// caseydunham.net

Tuesday, April 27, 2010

LD17 Fail

As much as I was looking forward to this last weekends Ludum Dare, I failed to deliver. I got off to a good start, coming up with an idea very quickly and had a good day Saturday, but in the end due to obligations I couldn’t get out of and a very bad bug that I couldn’t fix, I ended up not submitting anything.

However, I did get a chance to update my code base I was working from, so it wasn’t all bad. I am currently in the process of writing a post mortem which I will finish in the next day or so.

I am also planning on putting together a list of my favorite games from Ludum Dare 17 and even though I can’t vote on them, it will be fun to play some of the other entries as there appear to be quite a few good ones.

posted by Casey at 10:44 pm  

Tuesday, March 30, 2010

Old school RTS, indie opportunity?

I read this article the other day about the paradigm shift that Real Time Strategy (RTS) games are currently undergoing and I think that it is a bit unfortunate, but I think most everyone has seen it coming. Consoles are becoming more abundant and with it a huge market. The PC has been the leader by a long shot in these style of games, but with the ease of PC piracy I can’t say that I don’t blame the developers for trying to move away from it. The move to a more console friendly RTS game has really been a  move to less resource management and more focus on building units quicker and getting into the action which ultimately means a simplification of the game leading to quicker campaigns and skirmishes. This makes sense as well for the console since the majority of best selling console games are action oriented and once you bring online multi-player into it, it would be hard to sustain a single game for even three our four people for a traditional style strategy game that would often last friends of mine and I hours for a single skirmish.  While this move to a more console friendly RTS is going to attract more gamers and most likely introduce the style to younger players,  it is also going to open up a market for the more traditional game style. I think this is a great opportunity for the indie developers out there to fill in the need for more traditional turn based games. I grew up playing quite a few RTS and Turn Based games, my favorites among them being Total Annihilation, Age of Empires, Civilization and Lords of the Realm II, and for the most part haven’t really found much that interested me in this genre of late.

I have been playing a lot of Gratuitous Space Battles but that doesn’t really fit into either mold very well. If you are a stats junky though, I would highly recommend it.  I have also been playing Battle of Wesnoth on the iPhone over the last couple of days and am really enjoying it.  I steer away from a lot of the social “strategy” games, as I can’t stand knowing that I am supporting a bunch of people who aren’t into games, just making a buck so maybe I’m missing something there, but from what I’ve seen I don’t think I am.

With the work I’ve been doing with the XNA framework on the Xbox360, I can’t help but wonder if a classic strategy game could be successful? It would require a well thought out control scheme that would probably be very different from what we would expect, but I believe that there is definitely  a market for it as you can only stand so many platformers. I wonder what would a successful execution look like? What kind of control scheme would work well? How stats heavy can you get with a console audience? As with all games, it would definitely be a balancing act, a difficult one at that. You would want to keep it fast paced enough for online play but not at the sacrifice of the traditional RTS values. I can see game configuration or having various game play types like those that are common in the FPS world, would be a definite need here.

posted by Casey at 9:42 pm  

Wednesday, February 10, 2010

Laptop + XBox360 + iPhone + Netflix

After putting it off for a long time, I just purchased a new High Definition TV and an XBox 360 over the last month. I finally got around to rejoining XBox Live and downloaded the Netflix app so I can now stream Instant Watch Netflix movies straight to my tv from my XBox. I took a moment after I started watching a show to think about the whole process. Earlier today, my wife updated our instant queue from her iPhone. I setup/upgraded my live account using my laptop and had instantaneous results on my XBox. When I think about it, I can’t get over how cool it is. The amount of technology and how much infrastructure is in place to enable something like this to be possible. Not only am I on a wireless network at my house, but we use 3G on our iPhones. I can’t help but think about how many services had to be used to integrate this, services for account logins, credit card processing and probably many others that are behind the scenes.

I’ve been programming and using computers almost my entire life (as soon as I could move on my own?), but it hasn’t been until about the last year or so have I really felt that technology was really changing the way I live and think about the world and this is a direct result of how much integration we have been receiving over the last few years.  I feel genuinely excited to be living in this time period and can’t wait to see how technology changes my life and how I live it over the next few years. I mean now that the International Space Station is internet ready, what’s next?

Thinking about the whole thing really brings my inner geek out (well..more than it is already)

posted by Casey at 11:56 pm  

Saturday, February 6, 2010

Getting my ass in gear

I have never been someone to set New Year’s resolutions or to really write down my goals. For the last few years, the only goals on my mind have been to finish school, get rent paid and try to have some fun. That isn’t to say that I haven’t had any long term plans, but that my priorities were different. One thing that has always remained constant however, is my love for games and the technical challenges that they present.

Now that school is behind me and I’ve been working steadily since graduating, I’ve started to think again about my short term and long term plans. A friend of mine that I graduated with, (and who were also laid off just before graduating), decided to form an LLC just before Christmas with the intent of creating games and hopefully starting a profitable company. So, in order to keep on track, I am setting the following goals for 2010 for myself:

  • Spend more time with my family
  • Get a game accepted to XBox Live Community Games
  • Participate in every Ludum Dare 48 Hour competition
  • Start keeping a Design / Idea journal
  • Play more games
  • Post at least one blog entry a week

Nothing on this list is insurmountable or too difficult too acomplish over the course of the year. The most difficult part will be balancing my work schedule, since I do mostly contract work and work from home quite a bit, I often work too many hours. Over the next couple of months I am going to have to readjust this schedule and make sure that I am leaving enough time to put into the company and not go insane.

Don't go insane.

Don't go insane.

posted by Casey at 10:45 pm  

Saturday, December 12, 2009

Play With Your Peas – First XNA Game

After the XNA talk I saw by Michael Cummings at Code Camp 12, I decided to take a look at the XNA framework.  I picked up a couple of books on it and started taking a look at the tutorials and example code at the Creator’s Club.  I played around creating a few demos and am now working on an actual game. The game I am making is based on the Play With Your Peas game prototyping challenge from Lost Garden. The challenge was originally from 2008, but I really like the art style and the game concept. Here is a screen mock-up of how the game will look when it is done:

Screen mockup

Screen mockup

The basic game mechanic is that you need to build the level by placing blocks to facilitate the Peas desire to jump and bounce off of things. The player doesn’t control the individual peas and must take care that they don’t fall too far.

The design will present a few interesting challenges of which the Physics involved will probably be the most difficult for me as I have not done anything that complicated. The artificial intelligence of the Peas will be another more complicated part but I think I have a few workable ideas.

I may play around with incorporating a 2D physics engine, of which I am looking at the Farseer library to use based on a few recommendations.

I am looking at having most of the basic game play elements in place by end of next weekend. I have a couple of things left to do for my Artificial Intelligence class which ends this coming Thursday.

posted by Casey at 3:23 pm  

Sunday, September 13, 2009

Ludum Dare 15 Results

Tonight ended the Ludum Dare 15 two week voting period and the results are in! Here is the breakdown of how my entry, Coffee Caverns, did. The categories are scored on a 5.0 scale.

  • Innovation – 1.68
  • Fun – 2.41
  • Theme – 2.0
  • Graphics – 1.77
  • Audio – 1.80
  • Humor – 1.79
  • Overall – 2.23
  • Community – 2.88
  • Coolness -  26%

Overall, I placed 92 out of 107 and won a bronze medal for Coolness.

Looking over the Top 10 entries, there are a few games I didn’t get to play in there and will over the next few weeks, check them out and probably play some of the ones that I already did a couple of times to see what makes them winners in their category. I will also be taking a close look at what was used in the creation of the game and see if I an pick up any interesting ideas through the games’ author blogs.

The next Ludum Dare, is going to be sometime in December, so I am making sure to leave my weekends open!

posted by Casey at 11:36 pm  

Thursday, September 3, 2009

Coffee Caverns – Postmortem

This past weekend I took part in my first Ludum Dare competition, Ludum Dare #15. Ludum Dare is a community driven contest where a single developer has to create a complete game within 48 hours.  I have watched the prior competitions, but have never really had the time with family and school, so I was a bit surprised to find that last weekend was fairly open. So on Friday afternoon I decided I would take part.

Each Ludum Dare has an associated theme that the game must be created around that is decided on by community vote. The theme is only revealed at the start of the competition and for LD #15, the theme was “Caverns”. I immediately had a few ideas but nothing that seemed too out of the ordinary. Upon deciding to enter the contest, I also made up my mind that regardless of what the theme was, my goal was to complete a game, no matter how simple, within that 48 hour deadline.  I did complete a simple game, but as usual with these types of competitions, didn’t quite turn out as I had hoped. This is an effort by me to talk about some of the things that I feel went right in the development of Coffee Caverns and what could have been done better.

The Good

Probably one of the best choices was to use what I was already familiar with, C++ and SDL in a Windows environment. I know that some people like to experiment with new technologies during these competitions, but I decided to not risk it, my goal was to complete a game. Along these same lines I also decided that whatever I did would be small. I have started and never finished numerous game projects in the past much like every other aspiring game developer and I also know that one of the things that separates aspiring game developers from game developers is that game developers finish things. I had a decent idea of the scope of what I would be able to finish and decided to stick with it.

I didn’t start coding or designing anything until the Saturday morning after the competition started. I checked to see what the theme was going to be and than went to sleep. In the morning I ate breakfast and started a bit of mind mapping while having some coffee. I started thinking about caverns and I kept coming back to danger and falling, falling objects like rocks, and than somewhere in the mind map coffee came up so I ended up mixing coffee with falling rocks. Awesome, sounds a bit weird let’s go with it. It came naturally that this would be an arcade style game and once I decided on it I stuck with it. The total design of the game was probably about an hour and that was with sketching a bit of a development plan as well.

I also liked that I was able to get a couple of sound effects in thanks to the wonderful program Sfxr. I am glad that I got the title screen in without too much trouble as well. It only took a little bit of trouble and was I think worth it. Although next time, I am going to check for a specific key press to transition as opposed to any key, it made taking screen shots of it a bit tricky.

The Bad

I think that my biggest mistake was not getting the prototype up and playable as fast as I wanted to. My intention originally was to use primitives for prototyping and later put in the graphics. By the time I had the framework ready I needed a break from coding and decided that I would play around with Paint.NET a bit to see what I could come up with. I should also mention that other than SDL, I was using no prior written code, writing everything from scratch. In no time I had created a couple of graphics that I thought would work, so I figured I would just drop them in. It wasn’t a huge time waster since I was going to do it anyways and in some ways did work out in the end.

The Ugly

Easily the worst part about the game and what I would argue is the game, is the game play itself. The game is no where near as balanced as I would have liked it to have been, the scoring is very simple, and there is very little feedback to the player. I spent most of Sunday doing game play testing and bug fixing. I had the majority of the code written by Saturday night and it was a good thing too as I had a few things come up Sunday that might have kept me from finishing otherwise.

The little things that I didn’t fix that were pointed out to me in comments on my Ludum Dare blog are in retrospect what could have made the game better. The player sprite being about a pixel off during the animation would have taken me all of about three seconds to fix. I also never got the score out of the title bar like it should have been. This would have been another easy fix that would have added to the polish of the game.

The other thing that people complained a lot about was my use of an installer. I had mixed feelings about it but I know and understand the irritation I am sure it caused others as I started reviewing a few of the other entries. At a certain point I was annoyed that I had to unzip things and will next time not bother with the setup and provide a straight running executable.

Summary

Overall the whole competition was very rewarding and I learned quite a bit as well and would recommend everyone who is interested in game development to take part in these competitions as often as they can. I am definitely going to!

posted by Casey at 9:20 pm  

Monday, August 31, 2009

Ludum Dare 15 Finished!

I successfully submitted a working game to Ludum Dare 15. I plan on writing up a post mortem soon but here is a couple of screen shots and download links. The game wasn’t as finished as I would have liked it to have been, especially in the game balance side of things, but I actually spent less than 20 hours total on the whole thing. Overall I think it went well and definitely plan on entering some of the mini LD’s and the next full on Ludum Dare competition.

Title ScreenPlaying
Game Over Screen

Download Windows Executable – coffee-caverns-1.0.zip

Download VS2009 Source- coffee-caverns-1.0-src.zip

posted by Casey at 9:58 pm  

Friday, August 28, 2009

Entering Ludum Dare 15

I have decided earlier today that I will take part in Ludum Dare 15. I have been following the competition for awhile and have played many of the games that have come out of it and it seems that this weekend just may allow for me to spend 48 hours creating something.

After the competition, I will write up a post-mortem and put what I finish with up here for everyone.

My blog posts at the Ludum Dare compo site can be found here.

posted by Casey at 7:14 pm  

Sunday, August 23, 2009

Word of the week is Balance

This Summer has flown by a bit faster than usual for me this year as I have been working quite a bit and spending as much time as possible with my wife and son. We recently moved as I noted in my last post and it can be hard on kids to readjust. I moved a lot when I was younger so I have a decent idea of how he feels. Due to this I haven’t had too much of an opportunity to work on any of my own projects. As usual, without being checked the amount of work and other activities more than often grows to fill the available time. This week in particular has brought it to my attention that since graduating, I have been neglecting being mindful of this. Before I could always blame my lack of time on going to school and working, but now that I have only work, I need to reclaim the rest of the time.

For the past year I have been looking to start my own game development company and give it a shot going solo. I’m not going to be quitting my day job to do this, but this goal will never be realized without restructuring what I am currently doing and making a little time each day to spend on prototyping and developing.  I also need to make sure that I spend time away from the computer exercising and pursuing my spiritual path. It’s the trinity of mind, body and spirit making itself known. I know from past experience that if I don’t keep this triangle of activities in check I will not make progress as burnout will surely set in one or all of the areas.

I am going to use this upcoming week to start incorporating some changes to my routine. I went for a long walk/run today and forgot how much fun it can be. I am going to start running at least every other day for half an hour and bring back a few meditation techniques.  I am also going to set a goal to have a small game done by two weeks from tonight to ease myself back into things. I will also be time tracking how long the development of the game actually takes as a starting point for better time estimations.

posted by Casey at 10:04 pm  
Next Page »

Powered by WordPress