Flash for big Games?

Wednesday, August 26th, 2009

Even though I love ActionScript more than my daily meal I’ve recently started to think about if the Flash Platform is actually the right stuff for developing big games. Most Flash game developers write small-scale games for the web which is totally fine and I too like to write a small coffee-break game sometimes but often I’m craving for more! My dream has since long been to design and develop a large-scale role-playing game and I’m usually overflowing from new ideas coming to my mind every day that it’s almost hard to track all of them.

I could go on and make this project an oldschool-style game with 2D graphics like some other indie devs are doing but I feel that going 3D would be the best bet to convey atmosphere and tactical gameplay at the same time (you could use switchable first-person and third-person views). This makes me think if ActionScript is actually sufficient for this but the experience of some of my recent coding tests with Away3D which already start to bog down the CPU with a few hundred polygons on the screen tend to say “no!” to my ambitious plans.

Since this is a desktop game my platform choice is AIR which offers more freedom that the Web Player but there are still many let-downs that make you grind your teeth …

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RPG Design: Choosing the right Graphical Projection

Tuesday, August 11th, 2009

Neverwinter Nights 2 Banner

I’ve been designing on a rather ambitious Role-Playing game project since a while now (in fact quite a long while but I’m not in hurry to finish it anytime soon) and while I’m in the process of working out the story, technical details like the combat mechanics, skill system etc. and creating interesting characters I still haven’t made a decision on the type of graphical projection for the game so far. I’ve been thinking about five kinds of projection from the most basic one (2D orthographic) up to full dynamic 3D which would be quite an effort. As my development platform of choice happens to be Flash, the resources in terms of 3D are limited.

So with that in mind I thought it would be good opportunity to introduce some of the most-used projections in computer and video role-playing games to get to know them a little better. This is by no means a complete list of all sorts of projection used in games but I believe these the ones most commonly used for role-playing games.

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PushButton Engine

Wednesday, May 6th, 2009

Probably old news but I’ve just found some time to read about the recently released pushbutton engine, a modular ActionScript 3 engine tailored especially for game development. It seems that Jeff Tunnel & Co (of Garage Games fame) were sitting down and wrote some serious ActionScript library overnight.

“…and a component system which lets you easily package game functionality into reusable modules. The component system draws on nearly a decade of game development history…”

This looks very promising indeed and the component structure makes a lot of sense.

I’ve been working on the hexagonLib on and off but time is sparse currently and so it seems I would never get it into a decent release state. I Might as well see how the pb engine works out for me. Let’s see how this engine fits for my current role-playing game project!

ActionScript3 Dice Class

Tuesday, December 4th, 2007

In game development randomness is often necessary for certain tasks, be it the random distribution of graphic tiles, a random factor in NPC AI or random stats in a roleplaying game. Especially for the latter purpose the static Dice class provides a set of methods to roll dice as it is common in a Role-playing game, to be exact four-, six-, eight-, ten-, twelve-, twenty-sided and percentile dice.

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Animated Bitmap Class

Sunday, September 23rd, 2007

The AnimatedBitmap class provides functionality for Bitmap objects that are animated by using a series of still images. When creating a new AnimatedBitmap you provide a BitmapData object that contains an image that consists of the ’single-frame’ images for the animation.

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Getting rich with Free Flash Games?

Wednesday, May 30th, 2007

Still have a skeptical opinion about using Flash for making games? Read and rethink … at least for earning money it seems to pay off if done right! Check out this interview with Desktop Tower Defense creator Paul Preece! Obviously it is possible to create a monthly 8000$ revenue just by putting together a simple but addictive Flash Game and make it freely available to people.
Even though personally I’m not too impressed with the game (prefer better graphics/sounds) I found myself getting lost by its addictive gameplay for at least 30 minutes today. Why the heck do I sit here designing an overly complex roleplaying game??! To answer that question by myself: Because it’s what I love doing and its fun for me. But maybe I’m better off devoting some time to create a simple blockbuster first!

So what makes this game so addictive that people are coming back en masse? First and foremost it’s simple and straightforward. No long introduction, no necessity to read instructions, you get into the game quickly. Then there is the addiction factor … Maybe its just me but the reason why it is fun to play is because you try to make your defense perfect to stop the intruding enemies. Another factor is that you can shoot and destroy something. Sounds dumb? I know, but I can imagine that many people’s ‘hunting’ instinct is triggered by that. After all many popular games follow the same scheme. In fact you don’t even need to do the shooting as that is what your towers are doing for you. You just have to place them in a strategically good position and watch how well it works out. The author sure made a good choice by picking a Tower Defense game for this!

Now there are hundreds of other well proven addictive games out there. Make your choice and don’t forget to improve it by adding something that makes it even more fun to play! Meanwhile excuse me … I have to dig through my old games collection and do some searching … ;)

(via Tales of the Rampant Coyote)

Hexagon Framework Effects Demo

Monday, May 28th, 2007

Here’s a small demo that I threw together yesterday which shows how the effects in the Hexagon Framework effects package can be used. The effects package contains classes that are used on display objects to apply an animated effect on them. That is not all however. The effects send a signal back to the calling class when they are finished and there are two more classes with that effects can be arranged, namely the EffectChainer class and the EffectCombiner class.

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Planewalker Games “The Broken Hourglass” RPG Development Insights

Saturday, May 26th, 2007

A valuable resource for everyone who is thinking/planning to write a roleplaying game … Indie developer Planewalker Games who are currently making their debut RPG The Broken Hourglass are publishing precious bits of insider information about their game engine called WeiNGINE. The Broken Hourglass is a computer roleplaying game with a strong visual relation to late nineties RPG pearls like Baldur’s Gate, Icewind Dale or Planescape: Torment (who all were based on the Infinity Engine).
Some examples of their articles: Inside the Engine – Introduction to Items, Inside the Engine – Introduction to Sprites, Rules and Mechanics – Group Skills … and there’s a whole lot more when navigating through the links at the bottom of the pages. I kind of soak up such detailed information on game/RPG design as such things are sparsely seeded on the web (you will not see such information leaking from commercial developers!)

AS 3.0 Data Structures For Game Developers

Saturday, May 26th, 2007

In case you missed it Michael of Polygonal Labs has released a package of ActionScript 3.0 data structures that are especially dedicated for game development. He’s also writing examples on how some of the classes are used, for example Queue and Tree.
The hexagon framework will contain similar data structure classes but they will adhere more to interfaces and patterns. Nevertheless I will optimize them for speed as best as I can. In case you are wondering … no, the hexagon framework hasn’t been released yet but I can say now that it won’t take too long anymore until initial release.

Using Flex 2 for GameDev Middleware

Tuesday, January 16th, 2007

While the whole world is hyping Rich Internet Applications, I’m sitting here in my lab and could not bother less! Flex is really neat and who says that it’s only useful for shopping- or flight-ticket booking systems?! Nobody? Good! I’m using Flex to develop my game development Middleware, i.e. editors like the TileSetTool that I’m working on (if I’m not working on the hexagon framework what I’m doing most of the time). When Flex2 was still really fresh I’ve pondered to use Java for this instead but as it turned out, ActionScript 3 is fast enough for most of my desired operations.
So for now this TileSetTool can be used to convert my (custom format) tileset XML files and their belonging tileset image files into combined tsc file which are compressed and saved to disk by the tool (using Zinc). This editor is probably just the first stage to a much more versatile tilemap editor. The tool uses parts of the hexagon framework which also will contain a tile engine to support the tilesets and maps.
It’s fantastic how quick you can knock an application out of the ground with Flex and AS3 while others are still fighting with their IDE.

You can click the image to see a full screenshot of the tool. In case you’re wondering … no, I’m not working on a Flash version of Uridium 2 (would be an idea though). The tileset is only for testing purposes.

So you want to be an Indie Developer?

Friday, November 24th, 2006

Some links to nine articles about the topic on ‘becoming an Independent Game Developer‘, found via Digg. Some more interesting, some less, the last one from a Mac perspective. There seems to be a lot of discussion about if it turns out to be paying off or not etc., in short, things that don’t interest me that much, I’m just creating games because I have fun doing it and I like the practical side, I’m more of a hobbyist! Either way, here are the links …

Introversion
Cliffski’s Mumblings
GameProducer.net
Lemmy and Binky
Reality Fakers
Zoombapup
BoneBroke
They Came from Hollywood
gusmueller

Isometric Game Development with Flash

Sunday, August 20th, 2006

I’m currently developing a role-playing game in AS3.0 (non-fantasy themed!!) in my spare time. This has been and still is in the design phase since a while and I’m pondering whether to use isometric graphics or an orthogonal view (that has a slight tilt but still is fully orthogonal. If you remember Jagged Alliance you get the idea). Though orthogonal view would make things easier I feel that isometric view gives more visual freedom so I will probably end up with that.

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You've stumbled into the deep down caves of game development geekiness! Here you find my occasional creative flows about game design and development and ActionScript Programming or even both combined.

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