Indie Game Development

By Shamus Posted Tuesday Mar 18, 2008

Filed under: Projects 64 comments

Black Sigil
I’ve mentioned before that I’m currently working on an indie game for a small Canadian studio. For a while I’ve needed to be vague on the details, until we could be sure that everyone was comfortable with me blabbing about it here, to what is often thought of as a large audience. (Apparently I sometimes underestimate the impact of my traffic, but only because I’m too busy looking at all the sites ahead of me.) But now we’ve reached the point where I can speak freely…

The project I’m working on is Black Sigil: Blade of the Exiled from Studio Archcraft. (The game was called “Project Exile” during development, and that’s still the name you’ll see on the website in various places.)

I’ve actually only played the first couple of hours of the thing so far. I know it’s unfair to compare it to something like Final Fantasy VI, which is older and has earned its place of legend among titles of the past, but as a recent newcomer to both titles I’d say the start to Black Sigil hooked me in better than the start to FFVI. It’s a shame, really – I’ve read the Black Sigil design docs and I know how the story unfolds, which kind of ruins it for me.

The game began development as a GBA title, and has since moved on to the Nintendo DS. It’s been in development for a while and I’m only getting involved now as the thing gets ready to cross the finish line. The bulk of the work I’ve been doing is simple stuff: Scripting pre-written dialog and choreographing cutscenes. It’s not creative work, but it’s important and a natural way to get to know the technology and tools. I’ve also been doing some writing and game design stuff for another project, but that stuff is still in the preliminary stages and hasn’t evolved very far past mere brainstorming. It’s the kind of stuff I live for, but the scripting needs to be done first.

Actually I shouldn’t call the scripting work “simple”. I know from experience that no system is ever as simple as it looks from the outside, but being aware of this truth and being subjected to this truth are always two different things. The work was actually rife with eye-crossing complexity until I figured out what I was doing. In my very first session with the tools, it took me something like two hours to get a couple of NPC’s to have a little conversation – five lines of dialog – in front of the player. This is the sort of experience that will bestow humility in short order.

Being introduced to a new toolset has several distinct phases:

  1. This is very confusing. There are so many buttons! Why does this have to be so complex!?!?
  2. Okay. I sort of get it now. I guess I can live with this system.
  3. You know, this thing is actually pretty powerful and well-organized once you understand how it works.
  4. This tool is the best for this particular job, the standard by which all other tools should be judged. You can have it when you pry it from my cold, dead hands.

I’m somewhere between steps 2 and 3 right now. I do not claim to be at all proficient with the thing yet, but I’m at the point where I can make the characters have a little conversation without expending an entire evening in the effort. A lot of this stuff would be done in minutes if I could somehow download, Matrix-style, the knowledge and familiarity normally acquired through repeated exposure.

This demo movie is pretty old, but this is more or less what the game looks like, and should give a good overview of the plot:

Since I’m not going to be playing the game normally, I don’t plan on doing a regular review series for this. That would be pointless anyway, since the game isn’t out yet. But I do expect to talk about the game more as it nears release. The usual disclaimers apply: I’m working on the game and have a certain attachment to it at this point. Calibrate your perceptions of my words accordingly.

 


 

Robot Dog

By Shamus Posted Monday Mar 17, 2008

Filed under: Movies 38 comments

The robot spider from last Friday? Bah. That’s nothing compared to the Robot Dog:

Finally, a dog you can kick without guilt. That buzzing noise has gotta go, though.

 


 

Chainmail Bikini Hiatus

By Shamus Posted Monday Mar 17, 2008

Filed under: Personal 14 comments

So, Chainmail Bikini is on hiatus. I know how it often is with webcomics: Some go on hiatus and never return. I know this because it seems to happen to the ones I read on a regular basis.

Making a webcomic (or more specifically, drawing a webcomic) is a time-consuming deal, and unless you hit it really big you’re not likely to make money in any meaningful way. Under ideal conditions, you’ll bring in enough cash to pay for the cost of distributing the thing, which is like working at a job which pays you by reimbursing you for your commute. Sooner or later you’ll wake up on a Monday morning and realize that if you stay home you’ll be no worse off than if you go. So if you’re going to go to all the trouble of getting out of bed you’d better love the crap out of that job. I did, but my task was easier than most and I only had to do it for a year.

If you’re lucky enough to have something left over after rendering your debt to the keepers of bandwidth, then the likelihood you’ll be happy with this surplus is directly proportional to how bad you are at math. If you take your surplus and divide it by the number of hours you spend not playing World of Warcraft because of your comic, you’ll probably notice the resulting number is less than what Wal-Mart Stores, Inc. will pay you to stand beside shopping carts and tell people to have a nice day – a job not easily distinguished from loitering. Again, you had better derive some sort of euphoric delight from drawing the thing because there is stuff out there that is easier and pays better.

I don’t know if this is how Shawn sees things. He’s got some basic real-life issues intruding on the comic and so we’re going to take a break. Some people have asked – with varying levels of politeness – what would happen to the comic without Shawn, should he be obliged to withdraw entirely. I thought I would answer these questions in one post rather than enduring weeks of questions and speculation during the hiatus.

  1. I’ve always said that the comic is a joint thing between Shawn and I, and I don’t have any desire to continue without him. Shawn has a distinct visual style. It’s one of the strong points of the strip, but it also means that Shawn is about the only person who can draw it.
  2. If the comic were to end prematurely for some reason, I would most likely post the rest of the story as text, in the hopes that this would give readers some sort of closure. I’ve had the story of CB written from the start. While ideas have been added, the initial story arc has remained unchanged since the very first strip.

So that’s where things stand. If all goes well we’ll see you April 7th.

 


 

Robot Spider

By Shamus Posted Friday Mar 14, 2008

Filed under: Movies 33 comments

No time for blogging today. Allow me to distract you with this. Some kind robot spider thing. I found this movie at Dan’s Data by way of Chizumatic.

I don’t know why people keep building stuff like this. It’s the start of the slippery slope. One day you’re building little robot spiders for fun, the next thing you know automated factories are cranking out earthmoving hunter-killers like this one:

robot_spider.jpg

When the robot uprising comes, I think these people will have to answer a lot of difficult questions about which side they’re really on.

 


 

Mass Combat Rules

By Shamus Posted Thursday Mar 13, 2008

Filed under: Tabletop Games 48 comments

A few weeks ago I mentioned the homebrew mass combat rules we used in our gaming session. Several people expressed an interest in seeing them, and I’ve finally gotten around to obliging. Here it is, for the curious.

This system is designed around the idea that the armies are of relatively equal level and ability. If you have Orcish Warriors with great axes vs. Peasants with semi-sharp sticks, you need to either accept that the peasants are going to equal to the Orcs or you need a more complex rules system. This one is built for simplicity, not wargaming simulationists.

The goals of the system are:

  1. Allow large numbers of forces to fight without too much paperwork.
  2. Allow for interesting and varied strategy.
  3. Allow heroes to shape the battle by mildly boosting the performance of their troops, without overshadowing them.

This system is designed for a group of players who like fast, uncomplicated combat, and is thus not hardened against rules-lawyering weenies. If one of your players argues that his army of Wizards should be able to cast Mage Armor on themselves, turn invisible, and then fly all over the battlefield, raining down death with impunity, then realize that if you give in you will be defeating the purpose of using this system. Pretty soon everyone will be arguing for more complexity in a way that favors their heroes. (Or your weenie player will be overshadowing them with his uber forces.) Do make sure your players are comfortable with these approximations and simplifications.

If they start dragging their epic gear and supernatural abilities into it, then it’s time to brew some coffee and grab a big fat rulebook of established, playtested mass combat rules, because using this system is going to ruin your friendship.
Continue reading ⟩⟩ “Mass Combat Rules”

 


 

Orc Holocaust

By Shamus Posted Wednesday Mar 12, 2008

Filed under: Tabletop Games 73 comments

Slate has an article taking a swipe at late game designer Gary Gygax: Orc Holocaust

It holds up Steve Jackson and Greg Stafford as superior game designers (calling Gygax a hack in comparison) and then takes Gygax to task for the system of “experience points” that so often works against roleplaying.

I don’t really disagree with the notion that experience points lead supposedly heroic characters to behave like a band of bloodthirsty nutjobs. That point has actually been made, over and over, for a quarter century. I’ve built more than my share of jokes on that very idea. However, the system is still in use all these years later, even by people like Steve Jackson and Greg Stafford.

The article subtitle, “The reprehensible moral universe of Gary Gygax’s Dungeons & Dragons”, makes it sound like we’re in for some tongue-in-cheek fun at the expense of D&D, but either the author is serious or his humor is so dry that it is undetectable to me. The article reads like a dozen other sullen, bitter rants I’ve read against D&D in various forums, but with better grammar and spelling.

Of course, perhaps it is just well-constructed flame bait, designed to increase traffic and linking by being controversial. In which case I just fell for it.

(Thanks to reader Ryan for the link.)

LATER: Also, what is the deal with Slate using Alan De Smet‘s photo without attribution, as required by the Creative Commons-Attribution license? I know some blogs are sloppy about that sort of thing, but you’d think Slate would be able to stay on top of that sort of thing with their fancy editors and all.

As a further aside – I don’t know why, but I am more irritated by Creative Commons violations than regular copyright violations.

STILL LATER: Alan De Smet pointed out that the photo is indeed attributed. It’s in small print at the bottom (which is why I missed it, I shoulda used search) but it’s there.

AND MORE: Great rebuttal here. More here.

 


 

The Memory Card

By Shamus Posted Tuesday Mar 11, 2008

Filed under: Personal 77 comments

It’s Saturday night. We’ve finished our weekly D&D game, and have decided not to squander the evening rhythmically tapping the “Stumble” button as we did last weekend. That is, we decide to find some productive way to waste time.

I’ve been meaning to play Final Fantasy VI, and I even have vocational justifications for doing so. The (still unannounced on this site) project I’m involved with is a Nintendo DS title that is descended from the FFVI visual aesthetic. Imagine if, instead of moving to polygons, the makers of jRPGs had simply continued to refine the established gameplay and presentation. We’re talking about something that looks like some sort of “high res” Super NES level graphics here, as if it came from some alternate dimension where technology advanced along a different vector. In any case, the game I’m going to be working on draws from the same chibi-style fixed-angle orthographic presentation concept, and so to avoid making an ass of myself I really should familiarize myself with the medium.

The other three guys with me have all been through the game multiple times and are excited about the prospect of me experiencing the game for the first time. So much so that they’re actually anxious to sit and watch me play the game. I have the Final Fantasy Anthology (which includes FFVI) for the Playstation(null), which I plan to play on my Playstation 2. Except, my memory card doesn’t seem to be working.

We try the usual folk remedies: Blowing on the contacts, moving it to the other slot, and muttering various childish expletives at the thing. Surprisingly, none of this works. Not even the cussing. Eventually one of the guys gets around to noticing that I’m using a PS2 memory card on a PS(null) game, which, not that anyone ever told me, doesn’t work. How was I supposed to know? I’m new to all this old technology! I usually just plug the thing into the other thing and it it does whatever its supposed to do! Why can’t it just use the PS2 memory card? This last question has apparently been an imponderable among PS2 owners since the arrival of the platform eight years ago.

So it’s eight in the evening and we need an old-school PS memory card. Oh yeah. We’re in the midst of a snowstorm. Still, this is important and clearly an endeavor worth risking our lives over. We pile into the car and head for EB Games at the mall.

Continue reading ⟩⟩ “The Memory Card”