Logistics first:
We've settled on a hotel for the trip to the Montreal International Game Summit (MIGS). The good news: it's a sweet hotel, and is about half a block from the conference center. The bad news: it's gonna be about $135 per person (for the 2-day stay). Ouch. The price crept up fast: $100 for the hotel, +tax, +parking. On the other hand, I'm looking forward to staying in a hotel room larger than 10x10x10 ft with bunk beds stapled to the walls. MIGS is November 16-17.
We're hosting a Game Jam the day after Halloween, November 1st!! Show up, find the theme, and partake in some hangover coding! Should be an interesting showing.
Game from a Frosh!
Adam, a new Freshman member of the club, showed his progress on his game "Catmouse," a 2-player top-down chase-and-kill game. Woo! Of course we're stoked to be seeing a new project from a Freshman -- more of that! Adam distributed the game to the club on a flash drive and had members pair off to test out the game. Generally, we gave him the feedback that the balance was still a little off, very biased towards the mouse; other than that though, it's looking great, especially for just a few weeks of work from one dude! Well done Adam!
OMFGTTRPG TIME!
Justin (TM) ran a small tabletop RPG today; a good time was had by all! Or so it seemed, judging from the shouting and jumping coming from that corner of the room.
Wednesday, October 21
Thursday, October 15
Chris and his Black Box: A Night with Python
In our ongoing efforts to welcome new members and arm them with some tools they might employ to create their own games, we tried a new activity last night: Chris (aka Southpaw Hare) created a small shell of a Python game, where you select what kind of bullet, target, and explosion you want to use. Lo and behold, the game begins and prompts you to shoot your chosen bullet at your target-box-blob-DeathStar-Cow-HowardDean-thing, and it explodes with not-so-predictably hilarious results.
This activity was designed to introduce members new to Game Development to the concept of The Black Box, or, more textbook-like, modular development. Members wrote new definitions for bullets, targets, and explosions in simple Python files, and just imported them into Chris' base code (without any knowledge of how that base code works) to create new functionality in the game. This activity encapsulates, on a small scale, how a larger-scale game would be put together: one programmer writes the physics, another writes the display, another writes the movement controls, each module treating the others as 'Black Boxes': knowing only the input and output, not having to worry about the specific implementation. When brought together, these modules create a game.
Hopefully, new members, namely those who might be intimidated by the scope of creating an entire game, can now expand the concept of the Black Box from this activity to their own projects, and think about how to design the game as a series of connected components.
Happy component-plugging!!
This activity was designed to introduce members new to Game Development to the concept of The Black Box, or, more textbook-like, modular development. Members wrote new definitions for bullets, targets, and explosions in simple Python files, and just imported them into Chris' base code (without any knowledge of how that base code works) to create new functionality in the game. This activity encapsulates, on a small scale, how a larger-scale game would be put together: one programmer writes the physics, another writes the display, another writes the movement controls, each module treating the others as 'Black Boxes': knowing only the input and output, not having to worry about the specific implementation. When brought together, these modules create a game.
Hopefully, new members, namely those who might be intimidated by the scope of creating an entire game, can now expand the concept of the Black Box from this activity to their own projects, and think about how to design the game as a series of connected components.
Happy component-plugging!!
Thursday, October 8
Project Update: "Needlemouse: The Emerald Hills" (Jono) / 3D Art
Jono talked forever tonight about the game he's working on, Needlemouse: The Emerald Hills. To condense, he talked about:
The Art
Jono showed the club the first glance of the in-game level art. Here it is:
Someone clearly had a headfull of acid last time he played Sonic.
Prototyping
It's kinda a big deal. Without prototyping, you don't know if your game is really as great as you think it is, or if it's utter crap. A prototype is a super-simple version of your game, or an aspect of your game, for idea-phase testing. Build prototypes constantly, always try out new features, expand on those that work and are fun, and throw out those that don't work and suck. Prototyping is the difference between a game that is fun and effective and a game that isn't.
Communication
You can't build your dream game all by yourself. And even if you can, you'll still need to be able to communicate effectively with team members in the game industry and in life in general. Good communication tools are paramount to pulling off a big project. Jono recommends Google Docs (soon to be obsoleted by the upcoming Google Wave, which his lucky team has been using), Subversion / Git / some version control system, and Skype.
3D Modeling
It's pretty much just three tools:
Fig 2: Redirecting around two edges; redirecting around one edge. Good polyflow puts detail where you need it.
Jono's project can be followed at Needlemouse.com.
Btw, this post written by yours truly, in the third person. We wouldn't actually rip on a member showing their work (unless they're an officer... in which case, fair game! ;-)
The Art
Jono showed the club the first glance of the in-game level art. Here it is:
Someone clearly had a headfull of acid last time he played Sonic.
Prototyping
It's kinda a big deal. Without prototyping, you don't know if your game is really as great as you think it is, or if it's utter crap. A prototype is a super-simple version of your game, or an aspect of your game, for idea-phase testing. Build prototypes constantly, always try out new features, expand on those that work and are fun, and throw out those that don't work and suck. Prototyping is the difference between a game that is fun and effective and a game that isn't.
Communication
You can't build your dream game all by yourself. And even if you can, you'll still need to be able to communicate effectively with team members in the game industry and in life in general. Good communication tools are paramount to pulling off a big project. Jono recommends Google Docs (soon to be obsoleted by the upcoming Google Wave, which his lucky team has been using), Subversion / Git / some version control system, and Skype.
3D Modeling
It's pretty much just three tools:
- Extrude Face / Edge (for creating new chunks)
- Insert Edge Loop (for adding detail to an area)
- Split Polygon (for redirecting edge loops)
Fig 2: Redirecting around two edges; redirecting around one edge. Good polyflow puts detail where you need it.
Jono's project can be followed at Needlemouse.com.
Btw, this post written by yours truly, in the third person. We wouldn't actually rip on a member showing their work (unless they're an officer... in which case, fair game! ;-)
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