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Posted on 03.21.07 by Mike K @ 9:12 am
Here’s a fun point. Almost everyone works at a desk, but nobody talks about desks. Chairs come up sometimes, especially in discussions about the Aeron chair versus a well made leather, or general sitting ergonomics. This is an incredibly broad topic that could easily span dozens of blog posts in it’s complexity. Game developers and other media professionals have many needs for their working surface. And depending on how many hats you wear as a developer, you’ve got to fit several monitors, speakers (stereo or surround), input devices (keyboards, mice, tablets, midi interfaces), scanners, printers, and other office friendly objects (fans, phones, paper and supplies) on it. So lets start with a simple yet significant point. Desk shape. [Diagram] Desks bought from retail come in 1 of 3 shapes. Rectangular, L shaped, or U shaped. An advantage of a rectangular desk is you can combine it with any number of rectangular desks or tables to create any desk arrangement you like. You’ll have to be careful when it comes to height and depth, as you’ll likely want them to be them to match somewhat. The L shape desk is a nice shape, since you get stuff in front, and more stuff to the side. Or the side gives you some additional workspace, if there isn’t any in front. But as far as these shapes go, the U is clearly the winner. The bigger the desk, the more crap you can fit on it. You get all the space fitting advantages of the L, with an extra rectangle for more crap, or as a work surface. Game development is a very collaborative process. Now, I don’t care if you’re a lone wolf indie developer that lives by yourself. You’re going to eventually have somebody over, and it’ll be beneficial to have them sit next to you. Here’s the real motivation of this post. You can fit somebody beside you in any reasonable rectangular and L shaped arrangement. However, U shaped desks, there’s a problem. If your computer monitors are in the middle of the U, then people can’t sit beside you. Their either going to have to sit or stand behind you, or far off to the side. [Diagram] From experience, this isn’t good. People complain about not being able to read the screens, or the colors look different (off axis LCD viewing), or any number of complaints. Or if nobody is complaining, then you’re hurting the collaborative potential by not sitting them beside you. You can solve this problem relatively easily by putting your monitors on a side of the U. [Diagram] However, desks are commonly designed with the keyboard shelf fitted to the middle spot, or on an angle in between. On the plus side, some drawers can be converted to keyboard shelves. If that’s not an option, with a little bit of craftsmanship, you can add one. The parts can be picked up at most hardware stores. Few developers will make the opportunity to have or build a custom desk, but the U problem mention above is something to take in to consideration. A fat U shape could work, but it’d need to be really fat to fit 2 quality chairs. Custom desks are a topic all on their own, so I’ll save that for another day. And that about covers desk shape. Filed under: Stuffing and Technobabble and Opinion Comments: None |
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Posted on 03.09.07 by Mike K @ 4:51 am
The innovative games arms race is on. http://gamevideos.com/video/id/9860 … Alright, I give up. Normally when I see a really fantastic game like this, I’m all excited (Spore). This one drove me in to a brief game design depression. Now that’s emergent gameplay at it’s finest, and I’ve not even played the game. Concepts like collaborative editing and modern user friendly editing. Two ideas I’ve been extremely excited about toying with. “Oh, we do them both”. Bastards. Sticking to objects. Cool. I toyed with something like that, and I called it The Spider. “Oh, but we can stick to things that move”. Oh yeah… holy sh$% that’s cool! …pause… Aww crap. And it looks great, with depth of field effects and everything. Damn. The innovative games arms race is on, and in full force. Filed under: Stuffing and Opinion and The Spider Comments: None |
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Posted on 01.10.07 by Mike K @ 10:31 pm
I like Slamdance. I entered PuffBOMB last year, and was a finalist for the casual game award. Since then, I’ve been excited that a more “artful” game competition was beginning to take off. Winners receive a funky ugly dog statuette. Cool! Then a controversial game was pulled. Things are not going well now. It’s a real shame, and I hope something good comes from the controversy, rather than developing in to more Jack Thompson style heat for our industry. The situation is all bad, no matter how many games pull out or stay in. I don’t even think Slamdance changing their minds would help at this point, regardless of the intentions of the letter. I could and would really like to go off more on this, but I can’t afford to. I’ll be cheering and booing from the sidelines. Go team! Filed under: Stuffing and IGF and Opinion Comments: None |
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Posted on 08.14.06 by Mike K @ 6:06 am
I tend not to go off on news topics, but ‘ehh… today’s special. No doubt you’ve heard about Microsoft’s big news that’s making Indie developers all giddy. $99 a year to “activate” an Xbox 360 so that you can test your games on it. Sounds great, but there’s 1 little thing that could pose a problem for some. … Alright. Nothing against C# as a language, ’cause I’m sure it’s a great and efficient once you get used to it. However, despite Microsoft’s big shiny banner of cross platformness (Windows and 360), it’s a *bit* of a kick in the teeth to anyone thinking/working cross platform where it matters. PS3 and Wii. Which, of course, means C++. Now sure, it’s my understanding that classic kits do the C++ thang just fine. But it gives Microsoft an interesting advantage. Anything “cool” developed on this new platform of theirs will likely stay on Xbox. Porting to the Wii or PS3 becomes a heck of a lot more difficult, when you have to change the language. Not to mention, your choices of open source libraries like libogg, libvorbis, libpng, zlib, and many others becomes quite short. Or rather, it looks like that time you’ve saved by using a “better” language like C# will now be spent porting any favorite libraries you have. Eeek! Alright, the popular ones probably have ports, but you get the point. I’m sure glad to have ruined the celebration. Filed under: Stuffing and Technobabble and Opinion Comments: 4 Comments |
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Posted on 04.11.06 by Mike K @ 4:12 am
A condensed version of my previous post seemed to be making the rounds. It’s resulted in several interesting comments and additions from developers and gamers alike. I’ve decided to do your homework, and compile this list. Text in bold are the originals, with my comments in normal type. Here we go. — — 10. Resize and move all the previously opened windows to the upper-left corner of the screen after returning from full-screen mode. On the same note, full-screen games that don’t restrict the mouse cursor to the full-screen window size… Oh yeah, super annoying! It’s incredibly easy with these games to click outside the window and give another application focus, minimizing your app. Boo! The solution, all developers should have multi-monitor setups. 11: Open Game in FULLSCREEN mode without giving me any choice to Open in window, or even CLOSE/EXIT instead. Games that take advantage of edge scrolling (RTS’s), ones that disregard the mouse as a pointer and use it as a modifier (SHMUPS, 3D shooters), or any game that needs the atmosphere of a full screen should use it. Casual or toy games that work strictly in a region of your window, and don’t require any constraints should really think about starting in a window. There’s so many exceptions to this. If your game’s resolution is more than the resolution of the desktop, then it’d be a really good idea to go full-screen. If you can predict the performance of your game will be incredibly slow, due to unaccelerated overlay related operations, yeah, full-screen it. I wouldn’t “rule” this one, but as a developer, you should really think about it. — — 12. Don’t ask whether a start menu should be created or not. 13. Always install videos on HDD without further asking. Making intro videos extra big and long because there is so plenty of disk space……………….ARGH However, including a freaking huge video with your downloadable… hoo boy! I could have had the dang thing downloaded 300 megs ago! Now that’s worth complaining about. 14. Install extra tools like media players. 15. Disable CD burning software to avoid warez. I don’t think there are many copy protection schemes that actually stop you from burning, just your copy is useless as a validation disk. These validation disks can be a pain in the arse though. I have a piece of audio software that expires after 30 days of not having the disk in the drive. While this is “better”, it still sucks. 16: Require you to turn off ALL security so all viruses, worms can walk on in from anywhere on the planet. 17: The software manual, including install instructions, is compressed in the CAB file on the CD. 18. Ask if you want to create a folder that doesn’t exist (just create it automatically). 19: Violate other Programs to make them not working. 20: Require a program not on the install disc (like a special direct x version). 21: Use three or more disc’s. one to install and two to change during any game (instead one DVD). 22: Do not allow button configuration. 23: Do not remove all files with uninstall 24: Do not run in fullscreen mode. 25. Always mess around with registry. 26. Use Star-Force copy protection. 27. Just convert your console title without adjusting the menu size, the controls etc. 28. Release bug-fixes only for registered members. 29. Include many unknown logos and animations while start running the game. 30. Get half way through a game only to find out the save feature crashes the game. — Some further comment’s were rather design oriented, so I decided to separate them. — 31. Killer game clock - if it runs out, you die. It prevents users from exploring the levels. 32. Deadly blue water - jump in and you die instantly. 33. Tricky platforms over a bottomless pit. Miss the platforms, it’s back to the last checkpoint! 34. Use EA as your publisher. — And there you have it. The Internet has spoken. Filed under: Stuffing and Opinion Comments: None |
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