Categories
Game Development Personal Development

Thousander Club Update: March 20th

For this week’s Thousander Club update:

Game Hours: 53 / 1000
Game Ideas: 156 / 1000

Target: 168

I worked a few hours, but spent quite a bit of time writing a game review and managing other responsibilities. I broke the 5% mark, however, and it feels good.

I’m falling behind in game ideas. I’ll need to catch up this week.

EDIT: You know, I should also add that I was sick for a couple of days. I try not to let myself make excuses, and sometimes I forget that some things aren’t actually my fault.

Categories
Game Development Personal Development

Thousander Club Update: March 13th

For this week’s Thousander Club update:

Game Hours: 49 / 1000
Game Ideas: 142 / 1000

Target: 147

Last week I was at 24.5 hours, which means that I accomplished my subgoal of working at least 10 hours in a week. I managed to work about 11.5 hours in one day alone. I’m dead tired as I write this post, however.

I didn’t code much with Oracle’s Eye, however. I’ve been working on a text-based board game. I applied for a position at a company, and they asked me to write up solution to the problem following the requirements they specify. Since Wednesday, I’ve written a ton of code. It’s not quite there yet, but it’s coming along very nicely.

Almost 5% of my 1,000 hour goal! w00t!

Categories
Game Development Personal Development

You Can Make Games

A lot of people still think that the best way to make it in the game industry is to create a great demo, show it to a large company like EA or Microsoft, and get hired. People have dreams of working on MMORPGs or “teh best game ever!!!!1!” and getting paid for it. Even if they can’t work on the game they’ve been designing since grade school, they can still make a living by making games. What’s not to love?

Almost every article or book you’ll find about breaking into the industry will tell you the same thing. When the video game industry was born, it wasn’t out of the ordinary for a single person to be producer, designer, programmer, artist, and musician. Games were simpler back in the day, and one person could do it all. Today, you need teams of possibly hundreds of people to make a single game over the course of years. And the game might fail to make enough money to pay for itself. It’s a big business, with big money, and you can’t just hack out a small game and hope to compete.

Companies like EA will talk about how next-gen games are going to have to cost more to pay for the bigger budgets. Lots of people agree. The bar for production values just keeps going up, so more and more money is thrown at game development.

I’d like to point out that they’re right. If you want to make big-budget productions with little chance of doing well in the market with the latest technology and high quality graphics for long hours, then you will need to work with a big company in order to get funding for the large team to make your “game”. Good luck being a cog in that wheel.

On the other hand, if you want to make games, there is no law that says you can’t do it yourself. There is no principle of game development that says it is physically impossible to make a game today that is fun, innovative, and even profitable without a large team and millions of dollars. You can make games on your own.

I repeat: You can make games on your own.

Can you make the next Doom 3 or Half-Life 2 on your own? Maybe, if you had a LOT of time on your hands and wouldn’t mind working on it for decades. I refuse to answer no to this question; however, I will suggest that you should scale down the MMO that you have planned, especially if you want to finish it anytime soon.

Big, established companies want to convince you that going on your own is uncertain, scary, and risky. EA wants you to believe that games cost a whole lot more to make today than ever before. Microsoft wants you to believe that the bar for quality has been raised to the point that small developers can’t hope to compete. These big companies want to scare you into either working for them or avoiding the industry altogether. Either way, they get less potential competition for the cost of a PR statement. Good deal.

“Make my own game? How? I don’t even know where to start!” You start at the beginning. The first step is to become aware of the possibility of making games. You can make games. You have the skills, and even if you don’t have a needed skill, you can use the skills of another person to offset your lack. Maybe you won’t be working full-time and getting a steady paycheck. Most likely you won’t. Maybe you can make games all week long, or maybe you can only dedicate 15 minutes here and there. Maybe you can create a game in 24 hours, or maybe you’ll be working on a labor of love for years.

My point is that you don’t have to believe that only major game companies make games. You don’t have to believe that game development has gotten too complex for one person to tackle. You don’t have to believe that you need millions of dollars in venture capital or publisher funding. But you can make games.

Want proof? There is an entire section of the industry comprising indie game developers! Look at Check out Pretty Good Solitaire, made by Thomas Warfield. No, he didn’t write a Quake-killer, but he is doing quite well for himself based on that game alone. I know, it’s “just solitaire”, but people also like vanilla more than any other flavor of ice cream. Still not convinced that indie games are possible? Check out Democracy, “the ultimate political strategy game” by Positech Games. Or the high quality puzzle game Professor Fizzwizzle by Grubby Games. Or Darwinia, the hard-to-describe retro-styled offering from Introversion Software.

There’s even an awards show for indie games! The Independent Games Festival is a showcase of innovation and technical excellence. Clearly, you don’t need millions of dollars to make refreshing games. Examples of past finalists include the following games: Alien Hominid, Best Friends, I of the Enemy, Trash, Reiner Knizia’s Samurai, Bridge Constructor Set, Strange Adventures in Infinite Space and its sequel Weird Worlds: Return to Infinite Space, Savage: The Battle for Newerth, Oasis, Gish, Wik and the Fable of Souls, Dark Horizons: Lore, Lux, The Witch’s Yarn, Tribal Trouble, the MMORPG Dofus, Glow Worm, N, and Legion Arena.

Some of these games cost hundreds of thousands of dollars to make. Some cost no money at all. Some took a few weeks, while others took almost a decade. Some were made for business purposes. Some were made by students. Whatever the case, these games were independently made without a publisher. They were made by indies. And you can be an indie, too. You can make games. You, on your own or with support, with or without money. Once you believe it is possible, you have taken your first step to becoming an indie.

Categories
Game Development Personal Development

Thousander Club Update: March 6th

For this week’s Thousander Club update:

Game Hours: 24.5 / 1000
Game Ideas: 126 / 1000

Target: 126

I failed the challenge of hitting 10 hours in less than a week. I wasted entire evenings. I’ve been beating myself up over it, which isn’t very productive or helpful. I will take specific steps to make sure I don’t squander great opportunities for making progress. It’s definitely more productive to ask what you can do to improve rather than worry about how much time you’ve lost.

I cleaned up some code, corrected possible bugs, and started working on the non-game parts of the game. I’m making slow progress. I am currently focusing on the introduction and menu states. I used to have the game immediately start in the PlayState. Now, the IntroState changes to the MenuState, and the MenuState changes to the PlayState. I’ll add functionality to those two states so that they do more than transition immediately. I’m actually not sure if I want to keep the IntroState. Some developers complain about intro movies, and I’ve played more than a few mainstream games that require about four or five clicks to get to the game menu. I’ve been looking at games like Tribal Trouble and Professor Fizzwizzle to see how they handle their introductions. Grubby Games doesn’t do much before getting to the Fizzwizzle menu, and Tribal Trouble hits it upon loading. Perhaps I can use it to setup the Kyra engine and the game window instead of doing anything fancy to declare, “Yes, this is a game by GBGames!” I can probably use it in the demos of my games to give incentives to buy.

I’m writing down some ideas for what I will want each state to do. For instance, do I just need the ability to load and display images, or should I add the ability to render text? Do I want particle effects? Fades? Do I want to be able to render the game in the intro screen, or should I not worry about how I am going to get the PlayState functionality out to some third class? For that matter, I see that I’ll need an abstraction of the Kyra sprite engine object since a number of game states will need to make use of it. I’m not sure how to do so without making it effectively a global variable. I’m questioning if my design is as solid as it could be.

Categories
Game Development Personal Development

Thousander Club Update: February 27th

For this week’s Thousander Club update:

Game Hours: 23 / 1000
Game Ideas: 111/ 1000

Target: 105

Last Monday was President’s Day, and it helped a lot with regards to providing me with some coding time since I had the day off from my job. That day I managed to get some huge bugs fixed and created the ability to load levels from a file. I also added six hours of work. I just had to do four hours of work to add up to the 10 I hoped to do for the week. While I was able to work a few mornings before going to my day job, I found that I was not able to accomplish as much as I thought I could. During the week there were any number of things that came up. A friend of mine was leaving the state, and so we threw a party on Friday evening. I was at an all-day event on Saturday. Sunday was a day for errands.

It is clear to me that I am not doing as good a job as I could be doing regarding my game development schedule. This coming weekend I will be leaving town, so any work I do will have to take place between today and Friday morning. I would need to work two hours a day in order to get to 10 hours. Since I couldn’t do 10 hours in a full week, I am not sure if I can expect to do so with a few days missing.

Of course, it sounds like a challenge to me. B-)

Categories
Linux Game Development Personal Development

Motivation Threshold

This week I was coding for hours on end while also doing laundry. It was great because I had 45 minutes within which I was trying to be productive before I had to do another load. If I had 5 hours to sit still in front of the computer, I would probably get maybe an hour or two of work done. During some sessions, I only did 15 minutes of work, and usually towards the end. The thinking was “Oh, geez! The timer is going to go off soon! I better get some productive time in!” Other times, I managed to use between 30 minutes to the entire 45 minutes.

After the laundry, I was still in a productive mood, so I kept going past the time I would otherwise eat lunch. My sandwich was especially delicious afterwards. I worked for a few hours, and then I felt I needed a break. I decided to play a game that I needed to review for Game Tunnel. I t would be fun as well as productive. I played for an hour or so, then tried out a different game since I was in the gaming mood.

It took me hours before I returned to programming that evening. I wasn’t exactly in The Zone earlier, so it isn’t that I fell out. I just wasn’t too motivated. Maybe I was too tired? No, I felt fine. It took some effort on my part to convince me to continue programming. Steve Pavlina, as he uncannily and usually does, wrote about exactly what I was experiencing in What’s Your Motivation Threshold?

He describes how certain tasks might not require too much motivation while others require a great deal of it. Checking email or getting a snack might not require a lot of motivation. I think it is partly because it is so easy to do some tasks that it isn’t like you are thinking about the effort you need to exert. Some people can easily play games, but for most games, I have to reboot a machine so that it shuts down Debian Gnu/Linux and starts up Windows. I can’t just play a game for a few minutes like some people can. Maybe some people would consider it a good way to keep productive, but that’s besides the point. As for email, I have Thunderbird up and running at all times, so it is a few seconds of my time to check if I have new messages, and with RSS feeds, another few seconds to check on blogs and news items. It is so easy, in fact, that I can find myself checking email what must be hundreds of times a day. Those seconds can quickly add up.

Programming, however, involves work. I have to think about what I am doing, and the nature of what I am doing is such that it is uncertain and unexplored territory for me. I noticed that whenever I think about programming, I am either thinking about finishing something that I started the last session, which doesn’t require a lot of motivation to do, or I am thinking about starting or designing a new task, which requires a lot of motivation. In the first case, I am basically on rails. I might have already written some stub functions, so it is just a matter of creating the implementation. What algorithm would work best here? What variables would I need? I’ve done similar things before, so it is easy. It’s almost as easy as checking email at that point, although if you would have asked me to do so a year or two ago, I might have felt that the task was still daunting. In the latter case, I need to think a lot more. I don’t have a lot of experience with design or project management. I have to really want to do it before I will do it.

So I think that the motivation threshold is partly a function of experience and partly a function of urgency. I’m sure someone who doesn’t know much about computers would feel that checking email is still a strange and foreign task (present maternal figures excluded, of course) and would really have to need to check email before trying to do so. It is why students will wait to the last minute to do papers. It may be important, but it isn’t urgent…until it is the night before the due date!

I don’t have a strong and urgent need to finish Oracle’s Eye. My income doesn’t depend on it as I have a day job. So what helps motivate me to work on it? What acts as my motivation modifier? I remind myself that I want to depend on it. I want to finish the game so that I can have something to sell. The sooner I can get to selling, the sooner I can work towards getting GBGames to provide financial independence from any normal day job. I don’t always roll 20s, but it usually puts things in perspective and gives me the boost I need.

No, I’ve never played D&D.

Categories
Game Development Personal Development

Thousander Club Update: February 20th

For this week’s Thousander Club update:

Game Hours: 15.5 / 1000
Game Ideas: 85 / 1000

I should have 84 for the year so far. I’ve caught up with my game ideas target, but I am still fairly short of my game development target. I doubt I’ll be able to catch up.

I think it is clear that I am falling way short of the 21 hours per week I should be dedicating to development hours. If I can’t do 21 hours, I should be able to try for 10. This past week I did five hours, so doubling that productivity should be a viable goal.

Categories
Personal Development

Writing Tips for Non-Writers

I found a good post about writing through Wil Wheaton’s blog called Writing Tips for Non-Writers Who Don’t Want to Work at Writing by John Scalzi.

Scalzi presents a list of rules to follow to write better without exerting too much effort. I have tried to follow rule #7, “Try to write well every single time you write”, after getting introduced to Instant Messages and email years ago because I was afraid I would lose my ability to punctuate sentences correctly. Writing is about communicating, and it can be very frustrating to read terribly written IMs and forum posts.

In the comments there is some disagreement about the use of the word “alright” as opposed to “all right”. I have always used “alright” and never thought that it was the incorrect usage because I lost a spelling bee when I was in the 3rd grade due to that word. I spelled it “allright”. I was eliminated as soon as I got up there. I always remembered it. Now apparently the whole premise behind my loss was wrong. That spelling bee was a sham! At last, vindication!

Of course, language evolves. I think “alright” is a perfectly alright word to use (stupid spelling bee). I also wonder if ending sentences in a preposition will be accepted eventually. After all, the purpose of writing is to communicate. If you spend more time trying to be proper and by the book than is necessary to communicate to your audience, I think it has a tendency to be perceived as stuffy. of course I think that punctuation grammar and speeling is importent so it isnt like everything should be done away with

Please tell me you winced at that last “sentence”. B-)

I also found Elmore Leonard’s Ten Rules of Writing through the 43 Folders site. On the idea that writing doesn’t have to be formal or proper:

Or, if proper usage gets in the way, it may have to go. I can’t allow what we learned in English composition to disrupt the sound and rhythm of the narrative. It’s my attempt to remain invisible, not distract the reader from the story with obvious writing.

Categories
Game Development Personal Development

Thousander Club Update: February 13th

For this week’s Thousander Club update:

Game Hours: 10.5 / 1000
Game Ideas: 58 / 1000

Since I technically started tracking the last week of January, I’ve decided to readjust the total numbers I should keep as weekly targets. Today I should have 63 to keep on track for 1,000 hours by the end of next January. Otherwise, if I kept the old numbers, I would constantly feel bad for not catching up with almost a month of inactivity.

I’m hitting my goals for game ideas, which are fairly easy to come up with each day. I could think of three to 10 ideas in a few moments.

On the other hand, game development takes time. I can’t immediately get one, two, or three hours of game development. While I can’t always dedicate hours of development each afternoon, I think I might need to come up with a simple list of 5, 10, or 15 minute game development activities. I managed to get 30 minutes of programming before going to my day job this past week because I was finishing up some code I wrote to experiment with TinyXML. I think if I can take advantage of more “weird” windows of time, I should be able to make greater progress than if I expected to work during scheduled sessions.

Categories
Game Development Personal Development

Thousander Club Update: February 6th

While I could more easily catch up with the number of ideas I need for this week, I know it will be incredibly difficult to catch up with the number of hours to put in. After all, during a week, about 21 hours need to be fulfilled in the first place. To catch up with the previous hours I missed would be terribly difficult. But as Scott says, actually achieving the 1,000 hour mark is not as important as keeping development at the front of my consciousness. In the past 15 minutes to a couple of hours a week was considered good enough, but I joined the Thousander Club to do great. My status so far(actual#/for the week/for the year):

Game Hours: 7 / 21 / 1000
Game Ideas: 37 / 21/ 1000

So I did a little better with regards to new game ideas than I needed to for the week. Ideas are a dime a dozen, as they say, but it is still good to have them. There is no need to lose any creativity to forgetfullness since I’ll be able to leverage it in the future with new ideas.

Game development hours showed a marked improvement over the previous week. A few hours might not be directly related to Oracle’s Eye, but I’m counting my practice time with The Gimp since I think it is a skill that I can leverage with game development. I was using a number of tutorials, including the ones mentioned in an indiegamer.com post as well as a few Gimp-specific ones. You can see the results of my work from Friday and Saturday morning here:

First attempt 35KB
Second attempt 57K
with planet! 55K
with atmosphere…kinda 54K

The rest of my time was spent on programming, and I will cover what I did in another post.