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  • Create Computer Games - Get Started on Creating Your Own Virtual Worlds

    Published August 18th, 2008

    I’ve always loved video games, ever since I first played them on a friend’s computer in the afternoon after elementary school. There’s something almost magical about the fact that we can move images around and interact with virtual worlds, a living fantasy presented for us to interact with however we please. I’ve also always wanted to make games myself but, until recently, didn’t have the technical knowledge to do so. Now, I’m a second year software engineering student, so if I weren’t able to code a game without too many dramas there’d be something drastically wrong. But what about the common person: the person for whom the term ‘memory leak’ conjures up images of their grandfather, ‘pipeline’ is where the water flows, and ‘blitting’ is unheard of? Well, everyone can get in on the game creation process, and you don’t even need to learn ‘real’ programming to do so.

    So where do games start? With an idea. Games, like all fiction, require an idea to be successful. Sure, in the same way you can just sit down and write a story without foresight, you can jump on in and slap a game together. However, unless you get ridiculously lucky, the best works are usually the ones that have been well thought out beforehand.

    There are two methods of planning a project. You can start from a known technological standpoint and build your project on top of that or you can just go for the design, add as many features and ideas as you like, and then remove the ones that you can’t use when you’ve decided on the technology you’re going to implement the game with. In general, the second type is probably the best one to go with when designing games. When you’re first starting out however, the first option will save you many headaches.

    So, for a first game you’re going to want a pretty simple idea. Don’t get me wrong, crazy-go-nuts game ideas are fantastic, and there should be more of them out there, but you’re not going to be able to create a real world simulator with fifty billion virtual people all interacting real time with your actions having a butterfly effect on the future of the virtual universe when it’s just your first game. Really. Many people try it; none that I know of have succeeded. Imitation is the best way to start out. Simple games such as ‘Space Invaders’, ‘Tetris’, ‘Pacman’ or even ‘Pong’ are great places to start. All are largely simple to create but have some inherent challenges. ‘Pacman’ for example, requires path finding for the ghosts. I recommend that you start even simpler than that for your very first attempt. ‘Space Invaders’ is a nice point to jump in. You can make a simple, complete game without much effort and it’s almost infinitely extensible.

    If you’re stuck for an idea, pick a genre that you enjoy. Do you love adventure games such as ‘Monkey Island’, ‘Grim Fandango’, ‘Space Quest’, ‘King’s Quest’ etc.? Design one of those. Are you into fighting games like ‘Street Fighter’, ‘Tekken’, ‘Soul Calibur’, ‘Mortal Kombat’ and so on? Come up with an idea for that. Do you like first person shooters such as ‘Quake’, ‘Half Life’ or ‘Doom’? I don’t recommend it as a first project, but you can always give it a go. Feel free to be as generic as you like, this is a learning experience after all.

    Now that you have your idea it’s time to flesh it out. Don’t worry about the technology or the fact that you may not know how to actually implement a game just yet, just grab yourself some paper and a pencil and go crazy with ideas. Describe the main characters, game play, goals, interactions, story, and key mappings, anything you can think of. Make sure you have enough detail so that someone can read through the notes and play through the game in their head with relative accuracy. Changing game design during the coding process is almost always a bad idea. Once it’s set, it should remain set until the tweaking phase (I’ll go into this more later) or you’re likely to enter ‘development hell’, where the project goes on and on; more and more work is done with less and less outcome.

    At the end of this period of your game creation, you should have the following:

    - A written outline of the game’s characters and possibly a sketch or two (be they space ships, yellow circles, cars or the prince of the dark kingdom of Falgour, you need to know who or what the player will be and who they will compete against)

    - A written outline of the story (if there is one, this isn’t too vital for ‘Space Invaders’ or ‘Tetris’, but for ‘Uber Quest: An Adventure of Awesomeness’ it’s a really good idea)

    - A description of game play, written or storyboarded. Storyboards are visual representations of ideas. Draw your characters in actions, with arrows showing the flow of action and short written descriptions detailing the events occurring in your image (because some of us aren’t fantastic artists and our images can be a little open to interpretation)

    Now that you have a fleshed out idea, it’s time to work out how this will all get put together. If you’ve gotten to this point and are worried that you’re going to have to spend years learning complex programming languages in order to implement your idea, fear not! Others have already done the hard yards for you. There are many RAD (Rapid Application Development) Tools available for game creation, a number of which are available for free online. Some of them still require you to learn a ’scripting language’ (a simplified programming language made for a specific task) but in general this isn’t too complicated or involved. I’ve compiled a brief list of some of these I have found at the end of the article. The free ones are listed first, organized by game genre.

    Well, that should be enough to get you started in the creation of your game. The most important thing to remember once you’ve gotten this far is that you need to complete your game. Many people start a project and then lose interest and it fails, or they keep moving on to one new project after another without finishing anything. Start small, build a working (if simple) game that is, above all else, complete. When you get to this stage you will always have a huge number of things that you wish to change, fix etc. but you’ll get a great feeling from knowing that it is, in its way, finished.

    From this point, you can start the tweaking phase. Play your game a few times and ask others to do the same. Take note of what isn’t fun or could be better and change things here. At this stage, it is more important than ever to keep backups of previous versions so that if a change doesn’t work you can go back and try something different without losing any of your work. It is at this point that you can add all new features, improve graphics and sounds, whatever you please, safe in the knowledge that you’re working on a solid foundation.

    When you’re happy with your game, why not share it with the world? There are many cheap or free places out there for you to host your files on and then you can jump on link lists and forums and let everyone know about your creation. Well, I hope that this has been a helpful introduction into the art of creating games. It’s a great deal of fun, and can open whole new avenues of creative expression for you to explore. Jump in and have fun!

    Links:

    General Game Creation:
    (Tools that allow easy creation of many different game types)
    Game Maker: http://www.gamemaker.nl
    MegaZeux: http://megazeux.sourceforge.net/

    Adventure Games:
    (Games such as Monkey Island, King’s Quest, Space Quest etc.)
    Adventure Game Studio: http://www.bigbluecup.com
    AGAST: http://www.allitis.com/agast/
    3D Adventure Studio: http://3das.noeska.com/
    ADRIFT (for text adventures): http://www.adrift.org.uk/

    Role Playing Games (RPGs):
    (Games such as Final Fantasy, Breath of Fire, Diablo)
    OHRPG: http://www.hamsterrepublic.com/ohrrpgce/
    RPG Toolit: http://www.toolkitzone.com/

    Fighting Games:
    (Games such as Street Fighter, Mortal Kombat, Tekken, Soul Calibur etc.)
    KOF91: http://sourceforge.net/projects/kof91/
    MUGEN (unfortunately the site is largely in French): http://www.streetmugen.com/mugen-us.html

    Side-Scrolling Games:
    (Games such as the 2D Mario Games, Sonic the Hedgehog, Double Dragon etc.)
    The Scrolling Game Development Kit: http://gamedev.sourceforge.net/

    There are many others available as well. One particularly useful site for finding game creation tools is: http://www.ambrosine.com/resource.html

    Also of note, although not freeware, are the excellent game creation tools available by Clickteam at: http://www.clickteam.com/English/
    Klik and Play and The Games Factory in particular are the programs to have a look at and download the free demos of.

    If you really want to do things right and program the game yourself, there are some excellent programming resources available at the following locations:

    Java Game Programming:
    http://fivedots.coe.psu.ac.th/~ad/jg/
    http://www.gamedev.net/reference/articles/article1262.asp
    http://javaboutique.internet.com/tutorials/Java_Game_Programming/

    Visual Basic Game Programming:
    http://markbutler.8m.com/vb-tutorial.htm

    C++ Game Programming:
    http://www3.telus.net/alexander_russell/course_dx/introduction_dx.htm
    http://www.rit.edu/~jpw9607/tutorial.htm

    General Information:
    http://www.gamedev.net/
    http://www.gamasutra.com/

    Daniel Punch
    M6.Net
    http://www.m6.net
    Daniel Punch is a university student learning how to make a living through having fun.

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    The Future of Video Games

    Published June 28th, 2008

    I’ve recently been thinking about where video games could be going in the future. I’m hoping to work in the game industry one day after I’ve finished university study and I’ve been wondering about it a lot. What do I want to see happen in the future? Well I may not have too many answers right now, but I have come up with a few ideas that I think may come into ‘play’ in the not too distant future.

    Firstly forget Virtual Reality, as we know it. They’ve tried VR goggles and they made a lot of people sick in doing so. It’s probably never going to work very well in its current form. They’re still around and you can still buy them but they really don’t seem to be taking off. It will probably take a lot to get people totally immersed and involved in a new form of game play. It’s threatening to lose touch with the outside world and the people around you aren’t going to appreciate it much either. The Sci-fi neural implants are also both a long way off and not likely to be accepted by a majority of the general populace without some severe marketing and luck. I for one am not planning on going through brain surgery just to have a computer attached to my head. In fact I never want anyone to able to plug into my brain.

    A technology that was brought to my attention by a zealous presenter at the local ‘Science and Technology Centre’ (a sort of science museum aimed at making science fun for children and juvenile adults such as yours truly) is that of ‘Augmented Reality’. Augmented Reality is essentially the overlaying of virtual elements onto the real world, such as a pair of transparent glasses that can display certain elements over the top of what is actually there. I agree with the presenter in that this could indeed have some awesome potential. Forget all the socially beneficial applications such as workmen being able to view underground pipes before digging, think about it from a games point of view. This technology could provide gamers with the ability to run around looking like complete idiots shooting at things that aren’t actually there and that no one else can see, kind of like in the film ‘They Live!’ The upside to this is that it would be a lot of fun. A group of people from the University of South Australia created the ‘ARQuake’ project, http://wearables.unisa.edu.au/projects/ARQuake/www/, merging the classic shooter Quake with this Augmented Reality technology. Again, this technology may not ever become overly popular, but it would be entertaining to play with.

    Technology has driven the games industry for a long time with new games always trying to keep one step ahead of the competition. It started way back at the dawn of technology and it continues to this day. 2D graphics gave way to 3D and 3D is becoming ever better. Graphics are starting to lose the ability to impress like they once did. The step between Quake 2 and 3 was amazing, but DOOM 3 while being visually very impressive isn’t leaps and bounds ahead of its competitors in the same way new games used to be. 2D graphics encountered a similar problem; there comes a point where you just can’t do much more with graphics technology. It is this that turns graphics from striving for technological achievement to becoming art. It is my hope that we will start turning away from tech demos and return to game play and making great entertainment. Games such as Zelda: The Wind Waker or The Sims that strive to show greater depth of character through simplifying the game enough to portray emotions will hopefully become more common (and more fun but that’s just one person’s view). Technology plays a certain part in the conveying of emotions and story but it’s quite hard to focus on everything at once. When technology is easier and less essential to game sales we’ll hopefully see an increase in games that cast a lasting impression.

    Somewhat unfortunately the rise of the ‘Casual Gamer’ will probably lead to more simplistic games being released. While personally I would love to see depth of story and characters, there are a significant number of players out there who want to pick up a game for twenty minutes or so, have a bit of fun, and then put it down until another time. These gamers are generally less interested in the latest greatest technology and more interested in a ‘fast food’ kind of entertainment that satisfies the moment, despite the lack of quality or the lasting effects. Hopefully the two game types can co-exist peacefully although recently it has been seen that some developers are cutting down on some of the planned depth of a title in order to accommodate the more casual gamer.

    As technology pushes forwards boundaries are slowly being broken down between systems. We saw the Bleemcast a few years back enabling the running of Playstation games on the Dreamcast, and the PC is able to run almost anything given the right emulation software. Consoles are able to emulate other consoles and new consoles are being announced that promise the ability to play PC games. The Xbox 2 is reported to have a model in planning that comes in a PC case and with the ability to run both PC software and Xbox software. Macs can emulate Windows software and vice-versa. We’ll probably start seeing less of a distinction between consoles and PCs as the price of technology continues to drop and consoles continue to become more and more powerful and able to compete with the more expensive computers. Ideally we’ll see a single platform come into prominence so that everything can be run without purchasing a copious number of different machines, although that does have a downside in that it can establish a monopoly for one particular company.

    The technology price drop and increase in power has also lead to more powerful hand-held machines than before. Real games, not just simple toys are now available for the portable market. The advent of PDAs and mobile phones with the ability to play games raises awareness of portable gaming and new competitors are starting to get in on the field that was once primarily dominated by Nintendo’s GameBoy. There is a new product, the gp32, that can run many different emulators and hence, many different system’s games (including some PC games).

    I can’t say for sure what’s going to happen but these are just a few ideas that I’ve had recently. Hopefully the games industry will continue to strive towards new heights with new and interesting game play, stories, characters and ideas. I’m looking forward to seeing what happens in the next few years.

    Daniel Punch
    M6.Net

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