Friday, May 18, 2007

Does Anyone Like GridBagLayout??

Does anyone like GridBagLayout? I know I've fought it at times and this animated blog entry is a hillarious parody. Although I don't think parody is the right word since it does seem to mimic reality.

Thursday, May 17, 2007

Doom Slayer III

One of the student games in the contest I ran two night's ago did a two minute trailer for his game. It was actually really fun to watch and I thought I would link to it here since he just uploaded it. Most of the content from this video was in game capture. It is a real game that is fully playable, created by a sophmore at Chapman University in about 6-7 weeks. A huge piece of work for that short of time. He is going to be an amazing programmer.

Doom Slayer III
http://www.youtube.com/watch?v=PN5E3E_nIhA

I've already posted it, but the final results of the contest are here.
http://www.gamedev360.com/contest07/

Wednesday, May 16, 2007

Game Development Contest Results

Last night's contest for my class was amazing.

http://www.gamedev360.com/contest07

The RailGunner game is an amazing piece of work built in about six weeks. Jess and Noah really outdid themselves. Even the second (T-Orc) and third place (Doom Slayer III) games were very nicely done. Rail Gunner and T-Orc are fully playable. Doom Slayer III while not completely done had a ton of code to it. He even did a trailer that was hillarious and everyone enjoyed. I'm hoping he uploads the trailer for others to see.

All in all I think everyone enjoyed themselves and I think a number of the students will get jobs. There was enough time at the end for the industry folks to mingle with the students and I'm sure a number of them will get calls.

One of the things that became apparent and I had sort of forgotten about it was the fact that half of my class were seniors and half were freshman. I went really fast in the first few classes knowing the freshmen were out of their experience level and hoping they would drop. A number of them did, but a few of them stuck with it and while they didn't have winning games they did have some impressive pieces of work. Although I should mention that Jess (one of the winners) is only a sophmore. Brilliant.

One of the crowd favorites was a freshman game called Beer Sweeper. It was fun to watch as Luis kept raching around the virtual recreation of an actual dorm room (it was very close, I once lived in that same dorm) the keys started to change and it became very hard for him to control. It got some good laughs.

The fourth place game Ork Fight had a ton of AI code and Chris got the orcs to fight on teams with the other players. It was very fun to watch. He had some funny stories about problems while he was working on the AI. Some of the problems sounded almost human.

The fifth place game was a huge endeavor. Given a few more weeks I think Vinnie would have taken first place. He's going to be the Peter Jackson type some day. Double majoring in Film and Philosophy and a minor in computer science he made some major engine modifications and is well on his way to a significant creation.

All in all it was a great semester. I worked way too hard at it and didn't make much money, but I love doing it and I'm looking forward to at least taking a semester off. I'll decided later in the year if I'll do it again.

Tuesday, May 15, 2007

Tonight's Contest

Tonight is the night I'm hosting a bunch of local game industry folks to view the student projects and presentations. The best game get's a $100 gift card, but the students have done most of the work with the opportunity to get in front of a bunch of folks from industry. It's an experiment, but right now the wave looks a lot bigger than I ever expected.

This is how judging will be weighted. It doesn't have anything to do with their grade on the project, just who 'wins' best game.

Completeness: (25 %)
Replay/fun factor (20 %)
Uniqueness (15 %)
Story (10 %)
Graphics (10 %)
Simple graphics that are used in a unique way will also receive high scores here.
Audio: (10 %)
Student Choice: (10%) (max 90 points = 18 students x 5 points each)

I've tried to break completness out into the following sub items: Splash screen, main menu, Scoring, Game has a story, Game controls/play, multiple levels, game ends/menu cycle/quit, high score system.

I have this obscene spreadsheet created which will automatically calculate the winner based on judges input. Once I have the number (1-100) from the judges for each game and category I simply imput them and come up with a winner. I did this last year, but I put the numbers in as I went. I just hope it doesn't take forever to enter the data, but things have a way of working themselves out. I'll report again tomorrow with the winners.

Just as I finish writing this I may dump the spreadsheet and just ask for the judges first, second and third choices for the winner. Hmmm.

Monday, May 14, 2007

Game development class - huge finale

If you've been following my blog you know I've been teaching a game development class. The student's have been working on their own creations for almost half the semester and here is a (two week old) preview of the results.

http://www.gamedev360.com/contest07/preview.html

I have about 10 people from five of six of the biggest game companies in the area coming to judge the final presentations. I offered the student with the best game a $100 EB giftcard. Last year they were focused on the gift card, this year I'm sure they are focused on the job so putting them together with people who are looking for talent seems like a win win for everyone. All sides are excited.

I went into the lab on Saturday to help students with last minute problems and I have to say this is one of the best group of students I have ever had. The quality of the work is phenominal. The screenshots on the contest preview are almost three weeks old and the games since then are looking very very polished. A couple of them are going to be standouts.

There was the funniest quote the other day in one of the extra lab sessions. About halfway through the class I stopped assigning homework and allowing the student's to work on their own projects. One of the student's said to me, "Man, when you stopped assigning homework this class got a lot harder!". That has to be one of my all time favorite teaching quotes. The pressure of the final presentation in front of industry seems to have really worked.

I'll try and post results of the contest on Wednesday. I've been spending every minute of my free time on this contest. What am I going to do with all that extra free time?

Wednesday, May 2, 2007

Torque Development Process

I find that I like the workflow in developing games in Torque. As long as you are just using the base engine without any c++ changes to the engine itself it is as simple as keeping the engine exe file in the same directory tree as your script code and just running the engine for each test pass. The engine will automatically compile your scripts to bytecode if the source has changes since the last compile. Once you are ready to release you simply copy everything to a release directory and remove all the source.

I'm betting you could do 99% of your game this way unless you really chose to do something that was out of scope for the actual engine. In that case you would either need to choose a different engine, or make a lot of mods to the C++. In any case, I do like the workflow in developing for Torque. Even those mods are pretty simple.

It is a little strange since I remember at first thinking it was crazy that I had to re-run the engine after every change. It just seemed to go against the grain of what I'm used to, but now that I think back on it, I do tend to re-run everything no matter what platform I'm developing for. Maybe it was just that I wasn't used to the engine actually doing the compile and expected a traditional environment of having to compile before running? In any case, it is a good system.

Tuesday, May 1, 2007

Torque Introductory Tutorial

I missed class last week because I've been sick. I'm feeling better now and I've been working on this week's lecture. I found that when I got stuck on one of the examples I was building I immediately went back to the introductory tutorial that comes with the engine. It's file name is GettingStarted.pdf and it is in the examples directory. This really is a great place to start and I find myself returning to it for quick refreshers. I found one online here, but I don't think it is supposed to be there.

Anyway, if you are going to use Torque, keep this tutorial handy.

The student's marketing materials are due tonight. Just a simple screen shot and 1 page of html. Just enough for me to get something out to the judges so they can get a preview of the games they will be judging.