Thursday, March 29, 2007

A Last Minute Sound Resource

For those who have been having increasing difficultly finding sounds and music for their game from standard resources (library soundbanks etc.) here is another alternative for you.

Since the only limitation we've placed on 'borrowing' sound/music from existing games has been the actual reference and giving of credit to the original source--turning to existing games is therefore a viable option. SO...for those looking for an extra resource, here is game music archive for you to pillage for your last minute needs.

Zophar's Domain

Most 8-bit, 16-bit platforms are covered here--simply download a file, use the appropriate player/exporting tool and you can essentially export music and sound effects from the games of your choice to a usable wav or mp3 file. So if the theme to Battle Clash is ideal or the pellet-shooting sound from Mega Man X fits the bill...this is your opportunity to 'borrow' it for your purposes.

Of course it's ALWAYS better if you just created your own. ;) But hopefully a way to fill in those last minute audio gaps.

The Future of Downloadable Games

So next week, we'll be ending the term with a bang:

Jim Sink, the BizDev Manager for Backbone Vancouver, will be dropping by to talk about the future of downloadable games. He gave a similar talk at last year's Game Design Expo - here is the synopsis:

"Where we’ve been and where we’re headed: detailed analysis of current trends in downloadable content, different strategies for bringing downloadable games to the marketplace, and how Microsoft, Sony, and Nintendo’s contrasting strategies will change how we buy and sell games. "

Jim's bio is as follows:

"Jim is a game designer and the business development manager for Backbone Entertainment, the most prolific developer for Xbox Live Arcade. He is currently involved with a number of
unannounced Playstation 3 and Xbox 360 downloadable titles. His credits include the Xbox Live
Arcade games Contra, Frogger, Yie Ar Kung Fu and Rush ‘n Attack, as well as Sonic Rivals PSP."

Not to be missed - bring some good questions.

Friday, March 23, 2007

Bug Tracking Solution

In order to give you folks a good starting point, I did some online research and came across what I think will be a decent solution.

Check out BugHost.

They have a number of increasingly powerful solutions, but the free web-based option - BugHost Lite - is not at all bad. Your test lead will need to spend about a half hour configuring fields and setting up user accounts... but it then looks to be a pretty robust solution.

Check it out and post comments here if you like it, don't like it, or have a better option that you'd like to share.

Thursday, March 15, 2007

Beta and Final Game Clarification

Here's just a recap from the early part of today's lecture regarding the grading and expectations for the upcoming beta deliverable (April 5th) and final game deliverable (April 21st exam date).

The Beta is worth 25 percent of your grade and should be a functional version of your game with all art assets, sound assets etc. to be in reasonable condition. This version of your game should be entirely FEATURE COMPLETE. It shouldn't be missing anything that you had intended to design for. The break-down of the 25% Beta is as follows:
Art-5% (all art assets in place, even if not final, are represented by reasonable temporary graphics)
Sound-5% (all sound assets in place, even if not final, are represented by reasonable temporary sound)
General Game Design-10% (does it have an opening game sequence explaining how to play, is there a clear scoring mechanism or win condition, are your design goals met, are your mechanics in place and easily accessible to a player, do those mechanics fluidly and appropriately interact with the other elements of your game. Keep in mind, perfect game-balancing is NOT required for the beta)
Level of Bugginess-5% (there may be a few nagging bugs here, the fewer, the higher of this percentage you maintain. There may NOT be any crash-bugs. Type A crash bugs will result in the loss of this entire percentage)

We will be comparing what you've set out in your design document, to what it is that you end up handing into us. So keep the lines of communication open with us so that we know what to expect in terms of cuts in scope etc. If we still think you're going to deliver 10 levels, and you hand in 1 level...you're setting yourself up for disappointment unless you've let us know in advance of your design changes. Cuts are ok and sometimes entirely necessary--but if we don't know about them, you'll be judged on your last milestone/GDD update submission.

The break-down of the 10% Final is not entirely as detailed nor complicated as the beta, but it looks for the same things--just better. We're looking for polish.
Your art should be complete and finalized, your sound should be exceptional and your game mechanics and balancing should be in tip-top shape. Your product should engage the player and close the 'magic circle' and it should be bug-FREE. If you have bugs, you've already poked a hole in your magic circle--strike one against your game. So make sure the end-product is tight on all fronts.

And again, as a rule of thumb for each of these deadlines: meet your scope. Any team that has not met their 'X' and has as not sufficiently achieved their stated design goals with be met with scrutiny.

So on that grave tone....good luck! :)

Thursday, March 08, 2007

The Best Homework Ever

Hey folks.

On the 15th, we'll have a guest speaker: Ryan Clark, twice nominated to the IGF for great downloadable games. He's agreed to come in and discuss how/why he embarked on his development of Prof. Fizzwizzle and Fizzball.

So go to his website - GrubbyGames - download, play and come in with some great questions.

Thursday, March 01, 2007

Gamasutra GDD Example

This GDD was posted recently to Gamasutra - might be a useful comparison for the various design groups. Take a peek and compare/contrast with your own documents right here.

Blog Your Playtests!

Today/tomorrow you're going to be having your alpha paper prototypes tested while also having a chance to play/test the prototypes of others. We're asking that each group submit the results of your games' playtests as comments here. So talk about whether you discovered some loopholes in your game, one or more dead-ends, areas where balancing is needed, overall necessity for scope adjustment etc. In other words, what did your group learn from the testing commentary of others? Let us know, group by group, right here.

Upcoming Games Conference

For those interested...

The Northwest Games Festival, which takes place Saturday, May 5 in conjunction with the Vancouver International Game Summit May 3-4 at the Sheraton Wall Centre in Vancouver, British Columbia, Canada, will again hold an audience award contest.

Submissions of unpublished games of any development size are accepted up until the day of the Festival. Teams must bring their own technology and set up indie style in the expo room. Attendees will play available games and place votes throughout the day. At the end of the Festival, the top winners will be announced.

In tradition following the 2006 Festival in Portland, Oregon, cash prizes will be awarded to winners.

Northwest Games Festival – http://www.nwgamesfestival.com

Vancouver International Game Summit – http://www.rebootconference.com/games2007/