What I Learned Watching Notch Code

I’ve read a couple articles about Notch’s entry into the most recent Ludum Dares. Both of those articles are worthwhile and I suggest you read them both.

Apparently Notch is just incredibly prolific – in a 48-hour period (while making Prelude of the Chambered) he coded for about forty hours and slept for about eight.

If you watch this timelapse, at no point will you see him goofing off on web pages. At no point will you see him checking on his World of Warcraft auctions. He watches a little YouTube and plays one game – Quake – for about an hour while he’s eating his lunch.

And if you don’t trust that, you can watch almost the entire 48-hour period in real-time over on Twitch.Tv. The man has the most amazing work ethic.

Some of the tricks he uses during the making of Prelude of the Chambered:

* He draws all the graphics in the game in greyscale, then uses vertex colors to actually color them in game.

* All of his graphics are 16×16 PNGs, even the wall textures.

* All of his levels are PNGs created in Paint.NET. The PNG contains every bit of information about the level, including which block to use where and what color to make it. The alpha channel information is used to place objects and triggers. His Paint.NET is set up to never ask him what format he wants the image in; it just always saves as 32-bit PNG. You may think, “What’s one more click?” but it adds up.

* He uses SFXR to create his sound effects.

But that’s only part of it. He’s also chosen a platform that makes projects easy to set up, allows altering of code while the program is running (thus reducing the amount of time it takes to debug), and allows people to play his game almost instantly – no installing, no configuring, just give them a URL.

Notch uses Java for pretty much everything he does. I’ve been resistant to change for its own sake, but this isn’t for its own sake. Making my games browser-playable means more exposure and better feedback. So I’m going to be learning Java and Java3D, and I’ll be writing a new prototype of Planitia using it.

Oh, and if you want a nice history of how Minecraft progressed, here’s the thread where Notch announced it for the first time. It’s fascinating reading.


The Maccabeats

So, my daughter was taught the dreidel song at school. She came home and decided to try to find the song on Youtube. Aaand she came up with this. Which we cannot stop listening to, even though we’re not Jewish.


Shamelessness

I hate to self-promote (really, I do) but I just wanted to mention that my role-playing game Inaria is still for sale, still pretty darn good and still just $4.99. And if I can get enough sales of it, I can get my wife a nice Christmas present!


WestWarIce

Okay, sooo…a new game is going to be made in Westwood’s Command & Conquer: Generals series…by BioWare…using DICE’s Frostbite 2 engine.

I’m all confuzzled now.


Various Stuffing

Happy Holidays, for one thing! I hope your Thanksgiving was well and your Christmas will be merry.

I’m still chasing several different rabbits and I can’t seem to help myself.

First, I want to improve Inaria significantly and re-release it – and possibly release it for Android devices as well.

Second, I’m still learning Untity and JavaScript in an effort to get ready for DA FEWCHA!

Third, and last, the game that consistently generates the most Google searches on this site is Planitia. People want to know where they can download it, how much it costs and if there’s a demo. At some point the answers to these questions should become “here”, “around $5” and “yes”.


Gratuitous Tank Battles

Federal regulations require me to warn you that this next game…is lookin’ pretty good.

I love Cliffski. I’ve bought a lot of his stuff. But I didn’t buy Gratuitous Space Battles and I think I’ve mentioned why before – after playing the demo I didn’t think there was enough interactivity in the game section of the game.

Cliffski’s fixed that with this game. Gratuitous Tank Battles is a sort of real-time tower attack/tower defense kind of game with some interesting mechanics. It also still has the “design your own tanks” and “design your own levels” tools that GSB did. Definitely check out the video.


I Give Up.

Sometimes I try defending the game industry from critics who decry it as misogynistic.

“Female video game characters are shallow!” Not all of them, and frankly, most MALE video game characters are shallow too. A lot of games use interactivity to cover up their poor storytelling.

“Female video game characters are objects, solely there to be rescued by men!” I can name ten female characters off the top of my head who are either protagonists or integral to the plot of the game without being damsels in distress. And that list grows every year. We really are getting better.

“Female video game characters are usually portrayed in stripper outfits!” Yeah, well…okay, I don’t have a response for that.

But I was still trying.

And then along come THESE assholes:


Being a GameDevDad is…

…coming across a notepad containing an analysis by your two daughters of which version of Might & Magic: Clash of Heroes we should buy.


Quick Update

Can’t talk. Batmaning.


The Man Who Chases Two Rabbits Will End Up With None

Okay, so the reason I haven’t been posting (other than general laziness) is because I’ve become terribly conflicted over what to do next. I know, we already had this conversation, but there’s some other factors in play here.

First, I have a game. It’s called Inaria. It’s almost good, and some people know about it. If I spend the time necessary to improve it, I can effectively re-launch it with another round of press releases (which will hopefully get some traction this time) and possibly turn what was a mediocre game into a good one.

Plus, Inaria is content-driven. While there’s lots of fun and funny stuff in Dungeons of Dredmor, it’s not as story-driven as I want Inaria to be.

Plus…remember when I said that one of the failings of Inaria was not enough middleware? Well, I’m fixing that for good and all. I am currently learning Unity 3D, and I believe that it will help me make the 3D RPG that I’ve been wanting to make for so long. It could also help me finish Star Kittens and revive Planitia; that would give me three very different games (an RPG, a sim-game and a networked multiplayer RTS). For the record, you can sell games made with the free version of Unity without having to pay any royalties (a crazy, crazy bit of craziness on their part that I intend to take full advantage of) and the games you make can play on the web (with the Unity web plugin) or standalone on PC or Mac. Which means that I can make web-based demos of my games and then sell the full versions as standalone products.

But of course, first I must learn it. I’m going to devote the next month to doing very little but learning Unity. I’ll chase that one rabbit and then use it to finally get the others I’ve been wanting for so long.