Categories
Marketing/Business

Indie Power Trip

Don’t Fear the Indie is about what it might be like to have your own income independent of your regular job. When an employer gets nervous about a potential employee who gets income on his/her own, it’s scary.

Nothing, it seems, scares employers more than employees with independent income.

Why? Because independent income removes one of the primary levers employers use to control their employees: the paycheck.

It basically complements what David St. Lawrence says about corporate life. The days of long careers at a corporation that takes care of you are long gone, and the only really safe (and sane!) thing to do is work for yourself.

Categories
Games Geek / Technical

Gaming for the Budget-Conscious Gamer

How To Be a Frugal Gamer provides some tips on buying games on a budget.

It gives some basic tips, like preferring half.com to eBay and renting to buying. Yard sales, the Salvation Army, and I’d like to add flea markets can be places to shop for cheap games and systems. Also, waiting out newer games to take advantage of the inevitable price drop works quite well, although waiting too long for a game with an online component might be a problem. From my own experience, Homeworld: Cataclysm was way cooler when actual people were on the servers. Why wasn’t there a manual TCP/IP option?!?

When I went to college, I didn’t sell any of my books back. I figured that they would come in handy later. In fact, these days I even find myself reading some of my non-Computer Science textbooks. I would say rereading, but I can’t do so truthfully. Anyway, one of the tips is to sell back old games.

I can’t.

Each game has a special place in my heart. I bought Zelda II for over $50 after saving up my allowance for who knows how long, and it was my first video game purchase. Wizardry: Proving Grounds of the Mad Overlord was the next one. I received Taito’s Dungeon Magic for a birthday. Dragon Warrior was my first flea market purchase. Ever. I can’t just sell off these games! For one, I haven’t even completed many of them. For two, you can’t buy the memories that these games made for me. So I can’t sell my used games. Years from now, even after the game systems stop working, I’ll probably still have them.

While I can’t say that all of these tips will be useful, I do think that some are great ideas. I never owned a non-Nintendo console, so buying a cheap Sega Genesis or Dreamcast or heck even a Playstation 2 would be a great investment in expanding my gaming knowledge. I never did play the original Tomb Raider or Toejam and Earl, and I didn’t get the opportunity to play Sonic the Hedgehog much. *sigh* The experiences I missed out on…

Categories
Personal Development

I’ll Look for Anthony Salter’s Name

The Power of the Force is an older post about Anthony Salter’s specific experience with great opportunities resulting from his actions. He’s a game developer, too, so that’s a bonus.

It’s always inspirational to read about what someone else did, especially when you know that you can do it, too. It was probably this time last year that I was worried about my programming abilities. I was basically telling everyone, including myself, that I was out of practice and needed to work on it. Except I never did much to work on it for some time. Reading programming books wasn’t enough. I needed to actually DO something. When I started working on chapter exercises from different books, I realized that I was programming again. And when I did my first GiD, BOOM, I was making games! All I had to do was stop worrying and start doing. Taking action resulted in taking more action. I was no longer just thinking vague thoughts about what I would like to do. I was doing.

I’ve had self-confidence problems my entire life. In the past I have managed to overcome my fears and self-doubts long enough to do some great things, but afterwards I always reverted back to type, thinking “Whew! Glad I got away with that, now let’s never do that again.” This has kept me from seeing the truth – that everything I’ve really tried to do, I’ve succeeded at. And every time in the past that I have conquered my fear and moved resolutely towards my goals, the results have always been positive. But now I know. This most recent experience is simply the icing on the cake. I’m not going to be afraid any more. In a few years I’ll be speaking at the GDC. Just you wait.

Perhaps by then I’ll be attending myself. I’ll keep an eye out.

Categories
Games Geek / Technical

Manifest Destiny

Like most people, I’m excited about Will Wright’s Spore, but Joystiq reported that Michael Chang created Manifest which allows users to create new creatures that make use of procedural animation and movement. Pretty sweet, especially for a three week project.

Categories
Linux Game Development

Books I Read: Write Portable Code

I recently read Write Portable Code by Brian Hook. I have to say that it was a nice introduction to what you need to worry about when writing code.

I didn’t pay attention to the fact that it was supposed to be an introduction, and at one point I was concerned that it was too high level. Of course, if it tried to cover each topic in depth the book would be way thicker. Still, it was very informative and gave me some things to think about when I write my code. It covered some issues that almost invariably come up when trying to port code.

If I learned nothing else from this book, it was the idea that writing portable code should never be done for the sake of it. If you want to write a program that is perfectly portable, you may end up sacrificing a lot of time and effort that doesn’t make it worth it. For me, I want to make games that run on at least three platforms: Windows, Mac OS, and Gnu/Linux. Ideally I would like to write code that compiles on anything I throw at it, but Hook points out that you should never just write portable code. It has to be portable for a reason, and the more you clarify why you want it to be portable and HOW portable you want it, the easier the job will be. For me, my three targets are very specific, and while BSD shouldn’t be too much of an issue to port to, I should decide up front if I want to support or it or not. I shouldn’t write my code and have an idea of a BSD port nagging at me from the back of my mind. Similarly, if I want to support something like the Pocket PC or Palm OS, I should not make that decision once a project is almost finished. As Hook says, when you write portable code, you write code to be portable. Even if I don’t know the exact platforms I want to support, I should have an idea if I will require multiple threads, megabytes of memory, or any number of things that can’t be assumed on different architectures and platforms.

I should always have clarity of purpose, and it was just eye-opening to think about it in terms of writing portable code. Write Portable Code is definitely a book I will be rereading and studying in the future.

Categories
Game Development Geek / Technical

J2ME Development

I mentioned previously that I was going to help a friend with his mobile game development company, and so I finally got around to learning how to work with J2ME.

I’m reading J2ME Game Programming by Martin J. Wells. I don’t much care for his randomly inserted jokes, and it is fairly obvious that the book is geared towards Windows. At one point I thought that Sun didn’t offer a MIDP1.x package for Linux-based systems, but I finally found it. I really didn’t want to be forced to use Windows every time I worked games in general, let alone mobile games.

It didn’t take me long to get things going, as you can see:

/me finally gets to check off an entry in his TODO list.

Categories
Game Development

Oracle’s Eye Development: Third Week

I covered the results of the first week of development on Oracle’s Eye. By the end of that first week I realized that my plan was overly optimistic, considering I usually have a single day of development time per week. While I can use the 10 Minute Method to get something done each day, there really is only so much code that can get written in a 10 minute session. I basically try to do other things on those days, such as setup the build files or create really simple images in the GIMP. Basically, whatever I can do that doesn’t require much concentration. I don’t need to be in the zone to create simple images. Let the artists worry about making it look just right.

According to my plan, I was supposed to be able to move the player around in four directions and create a room by the first week. By the end of last week, I was hoping to be able to load levels, and ball movement should have been in place the second week.

Unfortunately, I’ve only just now created a stick figure with one frame of animation that moves in one direction. Well, enters hyperspace in one direction is more like it. I realized that I never placed any timers in my code, so the drawing and updating is happening many, many times per millisecond. It literally looks like the stick figure is getting pulled through space-time as it moves. That’s fine and can be fixed, but oddly enough, it somehow wraps around the other side, even though I never coded it to do so. I am definitely not comfortable with not knowing why my code is behaving in this way.

Bottom line: I am WAY behind schedule. I have to decide if running late is acceptable or if I should minimize the design so much that it is an even simpler game than I originally envisioned. I wanted to have a small game completed by the end of August, but I’m wondering if it might be better to continue with my current design and plan to work through September and likely October.

It basically boils down to this question: is it more important to have more games in general, or finish this game specifically? Finishing this game design would allow me to show what I can do when I dedicate myself to the project. On the other hand, making a really simple game would allow me to not only have a finished project sooner but also let me work on a new one right away.

I’ve got some thinking to do.

Categories
Game Development Games

August IGDA Presentation: Creativity Is a Dirty Word

The Chicago chapter of the IGDA flew in Lorne Lanning, of Oddworld fame, to give a talk titled “In a Walmart World, Creativity is a Dirty Word”. I took the opportunity to volunteer to help out by collecting the entrance fee and selling the occasional IGDA t-shirt. I got to meet quite a few people, if only to shake hands with them, including Dan Choi of Joystiq.

I only played an Oddworld game once at a friend’s house, and so I wasn’t familiar with Lanning, his work, or his history. I went into it thinking that it would be a fairly standard presentation.

I was wrong. His presentation was very humorous, including many classic pictures that anyone who has been online for any length of time must have seen in a forward or link. It covered topics ranging from the role of games in escapism to the cost of imagination realization to the barriers games have in a world where “creativity” equates to “high risk”. The whole time you could tell that Lanning has a passion for what he does, and it was very infectious. At least for me. I couldn’t wait to get home and start creating things. In the interest of full disclosure, I actually ended up eating macaroni and cheese and cookie dough ice cream with friends that night.

Lanning started off talking about what the culture was like when he was growing up. Basically, gloom and doom. Vietnam, fear of nuclear war, and all sorts of issues with trust in politics resulted in a very disgruntled population. Then George Lucas makes Star Wars, and people have an escape. Lanning notes that in some poverty-stricken countries, people go to the movies every night. Movies were a form of escapism, and the nation desperately needed it.

Lanning mentioned that the costs of realizing your imagination had been going up. He talks about how he used to draw and paint, and he would think of it as taking “Kodak images” of some other world and time. A pencil and paper costs very little when you’re a child. Paint sets start to cost money, but they are doable on student’s budget. A basic camera to create a film costs even more, and when you add up the costs of actually producing a movie, it starts to get prohibitive to do. Then supercomputers were used to make computer graphics in movies, and the costs were astronomical. It costs hundreds of thousands of dollars per month for cooling the machines. Computing costs have come down recently, however, and a personal computer for a few thousand dollars is a supercomputer compared to the machines that cost millions a few years ago. He basically makes the point that movies and games cost quite a lot to produce. When I asked if he agreed with EA that game budgets are going to go up as much as they say, he basically said yes, but he did acknowledge that not all games are trying to be incredibly realistic or flashy.

He showed a number of pictures portraying developers and publishers. That was hilarious. He displayed some movie clips from work he had done in the past, including some computer generated movies, Abe’s Oddysee (“Follow me.” “OK”), and the latest, Stranger’s Wrath. He talked about the importance of empathy in games, and that it didn’t take too much work to get people to love the characters in Oddworld’s universe.

He documented the downfall of the word “creative”. In 1994, it was good. Companies wanted creative. They might not understand games, but they understood that good, creative games resulted in cold, hard cash. Today, publishers want to be able to sell games that they already know how to sell. Creativity is still good, but only incrementally. They know how to market a first person shooter or a real time strategy game. New genres are scary. If an incremental improvement can result in profit, why risk so much on a completely innovative game?

Retailers and magazines will push those games that get the most marketing bucks in their pockets. Lanning mentions that Alexander was a terrible movie, yet gets an entire wall of shelfspace at a rental store. Meanwhile, The Fog of War: Eleven Lessons From the Life of Robert MacNamara gets over 100 great reviews and an Academy Award among others, and you will find it buried on a shelf with a bunch of terrible movies. Similarly, you can have the greatest game ever, but if a magazine doesn’t think it will get full page ads from it, good luck getting on the cover.

At some point he commented on the political issues in the game industry. Interestingly enough, he warns that the political attacks have only just started. When I asked if he could comment on what he thinks it might look like, he simply answered that politicians are like game developers. Both are trying to cut through the noise and promote their brand. In the case of the politician, that brand IS the politician. Games are an easy target.

He concluded with a comment on the ability of game engines to create film-like experiences. Previously a computer-generated movie had to be scripted and pre-rendered. Now machinima is just being explored. Next-gen systems will only increase the possibilities to make compelling stories. While pre-rendered will always look better than real-time in movies, Lanning notes that it is getting to the point where it won’t matter to the viewer. Linear and non-linear stories will just become easier to develop.

My favorite part of his presentation was the idea that in a few years the question “Are you a gamer?” will be as silly as asking people today “Do you listen to music?” No one today says, “I’m a movie watcher”. In the future, “I’m a gamer” will be just as silly a statement.

The IGDA Chicago chapter recently decided to try to create higher quality meetings, and if this one is any indication, I look forward to the next one.

Categories
Personal Development

Winning by Default

Smart People Are Dumb. Failure is Success by Jon Jones is a great insight into the best thing you can do to get ahead in work, relationships, and life: show up. Most people won’t, so you win by default.

And that’s why I say smart people are dumb. “But I’m BETTER than him.” “But I want this MORE than him.” “But he’s so STUPID.” “But he’s ugly!”

But he still wins. Because you create excuses for yourself not to try. Because you’re “too smart” to bother trying, because of X, Y or Z reason.

If you were really smart, wouldn’t you be winning? 🙂

Categories
Game Development Games Geek / Technical Linux Game Development Marketing/Business

Quake 3 Source Now Under GPL

It’s been in the news for some time, but it is still very cool news: Quake 3: Arena Source GPL’d

id has been pretty good about releasing the source to their older game engines. It’s not a new idea for the company. Apparently you still have people who think that the GPL is about stealing someone’s work, as this comment shows:

A Shame
Why did not you buy this game ?

Quake 3 is a great game, it costs few bucks

You want games for free, so I ask you to work freely, without salary.
Give your goods for free if you ask the games for free !

Huh?!? id released the source code to their engine under the General Public License. The game data and scripts remain proprietary, so you can’t legally play the GAME unless you pay for the proprietary data . It isn’t like some GPL zealots hacked into their servers and placed the code under the GPL. It isn’t like Carmack will come out with a statement like, “It is with great regret that I must inform everyone that we’ve lost our source code to the scourge of the GPL; however, we will not give up. We will fight back, and we will win!” It was a conscious decision to release the source, and no one is under the delusion that it is a free lunch except for people who think that the GPL equates to legalized piracy.

The Complete Text of General Public License
The GPL covers whatever an author wants to cover. Some games, source code and data, are covered under the GPL entirely, but the terms are restricted to the engine’s source code in this case. Therefore, the GPL dictates the terms of copying, modifying, and distributing the Quake 3 Arena source code. Not how you actually use the program. Not what you can do to the art or music that comes with the game. Copyright law gives id exclusive rights to the Quake 3 Arena engine source code. If they want to allow people to read the code, change the code, compile the code, redistribute the code, etc, they have the right to do so. The GPL is simply one of a number of standard documents to express what rights they are allowing others to have.

Don’t worry. No one is ripping id off.