Tuesday, December 2, 2014

Under Construction

Hi All,

Just a quick note:
Even though there was supposed to be a post here about all the changes the company is going through, and about all the new stuff we're doing, said stuff are actually getting in the way.

So, for a while, our website is under construction. We'll be back up soon, with a new - better - version.

PS - the blog stays open, so keep watching this space for more news and updates (including that post about the changes).



Monday, June 30, 2014

Changes


Busy times ahead. Things have been in a flux for a while now, and are just now starting to calm down. And as they do, new things – new ideas – emerge. I’ll try and list a few of the things that have changed in the last few weeks, or will change:

·         New Retro Studio Site – the web site is about to go through some serious changes. Expect some more content (including art) and general overhaul.
·         New Retro Studio Facebook page – which was mostly dead until now – is about to get some more content in. Together with the site - I expect to get some traffic (and "likes").
·         New games – there are still 3 games in the making, but DIFFERENT 3 games! And the focus changed as well. We've dropped the interactive novel. It's still a great idea, if you ask me, but a lot of work for something that may or may not be popular. So, instead, we have a new game. It's a browser based game, that I got the idea for while playing extrasolar (which is recommended - a full review will arrive soon).
·         Podcast – New Retro Studio presents an indie gaming podcast! With me and the wifey. Coming real soon.
·         New hardware – yes, we’re finally getting new hardware - one that’ll be able to run faster. And better. That should make our coding process slicker. Not to mention that I'll be able to play more games!
·         Paris – though I’ll talk about it in a separate post, I think I can finally reveal what I’ve been keeping hidden for months: we’re moving to Paris! Sometime around August, my wife and I will pack up our shit, and move to Paris. New Retro Studio will continue working from the city of lights. Viva la France!
·         Education – in case you haven’t heard – Pluralsight and Digital-Tutors are now one! More courses than I have the time to watch are now at my disposal. That's the way I like it.
·         Shipping – a closed alpha of one of our games will be coming out soon. Hopefully in a couple of months (with our relocation, that time-frame may be VERY optimistic). Yay! Expect a separate post on that soon.


That’s it for now. Seems like a lot, doesn’t it? It is. But we’re all excited and happy with the changes. Interesting times are coming. Stay tuned.

-Shay

Sunday, June 15, 2014

Work it!



It's been a rough few months. A lot of things have changed, both in my personal and professional life. But I'm back. And it's time to get things done!

Turns out - it takes a lot of work to get a game out!

big shock there, huh?

Well, I was prepared. Kinda. I think it was about a year ago I said that making a computer game - from scratch - takes a lot of work. Thousands of man-hours are required. And it's not like I wasn't prepared. I think it was around a year ago, on this very blog, that I said that making a computer game takes a lot of work. Well - I was right. And wrong.

Making a computer takes huge amounts of work. No matter how much work you think it takes - it's more. It's ten times more. And no matter how much work you think THAT is - you're still wrong.

So, let this be a warning. I'm not trying to discourage or scare anyone. What I'm trying to say is quite simple: making a computer game is a huge undertaking, one that you should consider carefully before committing to. And once you do - do it right.

Hell, if EA can do it - I'm sure I can!!!

-Laters,
-Shay


Monday, June 9, 2014

I'm back!


Yeah! Finally!

Serisously, though - I'm back. And I've got a lot more to say. Stay tuned!

-Shay

Sunday, December 8, 2013

Three?!

Came up with an idea for a new game. A third one.

Turns out it's a lot easier to come out with ideas for games than actually making those games (duh!).

I'm already working on 2 games at the moment (more on them next week), so why would I want to work on third one? Did I mention I also have a full time job?

Well, there are pros and cons to every decision. And when there's so much you want to do - the decision is made a lot harder.

But there are advantages to developing that third game. The stuff learned through its development would be priceless and would serve me greatly when coding multi-player into my third game (the biggest of the three).

So, should I go for it? Try and create three different games simultaneously?

I still don't have an answer for it. At the moment, I'm working on a demo and design for my new game. At some point I'll have to decide. Some point soon. Not yet, though. What do you think? Should I go for three, or stick to the two I've already got?

Sunday, November 3, 2013

I'm back (again)...

So, it's been a while...

Yeah. It seems that the old saying is true - when you least expect it, life kicks you in the ass. That's the old saying, right?

Anyway - starting a new job; moving to a new place; the sudden, unexpected death of my mom; - they all took their toll. And since I had to deal with all of them at once - everything else had to stop. I had less time for friends. I had less time for TV. I had less time for sports. And, of course - I had less time for developing games.

But!!!

Life goes on.

Everything that happened - happened. It took a while, but I got over them, and I'm ready to get back on the horse. Oh, how I missed the horse...

Getting back on the horse actually takes some time. I had to open old projects, and read my own code. Everything seems easy and obvious when you write it, but when you look at it a few months later, all you can think is "what the hell is this shit?!"
No, it's not that I did a bad job. It's not that I didn't know what I was doing. It's just that it takes some time to get to the same state of mind you had a few months ago. It takes time to remember all the little decisions you made a while ago, and didn't document because they're so obvious you'll never forget them. Well - you do. So, never count on your memory - document everything!

You can also forget about all those fancy Gantt charts, and those precious timetables. Sometimes, life gets in the way. And you can't run away from life.

So, of course there will be a delay. Of course timetables and Gantt charts will need to be updated. Am I upset about this? No. That's just the way things are. The games are still being made, and that's all that counts.

I'm back, bitches!


Wednesday, May 29, 2013

Plot - what is it good for?


Turns out - story is an essential part of every game. Or - is it?? Do you really need a plot (even a bad one) to play a game? Would it change your game experience if one never existed? Or, if it was simply awful or boring? And besides - what do stories and games have in common? Why mix them at all?

Let's start at the beginning: what constitutes a story and what constitutes a good one?

According to Wiki, a narrative (story) is "any account that presents connected events". Well, sounds simple enough. And then it continues: "Narrative is found in all forms of human creativity and art, including speech, writing, songs, film, television, video games, photography, theater, and visual arts such as painting".

Now that we know what a story is, can we recognize a good one? Obviously, "good" and "bad" are subjective feelings, and so it's harder to mark a story as either one. Sure, there are some rules (like structure, character, plot, them style and so on) that help make a story better, but none of them are definitive. Following all the rules won't necessarily make your story a good one. Someone may still not like it.

So, how do we define a good story?

In my opinion - you can't define a globally good story. A story may be good in your eyes, and bad in mine. You may like it - I may not. But it's not just you and me that are different. I may like a story today, and hate it tomorrow. Your feelings toward a story may change with time.

So, we can't. A story can't be defined as good or bad, as an absolute thing. Same as art. Probably because stories ARE art.

Now that we know what stories are, let's talk about their role in video games.

Humanity always had a thing with story-telling. It's almost a burning need we humans have, to tell a story. And we'll use every new piece of technology to do it. Cavemen used paint and color to draw on walls, while Egyptians carved them in stone. The moment we learned to speak - we invented the theater. Later, we drew on canvas. And as technology advanced we used books, paper and photography to tell stories (comics are part of this stage). Then it was radio, TV and the internet. So, given all those forms of story-telling, why not one more? It seems gaming is - at the very least - a valid platform for story-telling.

But, do stories make games better? Let's compare some popular games: Pong and Tetris vs. Mass Effect and To The Moon. It's obvious two of those games are story-oriented and wouldn't survive without it. To The Moon, for example, has almost no game-play, except for following a sad story. But it's still a great game. On the other hand - Pong and Tetris have no story in them - and they're very popular (still are). So, how can that be? Is the plot of a game good for it, or bad for it?

in my opinion, video games stand on various legs. The more legs a game has - the better. The stronger the legs - the better. These legs are graphics, music, game-play, UI, design and so on. The story is just one more leg. If it's good - it will help lift the game. If it's bad - it will harm the game. If it's missing - other elements may cover for it.
In conclusion - stories add to the game experience, but they are not a must if the game is good and compelling enough without them. Done right - they do add a lot to the game.

That dilemma came up when working on my own games.

One of the games is an interactive story, so of course story is an important part of it. Actually, it's the MOST important part. Everything else is just there to serve the story, so not only does the game need a story - it needs a GOOD one. A very good, compelling story. Otherwise - the game will crash and burn. Being an interactive story, the other elements of the game, aren't good enough without a good story. It's a good thing I'm working hard on providing one!

As for the other one - that was a real dilemma. You're flying in space, shooting bad guys, doing missions. Do you really need a background story for that? My personal advice - yes, you do. At the very least - it can't hurt. At it's best - it will make your game better, more memorable, and most important - more fun! It's a lot more fun if you have a reason to shoot the bad guys. Not just "because they're there", but because you hate them, and want them dead. Once you have that - a feeling inside you that relates to the game - you're more connected to it. And the more connected you are to the game - the more you enjoy it.
And how do you get someone to feel something towards a video game? You add a good story to it!

Till next time, have a good night.
-Shay