Programming of Magic Games

ZXNet echo conference «spbzxnet.games»

From Vyacheslav Mednonogov To All 4 October 1999

Get Msg, All! Cool Russian/English language site dedicated to game programming, is here: http://www.geocities.com/SiliconValley/Bridge/3557/ It's called "Programming of Magic Games". Now there are a few of mine there too texts :)), including an article from the still unreleased ZXF#9 about intelligence in RTS. p.s. The list of articles in Russian and English is different p.p.s. Here is a short excerpt from one article: === Cut === WHAT MAKES A GAME "HIT"? When bringing an idea to life, do not forget about systemic principles. If the principles of hierarchy and modularity are respected in some way "auto- “matically”, since they are identical to the principles of structured programming knowledge, without which not a single major program can be imagined possible to create physically, then about the absolute priority of the global goal sometimes forgotten, violating the principle of functionality, allowing dominance structure over function. This was the case, for example, with some games on the platform. Windows form ("Deadlock", "Outpost") - they tried to "save" on interface, using standard means of exchanging opinions with the user and completely not taking into account that they represent not another countless financial applications, and entertainment software character. Such dominance of an inconvenient structure to the detriment of functionalitynality led to the fact that these games “failed”, despite reputable publishers and significant funds invested in development. To date, only two games are known for Windows-95, which are "hits" are "Diablo" and "Age of Empire", and both have standard inter- The shell face has been replaced with the original one. When a new game is released, in computer magazines it is rated at several scales, from which the final grade is subsequently derived. As a rule, such scales are “Graphics”, “Music”, “Plot”... And there is another scale, designated by a slightly strange-sounding term "playability", which roughly translates into Russian as "playability". Despite its apparent simplicity, playability is quite difficult to determine and provide. It also includes a user-friendly interface, ease of use, no too difficult and at the same time not too easy passage, quality graphics and music, the twist of the plot, the presence of "highlights" - in a word, the concept is very complex and difficult to formalize. However it cannot be ignored. How many monstrous games, huge in size, had "sophisticated" graphics and sound, but disappeared into obscurity - and all due to a complete lack of playability. Some general recommendations for making the product playable, however, you can give it. First of all, the game should not slow down. It is clear thatexecution speed only partially depends on the optimization of algorithms, and in is primarily determined by the speed of the hardware, but braking can be overcome by degrading graphics quality, for example, or turning off sound. Dynamics is paramount. Further, static images are unacceptable. If it's water then it's waves should hit the shore, preferably rustling pebbles; if we see the sky is on the screen - clouds should slowly float across it, trees should bend from the wind, and all objects cast a shadow, and in the correct side, not towards the sun. Any game is always interesting insofar as it has something to play something new, unknown. Therefore, from time to time there should appear new characters, methods of action, spells, units - otherwise the player will simply it will get boring. It is important to choose the right graphics mode. So, if provided 16-bit color, that is, 65 thousand colors, this is very good, but if this It’s also done in 1024x768 resolution - the image will be simply stunning - great... but smooth scrolling and change of plans in this mode are the majority widely used video cards (and most often these are one-megabyte S3) unable to provide. So we'll get a twitching picture, which will definitely be to the detriment of playability. On the other hand, no floatingThis will not save anyone who tries to work in the good old 320x200: This is the era of SVGA, and players are too spoiled by high-resolution images. sewing. So, the optimal mode seems to be 640x480 or 800x600 at 256 colors. Also, there is such a thing as player motivation. She defines depends primarily on the plot - how much its collisions can force player to take part in events even with some satiety game. Usually motivation is more important for quests and RPGs, and much less - for strategies and 3D-action. This, however, does not mean that the action game is good motivation, rather the opposite. Two main ones are widespread starting models: either the main goal is to overthrow a certain Chief The villain or the hero, it is unclear how, ends up in an unknown place and trying to get home. In the first case, in order to encourage the player, The Main Villain can kidnap a friend/girlfriend/stranger but charming princess. It is less common to need to save the world, and it is very rare to find original motivation. In modern games, support for the mode has also become a de facto standard. multiplayer The absence of such a mode immediately sharply reduces interest in the game, because no matter how good the AI is (artificial intelligence, “artificialintelligence") of the characters, it is still a couple of orders of magnitude lower than human, and his only trump card is the ability to simultaneously control everything their units, while a person’s attention is always focused on some one area of the map. Games have always been a class of programs that instantly respond to everything market innovations. It was the same with the Internet - mass hysteria about The network was just gaining strength, and the first game servers were already opening for those interested. Possibilities of the Internet compared to classic local The network is undeniably higher: the first one is usually played by 3-5 people, maximum 8-10. In addition, these people need to all get together, figure out the time... On the Internet there is no need to look for opponents - they are always there, and in abundance, besides the average number of simultaneously playing fluctuates around 50-100 people (Diablo, battle.net servers). Considering that the interestingness of multiplayer is mode is directly proportional to the number of opponents, then the advantage Interneta becomes obvious. In addition, the following factors come into play: like unknown opponents, which always sparks curiosity, plus desire “to wipe the bourgeoisie’s nose,” etc. The prospects for Internet gaming are so highly regarded in the West that A number of products have already been released that focus only on the Web. That is,in solo or classic network mode they are simply not supported in principle (Iron Wolves, Meredian 87, Ultima Online). Unfortunately, in Russia can hardly count on the sale of an on-line project, although would be due, to put it mildly, to the insufficiently widespread distribution of network services and the lack of tradition of paying a real price for gaming software in general. The only option is to sell the development to the West, fortunately in Moscow it is already there are companies engaged in purchasing projects at the stage of scenarios or even just raw ideas. Unpatriotic, although quite realistic. Recently, a good tradition has developed as the project approaches to the end, distribute its demo version and ask the gaming community to We appreciate all kinds of advice on how to improve it. This will require having your own page on the WEB server, e-mail address, and hardware - a modem with a data transfer speed of at least 14400 baud. It is also important to create excitement around the game long before it exit, periodically launching promising reviews on the Internet and special literature for players. It is possible that many will buy the released release simply by inertia, under the impression of publications. So, it’s natural to predict 100% whether a game will be a hit. impossible, but subject to the presence of all the above elements in itthe likelihood of this greatly increases. Max Cherepanov === Cut === * Crossposted in SPBZXNET.GAMES * Crossposted in ZX.SPECTRUM *Crossposted in HARLANS.FILTERED *Crossposted in 529.VS.651 [I.ZX] Warm greetings, Slava! [We don’t need the sun - the party is shining for us, we don’t need bread - give us work!]