So yesterday was the 2nd and last day of the Independent Game Conference West. It was a good conference. I met a number of interesting people and felt very enthusiastic. The first person I met was this dude Marcus who gave me a high five for working on an RTS. He turned out to work for the Hotel, which made his excitement that much cooler.

vanderbeekGame

Day 1 started out all-business, but just when I was beginning to worry that this conference would be all about revenue streams and marketing strategies, I heard a great talk by Aaron Vanderbeek on how the relationships between players in a game can influence the way they play. He found a correlation between the closeness of a relationship between two players and their tendency to cooperate vs. compete. Very interesting concept that can lead to many other discussions (and did).

Then John Master Lee held a fantastic discussion on indie game marketing and how even a single man operation can do the job without a publisher. A lot of his advice stuck with me. He suggested emphasizing individuality, indulging in the indie’s role as David fighting Goliath, and gave some interesting tips on creating a fan base. For one, Lee claims that long blog posts are a waste of time because very few people read them and they take a lot of energy to write. That’s too bad because I have a lot more crap to say. Continue Reading…

A long while ago I stopped posting when I decided I wasn’t getting enough cold hard coding done. After a lot of cold hard coding, I’m back to talk about Bad Bones. Bad Bones is a flash based real-time strategy game that is my first attempt at the RTS genre the way I see it. It still needs work, but it’s doing well.

Bryson is still working on unit art, but here are a couple sketches I sent over to give him an idea of what I was going for with the game.

They’re called Boman and they like to eat and have babies. Stay tuned for more art and the Boman backstory.

I’ll be demoing my early version of Bad Bones at the Independent Game Conference West in sunny Los Angeles (Marina Del Rey) this Thursday and Friday (November 5th and 6th, 2009). If you’re around, gimme a holler and wish me luck on finding a bag of cash to fund my game.

Now I wish to direct your attention to some impressive figures! I expect that I can deliver good performance on map sizes at least as big as 1600×1200, and perhaps as large as 3200×2400. Dimensions like that are generally thought to be impossible in flash, but I tell you it can be done. My proof is that I have seen it! Though it was at about 15fps…Still, it can happen.

I can get in 1000 units if I’m okay with 15fps on a 1600×1200 map currently. After some house-cleaning I expect to run a solid 30 fps with 500 units on a 1600×1200 map and of course I’ll aim for higher.

Bad Bones represents years of pondering over the RTS genre. I might say that the first time I became a hardcore fan of a game was when I got into Warcraft. It was right around the time that Warcraft 2 was coming out that I found out about the series from a kid named Raphael in my 6th grade class. His description gave me a blind faith in its excellence, and at this crucial time in my gaming experience, I was not disappointed. My family had just recently purchased our first computer and Warcraft and Warcraft 2 were an immensely gratifying experiment in PC gaming for my brother and I.

However the suspension of disbelief perpetuated by the fantastic booklet art and its pages of story, the in-game text, cut-scenes, and characters could not last forever. Warcraft 2 was my first online multiplayer experience and I became immediately aware that the name of the game was micromanagement and rushing. The best players weren’t strategists or tacticians, they were factory foreman that knew how to pump out a basic unit fast and deliver it to the enemy encampment. Continue Reading…

So the Tomb Raider hype machine is pumping away about the new player tailoring features of the latest addition to the franchise, Tomb Raider: Underworld. Tomb Raider games involve action elements and puzzle elements. But what if I don’t like action elements? Now they can be turned down so you don’t fight much. And if it’s puzzles you don’t like, you can turn those down too. If you don’t like something, you turn it down like volume on a TV. Great, right?

In the options menu of a game, you expect to find options. What is optional is, by definition, not necessary. So what does it mean when what is otherwise considered an essential part of a game, like it’s action or puzzle elements, is made optional? Developer Crystal Dynamics says that the different types of gameplay are nice as “punctuation,” which is why the player was not offered the power to completely remove them. So if you don’t want to solve a puzzle, just ask Lara and she’ll solve it for you. Unfortunately, turning down one half of the game will not reduce its price to $25.

Continue Reading…

Long, long ago, I posted about my old TraceManager class for supreme debugging, but it was flawed! Hans from ObjectPainters was kind enough to comment with a link to a similar project he had put together. His did not have as much sophistication in its data tracing, but it did have a “FunctionWrapper.” His FuncitonWrapper could modify existing functions in run-time (so you don’t have to) allowing his tracing capabilities to be applied to any function without requiring the programmer to modify actual class files.

Hans was right about the usefulness of a function wrapper, but I didn’t feel like getting into it . . . until now. A couple days ago I brought up my old TraceManager and decided it was time to revamp it.

//Wrap class
traceManager.wrapClass(testClass , “testClass”)
//Run class function
var diff:Number = testClass.Subtract(6 , 3 , “trace:Infinity”)

The testClass.Subtract() function above was not capable of producing sophisticated trace data until the traceManager.wrapClass modified it and every other function in the testClass class.

I’ve taken Hans’ proposal one step further, by creating a ClassWrapper (using the undocumented ASSetPropFlags) that will automatically apply tracing capabilities to all functions within a given class instance. Finally, I feel the TraceManager to be a tool that all actionscripters could use in any project:

TraceManager.zip

I’ve added those 2 new functions, modified formatting a bit, and made a few other slight adjustments. If you used the previous version you probably will barely notice the differences outside of the 2 new wrapper functions. For a review on the basic ideas check out the original post. Now I give you an example of a trace out and will explain use of the new wrappers. Continue Reading…

NorthStar is my new pathfinder for use with arbitrary, irregular polygons. CHECK IT OUT. Drag around the green and red circles. The green one is used as the start point and the red is the end

A couple months ago I decided I would begin working toward my long time dream of producing a real-time strategy game. I actually finished NorthStar and had this written a few weeks later, but I’m only posting now because I’ve been hard at work with the rest of the game! Now working on unit logic along with a new Sokay project (more on that later) and editing a new film (later still), so I been a little busy. Expect Demos.

I planned on basing the RTS engine on some of my previous work with physics (perhaps that sounds strange, but it makes sense). Step one was coming up with a pathfinder.

Continue Reading…

The first short by my good friend Allegra, another student of CSULB film. I worked camera for this one. It was limited to 3 cuts max.

May it be the first of many.
-Christopher J. Rock

I spent much of today beating 2 flash games. I like the sound of that: beating flash games. Not just playing them but beating them, because there is enough in the games to play that when you’re done you can actually say the games are beaten.

Dino Run: I found this beauty c/o the blog over at indiegames.com and I was very impressed with PixelJam‘s work. I’d label it under the Sonic the Hedgehog genre of games, one I’d like to play more of. It’s a full game with a lot to play with. The look and feel is nice, some of the physics are a tad weak, but they do the job and beat the norm. I love the tension, the atmosphere of fleeing. It would be excellent setting for a simple story because the nature of a chase is that it is linear. Not to say that stories must be linear, but game-stories tend to be (due to laziness). Unfortunately, the game is lacking in the story department, but it’s alright because it does well everywhere else. GO PLAY IT.

Warlords: I was linked to this piece from Ben Olding after playing Dino Run and was really surprised by such a simple design adds up to strategy on multiple levels. It’s not only about unit selection, but timing, and tactics as well. Again, the game has tons built into it: multiple races and unit types, unlockable races and unit types, leveling-up, a filled out campaign mode and the unit purchasing/upgrading system really gives players a place to craft a style of play. It’s all very simple, but the game is much more than the sum of its parts. PLAY THIS ONE TOO.

As a bonus, each of these games has a form of multiplayer. Dino Run is actual online play and Warlords allows 2 people to play on the same keyboard. Both options are pretty cool if you ask me.

Man, it’s nice to find good games.

-Christopher J. Rock

Two new films up. The Submariner and The Noise.

This is a trailer for my thesis film at CSULB. Its my latest work and will be completed over this next summer. You can watch it in full screen and at a higher resolution at YouTube.

I’m taking a lot inspiration from Soviet propaganda filmmaker Sergei Eisenstein.

Shooting started at the end of last semester when we did all of the live action footage, then miniatures and effect shots were done in April. Now I have many hours to spend editing and scoring the whole thing. It’ll add up to a great lot of sweat, but definitely worth it. Continue Reading…

While you were too busy playing GTAIV, Nintendo launched the “Nintendo Channel” for the Wii. As per usual Wii owners can download the new channel for free from the online shop. With it, you can stream videos of game previews or (as is the case for WiiFit) interviews with developers. You can also download game demos for your Nintendo DS and of course Nintendo has given us the power to volunteer market information. Continue Reading…

Grassfields and Highways

Ever since I read his interview on Rock, Paper, Shotgun; I’ve had my eye out for anything on Eskil Steenberg‘s MMO, Love. It’s a fascinating project demanding ambition enough that I have instant respect for the guy taking it on alone. He says on his blog that he’s gotten offers for help but turned them down:

Lately I have gotten a bunch of Emails from people who want to help me and as grateful as I am, I don’t really know what to do with them since I know i can do the job myself.

Stonehenge

Taking on the world, now that’s a lifestyle. And doing it as an auteur too. He says the game is called Love because that’s why he’s making it. It’s not about money, just the love of the game. Seems to be a major theme he has going. Not a bad one. Continue Reading…