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Archive for the ‘indie’ Category

CGEmpire Community Game Development Project

Sunday, August 27th, 2006

Woo, the friendly game industry fellows over at CGEmpire are planning to start a community game project on their forums! Using the newfangled and exciting XNA technology and written in (super elegant and nice and easy, yet a tad slow) C# all the folks over there are going to try and design and write a full game by committee!

Sounds like an ambitious plan! But I’m game.

Get yourself over there (and go oooh at their new fancy front-page and gallery system) sign up, and take a look. But do come back now, y’hear!

Popularity: 4% [?]

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: 4% [?]

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: 5% [?]

New Game! We will not be deterred!!!

Saturday, August 5th, 2006

So the bastards at NewGrounds didn’t like our fantastic Adama Stare-out game eh? We could have given up there and then, but why? Why deny the world the most ground-breaking and entertaining games just because one site thought our first title was rubbish?

We took on board some of their comments, like there should be sound, and it was too easy to cheat… and we’ve added… wait for it… Synthesized speech! And an original (and high quality) music track! More gameplay than you could shake a stick at! And a lower price point! And so, we bring to you the awesome brilliance of…


Click the Spot


Bask in it’s incredible glory! Tell your friends! We think (and you will agree) that there will be Click-The-Spot mania all across the globe! Stay tuned, we will post the glowing reviews shortly.

Popularity: 2% [?]

Is that a bit like Coppery?

Friday, August 4th, 2006

Holy shamola! It would seem, for some UNFATHOMABLE reason, the friendly (probably American) patrons of NewGrounds flash animation and game site have deemed Adama Stare-out to be too bad for their site with a rating of just 0.27 out of 5!!

They comment that we “made a slight error - people can cheat as they can just not press the button”. Fair point! We feel extremely stupid now, because that blindingly obvious eventuality never even occured to us! It seems a bit unfair though, as they could clearly not appreciate the sheer immense time, blood, sweat and unadulterated love that went into this great title…! That said one of the kind fellows gave us 7 for graphics and a 8 for sound!

A link to the “BLAMMED” article itself!

http://www.newgrounds.com/portal/view.php?id=329391

We’ve subsequently decided to give up on our indie efforts. What’s the bloody point?? What is the bloody point?!?! We thought we’d done something pretty special there, to quote our marketting tag-line the “best game ever”… and now we find out it’s apparently not up to the NewGrounds regular’s high standards?

Bastard rapists of dreams! Bah!

Looks like we might have to chop a bit off the $49.99 price tag now.

We should have just gone and made something like Gibbage!

Popularity: 1% [?]