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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").

Latest news

Development updates

Greetings once again. Development on the project alpha update is proceeding nicely, so here are some status reports. Far from being just meerly a plane old update to the side scroller with edited storyline, this update brings about a change from side scroller to first person movement with full 360 degrees, allowing to rotate your character and move freely about the games world. Apart from just the world opening up and allowing for more exploration, the game adds in 2 new online modes, universe and death match modes, see the games page for details on these modes. And now, for the updates. On the forums I posted it was possible to make your own servers for death match mode, and have them publicly displayed in the server list. The process for this is quite simple, you simply go to the multiplayer menu, select death match mode, select create a server, change the options you see fit and hit start. Then you connect to it and play. You can set it to private so that other users will need to enter your server info manually. The universe mode, it being the hardest to get done has gotten most of my attention recently, with the following updates. *It is now possible to buy ships. On inderion station if you leave the airlock, you can head into an area with a shipyard that'll sell you a basic shuttle for you to start out on. *The spaceflight system is useable. Movement still has some problems to be worked out, and their are a lot more things i'd like to implement, but you can dock, undock, and fly your ship towards destinations or out into the vast reaches of your current solar system to explore. *Debris salvaging is coded, but still being worked on. This is a bit of a different approach to my previous work, since to salvage now one enters a minny game in which they need to keep the peace of debris centered in order to pull it into the cargo hold, failure to do so results in the ship being damaged. Speaking of that, starship damage is coded, here's how it works. Apart from doing simple damage to just the hull, damage now scans inside the ship for rooms in all areas and does damage to them baste on a random amount of the damage done to the hull. This also applys to systems in those rooms, console support is still being worked on for the system. This means that this'll allow for reel damaged ships in the future, meaning that unlike my previous works with spaceships in online games, if you obtain damage, you'll be able to know it from the ship itself, not just by reading a simple damage report. The storyline is still under development, however thanks to the reality engine, all of the offline systems were online systems right out of the box with out additional effert. Well, that's all for now, but i'll keep posting here with additional updates. In case anyone's wundering, i'm getting close to releasing a very early public beta of the game, though their is no release date set yet.

Game updates

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.

Last modified 2 months ago Last modified on 01/17/2017 11:26:20 AM