Jan 30, 2009

Behind the scenes: Hitchhiker's Guide To The Galaxy Remake

(a 100% spoiler-free and all-natural making of)

Anyone either mildly interested in Douglas Adams' brilliant and amazingly weird humour, or deeply obsessed with Infocom's classic Hitchhiker's Guide To The Galaxy (try online luvs), could do much worse than wait for the release of H2G2 Remake. It is, you see, an incredibly promising attempt at remaking a classic text adventure into a proper and fully graphical point-and-click game, while simultaneously fiddling with genre conventions and even the original text. Having already played the demo (download it and see for yourselves) I can assure you that H2G2 Remake is shaping up to be a more than intriguing and probably great AGS adventure, sporting excellent art, obviously great writing, some interesting takes at classic puzzles and a brilliant interface. Here is what James Spanos, one of the game's two creators, has to say for the still unfinished project. A behind the scenes look at the development of a freeware indie offering, if you will:

Hitchhiker's Guide To The Galaxy RemakeAs promised, I'm going to take some time and let you guys into the game's production stages and fun facts. Before I begin, it would be wiser to introduce you to the team of the game. First, it's me James Spanos (Dualnames), responsible for creating the art, interface and organizing the rest of the team to do those little chores for me. Then it's Kevin Haddley (Yukonhorror), who recruited myself and had this whole idea about remaking the text game into a graphical point and click. Then it's the team of tireless beta-testers: 1) Leon (who is keeping a site full of walkthroughs about AGS games [gamesolutions.efzeven.nl]), Ghost (Bjorn Ludwig) and Jon. The game is still in production but, with all luck on our side, it will be finished on 2009.

So, why did we make the game for?

Because I really love the Hitchhiker's Guide To The Galaxy, and from the very first moment I started coding and scripting, I wanted to make a game about the book. Kevin is a fan of the original game and sort of had the whole thing of turning the game into a point and click game in his mind, so he came in to the AGS forums asking for help, and I believed in his vision...he still hasn't paid me. :P

Story:

Well, of course the story is totally based on the original game. The main difference of the game we're making to the Infocom one is that (besides not having Douglas Adams in the team), since I'm a really big fan of almost every single quote of the book, and since the original game sported only minimal content from the book (most scenes seen on the book are not seen in the original game), we decided to use all those fun dialogs verbatim from the book. We've also added an introduction sequence that the original is lacking. The whole story/puzzle thing is based on a 100 page document written by Kevin Haddley, inside which the Hitchhiker's Guide on How to Make this Game is to be found... No, really!

Graphics:

Well, remaking a text game into a graphical one is really not as easy as it sounds. We've lately (just a month ago) gone into a total remake of a big number of sprites, due to my determination in making this game look better, and thanks to Shane Stevens , a wonderful guy from the AGS forums, who shared his knowledge on drawing. If you just take a look at the picture below you'll see how things originally were, and what they look like now.
H2G2 RemakeWe are apparently using pixel art drawn characters and Photoshop edited low-resolution background art. From left to right and in pairs you can see above just how the sprites evolved. Character art is drawn/painted on GIMP while background art (boy am I ashamed to say this) is drawn on MSPaint with a few small effects and finishing touches added on Photoshop.

Interface:

That's definitely the hardest part for us to do. In the original game events happen in turns, whereas in our remake, they're happening in real-time, meaning there is actually a great number of timers going on. Some parts of the game were also very tricky at the initial stages of production. One is the GUIDE itself. We've created a lot of animations for this one, but also implemented a module to make it work like the original should be (links, hypertext). As for the gaming engine we're using, AGS is really very, well, useful and I'm happy to say that Chris Jones (the author) has really, really helped us on this matter. The interface of the game is a little similar to the Verb Coin that first appeared on CMI (Curse of Monkey Island), but the Verb Coin appears instantly and has two buttons for objects and three buttons for characters. Right click opens the inventory etc.

We basically tried to keep the interface as simple as possible, but in the same time allow for the players to have the same level of interactivity the original game offered. Players can even drop items, though the limit of items you can pick up is quite a bit more flexible (at least on normal difficulty) than in Infocom's original. Also, on normal difficulty most of the dead-end situations are tipped, meaning you get to be warned whenever something inappropriate is being done, and even some dead-end puzzles can actually be finished, though without awarding players any points. Generally the game is very newbie friendly and rather more tolerant than the original. On difficult setting, things appear to be definitely closer to the original's difficulty.

Production:

Well, things are going very smooth lately, and thanks to some attention that has arisen over the project, we're getting a lot of extra hands to help us out. Beta-testing is going quite well, and when it's finished, we will be looking for voice actors. Hopefully you'll be able to get your hands on H2G2 Remake September 2009. But well, can't really promise anything apart from the fact that the game will definitely be finished. If you want to see more, head over to the DNGames YouTube channel or just enter the AGS forums and head to the game's production page.

And always know where your towel is.


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Jan 28, 2009

Decker's Delight Links (28.Jan.09)

Things I currently have to do include such lovely activities as finishing a design doc for a certain game, completing the redesign of this very blog, helping with a mag, playing a C64 shmup and finally getting around to reviewing a lovely and brand new indie game. But, really, you don't have to wait standing. Here's a seat, some tea and a selection of links to entertain you.
10 games that redefine science fiction? Well, that's an interesting approach based on a truly intriguing -if not obscure- selection of games . Almost valid too. Well done Fidgit!

Swabbleflange doesn't mean anything apparently, though this top 100 games list definitely does. It's a very personal and quite brilliant look at over 20 years of gaming and it even includes Dungeon Master.

Imagine's MegaGames... the stuff of legends and a concept that failed to save the company from a truly spectacular crash. Click the link to an insider's view as narrated by Bruce Everiss.

Eurogamer goes for a rather more fascinating Jon Hare insider view instead. This time about the legendary and never completed Sex 'n' Drugs 'n' Rock 'n' Roll Sensible Software game. Soundtrack, video and art are happily included.

Ever heard anything about Lucasarts' online Habitat of the pre-intenet era? No? Thankfully GameSetWatch has all the answers in a fantastic Rogue Leaders extract.

On the objectivity of game reviews: how devs punish game journos. Totally unrelated to all things BDSM. Courtesy of ars technica.

On the objectivity of Contra Retrospectives: from the mind of NebachadnezzaR. Shockingly, the word Probotector isn't mentioned once.

Jeff Minter, the hairy psychedelic prophet of a new digital interactive art (uhm, video games that is) has spoken to the RPS flock about his forthcoming Gridrunner +++. Some Space Giraffes were also mentioned.

The Artful Gamer, on the other hand, proved his artiness by searching for the poetic and lyrical bits in BASIC text adventures. Oh, and by exploring the wonderful Art of Eriq Chang.

Matty from the aptly named Matty on Games blog chose to focus on 8-bit text adventures, remade Amiga Knights and a retro Grandad. Lovely, indie, old, freeware and smart!

And, finally, let me remind everyone that the Sega Master System Junkyard is experiencing a renaissance of sorts, while the Saturn Junkyard is preparing to celebrate the scary, pagan, dirty and highly dangerous Saturnalia. Oh, and Retroaction is coming. Soon. Very soon.


Quick Links FTW. Really! Here:

Jan 26, 2009

A word from our gloriously old-fashioned editor

Thousands perished, dozens of motherboards worked overtime and at least four Z80 processors despaired to the point of suicide while crowds of digital joysticks rioted wildly, but -finally- here are the words you wanted to here. Direct from the horse's mouth. Or, well, Retroaction's editor. Remember Retroaction? Now, if you'll excuse me I've got important and highly creative (well, almost) stuff to do.

Dear retrogamers,

A new digital retro games magazine, Retroaction, is about to launch; we are putting the final touches to issue one. Retroaction is an interactive PDF magazine featuring old and new games on retro platforms: Sinclair, Commodore, Amstrad, DOS, Arcade, Atari, Sega, Nintendo, NEC, MSX, Acorn, Apple, and more. We have been working on issue one for a few months now, and expect it completed within the next couple of weeks. The magazine will be available as a free PDF download and will be around 40mb (compressed) for around 62 pages.

The Retroaction team consists of a handful of writers from around the world. Our main goal is to cater to retro gamers all over the globe who are looking for a good balanced magazine; one that is easy to get hold of, has articles and reviews on new retro games, old classic ones, and those forgotten games lost in retro time.

Our website (http://www.retroactionmagazine.com/) is up and running, where you will find the home page (current issue box-out with magazine highlights and a link to the download page, as well as any major retro news), the magazine download section (with contents of the first issue), a page about some of the magazine's writers, a link to the magazine's forum, and a retrolinks page. So go to the website, look around (it'll only take a minute or so. No, really, it will), and pop into the forum.

Thanks for your time,
Neil Reive
Editor, Designer
http://www.retroactionmagazine.com/

Jan 20, 2009

A teaser to tease you with

Yes, it's a scan of something and probably contains a hint on what I've already started working on. It's a game mind and I'm not doing it alone. Oh, no. A most accomplished indie creator has already joined and he will be thinking, programming, designing, writing and possibly dancing for this humble yet hopefully refreshing project. Can't say anything else for now, but do watch this space. It will be watching back you know.

Jan 18, 2009

Steve Meretzky's Planetfall

Planetfall InfocomNot much to say besides stating the obvious fact that Planetfall seems like a truly fantastic Infocom game and I'm already loving it. Deeply, passionately and while wearing a particularly silly hat. Only wish I had managed to grab a more luxuriant copy than the Mastertronic re-release. Oh, and having exited that cursed pod a second earlier...

[Update:] Exited the bloody pod in one piece, swam to safety, chatted the parser, explored, despaired in front of locked doors, chuckled and finally succumbed to starvation. Progress!

[Update 2:] Aha! It's all so obvious now. Maps are definitely needed and fun to create, whereas colourful blobs of goo can be eaten. Doors, on the other hand, remain mysteriously locked.

[Update 3:] Finally met Floyd the comedic sidekick robot. What fun! And despite the limited inventory I've already filled up with a variety of mechanical bits, I can positively say I'm enjoying Plantefall. I think I'm about to break a padlock too!

[Update 4:] No more updates.

Jan 14, 2009

ten gnomish questions / Pacian

Pacian's cat has consulted his legal team and apparently allowed Pacian to go on and be interviewed. So, well, without further ado, here's what Pacian, the man, programmer, writer, game designer, funny-guy, cat owner, pulp serial provider and creator of brilliant games like Gun Mute, Space Shot and Snowblind Aces, has to say...

Poizoned Mind: A game tragically not mentioned in this interview.

1. Space-faring Pacian, how would you describe your game making activities? And, frankly, why do you make games?

I'd describe my game making activities as poorly focused, unproductive and easily interrupted.

Why do I keep making my little games? I guess for the same reason that I play them: escapism. I'm a hopeless day-dreamer, and I'd much rather be piloting a Zeppelin through the acrid clouds of a volcano than sitting at work writing boring software for boring people. And since, although there are plenty of games out there that grab me and draw me into their worlds, no-one's yet made one where you specifically pilot a Zeppelin through a volcano, I end up trying to make that one myself.


2. How about your crafting of short and not particularly short stories? How? Why? Ugh...

'Ugh' is my take on it often enough as well. There are people who write and people who don't write. The only difference between those two groups is whether they write or not. As simple as that.

But of the people who *do* write, there are those who write, and those who write and then re-draft and get a second opinion and a third opinion and scrap the whole middle section and re-write that and rinse and repeat until someone pays them for all the hard work they've done. That's *not* me - at least, not at the moment. I only write for fun - to create worlds and characters that interest me. I just hope that a few like-minded people will come along, look at what I've done and say, "Hey that'd be pretty cool if it went through a few more drafts."

One day I do mean to make a dedicated effort to write something 'good', but I'm such a scatter-brained procrastinator, that's not likely to be any time soon.


3. Interactive fiction, text adventures, must have been quite a natural choice as a game making genre, right?

Yeah. Sometimes I worry that I'm focusing on this as an easy way out. I'm useless at making graphics, and I hate tedious coding, so working in ready-made environments for text games really appeals to me. In TADS and Inform it's trivial to create a location with a character in it and some scenery and a cool gizmo - and when you push the button on the gizmo the prince dies and you have to feed dead apples to his ghost. Whereas working in C++ or even Game Maker there's a lot of set-up to do just defining the basic rules of the universe you're creating. How does the main character push that button? How do they pick up the apples?

This is why I keep persisting in making crappy non-text games like Space Shot. I kind of want to prove to the world that I'm not just an IF writer - and that when I do write IF it's for a specific reason beyond it being easy for me to do.


4. Do you actually believe games can move beyond being merely games? Could they actually manage to be political, thought-provoking and interesting while embracing Dada?

Yes, of course. Creative minds can (and do) make moving and provocative experiences from any medium.

From the Dada angle, I immediately think of Cactus and games like Mondo Medicals and Psychomnium, in that they really seem to take a lot of the unquestioned assumptions about how games are 'supposed' to work and then slap them about a bit. Beyond that I'm afraid you're merely dazzling me with your technical terms.


5. Am I? Well, let me blush here for a moment. [...] Done. Lovely. But, really, Mondo Medicals and co, even though surreal and innovative in style and mechanics, don't actually offend the gaming, let alone the societal, status quo. They really aren't political or progressive in a meaningful sense. And frankly, besides Molleindustria's games, I think nobody has even attempted such a thing. Are you sure it's not the short-comings of the medium?

My gut instinct is that the mere act of player participation creates a whole range of possibilities for messing about with people's prejudices and received wisdom - but for all we know, you may be right. We never truly know if something is possible until someone actually goes and does it.

Interactive fiction with cover-art? Look no further than Snowblind Aces!

6. On a more light-hearted note, any truly favourite games? And I am asking for something that could stand next to a book or a film for example.

So what, I'm not allowed to say Resident Evil 2? When it comes to what I look for in a game - imaginative worlds and strong characters - I think Chrono Trigger is the one that immediately springs to mind. In many ways, it just chimes really well with my personality, but I'd also argue that objectively it's a very well put together game in terms of tone and motivation.

I'm also a big fan of Emily Short's Galatea. It's pretty much the only IF game that I unreservedly find enjoyable to mess with, just in idle moments, and I think it has plenty of interesting things to say about the nature of interactive characters. I know a lot of people only like it as an experiment or a piece of dry academia, but I don't really enjoy that kind of thing by itself. I like Galatea because I like the characters, the tone and the little stories you end up experiencing.

And also, Resident Evil 2, damn it.


7. Any favourites among your ludic creations?

Well there's only about four or five to choose from. I am very pleased with Gun Mute. I think I created a nice set of characters in an accessible package, in some ways purely by chance. To be honest, I don't expect to be able to create a better game in the future, but I hope the stories I want to tell will still interest a few people.


8. Oh, and how would you describe the general game making process you follow?

I'd say the most notable thing about my game making process is the distinct lack of process to it. It usually starts out with scrappy notes in my diary, and then graduates to a grid of tasks to tick off. And then beneath the grid are a load of scribbles supposed to remind me of other things I've suddenly thought of.

Honestly, it's a wonder that I have the wherewithal to get out of bed in the morning, let alone write semi-functional code.


9. Would you ever attempt to sell a game? Live off your creativity?

That's an interesting question. If a company offered to pay me to do interesting, creative work on a game, I'd take the offer. But I don't think I'd ever want to charge for games that I've created all by myself. Going back to what I said about writing, I'd want to put a lot more time and effort into these things before I thought they were actually worth paying money for - but I have so many ideas and such a short attention span that I'm not really interested in doing that.


10. Any particular plans for the future per chance?

Over the next couple of months I'm going to try and squeeze out a small IF game for David Fisher's EnvComp - an IF competition for unusual settings and locations. In the longer term, I'm working on a larger IF game - and of course I have plenty of ill-considered ideas for action and strategy games as well.

I'm also engaged on a super-secret collaborative project with this short, bearded fellow in a pointed hat. I last saw him standing over by the garden pond with a fishing rod...


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