Categories
Game Development Personal Development

Goals and Habits: Program for 5 hrs/week

Since I think coding practice should be a higher priority in my life, I’ve scheduled two days out of the week to program. Monday and Tuesday evenings after work, I will spend at least two hours programming. Four hours of the week can easily be accounted for there, and I could always do more on those days and others.

Previously I assumed I could squeeze time out of my week to program, but since I didn’t have any hard rules about it, I never did it. The thinking was that I could always program “tomorrow”, and of course tomorrow always had its own excuses.

Eventually procrastination became a habit. If I did have time in front of my computer, I ended up checking email or configuring something that I didn’t need to configure at that moment. Even now I catch myself getting distracted too easily during my programming time. I find myself trying to check my email or reading blog entries and have to force myself to continue programming.

Breaking old habits is hard, as everyone knows. I recently bought Steve Chandler’s 100 Ways to Motivate Yourself audio book. I listen to it in the car and am amazed at how much education you can get in a 30 minute drive. One of the things he talks about is breaking bad habits. He says we can’t simply drop bad habits. We must replace them with better habits. In my situation, I simply need to get my mind to think that it is time to program whenever I am in front of my computer instead of having it think that it is time for recreational web browsing. He also talks about will power and the need to exercise it. The more we practice control, the stronger our will becomes. The two tips go hand in hand.

Each time I refuse to check my email during my designated programming times, I get that much closer to replacing habitual time wasters like useless email and web browsing with habitual productive activities. Building will power in this way applies elsewhere. For instance, each time I make myself check my calendar before making a committment, the more useful and powerful my calendar becomes. Each time I check my lists when I am deciding on my next action, the more important my lists become to me, which means I’ll use them more.

Creating good habits and getting rid of old ones is great for accomplishing goals. If I make a regular habit of programming each day, I simply have to hit my goal for the week, and therefore I can’t NOT hit my goals for the month. As Chandler says, “It’s mathematical.”

Categories
Game Development

Chicago Indie Gamer Meeting for April

Today was the Chicago Indie Gamer Club meeting for April. I was not able to accomplish my goals for this month before the meeting.

As bad as I may feel for failing, I’m really glad this meeting exists. In the past, I’ve had spurts of game development between periods when I didn’t do anything. Without the deadline this meeting imposes on me each month, I may not even notice that I’ve spent a week or two not working on my projects. I probably would coast into May without realizing how much time has gone by since I last coded.

I know I had setbacks at the beginning of this month. The hardware failures and reinstallation of my main computer required that I take some time to recover to get to the point where the system was usable again. I had a couple of games to review. I was updating my resume. I wrote some scripts to help with automating backups.

But even with those excuses, I clearly failed. I never made programming the priority that it should be. I should not be trying to squeeze in some coding time around the rest of my schedule. Instead, I should dedicate blocks of time to coding and have everything else fall around them. For example, I just reinstalled Kyra on my system this past week. My computer has been operational since the beginning of the month. So why the delay? I wasn’t programming, so I wasn’t using the library. I didn’t need Kyra installed if I wasn’t using it, so I never noticed that it was not installed until recently. So when I was ready to code the other day, I had to spend some time installing a library that should have already been ready to use. I spent the little time I had spared just getting the system ready, and it resulted in lost practice time.

I plan to rectify these issues with the goals I set for next month. Even though I never mentioned them at the meeting, I’ll list them here:

  • Block out time for regularly scheduled programming
  • Continue to practice programming for 5 hours per week
  • Make a simple game by the end of the month
  • Setup an automated build system by the end of the month
  • Setup a cross-complier on my system by the end of the month

The first goal is kind of a metagoal. It is primarily to help me accomplish the next goal. If I have regularly scheduled programming practice, I can’t possibly miss my goal of programming so many hours per week. The third goal is likely going to be worked upon during my practice times. While I could work on anything to satisfy the second goal, I can also be efficient and kill two birds with one stone.

The last two goals are important. The automated build system will make the process of building the project from scratch incredibly easy. I don’t manually compile my code at the moment since I use GNU Make, but I have to manually invoke make each time I want to use it. That option is nice to have, but I can easily miss something in the full build. I don’t want to create a demo download that won’t actually install on a potential customer’s computer because it was missing a file. Automating the builds will help by removing the concern to do testing and builds from my mind. I can discover the results and work from there rather than worry about the correct steps to carry out.

The cross-compiler will make it possible for me to use a single code base on a single system and build for multiple platforms. I can currently compile for Linux-based systems, but I would like to compile my projects as Windows applications as well. Rather than copy the code to a Windows machine and run a Windows-based compiler, I can use a cross-compiler on my Debian machine and make it compile a Win32 binary. I will need to test it to verify that it works obviously, but I would be testing the native binaries as well.

I don’t believe my goals are overly difficult or ambitious, but even if I don’t accomplish everything, I know I can accomplish at least some of them. By the end of May, I hope to have great, tangible results.

Categories
Game Development Personal Development

What Happened to my Productivity?!?

It’s April 19th. The Chicago Indie Game Developer meeting is in less than six days. My goals for this month were to continue programming for 5 hours per week and to complete a simple game. While the month isn’t over yet, I haven’t accomplished these goals at all.

Last month was great. I programmed. I learned how to use Kyra. I learned a lot.

This month, I hit a stumbling block right away when my video card needed to be replaced. I also spent some time updating my resume to look for a full-time job. I have a couple of game reviews to do for Game Tunnel. Still, if I claim that all of these things prevented me from accomplishing my goals, I’d be lying to myself. My computer was back up and running within a few days of the problem. I didn’t spend more than a few hours total over a week on my resume. And I haven’t been playing the games too much either.

So where did my time go? Actually, the more accurate question is, “How did I squander my time?” How did I let an hour or two go by without at least doing something for a few minutes that is related to my goals? Even if it was an overwhelming amount to do, which is certainly not the case, at least ONE thing could get completed, right?

This past week I’ve been in a funk because I feel like I haven’t accomplished anything at all. My game review is overdue, my job search hasn’t really started yet, and I haven’t coded anything since I reinstalled. It doesn’t help at all that I may be getting sick as well. I’m feeling stressed and worried, which wastes my energy, which only serves to make me feel more stressed and worried.

So April is a bust.

Or is it?

While I can’t do anything about the delays at the beginning of the month, I’m allowed to reset my goals. Clearly I failed in programming for the past three weeks, but nothing prevents me from doing so for this week. I haven’t created the game, but nothing prevents me from trying to make a simple game in less than a week. It’s been done before, and I’ve already mentioned my intent to participate in my own Game in a Day. Perhaps I won’t finish the game. But attempting to do so puts me in a better position than where I am currently, so that’s reason enough for me.

Nothing prevents me from accomplishing my goals. Except me.

Look at that. My stress is gone. It’s been replaced with resolve. Fancy that.

Categories
Game Development Games

I’m Making teh Best MMORPG/FPS/RTS Game Ever!

I’m going to be making the greatest MMO game ever! It will be cross-genre, so people who like first-person shooters, real-time strategy games, and role-playing games will all enjoy it.

It will have an amazing story that spans many arcs, but it won’t be linear at all. The entire world will be highly reactive to how you play, just like a paper-and-pencil RPG.

It will also span time, so you can play from prehistoric times using rocks as weapons all the way up to the future where there will be lasers and mechs!

So here’s where you come in. I need someone to help me build this game. I need programmers, artists, musicians (a full orchestral score!), and writers. I can’t pay you since I am doing this for free, but once we get it out there, we can paid based on royalties. Or maybe a publisher might pick us up.

What do you think?

Anyway, thanks for your time. This is going to be so cool.
Perhaps we can discuss this in a private forum? I
remember trying to do something similar in QBasic.
I got pretty far, too, but then I stopped and
looked at it and thought that I could do better.

Fun and cool with cool ideas! Maybe the main character can have
ocular implants, so you can see in the dark or through walls?
Oops, I’m saying too much in public. I don’t want someone
looking here and stealing my ideas.
So long!

Categories
Game Development

Learning Kyra: Attack of The Clones

The third entry in the Learning Kyra series. The series to date:

  1. Learning Kyra
  2. Learning More Kyra

Last time I was able to create a non-interactive moving body with a head attached. It simply walked from the top to the bottom of the window. Fairly simple, just like the graphics created for it.

In this entry, I will describe how I tackled the following tasks:

  • Adding multiple characters to move around at once
  • Adding interactivity
  • Adding collision detection

I began with trying to add multiple characters to the program since it seemed like the simplest task. I did run into some problems, but in the end I managed to accomplish what I wanted.

To start, I needed to create a new character. I decided to make a clone of myself, goatee and all, as I described in the first part of this series.

I figure that as a clone he didn’t need his own body, so I can just reuse the existing one. Kyra allows you to change the colors on the fly, so I could always tint his appearance later. For now, he also gets a blue shirt with brown pants.

Kyra creates sprites based on resources. I already had two resources: gbHeadRes and gbBodyRes, both of which can make the sprites gbHead and gbBody. I simply used similar code to create the first clone: I grabbed the new resource gbCloneHeadRes and created gbCloneHead from it.

I then created a new sprite from gbBodyRes called gbCloneBody. For all intents and purposes, it is a copy of the already existing gbBody, but Kyra needs to know about each sprite. I then added the gbCloneHead as a child of the clone body. I set the position of the clone so that it would start a little higher than the regular character. This way, it will look like he is chasing him.

It actually turned out decent. I then tried to add multiple clones. I thought they would be great in a triangle formation, chasing after the poor original. It was at this point that I started having problems. I thought that since the head would be the same I could probably just add it as a child of all of the new bodies, but Kyra didn’t like that since it would seg fault when I run it. I just created multiple heads to go with the multiple bodies. I then found I had an off-by-one error. I wanted to create a triangle of characters, but I forgot to actually count how many I would need. I needed six, but I only created five, but then I was trying to set six, and so I kept getting seg faults until I figured this one out. /me smacks self in head for that one.

Still, I was victorious in, as you can see:

Objective accomplished! Now onto the next.

Interactivity is the stuff that games are made of. Up until now, I’ve only had an animated graphics demo. Once I get it to be interactive, I’m that much closer to making simple game demos. w00t!!

Kyra did not provide facilities to handle input, so I just followed the demo’s lead and used Simple Directmedia Layer to do so. Since I didn’t want to create multiple images just to have the body move left, right, and up, it would be fairly simplistic. I wanted to make it so the user can press the arrow keys left and right, and the main character would move accordingly while running down the screen.

It was actually fairly simple to implement, and I managed to get it working quite quickly. I simply added a variable for the movement speed and then if SDL detects that the left or right arrow is pressed, I would set the movement speed accordingly. For example:

// These will control the movement based on input
int moveX = 0;
int moveSpeed = 6;

...

case SDL_KEYDOWN:
{

// NEW CODE
if (event.key.keysym.sym == SDLK_LEFT) {
moveX = -moveSpeed;
}
else if (event.key.keysym.sym == SDLK_RIGHT) {
moveX = moveSpeed;
}
//END OF NEW CODE
else {
done = true;
}
}
break;

// MORE NEW CODE
case SDL_KEYUP:
{
moveX = 0;
}
break;
//END OF NEW CODE

I then modified it so that the SetPos for the gbBody would always modify the X coordinate by moveX. Then, just to add some useless complexity, I made it so that two of the clones would also move as you moved. The two middle clones will separate and move together as you move from left to right. It was here that I experienced the issue of z-ordering. Kyra will draw the sprites in the order that you added them to the engine, so while the top row would rightly be behind the second row, the second row would walk over the head of the first clone! To correct this issue, I simply added the clones from front to back.

But what happens when I want to make a sprite run in multiple directions? For example, the Kyra demo shows the Bug Eyed Monster program where the creatures can walk around in a circle, which means that a creature that might be closer to the viewer must be drawn on top of the other creatures, but that same creature can move to a point where another creature will become closer. The demo obviously handles it correctly, so dynamically changing the z-order is clearly possible. I’ll save learning this task for another day.

For now, another objective can be stricken off my todo list. It may not be very complex, but it’s a start.

Time to tackle collision avoidance. At the moment, the clones in the middle row can walk through each other, which is not something I want them to do. I found that the shooter demo makes use of collision detection, so I tried to follow what it did. Unfortunately it wasn’t very clear to me how it was handling it:


KrSprite* newMonster = AddMonsters();

// Flush the changes to this point and then look for
// collisions between the bullets and everything else.
engine->Tree()->Walk();

GlDynArray< KrImage* > hit;
// Can we keep the monster we just added -- or did it collide?
if ( newMonster && engine->Tree()->CheckSiblingCollision( newMonster, &hit, mainWindow ) )
{
engine->Tree()->DeleteNode( newMonster );
newMonster = 0;
}
else if ( newMonster )
{
// This add will not be collision detected.
StatusAdd( newMonster );
}

So it creates a creature, but somehow it is able to determine if there is a collision even if it didn’t set its position? I plan on asking about that on the Kyra forums. (NOTE: I have since discovered that AddMonsters() actually sets the position, so nevermind) For now, I was able to determine that I needed to use the Walk() function to set the tree to check for collisions. I also needed to compare what I had to what was in the list of collided sprites returned by CheckSiblingCollision(). I spent a bit of time here because I was unfortunately trying to grab the wrong information.

I was trying to do this:


if (gbCloneBody[2] == (KrSprite*)(hit.ItemPointer(i))

but I was supposed to do this:


if (gbCloneBody[2] == (KrSprite*)(hit.Item(i))

It turns out that Item() already returns the pointer I needed, so I was getting a pointer to the pointer, which is why I couldn’t detect the collision. Once I figured out this part, I was able to add code to move the clones away from each other if they intersect. They now bounce off of each other, which is closer to what I want.

So hours later, the third task is solved. Mission accomplished!

Recap: Today, I learned how to create multiple characters and display them on the screen simultaneously. I learned how to reuse existing sprites to make new composite sprites. I learned how to add interactivity to my project while also adding some crude collision detection. What does it all mean? It means that I can not only have the clones avoid walking into each other, but I can also check if they intersect other objects, such as powerups or projectiles or anything I can throw at them. I’m excited about the possibilities, and my own demos are fairly crude.

Next time:

  • I want to learn about dynamic z-ordering.
  • I want to create tiles and backgrounds.
  • I want to make a simple game using what I’ve learned, probably something like Pac-man or Lock-n-Chase.

For now, I’ve accomplished enough to go to the Chicago Indie Game Developer meeting on Sunday with pride. B-)


You can download the updated version of the code:
KyraTest-r15.tar.gz
KyraTest-r15.zip
Kyra Source in .tar.gz format
Kyra Source in .zip format

NOTE: You will need Kyra v2.0.7 to use this code. Also, the comments in the code weren’t all updated to reflect the fact that I’ve changed it. It is licensed under the GPL or LGPL as specified.

Categories
Game Development

Learning More Kyra

I’ve decided that I should probably create a Learning Kyra series. You can read the first one to get some background:
Learning Kyra

When I last worked with Kyra, I managed to get my head floating on a black background. Since then, I found out why lines like #include “SDL.h” are preferred, so I updated my code to reflect that change. I’m definitely becoming more aware of the issues I’ll encounter in development, much more than I was a month ago. Good. It means I’m learning. My goals for my next iteration in development:

  • I want to make the head’s background transparent.
  • I want to make the head move.
  • I want an animated body to go with it.

Geting the head transparent was weird. I was under the impression that Kyra’s sprite editor would actually pick a color to make transparent based on which corner I told it to use, but apparently I was mistaken or there is a bug when it uses something other than certain graphic file formats. I switched to using .tga files from .png, and I also found that I could set the transparency within The Gimp. First task: completed.

It didn’t take me long to get the head moving. I didn’t even have to change my code since I already programmed it to move. The data file just didn’t have the information to know how to move it. To change it, I entered the Kyra editor and set it up so that the head would move a few pixels in some arbitrary direction each frame. It was quite easy to do, and I even experimented with creating multiple frames. With only one image, it wasn’t very good looking, but it was good progress. A Black Triangle, if you would. Second task: completed.

Once I accomplished movement, I set out to create a cartoon body. I fired up The Gimp again, and was able to create three images for the body. The total walking package is below, and as you can see, I should stick to programming:

After getting the data encoded properly, it only took a few tweaks of the code to get the walking body on the screen. Check it out:

So now I have a walking character. He only moves in one direction, but he walks. Third task: completed.

So I managed to accomplish what I set out to do, and it was much easier than I expected. I managed to get more familiar with the mechanics of Kyra’s sprite editor and the code itself. I learned how to use The Gimp for more than just capturing screenshots and cropping photos. I also am learning that content development will probably require a lot more planning than I originally thought was needed.

My goals for my next iteration:

  • I want interactivity: the character should walk in the direction indicated by input.
  • I want multiple characters at once.
  • I want them to practice collision avoidance: a character shouldn’t be able to “walk into” another


You can download the updated version of the code:
KyraTest-r8.tar.gz
KyraTest-r8.zip
Kyra Source in .tar.gz format
Kyra Source in .zip format

NOTE: You will need Kyra v2.0.7 to use this code. Also, the comments in the code weren’t all updated to reflect the fact that I’ve changed it. It is licensed under the GPL or LGPL as specified.

Categories
Game Development

Learning Kyra

Today was my first Monday without worrying about homework in a long time. Sunday will be the Chicago Indie Game Developer meeting, and I want to make sure I can say I’ve accomplished something.

One of my goals was to program 5 hours per week at the minimum. While I wasn’t able to do it consistently, I did program on my own projects much more often than I did last month. I even managed to fix up my Tic-Tac-Toe game so that it is a completed project under my belt. I’ve been learning, but now that school is no longer a worry I can accomplish much more in the coming month.

Another goal was to learn how to use Kyra. I haven’t touched it since I got the demo running on my machine. The demo was quite impressive and showed the power of the Sprite Engine. So I set to work, but I had some issues.

I created a directory in my Projects directory called KyraTest. I setup a Subversion repository and setup my documentation, source, and resource directories. Kyra comes with a tutorial, so I started there. The tutorial involves using a few images together. I wanted to start simply, so I cropped a photo of my head and shrunk it. I figured I could later add a cartoon body to it and have a bunch of characters running around on a screen. For the moment though, I just had this head.

I was able to create the .dat and .xml files from the sprite editory provided. I then copied one of the tutorial code files into my source directory and edited it to make the references to my own data. For some reason the file was written as if you wouldn’t have Kyra or SDL actually installed. It would have lines like:

#include "SDL.h"

All well and good, but why not use the system include instead of a local one? If you know, please let me know why the first way would be preferable.

Anyway, once I got that part squared away, and fixed the bugs I introduced when I edited the file, I got it to compile. Unfortunately it wouldn’t run because it couldn’t find libkyra.so.0. I found that it was installed on my Debian system, but there wasn’t a link created in the standard location for libraries. Once I created the link, it worked fine.

The end result: A black background with an image of my head in the middle. B-)

It was what I set out to do for today before going to bed, but it was kind of frustrating getting to that point. I sent an email to the author explaining the issues I had and how I fixed them, and I also asked for explanations on some of the code decisions.

My goal for this week: I want to make an application where a bunch of clones (with goatees, of course) are chasing after the real me (sans-goatee) before the meeting on Sunday.

And for the code collectors:
KyraTest.tar.gz
KyraTest.zip
Kyra Source in .tar.gz format
Kyra Source in .zip format

NOTE: You will need Kyra v2.0.7 to use this code. Also, the comments in the code weren’t all updated to reflect the fact that I’ve changed it. It is licensed under the GPL or LGPL as specified.

Categories
Game Development Games

Postmortem: GBTTT-CLI

Awhile back, I gave myself a goal of trying to create a simple Tic-Tac-Toe game within a week. I didn’t want to just copy the ubiquitous code out of a book, though. I wanted to take a project from intial design to implementation on my own. This project was not meant to be something commercial quality, nor is it meant for public consumption. It was just a way for me to test my rusty programming skills as well as practice using some of the tools I was experimenting with before, such as Subversion.

I did it. I called it GBTTT_CLI, which stands for GBGames Tic-Tac-Toe Command Line Interface. No graphics. No sounds. Just a simple Tic-Tac-Toe game. You decide who goes first, and each player will select one of the spots to place his/her piece, either an X or an O. At the end, the game will tell you who has won. Simple. B-)

What Went Right:

  1. It was not made with just one code file.

    Tic-Tac-Toe is a very simple game. It doesn’t need to be object-oriented, nor does it need much in the way of content. Still, I wanted to separate elements, such as Players and the Board. For the most part I succeeded. I could replace the Player with an AIPlayer at a later time easily. I could probably change the implementation of the TicTacToe game class so it can be done over a network without changing much of the other code, if any.

  2. Development went along fairly quickly.

    GBTTT_CLI was the first project I have worked on while using a safety net. Revision control tools are amazing and I wish I would have known about them years ago. I used Subversion, and while I rarely needed to backtrack, especially in a small project like this one, it was useful to go through my log to see what changes I made before. There was also a time when I made a LOT of changes only to get nowhere with them. It was easy to revert all the code back to the way it was before the changes were made. It saved a LOT of time for me when I could have otherwise just been trying to make changes to get back to a stable state. With a single command, I was there.

    Another thing that helped was the ease I had with actually coding. I underestimated my coding abilities because I thought I was starting from scratch with C++. The truth was, I could program, and I just needed to learn C++’s syntax correctly. There were a few things that I got tripped up on, such as NULL instead of null as in Java, but a quick look at my reference material showed me where I was going wrong.

  3. The game got completed.

    It was a project that I was able to finish. It may not be much, but it is more than what I had before, and I am proud of that fact. It’s also shows that I have the ability to work on my own designs.

What Went Wrong:

  1. It took me too long to get here.

    My goal was to get this program done in a week, and in total programming time, I did way better than that. Unfortunately if you count the days from when I first posed this goal to myself until I finished it, it was way longer. When I started coding, I got a lot done within a few hours. Then nothing for days until I tried to work with it again. Then I got some strange error. Nothing for weeks. Then finally I finished it. So I had a few hour spurts of productivity followed by long periods of nothing. To be fair, it was not like I was just avoiding the project. I had other responsibilities in my life, such as homework. But to be brutally honest, I wasn’t making the time for this project either.

  2. I overdesigned the classes.

    It is Tic-Tac-Toe. How do you overdesign it? I did. I thought that if I created the classes first, they would be useful as tools to build the actual game. I still think that it would be good to design the project this way, but my problem was in designing in specific features. The Player class has a Record member. The Record class holds the Win/Lose/Tie records of that Player. I wrote the classes in this way because I originally envisioned a single game session letting you play multiple rounds. In the end, I decided not to implement that since it did not need to be done to accomplish my goals. So now a Round is useless in the project. I didn’t spend too much time making it, but there are other elements that were made but not used. For instance, I also thought this would be a great way to learn network programming, so I tried to anticipate it by making Boards unique. I could have saved time and effort by deciding to add such things later or in a new project.

  3. The code is ugly.

    When I originally programmed in QBasic, I had no concept of code structure and variable naming. When I learned C++, I thought it made sense to follow what C++ did: variable and function names would look_like_this. Then I learned Java. Java programming practices are clean looking. A class name looks like: ClassName. A variable looks like: variableName. When I went back to C++, I got it in my head that I probably should keep it looking like C++, where standard library naming conventions have the underscores as mentioned above. That is when I started the project.

    Then I found a C++ coding convention guideline. Apparently Java-like style has its place in C++, too. Well, I did not want to go back and rename everything, so when I continued to work on the game, I kept using the same style rather than confuse everything, me included. The end result is commented, cleanly separated, but somewhat hard to read. A sample:

    // switch to next player
    game.next_player();
    // keep asking for input until value is legal
    int move = player_current->get_move(board);
    bool is_legal_move;
    is_legal_move = board.isLegal(move);

    Huh. Well as you can see, I did not succeed in keeping the style uniform. Board::isLegal() should be changed to Board::is_legal() to accomplish that. Still, it’s hard to read because of the style.

I know there is normally 5 of each in a postmortem, but come on, it’s Tic-Tac-Toe!

What I Learned

  1. Practicing programming is important. I should treat it as such and make the time for it rather than hoping I have an opening in my schedule. There won’t be one if I leave it up to everything else.
  2. Iterative programming is useful because I can avoid overdesigning something that won’t get used
  3. Programming is still fun, just like I remember it.

Even though I am disappointed in how some things turned out, I am satisfied. It’s a completed project! I was originally going to leave it in a state of incompleteness and start working on a more attractive project idea, but I decided to be “great” rather than “good enough”. If I keep that attitude with these smaller projects, it will be a good habit to have when I tackle larger ones.

I think I will post the code at a later time. I originally did not think it would be something I would publish, but I figure it has to help someone besides me. I’ll need to add a proper README and installation/compilation instructions first.

EDIT: Hey, I delivered. B-) And in two forms:
gbttt.tar.gz
gbttt.zip

Categories
Game Development Games Geek / Technical

I’m Live not-at-the-GDC!!

The big news in game development these days has been surrounding the Game Developers Conference. A number of indie developers have covered the event, including David “RM” Michael, Saralah, Xemu, and Thomas Warfield. I’ve had to read about it and see pictures of people I’ve met in person or online, missing out on the fun.

I’ve read a few of the writeups that David Michael wrote for GameDev.net, and I intend to read the rest. I’ve also been reading Game Tunnel’s IGF coverage, including interviews and day-by-day news. It’s just like being there…only not.

Congratulations go out to those who made it to IGF finals! Some amazing games have been made by indie game developers, and they serve as an inspiration to the rest of us. This time next year, I hope to attend.

Categories
Game Development

Starting Small

I found this link today in my blog reading: Just Barely Enough Design. It goes through the idea of starting small instead of trying to undertake something huge.

To this day, I am sorely tempted to undertake the whole grand dramatic turn-the-world-upside-down vision…or nothing at all. The trouble is more often than not you end up with exactly…nothing at all.

This is one of the (recurring) lessons from the dotcom days I’ve beat into my head the hard way (yup, way over-planned, over-designed, over-architected and flopped – and that’s how I finally got to be a big devotee of agile software development).

It also quotes Linus Torvalds:

Nobody should start to undertake a large project. You start with a small trivial project, and you should never expect it to get large. If you do, you’ll just overdesign and generally think it is more important than it likely is at that stage. Or worse, you might be scared away by the sheer size of the work you envision. So start small, and think about the details. Don’t think about some big picture and fancy design. If it doesn’t solve some fairly immediate need, it’s almost certainly over-designed.

The idea of starting small is one of the reasons why Game in a Day is so attractive. I know I won’t be making anything huge or general so I can concentrate on just doing it.