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Archive for the ‘ags’ Category

The Forgotten Element Development Diary #4

Wednesday, October 4th, 2006

Well guys, gals and other assorted genders, it’s been an all action time in development of The Forgotten Element. Since the incident with the coding monkeys and that faulty plug socket, the pressure has been on both of us to do some bloody work ourselves, so we’ve been slogging it out non-stop ever since, not taking even a second to relax.

Progress? Well, there’s been loads!

For example, we noticed that Mia looked a bit silly walking in diagonals since she only had the four direction walk cycles, so we promptly set about adding diagonal walk cycles to make sure her walk would be as natural as possible, given you see a lot of her walking in the game. We now have nigh on 400 frames of animation for Mia alone, and still many more to do. One thing that is very important to us is finding out what will happen to the Battlestar Galactica crew when they get caught by the Cylons, and if Adama keeps his moustache…

Where was I? Oh yes, we’ve also been working on a parser so that conversations and cut-scenes (using the patented and quite funky Elemental Conversation System) can be written in nice and simple TV script-like formatting. This works really well and has certainly speeded up the scripting process no end, and our only real concern now is that since Locke didn’t push the button, he, along with Desmond and Mr. Eko, might be in pretty bad shape (if not worse!) but hopefully everything will turn out okay!


Okay. Hopefully.

What else?

Well, scripting the actual game is going pretty well too. We now guestimate we have approx 75% of the prologue playable throughable, though some placeholder locations and Guybrushes a-plenty still inhabit Seahorse Island. Nikolas has also put together some cracking musical treats along with, quite literally, cracking thunder and rain in the mix. To do this some justice we’ve added a lightning overlay effect that syncs up to his thunder, and it all looks (and sounds, obviously) pretty funky. Now to get those particle effects finished for the rain!

Oh, and we also now know exactly what was in the Dead Man’s Chest.

So yes, non-stop work on The Forgotten Element

Popularity: 6% [?]

The Forgotten Element Development Diaries #3

Tuesday, August 8th, 2006

I thought I’d write a bit about our newfangled Conversation Engine, how it came about, how it works, what it’s capable of and where it’s going.

The system was born out of necessity. Well… I say necessity, we could very easily make the game in AGS alone. It just wouldn’t be exactly the way we want it (and we’re awfully stubborn like that). What I really mean is it was born out us wanting to do certain things that were either not possible with AGS scripting, or requiring quite a clart on to get going in AGS.


First off, the gesture system. In AGS you have things called “views”, which are your loops of animation for four (or eight) facing directions for characters. In AGS you can assign a specific view to a character for their talking animation, meaning it will play the loop associated with the direction they are currently facing.

This did not suffice for what we wanted to do. We wanted the characters to emote, in appropriate places, to the dialogue. We wanted them to react with shock when someone makes a startling revelation, to cross their arms when they feel threatened, or put their hands on their hips when feeling defiant. We wanted them to turn their heads to face the character they are speaking to. To do all this requires transition frames. It would also need not one talking animation, but one for each possible pose, for each possible character. This is something that AGS does not natively support, so we went about writing our own system.

Now we have this XML driven system that allows us to define “poses” for different characters. These poses detail their idle animation, as well as the transition in and out from a standard root pose. As well as this each pose defines the talking animation in that pose, i.e. the mouth opening and closing, or possibly a more involved animation.

This means instead of saying:

“do talking animation 1”
“say this”
“do talking animation 2”

“say that”

We can now say:

“cross your arms”
“say this”

“put hands on hips”

“say that”
“point aggressively”
“say something threatening”

The system will blend in and out of each pose automatically, making the changes in poses smoother, nicer and with no big jumps.

Also we have things called “gestures”, which are different single actions they can carry out when in a specific pose. For example Mia, in her normal pose, can brush her hair back, before reverting back to her original pose and carrying on. We’ve got a fair few poses and gestures for all principal characters already, and we’re hoping throughout the course of the three acts we will end up with quite a lot. Hopefully this will help to add more emotion to the dialogue text. As way of example, Dr. Carter acquired a lot of his character from a single pose that he was given a while after he was first drawn.


Once all this was in place, we set about developing our own flowchart style conversation engine, firstly to get by some limitations with the AGS conversation scripting (which seems like older legacy stuff done before full AGS script was added). We have a bunch of nodes defined in an XML file, each one in turn is processed, but any are able to reroute to any other node in the conversation file. This allows us to have different paths depending on conversation choices, or ultimately conditions such as “is the player stood here?”, or “has this bit of story exposition been revealed yet?” We added different kinds of action nodes, allowing us to tell characters to walk from A to B, say things, change poses, perform gestures, and attach objects together and all manner of other things (ultimately we’ve also added the overlay stuff mentioned in previous parts of this diary).

We’ve now realised what we have is not so much a conversation engine but also a cutscene engine, and it has now been used on pretty much every complex series of actions in our game demo.

As a happy side-effect of this system, it means that our good friend Nikolas is able to implant the music directly into any point of the game he chooses! Without a copy of AGS, he is able to direct the music himself by adding nodes straight into to the XML files. This music can be synchronized with game events–for example, changing the music to being more sinister as soon as Clancy enters the room.

Since this, we’ve started moving our focus from our implementation of the aMuse system in Forgotten Element from being used exclusively, to being used only where appropriate. We think Nikolas will bring much more to the game if he’s free to work like this, and to be honest we want Nikolas’ awesome music, unbridled and free to do what he wants, much more than we want to showcase aMuse, though we will still be releasing it once it’s done, it may be lower priority than originally thought. Another problem with using aMuse is that Nikolas owns a shitload of really expensive sample libraries, being a professional musician and all, which due to the nature of aMuse we would not be allowed to use without violating copyright. This means we would suffer a hit on music quality right off the bat having to use freely distributable sample libraries for aMuse to use… that said Nikolas has had some interesting ideas how we could add more interactive elements to the music and still retain the non-looped grandeur of his stuff. Huzzah!

Go Nikolas!

(Isn’t he lovely?)

Popularity: 3% [?]

Indie Game Preview: Baby Horse Game

Sunday, August 6th, 2006

This game was announced a while back, but for some peculiar reason didn’t garner the attention it so clearly deserves.

The concept of the game is daringly original. In the words of it’s author, 8fNJ, the game is “about baby horses you have to make sure that the mummy horse has baby horses safely then you have to rear them and release them into the wild again”

Graphically, Baby Horse Game is refreshingly unique with stylised graphics to rival many recent commercial games.


Unfortunately, shortly after the game was announced, it’s thread was locked by the moderators of the site. We can only speculate that this was because of the “adult” nature of the screenshots, but hopefully the game is progressing nicely.

While very little of the game is known at this time, it is clear to us that Baby Horse Game represents a deep and meaningful metaphor for life. The game itself is a microcosm of 21’st Century Britain and only through the successful “nurturing” of baby horses can society be said to be mature enough to stand on it’s own feet and deal with the volitile geo-political climate post 9/11.

Read the locked thread HERE!

We look forward to providing further information on this exciting up-coming indie title.

Popularity: 4% [?]

The Forgotten Element Development Diaries #2

Wednesday, August 2nd, 2006

Now that we have our funky alpha blending system working, we’ve implemented the map screen in The Forgotten Element! When you move your mouse over the various hotspots on the map, an image of the location (and it’s name) fades into the top-left part of the screen.

We’ve done this because we envisage there being quite a few main locations by the time the third act is complete and, since the map itself is quite small (and at 320×200 resolution), we wanted to make finding locations as easy as possible.

We will also be updating the location hotspot icons before the demo is released because these are rubbish, and maybe improve that stupid compass too. The town that’s selected on the image above was drawn by Philip Drake, who has been helping out with a couple of the backgrounds! Isn’t he lovely?

As a bit of a happy accident, it would appear that a nice brown map screen has quite a soothing effect on our coding monkeys. They’ve finally stopped weeing on the carpet, and have actually made some good progress with their Psion 5’s. Unfortunately, they’ve also worked out how to connect to the Internet and very nearly got us into a lot of trouble with the FBI.

Work on the dialogue has taken a turn for the better too. When I booted the game up this evening, an extra couple of scenes had been scripted! I can’t quite work out who was responsible - Lemmy or the monkeys - since both are pretty awful at writing conversations, but it’s an extra bit of the game done at any rate.

So, that’s your latest tasty gossip from Lemmy&Binky Towers! Stay tuned for more exciting, thrilling, and pant-wetting updates soon, possibly even from the monkeys.

Popularity: 3% [?]

Binky Wins Colouring In Competition!

Tuesday, August 1st, 2006

Binky’s looking pleased as punch! He’s the official winner of the Colouring Ball over at AGS!

Here’s how he looked when he found out!

Popularity: 2% [?]