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Get Started In Creating Computer Games
by: Daniel Punch
I’ve always loved video games, ever since I first played them on a friend’s computer after primary school. 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 but, unless you get ridiculously lucky, the best works are usually the ones that have been thought out.

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 one 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 and your actions having a butterfly effect on the future of the virtual universe when it’s 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 challenge. ‘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 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 them that can be 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, 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.

From this point, you can start the tweaking phase. Play your game a few times, ask others to do the same, take note of what isn’t fun or could be better and change things here. At this stage, it is more important than ever to keep backups of previous versions, so that if a change doesn’t work you can go back and try something different without losing any of your work. It is at this point that you can add all new features, improve graphics and sounds, whatever you please, safe in the knowledge that you’re working on a solid foundation.

When you’re happy with your game, why not share it with the world? There are many cheap or free places out there for you to host your files on and then you can jump on link lists and forums and let everyone know about your creation. Well, I hope that this has been a helpful introduction into the art of creating games. It’s a great deal of fun, and can open whole new avenues of creative expression for you to explore. Jump in and have fun.

Links:
General Game Creation:
(Tools that allow easy creation of many different game types)
Game Maker: http://www.gamemaker.nl
MegaZeux: http://megazeux.sourceforge.net/

Adventure Games:
(Games such as Monkey Island, King’s Quest, Space Quest etc.)
Adventure Game Studio: http://www.bigbluecup.com
AGAST: http://www.allitis.com/agast/
3D Adventure Studio: http://3das.noeska.com/
ADRIFT (for text adventures): http://www.adrift.org.uk/

Role Playing Games (RPGs):
(Games such as Final Fantasy, Breath of Fire, Diablo)
RPG Maker:
OHRPG: http://www.hamsterrepublic.com/ohrrpgce/
RPG Toolit: http://www.toolkitzone.com/

Fighting Games:
(Games such as Street Fighter, Mortal Kombat, Tekken, Soul Calibur etc.)
KOF91: http://sourceforge.net/projects/kof91/
MUGEN (unfortunately the site is largely in French): http://www.streetmugen.com/mugen-us.html

Side-Scrolling Games:
(Games such as the 2D Mario Games, Sonic the Hedgehog, Double Dragon etc.)
The Scrolling Game Development Kit: http://gamedev.sourceforge.net/

Web Games:
BYOND: http://developer.byond.com/

There are many others available as well. One particularly useful site for finding game creation tools is: http://www.ambrosine.com/resource.html

Also of note, although not freeware, are the excellent game creation tools available by Clickteam at: http://www.clickteam.com/English/
Klik and Play and The Games Factory in particular are the programs to have a look at and download the free demos of.

If you really want to do things right and program the game yourself, there are some excellent programming resources available at the following locations:

Java Game Programming:
http://fivedots.coe.psu.ac.th/~ad/jg/
http://www.gamedev.net/reference/articles/article1262.asp
http://javaboutique.internet.com/tutorials/Java_Game_Programming/

Visual Basic Game Programming:
http://markbutler.8m.com/vb-tutorial.htm

C++ Game Programming:
http://www3.telus.net/alexander_russell/course_dx/introduction_dx.htm
http://www.rit.edu/~jpw9607/tutorial.htm

General Information:
http://www.gamedev.net/
http://www.gamasutra.com/

About the author:
Daniel Punch
M6.Net
http://www.m6.net


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How Video can be used Effectively Online

A powerful way to convey your communication messages to your audience is to be able to have your promotional video available on your website.

Yet, we have probably all experienced visiting a website and clicking on a video only to have to been irritated that the content is not viewable or that the sound is inaudible. The result is we leave the website in frustration.

So how do you make sure the video content on your website can be watched by your audience? It all boils down to how you want your viewers to access your video file and the level of video quality you want your movie to be played at.

There are two different ways of sharing your video file on the web:

1. Streamable Video

This is where the viewer is able to download sections of your video (otherwise known as "streaming"), while the video is playing. The main benefit of this method is that the user does not have to spend time downloading the complete video before viewing.

There are three major streaming video formats ? RealVideo (RM), QuickTime (MOV) and Windows Media (WMV). These are playable on Real Player, QuickTime Player and Windows Media Player respectively. Windows Media Player is widely available on most PC's, as it is part of Windows Operating System. The other players need to be installed.

The only negative with streamable video is that the quality of the video is dependent upon Internet connection. In addition, it has the annoying habit of dropping video frames because the streaming software has to adjust the data rate based on the speed of your Internet connection, in order to keep playing the video.

2. Download and Play

This is where the viewer needs to download the entire video first, then play it on their video player application. The main advantage is that the video quality is not affected by Internet connection speed.

However, it can take some time for the video to download if the file is large.

So which format do you choose?

In a world where first impressions always count, it is extremely important for companies to appear professional and trustworthy at all times. Marketing videos with poor picture quality are likely to reflect a poor quality company in the mind of the viewer. Consequently, we always recommend the download and play option. This is because it allows for high quality video content to be viewed.

However, as you don't want viewers to give up on downloading your video, we only recommend that short video clips are inserted onto your website.

This means your website users will be able to download a short video at a high quality picture resolution that will portray your company in the best possible way.

(c) Marie-Claire Ross 2004. All rights reserved.

Marie-Claire Ross is one of the partners of Digicast. Digicast works with organisations who are not satisfied that their marketing and training materials are helping their business grow. She can be contacted on 0500 800 234 (Australia wide) or at mc@digicast.com.au. The website is at http://www.digicast.com.au.



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