Sugar Magnet
Posted on 02.29.08 by Mike K @ 11:29 pm

February 29th! How could I not say something today.

Just what to say is the question.

Blogging in the past, I’ve noticed the tendency to want to turn the blog in to something. A community, articles and subjects, talk-back, and all that stuff. And that’s great and all, but it’s a lot of work for not much return. Traditionally to make ends meet this way, you plaster your blog with advertisements, or actively soliciting contract work. No thanks.

Any readership I may have either hits me once a month, or watches me via RSS or an aggregator. And hey, that’s great. I’m impressed that I have a readership :) . A project shrouded in half-ass secrecy isn’t great content. Pulling away the curtain entirely isn’t easy to do, at least until the perpetual “later”. So instead, this blog collects occasional rants and the odd picture.

Exciting.

Not really.

I’m not ready to promise a change or anything, but I have a bit of a multi-part rant brewed. I’ve been putting a lot of serious thought and planning in to my next project, and in several ways it’s already started. I want it to be blogged right and from the beginning. That just happens to mean I start now.

So tomorrow, March 1st, I’ll be at least posting part one. I’m not delay it for suspense or anything. The rant I’m staring at is long, technical, and self referential. The type of rant that’s really been holding me back from having more to talk about. For cohesions sake, I just want to sleep on it to be sure it all sounds right. It’s looking like it’ll be between 3 and 5 parts long.

Then, in theory, I can finally start talking in the present. Wow!

I want to start walking through my thought process of architecting “the next“. Where I’ve made mistakes, and so on.

Heavy technical, just like mom used to make.


Filed under: Stuffing and Opinion
Comments: 1 Comment

AO got you down? Bring down Unrated.
Posted on 06.21.07 by Mike K @ 3:32 pm

The AO games rating seem to be the hot topic as of late, thanks to Rockstar’s Manhunt 2 initially netting the rating. The AO rating is terrible for game, because it excludes you from key retail outlets like Walmart.

But I want to bring your attention to something that’s generally being overlooked by these articles. Films in the same genre as the Manhunt game. Hostel and Saw. Torture films basically. Hey look! They’re sold at Walmart. What the hell’s going on?

“Unrated”

Hey! Hold on! They cheated!

Gamers know that the “R” rating is the game equivalent of the “M” rating. So sure, we need to educate parents and politicians. But movie producers sneak in some “bad ass” cred by flagging it “Unrated”, i.e. too “bad ass” for the censors.

So here’s my question. How the heck do they get away with that?

The film industry is much much older than the games industry, and thusly they get away with such legislation as the DMCA. Games can’t get away with the Unrated BS having grown up in a world of established censorship, short of the PC via the internet. Follow each storytelling media through the years, the age dictates the censorship. Books have very little, film some, games significant. Yet, they’re all media. So here’s my pain in the ass proposal.

Call Warmart on their bluff. By not accepting AO games, they’re playing hypocrite by accepting “Unrated” movies. Sit the people down in the product approval department with a controller in one hand, and said DVD playing on a side monitor to compare. The movie will look more real, and gruesome. Nice job with the “family friendly” image hypocrite-mart.

Thusly, this should get the MPAA involved. If anyone has the influence to “solve business problems”, it’s them. If the resolution is both don’t get allowed in Walmart, that’s fine. By taking the “extreme” content out, it’ll have to find it’s home in specialty shops Blockbuster, EB, Amazon, and whatnot. They’re business does potentially better because of less content restriction mindset.

Our industry doesn’t have as much to lose by this, it’s really just Rockstar and their 2 titles (GTA:SA, MH2). Film has a lot to lose. So if there’s anyone that can affect change, it’s them. It’s Media’s issue, despite it being currently gaming’s problem.

‘cmon, all or nothing.


Filed under: Stuffing and Opinion
Comments: 2 Comments

The secrets of the “Umihara Kawase” rope
Posted on 06.14.07 by Mike K @ 11:22 pm

Raigan and I have had an extremely brief dialog on in game ropes. It makes sense, for a while we were both doing rope driven games.

Well, due to my failings as a communicator, I sort of just never got back to him. Yet, I absolutely love the topic, and certainly spent much time puzzled by it. Apparently I’ve also made the conscious effort to push my way in to obscurity. My apologies, everybody who’s mailed me.

We virtually “ran in to each other” again a few weeks back, in a discussion on 2D game water physics, and so the need to share my thought looms over me again. Now that he’s in blog town, I knew I had no choice, and went ahead with zee said “scooping of theories” out of zee brain, and defaced his blog with it. I hope you don’t mind. :)

The question.

How the heck do you pull of physics like that on the SNES!?!

As I saw, the discussion is less of a question of how to do a rope, but how do you make a rope work so beautifully on such *nothing* gaming hardware?

The following is the slightly edited “shotgun blast to the face” I dumped in his comments. Learn more about the game here.

- - -

Here we go. My thoughts on how they pulled that off on the SNES, AKA 2-3 MHZ tiled beast. To put things in more perspective, a CPU with 8bit registers, and no internal multiplication or division. However, I think I read somewhere that there was either a hardware multiplier or divider, essentially some hardware address you plug some numbers in to, and several cycles later you can read back a result. This compared to the GBA with it’s 32bit registers, and it’s “so very nice” multiplication opcode. No big deal, it’s only 1 rope.

First off, I think the biggest thing they had to their advantage was the tile graphics hardware. All Nintendo hardware except the N64, GameCube, and Wii have tile map 2D graphics hardware. Memory for 8×8 tile graphics, and memory for a map to build from those tiles. So really, you’re either making a tiled game, or your not making a game on those systems.

So that means, as far as testing against collision, you’re only testing against easy aligned tiles (surfaces with normals (1,0), (0,1), and the negatives). Our rope, technically only needs to be concerned with things in units of tiles. A 64 pixel tall wall is merely 8 tiles, and only 8 “unit tests” as we interpolate across the line.

Also, a locked framerate. So long as we don’t travel more than 8 pixels in 1 frame, we should be able to stay completely stable. Lets also say each tile only finds nearest edges on it’s exposed sides (i.e. no tile adjacent to me, then it’s an exposed side).

And an optimization for rope segments, every 2 bends we can put the previous part to sleep. We just need enough memory set aside to support a dozen or so bends.

The final big thing is something I ran in to durring my adventures deeper in to physics and maths. Something in math nerd speak called the Manhattan Length or Distance (I forget it’s proper name, I just call it the Manhattan). The Manhattan is a length formula for a line, in much the same way as magnitude (or magnitude squared, how I love thee). The formula is the sum of all the absolute value parts of a vector. I.e. Manhattan = abs(x) + abs(y). No doubt you’ve played with this yourself, and scoffed it off because it’s not an accurate length. That is, except in one key case…

When it’s axis aligned! No square root required! (1,0) or (0,1) respectfully, the Manhattan or length is 1, and so would the magnitude. Why is this important?

Tile hardware is axis aligned! So as long as we wrap around axis aligned things, our rope segments are accurate. Even if not, so what? Worst case, our rope shrinks a bit going over a slope.

You’ve probably noticed how extra bouncy/elastic the rope in Umihara is. My best guess, is it’s because they live with the horrible innacuracies of the Manhattan Length. And truth be told, asuming that’s what it is, it still looks great. Eventually you’ll pendulum your self to a stop whilst hanging vertically.

So there you go, Mike’s “how they did Umihara Kawase“.

- - -

Disclaimer: This is all theory. I’m too lazy to disassemble the ROM. It’s enough for me so that I can sleep at night.


Filed under: Stuffing and Technobabble and Opinion and The Spider
Comments: 2 Comments

The “Indie Office”, Part 1
Posted on 06.13.07 by Mike K @ 4:56 am

Hypothetical situation.

Note: Try to refrain from bombard me with requests yet, ’cause I know a lot of people already like this idea.

*cough*, I’m in London, Ontario, Canada. ;)

A typical game company places 10 or more people under the same roof. Office space rented out at the expense of the company. There’s a management hierarchy, one or more people responsible for business and infrastructure aspects of the company, and an arrangement of programmers, artists, designers, possibly testers and a sound guy. Not a bad way to run a game company. In fact, a very good way that has worked for a very long time, and still does.

A typical indie or casual developer is a team of 2 or more people. The work is either handled entirely by the pairing/group, or some of it is contracted out. Even though it’s a team, that doesn’t mean they work under the same roof. Thanks to the internetz, you can work with anyone anywhere.

If the Indie developer is successful, it’s not uncommon to see it evolve towards the typical game company structure. Programmer/Biz guy moves up to Biz guy only, Lead programmer becomes Technical Director, new recruits are hired, and so on. They also move out of their respected basements and home offices, in to office space.

This is how things typically work.

Now, lets say you don’t want to grow your company, or you haven’t been successful enough to afford to. Or maybe you just have really hard time justifying office space for 2 guys. And even though you’re doing awesome work, things like the Wii Developer Qualifications loom over your head.

What to do?

Option #1, get some smaller developers together and start a new company together.

So great! Lets start a company! Wait, what about my individuality? I don’t want to have to deal with more ownership rights! Or wait, how do I know I can trust partnering with you? Issues for sure, but lets look at it a different way.

Option #2, share some office space. Lets follow this idea.

Office space is acquired, and cut up. 2×4 reasonably large areas for a desk and side table, and everyone shares the conference room and kitchen. Your people include two teams of 2, a team of 3, and an individual. The rent and other facility costs (fax line, water cooler) are added up, and generally speaking that total is split 8 way to reflect the 8 spots available (or 7 ways if one’s left unused). Each of the two teams of 2 pays 25%, the 3 pay 37.5%, and the individual pays 12.5%. Easy.

But this brings up a number of questions.

Who owns the office?

What sort of business is this then?

Should a new business be formed to encapsulate the smaller developers?

If that’s the case, we’re back to Option #1. However, we might not want a straight up partnership. We don’t necessarily want stakes in each other’s games, or any outside financial pressures for that matter. Still, who owns the company? That’s up to the group.

Another perspective, the “plug and play” office. In other words, capable of adding, removing, or expanding to support more teams. This idea of the Indie Office is a serious business venture, where everyone involved must be able to cover the basic expenses.

What if somebody leaves?

He runs out of money, gives up on the idea, or the group “votes him out”. The remaining people in the group need to be prepared to make up the rent difference, or to seek a replacement. The nature of this arrangement is potentially “plug and play-able”, since you can’t be sure about everyone a year from now.

If “plug and play” is encouraged, then the business can also reflect a “College Alternative”.

Most of us know smart kids. Developed games on the own, lots of potential. Why waste their time in a school? So long as the group is for it, a student can come in, be generally self sufficient doing and learning what they can, working on their projects, with the resources of the group available to them. Self sufficient being the important part, but most “experts” are happy to share and give advice. They or their parents pay their cut of the rent for as long as they’re around.

Alternatively, an internship. We bring in the student, and whatever teams want to share him, they cover his costs.

Or along the same lines, a tester or a general “go-to” extra shared by the group. He keeps his hours, and we split the costs in some respectable way.

This is the concept of the “Indie Office”.

- -

Is any of this even meaningful?

Game development, like any part of the media industry, is a creative business. Creativity comes from a number of places, one of the most basic being conversation. The model of the Indie or Casual game developer promotes low budget small team development. Unlike film, a video game can be developed by very few people, even an individual. Going from hobby to full time, or retail to indie creates an unfortunate isolation. Not the most ideal or creative situation to be in.

The “Indie Office” is a concept to bring together the freedom of being able to choose and do your own projects, and combining it with the potential found by bringing creative people together. It’s applicable to creative industries involving individuals or small teams.

- -

Do comment and/or cross blog post if you have thoughts on this.

In subsequent posts, I’ll try to go in to further detail on needs, location, office size, arrangements, etc.


Filed under: Stuffing and The Business of Things and Opinion
Comments: 6 Comments

Simplification
Posted on 04.12.07 by Mike K @ 5:52 am

I think it’s an important direction and discussion for game design. Sure, as a gamer, I can handle complicated control schemes. I’ve done my time and held my own in hotkey crazy RTS’s, twitch FPS’s, and I can be pretty menacing in Tony Hawk. But most of these games aren’t getting any easier. I don’t even care to finish Tony Hawk’s Project 8, or the Underground games, because the things you need to do at the end are ridiculous.

Some gamers like to mock Diablo because of it’s insanely simple control scheme, even your mom can play it (mine does). I’ve been in awe for a number of years by some of my purist friends and associates who wouldn’t even justify it as an RPG for that very reason (reason 12 why genre’s hurt designers). Then it seemed the world forgot. Some 9 years later, Fate comes out. It plays just as well as it’s inspiration, and it’s more approachable. You can’t say that for any games in between.

It’s almost like the game industry hard on for 3D graphics and difficulty is starting to calm it’s ass down.

Actually, what happened instead was the polar opposite distinctly emerged. Casual games. Short, easy games you can play for hours, if they so compel you. AKA: Match 3’s, stacking games, sorting games, and brick busters. Some of them look really nice.

The Wii happened too. The secret theoretical solution to FPS’s on the console, since we’re apparently too ignorant to support mouse and keyboard. I don’t know about other people, but for me the dust has certainly settled over the Wii. I still care for the platform for it’s ideals of smaller fun games, but the novelty of motion control has worn off on me. Red Steel isn’t an FPS, it’s a free moving Rail Shooter. That’s a heck of a lot more complicated to play than an FPS. Blast Factor for the PS3’s use of motion control is just a stupid gimmick at best. Call of Duty or Far Cry on the Wii I hadn’t had the chance to try yet, but I imagine the pointing box you need to restrict yourself to doesn’t make it any easier than Mouse+Keyboard.

So as I see it, the problem isn’t our joysticks, crappy motion sensors, mouse sensitivity, or lack of buttons. It’s that we’re not using them well enough. Many of the fondest memories of games many of us have are of game experiences full of simplifications. Pacman didn’t have to spin or strafe turning a corner; Megaman didn’t have to reload and find the rocket ammo to recharge his rockets; I didn’t have to hit forward, back rolling down to forward, back again for 2 seconds, then forward and punch while holding the R trigger to throw Ryu’s fireball; Or wait, there’s a parachute button? And Scorpion’s Fatality in MK1 was “block” and up twice. What other fatalities does anyone remember?

My mom, the typical hardcore casual gamer, should be able to pick up and play a perceptively intense action game, and she should be able to do some incredible things in it. There’s a way out there she can play a Gunstar Heroes. And there’s a reason out there why she’d play it too, and it ain’t pretty flowers and butterflies for graphics.

Why not?


Filed under: Stuffing and Opinion and Design
Comments: 3 Comments

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Too Normal is about Mike, a kid with a healthy game making history.  From a youth of Indie Game development, to game industry code monkey in '99, to the adventures of establishing an Indie Games studio in 2005.

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