SDL usage: "pirates ho!" Is born from beginning to create a Linux game
Sam Lantinga and Lauren MacDonellLoki Entertainment Software CEO in February 2000
content:
Confidential game research is getting more and more happy! Tool Conclusion Reference About the author
SIMPLE DirectMedia Layer (SDL) author SAM Lantinga and Lauren MacDonell released this series of articles in these articles, they recorded the process of designing and building Linux games from head. In this article, the authors explain how they start the concept of the game.
Everything started on a Sunday afternoon, then we went home from Stockton along the No. 5 highway. Just in the south side of Santa Nella, we have begun to discuss the feasibility of writing our own computer games. Since some people have written a series of articles on the use of SDL in the game development, we have this idea, and this is the first one. Due to some actual experiences of some game development, we believe that the only way to be familiar with and understanding a process is to experience it, and use the documentation to record at various stages. Then summarize the preparation steps we have taken, as well as the proposal to develop so far.
Confident Game 6 hours a distance gives us enough time to start excitation brain. First, we consider which game to write. Street hegemony? Adventure game? strategy game? We participate in the history of role playing games, and excellent results, so we think that developing adventure games should be interesting.
Then tell the next question: Which type? Is it a science fiction? Medieval fantasy? Explore the experience? When it comes to "exploration," suddenly emerged some inspirational sparks. We have begun to imagine the shocking feeling: the big gold coins slippery from the fingertips ..., the sails patted in the top, filled with salt and sea water ... The leader of the pirate is looking forward to the distance ... After a few minutes, we have fallen into the meditation, there is no doubt that our direction is already.
We discussed the various situations of the fierce ship's battles, and the feasibility of the role playing game in the world caused our interest. We discussed some of the specific details of some games while driving. We need a comprehensive plan. A classic plan, and it wants to set the role-playing and tactical battle, that is, treasure hunt. There are several pirate captains in the game, and players will play one of them, and each pirate captain has some treasure chart, and he must find a way to collect the rest of the part and get treasures.
Pirates HO! Map Draft
Before you go home, it has changed several times. Initially, Treasure is the ultimate goal, but if the treasure can lead the players to find new or more exciting treasures, what will be? Perhaps, it is a mysterious alchemy formula that can turn lead into a gold? Or is it a portal to another space? The possible situation is endless, so we decided to study all pirate movies, books, especially those who can get hands. Because we want to get some historical and literary perspectives, as well as ideas that may be similar to us in existing games.
After studying home, the first thing we did is to visit Compusa to find a game. We found several games about pirates, which claimed to include combat, strategy and role playing ingredients. We have a little disappointment because the game company seems to steal our inspiration in advance, but we will quickly restore confidence. Because in the way from STOCKTON home, we have made fierce arguments, which is to make the world in line with realism and history, or construct an illusory world, including mermaid, sea demon, huge vortex and similar things. The game we have seen seems to be in line with real / history, so we decided to go on the opposite road, so that our games have as far as possible. After purchasing a game we found, we took it home, just want to find it as fun as it looks like it. This naval battle game is not well developed, nor does it involve the ingredients of role-playing. Soon, we believe that we can make certain parts better. We searched for Internet to find out the demonstration and comments of other pirate games, using them to help determine the range of our game. Understand other games in the eyes of critics and failures, we have some understanding of the current game has not yet satisfied.
We rent every pirate movie that can be found in the local video store to continue research. They include Treasure Island, Cutthroat Island, Kidnapped, of course, modern classic card Muppet Treasure Island. Based on these films, we can find some feelings of pirate movies: storyline, scene, and pirate image and sound in modern audience. These are the factors that our games should be considered.
More and more happy! We were surprised to find the most important thing to date in the Italian dinner in a person who did not meet. We should invite friends, and he is a game programmer, so we bring drafts and sketches, I hope he can spend a few minutes to provide some new ideas. I didn't expect the owner and most of the guests to be a game programmer, a QA test person or a passionate player. They all have some ideas to share with us.
We have hesitantly proposed our original idea and explained our thoughts. But it got a warm response. Everyone has the most intentional game is willing to share with us, their ideas are very good for our plan, and there are no harmonious constructive advice. Now, most concerned is that the game should be full. Some suggestions that enable game adding taste include adding some random interesting events, such as the description of some crews during the fight, and establish a set of relationships between different characters in the game.
Since this is a role-playing game, custom people and crew are important; people want to make their characters personalized and can communicate with characters in the crew. Everyone likes the concept of logical issues, and it is recommended to win a variety of ways. They also hope that there is a way to play the way can play games and can help improve characters.
When we solve the technical feedback from the game, we have learned the most valuable lesson: build ideas and stories before starting the internal work of the game. Our new friend tells us that no matter how clever complicated, a constant fact is that people like the storyline.
Tools We are in designing the game world and the player interface, what is the "it looks like?". The first phase of the game development is the conceptual art map; one night, we are very late, drafted the image of the characters and the environment. From the beginning, we identified the three-dimensional environment than two-dimensional, and knew that there was a realistic map and treasure map. You also need to find a way to generate pictures of the characters, and draw photos or draw hands. Once you have inspirations about the appearance, you must find the right tool. Fortunately, our family has a copy of Bryce3D and Fractal Design Painter4, which can be created at home.
Building a game when the author's desktop we started researching the software capabilities already have, and finally purchased a package including Bryce4, Poser4, and Canoma after a large number of discussions and budget analysis (see Refer to the references later in this article). At present, a very good 18th-century game world map has been successfully created, as well as some three-dimensional island, but must still come to handle small towns, vessels, characters, and other visual elements. We are still discussing whether you want to invest in a digital image.
Conclusion so far, we believe that it has already opened a good head. Of course, I hope that there will be some things in the future. After all, things are rarely developed according to people's will.
At the initial part of the development process, we learned something and hoped that they would help. First of all, don't expect to write a game before sitting in the computer for an afternoon. This may be suitable for certain people, but most of us must - or at least - first created good ideas. At the beginning, create some ideas as much as possible. If you can, listen to what others think about your idea - more better!
Once some ideas have, try to do some surveys, see if there are similar products on the market, and what else needs to be met. Consider it, if you are this game player, then what you need, what expectations; is to sell the game to others, or just want to send free time, you are very important. Similarly, it is also necessary to see some books, movies, games, etc. that can get inspiration. Of course, we don't imply what you go to plagiarize, but it is not wrong from other materials. In addition, thoroughly explore the fields to work, you can learn what kind of behavior patterns, characters, story plots and scenes, and what innovation can be surprised. Perhaps, it is also possible that this idea has been implemented, then you can enjoy the work of others when you create a new idea of the game.
To choose the right tool, consider something. First, you should choose the tool according to the thing you want to create, you must never do it back. In other words, don't ran out to buy a lot of software, the result will always lying on the bookshelf. I want to know what to do, then find something that is suitable for this work. Second, we believe that everyone is fortunate to buy, those who are just affordable. We will not recommend a specific package, but you can introduce a few good Internet sites (see Resources), you can find various shared software and low-cost applications on these sites. Another option is to try to download and study the demo version of the software before deciding to purchase a company's entire software package.
We are still learning, I hope you can learn something from our results, but this is not the only way to develop games. We think this game still has a place worthy of improvement. As long as you know how to achieve your goals, we don't mind making changes to the game. In the exploration process, you will find your own way. If it is found that there is a place worth learning, we are also happy to hear.
good luck!
Reference
Please visit Pirates HO! Websiteful Share Software Resources:
Http://www.sharewarejunkies.com/: For several different platform sharing software, as well as these software evaluations (have a variety of prices) A well organized Windows, Mac and Linux graphics, programming And other packages collection software for 3D design:
Bryce4: It is used to design a three-dimensional world, generate an image, and make it lifelike, draw 3D image Canoma: Used to quickly create a realistic three-dimensional model based on scanned photos or digital photos, but do not have to have a lot of 3D technology SDL: make Linux interesting, In developerWorks: SAM introduces SDL, and its working principle introduction SDL API Scitech Graphics Download Some Linux Best Games: Maelstrom Hopkins FBI Descent 2 Civilization: Call to Power Mythii: Soulblighter Railroad Tycoon II Game Developer News Group Mythii: SoulBlighter comments, "Games Users Play" in LinuxWorld Magazine, "a Whole New Civilization Built On Linux" in LinuxWorld Magazine, in LinuxWorld Magazine
About the author sam lantinga is the author of the Simple Direct Media Layer library, now is the Chief Programmer of Loki Entertainment Software, which is committed to producing the best-selling Linux game. He started with Linux and games to start in 1995, engaged in various DOM! Tools, and porting Macintosh game Maelstrom to Linux.
Lauren MacDonell is a technical writer and is an amateur artist. She and SAM are working together to develop pirate role playing game "Pirates Ho!". In the work, write books or dancing, she carested with tropical fish.