Welcome to reality software!
Reality software is a rather small group producing accessible games ("Games designed to be played by low vision or blind users").
Greetings all. Thanks to a few reports i've gotten on the games page, the link to the reality engine is now fully fixt and working, thank you to all who have reported it. On a slitely related note, if you've noticed the removal of dm 2 from the games page, this is because dm 2 is no longer being developed. Instead, i've changed direction to an update to project alpha, but not just any ol update. I've scrapt the universe mode of dm 2, taken the client and built a newer universe mode, along with an offline mode, using the reality engine. You'll need to see the games page for details, but to summorize, this means project alpha will no longer be a side scroller, and it is now no longer just the 5 level clostrofobic spaceship game you know. It also means the game is cross platform and has joystick support.
Danny's guide to game development. The tips and tricks i've learned over the years
No, this isn't going to be a programmer's guide. This is a guide more intended for those who want advice on how to start baste on my experiences for the 3 years i've been in game development. So lets start off with the basic. Starting out.
What programming language should I choose?
This is offten the first question i'll here from people just starting out in game development land. While most of my fello programmers are going to instantly write their favorite language of choice up listing what features it has, i'm not going to play that card. Instead, i'm going to approach this with something that a new user needs to here. First off, programming languages and the way they get treated are like screen readers in the blind community. You either love it and can't liv with out it, or you hate it as much as you hate school and homework. So, to simplify stuff, let me ask you some basic questions. 1, Why are you wanting to be a game developer. If your answer is because if you think it'll boost your popularity, or you'll get to be like your favorite game devs, then you can stop reading here, because the simple answer is popularity should be a bonus, not your sol reason for doing game development. To do game development, you have to want to do it. You have to want to play your game even when no one else will or else that project is dead in the water. I'd also highly suggest at least a background in gaming itself, so that you know a bit more about what players might expect, and what ideas to add as well as what ideas to deny, i'll go into more of this layter. 2, What kind of game do you want to develop. First off, programming is about as useful to you as a cat in a burglury if you have no idea on what you want to do. Picture it like this. When your in a band and your creating a new albom, I highly dout you pick up the guitar or play the piano with out having some vayg idea of what your intending to play. Even improvisation requires some degree of structure on your part to give it meaning, or else it comes off as completely pointless and uninspired. The same concept applys to programming. A language is completely useless to you if you have no idea what you wanna do. Some bit of advice. We all like to think big our first time round. But, just like climbing a mountain, we all need to start at the bottom and work our way up their. Its good to have that project in your head you think about every now and then, the project that you'd really like to do, but first you must start small. No one's gonna slag off you if you try a simple guess the number game or side scroller, it won't be super super popular but it'll earn you valuable programming experience. Last of all, remember that we all have our pitfalls. Not every game can be perfect, their'll be some games you'll produce that will be just dead on flops, some games you'll like at the start but dislike at the end, etc. These do not indicate failure, these indicate valuable lessons that you can take in the future and say better not do that again. Remember like everything else in life, programming should be a learning experience for you. That all said, with programming languages, it ultimitly depends on what you want to do and how easy you find one language over another. Its ok if you want to graduate from that language if its limiting your stile, but don't just switch to a language just because the majority are using it. Remember, not everyone can go from playing piano to playing the guitar, it doesn't make you any less of a person if your one of those people.
How do I balance between planning and game development
This is an extremely importent attention to detail. The downfall of menny of those who manage to learn programming and then collapse in it is from over planning, example saying that your game will have this and this. Don't get me rong, its fun to fantasize about our various ideas and sometimes we go overbord and then we lose modovation as soon as we start. All of us even non game developers have been a viktem of this including myself. However, that's not to say don't plan. Planning is an importent part of your games phase. What is the initial concept of your game. How will the extremely basic gameplay be like. These are 2 questions that must be answered before you put fingers to keys to code out your plans. Do keep in mined though, trying to plan all of your game is like trying to plan all of your life. Nothing goes exactly according to plan. Your game will evolve and change in ways you wern't even thinking of and sometimes you might not like those ways. I prefer to think of it like this. Spend 50 percent of your time you do game development to planning what your going to do, spend the rest on coding what you have planned out so far, and spend a little time after that making sure its workable and its how you want it.
What makes good game design?
This is where having a background in gaming is going to be your best friend. As a game player myself, i'll list a few things that gamers come to expect in the mainstreem game market. 1, Though most players have varieing levels of tayst on games, the number 1 thing about your game is that it should strive to make the player feel a sence of achievement at completing a lot of things in it. If your game has battles, players want to work to win those battles. Players like upgrades and customization whenever possible. Players also like replaying a game to get all the achievements they can find so put them in. At the same time, don't make your game too difficult. A player should still be frustrated at the game itself, but they should still want to come back to it layter on just like you with the programming. 2, Suggestions are suggestions, nothing more, nothing less. While players giving you suggestions isn't necessarily a bad thing, it is importent to note that even your own suggestions should be placed under consideration. Offten times i'll think an idea would be cool, but i'll simply not implement it for the fact that it doesn't belong in the vision of the game i've designed. Its ok to go a little overbord, after all, its all about that extra bit, but too much and the game starts to lose its structural integrety. Remember you can't please everyone all the time.
Help! I've made a game and now I can't escape the players asking questions!
This is a trap that everyone likely sets themselves up for and its a common thing, speshily if you manage to gain popularity for your work. Learning how to seporate yourself from that popularity is importent so that you don't get over stressed. Think of it like this. Most players are not jenuanly intrested in being your friend. All they want to do is to have you on skype so they can ask you game related questions. In this situation your best option is to limit your contact to maybe 1 or 2 lines to reach your players via, such as a forum or public e-mail, and maintain the rest of your stuff, such as your skype as private as possible, only adding those you know to be friends. Well, that's all the tips i've got for now. I hope these manage to help in some small way. Remember, don't get too mad if a project fails. Somethings are just not ment to be.
Planet side mission, cygnus alpha
By the year 2340, in the wake of the red warp and project alpha insadents, full scale conflict raged between the federation of human worlds empire, a government baste on the ideas of unity and scientific advancement and the colonial alliance, a faction seeking to libberate the worlds of the empire and reverse the effects of the project alpha disaster. While the federation empire struggles to maintain a base of operations onboard the partly repaired phoenix red warp while seeking to further its scientific aims, the colonial alliance discovers the empire's former base of operations on cygnus alpha, a remote, windy planet located in the cygnus system. The alliance sends a former federation vessel, the phoenix firestar to the planet to investigate a possible project alpha infestation and to kill off any evackuating federation soldjers on the planets surface so as to deal a heavy blow to the empire. So far, since shuttle landing is done and the crash sequence is being worked on, i've started building the planets surface. You currently have 1 outpost to explore on the planet's surface, which will be the starting point for getting some starting gear, once the crash sequence is fully coded I intend to add in the gear generation and the first use for ground vehicles in the game, that is driving across the planet's surface towards another outpost, having to fight off several federation soldjers as you go. In other news, death match mode is somewhat more staybelized, to a point where you can now play it for long periods, though it still needs some work, however along with the weapons their are bots that will walk around and kill not only you but each other making for a quite entertaining experience. Well anyways, better sign off for now, i'm actually quite tired.
Dm 2 updates
Yes, 2 updates to report in this post, so sit back and relax. So first up, we got our online mission. The first mission is neerly coded, i'm at the stage of landing a shuttle. When landing, you remain in complete and total control, allowing you to cruise over your chosen landingsite. However, only shuttles are capable of landing. In stark contrast to dmnb, shuttles no longer land inside a capital ship, instead they must approach the vessel, maneuver along side and dock to an airlock on that ship, allowing free passage for 2 people bording between ships. So far landing is completed, the basic framework for it that is. You can land a shuttle, but you won't be able to relaunch it. However you can exit out onto the surface of the moon, planet, or asteroid your landed on. In the future i'm intending to add in a few things for landing, such as warning if your landing with your nose too high or if your speed is too fast. Next up, we've got death match mode. Not too much progress has been made in this area, so far you can join a game of your choosing and wander around. However i've got weapons now coded, and if your aiming at a person shooting will now reduce health. The only thing i've gotta work on now is death, then I can add in the additional bonus stuff like items and whatnot. Well, that's all for now.
Death match 2: the return
Greetings all. Yes, i'm back, at least for now after my last canceled project and a few months break. I won't go into details seeing as everyone probably knows them, however I figured it was time to do some rennivating and remove the old site, as it was rather rushed in its construction. However, as usual when I do these news postings, i've got a bag of stuff ready for you, so lets get started. This announcement is a little old, but I figured i'd post it here anyways. A while ago, after the release of project alpha, the first in the new reboot of my death match series, I had announced I was working on a sequel to the game. The sequel whent through 2 phases, the first a complete recoding of the engine, but the storyline proved impracticle and it hit a dead end. Next, I tried upgrading the project alpha engine, and developed into what was at that time known as death match prototype. Again however, the project hit a dead end, as I could not figure out a way to continue the storyline, guess you could say I was suffering a bad case of writers block. However, i'm pleased to announce that after a long break from the series, death match returns on the project alpha saga, with dm 2. Taking place in the 2340's, just 5 years after the phoenix red warp, sinak, and inderion9 disasters, dm 2 reveals a galaxy fast unraveling as humanity struggles to survive the ravvages of deep space, away from a home planet that can no longer supply its native population with enough resources to survive. Even worce, the project alpha virus is unleashed, free to drift through space, bording from ship to ship and consuming whatever it pleases. On one side, the federation of human worlds empire a notoriously unstable government responsible for the red warp and project alpha disasters and the ones possibly responsible for the spread of project alpha throughout known space, an empire well known for advancing science at the cost of human lives. On the other, the united human colonial alliance, a government seeking to libberate earth and its sister colonies from the dangerously inept federation empire. Meanwhile in between, the rest of the galaxy now knows what happened to glimmer of hope and its crew, and it seems as if it didn't stop the project alpha threat at all.
Dm 2: the return already has quite a number of features implemented into it, including but not limited too... *Full rotational support and 360 degree movement. Unlike the first game, dm 2 is now a full on fps stile game. You can rotate your character and move about the games world and interact with objects, all in full 3d with hrtf support builtin. *Cross platform. Dm 2 works natively with windows and linux out of the box, no speshel configurations required. The linux version outputs through speech-dispatcher and has support for switching between speech synths like festival, flite, and ibmtts. *New vehicle system The game has a vehicle system that provides support for space, air, and ground vehicles, and even see going vehicles. Once you've learned how to pilot one vehicle, you know how to pilot all of them. *2 Online modes. Universe mode allows you to experience the fully open world of the death match universe, complete with missions system to give you that project alpha feel. Pilot a starship, drive a hovercar, even ride a skateboard around your resident city. Complete various missions on the online campaign, either with a team or by yourself. Death match mode removes all the extra's of universe mode and the central deticated server, instead giving you a map on a server of your choice where you and your friends can battle it out in the same tridition as halo or quake. No storyline, no missions, just pure killing. Well, that's all for now. Hope you've enjoyed that news update.