Posts

Showing posts from July, 2010

Understanding Game Time Steps - Your 3 Options

I was just answering a question over at the gamedev Stack Exchange beta site and I realised I was pretty much writing a blog post about time steps for games. How you handle your time step has big implications on how your game architecture needs to be set up. There's a lot of confusion and misinformation in this space, but I think I've pretty much got my head around it. Here are your 3 options: Option 1 - Do Nothing Do nothing. Attempt to update and render at a certain interval, e.g. 30 times per second. If it falls behind, let it and don't worry. The game will slow down into jerky slow motion if the CPU can't keep up with your game, but there will be no jarring jumps across the screen. This option won't work at all for real-time multi-user games, but is fine for single player games and has been used successfully in many games. Option 2 - Delta Time Use the delta time between each update to vary the movement of objects. In Flash this is just a matter of callin

A code review of PewPew by Mike Chambers

Image
A very rare event has occurred - the chance to look at, discuss and play with the full source for a Flash game! I've worked with the source to dozens of games by different developers, but I'm normally under a non-disclosure agreement so I cannot divulge the full horrors of what I found there. But Mike Chambers from Adobe has kindly released the full source to his game under MIT open source license, and I thought this could be a great spring-board to open up discussion on the architecture and best practice of making Flash games. The source is here: http://github.com/mikechambers/pewpew/archives/master but you also need to download is framework from here: http://github.com/mikechambers/Simple-Game-Framework/archives/master Mike, hasn't made a game since Flash 4, so if you read this Mike, please take it in the scholarly spirit in which it is intended :) and to everyone else, remember I am just one guy with some strong opinions, weakly held. Ok here's my thoughts...

Goals, missions and quests

Games with little in the way of narrative tend to have quite abstract goals for the player to aim for. I've written before that "games are about the relationships between objects in space", and in a pure game like Tetris or Connect 4, the goal is simply to get some objects into a particular spatial relationship, for example a straight line. Most action/adventure games however, use three basic goals : Kill enemies (like Space Invaders) Collect items (like Pacman) Reach Location (like Mario - although he also collects items and kills enemies) Even a game like Gears of War is basically made up of just these goals - get to the extraction point while picking up weapons and ammo and killing locusts. But that's not what makes GoW exciting or fun - it's the obstacles that get in your way - environmental puzzles to solve, enemy behaviour to study and overcome, and the twitch skill you need to survive. The problem with RPG quests, like you find in World of Warcraft, is th

Some thoughts on character design

Some random things I remember reading about character design, and some things that have worked for me. Thomas the Tank Engine breaks both my first two rules, so should be an example of the bad character design, but somehow kids love it! a character should be recognisable from just their silhouette. Each character in a group should have their own colour scheme. Simply-drawn characters are easier for the player/viewer/reader to relate to, because they are less specifically one person, and more of a vessel for the player to project themselves onto. For the same reason as above, characters shouldn't say much - that's the Gordon Freeman effect. Most game characters don't talk, and when they do talk, on spin-off cartoons etc (e.g. Sonic), it's annoying. In games you can express a lot about the character from the way they move and interact with the environment. For unique costumes, raid the history books for crazy armour, uniforms, hats and dresses, and adapt to fit your sett

Now I have a games portal too! (DullDudeGames.com)

Image
Now I have a portal . There are a lot of Flash games portals out there. Maybe a million, maybe a billion; who can say? And does the world need another one? Probably not. So why have I made one? (OK, enough rhetorical questions now!) In case you don't know, a summary of how the indie Flash games business works is this: - Developer makes a game - Developer licenses game to a primary sponsor and adds branding and links back to sponsor site within the game. - Sponsor pays developer, and as long as developer didn't spend too long making the game, developer makes a profit. - Sponsor sells advertising on their site. The advertising (hopefully) generates more revenue than the sponsor paid for the game, so they make a profit. If you create a game, but don't have a sponsor, you have some surplus value, which is the traffic your game could generate, that doesn't go anywhere. So make your own portal and put some ads on it! Which is what I've done, because I didn't