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There are many game development styles out there. Some people prefer building game worlds, some focus on rules and systems, and others prefer starting out with player/verb frameworks. These categories are nebulous at best, and even attempting to define them warrants an article of its own, but most people agree on the existence of at least one: the narrative.

planescape-torment

Planescape: Torment. Great game, amazing story, limited success.

Narrative game devs are writers at heart. They like telling stories, they like other games with strong stories, and when it comes to making their own … well, the story comes first. Unfortunately for fans of this style, good narrative surfaces only occasionally in the mainstream game business. A lot of contemporary games have stories “tacked on”, but the demand for action-oriented gameplay and open-world sandboxes makes it difficult to deliver a title held up by its story.

Consider, for example, the critical acclaim (yet poor commercial success) of Planescape: Torment, a game whose dialogue alone could (literally) fill a sizeable novel. Add to this the fact that “interactive movies” and their kin are difficult and risky to make, and you find more AAA titles deciding to play it safe while leaving good storytelling by the roadside.

Fortunately, indie development absolutely thrives on the limitations of the mainstream, and this is how the genre of interactive fiction (IF) has become so popular.

Technical definitions of IF equate it to the likes of text adventures: you receive a wordy description of your character and environment, type in a verb-noun response (“LOOK AT CHAIR”) and alter the environment in ways that depend on your behaviour. In common use, IF refers to the modern revival of text adventures, the community that surrounds it, and the fact that there’s far more emphasis on simply enjoying the tale rather than going out of your way to do puzzle-solving (some IF work, such as Adam Cadre’s Photopia, is entirely linear). In other words, it’s the narrative dev’s dream: a story that’s only surrounded by the faintest dash of gameplay.

photobia

Who needs puzzles? Some of the best interactive fiction out there is linear and unassuming.

The medium of choice for writing and reading IF is something known as Z-code, an old system used by Infocom back in the day for classic text adventures such as Zork. Tools like Inform can compile to Z-code, allowing the game to be “read” by a virtual Z-machine and played by just about anyone.

IF isn’t for everyone, but it does enjoy a considerable following. As a matter of fact, new fans can look up the annual IF competition for inspiration and even check out the currently-running Jay Is Games casual competition if they want to try something wordy themselves.

Better still, head on over to The Interactive Fiction Archive for links, helpful reviews, and a gigantic list of IF games from both past and present. Then, once your interest is piqued, be sure to look up some of the more well-known IF authors like Emily Short. For more articles related to game narrative in general, you can also check out Quinton Bronkhorst’s series on narrative in Dev.Mag.

Have fun unleashing your inner writer!

As an aspiring game developer, you may envision yourself one day taking a course, obtaining a qualification, and slotting yourself into Gigantic Megacorps to make awesome games forever with a team of six million people. But have you ever given serious thought to how you’re going to work with them?

The size and scope of the project doesn’t matter: whatever you’re working on, you need to know about the potential pitfalls (and advantages!) of operating in a group. Here are a few basic points to consider:

Two heads are better than one …

You may have already read up on the value of advice, feedback, and support from game development communities. Working on a project with someone else highlights these same benefits. Team-mates who are skilled at viewing each other’s work critically (and we’re not talking about the “LOLusuk!” approach) have a far higher chance of polishing and refining a project – one member can poke at things that the others would rather leave behind, or provide motivation when morale happens to be low.

batman

Batman and Robin. TEAM!

… but too many cooks spoil the broth

Contrary to the beliefs of some, teamwork is a skill in itself and needs due attention. We all value our own creative vision, and it’s usually easy to follow a plan that you’ve made yourself, but incorporating other people’s views can be more difficult -especially if you’re not used to it. On any given game development project, disagreements will occur on a daily basis, landing somewhere on that bell curve between “Shouldn’t this bullet be a darker shade of blue?” and “I’m just about ready to devour the soul of your firstborn.” Your job is to accept and discuss the former, while avoiding the latter and defusing it properly if it surfaces.

Getting organised

Every project demands different things. In a small, casual endeavour it doesn’t really matter what team members do, as long as their roles are defined: give people responsibility for particular areas, then stick to that plan until the team agrees on a change. Similarly, put someone “in charge” overall – even among friends, it’s useful to have a project manager who is willing to take the responsibility for tough calls and work scheduling. Just make sure that the candidate is a good leader!

Lode Runner co-op: possibly the best team training device in existence. It's also fun to lock your buddy in with the monsters.

Lode Runner co-op: possibly the best team training device in existence. It's also fun to lock your buddy in with the monsters.

Communication

Lack of communication is the number one cause of misunderstandings, and interferes with the spreading of potentially awesome ideas. At worst, it can waste days of work because somebody got the wrong idea about an arrow texture.

Communicating well isn’t easy, mainly because people have such different ways of expressing themselves. So take the time to establish what your team members are most comfortable with before launching the project: do they work better solo or with an overseer? Do they follow written or verbal instructions better? How do they comment their code? Do they fling poop when they get angry?

If nothing else, set about answering these questions. Your game development life will be better for it.

Good luck with future team projects, and consider using the holiday period to get together with some dev friends if you haven’t already. Also be sure to pop by the Game.Dev forum and show us what you’ve got.

Klik & Play is one of those mysterious game creation tools that should, by all rights, be long dead. I was personally introduced to it as a wide-eyed, schoolgoing youth back in a time when accessible game creation was still rare. Countless hours, days, and even weeks were poured into dozens of small projects that I would complete and share with my friends. It was (in a word) awesome.

However, this nifty little program was released way back in 1994, which in human years makes it approximately three gazillion years old. Despite its remarkable age, it still clings to life in a way that would put even the most tired and tenacious of EA game franchises to shame. Heck, it doesn’t just cling: it retains its own thriving community, and lots of high-profile people are still making games with it today.

The thing about Klik & Play is that it hits a sweet spot that’s not shared by many other tools. It’s far more powerful than the likes of Sims Carnival, but it’s also slightly simpler and more accessible than Game Maker. And despite being a good 15 years old, it’s still remarkably useful in today’s game creation scene.

knpEditor

Number 1 on the list of cool ideas: a step-through editor.

Klik & Play, like many other game creation tools, is based around the basic building blocks of rooms, objects, and events. It works its magic through a combination of drag-n-drop coding, prefabricated game objects (complete with movement schemes and animations), and an incredibly powerful tool known as the step-through event editor. The latter is an innovation which still has no real peer amongst today’s game creation tools: it allows a developer to run through the game and have new events such as collisions and keyboard presses checked in real-time.

So, what do you stand to gain from Klik & Play? Well, for one, people are still using it here and there. It also happens to be a free download (at least in its “KNP for Schools” incarnation), though you shouldn’t expect much from it if you want to make a commercial game: a little disclaimer displayed at the end of each game’s run-through makes it quite clear that Klik & Play games are not for sale.

Klik & Play allows you to set up a fully functional level in moments. Pirate-cops and snowmen optional.

Klik & Play allows you to set up a fully functional level in moments. Pirate-cops and snowmen optional.

If this tool interests you, but maybe doesn’t quite fit in with what you’re after, you should really look up the series of game creators that it spawned, which includes the likes of Click and Create, The Games Factory, and Multimedia Fusion. Developers such as Derek Yu have found the series useful in crafting games like Eternal Daughter, and even today the product line stands proudly against others in a world of fun and easy game creation.

Grab Klik & Play now and see for yourself what the early ’90s can teach a whole new generation of hip and trendy young game developers.

Recent weeks have been particularly chock-full of interesting and easy ways to kick-start your game development career. But there’s something of a trump card that hasn’t yet been revealed: the humble board game.

“But sir!” I hear you cry, “I’m here to make videogames! What’s with this analog nonsense all of a sudden?”

Slappity slap, heathen. There’s nothing wrong with a good old board game, card game, or pen and paper RPG. In fact, let us count the ways in which board game design is actually more awesome than its digital counterpart:

All of the good devs do it

arkham_300

Most board games come with multiplayer support... and some very interesting AI behaviours!

In a sponsored feature entitled “How to be a Game Designer Right Now”, Game Career Guide explains several accessible ways to get into game development. The first point? “Going analog” and designing board games. Then there’s the Rock, Paper, Shotgun series on classic board games, said to be the most extensive and in-depth set of reviews the Website has ever written.

The point? Well, if you tap the shoulder of any veteran designer out there, chances are that they’re not going to frown upon board game design. Indeed, it’s quite possible that most of them have made their own analog game at some point, even if it consisted of cutting up little pieces of lined paper in primary school to make a card game for their friends.

It puts the focus where it matters

With even the easiest of videogame dev tools, there are a few hurdles to overcome. There’s events, tables of actions to choose from, sprite drawing, and bugfixing to take into account. It is, quite frankly, a horrible waste of your time. In contrast, board games and their brethren truly start to shine.

In a board game, you only have to think about those elements most crucial to the game design process: resources, rules, game balancing, and raw fun. Want a wizard to shoot a fireball every six steps? In programming terms, that becomes a chore. In a board game, the rule simply has to be declared, and the player can envision it.

boardcode

With board game design, you don't need to get caught up on syntax.

It’s more fun

That’s right. It may sound like heresy, but designing board games is more fun (and more rewarding) than making a videogame. With the former, you can create a working concept in an afternoon or two, and have some like-minded friends gather around a table the very next day. And the next. If they like your game enough, you’ll probably see school or work breaks being swallowed up by these “sessions”. How many people, complete beginner or not, can say the same for their videogames?

Even if you ignore the rest of the advice in this article, remember one point above all others: board game design can be the most rewarding experience of your early game development career. You really have no excuse: if you think analog games are fun, you should be making one yourself. If you don’t think they’re fun … well, it’s time for you to make one that is.

We mentioned Python a short while back as an easy introduction to programming, but if you want something that’s aimed more at the young ‘uns and practically guarantees a gentle tutorial for game coding, take a look at Scratch.

Developed at MIT for mysterious educational purposes, Scratch is an animator, simulator and game creator. If you’ve tried out The Sims Carnival,‭ ‬you’ll find Scratch to be similar fare in several ways:‭ ‬it has an easy,‭ ‬visual‭ “‬programming interface‭” (‬those special quotes mean that the words aren’t nearly as scary as they sound), a friendly premise and a broad community of other game creators that you can upload and share your creations with.

Projects are easy to make and come packaged in a very friendly environment.

Projects are easy to make and come packaged in a very friendly environment.

And yet it adds a few extra points which are worth looking at too. So what’s interesting about Scratch? Let us count the ways.

(1) As mentioned above, Scratch is an educational tool — with plenty of focus on the education. Everything about its design seems to be geared towards helping people learn: code components, for example, are built block-by-block as “puzzle pieces” which only fit together in certain ways. This reinforces basic programming principles by showing users which parts of the code can logically interact with each other, and in what order.

(2) Scratch also makes great use of colour. All control structures (such as while loops and if statements) are coloured in orange, motion code is in blue and variables are in red so that you can quickly identify these components based purely on their hue. On top of that, you’ll be able to see your code while you play the game, and components will flash every time they’re used in the program so that you can have a better understanding of how events work. Ahh, the miracles of modern science!

(3) Finally, perhaps moreso than with any other beginner’s tool, Scratch elaborates itself through demonstration. When stepping on over to the File > Open dialog, users are presented with a lovely “examples” button that takes them straight to a folder with nearly a hundred samples of games, animations, simulations and stories that are ready-built and looking to teach you something.

Check out the examples folder: it'll be your most important teacher.

Check out the examples folder: it'll be your most important teacher.

So, is Scratch brilliant? Well, yes and no.

Scratch’s primary drawback is that it isn’t too powerful. At all. Most of the games on display are primitive (and buggy), and, in particular, the way that they address matters such as object creation and collision detection between sprites is … well, somewhat strange.

But given how determined Scratch is to make the user experience simple and colourful, it still seems to possess great value as an introductory guide to programming, particularly for children. While this may not be the tool for you, it could easily be useful for somebody you know, or maybe even a local school that doesn’t yet know about it.

If you’re still looking for that beginner’s tool to convince you,‭ ‬then just take a look at Scratch and see for yourself just how friendly it is.‭ It’s free, it’s solid and it has a lot of pretty colours. Check the Website here.

Most of us have, at some point or another, indulged in a little JRPG goodness. But have you ever considered the possibility of creating one yourself? Thanks to RPG Maker XP, you have the tools to do just that.

In this article, we’re going to show you how to create a basic room, an event encounter, and your very first battle with some baddies in a classic JRPG world. This may sound horribly complicated, but don’t worry: the standard package of characters, enemies, animations, and tilesets means that you actually have to do very little work to get yourself started. You can take advantage of this to see how things tick without figuring everything out from scratch.

First of all, grab the trial version of RPG Maker XP from this download page. It’s free for a trial period of 30 days, after which you’ll need to fork out some dosh to continue using it. That should be more than enough time to decide whether or not you want to stick with it.

After downloading, you’ll want to open the ZIP folder and run the setup. There are two components that you need to install: the support files for the software (your clue here is a hideously long acronym: don’t ask us what it stands for) and the toolkit itself. Once you’re done, fire that bad boy up.

You’ll be confronted with a rather blank screen. Let’s change that by going to File > New Project. Here, you’ll be presented with your greatest challenge: setting up the game properties. Don’t worry, you can get through it.

Once that’s sorted out, you should be presented with this:

openingscreen

You are the artist, and this is your canvas.

RPG Maker conveniently sets you up with not only a nice, friendly map canvas, but a few default tilesets as well! Have fun and place a few tiles by clicking on them in the left window and putting doodads onto the right-side map. To make your life easier, take note of two things:

(1) You can select multiple tiles at once by clicking and dragging in the left window. This spares you the pain of building a large structure block by block.

(2) Tiles are laid down in three layers. You can flip between these layers by checking the diamond-shaped icons at the top of the window. Use this to put a tree onto grass, for example.

Once you’ve built something you like, try it out by clicking on the playtest icon at the top. You’ll see that the game provides a menu system and characters for you already! Fiddle about with the sample. You’ll see that you can’t do much just yet, so exit once you’re satisfied and get ready to check out the database.

menu

The default in-game menu. Characters, stats and a whole lotta blue.

Once you’re back in the editor, press F9. Whoa! That’s a lotta stuff to take in. What you’re seeing right now is a summary of every object, graphic, character, enemy, and just-about-everything-else-thing that will appear in your game. Have a look at some of the tabs and mess around if you feel like it. RPG Maker kindly provides a lot of default entities to populate your game with so that you don’t have to create your own.

What, have they released the first Sims 3 expansion pack already? Not quite: The Sims Carnival is a games creator and gaming portal, and a damn accessible one at that. You can make your own games in no time, upload them to the web, check out other people’s creations, and even peek in at the source code of cool projects to see how they work!

While it may not be the most powerful or revolutionary tool out there, it’s certainly easy enough to get to grips with in 500 words. So start by downloading the software and installing it. When done, fire it up and see what it’s made of.

You’ll be presented with a screen consisting of the game’s canvas, an object pane, and a “behavior” panel (remember kids, we’re dealing with the mysterious American spelling system here). Click on the giant floating spaceship, check how it’s been programmed, and click on the play button at the bottom-right corner of the canvas to preview the game. Understand everything? Good. Delete that ship and get ready to create your own object.

Click on “Import an IMAGE file” and select an appropriate pic for your new game avatar. This picture will instantly become a game object with most of its properties automatically set up for you. You can fiddle with the image by using the buttons below the canvas.

carnival

Egads, we've created a monster!

Once you’ve found a suitably ugly image for your nefarious deeds, click on the “Launch Behavior Library” button. This defines all the cool stuff that happens in the game itself, divided into “if” and “then” categories (you should see “if” for now). Click on the “Keyboard” tab under “Basic” and drag it to the behaviour board. Click on the green arrow that appears. Where it says “Conditional”, open the menu and select “While key is down”. Close the dialog using the green arrow again.

Now go back to the library and select the “Then” tab. Select the “Move” option and drag it onto your neatly-made “If” statement. Ooh, it links up! And has its own green arrow next to it! Click on the arrow and check the properties.

What you should have right now is an “If” statement that checks when the left keyboard arrow is pressed down. This triggers an event which moves the object 10 pixels to the … oops, better change that radio button to “move left” instead of right. Click on the green arrow to roll up the window again. Congratulations, you’ve just defined your first object behaviour.

Create three more sequences in the same vein, one for each keyboard direction. Net result: when you run the game (by pressing the play button, remember?) you should be able to move your object in all four directions using the keyboard. Congratulations, you’ve just created your first moving object in The Sims Carnival. It’s smooth sailing from here, mate.

If you like the looks of this tool, check the FAQ and get going! For an even simpler game creation, try out Carnival’s Wizard Tool.

You’ve been yammered at before about the possibility of console development, but a recent innovation may just interest you even more than those ramblings about XNA, coding, and all that related madness. In fact, this one is touted as being aimed at complete beginners (even children) so there’s really no excuse for you to cross your arms and complain that it’s too difficult.

The name is Kodu. Its job: to be a fully-fledged game creation lab for the Xbox 360, allowing practically anybody to generate their own awesome project in a matter of minutes, using only the Xbox and a handy controller. And it costs the equivalent of just five US buckaroos.

kodu02

Described by Destructoid as easier to use than even Game Maker, Kodu Game Lab is promoted by its colourful, family-friendly (and noob-comprehensible) interface that’s based on icons and “when/do” event interactions rather than codes or scripts. In fact, if you DO somehow manage to find any code that’s not cleverly disguised by some sort of cutesy interface, you should write in to the devs now to claim your medal, because the rest of us have certainly overlooked it.

Kodu itself is built on the XNA framework, and affords users both power and flexibility – or at least, it does the best job that it can given the limited controls and the necessity for simplicity. Kotaku had issues with the interface at times, but also praised the tool for its versatility and wide array of options. That, and its inherent cuteness, scored it a few extra points.

As far as distribution is concerned, Kodu allows you to share your games with your friends on Xbox Live and let them play through your creations. Unfortunately, it doesn’t extend far beyond that (one can assume that people universally sharing every single Kodu project out there would be a tad overwhelming) but as a beginner you’ll probably just want to keep your work amongst your buddies, rather than subject them to the ogrish stupidity of the broader gaming population anyway.

kodu01So, in a nutshell: is Kodu any good? Well, if you’re used to more powerful game creation tools and don’t mind digging into code, general consensus is that this tool isn’t necessary and will probably just feel limiting. But if you need to dip your toes into the shallow end of the game development pool (or know somebody who does) then here’s a great way to do it. It has already been met with hearty praise in classrooms and after-school projects.

Kodu is arguably the simplest and easiest game creation tool in the existence of everything ever, and is available from Xbox Community Games for 400 MS points. If you own an Xbox and are completely green when it comes to game development, give this a go. It could be just the springboard you were always looking for.

woman-screaming“Sound development is scaaaary!” you think. “I can’t possibly get nice audio for my game unless I trawl the Internet for free sound effects!”

Most developers wouldn’t hesitate to agree with you. But it’s rather strange when you think about it. People are generally willing to code games from the ground up, draw their own graphics, write their own character dialogue and even act as their own PR agent. And 99% of the time they’re absolutely eye-bleedingly awful with at least one of these chores. But despite the incredible array of jobs that the average dev is willing to take on, the task of sound engineer is still considered somewhat … icky.

Sound creation is no more specialised — or difficult — than firing up your favourite drawing app to doodle some random sprites. Yes, it takes a lot of skill and experience to master, but there’s no reason why you shouldn’t be able to paddle about in the shallow end of the audio creation pool.

There’s a stunning array of sound effects you can create by simply firing up Audacity, making a noise for the microphone and modifying a few basic traits such as pitch, tempo and echo effects. That’s pretty much it: if you don’t believe me, try this little offering that I helped construct for a 48 hour development competition. Part of my job on this project was to cobble together a few sound effects, and I did everything using only the method above.

“But I’m shyyyyyyy!” you protest. Okay, so maybe you live in a crowded hostel and are somewhat paranoid about your own voice going into a computer. After all, nobody wants to get caught shouting, “PHWEE-OOP-DE-DOOP!” into their desk mic (unless it’s like a fetish or something, in which case you have other concerns). But even then, there’s still a remarkable number of handy sound generation tools wandering around the Internet that don’t cost you a cent.

sfxrTake, for example, this wonderful retro sound generator by DrPetter, which offers a wide range of adjustable old-school explosions, jumps, impacts, and pickup noises. Finding similar software on the Internet isn’t that difficult either (with or without the patronising commentary).

Heck, go one step further and dig out the old MIDI skills — pick up something like Anvil Studio and create compact (and easy!) background tracks for your latest project. It’s super awesome.

Still scared of sound creation? Overcome those fears once and for all! Just take a deep breath and give it a try. At the very worst, you’ll create something hideously corny … but that in itself is just a part of the greater educational process. If you’re brave enough, give it a shot and swing a link to your creation down in the comments section.

And so, to all of those who are about to start a glorious audio engineering career: I salute you! Now go get soundcrafting, already.

This section has mentioned Game Maker in the past, but if you’re still not entirely comfortable with getting your hands dirty, then maybe it’s time for a crash course. Here you’ll create your first Game Maker project, from download to executable, after only 500 words.

To start with, grab a copy of the tool from YoYo Games and install it. Skip registration for now.

You’ll be presented with a blank workspace – look for the red Pacman symbol in the icon bar and click on it to create your first sprite. This will be the “skin” for our main character object: give it an appropriate name (“GoodGuy_s”, perhaps), go to “Edit Sprite”, double-click on the green square and draw something in the default space (leave the bottom-left pixel, that’s your transparency colour!). When finished, close the GoodGuy sprite window and repeat the above to create a Pickup sprite (maybe a coin).

Next phase: create objects to attach our “skins” to! Click on the blue circle near the top panel’s sprite icon. On the left of the resulting window are your object name and sprite. Change the name to something appropriate, and change the sprite to the one you made earlier. Create your Pickup object in the same way. When that’s done, return to GoodGuy (if you’ve closed it already, you can still see it listed on the far left). Now we make stuff happen.

Recipe for a bare-bones GM experience: 2 sprites, 2 objects, 3 events and 1 room. That and love, of course.

Recipe for a bare-bones GM experience: 2 sprites, 2 objects, 3 events and 1 room. That and love, of course.

There are two things that we need our game to do: (1) respond to arrow keys, (2) end in victory when we hit the pickup. These actions are considered “game events”, so click on the “Add Event” button, select “Key Press” and choose “<up>”. Then look at the “move” tab on the right, search for the button with eight red arrows on it, and click and DRAG it into the white “actions” area. A new window opens. Select the up arrow and set the speed to 4. Bam! You have your “up” motion sorted out. Repeat the above for the other three main directions.

Now go to the “Add Event” menu again and select “collision”. You’ll be given two options: select the Pickup. Now we determine what happens when the GoodGuy sprite touches the Pickup in the game world! Click on the “main2” tab on the far right, find the red “End Game” icon and drag it into the action box. The game’s action set is now complete.

Close the object window, go to the top row of icons and look for “Create a Room” (right next to the object button). Left click in the room grid that pops up: you’ll automatically put down a copy of your Pickup object (known as instancing). Neato! Look for the white box that contains the current object’s name, then click on it and select the GoodGuy. Place that somewhere else inside the game room. With that, you can press F5 and play your very first Game Maker game! Well done.

Extra links:

Project example (if you get stuck)

Official Game Maker tutorials (the next step)


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