The Global Game Jam 2010
Posted by Joshua Smyth (Admin) in Uncategorized on February 1, 2010
This weekend I took part in the 48 Hour Global Game Jam – This year 138 locations around the world took part in the competition and within the 48 hour timeframe 967 games got made.
NINE-HUNDRED AND SIXTY SEVEN GAMES!!
Ok, so alot of them aren’t going to be very well polished and more than a few will probably downright suck. But it’s an awesome experience and a great chance to meet new people and to try something completely different. If you have even the slightest interest in making a video game, and even if you’ve never made one before you really owe it to yourself to give it a go next year.
Last time I participated in the Game Jam I produced the prototype for RoboFortress which I later remade without too many modifications in flash in order to place it on this website. My experience from last year was very different from this year. Last year I worked all by myself because I wanted to see if I could complete a game from start to finish all on my own. This year I decided to work on a team, which was very different. To tell the truth I think the optimal number of people on a team for this competition is 2 or 3 – Any more than that and you really need to have a dedicated producer who is responsible for managing the project and is final arbitor on any decisions that need to be made.
My team was quite large (5 people) and alot of time was spent just trying to communicate with each other. And sometimes it can be very hard to communicate an idea when you’ve had very little sleep and have been living off red bull and greasy takeaways.
Next year I think I would like to participate in a group of 2 or 3.
So what about the game we made?
Well, it was a point and click graphic adventure game and you can play it here (Plays in a browser – Silverlight plugin required.) The goal is to get onto the roof and find what awaits you. The original plan was far more complex let me assure you
I’d never made a point and click adventure game before and I wanted to give it a go, which I suppose is what the Global Game Jam is all about.
I think I’d like to make a larger graphic adventure at some point, but now I know what I’d do differently.
PS: Please do not look at the code – It is a complete hack job
Attack of the Meeplings on the iPhone
Posted by Joshua Smyth (Admin) in Uncategorized on January 7, 2010
The last few days I’ve been playing around with XCode, OpenGL and objective-C on my new mini-mac (which had previously only been used to watch DVDs) with the intention of porting Attack of the Meeplings onto the iPhone.

Above is a picture of my very unfinished port of the game running in the Apple iPhone Simulator. I’m back at work on monday so I’m going to try to get as much done as possible over the next few days.
Hopefully it won’t be too long before I can get the game out.
I’m going to set an internal target date of March 31st 2010 to have it finished by, if only to help with motivating me to complete the project in a reasonable timeframe.
My Top 10 Games of the Decade
Posted by Joshua Smyth (Admin) in Uncategorized on December 31, 2009
Here is a list of my favorite games that I played during the years 2000-2009.
Note: This is not a best games list, or any other such nonsense – Just a bunch of games that I enjoyed the most. My favorites if you will.
For more than half of the decade I was a student so I didn’t have nearly enough money to purchase all the games that I would have liked to play and even now I don’t own any of the latest consoles – Only just last year did I get a PS2 and only just this year did I get a Nintendo DS, so the selection made here is from games that I’ve played that I had the most fun with.
- 10) Platypus - (PC, Horizontal Shooter). Anthony Flack’s game made entirely of clay reminded me just how much fun arcade shooters could be. This one is exceptionally well polished and has great visuals, it’s also a blast to play with friends. (There is an XBox live version available)
- 9) Shin Megami Tensi : Persona 3 – (PS2, jRPG) – The Shin Megami series has been long running in Japan, but only recently has it crossed over to western shores. Persona 3 is a very dark game, and is set in a modern day Japanese school. Persona 3 showed me that not all jRPGs are just Final Fantasy knock offs. (It took me 70 hours to finish this game, which is why I haven’t ordered the sequal, even though I’ve heard that it’s better.)
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5 Days a Stranger and the rest of the John DeFoe quadrilogy – (PC Freeware, Adventure) – A series of free point and click adventure games that pay excellent tribute to the adventure games of old, but also provide a very grown up and rather scary story. The games are all free, if you have a PC this is a must play.
- 7) Arcanium : Of Magick and Steamworks Arcania – (PC, cRPG) At the turn of the decade I was looking for the next Fallout game, hardly any RPGs featured turn based combat any more and jRPGs just weren’t quite what I was into. Enter Arcanium, developed by some members of the original Fallout and set in a steampunk universe. The game is flawed and the graphics rather dull, but it was the closest thing to what I wanted at the time.
- 6) Heroes of Might and Magic III - (PC, Strategy) Technically this game was released in 1999, but I didn’t play it until a few years later so I’m including it on this list, and boy did I play it alot. This is my favoriate in the series. IV sucked, V is pretty good, but doesn’t have the charm that III has.
- 5) Gradius V – (PS2, Horizontal Shooter) This game is freaking awesome, and looks great on the PS2 – Its very challenging and requires alot of practise, memorization and skill to get through the game. (I haven’t managed to yet.)
- 4) Mario and Luigi : Bowsers Inside Story – (Nintendo DS, Action RPG) This is probably the best looking game on the DS ever made, It was only released a couple months ago, but I’m already prepared to put it on my favoriate games of the decade list. I’ve not played any of the other Mario RPGs, but I’m tempted to take a look at them after I finish up with this one.
- 3) Portal (PC, First Person Puzzle Game) – It’s Portal, one of the most quirky games ever, what with its short play time (2-3 hours for a first play through) interesting and original puzzle concept, insane computer and catchy poppy end song. What’s not to like?
- 2) Cave Story (PC Freeware, Adventure Platformer) I originally dismissed this game after only playing it for 10 minutes and then quiting. But, once you get out of the first cave the game takes on a life of it’s own and it probably one of the best games I’ve ever played. Developed by one man over a period of 5 years, this guys got talent. I think an updated version is coming to wii-ware soonish?
- 1) Psychonauts – (PC, PS2, Xbox, 3rd person Adventure Platformer) – Best game ever, great characters, dialog, story and freaking awesome level design. Tim Schafer is a genius. Pity he only makes one game every 5 years or so.
There you have it. My own personal list of my favoriate 10 games of the last decade.
What were yours?
I made a Flash Game (Robofortress)
Posted by Joshua Smyth (Admin) in Game Design, flash on October 16, 2009
Inspired by a couple of local Flash developers. I thought I’d take a look at making a game with the web’s most ubiquitous game framework.
Play the game here
Use WASD keys or Arrow Keys to move and use the mouse to shoot the bad guys.
This game is a port of my entry for the 48 hour game jam. Originally it was written with the XNA framework in C# but I decided it would be a prime candidate to test the flash waters. Although this time around I added ‘Easy’ and ‘Normal’ difficulties.
I’ve got a couple more flash game ideas floating around in my notebook (aka scraps of paper strewn about my bedroom.) So hopefully we’ll see another release before too long.
Let me know what you think. Good and bad – I’ll write a future post on my first experiences with flash and Robofortress itself at a later date.
Design Ideas for Attack of the Meeplings II
Posted by Joshua Smyth (Admin) in Game Design, Meeplings on September 25, 2009
I’ve been playing around with Flash lately and my first flash game RoboFortress (A revision of a game I made earlier this year for the Global Game Jam) should be finished in a couple of weeks. Its a pretty simple maze based shooter but should be entertaining enough for people who like fast action games with retro graphics and sound effects.
After that I’m going to have a go at making Attack of the Meeplings II in flash. Here are my thoughts based on the feedback for the first game.
- The game is too hard (Casual gamers like the retro look and feel, but the game is too hard. I’ve noticed lots of inexperienced video game players don’t even use the up and down arrow keys at first) – I’m going to have to put a bit more thought into easy/medium/hard difficulty levels
- The game is too easy (Experienced players, esp those used to playing more hardcore shooters find the game too easy. They are only challenged ~30+ minutes in after the game speeds up fast enough for them. Yes, I know this is directly opposite to the first point but it shows how games sometimes have two (or more) very different audiences.
- The game doesn’t have any powerups People have commented on the simplicity of the game. Which is of course intentional. But it feels pretty good to be big and powerful so I’ll look at adding a couple powerups.
- The music is awesome The sequal will feature more awesome music!
Also I think I will cut it down to 2 stages – Most people don’t even get through one loop of the game and I like the infinite looping concept. For the hardcore players the speed increase per loop needs to be greater each time.
If you have any other feedback on Attack of the Meeplings or ideas for Attack of the Meeplings II please leave a comment.
The post in which I change direction
Posted by Joshua Smyth (Admin) in Uncategorized on August 20, 2009
Its been about a year since I started on rQuest and it’s come to my attention that I don’t have all the necessary resources to pull it off just yet. As I keep fleshing out the game / tools / platform, the feature list keeps growing so do the required resources ie: time and money.
So I’m pausing on the idea of doing a single player RPG (For now) – I will definitely be doing one sometime in the future, I’ve been wanting to make one for – oh too many years now.
But – I do want to revisit some of my older games and return to doing a couple of web based games. So over the next few months I’m going to play around with Flash. If anyone’s got any tips for me, or knows of any good resources let me know!
The story of the rogue exclamation mark (!) or how I lost 4 hours of my life.
Posted by Joshua Smyth (Admin) in Uncategorized on July 23, 2009
This story contains no information of interest to anyone what-so-ever.
But it annoyed me, so let me vent.
I was already over my time-estimate, and I had a bug. It was strange, the system was sending out two emails and one had an exclamation mark; just randomly right in the footer – But the other was fine. After staring at my code and deciding that there was nothing wrong I decided to view-source in the browser – Yup, email had an exclamation mark right in the middle.
But I wasn’t putting it in there, and the code to attach the footer to each email was exactly the same. However only one email was displaying an exclamation mark.
See this project was in .php on a linux server – I’m not a php guru, nor a linux expert – previous to last month I had written approximately 50 lines of php code, and I’ve run linux, well never.
So I was convinced it was my bug, something I’d done wrong, something about the php_mail() function that I didn’t know about – It didn’t help that the server hadn’t been patched since 2004 and was still running php 4.2 so I couldn’t use any of the email libraries that kept being recommended in my google searches and promised to make my life easier.
So I entered a new test order into the system, and I got my two emails – One with an exclamation mark and one without, but this time the exclamation mark had moved. My previous testing at always shown it in the same place.
Test and measure, it’s the scientific method.
So I try entering a new order, this time adding exactly 4 characters to the address on the order form. This time the exclamation mark has moved exactly 4 places to the left.
Ah ha, I’ve got something! – I thought to myself. The system was no longer random, no longer chaotic, I had something deterministic – I had no idea why but the length of the email was causing an exclamation mark to be inserted
I modified my code output the email to the browser before sending it to php_mail() – No exclamation mark, formating all correct, everything fine. But when I recieved the email – exclamation mark.
It turns out that sendmail inserts an exclamation mark into an email if it receives a string that is too long without a line break. Why? I have no idea.
Because I was sending HTML I wasn’t bothering to insert line breaks ‘\n’ into my string before passing it to php_mail() – Instead I was using <br>
So some programmer, somewhere at sometime working on sendmail decided that if a string was too long they would split it up by inserting an ! character – This is probably some strange legacy thing from eons ago before HTML was even invented.
And only one of the emails was inserting an exclamation mark because the other was under the threshold for the maximum length before sendmail inserts an exclamation mark.
So that’s a boring story about how I lost 4 hours of my life and one of the stupid reasons why software is often over budget and over schedule.
!
Your unique selling point is now more important than ever – [part one]
Posted by Joshua Smyth (Admin) in Business of Software, Game Design, Indie Game Development, marketing on July 17, 2009
Reports are coming in that the games industry is not quite so recession resistant as previously thought. What we have been witnessing over the last 1-2 years is a nose dive in prices for downloadable games, the near disapearance of PC games from retail stores. And the re-release of lots of back catalog titles.
All of this is a good thing™
Games have been historically expensive, backwards compatability has always been a pain, and only being able to choose from the ‘top 40′ equivilent at your local store was hurting the medium as an art form.
All of this means the game has changed. Dramatically.
As someone with disposable income, there are alot of games out there for me to choose from. I’ve mentioned before that I’ve got way too many unplayed games on my shelf with not enough time to play them all.
And now with the low prices seen across the board for digital distribution from the likes of Steam, Big Fish Games, The iPhone App Store, Gamers Gate, Good Old Games, PSN and XBLA – For less than a take-away meal I can buy more than an entire weekends worth of entertainment.
The flip side to this is of course – How sustainable is this model for the developers of games?
The music industry got a shake-up in the early 2000’s and I have a feeling it’s going to be the games industries turn to have to re-think business and the way it turns ideas into products. And unfortunately, unlike the games industry, we can’t earn money by playing live shows. T-Shirts maybe, but live shows? Probably not.
I think we are going to see more small studios, making smaller-budget (and by small-budget, I don’t imply low-quality at all) niche titles. (ie. like the old days.)
And with niche titles, it’s all about the unique selling point.
If I have $10-$20 to spend, and a spare weekend, I need a reason to buy your game and not someone elses.
The irony here is that it’s not price that will be my deciding factor, it will be all the irrational fuzzy aspects of my personality which will lead to me making a purchasing decision – It might be interesting story, art style, maybe promote some message I agree with, invoke my sense of nostalga or capture my interest in some other way.
In any case, your game has to be in some way special.
Developers, indies in particular, have to think what their game stands for – what does it, I dare say – mean?
Taking a break for July
Posted by Joshua Smyth (Admin) in Uncategorized on July 17, 2009
I’m taking a break from working on my game this month. Mainly because I’ve been terribly busy at the day job. But I got a nice raise this year – So that’s good.
I have been thinking about trying to port the engine to C#/Mono – If I can deploy it with the mono runtime and not require a seperate download I think it will be the way to go.
C++ is nice for what it’s good at, but I don’t think it’s a very good fit for my project. I’m far more efficent with the C# language and given that I program mostly in C# at work – If I can get a proof of concept hello world app out, it will help with the context switching overhead so I don’t have to reorganise my brain to remember how C++ does things.
I’ll also have to see if I can get Lua and SDL working with mono.
Of course, getting all these different libraries to work togeather might be more trouble than its worth.
(Oh, I guess that means I’m buying a mac)
RPG Project – Update End of June 2009
Posted by Joshua Smyth (Admin) in rQuest on June 29, 2009
This month I was far more productive with my still-not-named episodic RPG project – Using two monitors makes life so much nicer.
This month also marks a special occasion as I’ve now been working on the project in my spare time for one whole year now.
Time sure flies..
This month I’ve added features for NPCs to the map/world editor and spent a little time working on the datastructure for NPC dialog trees. The thing with dialog trees is that they’re not actually trees – But rather directed graphs. When you think of modeling conversations as a series of nodes which represent the state the conversation is in and a set of response options which represent a transition function to another state in the conversation, it’s actually quite simple.
I’ll be using lua scripts for the dialogs, that way I can easily add conditional responses – For example you wouldn’t want to accuse someone of murder unless you had gathered enough evidence to support the claim.
Also I’ve decided on doing a ‘pilot episode’ which will probably be a 3-4 hour long game to test the engine and actually produce a finished product before the turn of the century. I’ve sketched out some details for a side-story which will take place in the same world as the other episodes, but will involve a different protagonist.
See you next month.