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GAMES FROM WITHIN
The two most common approaches are starting from the theme, and starting from the mechanics. For example, in Lasting Legacy, we quickly came up with occupations like Family Doctor or Ball Organizer from the theme, and figured out what useful things they could do in the game (heal people, and attract new friends respectively). ABOUT – GAMES FROM WITHIN About. Noel is an independent game developer. Currently prototyping different ideas. His latest games are Subterfuge (2015), Casey’s Contraptions (2011), and Flower Garden (2009). He earned an M.S. in Computer Science from the University of North Carolina at Chapel Hill, and a B.S. in Computer Systems Engineering from the University ofDEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.. You would think that dealing cards at random would be trivially easy to implement. GRAPHICS – GAMES FROM WITHIN One of the items in my ever-growing list of things to write about, is the rendering techniques I used in Flower Garden. In the end, it would make for a post with lots of pretty pictures, but there’s nothing particularly ground-breaking.SIMPLE IS BEAUTIFUL
Goals. The ultimate reason to write code is to have the computer carry out a sequence of instructions. In our case, that sequence of instructions is a game or a tool to help create the game. It is tempting to think of the computer as the “audience” for our program, but it is not a very good audience. It is way too forgiving,and as long as
FUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
START PRE-ALLOCATING AND STOP WORRYING PROTOTYPING: YOU’RE (PROBABLY) DOING IT WRONG A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game. Chris Hecker and Chaim Gingold gave one of the best CONTACT – GAMES FROM WITHIN I've closed the contact form due to spam. You can reach me on Twitter if you need to get in touch. WHAT’S YOUR PAIN THRESHOLD? 0 to 2 seconds. Programmer stays in the flow. Productivity is way high. 2 to 8 seconds. Flow is broken. Definite feel of things being a bit painful and sluggish. 8 to 30 seconds. Attention wanders to other parts of the code, email, etc. Multitasking kicks in and overall productivity plummets.GAMES FROM WITHIN
The two most common approaches are starting from the theme, and starting from the mechanics. For example, in Lasting Legacy, we quickly came up with occupations like Family Doctor or Ball Organizer from the theme, and figured out what useful things they could do in the game (heal people, and attract new friends respectively). ABOUT – GAMES FROM WITHIN About. Noel is an independent game developer. Currently prototyping different ideas. His latest games are Subterfuge (2015), Casey’s Contraptions (2011), and Flower Garden (2009). He earned an M.S. in Computer Science from the University of North Carolina at Chapel Hill, and a B.S. in Computer Systems Engineering from the University ofDEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.. You would think that dealing cards at random would be trivially easy to implement. GRAPHICS – GAMES FROM WITHIN One of the items in my ever-growing list of things to write about, is the rendering techniques I used in Flower Garden. In the end, it would make for a post with lots of pretty pictures, but there’s nothing particularly ground-breaking.SIMPLE IS BEAUTIFUL
Goals. The ultimate reason to write code is to have the computer carry out a sequence of instructions. In our case, that sequence of instructions is a game or a tool to help create the game. It is tempting to think of the computer as the “audience” for our program, but it is not a very good audience. It is way too forgiving,and as long as
FUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
START PRE-ALLOCATING AND STOP WORRYING PROTOTYPING: YOU’RE (PROBABLY) DOING IT WRONG A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game. Chris Hecker and Chaim Gingold gave one of the best CONTACT – GAMES FROM WITHIN I've closed the contact form due to spam. You can reach me on Twitter if you need to get in touch. WHAT’S YOUR PAIN THRESHOLD? 0 to 2 seconds. Programmer stays in the flow. Productivity is way high. 2 to 8 seconds. Flow is broken. Definite feel of things being a bit painful and sluggish. 8 to 30 seconds. Attention wanders to other parts of the code, email, etc. Multitasking kicks in and overall productivity plummets. TOOLS – GAMES FROM WITHIN One of the many overdue things I wanted to do, was to finally ditch OpenGL ES 1.1 and move to 2.0 exclusively. Yes, even if you’re only doing a 2D game, OpenGL ES 2.0 is way worth it. There were even a couple of cases during Casey’s Contraptions that we wanted a particular effect, and couldn’t get it quite right, but it wouldhave been
MANAGING DATA RELATIONSHIPS Data Relationships. Data is everything that is not code: meshes and textures, animations and skeletons, game entities and pathfinding networks, sounds and text, cut scene descriptions and dialog trees. Our lives would be made simpler if data simply lived in memory, each bit totally isolated from the rest, but that’s not the case. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME Stepping Through the Looking Glass: Test-Driven Game Development (Part 2) Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only. SOMETIMES YOU HAVE TO LET GO A lot more than I can realistic expect it to sell. Let’s reeeeeally stretch the meaning of “successful” and say that the goal is that we should each make $50K per year. That’s a total of $300K after the cut from the stores, or about $430K in sales. At $15 per sale, that’s almost 30K sales, and most Steam games don’t come evenclose
GAMES FROM WITHIN
The book roughly follows the development timeline of an app, from the initial concept, design, implementation, testing, and release. At each of the stages, it covers any aspects that can have a significant impact in the sales success of the app. Even though you can read the book cover to cover, the chapters are very well defined, so it’seasy
WRITING REUSABLE CODE Writing reusable code starts with solving a problem and solving it well. The rest should all fall from there, and you can pick whichever method is more appropriate for your particular code and how you want to share it. This article was originally printed in the March 2009 issue of Game Developer. LASTING LEGACY RULEBOOK Lasting Legacy Rulebook. There’s nothing like writing down all the rules for a game to keep yourself honest. You can quickly see if complexity is spiraling out of control, and, most importantly, you get to see if your expectations of the design match the reality of the game. So I decided to write a “rulebook” for Lasting Legacy. DATA-ORIENTED DESIGN (OR WHY YOU MIGHT BE SHOOTING Data-oriented design is a different way to approach program design that addresses all these problems. Procedural programming focuses on procedure calls as its main element, and OOP deals primarily withobjects.
THE CONST NAZI
Anybody who worked with me or saw any of my code, would know right away why they call me the Const Nazi. That's because in my codingstyle, I
CPPUNITLITE2 1.1
CppUnitLite2 1.1. At this point, we have been using CppUnitLite2 for a year at High Moon Studios doing test-driven development on Windows, Xbox 360, and some PS3. It has been used to unit test libraries of an engine, pipeline tools, GUI applications, and production game code. CppUnitLite2_1_1.tar.gz. About a year ago, I wrote an articleGAMES FROM WITHIN
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.. You would think that dealing cards at random would be trivially easy to implement. ABOUT – GAMES FROM WITHIN Noel is an independent game developer. Currently prototyping different ideas. His latest games are Subterfuge (2015), Casey’s Contraptions (2011), and Flower Garden (2009).. He earned an M.S. in Computer Science from the University of North Carolina at Chapel Hill, and a B.S. in Computer Systems Engineering from the University of Massachusetts Amherst.DEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.. You would think that dealing cards at random would be trivially easy to implement. GRAPHICS – GAMES FROM WITHIN One of the items in my ever-growing list of things to write about, is the rendering techniques I used in Flower Garden. In the end, it would make for a post with lots of pretty pictures, but there’s nothing particularly ground-breaking.SIMPLE IS BEAUTIFUL
Dijkstra’s reason for keeping clever tricks away is not so much for ease of refactoring, but the quality of the program itself. Programmers are all too eager to tackle something too ambitious at once, without breaking it down into smaller, more understandable sub-problems, and, as a result, create a disastrous program that crashes often and doesn’t even implement all the required features.FUNDAMENTALLY AGILE
In the past, I've given presentations about agile game development to two distinct groups of people: game developers without much exposure to agile development, and START PRE-ALLOCATING AND STOP WORRYING CONTACT – GAMES FROM WITHIN I've closed the contact form due to spam. You can reach me on Twitter if you need to get in touch. SOMETIMES YOU HAVE TO LET GO As a game developer, working on a project for years just to have it cancelled can be devastating. I've been lucky enough that it has neverhappened to
WHAT’S YOUR PAIN THRESHOLD? Hi Noel, Thanks for the quick reply – I found the article soon after my post – sorry I should have done a more extensive search! I tried to get the analysis perl script working, but came across a few problems, perlmod seems to get confused easily (much like myself 🙂 ) I had a number of unmatched brackets errors, I did get it running against a particular project, but it reported a lot ofGAMES FROM WITHIN
The two most common approaches are starting from the theme, and starting from the mechanics. For example, in Lasting Legacy, we quickly came up with occupations like Family Doctor or Ball Organizer from the theme, and figured out what useful things they could do in the game (heal people, and attract new friends respectively). ABOUT – GAMES FROM WITHIN About. Noel is an independent game developer. Currently prototyping different ideas. His latest games are Subterfuge (2015), Casey’s Contraptions (2011), and Flower Garden (2009). He earned an M.S. in Computer Science from the University of North Carolina at Chapel Hill, and a B.S. in Computer Systems Engineering from the University of GRAPHICS – GAMES FROM WITHIN One of the items in my ever-growing list of things to write about, is the rendering techniques I used in Flower Garden. In the end, it would make for a post with lots of pretty pictures, but there’s nothing particularly ground-breaking.DEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.. You would think that dealing cards at random would be trivially easy to implement.SIMPLE IS BEAUTIFUL
Goals. The ultimate reason to write code is to have the computer carry out a sequence of instructions. In our case, that sequence of instructions is a game or a tool to help create the game. It is tempting to think of the computer as the “audience” for our program, but it is not a very good audience. It is way too forgiving,and as long as
START PRE-ALLOCATING AND STOP WORRYINGFUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
WHAT’S YOUR PAIN THRESHOLD? 0 to 2 seconds. Programmer stays in the flow. Productivity is way high. 2 to 8 seconds. Flow is broken. Definite feel of things being a bit painful and sluggish. 8 to 30 seconds. Attention wanders to other parts of the code, email, etc. Multitasking kicks in and overall productivity plummets. CONTACT – GAMES FROM WITHIN I've closed the contact form due to spam. You can reach me on Twitter if you need to get in touch. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME Stepping Through the Looking Glass: Test-Driven Game Development (Part 2) Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only.GAMES FROM WITHIN
Lasting Legacy is a fairly unique game, so it doesn’t quite fit in any predetermined genre. The closest category would be single-player, turn-based simulation, although the simulation part in Lasting Legacy is very light (unlike something like Sim City or The Sims ), and in that respect it’s more like a board game. TOOLS – GAMES FROM WITHIN One of the many overdue things I wanted to do, was to finally ditch OpenGL ES 1.1 and move to 2.0 exclusively. Yes, even if you’re only doing a 2D game, OpenGL ES 2.0 is way worth it. There were even a couple of cases during Casey’s Contraptions that we wanted a particular effect, and couldn’t get it quite right, but it wouldhave been
MANAGING DATA RELATIONSHIPS Data Relationships. Data is everything that is not code: meshes and textures, animations and skeletons, game entities and pathfinding networks, sounds and text, cut scene descriptions and dialog trees. Our lives would be made simpler if data simply lived in memory, each bit totally isolated from the rest, but that’s not the case. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME Stepping Through the Looking Glass: Test-Driven Game Development (Part 2) Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only. SOMETIMES YOU HAVE TO LET GO A lot more than I can realistic expect it to sell. Let’s reeeeeally stretch the meaning of “successful” and say that the goal is that we should each make $50K per year. That’s a total of $300K after the cut from the stores, or about $430K in sales. At $15 per sale, that’s almost 30K sales, and most Steam games don’t come evenclose
LASTING LEGACY RULEBOOK Lasting Legacy Rulebook. There’s nothing like writing down all the rules for a game to keep yourself honest. You can quickly see if complexity is spiraling out of control, and, most importantly, you get to see if your expectations of the design match the reality of the game. So I decided to write a “rulebook” for Lasting Legacy.THE CONST NAZI
Anybody who worked with me or saw any of my code, would know right away why they call me the Const Nazi. That's because in my codingstyle, I
CPPUNITLITE2 1.1
CppUnitLite2 1.1. At this point, we have been using CppUnitLite2 for a year at High Moon Studios doing test-driven development on Windows, Xbox 360, and some PS3. It has been used to unit test libraries of an engine, pipeline tools, GUI applications, and production game code. CppUnitLite2_1_1.tar.gz. About a year ago, I wrote an article DATA-ORIENTED DESIGN (OR WHY YOU MIGHT BE SHOOTING Data-oriented design is a different way to approach program design that addresses all these problems. Procedural programming focuses on procedure calls as its main element, and OOP deals primarily withobjects.
PROTOTYPING: YOU’RE (PROBABLY) DOING IT WRONG A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game. Chris Hecker and Chaim Gingold gave one of the bestGames from Within
Independent game development Skip to content* About
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DEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one. You would think that dealing cards at random would be trivially easy to implement. You would also be wrong. Continue reading →in Game Design
SOMETIMES YOU HAVE TO LET GO As a game developer, working on a project for years just to have it cancelled can be devastating. I’ve been lucky enough that it has never happened to me, but it’s an occurrence all to common in the games industry. However, having to cancel your own game after years of work is even harder. So it is with a heavy heart that I announce that I’m stopping development on Lasting Legacy. Continue reading →in Announcements
LASTING LEGACY RULEBOOK There’s nothing like writing down all the rules for a game to keep yourself honest. You can quickly see if complexity is spiraling out of control, and, most importantly, you get to see if your expectations of the design match the reality of the game. So I decided to write a “rulebook” for Lasting Legacy. I put rulebook in quotes because Lasting Legacy isn’t 100% a board game. There’s a light simulation component behind the scenes that is opaque to the player, but everything else can be treated like a board game. I figured it would be a good exercise for me, and maybe a good reference for early testers so they know what’s going on without afancy tutorial.
I’m happy with the final result. It’s about three pages of generously-spaced rules without any images, which beats a lot of boardgames out there.
A word of caution: This is not trying to be a funny, engaging rulebook. It’s a dry, to the point, description of ALL the rules in the game, arranged in the best way to understand all the concepts in a single read. It’s also not a “How to play” document. I think that could be another interesting exercise for down the line, where I just focus on the bare minimum to get a player playing. Continuereading →
in Development log
, Game Design
ISOMORPHISM AS A GAME DESIGN TOOL In the early stages of developing a game, once I have the idea and thefeelings
of the game down solid, my approach is to throw everything I can think of at the game and see what sticks. My early-in-development creative process. I don’t usually bother fleshing individual ideas out in design documents because it usually takes just as long for me to implement those things and see them in the game instead. And who would want to read about an idea when you can see how it works in the game directly? During this phase I need to generate lots of different ideas because only some of them are going to stick. The more varied the better, so I like to approach my idea generation from different angles. The two most common approaches are starting from the theme, and starting fromthe mechanics
For example, in Lasting Legacy , we quickly came up with occupations like Family Doctor or Ball Organizer from the theme, and figured out what useful things they could do in the game (heal people, and attract new friends respectively). We also came up with several occupations starting from a mechanics point of view. For example, we knew we wanted someone to increase the income of other people, so we came up with the Savvy Businessmanoccupation.
This time around I also used a third approach to generate ideas:Isomorphism.
Continue reading →in Game Design
LASTING LEGACY DEV UPDATE #3: UI IMPROVEMENTS Here’s a new video showing the UI improvements and how the characters feel more alive. Apologies for the less than ideal sound and video quality. We’re working on fixing that for next time.in Development log
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