that point was pretty sweet.

I had to get up and walk away from my desk to stop from trying to program more instead of just enjoy the moment!

I actually ended up doing some dishes with a smile on my face.

Here's a screenshot (menu and gameplay screen side-by-side):


Monday, March 5, 2012

Coding in graphics for the first time

After the success noted in my post "My Visual Debugging Tool" yesterday I decided to tackle graphics at this point. I now knew how to identify where my mouse was on the screen and determine when I was clicking.

The information of which how to do this was contained in tutorial threads I had been going through previously (noted in my previous posts as well) .

In the interest of sharing part of my learning process - the mouse detection code in Dark Basic Pro worked out to be something like this:

REM ***** SET MOUSE DETECTION *****
     Mx=MouseX(): My=MouseY(): Mc=MouseClick()
     MousePosX$=Str$(Mx)
     MousePosY$=Str$(My)
     Text 300,525, "Mouse X/Y Position"
     Text 300,540, MousePosX$+ " / " +MousePosY$ 

This includes the debug code I spoke about to print the value of the position on the screen so I could determine later when I was programming my button clicking code where exactly on the screen I was clicking.

Using the above code I was able to work out the following:

Sunday, March 4, 2012

My Visual Debugging Tool

As seen in my post titled "Programming : My Motivation Plan" I had a list of things my inexperience in programming had imagined up that I should work from to produce my game.

I'm going to focus on two items from that list today:

  1. A function to determine the player has 'selected' a gem and chosen to move it to a nearby cell.  This would then swap the values of cell A and Cell B but only permit this swap if it aligned a 3 in a row combo or more.
  2. Mouse Clicking / Swapping Code
To me these were interrelated enough that I needed to consider them together. Eventually as I thought about them I realized this was actually probably another subset of goals.

So I came up with another list of things to try and achieve these goals ...

Thursday, March 1, 2012

And diversion rears its ugly head IMMEDIATELY!

This is the internet.

I have no requirement to be honest with you, nor myself really. I can say whatever I want and pretty much unless it sounds as preposterous as "Yeah I flew to the moon last night in my new car!" you have to take me at my word.

But I think being fairly honest with you and myself is really the way to go here.

(I know it says by erebusman - that's my forum name on their website ; but it's still me)

No sooner did I finish my first goal in programming did I allow myself to become distracted and start a new goal...

Tuesday, February 28, 2012

Programming : My Motivation Plan

So lets keep it real here: most of the goals and projects we set for ourselves get left in the dust very shortly after setting them don't they? As mentioned a few times in my announcement post  I've experienced a lot of DOA or cancelled game related projects.

How the hell do you actually set a goal, stick to it, and finish it?

I dare say I think I actually know how to do this and that is part of what I intend to write about here to help myself and you. I have managed over the years to complete several year or longer projects to completion.

You see I believe part of the answer lies in setting very small manageable goals.

Saturday, February 25, 2012

SWTOR: Long live Punishment End Game(s)

Yeah so you thought SWTOR might have learned a thing or two right?

I mean sure EverQuest and Ultima Online were true Kings(TM) of Punishment Gaming.

World of Warcraft's entry lowered the punishment bar enough that players of the previous two game's almost felt like they weren't being punished.  Well that is until you entered the multi "tiered" endgame.

If you didn't enter that tiered endgame at the same time as every one else, and play every single night, and get enough drops... well you got cut out of it because your gear wasn't good enough.

So wait .. I don't have enough gear to be good enough to join you -- but I can't come and get more. How am I supposed to improve? And I'm paying how much a month for this?

Oh don't worry your guild has a "waiting list" if you come online and wait 5 hours if someone quits in frustration because they wiped 84 times you can come in and sub for them, but your not elligible for loot unless no one else needs it because you aren't on the main roster.

A lot of what I just described is of course how players end up reacting to a harsh game design.

Star Wars: The Old Republic seems to have opted  for this system as near as I can tell.

So firstly you have to run level 50 Heroic Mode flashpoints (dungeons).

From these you get 'Tionese Crystals" and Tionese Commendations

Build up about 113 Tionese Crystals and 72 Tionese Commendations and you can get a purple text Lightsabre.

Each Flashpoint gets you about 6 crystals and near as I can tell 1 Commendation.

There are however  "daily" and other style quests that can up your crystal commendation rate a little bit but lets be honest this system is designed to be a soul slaying grind.

Exactly how many times will I have to run the same flashpoint over, and over, and over again to get the whole set.

The item above is just 1 item in a set.

There's hands, feet, head, legs, chest, and offhand item to also grind.

Its sort of like saying "If I save up for 6 weeks I can finally get that new computer!" but in this case it wont be anything physical it will be little silly piece of clothing on your in game avatar ...

This is punishment gaming folks.  Its gaming focused on extremely delayed rewards to attempt to keep you playing for a long time.

I can't wait for the day someone figures out how to get people to play a game because its freaking fun! Sign me up for that one!





SWTOR: The Inquisition Wallpaper

I am playing Star Wars: The Old Republic and am in the guild "The Inquisition".

I created this wallpaper for my desktop for myself and the guild, and just wanted to share it here.

Enjoy



Announcment: I am learning to program!

So there is a good story behind this announcement. Learning to program was something I decided I would not be doing somewhere around 1997 after completing a FORTRAN class and shortly taking a Java class not long thereafter.

The instructor for the Java class didn't know Java (fairly enough as it had not been out for long) but promised he would read the book 2 weeks ahead of us and be ready in advance.

By the second class he hadn't kept his promise and so I decided this wasn't going to work for me and dropped out.

Additionally I had actually already a fairly intense interest in being an artist for video games having created quite a few pieces of art for DOOM and DOOM II including being a project leader for a 19 level add on pack for DOOM II for my BBS Business that ran a 16 line multiplayer DOOM service called IMAGE BBS.

In 1996 Quake came out and the last nail in that coffin was firmly hammered in - or so I thought at the time.

The ability to do Quake skins was the creative outlet I was looking for.


The process for learning to create art for video games was not exactly 'easy' at the time.  You were limited to a very specific 256 color palette, you had to draw 'in the lines'. Your texture had a maximum size of 256x256 pixels. Even with these limitations I (and many others) were able to create some very amazing skins (or textures) for the players to wear while running around in Quake such as my Alien skin.

"Alien" Quake Skin done in 1997


So after figuring out the process I  decided I would share what I had learned and I quickly became a minor celebrity amongst the Quake modification community running the Skintutor site at PlanetQuake.

In part this celebrity probably gained me the recognition of a small team of artists and programmers who were trying to go professional.  They invited me to join them and eventually I became the team lead / project leader and we pitched a game concept to Ritual Entertainment and Activision to show our creative skills off int he hopes of creating an add on pack for SiN.

Amazingly we won the contract and in doing so our startup game company 2015 was created.  Due to financial disagreements with our business "guy" I left the company shortly thereafter and continued my pursuit of art privately.

Most of this was done with "mod" groups. Small collections of artist and programmers making modifications of existing games to hone their skills and prove they were worthy to be hired by a game company based off the work they had done.

Amongst these I made contributions to Action Quake II, Hexen CTF, NightWatch for HalfLife, The Dark Brotherhood for Oblivion, and quite a few others.

Eventually I was able to work with some programmers and complete several indie level games for hand held platforms. Eligo, Gravblox, and WizardWorld being the most notable.

The best of those 3 being WizardWorld had an ironic downside, by the end of the year of production time we put into it, the platform for which we had created it (The Tapwave Zodiac handheld) was cancelled by its manufacturer due to poor sales and competition in the market from the Sony PSP and Nintento DS.  So the market for that game was swept out from underneath our feet.

Enjoying working with these programmers and wanting more I tried for some time to make additional contacts online to create more games as the artist. However in many instances the programmers either wanted free art, or to only offer "royalties" which is code for "free art now, and if I ever make anything I'll give you 10% of the profits".

I decided that this wasn't the way to go and tried get into making entire games myself.

I decided to pursue diving into Valve's Source engine. They have a robust mod community and market the product as being something you can go commercial with - in fact something they might even help you with if you make a good enough project.


To that ends I decided first to make my own "add on" for Team Fortress 2 -- an entire level with 100% of my own artwork, textures, level design, signs, props, posters etc.


SPACEBASE! was born a year later


I definitely think SPACEBASE was a success. Firstly I actually finished it! This is a bigger accomplishment than you might imagine.  Many (if not 95%) of game projects in the hobbyist / indie community never get finished.  That I was able to fully realize my vision and produce it by myself in a year is really an amazing accomplishment that I remain proud of today.




 
I had several interesting ventures including a stab at making my own MMO that I called "Throne of Elements" using the Multiverse engine. (Note the Multiverse link may not work as they have closed down and only plan to keep the website up for several months).  I ended my Multiverse activity in 2009 due to their inability to produce an exporter for 3D Studio Max.


I had a wonderful monster ready to go into my test world I had created but there was no way to export him into their game engine


Having been burned a little by a year investment into Multiverse I returned to the Valve Source engine and have been working in part on a project with a working title of "Dungeon Quest"

Dungeon Quest was to be different from SPACEBASE in that it would not be an 'add on' to an existing Valve game but a "total conversion" that is a stand alone game.  Despite it being a total conversion it would have to be tied to one of the executables of Valve's existing games unless it actually went commercial.  Given some of my design goals I decided the best fit for this was Left4Dead, and eventually Left4Dead 2


One decision that spurred this is I could use some of the artwork from my cancelled Throne of Elements MMO to help spur this project forward. And indeed I made fairly quick progress. I started to run into some minor problems ; I needed bits of code or scripts to make the custom game play elements for my game. I became frustrated in this as I was not able to find someone to help me with this.

So I put this project on a "slow burn" sideline. I still work on it here and there, but not with any urgency as I do have a major roadblock - no scripting or code support available to get it done!

Not too long later (middle of 2010) I did run into another programmer who was working on a game and wanted me to do the artwork for him.

He asked me to do a mock up of the main game play screen to see how my work was compared to the work he had done himself.

He was absolutely excited about the work and really enthusiastic about it. He asked me to add a few things, and tweak things here and there. I was excited myself thinking that finally I had another opportunity at working with a programmer as an artist and shipping another game.

Having finished the game board I gave him 2 weeks to work with it and then brought up the prospect of moving forward on finishing the rest of the game. Part of that discussion naturally had to do with the financials.

At this point he lost interest in working with me and eventually told me he would stick with his old (and I'll just be honest: crappy) art.

At that point .. well something in me snapped in frustration. I've been at the mercy of finding programmers to work with and its been either very difficult to do, or the ones you do find are not willing to involve you financially.  There's no reason on earth for an artist with 15+ years of experience to create you beautiful art if there is not going to be some payback for them. This frustration comes from many different interactions and dozens of projects that never saw the light of day - and therefore aren't worth mentioning here. But there was definitely a many-year repeating pattern that eventually I just could not let be my last remaining hurdle to being a game designer.

And so this announcement. I decided to go ahead and learn to program myself. My first game will be a fairly simple project in the interest of being able to actually complete it.

I researched a lot of different options and eventually decided to go with The Game Creators Dark Basic Professional during 2011 and began teaching myself to program.

Shortly thereafter I got a bit sidetracked into some modelling projects that I decided to go with because they could contribute to my Dungeon Quest project.  One of the items I created in that venture was this Salamander model.
Salamander 3D Model

This was a lot of fun and a nice diversion but now in 2012 I am back on track with programming again and have an early alpha of my game already running.

I have decided to blog about my experiences of learning to program because  I really want to dive into it mentally. The more you think about something the more your head wraps around it

Stay tuned for updates!

Wednesday, January 18, 2012

SWTOR ... so yeah I started another game.

Sorry,

Yes bitches .. I started another game that I've been playing so much that I didn't post anything.

Well not that I was going to post anyways, but thats my excuse this 5 minutes.

Star Wars : The Old Republic ... I was able to start the game in the 'pre-release' rush about 4-5 days early and at this writing my main is level 41 Sith Inquisitor.

I choose that class initially with reservations as it is a healing class.

Typically MMO's like to punch you in the face if you play any important role like a Tank or a Healer. They do this by crippling your character so that its oh - say roughly double to triple as hard to level as a "DPS" (damage dealing) class. This is what I like to call "punishment gaming" and we will definitely cover that a lot more in the future.

But what punishment gaming typically means is that if you get a perceived advantage you must be punished for that. Its a core design tenet of most MMO's with a rich history starting (for me at least) with EverQuest. The people who hold to this tenet like to call it a "vision".  Its unclear to me if this vision is shroom derived or not as it is quite a deranged one ...

EverQuest was the master of punishment gaming until some bitter jaded designers decided that Sony/Verant was not letting them beat the proverbial crap out of players nearly enough and left to make Vangaurd, but that is another story for another time.

Bioware's naiveté in this area is very refreshing. They have made it so that my character is" allowed" to level. I do not know what nitwit at Bioware was allowed to let this happen but for now I am very grateful!  I am closing in on the current level cap and even if they nerf it later, it will be too late as I will have achieved my goal. Everyone who follows be damned.

But forgive this bitter jaded MMO veteran, perhaps Bioware learned something from other MMO's and figured that punishment gaming is only seen as 'fun' to a small subset of addictive personalities.  The picture is rather fuzzy and unclear right now because for as many areas as you can name where they have borrowed the best practices of the King of MMO's (WoW) they have in as many areas utterly failed to borrow from it, or other MMO's that may do it better (Rift for example handles multiple talent build outs much better than WoW).

Speaking of multiple talent load outs (sometimes called 'specs) Bioware has amazingly chosen to only permit you to have one at a time .. how quaint.  Please head to town every time you want to change your role! Oh what? Did punishment gaming just rear its ugly head?

Yes my bitches, it sure did.