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Erik Hogan, NaNoWriMo winning Novelist 2009

About a month ago I blogged that I had been convinced to do NaNoWriMo, although at the time I felt my chances of Novelling success were next to nil.

I am very happy to report that on this evening, around 6:13PM, I stopped writing the first draft of my NaNoWriMo novel, having reached over 50,000 words in 22 short days.

Woo hoo! This has obviously, by no means been an easy feat. I could not have done it without God's strength, Kirsty's faith in my abilities, and the unwavering support of my family and friends. (Edit - Forgot to mention DragonForce for providing the sound track to my literary world, and the author of the Q10 text editor for providing a comfortable environment to write in.)

The achievement of writing a Novel in a month has no given me new confidence in myself. If I can write a 50,000 word Novel in a month, then can I make a success of myself as a Game developer? I feel, more strongly then ever, that the answer is yes!

Over the course of three weeks, I have lived and breathed in the world of literature. With my story I have brought an idea to life that has been lingering in my conciousness for the better part of a decade. Without someone pushing me to actually write it, perhaps it would have sat there my entire life, plauging me with guilt and regret for never letting it out of my mind. The small sacrifice of a few hours each day over three weeks was well and truely more then worth it.

Is my story poorly written? Probably. Will I be the only one to ever enjoy the plot? Maybe. Will it ever be commercially published? Almost certainly not. But that's entirely beside the point. I lived a dream, and that would more then counterbalance any critical drubbing it could possibly get from anyone.

So, what next? Well, I plan to do a bit more tweaking to the story before letting my family and close friends see the book, and who knows, if they give it a thumbs up it may even get published on Earok.Net. Since I've been neglecting the Blog recently, I need to get back to making regular posts on various gaming related things. Also since the Unreal Developer's Kit and the Unity Engine have both been released freely, I need to trial both of them to see which one bests fits my game development needs.

 

Time to get back to making Games and chewing Bubble Gum. And I'm all outta' Gum.

NaNoWriMo, Part II

NaNoWriMo starts in less then four hours.

I originally wasn't planning on taking it too seriously, since I figured I had virtually no chance of actually getting it done. However, I have been inspired by reading No Plot No Problem and now I am fully fired up and ready to go. (Actually, I think No Plot No Problem will help me with designing games as well, I'll do a full blog post about my thoughts on it in a month or so)

The planned novel is called The Hunters and is based on an idea that's been floating around my mind since High School. It's about a band of teenagers that take up Comic Book style secret identities to take on a ruthless criminal organisation. Yeah, I know its probably quite silly, but Kirsty thinks it might work out, so I'll give it my best shot!

The blog is going to stay silent until either the novel is done or the end of the month is reached (Hopefully the former!). Though, I'll still be tweeting occasionally.

That's all for now, see you in December.

NaNoWriMo

2009's National Novel Writing Month (NaNoWriMo) is running next month. It is basically a competition where the goal is to write a 50,000 word novel in November. (For reference, 50,000 words is approximately the length of the brilliant Brave New World and the awful Catcher in the Rye).

To be a 'winner' of the competition, all you have to do is reach the 50,000 word target (About 1,666 words per day). Also the definition of what counts as a novel is very loose, for example fan fiction is also accepted.

I basically haven't written any original fiction since High School, and the only novels I can remember reading this year would be the first Dexter book and the novelisation of the Judge Dredd film (Don't ask) so I'm not exactly the most qualified person to enter the competition.

However Kirsty intends to write a story for the competition, and so I have decided to support her by a little wager - We have to pay the other person $1 for every 1,000 words they have written during the competition, up to a maximum of $50.

My number one priority for next month, other then my full time job will still be my mysterious Drupal project, so the odds aren't exactly in my favour. However I'll give it my best shot, I plan to do a story based on a game idea I have. Stay tuned!

Robofortress Flash remake

Joshua Smyth has ported his 2009 Global Game Jam entry Robofortress from the XNA Framework to Flash.

Robofortress is a frantic action game that draws on Robotron and Berzerk. The goal of the game is to guide a little robot character around a Maze while fending off hordes of monsters with unlimited ammo. Controls are simple, just use Cursor Keys or WASD to move, and point and click to shoot.

The new version is essentially the same as the old one, except with the thankful addition of an Easy maze (the Normal maze is beatable but incredibly unforgiving!). This is Joshua's first Flash game and it brings great promise, hopefully some day we'll see Flash based sequels to Attack of the Meeplings and Caverns of Underkeep as well.

The game can be played at http://tinyfrogsoftware.com/robofortress/

General update

Yikes, over a month has past since I last made an update on the site! I'll try to get back into the swing of posting content more often.
 
The main thing I have been doing is still working away on this mystery Drupal project (I think I should be able to announce it soon, but for now you will have to take my word for it that it is big). But, as far as game development goes.. I haven't done anything at all.
 
I still don't really have any time or passion for game development at the moment, so I have decided to not work on any game projects for the rest of the year (Except for giving a hand with a mate's BlitzMax project) and just focus on refining my Drupal knowledge.
 
I do have a rough plan for getting into game development next year though, which is to port Blow Stuff Up to C++ from January to March, and spend the rest of the year developing something bigger (Probably a ground-up rebuild of Derelict in C++, though I'm quite keen to do a FPS Mecha game or a Metroidvania-styled remake of the Kiwi's Tale)

Drupal and stuff

Sorry about the recent lack of updates!

I have been busy recently with a new project, though it isn't a game. Details are hush-hush at the moment, and the concept still needs to be approved, but what could come out of it is a potentially huge Drupal community site. Hopefully I can post something soon.

I probably have spent a lot more time this year working on Drupal projects then game projects, and a lot more time learning Drupal skills then extending my game development ones. I have even started attending local Drupal meetups, the one I went to yesterday had professional Drupal developers with 4+ years of experience under their belts so I got a great deal of new knowledge out of it.

I have been thinking that perhaps I should change direction with my site as well, and add a 'Drupal' section for articles that I write and find on the web. Obviously, I am now a very staunch Drupal advocate and would love to help out with promoting and teaching it to anyone who will listen!

That doesn't mean that I am giving up on game design, but I am putting it aside until at least my current Drupal project is out of the way and I can actually find the time to learn Ogre!

Art for programmers

Recently I talked to a couple of fellow programmers who mentioned that they were having difficulty getting traction on their game projects going for one reason - They're not artists.

I'm not either, but I have a few simple shortcuts that you may find helpful.

1. What you lack in artistic ability, make up for in programming ability.

In other words, instead of creating meshes in a 3D modeller, write an algorithm to create it.

For instance, in an experimental space shooter I was working on, I wanted to create a long twisted cylinder object (Approximately the shape of a gun barrel). While almost any 3D artist could make this in a few minutes, I found it much easier to write out the shape in code - and by generating it in the code I could deform it any way I wished at will.

Also, all of the wall, door and window meshes in Derelict are generated in real time by the engine.

2. Consistency is more important then quality.

As an indie game designer, you're not expected to produce earth-shatteringly fantastic graphics or audio. Simply having media that fits together and with the game is sufficient.

I think there is no better example then the widely loved games by Cactus. Everything in them is highly bizarre - the storylines, the gameplay, the art, and the audio - yet it all works because everything gels together.

If you're wanting to attempt pixel art, pick a small number of colours that you like (Low saturation is better) and make sure all of the art in the game uses only those colours.

3. Investigate purchasing model packs for 3D games.

There is a lot of free 3D art out there on the Internet, but attempting to collect enough to make a game can be a chore. The models that you find will have varying quality (some of it too high Polygon for games) formats and scales.

By contrast, model pack such as the DarkMatter ones offer sets of characters, vehicles and objects that are consistent in format, quality and scale.

4. Assemble a toolkit

Find tools that work for you. A good place to start looking is the BlitzBasic website, it offers links to tools for almost everything you could wish to create.

I use a lot of tools for creating my games, such as the Retro Sound Effects Generator for creating Atari 2600 type sound effects, Exgen for creating particle effects, Tattoo for painting directly on to 3D surfaces, Milkshape for creating and editing basic 3D meshes, Cartography shop for creating basic levels and furniture, and Audacity for basic audio engineering.

5. Look around for tutorials

Okay, so that was probably pretty obvious. But there are great tutorials out there for doing almost anything, like Derek Yu's tutorial on pixel art.  And even if you don't have the time or patience to actually do them, just having a read through them is very worthwhile.

Also, as I have mentioned repeatedly on my blog, Cactus's GDC presentation has some must-see advice on creating abstract art for games.

6. Practice and experiment

Just give it a go! What's the worst that could happen?

Prior to making Heart of Ice, I had no prior experience with creating animated human characters with pixelart, and certainly not within the tight time limit of the Game Jam. I struggled a bit at first, but then after playing around for a bit I found approximating human shapes with circles to start with, and then filling out the details worked well for me.

7. Ask for help on forums

Another one that seems obvious, but there are web communities for almost every artistic endeavour, so don't be afraid to join these communities and ask.

Example, Commander Stab (My partner in crime on the aborted Traffic Department 2192 project) managed to get some high quality speech samples for the game from a Voice acting forum. It's a shame that it fell through in the end. Also, very late in the development of Derelict, I got some fantastic furniture models from someone I met through the BlitzBasic forums (and, some music was volunteered for the project after I had posted about the game on the System Shock 2 forums).

8. Trade talent

For every Programmer who can't draw, there is an Artist who can't code. See if you can negotiate a deal to swap code for art assets.

Unfortunately I don't really have an example to share yet, but I am maintaining contact with someone who I may swap code for art with soon.

9. Get commissions

Sometimes, the best thing to do is just pay someone to make stuff for you. Most of the sound effects and some of the music in Derelict I bought, which saved me a lot of time and effort in the long run. Also, I tend to have mixed success with getting volunteer work, but paid work has consistently been high quality and on time. If you're after anime style art, there seem to be a lot of people on Deviantart who offer to do commissions for ridiculously low prices.

Commissions can be a two way thing as well - a coding project I did early in the year more or less covered the cost of buying sound and music for Derelict.

 

Special thanks to everyone who has commented on this post.

"Blow Stuff Up" on caiman.us

Just a minor big of news.

My cheesy experimental shooter from 2007 - Blow Stuff Up - has made it on to the front page of caiman.us. Though it hasn't been as well received as my other games (72% user approval - versus 82% for the Kiwi's Tale and 99% for Derelict) I'm still happy for it to have made it there regardless. Thanks again Mr Caiman!

Return of the Triad

I'm not ashamed to admit it - Rise of the Triad is one of my favourite ever first person shooters. Why? Because it features:

  • Unrivalled body count
  • Horrific over-the-top violence (Body parts literally flying across the screen)
  • Machine guns and pistols with limited ammo
  • Creative weapons (Baseball bat that shoots explosive Baseballs)
  • Interesting powerups (Magic mushrooms, and the one that turns you into a dog)
  • Photorealistic sprites (The enemies in the game are made from actual photographs)
  • Unique bosses (Robot with Texas licence plate)
  • Cool Score bonuses (Such as the Republican bonus for taking all rocket launchers and destroying all vegetation, and the Democrat bonus for avoiding handguns and eating all of the Magic Mushrooms)
  • Multiple playable characters with different traits
  • Enemies that beg for their life
  • Moving platforms and springs
  • Deadly spinning blades, poisonous gas and crushing walls
  • A cool sketch if you manage to find a fatal bug
     

Unfortunately, it didn't sell very well, because it had one fatal flaw - all of the walls are at Right angles. Apparently this was a big no-no for any game released after Doom. It's a pity because otherwise I found it to be a very worthy rival to Doom, and thought of it as being the second best Shareware FPS right until Duke Nukem 3D came out.

So, imagine my glee when the Escapist reported when Rise of the Triad is getting a reboot. I don't think there's any further information yet, but no doubt I'll be posting it here when I hear something.

Changing direction (Again!)

Time to eat a slice of Humble pie.

I know only a week ago I had made up my mind about switching my 3D game projects to BlitzMax. But I have decided to change direction in programming, again.

When I made that post, I was under the impression that the miniB3D engine (which is intended to be a fully Blitz3D compatible engine for BlitzMax) was virtually complete and would make porting my existing projects relatively easy.

The problem is that it isn't as complete as I thought, and porting even my simplest games would require substantial re-writes. In Heart of Ice, for instance, the basic gameplay is still OK after porting to the miniB3D engine, but the background doesn't work at all.

So, after discovering the amount of work I'd need to do just to port my existing games between different versions of the BlitzBasic language, I decided it would be better for me to just invest some time in learning C++ and OGRE again.

Instead of jumping straight back into the OGRE tutorials, I'm going back to basics. I understand most of the concepts of C++, such as classes, methods and inheritance (all of which are present in BlitzMax) but I don't yet fully understand the syntax. I got a copy of C++ Demystified, which should help me there, though I may need to get a copy of OOP Demystified as well (Anyone with a copy I could borrow?)

Also, as Arran suggested, I need to find a C++ mentor. I have a few in mind, but I'm not sure if any of them are willing or able to provide the support I require yet.

So, until I've actually started making stuff in a different language and have something tangible to show, I'm just going to STFU about my projects.