Dev - Mag - 10
Dev - Mag - 10
24
REGULARS
Ed’s Note......................................................................................... P03
News ............................................................................................... P04
SPOTLIGHT
Cairnswm Games............................................................................ P07
FEATURE
Hot Labs December 2006................................................................ P09
08
Hot Labs January 2007 ................................................................... P10
Hotlabs in Action – KZN Chapter...................................................... P11
REVIEW
Narbacular Drop.............................................................................. P12
DESIGN
Blender Tutorial Part 6 : More Advanced Modelling Techniques .... P13
Code Re-use - Myth or Reality?...................................................... P15
11
Edutainment Can Be Fun!................................................................ P16
PROJECTS
Making of Nonex 2: Part 2 Marketing............................................... P18
Roach Toaster 2: Big City................................................................ P20
TECH
HISTORY
COMIC
Higushi’s Hideout............................................................................. P28
ED’S NOTE THE BIG CHIEF
R
ighto. Happy New Year! A bit late, perhaps, but considering that this is the first edition of the
year, I think we can be forgiven for the delay. So, did you miss us last month? Or were the
Christmas prezzies and New Year booze-ups a little too distracting for that? I know that most EDITOR
of the Dev.Mag staff took full advantage of the holidays this year – it seems that even slaves Rodain “ Nandrew ” Joubert
to the game development system enjoy breaks sometimes. Heh, who would have guessed?
DEPUTY EDITOR
Regardless, everybody was able to spring back this month to get the content in, and it seems that our Claudio “ Chippit “ de Sa
designer has had a little fun with the first mag of the year as well. Hope you like it. It’s really awesome to
see where we’ve managed to get ourselves after only a year of existence, and it’s always exciting to know SUB EDITOR
that we’ve still got a lot of growing to do. Sometimes, I still go back and look at the humble offering that Tarryn “Azimuth” van der Byl
was our first edition, and it encourages me to see what a bunch of dedicated people can achieve with a
little time and effort. DESIGNER
Brandon “ Cyberninja “ Rajkumar
Speaking of which, it seems that the Hotlabs are finally moving at full speed in Durban, what with the new
influx of ITI students this year and the fact that Game Maker has been adopted as the standard learning tool MARKETING
for the labs. There’s even plans underway to have the Hotlabs branch out into other disciplines, including Bernard “ Mushi Mushi “ Boshoff
sound engineering and graphics design – open to the public and absolutely free! Being a KZN local myself, Andre “ Fengol “ Odendaal
I’m quite excited about the developments being made, and joyfully poke a challenge at the idea that Durbs
is nothing more than the “baby brother” of the major SA cities. Joburg, Cape Town – eat yer hearts out! CARTOONIST
Paul “ Higushi “ Myburgh
You can check up on the holiday Hotlabs in this month’s feature – be sure to e-mail us with requests for labs
in your area if you like what you read, and we’ll see if we can get something going for interested parties. WRITERS
Simon “ Tr00jg “ de la Rouviere
Enjoy the mag, and ciao for now. Ricky “ Insomniac “ Abell
William “ Cairnswm” Cairns
Editor Bernard “ Mushi Mushi “ Boshoff
Rodain “ Nandrew ” Joubert Danny “ Dislekcia “ Day
Andre “ Fengol “ Odendaal
Heinrich “ Himmler “ Rall
Matt “ Flint “ Benic
Luke “ Coolhand “ Lamothe
WEBSITE DESIGNER
Robbie “ Squid “ Fraser
WEBSITE
www.devmag.org.za
EMAIL
[email protected]
DID YOU KNOW?
Before its video game days, Nintendo was
involved in a wide variety of other ventures,
including playing card manufacture, a taxi This magazine is a project of the
company, a love hotel chain, a TV network South African Game.Dev community.
and even a food company! Visit us at : www.gamedotdev.co.za
Just how user-friendly is your game? Playability and a good user interface are impor-
tant to most self-respecting developers, but this isn’t often done with the physically
cessible Games” -- titles that could, ideally, be played by anyone regardless of physi-
Is Vista a boo-boo for cal handicap. Before now, this field of games hasn’t been explored too extensively
indie developers? and there is a lot of room for ideas and completed designs. More details in the article.
http://www.gamasutra.com/php-bin/
news_index.php?story=12314
http://javaunlimited.net/contests/java4k.php
Think big, right? Well, that’s not going to work for this competition. The Java 4K Programming Contest, now in its fifth year,
is described as “the ultimate byte-squeezing Java challenge”. Entrants are required to create a game no larger than 4096
bytes, using all the cunning and resources at their disposal to create something memorable in something minimal. The dead-
line for this competition is March 1st, and for reference there are archived games from the past two years available on the site.
4 DEV.MAG ISSUE 10
NEWS HEADLINES
On Game Design
http://www.gamecareerguide.com/features/327/on_game_design_
a_history_of_video_.php
looks to be a very promising read for those in the market. The first ar-
ticle, “A history of video game design” takes a look at the rich heritage
A games academy?
http://www.gamasutra.com/php-bin/news_index.php?story=12292
More proof that game development is going the way of the film making industry. UK Minister for
Creative Industries and Tourism Shaun Woodward has called for the sponsorship of an academy
to support students of the video games industry, “similar in function to the successful London
Film School.” He’s expressed an interest in fostering the talent and skills of the industry, and
believes that such an academy is the best way to progress. Let’s wait and see what happens.
http://www.gdcradio.net/2007/01/a_practical_guide_to_the_heros.html
Most of the staff over at Dev.Mag are huge fans of GDCRadio, and we think that you should be, too. Yet anoth-
er reason for the crew’s devotion has just surfaced in the form of “A practical guide to the Hero’s Journey”, a pod-
cast by Bob Bates which explores the idea of creating a solid and convincing game story that goes beyond simply solv-
ing puzzles to continue or running around and killing everything. People interested in this topic can also look up Tim
Schafer’s “Adventures in Character Design” and Ernest Adams’ “Interactive Narratives Revisited: Ten Years of Research”
Game Addiction
http://www.gamasutra.com/php-bin/news_index.php?story=12293
Most of us have heard from time to time about game addiction – a lot of us have probably joked
about it or even labelled ourselves as “gaming addicts”. But what is the true nature of this
beast? Has it been studied enough? Does the success of the video games market hinge on that “addictive” element? Gamasutra’s
feature on the matter tries to answer questions about this phenomenon, and questions whether or not we truly understand it yet.
5 DEV.MAG ISSUE 10
Welcome to the 2007 Pascal Game Development Annual “Multiplexity” Competition! A game development and design competition for Pas-
cal developers. This is our 3rd competition and we hope that it will be bigger than the last two. This year’s theme is called “Multiplex-
ity”. We believe this reflects the idea that you must make a game with multiple genres and which will therefore cause multiple complexity.
This year Pascal Game Development have more sponsors on board, bigger prizes than ever and are hoping for many
more entrants than ever before. All entries must be developed in a Pascal based language such as Delphi, FreePas-
cal, Chrome or Midlet Pascal. All entries must have a windows version but will score extra points if they run on other platforms.
http://www.pascalgamedevelopment.com/competitions.php?p=details&c=3
SPOTLIGHT PASCAL GAMES DEVELOPER
7 DEV.MAG ISSUE 10
SPOTLIGHT PASCAL GAMES DEVELOPER
I have asked for more access to their source aged 30-45 – who do you think buy the games
Quick Questions...3...2...1...Go!
as one of the conditions of me doing the new for their kids? So when the big game compa-
project. So far it looks like it will be happening. nies realize that these mothers also want to
play games and start targeting their produc- PS3, Wii or Xbox360?
What would you say is the most impor- tion power at this market, indies are going to
tant advice you have for indie developers? find it a lot more difficult to make an income. XBox360 – it’s the only console I can
make games for!
Finish your games! I have known so many peo- Anything else you would like to add?
ple that have tried to get into game development What famous figure would you most
by working on something too far beyond their I complete about 1 in 4 of the games I start de- like to game with?
skills, and when they can’t get it finished they veloping. Sometimes I lose interest, get distract-
lose interest in the game and also game devel- ed or even find that the game is a lot less than I
Wow – what a question….. Bill Gates – I’d
opment. I know developers whose skills are way expected it to be. Often a game is canned long
love to see how he’d manage with some
better than mine – and they have always wanted before I’ve written a single line of code. Game
sort of management game :)
to write games, yet have never finished one, development for me is about 75% thinking about
all because they try to do too much too soon. the game and 25% coding. I think people should
Winter or Summer?
A couple of people have told me I sound very take more time to think about the game ideas
Both! Winter – I like it cold
negative when I say things like this. I’ve been and implementation options before they start
told that I say make things BELOW your skill coding. Games that have been just coded are Summer – I like doing outdoor sports
level. I disagree with this sentiment in that you very difficult to extend while games that have
should be making games within your skill level. been carefully thought about are typically easy Pasta or Pizza?
By tackling something that you can do you’ll to extend with new ideas. One of my problems Pasta in South Africa, Pizza in Italy
still learn something each time, and the next about tutorials on the net is that they all only
game you make will be slightly more complex. deliver one thing, and they are not designed to The Simpsons or Family Guy?
By trying to do something above your skill level be extended to add new ideas to their content. Neither. But based on my complete dis-
you’ll most likely fail and then lose interest. like of Simpsons probably Family Guy :)
TR00JG
What is your goal when you create a game?
8 DEV.MAG ISSUE 10
FEATURE ITI HOT LABS DECEMBER 2006
T
he first Hotlab after the visit from our (aka “green stuff”) attacks on our poor Player1. went, making our rooms look like mazes with
friends Danny and Miktar went accord- Sound simple enough to the seasoned Game turrets scanning for intruders, very much like
ing to plan, with the die-hard regulars Maker veteran. However, the “execute a a scene from the first Metal Gear! And thus,
and new fanatics all in attendance. The challenge piece of code” button had many a would-be we got the AI to go from a passive search-
had been set to our newly appointed guru of programmer (myself included) baffled. Having ing state (which is the keyword here) to a
game development, Daniel Brewer (AKA Silent- only a very meek understanding of HTML and tracking state once the target had been spot-
Bob). To come up with a lesson in Game Devel- JAVA, the programming proved to be a minor ted to a skiet-skop-n-donner state once
opment, and because we had such an awesome bump in the proverbial road. However, once the target was in range of our green stuff!
experience with Danny and Miktar the previous I thought about it – and I mean really thought
month, we decided to pick up where they left off. about it – I realised that the IF statement is ac- All in all, the December Hotlab content was a
tually not that tough to get your mind around, great place to start after the trip by Danny and
Working with Game Maker – our newly acquired and the jargon and computer speak mishmash Miktar had left us with a new toy to play with and
tool of the “indie” trade – Daniel set off to de- soon became somewhat familiar to me. Soon, understand. Now, we have decided to carry the
scribe the theory of state initiators in Artificial I was able to follow what in the blazes of green torch for Game.Dev in KZN. Not only that, but
Intelligence. This was our mammoth task for proton (or whatever destructive green gunk we’ve decided to include more than just Game
the avid game developers: using a turret sys- flowed out of our turret gun) was going on... Maker for our Game Development fanatics.
out getting spotted by the evil turrets and de- man, ha!), basically had a FOV (field of view) ments at the end of this feature. Remember,
stroyed ... easier said than done! The turrets of 45 Degrees, which proved slightly problem- kids... stay in school and keep living your
were stationary and had a randomized clock- atic because we never set a cutoff distance (or dreams! Game Development is for everyone!
wise and anticlockwise 360 degree view, so “fog of war”, for you Warcraft fans out there).
one was able to wait behind a wall until their So, the turrets could easily spot our Player1 MUSHI MUSHI
backs were turned and then attempt to make even though (mouse_x, mouse_y, x, y) was on
a run for it. Once alerted, however, these bas- the other side of the screen. Thus, we coded a
tard turrets would unleash a flurry of proton cutoff distance of 300-odd pixels and away we
9 DEV.MAG ISSUE 10
FEATURE ITI HOT LABS JANUARY 2007
NANDREW
10 DEV.MAG ISSUE 10
FEATURE HOTLABS IN KZN
1 1 DEV.MAG ISSUE 10
REVIEW IN THE GAMING WORLD
NARBACULAR DROP
Developer:
Nuclear Monkey Software
Year of creation:
2005
Website:
http://www.nuclearmonkeysoftware.com
Genre:
Puzzle/Platform
V
alve’s upcoming title, Portal, has
spawned a rather extensive cult fol-
lowing among certain gamers due to
possibilities for puzzle creation. The player is Valve, Narbacular Drop’s website remains ac-
its unique gameplay and concept: To use a
challenged to use this power – and only this tive, with community support carrying the game
dynamic portal creation system in an effort to
power, the player has no other abilities - in in- way past its expected lifetime. This highlights
solve puzzles and navigate levels using basic
novative ways to progress through the game. the immense potential that the game holds.
physics with a complex twist. However, this
Though this is a game with limited appeal, it
play dynamic is not as unique as it seems.
However, it is quickly apparent that Narbacu- should at least be played once, just to see the
lar Drop is intended more as a tech demo amazing concept in action.
Introducing Narbacular Drop. Yes, that’s actually
than an actual game. There is very little
a name of a game, and a rather innovative game
content in the game, and the featured lev- For all those who were even slightly intrigued
at that. Despite its unwieldy name and shoddy
els will take even a novice player less than by the Portal trailer, this is a must have.
graphics, Narbacular Drop is indeed one of the
half an hour to complete. The focus of the The website’s download are also fea-
most unique puzzle experiences ever created.
game is more on the functionality and poten- tures a documentation section, use-
tial of its portal system than anything else. ful for budding game developers.
Being the spiritual predecessor of Portal, Nar-
Despite that, the game has earned a remarkable It includes well-written design documents that
bacular Drop is essentially the experiment that
cult following, with hundreds of community-cre- detail the creation of the game, as well as other
originally founded the dynamics now popular-
ated levels available for download. Even though development related documents. Worth a look.
ized in Portal. The premise behind Narbacular
the game has been completed for over a year,
Drop is simple: The player takes control of a
and its developers are now under the employ of CHIPPIT
princess – with a suspicious lack of jumping abil-
ity – who has been imprisoned by an evil demon.
However, her prospective prison turns out to be
an actual sentient being, capable of creating
rifts within its walls. The princess is granted the
ability to create these rifts at will, effectively link-
ing two unrelated points in space by a doorway.
Using this rather simple, yet versatile power,
the princess must navigate the dungeon and
eventually defeat her adversary and escape.
12 DEV.MAG ISSUE 10
DESIGN ENTER THE 3D WORLD
13 DEV.MAG ISSUE 10
DESIGN ENTER THE 3D WORLD
Our glass is still a little rough at the moment, And that’s all for this time. Enjoy experiment-
so we’ll use a little trick known as the subsur- ing with Blender’s more advanced features.
face modifier to smooth out the glass and make
it look more organic. Change to object mode, CHIPPIT
and under Modifiers in the Edit tab, click Add
Modifier and select Subsurf. Increase the Lev-
This final image for this article was
els value to see the influence of the modifier
rendered using the third party Yafray
in edit mode. The Render Levels value deter-
renderer. The Yafray renderer is ideal
mines how much the modifier will be active
The subsurface modifier for creating scenes where raytracing
when the model is rendered. It is not recom-
is used extensively and may result in
mended to use values higher than 5, especially Finally, using the methods learned in previous
more accurate imagery than Blender’s
not in edit mode, because this procedure is tutorials, create a glass material and set the
internal renderer can create. The file
rather slow at high levels. Bear in mind that the shading on the object to smooth. You can touch
is available for free download from the
subsurface modifier option has been moved up the lighting and create a floor object for the
following link: http://www.yafray.org/
since older versions of Blender, so, if you have glass to stand on. When you’re finished, your ren-
an older version it may be in a different place. der could look something like the image below.
14 DEV.MAG ISSUE 10
DESIGN THE ART OF CODING
[HelloWorld.asp]
<%
response.write “Hello World”
%>
[HelloWorld.asp]
<%
Sub DisplayHelloWorld
response.write “Hello World”
end sub
%>
[MainPage.asp]
<%
DisplayHelloWorld()
%>
15 DEV.MAG ISSUE 10
DESIGN EDUCATIONAL GAMES
16 DEV.MAG ISSUE 10
DESIGN EDUCATIONAL GAMES
them but can always get better and improve. are teaching and what’s happening on
Just like in a racing game, the player can al- the screen rather than rewarding the
ways shave off a few split seconds against player for having super-fast reflexes.
the clock and always get that bit better.
Another good design point is to make the
Rewarding the player and giving them goals game playable in short bursts. No mat-
and new challenges for the effort they put ter how great your concept the majority of
into the game is a great way to keep them people can’t put up with learning for mara-
coming back. A good example of reward thon-long sessions. Rather try focus your
from Brain Age is any day that you do train- gameplay on five-minute sessions which the
ing a stamp will be added to your calender player can come back to every day – like in
and as you get more stamps things are un- Brain Training, with its daily training calender.
locked, such as new exercises and features.
The edutainment genre can be tough to suc-
Accessibility ceed in but with the points I’ve disscussed
above, you can make a great game. Good
An edutainment game must be easy to luck and go out and make that ever-elusive fun
use for everyone, whether young or old. edutainment game!
Keep your demographic as wide as pos-
sible in design. The interface and controls INSOMNIAC
must be simple, keep the focus on what you
17 DEV.MAG ISSUE 10
PROJECTS LEARNING HOW IT’S DONE
M
arketing? Isn’t it a bit too early for -er to get the word out. Even when the word You need a finished product. Kind of obvious,
marketing? Weren’t you still busy starts to spread, the public will be very skep- isn’t it? What are you going to sell if you don’t
creating a requirements and design tical about the quality of the finished product. have a product? Well, companies sell things to
document? You haven’t even started program- us long before they exist. We were all “buying”
ming your game. To give you an example of a real live situa- into the game Half-Life 2 two years before it ac-
tion: how many independent movies have you tually came out. Fact is, they could have decided
Well, yeah – while this is all true, marketing is a watched this year in comparison to, say, the to scrap the game even after all that marketing.
very important part of any product, and must be movies released by Paramount or Universal? But if you know what exactly your product is go-
considered from the concept stages right through In the same way, no one knew who Matt Da- ing to be, you can start “selling” it to the masses.
to the day the product goes off the market. mon and Ben Affleck were before “Good Will
Hunting”, and now they are household names.
This concept is very visible in the movie industry.
The fact is, you know about most blockbuster The same thing can happen in the gam-
movies months before they are released. This ing industry. That one great idea, that one
generates some hype and gets the audience’s single game that sets you above the rest,
attention. However, there are a few key factors is what can create a brand and following.
to consider when marketing anything. Firstly
your product should be something the public This brings me to the fourth step of marketing.
would desire – for its functionality, entertainment
value and necessity. With gaming, it is clear we
are marketing entertainment. But the marketing
must be of such a nature that it must feel like
a necessity. To make anyone “need” anything,
you must make them believe that this prod-
uct is something they cannot live without, and
can’t understand how they lived without before.
18 DEV.MAG ISSUE 10
PROJECTS LEARNING HOW IT’S DONE
I am going to stop there for now with the and effort to even make the game. Thus, with
“steps” to marketing, and just put this all all this in mind I have added a new document
into context regarding Nonex 2. I asked my- to my list before I can start making my game.
self some questions about my game. What
will make my game a must-have product? The documents mentioned last time were
the “Design Document” and the “Require-
Why would people want to play this game ments Document”. Now I add the “Market-
so badly that they will buy it off the internet? ing portfolio” to that list. All of these docu-
ments will become available soon online for
your reading “pleasure” ... as soon as Telkom
How will people identify my product among decides to finally install my new ADSL line.
the thousands of others out there? How will
that “logo” identify the product with my stu- As a final note: Considering the new markets
dio? How is the public going to know what my available (i.e. XBOX Live arcade) I still have
game is about, and if it is something that will one major decision to make that may indeed
appeal to them? Will the public “buy” into my make or break Nonex 2’s future. Should I stick
gaming concept months before it is released? with Game Maker, or switch to XNA? This will
be the topic of my next article, as I weigh up
There’re a lot of questions, but they all need the positives and negatives. See you all then.
answers. The fact is, if I can’t answer these
questions now, then I shouldn’t waste my time HIMMLER
19 DEV.MAG ISSUE 10
PROJECTS LEARNING HOW IT’S DONE
A
fter the totally unexpected success of and meta-gaming. enhancement, which is an addition to RT2
Roach Toaster 1, it led me to weigh which will ... well, enhance the battles in RT2!
up my options for a Roach Toaster 2. Multi-level gameplay refers to there being lit- What is my goal for Roach Toaster 2?
So, after my beauty sleep, I decided, “What the erally two (or more) areas of gameplay. In Roach Toaster 1 simply did not have the produc-
heck, why not?” Roach Toaster 2, there is the “micro” level of tion value needed to show the world what it was
gameplay, which consists of the levels them- about. With Roach Toaster 2, I intend to make
Roach Toaster 1 placed you in the command selves (like in RT1). Then there is the “mac- a fully-fledged, polished, quality game with the
of an elite team of soldiers trained to destroy ro” level of gameplay, where players have to originality of gameplay from Roach Toaster 1.
the neighbourhood’s roaches. With each lev- strategically move their teams across “Big
el, you were simply tasked to destroy all the City” to defeat the root of the Roach Infesta- Next month, I’ll tell you more about the graphics
roaches. The gameplay was turn-based, where tion once and for all (or at least we hope so)! direction I chose and other intended features! If
at the beginning of each turn you could place your hunger is increasing for more RT2, or you
as many units as you want within the range of Meta-gaming is a difficult concept to explain. want to take a look at the original Roach Toaster,
your squad’s “base”. This wasn’t without pen- One could say that it’s when players continue go to my site, http://www.shotbeakgames.za.net..
alty, since placing more units a turn ate up your playing the game in hope of “getting more” even
budget. Thus, you had to defeat the roaches though it’s not directly tied to the main goal of TROOJG
successfully, but within this given budget. Then that game. Good examples are MMORPGs and
there was the aded complexity of the roaches Diablo 2. How many times have you kept on kill-
breeding each turn. Finally, there were several ing that boss just to complete your armor set?
unique units to choose from, each with their
own strengths and weaknesses. Players had to RT1 had loads of cheesy humour, so of course
use all the skills at their disposal to first control I had to let it make a return. Two “valiant” sol-
the situation and then exterminate the roaches. diers narrate the game – Captain Hetfield and
Private Reticer. But they aren’t just for show,
In developing RT2, I first had to assess RT1. either – they help in the teams, when at the
What made it great? What aspects made it beginning of each level, they can be placed
so addictive? One of the key “fun” factors to help the squad. Each of them can hold one
in RT1 was, in fact, accidental. Originally, I
did not intend the feature to be implemented.
20 DEV.MAG ISSUE 10
TECH ELECTRONIC PLAYGROUND
21 DEV.MAG ISSUE 10
TECH ELECTRONIC PLAYGROUND
T
here are many different schools of For game programmers, making use of proper In the coming issues of Dev.Mag, we will be
thought when it comes to what pro- etiquette while writing code is just as impor- discussing various aspects of coding etiquette
gramming, or “writing code” should tant as writing efficient code. This is mainly that all programmers working in game devel-
be about. The most common one is that pro- due to the large team sizes and scope that opment should be aware of. Keep in mind that
gramming is merely a means to a end. In other are a part of game development today. When at the end of the day, there is no real right or
words, it is only the final result that is of any working with many other people on a single wrong way in how you go about your program-
importance, and whatever steps that are taken project, it doesn’t help to have the most ef- ming. The coding etiquette sections that we
along the way are inconsequential so long as ficiently written code possible if the other will bring before you will merely be guidelines
the program does what it was designed to do. people on your team need to work with what and suggestions of practices in order to im-
you have done but are unable to do so, due to prove how you write your code, and for you to
Programming in this style is usually the quick- such things as a lack of sufficient commenting choose a style that suits how you already work.
est way to achieve one’s goals. However, or incoherent variable naming on your part.
more often than not, this method leads to very COOLHAND
messy and in most cases completely unman-
ageable code. At times though, this is actually
a completely acceptable result, such as cases
when work is being done on small-scale proj-
ects by single programmers that will have no
need of maintenance or upgrading in the future.
22 DEV.MAG ISSUE 10
HISTORY WHERE IT ALL BEGAN
23 DEV.MAG ISSUE 10
HISTORY WHERE IT ALL BEGAN
Dan and I had both graduated in May of that day as I was going to be closer to Portland...
year and had gone our separate ways, only to although I suspect it had more to do with him
meet up again quite close to where it all began. not wanting to deal with the immigration offi-
Dan actually left DigiPen after the 3rd semes- cials on either side of the Canada / US border...
ter had ended in order to take up an internship
at a company in Las Vegas. Afterwards, he Once we had sat down and finished all of the
went on to do some contract work for a com- rabbit-related commentary that we could think
pany out of Portland, Oregon, which is where of, Dan got to the point. He was looking to move
he was coming from when this meeting was back to his home country of South Africa and
arranged. I happened to be down at the then he was interested in starting up a game devel-
relatively new DIT campus helping out for the opment studio there. He had already started to
day with some technical stuff if I remember cor- gauge some interest from potential investors
rectly. My normal day-job was as a teaching as- there, and was now looking to convince some
sistant for the final graduating class at DCGS of the people with whom he had partnered with
back up in Vancouver, but every once in a while at DigiPen, as well as some he had met while
I took the 3 hour bus ride down to Redmond in working in Las Vegas, to join him in this venture.
order to help out whenever they needed me.
Needless to say, I was quite surprised at the
I didn’t really know why I was meeting him end reason for this meeting. However, I had
there, as I stared out the window wonder- even greater feelings of excitement coursing
ing which ball of white fluff was most likely through my brain at Dan’s revelation. Here was
to end up on my plate with guacamole and this great opportunity for me to not only be a
sour cream. Dan had arranged with me a few part of starting up a game development com-
weeks earlier to meet him for lunch on that pany where we could hopefully work on our own
24 DEV.MAG ISSUE 10
HISTORY WHERE IT ALL BEGAN
To be continued...
COOLHAND
25 DEV.MAG ISSUE 10
TAILPIECE LOOKING TOWARDS THE FUTURE
26 DEV.MAG ISSUE 10
TAILPIECE LOOKING TOWARDS THE FUTURE
it like a pack of hungry wolves in a sheep pen. download records doubling in December and African game developer shouldn’t look forward
The awesome flexibility and the exclusive hold the arrival of new game developers to the to the potential that 2007 holds. As mentioned
that the tool has on the 360 platform are partly Game.Dev forums accelerating at an exciting already, it should be an interesting year ...
to blame for such rabid behaviour. And it seems rate.There’s no reason why the average South
like it can only get better as the year progresses. NANDREW
Considering the above, looking for something
to make you a game in 2007 will probably just
entail a peek around the proverbial corner. If
something’s not lying at your feet already.
Of course, there could be a nasty little hiccough
regarding a particular platform. Sure, the con-
sole market has been blown wide open by the
presence of XNA, but some worry about what
the advent of Vista will do to the faithful old
PC indie development. In essence, it seems
likely that safety is going to be favoured over
flexibility – bad news for the less formal game
developers and marketers who have to get
their product accepted by a system that is,
quite frankly, designed to accept as little un-
auth third-party produce as possible. Security
for the end user is a noble goal, but is it ulti-
mately going to cost the big bad dev machine?
27 DEV.MAG ISSUE 10
COMIC HIGUSHI’S HIDEOUT
28 DEV.MAG ISSUE 10
STOP THE PRESS !
Just before this edition of Dev.Mag got published, the Game.Dev forum was practically flooded with awesome news.
First off, Blender-oriented website, www.blendernation.com, picked up our mag the other day and gave it a front-page news article,
literally boosting our readership by thousands. Thanks guys, we’re glad that our tutorials have been appreciated on such a large
scale!
Secondly, the Game.Dev organisation has had some very promising meetings with a few high-ups which we’re all *very* excited
about. If all goes well, there could even be some TV appearances involved, so watch this space for more info!
Thirdly ... well, let’s just say that we’ve got even more aces up our sleeves, and what we have to say will probably have explosive
results for game development in this country. Expect to find full coverage of some of the best stuff to ever hit SA game development
when Issue 11 gets released next month!
http://www.blendernation.com/2007/02/16/blender-user-wins-subdivisionmodelingcom-challenge/