Develop a Windows Mobile Game With Us!

Microsoft Surface
Image via Wikipedia

The Guelph Coffee and Code user group is developing a Bit.Trip.Beat-style game for the Windows Mobile platform in the hopes of submitting it to the Race to the MarketPlace Challenge and winning a Microsoft Surface!

If you’re in the Guelph, Waterloo, Cambridge, and Kitchener area, here’s what you can do to help out:

  1. Sign up for an account at Assembla (a free team and project management tool with source control built-in)
  2. Get in contact with me via E-Mail and let me know how you’d like to help out
  3. Install Visual Studio if you haven’t got it already (note: cannot be Express Edition)
  4. Install both Windows Mobile 6 SDK and Windows Mobile 6.5 Refresh
  5. Come out to Coffee and Code on Thursday at 7:30pm (read about the weekly event)

I’ll be posting our progress here as well as my impressions of the Windows Mobile SDK since this is my first exposure to it as a developer.

Hope to see you there!

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Back into Torque. Big time.

I haven’t touched anything to do with level design or game development in a few months as there have been a few other important issues and projects to tackle. But, with the upcoming Christmas holidays, I’ve decided to take 2009 and really flesh out some C++ and torquescript skills and maybe do some creative work, such as 3D modeling and music. I’ve installed VC2005 and VC2008 along with Torque Game Engine Advanced and Torque Game Builder. Let’s rock.

I’m really excited. I’ll be posting all of the work that I complete in the Game Development, Game Art, Xandorus, and Torque categories.

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Earlier today, I had a thought: What if a few of us got together to develop specs for a PC-based open-source games console that uses a bootable Linux-based game DVD for games?

I blogged about the awesome boot’n'play Linux CD before, but it still relies on someone to burn the disc and reboot their machine. Also, this requires gamers to (unless they have a unique set-up) sit at their desk and look at their computer monitor to play games. Finally, you always hope that the bootable disc supports your graphics or sound hardware.

Why can’t we put together some specs for a cheap gaming PC in a mini-atx case, include a TV-out card that has composite, S-Video, and Component output, and offer downloadable ISO game-packs from a website. The system can have a hard disk or can save the games to a USB memory card.

The goal is to make the gaming system as easy to use as, say, a GameCube.

Download the ISO, burn the disc, put it in the console and play.

We’re already half there — the games console could easily use the boot’n'play Linux CD I spoke about earlier. It kind of makes you wonder why this hasn’t been done already?

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Games I Would Remake

In light of the recent release of the Quest for Glory 2 Remake (omigod I still can’t believe it’s real), I wanted to do an “If I had a ton of money…I would make/remake these games” post. These are games that mean something to me — they have either touched my life in some way or I always thought they were overlooked by the gaming masses. Sometimes because of a glaring design flaw, sometimes because the technology just wasn’t there. Regardless, here’s the list (and it’s by no means final).

#1. Shenmue 1 thru 3 in one giant game.

Shenmue epitomized the Sega Dreamcast. Years ahead of its time, yet somehow not quite technically capable of doing what it set out to achieve. This epic game featured neat novelties such as being able to pick up and examine pretty much anything — even completely useless matchboxes. An intriguing story marred by awkward yet unintentionally funny dialog, this game is a good candidate for a new as yet unavailable virtual reality technology.  Imagine playing this game with full, modern graphics and a 3D headset!

#2. Syndicate

For a long time when I was in public school this was my favorite game for the Atari Jaguar. I loved the idea, the music, and the game-play.  I played Syndicate Wars and it was awesome, as well. I’d really like to see a sequel made with today’s graphics.

#3. Bonk’s Adventure

If game developers nowadays took almost any old-school platform game and converted it to 2.5D, it’d be a much more fun world for all of us. Bonk’s Adventure, in my opinion, would be near the top of the list of games to re-do in glorious 2.5D. In all honesty, I could see a remake of this game appearing on the Wii for today’s kids to play. Good stuff.

#4. Road Rash – 3DO/Saturn/PSX version

This game was hella fun in its day. It still is.  Where are games like this today?

#5. Transport Tycoon Deluxe / Locomotion

I know, I know. Locomotion is relatively new and it’s the spiritual successor to Transport Tycoon. But, what I’m envisioning is a huge graphical upgrade to the series along with networked play via the internet. Imagine a persistent MMO universe version of this game where players are continuing to build while you’re offline. A humongous world-size playfield: 30,000km with thousands of cities and villages. Perhaps that’s something for the creators of games like Second Life to think about. Instead of taking Transport Tycoon Deluxe and making it part of a persistent world, why don’t they make transportation a user-driven economy in large-scale persistent-world online social games? It’s more fun than chatting!

If I had tons of money…

I’d hire a crack team to develop software for videogame character modeling that is similar to the modeling system used in the upcoming game Spore.

The premise is simple: You open a program on your computer that is only based around modeling characters or animals. You create things like legs, arms, heads, torsos, and any other body accessories you wish using a simple, to-the-point editor. Really newb friendly. After painting your texture like spraypaint (or by importing from an image), the modeling program procedurally generates the animations and exports to an industry-standard, open-source model + animation format that every major 3D engine supports.

Of course, we’re miles and miles away from something this useful.

The current system for developing models using computers is absolutely horrendous. It’s not that I’m criticizing the functionality of any of the major modeling programs or teams. Far from it. Obviously those artists who spend the time, get an education in the field, and are uniquely talented can and do create some fantastic scenes for us all to view whether it be still shots, games, or video.

The problem is that the tools are too extensive for the needs of an indie videogame designer. If you don’t know how to model, texture wrap, rig, animate, export, and then import your models, or you don’t know anyone who does, or if you have no funds to pay for someone to model for you, then you’re simply not going to be able to make a 3D game and tell your story. In this case, your only solution is to go 2D with tools like  RPG Maker VX or Torque Game Builder, which are at the top of their class for 2D.

It’s disappointing because there are so many neat 3D games started by so many small teams these days and we’ve all got a large amount of free (or very low cost) 3D technology, but unless you’ve got a lot of time, a lot of money, or somehow a lifetime of game development knowledge, it’s very hard to produce an indie 3D game.

There are companies who are striving (and doing great work I might add) to give indies a chance by building just the tools I am blogging about (case in point: GarageGames), but there is still one area where complexity reigns supreme: modeling and animation.

Let’s look at the current setup.

First, as an aspiring modeler you’ve basically got two choices: a powerful yet completely unintuitive open-source solution (Blender), or software piracy to download and use an industry-standard but insanely expensive and closed solution (Lightwave, Maya, 3DS Max, et. al).

Then, after installing the software, the file formats that each program use are not entirely and completely interchangeable. It’s a bit like the different floppy disk formats of the 1980s. The files on each of the disks were the same but each had a special format, key, physical size difference, or other attribute that kept them almost entirely proprietary.

In between each of these programs is a completely unique interface. It’s not like the difference between Google Docs, Open Office, and Microsoft Word, of which you might spend a total of 30 seconds figuring out where everything is. No, these all feature user interfaces that contain so many powerful tools that they have their own scrollbar. We’re literally talking feature overload, here.

A few examples:

3D Studio Max - Keyframing on the bottom, something random on the right, and a bunch of tool icons on the top.

Lightwave - 2 Separate programs. Keyframes on the bottom, options on the left.

Blender - Unique UI that you can adjust yourself but takes some getting used to

Maya - A trillion toolbar options.

After you finally make your model and texture it, you have to rig it by placing bones and joints inside manually that will give your player the skeleton it needs in order to move. That sentence might take you weeks to finish if you’ve never done it before. With your skeleton in place you need to animate it by using a keyframer. As your skeleton moves, your model’s body will follow suit.

Hopefully and with any luck, the program you’re using will have an exporter that will export your model in the format your game engine can support. For Quake and Half Life that was Md2. For Torque, it’s DTS.

If by this point you’ve like me and you’re wondering why modeling a character for your 3D videogame can’t be simpler then at least I’m not alone! So, what’s the solution at this stage of the game? You tell me.

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