30th 06 - 2011 | comment closed

Create Computer Games

There’s something almost magical about the fact that we can move images around and interact with virtual worlds, a living fantasy presented for us to interact with however we please. I’ve also always wanted to make games myself but, until recently, didn’t have the technical knowledge to do so. Now, I’m a second year software engineering student, so if I weren’t able to code a game without too many dramas there’d be something drastically wrong. But what about the common person: the person for whom the term ‘memory leak’ conjures up images of their grandfather, ‘pipeline’ is where the water flows, and ‘blitting’ is unheard of? Well, everyone can get in on the game creation process, and you don’t even need to learn ‘real’ programming to do so.

So where do games start? With an idea. Games, like all fiction, require an idea to be successful. Sure, in the same way you can just sit down and write a story without foresight, you can jump on in and slap a game together. However, unless you get ridiculously lucky, the best works are usually the ones that have been well thought out beforehand.

There are two methods of planning a project. You can start from a known technological standpoint and build your project on top of that or you can just go for the design, add as many features and ideas as you like, and then remove the ones that you can’t use when you’ve decided on the technology you’re going to implement the game with. In general, the second type is probably the best one to go with when designing games. When you’re first starting out however, the first option will save you many headaches.

So, for a first game you’re going to want a pretty simple idea. Don’t get me wrong, crazy-go-nuts game ideas are fantastic, and there should be more of them out there, but you’re not going to be able to create a real world simulator with fifty billion virtual people all interacting real time with your actions having a butterfly effect on the future of the virtual universe when it’s just your first game. Really. Many people try it; none that I know of have succeeded. Imitation is the best way to start out. Simple games such as ‘Space Invaders’, ‘Tetris’, ‘Pacman’ or even ‘Pong’ are great places to start. All are largely simple to create but have some inherent challenges. ‘Pacman’ for example, requires path finding for the ghosts. I recommend that you start even simpler than that for your very first attempt. ‘Space Invaders’ is a nice point to jump in. You can make a simple, complete game without much effort and it’s almost infinitely extensible.

If you’re stuck for an idea, pick a genre that you enjoy. Do you love adventure games such as ‘Monkey Island’, ‘Grim Fandango’, ‘Space Quest’, ‘King’s Quest’ etc.? Design one of those. Are you into fighting games like ‘Street Fighter’, ‘Tekken’, ‘Soul Calibur’, ‘Mortal Kombat’ and so on? Come up with an idea for that. Do you like first person shooters such as ‘Quake’, ‘Half Life’ or ‘Doom’? I don’t recommend it as a first project, but you can always give it a go. Feel free to be as generic as you like, this is a learning experience after all.

Now that you have your idea it’s time to flesh it out. Don’t worry about the technology or the fact that you may not know how to actually implement a game just yet, just grab yourself some paper and a pencil and go crazy with ideas. Describe the main characters, game play, goals, interactions, story, and key mappings, anything you can think of. Make sure you have enough detail so that someone can read through the notes and play through the game in their head with relative accuracy. Changing game design during the coding process is almost always a bad idea. Once it’s set, it should remain set until the tweaking phase (I’ll go into this more later) or you’re likely to enter ‘development hell’, where the project goes on and on; more and more work is done with less and less outcome.

At the end of this period of your game creation, you should have the following:

- A written outline of the game’s characters and possibly a sketch or two (be they space ships, yellow circles, cars or the prince of the dark kingdom of Falgour, you need to know who or what the player will be and who they will compete against)

- A written outline of the story (if there is one, this isn’t too vital for ‘Space Invaders’ or ‘Tetris’, but for ‘Uber Quest: An Adventure of Awesomeness’ it’s a really good idea)

- A description of game play, written or storyboarded. Storyboards are visual representations of ideas. Draw your characters in actions, with arrows showing the flow of action and short written descriptions detailing the events occurring in your image (because some of us aren’t fantastic artists and our images can be a little… open to interpretation…)

Now that you have a fleshed out idea, it’s time to work out how this will all get put together. If you’ve gotten to this point and are worried that you’re going to have to spend years learning complex programming languages in order to implement your idea, fear not! Others have already done the hard yards for you. There are many RAD (Rapid Application Development) Tools available for game creation, a number of which are available for free online. Some of them still require you to learn a ‘scripting language’ (a simplified programming language made for a specific task) but in general this isn’t too complicated or involved. I’ve compiled a brief list of some of these I have found at the end of the article. The free ones are listed first, organized by game genre.

Well, that should be enough to get you started in the creation of your game. The most important thing to remember once you’ve gotten this far is that you need to complete your game. Many people start a project and then lose interest and it fails, or they keep moving on to one new project after another without finishing anything. Start small, build a working (if simple) game that is, above all else, complete. When you get to this stage you will always have a huge number of things that you wish to change, fix etc. but you’ll get a great feeling from knowing that it is, in its way, finished.


30th 06 - 2011 | comment closed

Computer for Freelance Graphic Design

Hardware is the first consideration of most freelance designers. While PCs have been proven to rival Macs in terms of processing speed, some people claim that Macs still process large graphic files more efficiently. Also, Macintosh computers have a better maintenance record than most PCs. However, when a hardware problem does arise a Mac can cost more to repair.

Software is where the Macintosh shines compared to the PC. All the major graphic design applications are available for both platforms and run with similar speed. However, the Macintosh operating system has historically been much more stable than the Windows operating system and much easier for the end user to troubleshoot. Additionally, Macintosh computers are far less susceptible to viruses, adware and spyware than PCs, which are notorious for their security flaws.

There are considerations beyond the hardware and software that a freelance designer needs to consider. For example, Macintosh computers typically cost more than PCs. However, once a PC is equipped with the appropriate memory, processor and graphics card to efficiently process graphic files, the cost is fairly similar. If a designer decides to switch platforms any graphic design software already owned must be repurchased under a new license which leads many designers to stick with one platform.

Aesthetics are often a consideration of many designers. Macintosh computers are designed to look sleek and creative while PCs are typically more standard looking. However, some of Macintosh’s most originally designed computers are not suitable for graphic design work, leaving a designer with the standard CPU tower, monitor and peripherals, though perhaps in interesting colors.


30th 06 - 2011 | comment closed

Programs For Animation Design

My start point was simple, as when a boy I fashioned the pipe cleaners into the semblance of human form and encouraged the models to stand upright by using office tack, then with felt tip I drew a backdrop of a bar room and proceeded with the aid of a basic computer camera to act out the story line of a colourful old tune, The Stranger in Blue Suede Shoes, by Kevin Ayres.

The camera came ready with its own snapshot program which I linked up with the free version of Windows Video Maker then dragged and dropped the music which was saved into Windows Media Player, the results of this first effort can still be viewed on You tube and have received a number of positive comments.

Two more musical efforts followed, on the later, Blue Xmas by Miles Davies, I added in the use of a new software program “Adobe Photoshop” which is superbly flexible at importing a photograph to change, move by layers or distort in various ingenious ways and then you can even add in lighting effects and much more, my list being in no way exhaustive.

Your purchases may well stop there if your needs are only simple, however I find by nature that once started an unseen force pulls me ever forward to find that one next stage of progression and so dissatisfied with the accuracy of mouse drawing I next invested in a Wacon Intros 4 drawing tablet, I nearly went for the larger of the three size options but in hindsight for compatibility to my needs I find the medium version ideal.

Later I then stumbled on to a software sale and picked up a copy of “Serif Video Studio” which although simple by design I found it more flexible than Windows Video Maker and even a dozen plus videos on I still use this programme as my base to bring forward all developed scenes into.

Music with Windows XP or earlier versions was a simple click of a button job but upon upgrade to Windows 7 I found many such tasks becoming a little less user friendly and so now I work through an “Audio Lab Cleaning” program which is wonderfully simple when cuts, breaks and sound bites are needed.

But my latest purchase and by far the most revolutionary to my style was the bonus pack of ” Reallusion Iclone4 and CrazyTalk6.Pro” without a doubt this is the most fabulous of programmes for an enthusiastic amateur like me, try some of my latest efforts on You tube to recognise the difference, these programmes let you work with real 3D animated characters just like in Disney the only barriers being your computers capabilities and your own time and imagination, I believe it is worth paying a little bit more to get the “Pro” rather than “Standard” packages of these programmes because the add-ons and upgrades are much more comprehensive and worth every penny.


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