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- THE GETTING STARTED GUIDE TO GAME DEVELOPMENT FAQ.
-
- A FAQ by Ben Sawyer Version 1.3
-
- Please feel free to distribute this document electronically as
- much as possible for non-profit use only. This document may not
- be printed and/or distributed in any fashion in any for-profit
- manner whether for a newsletter, online zine, or professional
- publication without the written permission of Benjamin G. Sawyer.
-
- (c) 1995 Benjamin G. Sawyer
- ===============================================================
-
- Improvements from Version 1.0
-
- - Fixed file format
- - Fixed some erratta
- - Added better explanation of DOS/Windows C/C++ Compilers
- - Improved book listings with more explanations - Added some new
- game types to game categories - Improved On-Line resource
- sections
- ===============================================================
- Contributors: The following people have assisted in the creation
- of this document. Dave Snyder/MVP Games, Bruce Lewis CyberSims,
- Gregg Seelhoff, Jim Bucher, Akiva Atwood, Chris Crawford, Kevin
- Gliner/CGDA, John Eichelberger, and Chris Newland.
-
- Plus anyone I forgot and thanks to all my downloaders over 500 I
- know of with the first version.
-
- PREFACE
-
- Thanks for reading this document. Just this week I answered
- several calls for help from fellow developers looking to create
- games. In fact like many of you, I'm now working on a game which
- hopefully won't see as many delays as this FAQ did.
-
- Starting out I had a lot of questions; being someone who hates
- unanswered questions, I set out to answer them myself. The
- result is this document.
-
- While I'm sure there is useful information here for every game
- designer, it is really meant to be the first stop on a long, and
- hopefully rewarding
- journey. I'm not trying to give you programming howto's or even
- tips on creating art. Instead, what I have tried to do is create
- a simple and fun overview. This FAQ details what steps you will
- take, what books you need to read, and what tools you will use en
- route to game-creation.
-
- There's my Chinese food at the door, so as you read on, rmember
- that this is only the beginning, and frankly, there is no end to
- the learning or to your imagination from this point on...
-
-
- Ben Sawyer January 30, 1995
-
- Special Thanks:
-
- Everyone who frequents CompuServe's GamDev forum, especially...
-
- Karen Crowther
-
- Without Karen initially persuading, (suckering) me into this, I
- would not have thought I could be helpful. Her advice is always
- available and always good. Anyone else wishing to thank her
- should purchase her games: Rescue the Scientists (Retail from
- Comptons), Pickle Wars (shareware from MVP), Math Rescue, and
- Word Rescue (Shareware from Apogee).
-
- Keith Weiskamp
-
- Keith is the publisher of the Coriolis Group, which has recently
- brought out such books as Visual Basic Multimedia Adventure Set,
- Arcade Action Adventure Set, and PC Game Programming Explorer, to
- name just a few. I cannot thank him enough. Keith spotted my
- work early on and has served as an excellent resource, editor and
- all around cheerleader. Anyone else wishing to thank him should
- buy his books and even if you didn't initially want to thank him,
- you will probably want to do ultimately, anyway since they are
- among the best books published.
-
- Swen Vincke
-
- Swen came all the way from Belgium to help me to explain some DOS
- Specifics like DOS Extenders and Midpak that programmers should
- learn. Anyone else wishing to thank Swen should either
- contribute to his collaborative game project titled Chronicles
- (visit the CompuServe Gamdev forum for more info) or buy his
- upcoming Adventure RPG Ragnarok.
-
- The following developers\producers for their divine inspiration
- to me, I've never met them, but their games have always inspired
- me to become a game programmer.
-
- Bill Budge (Pinball Construction Set)
- Danielle Bunten (Seven Cities of Gold, M.U.L.E.)
- Chris Crawford (Balance of Power, Excaliber)
- Don Daglow (Producer of many EA Hits)
- Richard Garriot (Lord British)
- Sid Meir (Pirates, F-15 Strike Eagle)
-
- and Bill Williams (Sinbad, Alley Cat, Necromancer)
-
-
- OK! WHAT DO I DO BEFORE STARTING TO WRITE OUR GAME?
-
- A lot more work than you will do once you start coding!
-
- HOW DO I PREPARE?
-
- 1. First find a good Chinese food take-out place. You will be
- eating at-home a lot.
-
- 2. Flesh Out Your Design.
-
- Try to really flesh out your idea as much as possible. Put your
- ideas on paper first. Diving in might seem like the quickest way
- but sooner or later, you are going to hit design and programming
- snags. Why? Because you have not completely thought through your
- idea. Always remember: designing and coding are two separate
- tasks that deserve equal attention.
-
- 3. Line Up Your Resources.
-
- Like a cook preparing ingredients, during the design process I
- line up lists of the graphics, sounds, and music I will need.
- Remember, creating a game requires a lot of non-code items. Make
- sure you have a good idea of what those will be and how you will
- acquire or create them.
-
- "I'm Going To Do It My Way"-- Frank Sinatra
-
- For organizing my game, I got a loose leaf binder. In the binder,
- I have three sections: To Do, Design and Resources.
-
- TO DO
-
- The To Do section is a running list with notes about stuff I want
- to work on to make my game. For example I might have an entry
- titled Movement Scheme For Enemies, and below it some notes
- concerning how I might do it.
-
- At the beginning of the section is a running Top Ten list. Not
- my list of the best David Letterman lists, but a list of the next
- ten features or things I am going to do when I sit down to work.
- I do this because, like you I pursue this craft in my spare time.
- I find that good design notes and a To Do work list helps me make
- the most of that time.
-
- I also always carry a printout of my code so I can edit it on the
- road. By using lots of pen and paper, I turn what spare time I
- have away from my computer into productive time.
-
- DESIGN
-
- This is simply a running set of sketches, short
- essays and notes about the overall design like storyline and
- interface design, etc. I am constantly adding to it until I have
- a complete picture of what the game will be, always being careful
- not to do too much.
-
- RESOURCES
-
- Just as I said before, your game will have many elements besides
- programming code. This section is a running list of the artwork,
- sounds, data files, etc. which will need to created.
-
- WHAT ARE SOME OTHER ISSUES AND QUESTIONS THAT DEAL WITH DESIGN?
-
- DECIDING ON A PLATFORM.
-
- Windows or DOS: that is the question.
-
- Lately, there has been a huge shift toward the Windows market for
- games. Windows has been used mostly for applications. Recent
- developments for Windows. The new WinG graphics library and the
- upcoming release of Windows '95, means Windows is becoming more
- and more the dominant form of PC Game development. Bill Gates
- wins again.
-
- On the other hand, many computers which do not use Windows still
- exist. Some people refuse to give in to Microsoft. These people
- remind me of people who say they can ride out hurricanes.
-
- In addition to this major decision come secondary decisions. For
- example, like hardware requirements, if your game is multi-
- player, what networks will you support? Will your game will
- require a printer?
-
- A great deal of game development does not happen on the computer.
- It is very important to design, document and plan your program.
- I cannot stress this enough.
-
- AM I UP TO IT?
-
- Remember Not Everyone is Ray Tobey.
-
- Discovered by the inventor of the Apple Computer, Steve Wozniak,
- Tobey programmed his first commercial game, SkyFox, at the age of
- 16! Rumor has it, Bill Budge in his 30's at the time - author of
- Pinball Construction Kit, quit the game business when he saw
- Tobey's amazing game.
-
- Its Important To Finish. Always walk before you compile!
-
- The most important thing to consider when developing games is to
- finish them. I must have started at least three projects which
- were beyond my means before I got smart and scaled back my
- ambitions. It may seem neat to make a DOOM style game right away.
- That level of programming takes a lot of work and experience (Id
- had been creating games for several years prior to DOOM). Start
- simple, learn, read, and build your skills.
-
- A finished game with less flash and dazzle is better than no
- game. In short, learn to work within your skills and learn to
- finish.
-
- WHAT IF I WANT TO SELL MY GAME WHEN IT IS DONE?
-
- What you mean you don't want to slave for seven to twelve months
- and then give it away?
-
- IS IT UNIQUE?
-
- Either by storyline, game dynamics, graphics or whatever, your
- game in order to have any chance at success has to have a
- discernible difference from everything else out there. Remaking
- a clone of Asteroids is not a good way to go about making money
- because it already exists.
-
- Remember: not every game need be a best seller. Just understand
- the level of sophistication, polish, and uniqueness that such a
- product requires. Even if you feel your game is not up to these
- standards, press on, and you will see that there are many outlets
- beyond the retail realm for showcasing and receiving credit for
- your work.
-
- IS IT BETTER?
-
- One way to be unique that is it just simply better. Many games
- are newer versions of older ideas. For example, NASCAR by
- Papyrus-now certainly car racing simulations are nothing new-but
- NASCAR is absolutely amazing. It is simply better, so not only
- will it sell outright, but anyone with a love for car racing
- simulations will want this game too.
-
- Being unique is a general code word for simply offering the
- consumer of your game a specific reason to choose that game when
- they compare it to verses other available options.
-
- WHAT SHOULD I DO ONCE CODING BEGINS?
-
- Order that chinese food, lots of it.
-
- All of the steps in the design stage above apply while coding
- too. I just want to add a few things to this.
-
- TAKE BREAKS.
-
- Even God took a day off!
-
- Breaks help a lot remember to rest. Try to take breaks from time
- to time. My trick is to take regular breaks, sometimes
- programming a second project, a more mundane small application
- utility. This keeps me programming, just not in the same manner.
-
- COMMENT YOUR CODE.
-
- Reedabilllity es gooing 2 b impertant.
-
- Remember to comment your code. A typical mistake of many
- programmers, game or otherwise is not placing comments in your
- code. Game programming requires a lot of clever work arounds,
- much more so than other forms of programming, and requires
- serious optimization many times late in the work. This means
- commenting is even more important for games.
-
- WRITE REUSEABLE CODE!
-
- As you write your game try to make sure you create code that can
- be applied to other games later. For example my RPG game, which
- features a tiled multiple
- scrolling map. Now certainly the map can be used for other
- games, so I made sure it was wellcommented and very open ended to
- apply to future projects I have in mind.
-
- BRAINSTORMING TECHNIQUES
-
- Everyone has ideas that need development.
-
- Games are perhaps on of the most creative mediums ever. They
- require music, sound, art, storytelling, writing, programming,
- and more! This requires a lot of brainstorming!!!
-
- If Leonardo or Michaelangelo were alive today, there is no doubt
- they would be game developers. Also, if Leonardo were alive
- today he wouldn't have paid 30 million dollars for his book at
- auction which Bill Gates did.
-
- Every creative person needs to come up with ideas, and with games
- even more so, as this medium has perhaps the most fickle
- customers. So lets talk a little about brainstorming.
-
- I don't have anything special to say here, but I always think of
- two things I have read or heard from two great programmers when
- dreaming up ideas:
-
- DANI BUNTEN
- Ozark Softscape: Author Seven Cities of Gold, Heart of Africa,
- M.U.L.E. and other classics.
-
- I read that Dani starts by listing every game idea she has in her
- head in very simple terms like Columbus Game, Robot Game,
- Exploration, etc. She just goes and goes, not really thinking
- much more than a quick thought about the games. She especially
- tries to think of things not exactly closely associated with
- traditional computer games.
-
- When she is done he goes back and reviews all her ideas. Dani
- starts by thinking about the uniqueness, feasibility etc,
- constantly narrowing his choices until she arrives at her final
- idea that she then develops further.
-
- The trick is to be very open and write down whatever comes to
- mind. Try to focus on different things, such as adventures you
- have had, non-game things you like, movies you have seen, books
- you have read. Try not to think about other games.
-
- LORD BRITISH a.k.a. RICHARD GARRIOT
- Origin Systems: Author of Ultima I-VIII and Worlds of Ultima and
- for trivia buffs, Akalebeth!
-
- I always emulate Richard Garriot in that he constantly carries a
- pad of paper around to work ideas out immediately. You never
- know when an idea can come to mind. I also try to make little
- notes about books I've read and movies I've seen. I use these
- notes later when considering actual game ideas like I described
- above.
-
- I would add only the following comments of my own:
-
- PLAY LOTS OF GAMES
-
- The Worlds Best Excuse.
-
- Spend a lot of time reading about and playing other games. A lot
- of great ideas exist which are merely new twists on existing
- themes. Again, remember the unique rule-attempt to
- differentiate!
-
- I'm lucky I have a few friends who play lots of games-so every
- once and a while I take a trip over to their house and play all
- their games. I spend several minutes with each, evaluating the
- way they play, the documentation etc.
-
- Become a Comparison Developer!!!
-
- I am constantly in stores reading backs of the boxes, and
- evaluating demos. In a creative medium like this, ripping off
- someone else's ideas is how we create. When a new game is
- written, it attempts to incorporate (read: rip off) all of the
- current ideas out there and then move beyond them (only to create
- new features which themselves are incorporated). This is how
- games evolve. So, being as much of a player as creator has a lot
- of merit.
-
- READ READ READ
-
- And did I say Read?
-
- Spend a lot of time reading non-technical materialsbecause I
- enjoy Adventure/RPG games, I draw a lot of my ideas from
- mythology, science fiction, etc. You have to read. A programmer
- of games is a new-age Renaissance person. They must have an
- understanding of many different elements of the arts, technology,
- and the general world around them. How are you going to write a
- game about geopolitics if you haven't read about the world around
- you? What are you going to do-just make it up? Read Read Read.
-
- NEVER
-
- Never brainstorm on your computer. Use paper and a pen or pencil.
- Always brainstorm in a relaxed atmosphere, and set aside time to
- do so every week.
-
- WHEN IN DOUBT, WRITE WHAT YOU KNOW.
-
- If you can't seem to generate what you feel is an original idea,
- consider what many writers simply do, write what you know. I am
- an RPG nut, so I am writing what else, an RPG! Of course, I have
- some innovative ideas for that RPG, but starting with an idea
- based on what I know got me going initially.
-
- BRAINSTORMING BOOKS
-
- For other reading on creative brainstorming, check out the
- writing section of your favorite bookstore. There are usually
- several good books about creative idea development to be found
- there.
-
- WHAT IS GAME DESIGN?
-
- "The answer my friends is blowing in the wind." Bob Dylan
-
- The answer is infinity. Well, sort of, game design is an endless
- process which we could talk about forever, but you and I don't
- have forever, so here is a "Reader's Digest" essay about game
- design to help you understand the thought process about creating
- games.
-
- Game design concerns one thing tantamount to all else and that is
- Interaction. What separates games from similar creative mediums
- like, art, movies, music, and books, is that the player interacts
- with the medium.
-
- You don't stare at, or just listen to a game-YOU CONTROL IT! So
- as designers, we have to create a product which entices people to
- play, and at the same time, provide the storyline, the emotional
- feel, the realistic tone, and the other qualities all other
- creative mediums give us. A tall order, but this is what makes
- creating games so much fun!!!
-
- Playing means making decisions. Therefore our games need to
- create situations where the player has to decide what to do, and
- then to perform that action, which our game then reacts to. This
- can be as simple as PAC MAN where the player has to decide
- whether to go UP, DOWN, LEFT, or RIGHT, or as complex as Balance
- of Power; should I or shouldn't I arm the rebels in this country?
-
- This is what makes games appealing: A set of decisions which the
- player controls and, based on their skill and intelligence, by
- which they ultimately decide the outcome of their game.
-
- So when sitting down to design a game, attempt to create
- entertaining interaction, try to provide an easy way for the
- player to make decisions about the situation you put them in.
- Then return interesting outcomes which in turn lead to new
- situations and the whole process starts over until there is a
- final outcome.
-
- KEEP IN MIND:
-
- As you sit down to design your games try to keep the following
- things in mind as you decide on what it will be:
-
- Am I creating Interaction? Does my design create a decision
- dilemma for the player or not?
-
- Are clear situations provided to the player? Is there enough
- information in the game (graphical/sound/text) to illustrate to
- the player what situation they are in.
-
- Am I providing them with the proper information to make
- decisions? Is the interface by which the player commands the game
- clear and easy to use? Does it provide the proper information to
- them to help them input desured actions?
-
- Do the outcomes of the player's decisions end or continue the
- game?
-
- Does skill and intelligence of the player produce the outcome?
- Random outcomes not based on the skills of the players decisions
- are not games. Players must know they are controlling the
- outcome.
-
- Is it entertaining? If it isn't fun, they won't play it.
-
- In short, concentrate on providing interaction, creating player
- control of their outcomes based on their skills and intelligence,
- and make it fun.
-
- WHAT TYPES OF GAMES DO WELL?
-
- Good ones.
-
- The are many types of games which do well. Game players come in
- many shapes and sizes. Here is a list of game categories which
- seem to dominate the shelves. Remember that GOOD GAMES will do
- well regardless of the category, but by evaluating these
- categories you can find a niche to write a GOOD GAME in. The
- following not in any order of importance.
-
- 3D Games - Now commonly referred to as "Doom Style" games, these
- games feature texture mapped 3D environments and usually a lot of
- action and shooting. Already several books have come out which
- show you how to write games like this.
-
- RPG - Role-Playing-Games are like Dungeons and Dragons, though
- they might be about space, postapocalyptic, sci-fi oriented, they
- still share the statistical characteristics and strategic
- features of games like D&D.
-
- Adventure - Not to be confused with RPG's these programs, such as
- Sierra's King/Police/Space Quest series or Lucas Arts Indiana
- Jones games, are more puzzle based games, and are not based on
- building up a character, or statistics like an RPG.
-
- Edutainment - This is a hot hot category right now. Games like
- Carmen Sandiego and Rescue the Scientists are traditional
- educational games with exciting game elements melded in. Games
- which become "learning experiences" so to speak, rather than the
- first generation of "flash card" like products.
-
- Retro Games - This is a relativly new category of games. What
- the term refers to is the recreation for a new platform of an old
- classic like say Microsofts Arcade Pack which features 4 original
- coin-op Atari classics.
-
- Simulation - Computer Simulations like Flight Simulator, F-15
- Strike Eagle, and Comanche have been excellent sellers. There is
- nothing like a detailed simulation to entertain gamers. However,
- be careful, trying to put together a complex simulation game can
- take a lot of work. Gamers in this category are extremely picky.
-
- Sports Games - EA probably tripled the size of their company on
- its sports titles alone. Prior to the release of their first
- classic, Earl Weaver Baseball, sports games tended to be
- simplistic arcadish games or dry statistical models. Earl Weaver
- brought both of those approaches together and gave birth to the
- statistical/simulation model. One note here: Check out FIFA
- Soccer for the 3DO an amazing look at the where this type of game
- is going.
-
- God Games - God games refer to those simulations where you
- essentially simulate an environment and give the player control
- over factors which affect it. SimCity and Sim Earth as well as
- Populus by Bull Frog/EA are great examples of this game type.
-
- Shooters: Usually viewed from above, the screen scrolls as the
- player -you guessed it- shoots everything. Examples might be
- Raptor from Cygnus/Apogee or Space Invaders and Asteroids.
-
- Fighting games: Fighting games like Mortal Kombat and Virtua
- Fighter have become so popular they really do warrent their own
- category. Most of these game involve heavy arcade action as
- players either vs. the computer or their friend duke it out in
- some for of hand-to-hand combat with special moves and sometimes
- hand weapons like swords or flails. Other games in this category
- are things like Street Fighter, and One Must Fall.
-
- Platform games: Ever since the original Donkey Kong, 2D
- side/verticle scrolling screen, jump n' shoot games have been
- amongst the most popular form or arcade games made. In the PC
- world the role of shareware alone has brought side scrolling
- games like Commander Keen, Jazz Jackrabbit, and Duke Nukem to
- much prominance.
-
- Overall, though many games tend to have 80% of themselves firmly
- rooted in one of these categories, great games always tend to
- overlap into other game types as well. Magic Carpet, a huge hit
- right now (Bull Frog/EA) is both a flight simulation, an
- adventure game.
-
- It's always good to keep track of new and interesting gaming
- types, there are more than what I've touched on, and new hybrids
- emerging every day. Keep track and you might just create a game
- that is either a benchmark for its category, or the newest game
- for the next great game type!
-
- Oh and did I say GOOD GAMES sell well?
-
- HOW DO I GET A JOB AS A GAME DESIGNER?
-
- Jobs are tough write your own game!
-
- JOBS
-
- AS A PROGRAMMER/DESIGNER
-
- As for an actual job, a good article appeared in the February 95
- issue of Computer Gaming World. Without going into detail I will
- summarize the key points.
-
-
- 1. Getting hired is tough. There is a lot of competition,
- programming and/or art skills are a must.
-
-
- 2. Having a good demo or a good game already completed is a big,
- big plus.
-
-
- 3. College graduates are the choice of company recruiters, and a
- non game specific background is also important.
-
-
- In short, go to college-this isn't a simple job-and write
- something on your own. It will give you at a big advantage.
-
-
- THEY'RE ARE OTHER OPTIONS
-
-
- As the game industry evolves from single designers who did
- everything to team oriented multimedia megagames, there are many
- other job types which have opened up.
-
-
- Artists 2D & 3D. Musicians, Writers, Level Designers, Marketing
- etc.
-
-
- If you feel you have a special talent - like Art for instance -
- and you feel you understand Game Development as it relates to Art
- (or writing or ...) then you might want to put together examples
- of your work and send them to the human resources departments of
- companies.
-
-
- Remember, though: As with any creative medium - or any job for
- that matter, getting one will be tough. It won't happen
- overnight. Also, if you are approaching the Game Development
- field for a job in one of these support positions, it is
- important to really understand the process and the difference
- that the notion of interactivity presents to the product.
- Writing your own game might develop that!
-
-
- If you're really interested in the industry, check out:
-
- THE CGDA
-
- The Computer Game Developers Association.
-
- What is the CGDA?
-
- The CGDA is an association of interactive entertainment
- professionals dedicated to serving the careers and interests of
- its members. It's not a trade association or a union. The
- purposes of the CGDA are:
-
-
- To foster information exchange among professionals in the
- industry
-
-
- To represent the community of interactive entertainment
- developers when policy issues arise in industry or government
-
- To increase artistic and financial recognition for developers
-
- To enhance the quality of interactive entertainment and
- educational software
-
-
- Why should I join the CGDA?
-
- The most important reason for joining the CGDA is that it lets
- you participate in a community of people with similar interests
- and concerns. The CGDA will take an active role in helping to set
- government and industry policy on important issues such as
- software ratings. In addition, the CGDA will offer a variety of
- services to its members, designed to assist them in their
- careers.
-
- They also have a newsletter which has all kinds of good info too.
-
- What does it cost?
-
- Membership will cost $75 for 1995. (Foreign memberships will be
- somewhat more!)
-
- How do I get in touch with them?
-
- Computer Game Developers' Association
- 555 Bryant Street Suite 330
- Palo Alto, CA
-
- voice: (415) 948-CGDA
- fax: (415) 948-2744
-
- Please note: In order to keep costs down, this phone line is not
- staffed by a live person. Leave a message and someone from the
- CGDA will return your call as soon as possible.
-
- CONFERENCES
-
- All right Deductible Junkets!!!!!
-
- Several conferences exist. The major one to attend is:
-
- The Computer Game Developers Conference (What else did you expect
- it to be named,)
-
- This is held every year in the spring. In 1995 it is being held
- at the Westin Hotel in Santa Clara, CA, April 22-24. Contact the
- CGDA, an affiliate of the producer of the conference for more
- information.
-
- There is also an East Coast Developers Conference.
-
- This is held in the fall.
-
- Call Alexander Associates in New York (212)-684-2333 for more
- info.
-
- What About The Consumer Electronics Show?
-
- CES is a good place to go too, but it is mainly a
- show for retailers and vendors to hook up, so while you'll have
- fun playing all the games and looking at the latest gadgets, the
- amount of networking you can do isn't as good as the Computer
- Game Developers Conference.
-
- What About Comdex/Windows World?
-
- These are business-oriented shows, I've never seen much in the
- way of games at either show.
-
- CAN I SELL MY IDEAS?
-
- Write your own game, everybody has ideas.
-
- The fact is, just like in any other creative medium, ideas are
- plentiful. This means it is unlikely a publisher would be
- interested in your idea alone. In fact, the way copyright laws
- work, they probably won't even look at it because it could open
- them up to a lawsuit if you later claim they 'took' your idea.
-
- In order to attract the talent to make the game you will need to
- have capital, or some very friendly developers. However, if
- you're reading this, you probably now know that you need to
- develop your ideas yourself and that is probably what you had in
- mind to begin with. So, read on!
-
- OK! Enough talk about ideas and getting employed, lets find out
- how to turn our ideas into finished games and our finished games
- into products!!!!
-
-
- WHICH LANGUAGE SHOULD I USE?
-
- C/C++
-
- The dominant language of game development is C/C++ for both
- Windows and DOS.
-
- Almost every game you see is written in this language originally
- developed at AT&T Bell Labs. C is the original version of the
- language and C++ is a newer version, geared toward a system of
- programming known as object oriented programming (OOP for short).
- C++ programming is not much different from C, so I use the two
- together since even most C compilers you can buy will allow for
- both flavors of C programming. C is also a great language to
- write in because it is easy to move a hit games C/C++ code from
- one platform to the other - more so than any other language.
- Even though "easier" hybrid languages exist for Windows (which we
- will discuss below) C/C++ is the dominant Windows development
- language too.
-
- What more can I say - it's the dominant language of game
- development.
-
- ASSEMBLY
-
- The Road Runner of languages.
-
- Since it is the fastest language, some Assembly
- Language is used. Assembly is usually used to create subroutines
- to call from C/C++ for sections requiring intensive speed.
- Assembly language is the most difficult to understand. The
- general law of computer languages states: The lower level the
- language, the faster it is, and the harder it is to program in
- it. Don't be discouraged though, learning Assembly is a great
- tool; DOOM would not have had it's blazing speed without some
- programming in Assembly, and people who know it can accomplish
- amazing things.
-
- With its portability and easier learning curve, C/C++ is much
- easier than Assembly. C/C++ like assembly "compiles" to
- standalone executable files.
-
- However no one said programming in C/C++ was easy either, just
- easier than Assembly, and many people are a little intimidated by
- all of the coding required and such. First, with a little work
- and some good books, programming in C/C++ is not as hard as it
- seems. Hell - even I know how to program a little in C! There
- are, however, some alternatives to programming in C.
-
- VISUAL BASIC
-
- You mean I can create great Windows products and actually get
- some sleep too?
-
- Visual Basic from Microsoft is a hybrid form of Basic written
- especially for Windows. VB works in the Windows environment so
- you can create neat interfaces and professional looking products.
-
- Visual Basic also has a much easier learning curve. In addition
- by learning how to access the Windows API, a special slew of
- calls to the Windows Operating System, you can do some nifty
- animation and sound effects!
-
- There are also third-party add-on products that extend its VB's
- features which are referred to as VBX's. VB skills can
- eventually be used in C/C++, especially concerning API calls.
- This makes your skills here transferable to the next level of
- Windows programming with C/C++.
-
- However, you should know that VB has its drawbacks. C/C++ is much
- faster, and speed in games can be crucial.
-
- I don't think you'll see Doom being created with VB any time
- soon.
-
- VB also does not create stand-alone executables like C/C++. VB
- is what we call an interpretive language it doesn't actually
- compile. While you can create "executable stand-alone" versions
- of your VB programs (royalty free), your user must also have the
- VBRUN300.DLL file in order to use the program. While you can
- distribute this DLL (and many users already have it on their
- systems) this is an extra burden for VB to carry.
-
- More and more, though I am amazed at the stuff
- possible with VB. I wholeheartedly recommend it to beginners,
- and even pro's, to create games. If you find it too limited or
- slow, than just move on to C/C++
-
- ARE THERE ANY OTHER CHOICES?
-
- Yeah! DELPHI!
-
- The other language is Delphi, a recently released hybrid Windows
- programming language, from Borland. Delphi is a hybrid Windows
- version of Pascal. It allows you to create full .exe files with
- no additional files needed (as opposed to VB) and its very fast.
-
- One note it does require 6mb of memory.
-
-
- SUMMARY
-
- C/C++ is the leading development language of game creation,
- Visual Basic by Microsoft has some merit, especially for non-
- action intensive products, and Delphi, a new language for
- Windows, by Borland shows promise. For beginners I recommend
- Visual Basic, perhaps Delphi if they know some programming
- already. For people already familiar with VB or other flavors of
- Basic or Pascal, go for C/C++ and some Assembly.
-
- ANYTHING ELSE?
-
- It pays to be multilingual.
-
- While you may have chosen one language to become proficient in,
- take the time to learn about some of the other languages I've
- mentioned.
-
- While you may not want to program in C or Assembly, having a
- basic knowledge can help you look at code examples, and gain
- ideas for whatever language you're using. I'm drawing on my
- rudimentary knowledge of C to read books about Windows
- programming to learn more about controlling Windows from Visual
- Basic. While I can't write a program in C, I can dissect code,
- understand so I can learn from it.
-
- Concentrate on one, but pay attention to the others.
-
- WHAT ARE SOME PROGRAMMING BASICS and DESIGN BASICS?
-
- If you're absolutely brand new to programming, you have a lot of
- work to do. Order some more Chinese food and maybe a lot of Jolt
- Cola.
-
- One trick: Build your game-developing skills by designing new
- levels\scenarios with games that have built-in editors.
-
- For example, learn about wargame design by developing neat
- scenarios with Empire Deluxe's scenario editor, or how about a
- new level for Doom, using many of the public domain and shareware
- WAD file editors? A list of some of the better
- 'Designable Games' can be found in the Resources Section.
-
- Learning The Ropes.
-
- What I've provided here is a list of basics specific to game
- development that assumes you know programming basics. If you
- don't know basics, like variables, looping conditions, etc. skip
- this and come back when you do. If you've already mastered some
- of the basics, here is a rundown of the type of game specific
- programming abilities you will want to learn about. Not all will
- be needed depending on your game, but that is for you to
- determine.
-
- GRAPHICS
-
- Graphics files can come in many shapes and sizes. You should be
- somewhat familiar (if not thoroughly familiar) with the various
- formats and how to load them into your program for later use in
- animation and such. PCX and BMP are Examples of these formats.
-
- Another point to be made about graphics is that 320 * 200 used to
- be the dominant form of games, but with most things progress has
- raised that level. Right now the dominant resolution is 640*480
- which is also the default Windows resolution.
-
- ANIMATION
-
- Animation in games involves copying sections of the screen to and
- from sections of memory that contain the graphics information.
- Widely referred to as a BitBlit, it is one of the most basic
- graphics programming skills you will need to master.
-
- ARTIFICIAL INTELLIGENCE
-
- AI or Artificial Intelligence concerns the creation of
- intelligent reactions by the game's of the situation and the
- player's decisions. Most commonly used to create computer
- opponents assessment. It is not an arcane art and many
- established methods have been developed, mostly by game
- programmers.
-
- DOS SPECIFIC
-
- Here is a list of the specific items you need to understand which
- concern are involved in games for DOS.
-
- SOUND
-
- In DOS, programmers mainly use MidPak and DigPak to create music
- and data files and to control their playback. These programs
- allow a developer to write sound routines for multiple sound
- board types with one set of code, saving an extensive amount of
- programming.
-
- MODE_X
-
- Mode_X is a special VGA graphics mode which displays 256 colors
- on the screen at once. Every game programmer for DOS, needs to
- be familiar with
- working in this special graphics mode.
-
- Much has been written about it in the books listed in the Book
- Section of this FAQ.
-
- FASTGRAPH
-
- FastGraph from Ted Gruber Software is a library of graphics
- routines and software which helps with displaying graphics on the
- screen in Mode_X, as well as many other useful game-oriented
- tools, like joystick reading. Many programmers use it and the
- company offers excellent support. While it is not necessary to
- have this product to make games, many hours will be saved by
- using it. A shareware version of the program, called FastGraph
- Lite, is available on the GamDev forum on CompuServe, as well as
- on a disk included with Action Arcade Adventure Set, by Diana
- Gruber, from Coriolis Books (See Book Section).
-
- DOS EXTENDER
-
- Without going into a dissertation on how DOS memory works, let me
- explain what this is. A DOS Extender allows you to program your
- DOS based game without the memory restrictions placed on
- traditional DOS programs. Before DOS extenders came along, games
- were limited how much memory, they could use to store graphics,
- sound, etc. in the computers RAM. Today's games require 256 color
- graphics and sound; this means you will need to use as much of
- the computers memory as possible, and thus you will probably need
- a DOS Extender. So, investigate these programs and choose one to
- use. One of the more popular is a product called DOS4GW.
-
- WINDOW SPECIFIC
-
- Here are specific Windows items you should familiarize yourself
- with.
-
- THE WINDOWS API
-
- The main component that Windows programmers need to learn about
- is the Windows API or Application Programmers Interface. The API
- is a pre-defined set of routines that the programmer can use to
- do many things in Windows, from the basic displaying of text in a
- window, to the more complex playback of full motion video.
- Several good books exist which detail the multitude of API calls.
- Even if you plan on using a much higher level language like VB,
- you can still make use of the Windows API. In fact for VB game
- development it is absolutely necessary!
-
- Of special interest to Windows programmers are three special new
- products that were created specifically to help with the
- construction of games in Windows.
-
- WING.DLL
-
- WinG (Win-Gee) is a new version of the Windows API which includes
- many new and redesigned API calls specifically geared toward the
- intensive graphic and sound requirements of games. Game
- programmers for
- Windows are especially advised to familiarize themselves with
- this new API.
-
- WAVEMIX
-
- This special additional API for Windows allows you to manipulate
- multiple .WAV files in real-time for your games. Windows as it
- is does not allow for simultaneous playback of multiple .WAV
- files. With WaveMix this problem is solved. However, be warned:
- WAVEMIX has started life as a non-supported program from within
- the ranks of Microsoft. Recently, problems and bugs have cropped
- up. Microsoft has announced new support for the product, but it
- is uncertain at this time when the bugs will be fixed.
- Investigate thoroughly if WAVEMIX can work in your program--it
- might, it might not.
-
-
- WINTOON
-
- While not as necessary for Game Development as other products,
- WinToon can be a great tool for animationintensive products.
-
- WinToon is a utility whereby you can create animated cartoons
- which are stored in the Video For Windows format, making later
- playback very easy because of Video For Windows wide acceptance
- and extensive existing API.
-
- All three of these items can be found in the WINMM forum on
- CompuServe and Via Anonymous FTP at ftp.microsoft.com
-
- WHAT TOOLS WILL I NEED?
-
- As we have already said, creating a game is far more than knowing
- how to program. Games include music, sound, and of course,
- graphics. Therefore there are many other tools and products you
- will need to collect before creating your game. Let's briefly
- discuss some of these.
-
- COMPILERS
-
- Let's take a brief moment to discuss 'C/C++' compilers. You'll
- remember C/C++ is the dominant language of game development. C
- however, unlike VB and Delphi, has many different implementations
- to choose from. Here is a run down with the pro's and cons of
- the major packages.
-
- Everyone has their favorites, but the most popular version of
- C/C++ seems to be Watcom, followed by Borland, and then
- Microsoft.
-
- All of the products above have a Linker option which will let you
- produce DOS EXEs even while developing in Windows.
-
- Here is a more specific rundown contributed by Chris Newland (so
- blame him if you disagree -- actually I think its overall well
- done)
-
- Borland C++ 4.5 $495 Retail
-
- If you can afford it ($495 retail, probably more if you are
- ordering from another country) this is a really good package.
-
- Some things to be aware of are:
-
- The size of the box is huge!...some people have expressed
- difficulty installing it...a resident DPMI extender is used
- instead of DOS4GW....However, 6070% of the libraries out there
- are Borland Compatible.
-
- Turbo C++ 3.0 DOS $99 Retail
-
- This is the last great compiler. From what I hear, Borland will
- no longer be supporting their DOS package any longer. It's got
- powerful tools and just about every library on the market
- supports it. And once you get a feel for using it, you can easily
- zip up a file that has the command line compiler, basic library
- files for all memory models, all include files and even one or
- two 3rd party libraries in it and still be able to fit it on a
- single disk to take with you when you program on another machine.
-
- Be aware of the following:
-
- You don't get a library reference so you will probably have to
- buy a TurboC++ specific one....The BGI is slow and limited.... It
- comes with NO Windows tools, so if you ever decide to write
- Windows games, you will have to get another compiler.
-
- Turbo C++ 3.1 WIN $89
-
- Hmmm, this is cheaper than the DOS package and it comes with many
- more tools...I wonder what Borland is trying to tell us? This is
- a good solid package with lot's of features. It comes with an
- application wizard, written by a 3rd party outfit, that will
- develop the shell for your applications totally...leaving you to
- do the boring tedium of actual programming.
-
- For your consideration:
-
- This compiler will not link to a DOS EXE....If you develop in it,
- make sure you run Windows in High Res SVGA Mode or you'll be ALT-
- TABing back and forth.
-
- Microsoft Visual C++ PRO $229 Retail
-
- Forget the Standard Edition if you want to program games, it
- doesn't allow you to compile to a DOS EXE, but the PRO version
- does.
-
- As a general Game compiler, I can't say I would recommend this
- one and from what I hear, no one uses it for DOS Game programming
- either, however, on the Window's game programming front, WING and
- the latest CARTOON graphics packages work seamlessly with it. And
- of course, they are both by Microsoft.
-
- Symantec C++ 6.1 Standard $99 Retail/ Pro $199
- Retail
-
- The interface is great. You have a TAB type interface where each
- note tab is a seperate programming function, i.e. EDIT, DEBUG,
- etc.. Either version will compile a DOS EXE in Windows, but the
- Pro version comes with a DOS Command Line version that allows you
- to develop solely in DOS if you want.
-
- However:
-
- Most stores are selling the 6.0 version. If you buy it,
- immediately upgrade to 6.1. If you don't you will find that
- Windows will start crashing in your house and I know you don't
- want to step on all of that glass <g>...On the same note, I have
- WFWG and if you run 6.0 or 6.1 in it and you have 32bit File
- Access turned on, you will TRASH your system. I had to reinstall
- WFWG twice before I figured out what it was. My system ran
- slower, but it ran happier.
-
- Watcom C++ 9.0 $199 Retail
-
- This is a good package and most of the games you see that bring
- up the DOS\4GW message are using this compiler for development.
- I only had 1 oppurtunity to use the compiler and I found that it
- was different but still excellent for developing games.
-
- However:
-
- Inline assembly is declared differently in Watcom....DOS Extender
- programming requires you to access memory differently as well...a
- reference to the screen at address A000 will have to be extended
- out to 00A000 to account for the extended memory addressing.
- This probably will be changed once in a #DEFINE statement in your
- code and you will never think about it again......From what I
- hear, Borland libraries won't work with it.
-
- Be careful to make sure that the package you buy has everything
- you need, including Windows support. Windows is, as we have said,
- the emerging dominant game platform, so you will need Windows
- support.
-
- A PAINT PROGRAM
-
- You will definitely need a paint program to create or edit
- graphics for your game. Behind every good programmer even ones
- who aren't artists is a good paint program. My personal
- recommendation is:
-
- Deluxe Paint IIe
-
- This program, from Electronic Arts, allows for editing images in
- 256 colors in many different resolutions. Also included is a
- good conversion program to output your graphics in many different
- variations of size and graphic formats. It also is fairly cheap,
- costing less than $100.
-
- Whatever paint program you use, make sure it can output to
- different sizes and formats, and additionally be able to paint in
- 256 colors in
- multiple resolutions (especially 320*200 and 640*400).
-
- As I write this update EA has officially discontinued Deluxe
- Paint -- however if you act fast you may still locate a copy at
- some of the larger mail-order places. There is also a chance EA
- may sell the product to people who want to continue updating it.
- Stay tuned.
-
- SCANNING
-
- You may also wish to use a scanner or digital camera to
- incorporate drawings on paper. Just remember: If this is your
- desired process, scanned artwork looks like scanned artwork.
-
- Many artists sketch out their artwork in line drawings, then scan
- it in and from there add color and other embellishments.
-
- Any developer worth their salt may scan, but they always touch it
- up in a paint program to clear up color distortions and imperfect
- scans.
-
- Just an additional note here, I was visiting a friend who is an
- excellent critic of games -- in fact he is called upon by
- distributors when he returns from CES to get his opinion which
- they use to decide how much of which games to order. Anyways we
- were talking about game art and looking at his SONY
- PSX/PLAYSTATION!!! - the new gamebox from Japan. He made a point
- that I thought is very relevant here -- GAMERS LIKE ARTWORK --
- scanned pictures may look more real or whatever but, the fact is
- people enjoy art and animation created by artists its part of the
- enjoyment factor. It may seem obvious but it really hits home
- when you actually state it. IÆll say it again people like art.
-
- GRAPHIC CONVERSION
-
- You will also need to get a conversion utility to convert a
- graphic file to different formats. As I said, Dpaint comes with
- a very good one.
-
- Debabbelizer, a commercial product is a very powerful and popular
- stand-alone graphic conversion utility.
-
- ANIMATION CREATION
-
- Many programmers create animation by programming it directly with
-
- individual frames of animation they've drawn. However-there are,
-
- some programs which help you create stand alone animated files
-
- which can be used for more intensive animation.
-
- WINTOON
-
- We've already discussed this above.
-
- AUTODESK ANIMATOR
-
- Autodesk Animator is an excellent 2-D program for
- creating animation, Autodesk has published several Windows and
- DOS programming tools for people interested in creating products
- which use these animation programs.
-
- DELUXE ANIMATOR
-
- This product uses the Dpaint engine, but only works in 320x200
- mode and creates animation. Go to the GamePubA forum and
- download EA's C source code for controlling playback with your
- own routines.
-
- VIDEO CAPTURE SYSTEMS
-
- In addition there are several Video Capture Cards and Programs on
- the market which allow you to create digitized video. The two
- major formats for these video files are QuickTime, which was
- created by Apple but exists for Windows (and possibly DOS, but
- not yet), and VFW (Video For Windows), which was created by
- Microsoft and Intel. Also, look for the book How To Digitize
- Video for more information about creating animation of this kind.
-
- 3-D CREATION
-
- Looking to create neat 3-D scenes or programs like 7th Guest?
- Then you will need a 3-D modeler.
-
- Two of the better DOS-based 3-D programs are:
-
- CALIGARI TRUESPACE
-
- This program was originally created for the Amiga PC more than 5
- years ago and is now steadily finding users among DOS-based
- machines.
-
- AUTODESK 3-D STUDIO
-
- This was the main 3-D modeling program used by many program
- houses before they could afford Silicon Graphics Workstations.
-
- GRAPHICS PROGRAMMING Libraries
-
- Several programming aids are available to help you with creating
- graphics from the programmer standpoint, as opposed to the
- creator. We have discussed two of these: FastGraph, from Ted
- Gruber Software, and WinG.DLL from Microsoft.
-
- For VB, there is one really popular package called MediaKnife.VBX
- It helps VB programmers create really wild graphics by bypassing
- VB's internally slow routines. $349 from Media Architects, (503)
- 639-2505.
-
-
- SOUND and MUSIC
-
- The most important feature of doing your own sounds is having a
- good sound board and a GREAT MICROPHONE!!! A key fact, sound
- recording, is no matter what the format is, is a good microphone.
- Any sound engineer will tell you the same.
-
- SOUND EDITOR
-
- GoldWave
-
- This is a great shareware sound editor I have recently found.
- It's available in the WinFun Forum, among other places on
- CompuServe.
-
- MUSIC CREATION
-
- Music is the hardest thing to get if you're going it alone and
- don't have a lot of money.
-
- A tip here is to use public domain MIDI files, though always
- check with the author of the Midi file before including it to
- make sure the song is actually public domain. While a song may
- be public domain, the actual arrangement created by the author
- may not be.
-
- As for professional composition, post messages on the MIDI or
- GAMDEV forums on CompuServe but be prepared to provide proper
- compensation: Just like any other worker, musicians expect to be
- compensated.
-
- EDITING MIDI FILES
-
- WinJammerPro
-
- This is an excellent shareware MIDI program I have used a couple
- of times. You can find it in the WinFun forum among other
- places.
-
- Music Programming
-
- We've already talked about MidPak and DigPak a little.
- DigPak/Midpak costs a one time $1000 fee for use in commercial
- programming and free for noncommercial programs. You can contact
- the creators of DigPak/MidPak at there BBS:
-
- The Audio Solution
- 747 Napa Lane
- St. Charles, MO 63304
- BBS: (314) 939-0200
-
- There is a new package coming out from MVP Software, a leading
- Shareware developer. Called Diamondwares Soundkit, it will offer
- the same functionality of the stalwart MidPak/DigPak, and,
- according to the company, have a better royalty arrangement.
- Check it out when it becomes available. I am told that a
- shareware version will be made available.
-
- WHAT ABOUT DEVELOPING GAMES FOR OTHER PLATFORMS?
-
- At this point I'll take some time to discuss some issues and
- tools concerning game-developing for platforms other than MS-
- DOS/Windows.
-
- Much of what we've talked about conceptually applies to any
- conceivable platform. Since we've now discussed some of the
- specifics concerning MSDOS/Windows development, I will discuss
- specifics for Video Game machines, like 3DO, Sony PlayStation
- and SEGA, as well as the Mac.
-
- APPLE MACINTOSH
-
- While it has never achieved the success of the IBM\Clone world,
- Apple's Macintosh still has a sizable installed base of users who
- want to play games. Indeed, some major products saw their first
- version created for the Mac, (Myst, Balance of Power and SimCity,
- to name a few.) However, the Mac, in all seriousness, is best
- viewed as a good platform to port wildly successful games from
- the IBM/Clone world.
-
- As for languages to use, Mac game development doesn't feature
- some of the Hybrid languages like Delphi and Visual Basic. The
- two major development languages on the Macintosh are 'C/C++' and
- Pascal. Think C and Zortech C seem to be the most popular brands
- of C/C++ and Think Pascal seems to be the dominant brand of
- Pascal used.
-
- As for tools, the Mac perhaps has better graphic, and music tools
- than the IBM/Clone world.
-
- VIDEO GAME CONSOLES
-
- Without going into much detail, let's talk about developing games
- for such platforms like 3DO and SEGA. These systems were
- traditionally, cartridge based and are now becoming solely CD-ROM
- based. These platforms are developed to play only interactive
- entertainment, and are not computers. Yet now, many are even more
- powerful than computers you and I are using, especially
- concerning graphical output and sound, which is of course the
- basis for games.
-
- Video Game development is accomplished using what is commonly
- known as a cross-development-system. A cross-development-system
- is one in which a game is programmed on one machine but written
- for another one. For example, I might use a Mac-based cross
- development system to create a game for the SEGA. These systems
- are sold as "Development Kits" and sometimes are available not
- only from the Company but other sources as well. They can be
- very costly.
-
- The best way to find out more is to write directly to the
- particular company about what the contents of their development
- kits and what hardware they work with.
-
- Keep in mind though that writing a game for a Video Game machine
- is expensive; if you can't find a publisher, chances are you
- won't be able to publish the game, given the methods of
- distribution associated with Video Game systems and the royalties
- the manufacturers collect in licensing fees.
-
- If you are successful at creating a computer game, you might,
- however--like in Id's case--want to move it to other platforms to
- reach a wider audience. Chances are though, if you are in this
- situation, You're already working as or with an established
- developer.
-
- SUMMARY
-
- Non MS-DOS/Windows development consists of Macintosh and Video
- Game System platforms. Macintosh is a viable, yet less-developed
- option because of a smaller installed base, and while Video Game
- Systems have a large installed base, development via Cross
- Development-Systems can be costly and generally is not
- recommended to beginners as an initial foray.
-
-
- I KNOW A LOT MORE BUT, STILL NOT ENOUGH TO WRITE A GAME.
-
- Well, say no more. I've compiled below one of the best lists
- around (if you find a better one, send it to me!!!). If you
- can't learn game development after reading this stuff, then I
- don't think anyone can help you.
-
- EDITABLE GAMES
-
- For beginners and pros alike, designing scenarios/variations for
- existing games with level/scenario/environmental editors is, as
- said above, a great way to build skills. Many of the online
- services maintain sections where you can upload your creations
- for others to play and enjoy. Now what follows is not a complete
- list by any means, look through your existing software collection
- and through new products on the shelves for other interesting
- editable games.
-
- DOOM 1.666 Registered and Doom II - Id Software
-
- In order to edit and experiment with levels in Doom, you might
- want to check out CyTech CodeHouses, DOOMWARE developers network
- CD. This is packed with WADS, Editors, Sounds, and Graphics.
- Sold for $34.95 Call 1-800-382-5656
-
- These products are available at your local reseller or favorite
- mail order resource. All include builtin editors.
-
- Klik and Play: Maxis
-
- This is a game construction kit which helps you make neat
- arcadish products, which can be distributed free-of-charge when
- you're done. Example creations exist on CompuServe GamDev forum.
-
- SimCity/SimCity 2000 - Maxis
-
- Another great product from Maxis contains excellent scenarios
- editors.
-
- Empire Deluxe - New World Computing
-
- Empire is one of the all-time greatest computer wargames. It
- includes an excellent scenario editor and many examples already
- exist on the Net.
-
- Flight Sim Toolkit - DoMark
-
- This product allows you to create your own 3D flight simulators.
-
- Lode Runner - Sierra-OnLine
-
- This is a remake of an all-time great platform game which
- includes an excellent editor that can be used to create your own
- puzzling platforms.
-
- WHAT TO READ
-
- MAGAZINES
-
- Game Industry/Reviews Computer Gaming World, PC Gamer
- Computer Strategy+, GameFan, Edge
- Wired
-
- General Programming Dr. Dobbs Journal, CD-ROM Developer
- Visual Basic Programmers Journal
- Software Development, PC Techniques
-
- Multimedia New Media, Morphs Digital Outpost,
- Multimedia World
-
- Artwork Computer Artist, Computer Graphics World
-
- Game Dev Specific The Journal of Interactive Entertainment
- Game Developer, Game Hack Mag -
- (available online) and CGDA Newsletter
-
- Others Ziffnet Threads (For Ziffnet Subscribers)
- Zshare (Available On-line GO SHAREWARE)
- Lots of Shareware Development Coverage
-
- Note: The Journal of Interactive Entertainment Design, published
- by Chris Crawford is not available in stores or on line: Send a
- check for $36 to:
-
- Journal of Interactive Entertainment
- 5251 Sierra Road
- San Jose, CA 95132
-
- BOOKS
-
- I've tried to provide as much information as possible to locate
- these books at your local bookstore. I've also tried to give a
- brief synopsis of what the book covers and what language you need
- to know to understand the source code. If you can't find them,
- or you live far from a bookstore, call the Coriolis Group 1-800-
- 410-0192. They not only publish their own books but they also
- carry the majority of titles listed here from other publishers.
-
-
- GAME SPECIFIC
- Action Arcade Set by Diana Gruber Coriolis: ISBN 1-883577-06-3
- Covers the basics of arcade game creation. Includes information
- about FastGraph, Mode_X. The accompanying disk includes
- FastGraph Lite, the shareware version of FastGraph. Requires
- basic knowledge of C. Includes some good info on shareware
- marketing.
- Flights of Fantasy and
- Gardens of Imagination by Chris Lampton
- Waite Group Press: ISBN:1-878739-18-2(FoF)
- 1-878739-59-X(Gardens)
-
- Flights of Fantasy, covers the basics of creating 3D flight sims.
- It starts with some of the most basic 2d graphics programming
- routines and ends up with basics of 3D programming. Disk
- Includes all the source code, and again a basic knowledge of C is
- needed.
-
- Gardens of Imagination is Chris's second book and shows you how
- to create 3-D games like Wolfenstein and Doom. It comes with a
- disk full of source code and requires a good knowledge of C.
-
- The Black Art of Windows Game Programming by Eric Lyons
- Waite Group Press:
-
- Tricks of the Game Programming Gurus by LaMothe, Ratcliff,
- Seinatore and Tyler
- Sams: ISBN 0-672-30507-0
-
- CD-ROM included
-
- This book dives into the creation of 3D raycasters, sound, midi,
- game AI and more.
-
- The CD-ROM includes source code, graphics and more.
-
- Visual C++ Multimedia Adventure Set by Peter Aiken and Scott
- Jarol
- Coriolis: ISBN 1-883577-19-5.
-
- CD-ROM included.
-
- This book covers WinG and WinToon and other Windows programming
- stuff for gamers and multimedia developers. Topics covered are
- full-motion video, animation, music, image manifpulation and
- special effects.
-
- PC Game Programming Explorer by Dave Roberts. Coriolis: ISBN 1-
- 883577-07-1
-
- Dave Roberts has created an excellent introductory book to using
- C/C++ to create DOS games. Explaining ModeX, MidPAK, Keyboard
- and Joystick handlers. The book also goes step by step through
- the creation of a shootÆem up game including collision detection,
- scrolling screens, memory management and design.
-
- Includes disk of source code.
-
- Teach Yourself Game Programming In 21 Days by Andre LaMothe
- Sams: ISBN 0-671-30562-3
-
- Amazing 3D Adventure Set by Lary Myers
- Coriolis: ISBN 1-883577-15-2
-
- Includes CD-ROM
-
- This book offers the latest and greatest version of Lary Myers
- ACK 3D raycasting engine including graphics, source code and map
- editors. Covers both DOS and WinG versions. Just a note here if
- you've seen versions of ACK before they may be derivatives of the
- original 2 year old version this book is the official source code
- guide to the latest version.
-
- Programming Windows Games with Borland C++
- ISBN 0-672-30292-6
-
- Netwarriors In C: Programming 3-D Multiplayer Games in C by Joe
- Gradecki
- Wiley: ISBN 0-471-11064-7
-
- Includes CD-ROM.
-
- Netwarrior in C++:Programming 3-D Multiplayer Games For Windows
- by Mark Andrews
- Wiley: ISBN 0-471-11337-9
-
- Includes CD-ROM.
-
- VISUAL BASIC SPECIFIC
-
- Visual Basic Multimedia Adventure Set by Scott Jarol Coriolis
- Group: ISBN 1-883577-01
-
- Covers many aspects of VB useful for game development like Sprite
- Animation, WaveMix and Video For Windows.
-
- The Visual Basic Guide To The Windows API by Daniel Appleman.
- Ziff Davis Press:
-
- Includes Disk.
-
- This is an extensive book, covers how to call the Windows API
- with VB code.
-
- Visual Basic -- Game Programming for Windows
- ISBN: 1-55615-503-4
-
- Programming Games for Beginners: Visual Basic for Fun and Profit
- by Chris Howard
- Published by SAMS
- ISBN: 0-672-30313-2
-
- GRAPHICS PROGRAMMING
-
- Encyclopedia of Graphic File Formats. by James D. Murray and
- William VanRyper
- O'Reily Associates. ISBN 1-56592-058-9
-
- CD-ROM Included
-
- There have been guides to graphics file formats and then there is
- this. All others pale in comparison. Just some of the formats
- included are BMP, TIFF, GIF, Kodak Photo CD, Dore raster file,
- Pixar and Rayshade to name a few.
-
- The CD-ROM includes all kinds of source code and vendor tech
- documents.
-
-
- Zen of Graphics Programming by Michael Abrash. Coriolis: ISBN 1-
- 883577-08-X
-
- Includes Disk.
-
- The Zen master himself Michael Abrash weighs in with all his
- ModeX expertise and then some. Over 1000 pages of awesome
- graphics programming power. The disk includes the latest version
- of his Xsharp graphics programming routines.
-
- Bitmapped Graphics by Steve Rimmer
- Windcrest: ISBN 0-8306-3558-0
-
- DESIGN TECHNIQUES
-
- The Art of Computer Game Design by Chris Crawford
-
- Originally published by McGraw Hill. This is available in unbound
- form. To order send a $25 check made payable to "Chris Crawford
- Games", PO Box 360872, Milpitas, CA 95036.
-
- Balance of Power by Chris Crawford
- Microsoft Press: ISBN 0-914845-97-7
-
- This book covers the design concerns, strategies and thoughts
- about this classic game of international diplomacy.
-
- Computer Gamesmanship, Elements of Intelligent Game Design, David
- Levy.
- Simon & Schuster. ISBN 0-67149-532-1
-
- Focuses on chess, checkers, and poker algorithms.
-
- Artificial Intelligence 2nd edition by Rich and Knight.
- ISBN 0-07-052263-4
-
- The Complete Wargame Handbook by James Dunnigan. William Morrow
- and Co., ISBN 0-688-10368-5
-
- Game Plan: The Game Inventor's Handbook by Stephen Peek.
- Betterway Publications, ISBN 1-55870-315-2
-
- The Art of Wargaming by Peter Perla.
- Naval Institute Press, ISBN 0-87021-050-5
-
- Games Programming by Eric Solomon.
- Cambridge University Press 1984. ISBN 0-521-27110-X
-
- General theory.
-
- MARKETING
-
- Software People by Doug Carlston. Simon & Schuster ISBN 0-671-
- 50971-3
-
- This a great book, albeit a little dated, about the early days of
- the computer biz and the computer game biz specifically. Doug
- Carlston is president and one of the original founders of
- Broderbund Software, makers of such hits as Karateka, Print Shop,
- Lode Runner, Living Books and of course Myst!
-
- The Macintosh Way by Guy Kawaski.
- Scott Foresman ISBN 0-673-4615-0
-
- Guy was one of Apple's first Evangelists. No not Apples answer to
- Jimmy Swaggert. He spent time trying to get companies to produce
- products for the Macintosh when it first shipped. He later went
- on to become president of Acius which makes 4th Dimension, a
- powerful database product for the Mac. This book is sort of a
- neat hybrid of marketing advice and anecdotes from the computer
- business. It is also a laugh riot, Guy is somewhat of a comic.
-
- Managing Software Maniacs by Ken Whitiker
-
- Covers lots of stuff concerning managing software development and
- marketing, including some stuff about shareware.
-
- Making Money Selling Your Shareware by Steven C. Hudgik.
- Windcrest/McGraw Hill: ISBN 0-07-030865-9
-
- How To Sell Your Software by Bob Schenot.
- John Wiley & Sons: ISBN 0-471-06399-1
-
- ONLINE DOCUMENTS
-
- PCGPE.Txt and PCGPE.HLP - The Game Programmers Encyclopedia
-
- This is a document compiled together by a group of regulars from
- the Rec.Games.Programmer newsgroup on the Internet and is
- available in DOS based (.TXT) and Windows based (.HLP) flavors.
- It is a hodgepodge of many different game-oriented programming
- articles, like starfield creations, reading joysticks, graphics,
- etc.
-
-
- You can find this on the CompuServe GAMDEV forum among other
- places.
-
- Define.zip - A general glossary of game programming terms
- available in the CompuServe GameDev forum.
-
- Design Theory Thread - The ongoing discussion on Design Theory in
- the GamDev forum which is sort of moderated by game development
- master Chris Crawford is now being archived for all of you who
- arenÆt daily visitors to the forum.
-
- ONLINE SITES FOR GAME DEVELOPERS
-
- COMMERCIAL NETWORKS
-
- America On-Line
-
- AoL has several good things for game programmers.
-
- It is an excellent site for uploads for shareware authors.
-
- In addition AoL has a lot of content stuff like newspapers and
- magazines, plus an extensive search engine for wire feeds.
-
- I use this to search for news on Game Development to see press
- releases and stories about the industry its an excellent place to
- keep up on the business until I start a weekly or find one that
- covers it already.
-
- Compuserve
-
- CompuServe has perhaps the best single service for Game
- Developers and that is the GAMDEV forum which if you have read
- this far is a personal favorite hangout.
-
- In addition here are some other interesting places on CompuServe
- to go to.
-
- Go GAMDEV - The Game Dev Forum
-
- Go GAMERS - Good place to read about what people are playing and
- what they like
-
- Go SDFORUM - The sdforum is the hangout for all the major
- programming journals including Game Developer
-
- Go SHAREWARE - The official forum of the Association of Shareware
- Proffessionals.
-
- Go VBPJ/MSBASIC - These two forums are useful for VB programmers.
-
- Go WinMM - The official Microsoft forum for multimedia/game
- development with Windows.
-
- Finnally you might want to GO ZIFFNET. Ziffnet is a section of
- CompuServe which is extra -- $2.95 a month I believe. It offers
- access to many Ziff magazine forums including Computer Gaming
- World and you also receive ZiffNet Threads every quarter which
- has lots of Shareware entertainment coverage.
-
- INTERNET
-
- These are sites on the Internet from which you can download
- various development oriented stuff from via FTP (File Transfer
- Protocol). For more about USENET NewsGroups and FTP in
- conjunction with CompuServe GO INTERNET.
-
-
- USENET NewsGroups
-
- Rec.Games.Programmer
- Rec.Games.Announce
- Rec.Games.Design
- Rec.Games.Video.Programmer
- Rec.Games.Video.Sega
- Rec.Games.frp.misc
- comp.sys.ibm.pc.games.misc
-
-
- ANONYMOUS FTP SITES CONCERNING GAME DEVELOPMENT
-
- x2ftp.oula.fi
- ftp.uml.edu
- Ftp.Microsoft.Com
-
- WEB SITES CONCERNING GAME DEVELOPMENT
-
- http://www.coriolis.com/coriolis
-
- The Coriolis group is developing this Web site not only for
- selling their awesome books, but they are also turning it into a
- great overall resource for Game Developers. Sooner or later this
- document may end up in an attached Web Document on the site.
- Check it out and stay tuned.
-
- Bulletin Board Systems
-
- Software Creations BBS--The Home of the Authors.
-
- 508-368-7036
- 508-368-7139
-
- A Division of Linton Enterprises
- 26 Harris Street, Clinton, MA 01510
- Telephone: (508) 368-8654
- Fax: (508)-365-7214
-
- O.K. I'M NOW AN EXPERT. I CAN PROGRAM DOOM III NOW WHAT?
-
- You aren't done yet, its time to order some more Chinese food!
- You're far from done.
-
- BETA TESTING
-
- Before you start showing the world your game, you might want to
- make sure there are no bugs or problems.
-
- Even with many promised solutions with Windows 95, there are many
- slight differences among machines out there. Even moderate Beta
- Testing will let you know if there are any problems. Beginners:
- don't make the mistake of not asking some friends, online or
- across the street, to check out your game prior to releasing it,
- to make sure it runs properly.
-
- Posting a solicitation on CompuServe for Beta Testers always
- seems to bring a response.
-
- If you're really concerned about problems with unknown beta
- testers, and if you plan on using use the shareware method
- contact the ASP, The Association of Shareware Professionals.
- They have a Mentor program setup to help with things like beta
- testing.
-
- MANUALS AND DOCUMENTATION
-
- In rushing to create games, many beginners fail to understand it
- is important to create documentation for your game.
-
- Either by good Help Files, via a Readme.Doc, or a full fledged
- printed manual, at some point your player will have questions.
- Remember before you ship, via shareware or even send out a demo
- to a company create some good documentation concerning
- installation, how to play, storyline etc. I have seen many games
- where the documentation really helps, (e.g. the superb
- documentation for Ultima) Poor documentation even if written by a
- professional writer can be traced back to the programmer/designer
- many times. Keep notes and include docs. It is that simple.
-
- I'M WORRIED ABOUT PROTECTING MY IDEAS. HOW DO I COPYRIGHT MY
- GAME?
-
- (Editors Note: Some of this was edited and outright lifted from a
- nice earlier piece on game design by Travis S. Casey titled
- Design.153, last updated in Nov. 94. It is available on the
- Internet and may be referred to as the Rec.Games.Design FAQ)
-
- If you're in the U.S., England, any Western European Country,
- Canada, or Australia, anything you write is considered to be
- copyrighted under the terms of the Berne convention that all
- these countries adhere to.
-
- A copyright does NOT protect your ideas. All a copyright does
- is protect the expression of an idea. Thus, it's perfectly legal
- for someone to take all the rules of, say, Advanced Dungeons &
- Dragons, paraphrase them, and eliminate references to Dungeon
- Master and a few other terms TSR has trademarked, and sell the
- resulting product.
-
- That said, including a copyright notice in your work does give
- you one benefit: it makes it easier to collect damages if
- someone does copy your material. If there is no copyright notice,
- the copier can claim "innocent infringement" (that is, "I didn't
- know I couldn't copy it") and get off with a slap on the wrist.
- In addition, you may want to look into registering your
- copyright. In the U.S., at least, this provides definite proof
- that you wrote your material first, and allows you to collect
- money from copiers beyond simple damages.
-
- OVERALL REMEMBER: YOU CAN'T EXPECT TO HIDE YOUR EVERY IDEA IN
- SECRECY OR BEHIND LEGAL FIREWALLS. YOU SHOULDN'T GIVE AWAY ALL
- YOUR IDEAS OR SHARE HUGE AMOUNTS OF SOURCE CODE, AND COPYRIGHTING
- HELPS. JUST REMEMBER, IN A CREATIVE MEDIUM SOME SHARING MUST
- HAPPEN BEFORE YOU WILL GET FEEDBACK. DON'T BE TOO AFRAID TO
- SHARE.
-
- If you only create games for your own play, then stop reading. I
- suspect, however, you want some tips on how to let others enjoy
- your work and maybe even make some $$$.
-
- HOW DO I PUBLISH MY GAME?
-
- You can pursue two routes. The first is submitting it to a
- publisher who will then distribute the game. Or you can consider
- or self publishing.
-
- I THINK I'LL SUBMIT.HOW DO I CONTACT A MAJOR PUBLISHER?
-
- First off, before you do, you need to realistically ask yourself:
- Do I think this is a game a publisher will want. If not, see
- self publishing.
-
- If it is, then here are some tips:
-
- RESEARCH
-
- Do some research, think about which publishers might be best for
- your product. For example, Microprose is well-known as a leading
- publisher of Simulation software. Picking a logical match will
- help.
-
- REQUEST AUTHOR INFORMATION
-
- When you have decided on the company, contact them either by
- letter or phone, and ask them to send you information about their
- guidelines for unsolicited submissions. Read this and give it to
- your lawyer to read it over.
-
- Most likely, the guidelines will include a nondisclosure
- agreement which bars you and them from discussing the product
- publicly and requires that you submit a demo version for
- evaluation.
-
- NEVER SUBMIT SOURCE CODE OF ANY KIND WITHOUT SPECIFICALLY BEING
- ASKED FOR IT AND EVEN THEN CONSULT YOUR LAWYER.
-
- GET A LAWYER
-
- I am not a lawyer and I don't play one on TV. If you plan to
- submit a game professionally to a publisher, get a lawyer first--
- preferably one with a good background in contract law and
- copyright law and, if you can, find one in the computer games
- industry.
-
- Now before you go getting the wrong idea, let me explain. I
- refer you to a lawyer not to have you march in a bunch of suits
- to do your negoiating for you. That's a fast way to
- nowheresville.
-
- I refer you to them for use as a personal resource, on your end.
- A lawyer may never be needed for a face-to-face meeting with your
- publisher, but always run contracts and legal documents of any
- kind by an attorney. I had a friend who was once burned in the
- GamDev biz becuase he had failed to understand a clause which
- held his company responsible for conversion costs and sales.
- This actually reduced his overall compensation for their product
- which went from good to poor because they were required to port
- it to poor selling machines.
-
- Most game companies are on the up and up. That, however, is no
- excuse not to have a lawyer handy to check things out. Lawyers,
- fortunately or unfortunately are a necessary part of the
- business.
-
- BE PROFESSIONAL
-
- "Ma'am, we're professionals" - Jake Ellwood
-
- Just remember that submitting your product to a publisher
- requires a professional outlook on your part. Always remind
- yourself that this is a serious business. At times fun, at times
- serious.
-
- Type all correspondence.
-
- Send multiple disks, in case of damage.
-
- Make sure you include all background details, manuals and other
- necessary materials and be patient-if your game is truly good, a
- publisher will eventually take interest.
-
-
- WHAT IS SELF PUBLISHING?
-
- Self publishing is either Shareware or the commercial creation of
- your own company to publish it. (I won't go into much depth
- about this. If you've got the money to create a retail software
- company you don't need my advice!) Mostly though, self
- publishing is SHAREWARE.
-
- WHAT IS SHAREWARE?
-
- Shareware is the hottest software marketing concept since the
- album package.
-
- Shareware is the process of giving away a portion of your game,
- say 1/3 and from within the product, soliciting, a purchase of
- the final 2/3 or full version of the game.
-
- Note: Some people--including the ASP--hold that the shareware
- version can be no different than the full version. There is no
- 1/3-2/3 concept.
-
- This is derived from the practive of some Shareware authors who
- were shipping products with essential features disabled from
- their products. The technique, known as crippling, is outlawed
- by the ASP because it hurts the notion of a full-workingversion
- and discourages people from using shareware to begin with.
-
- I would say that this is a very plausible view. However, much
- research has shown that without strong incentives, registrations
- suffer. This is a debate that will rage for a long time.
-
- My general rule is that your game should offer a complete
- experience in the Shareware version: That it have a beginning, a
- middle, and an end, and all the features required for it are
- available. For the registered version, offer an enhanced
- version. Just be careful not to offer an unplayable shareware
- version, you will be doing yourself and every other shareware
- author a great disservice.
-
- Shareware authors write their game, then after deciding on what
- features/levels etc. of the product they will include in their
- "shareware" version, give away that portion. Via uploading to
- online networks, BBS's, and the Internet shareware authors make
- their game available to millions of computer users (who
- subsequently may copy versions and give them to their non-online
- friends) for next-tonothing. Then users download or acquire the
- shareware version and if they like it, and feel enough incentive
- to upgrade, will usually send a check or credit card order(if you
- can accept them), directly purchasing the full version from the
- author.
-
- Shareware has been noted recently with the success of DOOM and
- other products from companies like APOGEE, EPIC and MVP which
- have used the Shareware method.
-
- Shareware's main attraction is the low cost for marketing and the
- high margins of direct orders (cutting out the publisher, the
- distributor and the retailer means more money per copy for the
- creator). It's other attraction is the ability to publish special
- interest stuff for example: a sailing, simulator--that otherwise
- might not sell in a crowded retail environment.
-
- However, there are downsides to Shareware. Selfpublishing is a
- lot of work, and not every consumer has the means to acquire
- shareware versions, and recently it is getting crowded with tough
- competition. On the bright side, the business is still growing
- by leaps and bounds.
-
- There is too much to be said about Shareware beyond the simple
- stuff I've touched on.
-
- FOR MORE INFORMATION ABOUT SHAREWARE
-
- If you are truly interested in the Shareware method, I implore
- you to do the following two things:
-
- JOIN THE ASP
-
- The Association of Shareware Professionals. This organization,
- accessible on CompuServe (GO SHAREWARE), is the best resource for
- budding Shareware authors. There is a ton of information
- available about Shareware marketing in their libraries, so fire
- up your modem and check them out.
-
- READ
-
- There has been a lot written about Shareware recently, much
- concerning its viability, tips on how to be successful at it,
- etc. Most of this is available from the ASP but there are
- articles showing up in traditional business publications,
- mainstream computer magazines and books. Shareware is more than
- just simply labeling your software SHAREWARE and waiting for the
- checks to arrive, so a
- few days reading about it will go a long, long way towards being
- a successful shareware publisher.
-
- TALK TO OTHER SHAREWARE PUBLISHERS.
-
- As I mentioned before, there are also several successful
- shareware publishers, many of whom you can find in both the
- GamDev forum and the Shareware forum. They can offer tips and
- perhaps even aid you in publishing your product. While you will
- split your profit, the shareware method they use still provides
- higher margins and many will tell you that their established
- expertise and distribution networks will result in more sales of
- the full version then going it alone. In addition, they may help
- with the development by finding you artists and musicians and
- other resources. However, that is not for me to corroborate and
- if you are interested in what these companies have to offer, you
- need to contact them directly.
-
-
- WHAT IS THE BEST WAY TO PUBLISH?
-
- There is no easy answer.
-
- Shareware is all the rage right now, because Id hit it big time
- with Doom and Wolfenstein and MVP, Epic and Apogee have created
- excellent businesses and the margins are higher. Remember,
- though: Successes of any kind are exceptions to the rule. The
- fact is most shareware products don't make the millions that Id
- made. Don't get discouraged, you may be the next exception, just
- be prepared to be happy for a mere trickle of orders. Shareware
- success is about good products and great effort--read the stuff
- about shareware I referred you to, and you'll see.
-
- Self-pblishing requires a lot leg work. Processing orders,
- technical support, and so on are going to be big requirements on
- your time. Even if you sell only 10 to 20 copies a month after 2
- years, you may have some 500 users. That is why many people
- submit to publishers. In addition to helping with programming,
- publishers can market your game much better than you yourself.
-
-
- QUICK RULES
-
- In short: Just as in many things in life, there are tradeoffs.
- My advice is to follow these rules:
-
- Self-publish via freeware if: (That is, simply give the complete
- product away for free)
-
- 1.You don't think your product will generate enough sales to be
- viable.
-
- 2. You don't have a desire for the money you might make.
-
- Self-Publish via shareware if:
-
- 1. Your product is good--not good enough for a publisher--but you
- still think people will pay for it.
-
- 2. If you really are someone who enjoys the idea of creating the
- next successful publisher, not just the next great game, and
- you're seeking a potentially higher profit margin.
-
- Use a Retail-oriented publisher if:
- 1. Your product is good enough.
- 2. You want to concentrate on nothing other than making games.
- 3. You want a traditional Retail distribution of your product.
-
- Use a Shareware-oriented Publisher if:
- 1. Your product is good enough.
- 2. You want to concentrate on nothing other than making games.
- 3. You want to still use the Shareware method.
-
- WHAT's THE PUBLISHER'S PRESPECTIVE?
-
- We've talked a lot from the developers prespective but the other
- side of the equation is equally if not more important. I asked
- Dave Snyder of MVP GAMES to write up a little something about
- what goes through his mind as a publisher when he approaches game
- development and submissions. Here's what he had to say:
-
- I cannot give you any general rules on submitting products to
- other publishers. Nor can I give you any general rules on what
- publishers look for or what they expect in a submission.
-
- The only general rule is to contact the publisher directly before
- submitting a product to find out what is of interest.
-
- Moreover, while every publisher will tell you that they will
- consider any type of game, the fact is that most publishers
- specialize in certain types of games. Familiarize yourself with
- what types of games a publisher has done well before submitting
- anything.
-
- Here's another thing not to expect from publishers these days: an
- advance, unless you are an established developer with at least
- one hit under your belt.
-
- Advances are big risks for publishers. All of us, MVP included,
- have paid advances at some point in the past and have not gotten
- a product in return. Since these days there are more good games
- than can possibly sell or even be published, you are selling in a
- buyer's market. Consider that lots of publishers, including
- major ones, have faced recent financial difficulties, with more
- to come, and you will see that publishers must be very careful how
- they spend their money.
-
- Having said what I cannot tell you, I will say what MVP expects.
-
- First, we want to see at least a demo. While we don't care
- whether the artwork, music or sound effects are polished (we have
- professionals to do that), we do want to see a good
- implementation of an interesting idea.
-
- And we want to see enough of it to be in a position to make a
- decent evaluation. We are not interested in seeing mere ideas,
- generally speaking, because everyone has ideas. We want to see
- some sort of implementation of that idea.
-
- Frankly, we are much more concerned about your commitment to the
- project, your ability to pull it off, and your ability to take
- direction and criticism, than we are interested in seeing a
- polished product. When a publisher invests in a product, even
- without paying an advance, that represents a substantial
- commitment of resources. A publisher is buying you, not just
- your product.
-
- You have to convince the publisher that the investment is worth
- it. You should have ideas on how to complete a cool game, but
- you had better be willing to listen to direction. MVP, and, I
- suspect, most other publishers, are not interested in prima
- donnas.
-
- The world of computer games is as competitive a business as there
- is these days. Unless you are committed to working 80-hour
- weeks, for as long as two years or more, don't kid yourself about
- trying to break into it. Most of those who are developing games
- full-time have done that. Lots of others are willing to do that.
- That is the norm in any extremely competitive business. Since
- getting an advance will be tough to do, you must be committed to
- working your day job, and putting in at least 4 hours a day,
- every day, on your game.
-
- No taking Saturdays off. No parties, no social life-no kidding.
- Just a few years ago, people could make it in this business
- without making that kind of sacrifice, but that is not possible
- any longer.
-
- Finally, consider a small publisher for your first game. Usually
- a small publisher will give you more attention and help than a
- large publisher can. Consider shareware, but work with a
- shareware publisher.
-
- Even if you hope someday to release shareware games on your own,
- work with an established publisher first. Your game will be
- better, you will learn from their experience, and you may find
- that you don't especially want to run a business, you want to
- just write games. If you do find that, working with a publisher
- will spare you from getting into something you later discover
- prevents you from doing what you want.
-
- IS DEVELOPING GAMES THAT BRUTUAL?
-
- Yes and no. Dave certainly conveys the seriousness of the
- business and the time it takes and the
- competition.
-
- The life of a Game Designer is brutal for beginners, just as any
- similar competitive industry is. However as Chris Crawford
- pointed out in an Email to me while discussing finishing touches,
- approaching it as a hobby much like photography can be fun! If
- you do something and you think it's really good or you find your
- skills are developing to a professional level then maybe the next
- step takes you to that level.
-
- Overall, have fun. Just don't get stary-eyed ideas that your
- work will make you a millionaire. Work hard, regardless of your
- goals.
-
- CONCLUSION
-
- Well, I hope you've found the above informing. I've found Game
- Developing to be a big trial-and-error process.
-
- Why? Because not enough of the know-how has been disseminated
- and that makes it difficult to learn, let alone even start.
-
- Game development, unlike a lot of other programming, is at the
- forefront of the technology curve. That is why you see games
- pushing the hardware limits of your machine more so than, say, a
- Wordprocessor. So much of what you see done today was figured
- out by someone only yesterday. Thus, it takes time to filter
- out.
-
- It is frustrating to have all these ideas in your head and no way
- of knowing how to accomplish them. If that is your case, I hope I
- have enlightened you enough to motivate you to go out and learn.
-
- Only now have enough books, experts, and tools come together that
- give people the power to create their own products. There are
- not too many businesses like that left--surely no one can go out
- and make a hit movie with a camcorder. But even with a 4 meg 386
- that, maybe even millions will want to play. Hopefully, with some
- devotion, hard work, skill and a little help from (this FAQ)
- above, it will be your game. GOOD LUCK!!!
-
- NOTES
-
- Any one wishing to correct, object or update information in this
- file E-mail Corrections to: Ben Sawyer@AOL.Com or at my
- CompuServe Address: 73522,1470 This FAQ will be updated once
- every two three months.
-
- Please be sure to include non-email contact information and your
- full real name if you are using a screen name and, how you would
- like to be named in the donors column.
-
- Submitters remember that this FAQ is a general purpose FAQ aimed
- at general game development issues. Please stick to the basics.
- Thanks.
-
- DISCLAIMER!!!!!
-
- ANY ADVICE GIVEN HERE IS NOT LEGAL IN ANY WAY, I AM NOT A LAWYER.
- ALL OF THIS ADVICE IS GIVEN TO YOU AS IS AND IS NOT MEANT TO
- COVER EVERY ISSUE AND THEREFORE USE IT AT YOUR OWN RISK. I TAKE
- NO PERSONAL RESPONSIBILITY FOR ITS CONTENTS. I DO NOT TAKE ANY
- RESPONSIBILITY FOR ANY OF THE PRODUCTS MENTIONED ABOVE AND HAVE
- NOT RECEIVED COMPENSATION FOR LISTING THEM AND TAKE NO
- RESPONSIBILITY FOR THERE USE. HAVE A NICE DAY ;-)
-
-
-