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You've had plenty of the
theoretical mumbo jumbo, but exactly what should that positive mental attitude
be applied to? In this new 2-part series, I lift the lid on the tools and
services that I use for both developing a game and then publishing it. They're
not necessarily the "best" options that the industry has to offer (and they're
certainly not the "only" ones), but they are the ones that have steered me
through the past 6 years. If you're hoping to emulate my work, you might want
to hit the ground running with these insights...

Programming
Discovering your ideal programming language is as essential to success as a
golfer picking out his ideal club! I had to acquaint myself with them all
before I settled on
Blitz BASIC - the one I've been using prolifically for the past 4
years. Those that are quick to follow in my footsteps are usually perplexed by
this recommendation, because it's not the "easiest" of programming languages.
In fact, that's very much the point. If it were "easy", it would be doing most
of the work for you - and thereby grossly limiting your creative input. This
is the mistake newcomers make when they're drawn to the flame of products like
KIick & Play. They hop from one childish substitute to the other,
hoping to avoid the hard work that a truly great game requires. It's best to
invest your time in something substantial, so that you at least have a career
to look forward to at the end of the tunnel. That said, Blitz BASIC and
co are simplified languages in themselves. An industry standard programmer
needs to be aiming at the dizzy heights of C++. However, if you want to actually
"enjoy" making games, I strongly advise that you tone programming down to a
manageable task! Blitz isn't the only product that does that. You may
be wondering why I haven't mentioned its infinitely "cooler" nemesis,
Dark
BASIC. Well, that slick marketing is about all it has going for it.
Underneath the surface, it's a far less stable product that will cause more
problems than it solves. Support its more overlooked counterpart and your
compassion will be rewarded.
Garage Games's
Torque engine also promises to yield similar results - but from what I
can gather, it's predisposed to generic game types and once again limits the
developer's options. It'll be the first to open up X-Box programming to
the public though, so it might be worth looking into...

3D Modelling
If programming is the "mind" of game development then graphics are the "body"
- and it's certainly true that one can't thrive without the other! If you want
to bring your own worlds to life, you'll need to churn out 3D models just as
productively. This is where it gets awkward for those that want my
recommendations. Since my brother is an architect, I've always had my pick of
the bunch for free! That being the case, I've been able to use the industry
standard 3D Studio MAX
from day one and can't honestly recommend anything else. That said, I have
heard plenty on the grapevine and it seems a product called MilkShape
is the tool of choice for those at the bottom of the ladder. At this juncture,
you may be tempted to sniff out free tools - but it's worth noting that
nothing worth using is ever truly "free". After all, it means that it
literally has
no value! As surely as childish products delay your progress, cheap products
can do similar damage to your productivity. Try to invest in a quality product
and you'll be better equipped to proceed. You don't always have to make what
you need though. Thousands of websites and artists pride themselves on
offering readymade models that are available to buy - or even download for
free. The curiously titled
Turbo Squid
is a handy library for both, and can usually be trusted to find the odd
structure that you're not able to make yourself. Content packs such as Dark
BASIC's DarkMATTER
are a similarly good source of models (designed especially for games
no less), and once bought can be used
freely without any embarrassing legal wrangles...

Texturing
Ironically, 3D work actually requires a lot of 2D work - because you're always
going to need to texture your models! At this point, you would normally hear a
lot of cries for Paint Shop Pro or Adobe Photoshop. However,
I've never found myself using either. Not because they're not good enough
(indeed, the latter is industry standard), but because I received a product
called Painter 5
free on the front of a magazine way back in the day - and I haven't looked
back since! All you really need from such a product is a good "Airbrush"
facility. That's what allows you to build up layers of increasingly light and
dark colour to create the shades of a fabric or material. Polished off with
good "Sharpening" and "Colour Adjustment" options, you're free to create
anything you'll ever need. When it comes to games, one of the biggest
headaches is creating textures that "tile" seamlessly. The concrete floor in
my wrestling games, for instance, is one small 256x256 image that tiles across
the whole arena. There are many dedicated tools to help you create and
fine-tune these troublesome textures. The one floating around the Blitz
community is a free program called Texture Studio, and you would do
well to have something similar in your arsenal...

2D Graphics
My 2D projects may be behind me, but it doesn't mean that style of graphics
need never be used again. In fact, you may be surprised to hear that just as
much 2D work goes into even the most sophisticated of 3D games! After all,
they're your logos, your menu boxes, and your in-game displays. Mine always
begin life in the most humble program of them all - Microsoft Paint. I
trust you won't have too much trouble getting hold of that! Here, you can
experiment with fonts and shapes to create the basic shell of a graphic. Don't
get too comfortable though, because the program will soon outlive its
usefulness. Those basic templates will need to be taken into your preferred
art package to be soaked in colourful patterns and polished with various
special effects - which is especially true of logos. The only real advice I
can offer at this juncture is to keep a log of your graphical journey (such as
those found in the "Bonus Material" of my CD's), in case you need to go back
and change a few things or recreate the graphic in a new way. Whatever you
make, simply return to Paint and save it as an efficient PNG and you'll
always have access to it in its purest form. One thing you definitely
shouldn't use Paint for is JPG's! In my version at least, the lack of a
"quality" option ensures that it always ruins them with a poor quality export.
Stick to your main art package for that and you'll be able to exercise more
control...

Sound
A lot of people are curious as to why I credit myself with being responsible
for "Sound FX" in my games. Surely I don't create and record every single
millisecond of sound that a game requires? Indeed I don't! At least half of my
sound effects come from royalty free libraries. Like models and textures, an
entire industry is built around supplying game developers with sound effects.
Simply run a search on the net and you'll find thousands of websites offering
files to be downloaded for free or purchased (either individually or as part
of a CD pack). If you want recommendations in that sea of possibilities, I
suppose Sound Dogs
offers the largest collection of files under one roof. You really will have to
search high and low for specific sounds though. With that in mind, the credit
in my games refers to 2 things - 1) the fact that I deem a sound effect
appropriate and proceed to program it into the game in the most effective
manner, and 2) the fact that I "engineer" and re-master practically every
sound effect to serve that purpose. I seldom use any external media in the
state that I found it. Not only will a sound be of questionable quality, but
it may also be too long, too short, too quiet, too loud, etc.. To make it
usable, you'll invariably have to run it through the mill of a dedicated sound
package. Microsoft's own inbuilt Sound Recorder is perfectly
adequate for trimming a file or adjusting its quality, but you'll need
something more sophisticated for the real work. Personally, I use my music
program (see below) to bless a sound with all the special effects that are
available to a song! Anything that lets you mix sounds together, alter their
speed, and add echo or gain is pretty much all you need to breath new life
into a tired old effect...

Music
As with the sound effects, people also tend to be incredulous that I'm
responsible for the music in my games. Surely I don't play every note on every
instrument that can be heard? Again, I don't! I use what's called a
"sequencer" to blend a host of readymade samples into one coherent tune. These
simplified tools are to music what Blitz BASIC is to programming, so
they're a godsend for those that have no musical expertise! There are many on
the market, but you can't beat
Magix Music Maker
for ease of use. It's very reasonably priced too, and yet you'd have to be a
musical impresario to outgrow its features. A sequencer is no good without
"samples" though. Fortunately, thousands of them should come with the product
as standard - and once again, an entire industry is built around providing
more. Fortunately, this one isn't strictly confined to the Internet. eJay's
CD packs can be found in stores and offer thousands of additional samples
dedicated to every genre of music under the sun. Meanwhile, magazines
dedicated to the art of computer music can be trusted to supply you with yet
more royalty-free samples on their coverdiscs. As ever, all of the above
doesn't mean it's "easy" though. It just means it's "easier" than it would
otherwise be. Having to mix and match tens of thousands of potential samples
can sometimes be harder than performing the damn things yourself, so creating
a decent piece of music still requires that you have a keen ear for what does
and doesn't work. Plus the creativity to know what you want to achieve in the
first place...

Project Management
Under normal circumstances, I
would probably have to dedicate half of this article to how I manage an entire
office block full of workers. However, since I'm a one man show, I don't quite
have that problem! As long as I'm in the same room as a laptop, games will be
made. That said, it is worth mentioning a few things about organization - even
if you are the only one that needs to be organized. In order to weave in and
out of all of the above jobs without losing my mind, I tend to rely on all
manner of "to do" lists. Primarily, a notebook sits at my side at all times -
and is used to make a note of every tiny problem that has been affecting the
task at hand. Upon exiting the game, I then scan through those dozens of
problems and rectify them one by one. By the end of the day, several such
pages have been crossed off, screwed up, and tossed in the bin - and there's a
tangible feeling that progress is being made! In addition to these disposable
lists, there's also a permanent "to do" list that looms on the wall above my
head. These are the all-encompassing tasks that need to be accomplished - from
the intro to the end credits - and it's even more satisfying to tick these off
your list. Once the dozen or so key ingredients have been dealt with, the
project is practically complete - and it's good to know how close you are to
that finish line. You might also benefit from bringing just as much order to
your working day. Upon becoming a "bedroom coder", it's tempting to flaunt
rules and work whenever you feel like it. However, it wasn't long before I
found myself conforming to a 9-to-5 routine like any other job - and I became
all the more productive for it! I tend to ease myself into the day by sifting
through e-mails and taking care of business, before dedicating the rest of the
morning to graphical work. By the time the afternoon rolls around, I've got
plenty of material to program with - and my brain is finally alert enough to
deal with such a demanding task! I then ease myself out of the day by
maintaining the website in the evening and addressing other harmless tasks,
before switching off completely in time for a 9pm deadline (it's not healthy
nor productive to work late into the night!). That may sound a little
mechanical for someone that's supposed to be his own boss, but you'll find
that a routine is like a bullet aimed instead of one randomly fired - and
you'll be hitting the targets day after day...
>>> Publishing Essentials >>>

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