Sunday, December 8, 2013
Three?!
Sunday, November 3, 2013
I'm back (again)...
Wednesday, May 29, 2013
Plot - what is it good for?
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.
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
Sunday, May 5, 2013
Postponement!
Tuesday, April 30, 2013
Going public
Thursday, April 11, 2013
2 games?!
Wednesday, March 13, 2013
What did I learn?
- Game design.
- Art design.
- Coding.
- QA.
- Marketing.
- Publishing.
- Misc. (Trust me - there's a lot of misc)
Saturday, March 9, 2013
Day job
It's been a crazy week. Most of it due to some chaos in my day job.
Some background: I work as a software engineer for a large high-tech company. That's my day job. I go there every morning, and come back every evening. And then I start working on the game.
In the last couple of months things seem to go wrong at the place I work. So much so, I'm actively thinking about looking for a new job. And that fact, got me thinking. Why the hell do I need a day job? Am I not an indie game developer? Isn't that my job?
Well, the short answer is: no, it's not. The slightly longer answer is: no, not yet.
Here's the sum of the dream: we make an indie game. It makes enough money to make it worth it to quit my day-job and make more indie games. Those games make enough money to make my studio bigger. Hire more workers. Make bigger games. Better games. Make more money.
That's the dream, at least. The goal.
So, if my goal is to work as an indie game developer, or as a studio CEO, why do I keep my day job?
The simple answer is, of course: it pays the bills. I have my own place (and it's a sweeeet place). I have my own car. My dog is well fed. My girlfriend gets nice presents (when I feel like it). The electricity is always on. I have hot water. The fridge is full of tasty things. And so on...
But, is that the only reason?
No. My day job pays for this pc. It enabled me to buy a domain for my company. I pay for software. I pay for hardware. And I can sleep quietly at night.
Simply put: my day job pays for my night job. More specifically: my day job pays for my dream. My day job enables me to dream.
I don't know how long I'll need to hold on to my day job, but until my night job makes enough money - I'll have to keep my day job. Hopefully - it won't be for that long.
-Shay
Sunday, February 24, 2013
Logo work
New Retro Studio, finally has a logo!
Creating a logo for your studio is not an easy thing. First off - you have the money issue. Are you paying a professional logo-maker (that's an actual job!) to design and create the logo for you, or are you doing it in-house, saving a few precious bucks?
In this case, I went with the latter. Money is scarce here (did someone say kickstarter?), and we have to save it for the important stuff. The company's logo, though important, is not vital. A bad logo might get some criticism, or be mocked, but it won't affect the sales of your product. Your product will affect the sales of your product!
With that out of the way, remains the issue of actually doing it. How do you design a logo?
I wanted something simple. Something that meant "New Retro" without being too loud. Something I could use over and over, on every site.
I've decided to go with the letters NR, giving each letter a different look. Some trial and error later, and the N became metallic, while the R was carved out of wood. A white spot light finished the look.
I rendered out two version: the big one, displayed at the top, and the smaller one, attached below. The big one is the official version. A short movie will be made, based on that.
The smaller one is the one that can be used as an icon, avatar and so on. I'm guessing that'll be the one you'll see the most. It's not an exact copy of the bigger one. The reflections are off, and the lighting is a bit different. Still - same logo.
But here's the thing about make a logo: it's one of those things you rarely think about when you decide on making a game. It's just one of those many small things that suck up your time unexpectedly. And the list is endless.
Anyway, endless or not, check one off the list!
-Shay
Sunday, February 17, 2013
First Concept Art
So, my talented (and cute) girlfriend has finally decided to draw me some spaceships.
Mind you - that's a girl who knows nothing about sci-fi, spaceship et cetra.
So, for the last few weeks, I've been forcing her to watch all kinds of sci-fis with me: Star-Trek, Star Wars, Battlestar Galactica, and so on.
She loved some of them, got bored at others. But that didn't matter to me. My goal was to make her see space ships. Lots of lots of spaceships. And she did.
And now she finally started drawing some of them.
It's not as easy as it seems. Especially to someone who's not familiar with the source material. That's both good and bad. On the one hand - she doesn't know what to draw. She doesn't even know where to start. On the other hand - she's not compromised by "common" things. The ships she draws are different and unique.
That said, I chose to display two of the ships she drew that don't have that quality in them. Why? Cos I want the game to be familiar to anyone who's familiar with the genre. I want players to look at a ship and say "yup, that's a ship."
Here's another example:
I like them.-Shay
Saturday, February 9, 2013
Competition!
I never expected to be the only one. Everyone knows that the gaming industry is highly competitive and rough.
But I did have an advantage (not the only one): I was about to make a game in a "dead" genre. A type of game that existed in the 90s and is gone. I was about to revive it.
And then, about a year ago, someone got ahead of me and tried to do it. The game I'm refering to was Sol Exodus by Seamless Entertainment. The good news was it was a bad game. Not close to being good enough, and not close to matching me own idea. That game won't revive the genre.
And then I find out that a few more similar games are coming out! 2 came out last week, and a major one has already found its founding on kick-starter.
But - is it bad news? What does it mean for my game?
Well - I don't know.
If those games come out, and become big successes - they'll imply that there's a market for that kind of game. People are willing to pay for it. Assuming my game will be better - that's good news.
If those games fail miserably - still good news! It only means something went wrong (maybe the games sucked?) - but it doesn't mean no-one's interested in the genre.
There are many more options, but the bottom line is this: I can't tell. No-one can. But, although more similar games on the market mean more competition, it can also mean good sales and good reception.
Let's hope so.
-Shay
Saturday, February 2, 2013
To The Moon - Game Review
This is an interesting time in gaming world. Making your own indie game - crazy as it might be - has become easy enough so that anyone can do it. And since anyone can do it - we get tons of new games, of all kinds and varieties. Games that the big companies won't produce. Won't pay to produce. Games that are different.
And different is not a bad word.
One of those games is "To The Moon". Calling it a game is really a stretch. More like - an interactive story. You don't fight. Don't shoot anyone. You don't jump from platform to platform. You don't collect items. You don't make money, or buy items. You don't actually do anything! Except, follow the main story...
And that's about it. You see the story unfolding in front of your eyes. You read the texts, follow the characters, listen to the music. Most of the time, you just click through the conversations. Once in a while you solve a minor (very minor) puzzle that takes all of 5 seconds to complete. And that's it.
To some of you, that may sound like a bad thing. It's not.
Without all these distractions you can really let the story draw you in. You can focus on the plot completely, and ignore all distractions. And it works! The story feels really sad, and you get to identify with the characters and their pain.
The story revolves around an old man named John. On his deathbed, John makes a final wish - to reach the moon. In the game, a technology exists that allows to implent memories inside peoples' heads.
Enter Dr. Rosalene and Dr. Watts - our 2 officials come to fulfill John's last wish - at least, in his head. In order to do that, they plug a machine to his head, and enter his memories, going through them, from his latest (old age), to his earliest. Their goal: reach an early memory and implant the idea of getting to the moon there. Kinda like "Inception". On the way, they get to know the man, and see interact with his memories.
Most important of all - they get to meet his deceased wife, River, the love of life ever since he was a kid.
Following the trail of memories is a painful process. At first - it seems strange and intimidating. But as the journey continues, we get to know John and River better. We get to connect to them, and to understand them. And when things start to clear up (after several hours of playing) - emotions start to emerge.
All of that is achieved despite of a century-ago-graphics, and despite repetitive music (which does set the right tone). Quite an achievement.
I've played the entire game with my girlfriend, who's anything but a gamer, and even she enjoyed it. Probably because it doesn't feel like a game. We should probably broaden our definition of a game now...
The game clocks at about 6 hours, and although it's more of an interactive movie than a game - it's a fun experience, well worth the 10$ (cheaper than a movie, lasts longer).
4/5 - go get it.
Have fun getting to the moon
-Shay
Sunday, January 27, 2013
Time to get to work.
And it's nice. It's good. It's easy.
And that's the problem.
Reading is easy. Too easy. When you read you don't have to think. You don't have to invest. You don't have to do anything, actually. Just... read.
And that's not good enough. Reading won't get your project off the ground. Reading won't write your code for you. Reading will get you nowhere.
Of course, I'm exaggerating. Reading is good. It puts some knowledge in your noggin'. But reading is not enough. At some point - you have to stop reading, and start doing.
I've reached that point.
I have all the knowledge and know-how I need. I don't need to see more code examples. Don't need to read more documentation. Don't need to read another blog-post. I don't need.
It's action time.
So, reaching that conclusion, I've put my reading glasses down (metaphorically speaking, I had laser surgery years ago), and started coding. Started creating.
The results are coming up soon, I promise.
Have a great day
-Shay
Monday, January 21, 2013
Book review: WPF 4 Unleashed.
So, it seems I needed to learn some WPF.
It wasn't my favorite choice, but once I decided that WPF is the way to go - I had to learn it as fast as possible.
This part - the learning part - is the hardest part. You sit around, reading a book on your kindle, PC, or actually holding one in your hand. And it may be interesting (not all technincal books are interesting) - but you still have this nagging feeling that you're not actually doing anything. You're not working.
Well - that may be how you feel, but it's not true. In order to create any piece of software you have to work in steps, and if step 1 is: "learn WPF" - than sitting at home reading a book is the first step - and it is, indeed - a step. It gets you closer to your goal, and it's not any different from (for example) - step 2: "Design the menus".
So, I've decided to put all of my energy to learning WPF as quick as possible. Made some inquiries, and finally decided on WPF 4 Unleashed .
So, how was it? Good and bad.
The good:
It covers a LOT of basic WPF stuff, starting from xaml reading and writing, layout options and all the way to advanced controls and graphics. The book covers every subject to in length, and provides tips, warnings, and example code.
The bad:
It's too boring and not well written. It is obvious the writer, Adam Nathan, knows a lot about WPF and its internal working mechanisms. Too bad he uses that knowledge to make things more complicated then simple. Some of the chapters were too complex and puzzling, leaving you confused instead of enlightened.
The conclusion:
It's not a bad book. I wouldn't recommend it as a must-read, and definitly not for those starting out with WPF, but it's a good book to keep around as reference, since its code examples may be copy-pasted directly into your own projects.
3/5.
-Shay
Monday, January 14, 2013
My big idea
It's about time to talk about my game.
A while ago, I've been talking to a good friend of mine about video games. Specifically, we were talking about games we liked as teen-agers. Gamers that are no longer available. And we found out we're always coming back to the same type of games, a type that's gone from this world. No-one seems to be creating those types of games anymore. I'm talking about space-combat-sim.
In case you have no idea what I'm talking about, I'll give a few examples: Star Wars: X-Wing, Star Wars: Tie Fighter, Star Wars: X-wing Alliance, Freespace 2 and so on.
In those games you usually play a pilot, flying some kind of space-craft into battle. You have various missions and goals, and you fight other crafts - big and small - to meet them.
But that's not all.
I'm not planning on making another TIE Fighter clone. I'm planning on making a level-engine for this type of game.
What does it mean?
It means that ANYONE around the world, by editing a simple XML file, will be able to create missions, briefings, and even whole campaigns!
The idea is very simple: all of the assets and game-logic (including AI) will aready be in the game. All the mission editor will have to do is simply define who and what happens on the mission. For example, a player may want to define the following simple rules:
- A shuttle (called "Victory") moves from point A to point B.
- 3 fighters (named Red1 to Red3) are escorting it.
- The player, flying another fighter (Blue1) and his wingman (a bomber named Blue2) need to destroy the shuttle before it reaches point B.
- If player dies - the level ends in failure.
- If the shuttle reaches point B - the level end in failure.
- If the shuttle is destroyed before reaching point B - the level ends in victory.
Simple enough, right?
Well, that's basically all the player will have to define. The fighters escorting the shuttle will know what their job is: they will automatically fly around the shuttle, and once an enemy gets close - will break off to attack them. They will fight to the death. Once the opposition gives up or is destroyed - they will move to escort the shuttle once more. Blue2 will know his job and follow orders given to him by the player. He'll also protect the player if necessary. The shuttle will make its way as fast as possible to point B, moving through the shortest route possible.
This example show how a very simple mission could go. The player making the mission (we'll call him designer) will only need to define some very simple stuff - and the engine will do the rest.
But that's not all!
Using the game engine and XML, the designer will be able to create in-game cutscenes, pre (and post) mission briefings, campaigns trees (since they're won't be linear) and in-game dilemmas that occur while playing.
I'm also planning on integrating an achievement and challanges system, as well as a personnal tracking system, and a global one.
But that's not all!
I'm also planning on sharing the glory!
If you're a level-designer, and you've created a good level (mission), or campaign - you'll be able to upload it to our servers, and once it gets approved - sell it through our in-game system.
This means players will have as many levels and campaigns as they want - some for free - and they'll be able to create new ones, and make money off of it. Probably not a LOT of money - but still - money is money.
So, that's it. There's actually a lot more to it - but that's the basic concept. What do you think? Will it make me rich?
Let's hope so
-Shay





