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DrupalSouth

As an (admittedly zealous) Drupal advocate, it is both my duty and my pleasure to raise awareness about DrupalSouth, New Zealand's premier Drupal event. Below is the press release.


 

DrupalSouth logo: The DrupliKiwiFruitDrupalSouth Wellington 2010 is the New Zealand Drupal event. It will be NZ's largest ever gathering of Drupal developers, designers, contributers and business folk. DrupalSouth Wellington will be on Saturday and Sunday 23-24 January — just after Linux.conf.au Wellington.

DrupalSouth features some great speakers and attendees from NZ and abroad, including

  • Angela Byron (webchick); Drupal 7 core committer, Drupal community nurturer, and co-author of Using Drupal
  • Emma Jane Hogbin (emmajane); co-author of Front End Drupal, uber-documenter, Drupal evangelist/speaker and community all-rounder
  • Liz Henry (lizhenry), BlogHer.com developer — the largest community for women bloggers, built on Drupal since 2006

 

Registration costs just $67.50 NZD including GST ($60 for non-NZ businesses) and includes lunch, coffee and tea on both days – not to mention access to a great line up of speakers and sessions on awesome topics. The full schedule is coming soon!

Such a great price for such a high-quality event has only been possible thanks to our generous sponsors, including;

  • Xplain Technology Hosting; Web hosting optimized for Drupal
  • Sparks Interactive; Straight talking, successful work, simple equation.
  • .nz; .nz is our home
  • Em Space; Em Space is a web agency in Melbourne, Australia. We build Drupal websites for enterprise, government and not-for-profit
  • Catalyst IT; Specialists in Open Source Technologies
  • Egressive; Building superior computing solutions powered by Linux and Drupal
  • Open Query; Exceptional Services for MySQL and MariaDB at a Fixed Budget
  • Fuzion; connect : campaign : communicate.

 

DrupalSouth Wellington will be at the upstairs function room at Mac's Brewery Bar & Restaurant, on Wellington City's waterfront, and just a few hundred metres from Linux.conf.au at the Wellington Convention Centre.

DrupalSouth Wellington will be the second event of it's kind. The first was DrupalSouth Christchurch November 2008.

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Announcing the new Playmaker website

Please note that all opinions expressed in this article are that of the author alone.

Now that the 'mysterious Drupal' project I have occasionally alluded to has finally gone live, there isn't any reason to keep it secret any longer.

I am the primary developer of the new version of playmaker.org.nz. The site is intended to be a community portal for New Zealand game developers in general, but indies in particular. The intended functionality for the site includes but is not limited to:

  • A community forum for New Zealand game developers.
  • Groups that can be created or joined on the site by developers, including forums, wikis and image galleries.
  • A comprehensive and frequently updated listing of all game developers in New Zealand.
  • A list of games created by New Zealanders, eventually encompassing an online store for commercial titles.
  • A section where jobs in the New Zealand game industry can be posted and browsed.
  • A front page news feed aggregating news from the New Zealand game industry.
  • A tutorial wiki for game designers.

 

In short, it's a site designed and maintained by the New Zealand game developers, to meet the needs of New Zealand game developers (both new and experienced) on the Internet.

Since the site has only just gone live, it is still early days yet. The site will need to continue changing, in both look and functionality, to continue meeting the needs of New Zealand game developers.

This is far the most ambitious and functional site I have made to date. I am very excited about the site and look forward to taking part in it's future.

The Kiwi's Tale - Now for Intel Mac (Plus other updates)

In a historic first for this site, The Kiwi's Tale download now includes an executable for Intel Macs. It isn't nicely "bundled" like a proper Mac application should be, but works fine none the less (I think it works better then the Windows version actually!)

I had originally considered doing a PPC Mac build but decided not to after finding out about the little/big endian problem. Linux support will probably come at a later date.

The new download can be found on the game page or here.

There are no other changes, except that the Retro Remakes splash screen has been removed, and it comes with a permissive licence to explicitly allow redistribution and modding etc.

Also, Blow Stuff Up and Heart of Ice have been re-uploaded with a similar licence, and Blow Stuff Up now includes a bug fix which should stop it from crashing on some computers, and better instructions in the config file on how to customise the game (Change the number of buildings, fighters, tanks etc).

New game on Earok's Arcade: Firestart

Well, okay, it isn't exactly a new game. In fact, it is simply a newer edition of the very first finished 3D game that I released publicly, one that was enteredinto the Retro Remakes 2006 competition. Firestart is a remake of the classic C64 game Project Firestart, one of the finest on that platform and arguably the first survival horror game ever.

My interpretation of the game swaps the side scrolling perspective for a first person one. Regardless, it attempts to stay as faithful to the original as possible, keeping most of the same locations, quests and cutscenes. Certainly not a trivial task when faced with a strict three month deadline!

When my version was originally released at the end of 2006, it received critical praise from a few but a critical drubbing from most, thanks in part to a bug that caused the game to crash randomly on nearly all computers. Over the last few days I have managed to fix that bug, and tidy up several other areas of the codebase. My interpretation of Firestart now runs smoother and more stable, and looks better then ever before.

There isn't much depth to the game, but it does have it's moments. It is effectively a spiritual predecessor to Derelict, so if you liked that then there's a good chance you might like this too. Also the latest Zombie game craze makes this game more relevant then it was three years ago.

A proper games page for it is coming, but for now you can download it from here. Enjoy.

New release of Derelict

In preparation for releasing the extremely limited Earok 2009 Collection CD, I have done some tweaks to Derelict and uploaded version 1.21 to the site.

 

The only real changes to speak of are:

  • The previously released level editor is now included as part of the download.
  • The character sets not only support lower case, but also special characters. This should make localisation a lot easier if anyone wants to port Derelict to their native language.
  • Some minor spelling tweaks here and there.

And that's it really. Download link is on the Games page or here. It's unlikely to have introduced any new bugs to the game, but please let me know if it has.

 

Even though this is just a minor update, this has historic value as it will probably be the last version of the game programmed in Blitz Basic 3D. Future versions will probably be done in Unity, UDK or C++.

 

On a slightly related topic, I have already decided that a screenplay of Derelict will be my Script Frenzy project for 2010. It will be a reimagining rather then a straight adaptation of the (Lacking) story of the game, and will be used as the basis for the next version of the game.

UDK/Unity project on hold

After having a brilliantly successful novel writing November, December hasn't been an exceptionally productive month for me so far. Infact, my effort to learn UDK and Unity has been a terrible misfire, as I have barely scratched the surface of either.

I think, it should have been blatantly obvious to me that trying to learn two game development environments simultaneously within a month was an incredibly dumb idea. By trying to learn both, I can't bring myself to properly focus on either.

There's also lots of other stuff that needs to be done this month, such as Christmas presents for everyone, and getting the apartment tidy again (It was more or less completely neglected over November).

So, new plan: In January I'll focus purely on producing a Unity version of the game, and in February I'll focus purely on the UDK version of the game.

Also, this month I'm thinking of creating an extremely limited run of CDs with installable versions of all of the games on my site, as gifts for family and friends (I can't exactly sell them as most of the games feature significant input from others!). Anyone interested in getting a copy sent to them?

"Blow Stuff Up" remake Milestones

This is the post where I list each Milestone needed for completing the Blow Stuff Up remake. I plan to complete each Milestone in both UDK and Unity before moving to the next step.

I'll also post my results for each Milestone on the blog, and declare either UDK or Unity the winner for that step.

 

1: Environment

The "World" will be established with an infinitely long, flat plane with a rocky texture. Next the "Island" will be added as a terrain on top of that, hopefully using my existing Heightmap and Texture from the Blitz 3D version.

A blue sky will be set up at this point, hopefully a good looking skybox or skysphere would not be too difficult to add.

 

2: Water

Another infinitely long plane is established to be water. A thick blue fog will be visible if the camera is underneath the plane, to mimic the effect of being under water.

Having light refract and reflect off the water would be a nice touch, so I will have a play with Unity's and UDK's shaders. Having actual 3D waves would be brilliant, though not entirely necessary.

 

3: Movement

By this stage it shouldn't be to hard to set up the game's camera to be able to 'Walk' on the terrain. The game needs to be playable with standard FPS 'WASD + Mouse' controls.

I also want to test to see if UDK and Unity have inbuilt solutions for overcoming Gimbal lock, ie being able to rotate an object on all axes independently. Not having an adequate solution to Gimbal lock was one of the key reasons why I ditched Dark Basic for Blitz3D.

 

4: Buildings

This one might be one of the more complicated steps. In the original Blitz3D version, the buildings were procedurally generated. Random facade and roof textures were applied by the process, and also the heights were set randomly (though buildings near the centre of the city were set to be taller.)

I am not sure about either UDK's or Unity's ability to create meshes during the game, so this one will be interesting to say the least.

 

5: Weapons (Edit - Made this a separate step)

At this stage I simply want to add guns. I'll just make them out of textured primatives in the engine, one loosely in the shape of a gatlin gun and the other loosely in the shape of a bazooka, and then attach them to the player.

They should also sway slightly while the player is moving, and have recoil when the player shoots.

 

6: Effects

Now this is where things get fun! Here I'll test out Physics, Explosions, Dynamic Shadows, 3D Sound, Particle effects and the like.

One major enhancement I intend to make over the original Blitz3D version is being able to knock the buildings down on each other, Dominoes style.

 

7: AI

There are three kinds of Vehicles that now need to be added to the game.

  • Cars simply drive through town without turning, although they will back up and reverse if the player is standing in front of them.
  • Tanks drive across Terrain from the edges of the Island to hunt out and shoot the Player (or at least, the building he is standing on!)
  • Jet fighters roar overhead, releasing accurate bombs that will always hit the Player if he is standing still.

 

Depending on how I'm going for time, I may look at adding a Fourth - an enemy Battleship, out at sea, that serves as the sort of final boss.

 

8: Polishing

An introductory text screen will be added to the front of the game, with a concluding text screen for anyone who successfully destroys everything on the Island. GUI elements, such as health and crosshairs, will also be added.

After this stage is complete, I should have at least one new version of the game that is at least on par with the Blitz3D original, and hopefully a heck of a lot better.

 

And if I don't, then it's definitely back to C++ and Ogre!

Unity and UDK

There has been some fantastic news for Indie game developers over the past month.

First of all, the formerly $200 US 'Unity Indie' Engine and IDE was simply renamed to Unity and released to the public freely.

A couple of weeks later, the Unreal Development Kit was also released freely. The UDK is more or less simply the powerful modding tools for Unreal Tournament 3, but it can export stand alone games.

This is great news for me also, as both of them could potentially turn out to be my migration path away from the obsolete Blitz3D, without needing to learn the complicated OGRE rendering engine.

Of course this also creates a dilemma. Which one do I use? Both of them seem to have their strengths and weaknesses. Unity is already cross platform, having support for PC, Mac, Wii and iPhone. While the UDK seems to have higher system requirements, the underlying Unreal Engine 3 technology has been proven to be one of the world's most powerful engines, having been used in dosens of blockbuster games. I don't yet know which one is more flexible, but it's worth noting one of the example games for the UDK is a top down puzzler.

The only way I can fairly judge either Game development platform is to try and develop the same thing in both of them. Therefore, I have resolved to attempt to remake 'Blow Stuff Up', in both Platforms, over December.

Despite being a incredibly simplistic First Person Shooter, the design of Blow Stuff Up offers huge potential for testing out the power of each engine. I will experiment with Physics, Particle effects, Terrain generation and manipulation, Foliage, Procedural mesh generation, 3D Sound (Including Doppler), AI Pathfinding, Fire and Water effects, 3D Transformation and Rotation, and others.

The development will be split into several Milestones, with frequent blog posts charting my progress. The hope is that by the end of the month, not only will I have made up my mind about which one to continue with, but the results from my experiment will help others make their decision.

I'm also keen to get collaborators on this project, as well as advice from anyone who is already using UDK or Unity.

My next post will be on my milestone plan for developing the remake. Stay tuned!

Global Game Jam Challenge

Okay, so the 2010 Global Game Jam isn't until the end of January, but well ahead of time I have decided to give myself a bit of a dare. And my dare for the Jam is simply:

 

Regardless of how insane it is, I will try to make your game idea.

 

Within certain limitations of course:

  1. It must be entirely appriopriate for a PG-13 or below audience.
  2. It must be completely "Politically Correct" (Does not set out to offend anyone of any particular race, creed, culture, political affiliation, sexual orientation etc)
  3. Your idea will be shoe horned into whatever themes or rules are set for the Game Jam.
  4. Your idea will be limited by what my computer is able to do.
  5. You will need to accept the quality of the game based on your idea is restricted by my personal artistic and programming abilities, as well as the strict 48 hour time limit.
  6. You will need to accept the game based on your idea will be released publically on a GPL or BSD based licence.
  7. You will need to accept that I retain the right to claim authorship of the game.
  8. The game can only require Mouse and/or Keyboard as it's prehiperals.
  9. Copyrighted content can be parodied or referenced, but not infringed upon.
  10. Any game idea that requires or allows online multiplayer will be rejected, hot-seat multiplayer may be considered.
  11. Your idea may be rejected for any other reason that would make it impossible, or at least incredibly impractical, to develop.

 

And that's it, really. If you have got an idea for a game so bizarre that makes Cactus's work seem utterly pedestrian, then I would love to hear it.

However, there is a catch. I will accept, and only accept, the first idea submitted to me by someone who completes the following challenge:

 

  1. Take a screenshot of the ending cutscene of Heart of Ice
  2. Take a screenshot of the ending text of Blow Stuff Up
  3. Take a screenshot of the end sequence from The Kiwi's Tale
  4. Take a screenshot of the text scroll from the "Good" ending of Derelict
  5. Upload these screenshots to an online image service (such as Flickr)
  6. Send me links to those screenshots through the contact page

(Note: This challenge isn't open to anyone who worked on any of the above games. Sorry guys, I have to be fair.)

Sounds like a tall order? Perhaps, but how often has someone offered to make your game idea for you, for free?

Good luck!

Q10 Review

Since I used Q10 to write virtually all of my NaNoWriMo novel, I thought the least I could do for the guy who wrote it (other then make a donation, some one remind me to do that some day!) was to write some propaganda for him.

Q10 is a full screen text editor designed around the Philosophy of maximum productivity with minimal distractions. I am using it to write this very blog post infact, before I copy and paste it into my Drupal FCKEditor.

Here are ten of the reasons why I love Q10:

1. Distraction free

There are no formatting toolbars or drop down menus. It is full screen so everything else on your computer is hidden from view. Even the info bar at the bottom can be turned off.

It's literally just you and your words.

2. Light weight

Because it has a very tight feature set, it has an extremely small executable that will fit on virtually any pen drive. It will also fire up in a blink of an eye.

It's a nice change from typically overbloated Word Processors

3. Opens your last edited file on start up

Q10 assumes that you just want to continue working on whatever you were last doing. Why waste valuable seconds searching through your Hard Drive or scanning recently opened lists?

4. Easy to read

Staring at a bright white background can be hard on my eyes, and contrasting that with black text can be very distracting.

By default, Q10 has a black background and yellow/orange text. If it's still too hard for you to read, you can customise the colours any way you want to.

5. Word count targets

You can set a Word count target for yourself. The info bar at the bottom will show what percentage complete you have reached.

Personally, for NaNoWriMo I found it handy to just leave it at 1666 (The daily NaNoWriMo word count target). So for the second day I had to reach 200%, for the third I had to reach 300% etc etc.

6. Auto Save

Why click save every minute when Q10 can do it for you?

Also, you can have it autosave by number of paragraphs. If you set that option to one and your computer freezes later, you can rest easy knowing you have lost, at very most, a single paragraph from your entire body of work.

7. Alarm Timer

Q10 allows you to easily set an alarm, which is great for reminding you when you're supposed to take a breather.

When the time runs out, it also shows you how many words you've typed in that time. This makes it perfect for Word Wars! (Though I chickened out of participating in any such wars during NaNoWriMo)

8. 'Notes' functionality

Any paragraph that starts with '..' is considered a 'note' in Q10, though personally I think they work more like bookmarks.

You can jump to any note in your text file through a menu. Since all of my Chapter headings for my NaNoWriMo novel started with .. I could go instantly to any part of the story I wanted to work on.

9. It's for PC

Sure, there are some great full screen text editors out there. Unfortunately they are mostly Mac releases like Bean and WriteRoom.

Q10 is unashamedly a Windows only release.

10. It's free

Okay, so it's only Gratis (Freeware) and not Libre (Open Source), which might become a problem as the code base hasn't been updated in a while.

But software you don't have to buy to use or share is certainly nothing to be sneezed at. (Especially since some of the alternatives cost a pretty penny!)

If you want to give Q10 a shot, grab it from the Official Website here.