The little things that we tend to ignore are the ones that bring us most joy in our day to day life. As Paulo Coelho said in in a blog post “We may think at times that the only thing life offers us tomorrow, is to repeat everything we did today. But if we pay close attention, we will see that no two days are alike.“. The perfect way to experience this is by getting away from the mundane life, from that daily routine we know, love and hate. I finally managed to take a few weeks off from work, my first stop being at my parent’s place, back in my home town! The peace, quiet and lack of people actually frustrated me at start, and instead of relaxing for the first time in months, I started packing, wanting to return to my home. It wasn’t until I took a walk through a park, with an old dear friend, that I realized why I chose to spend a few days away from the city. Launching NOVA 3 meant accomplishing a huge milestone for my career, so huge that, two weeks later, the work and effort put into it still had an impact on me. I actually forgot what It means to take a brake and relax! No wonder @Mazai and a few other collegues (@Radu_Chivu included) joked about me being a workaholic. I always wondered how they manage to appear sane after a project. Still, after spending a week here I feel reborn. And with this newly found strength, I look forward to the other challenges life decides to throw my way.

My desk for now

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Let me start this post by saying that I love steam, I’ve got most of my entire game collection on steam and I buy most of them through it! I’ve been using it for the past 3 years and I had little to no problem with it! It’s a great platform, but, mix it up with something else… let’s say Games for Windows life and you have a recipe from disaster!

Note that some of my opinions from this post are largely influenced by a bit of anger that, right now, keeps boiling and boiling! I’ve bought Red Faction Guerrilla a few months ago, but didn’t get to play it much till now (played it a few minutes from work one weekend) ! So, while browsing, looking up some new projects on scriptlance, I decided I needed to play something instead of hitting the F5 key, waiting for something interesting to appear on that site! So I opened up Steam and decided to download RF:G! The entire process went smooth, and it about 40 minutes I had the game installed, just waiting for me to push the “Play” button. Before the game started, steam informed me that I “might need” to use the game’s key somewhere, so it should be a good idea to write it down, which I did! What came next, brought me two steps closer to that mind stated know by some of us as: “The baby puncher mode”!
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It’s done, it’s finally done! My first, big huge, project as a professional Game Designer has been finished! It all started one year ago, when I finally joined the ranks of a Game Designer at Gameloft! And boy what a year! When I first started, I never knew I could learn so many things in so little time, yet, here I am, happy, with a gold project that has my name on it! I’m talking about NOVA 3, Gameloft’s newest block buster, a game that I worked on. I will not go into details about the game (NDA and all that), but I can say that once released, it will out-shine all other games on the AppStore!

Here’s a taste of what to expect once this gem of a game hits the stores, later this month:

And the announcement trailer:

That is all! Expect it, adore it, and check the credits!

I’ll start this post by admitting that I’m a mediocre coder. I get things done fast and easy, but I rarely go deep when it comes to low-level coding. Instead I rely on other SDK’s and Libraries to get the job done for me. In the past few years I worked on my own DirectX based framework, which I used for a good amount of time. I had everything I need from Image and Sprite manipulation to loading and using 3D Meshes up to collision detection and physics. Yet, I had to drop the entire framework once I decided to try out mobile app developing. Instead of writing a new framework to I came across a wonderful SDK that offered me the features I needed In order to proceed with my passion. This marvelous tool is called AGK, the App Game Kit, developed by the same company that got me into programming, The Game Creators.

What is the App Game Kit?

The Game Creators describe AGK as being “a one stop solution for making game apps for mobile devices“. I would describe it as a “lazy-man’s” way of getting things done. The simplicity of it all with the combined support offered by the TGC community makes AGK a must-have tool for anyone who wants to develop their own games and applications for Android, iOS, Meego, Samsung Bada and even Windows. It takes care of any low-level nuissances one may encounter, while giving you a green light to do what you want, especially if you go for Tier 2 (C++).

AGK is a great tool for beginners and advanced users, as it comes in two flavors:

- Tier 1: It is used to develop games in a basic-like environment, allowing the users to broadcast their apps from the IDE to their Smartphones and Tablets. The only downside of T1 is that you are limited to the set of commands (although they are many) that AGK gives you as you cannot use (yet) any other external libraries or SDK’s.

- Tier 2: Now, Tier 2 (sometimes referred to as “Native”) allows users to code their games and apps using any modern C/C++ compiler. It removes any restriction T1 might have, allowing the coder to use any library/SDK he would want, along side AGK. For example, I’m using T2 and OpenCV in order to replicate the functionality of the “Power-level scouter” from the “Dragon Ball Z” series.

How useful is AGK for a Designer?

I work as a Game Designer at Gameloft Romania and even though I do not use AGK at work, I use daily when prototyping games. The simplicity of it’s commands allows me to get a game from paper to my android device in a matter of hours, sometimes even less. For example, I got Unstable Battlefield working on my HTC Cha Cha in just 3 hours after posting the concept on my blog. I find this tool extremely useful hence It allows me to focus allot more on the design process rather the spending time trying to get it functional. It’s not magic, but it’s as close as you can get to, right now at least.

The App Game Kit is constantly updated with new features and platforms. When I first got it, Android was in the works, AGK allowing users to deploy only on Windows, iOS and Mac. Just a few months later I can now deploy to those platforms, as well as Android, Samsung Bada and Meego. But it doesn’t stop here, the wonderful guys behind The Game Creators, the company that develops AGK, promise to support Windows Phone 7, as well as deploying any AGK apps in the browser. Would I use AGK to develop a commercial iOS/Android app? Yes, I would. Many others did, as you can see here.

It’s time to end this post about AGK here, but not before promising that I will continue to post updates regarding it. So keep an eye on this blog as I’ll treturn with more information and how-to’s, as well as many games and examples.

I have been obsesed with grids my entire live. When I was a child I’d jump from pavement to pavement, timing my jumps in order to land in the middle of the grid, trying as much as I could to avoid touching the lines that separated one block from another. Later on I started drawing on my math notebooks, coloring grids with different shades of color in order to create an image of an object.

Needless to say I’m still obsesed with them, trying to design games that revolve around them. I tried my hand at a turn based spaceship warfare game, a tic-tac-toe like game with warriors and dragons aswell as a 3D roguelike. There were many others, but they all remained in the concept stage, or on paper. Now, I plan to add another one to my portofolio, a two player, turn based game, named Unstable Battlefield. Bellow, you will find a simple “design document” explaining the mechanics and goals of the game, as well as some poorly drawn mockups.

Unstable Battlefield

A turn based, two player game (P vs AI, P vs P).
Each player has a combat vehicle (tank most likely).
Each player can either move or attack the other player in a turn.
Each vehicle can attack only 2 squares from their position front.

The battlefield is made out of a 12×8 squares. Each vehicle occupies only 1 square, and can move 1 square in 8 directions.

Once both players take their turn, a square is pseudo randomly selected (the square where the player is situated never get’s selected) and removed from the playing field. No player can place their vehicle in a removed square. The square to be destroyed is is highlighted during their turns. Both players know which square will blow up next.

Goal: Destroy the enemy vehicle. Each vehicle can sustain only one hit. Both players can choose to destroy a square in their turn (toggles the vehicle firing).

P1 attack area!

End game scenario: If a player has nowhere to go, he lost the game. If a player’s vehicle is destroyed, he lost the game.

 

Edit: It’s only a concept played on paper for now! I’ll try to make a playable PC version this weekend (after work). Stay tuned!

A random rant about Habits

Posted: March 22, 2012 in Blog
Tags: , , ,

I am your constant companion.
I am your greatest helper or heaviest burden.
I will push you onward or drag you down to
failure.
I am completely at your command.
Half of the things you do you might as well turn
over to me and I will do them – quickly and
correctly.

The poem above is called “The Habbit Poem” and it’s goal is to remind us how our habits take over our lives. Since I was little I learned to abuse certain skills I picked up along the road. I learned to lie when I could barely speak. Lying saved my ass in numerous occasions, but it also condemned it to a spanking in many others. In 80% of the cases we all lie about certain aspects in our lives, even though we manage to pull it off only in a few. Lying is a habit we all turn to from time to time. We lie to our Boss about certain tasks and activities, we lie to our pals to impress them, we lie to our parents about our lives without them, and we lie to ourselves in order to mask inner wounds. Lying is a habit we all know and love, hate and despise, yet never abandon completely. We do that without realizing it for a brief moment, and then we hide it with more lies. I’ll be frank, I lie constantly. When I take the tram, I pretend to be occupied with my cell phone, so that hot red chick in short skirt won’t notice me checking out her “groceries”. I do this because I want to avoid an necessary conversation between me and that red haired gal’s macho boyfriend. I like my skin unbruised. If he’d ask me why I find her posterior so attractive, I’d say it was her skirt I was checking out, since I’d like to buy one for my girl friend. And thus I covered the first simple lie, with another, of bigger proportions. Telling someone that I’m not single could probably save my skin from being redecorated with blue spots, but it would also put me in a mood of meditation about that subject. I’d get to work, still pondering about the subject and when asked why I’m not focusing on my tasks, I’d lie saying that I’m searching for a solution. Thus, I’d probably set in motion a series of events that would affect my entire day.

Lying is a habit, but not the only one. I’ve been with Gameloft for almost two years know, one of which I spent as a Game Designer. I learned allot of things about game design during this time. I picked up certain habits doing so. When a level, a map, an area which the player explores searching for enemies to kill, or items to loot, is planned, it all starts on paper. I draw it and latter on, I build it with the aid of simple boxes, which I scale, position and rotate. This method is called gray boxing. At first I designed levels with it, but lately, I found another usage for this technique. I solve problems with it. By removing the mesh of a box, I’m left only with it’s collision. It’s appearance is invisible to the player, yet he can interact with it, even though he doesn’t know it. I solved allot of bugs with it, by keeping the player from falling from the map in certain spots, blocking certain areas so he won’t reach it yet, or by creating an invisible force field, keeping him safe from harm at certain points. A useful trick, yet harmful when abused. The 3D artist working on my level doesn’t know about their existence. He notices the bug that causes the player to exit the map, by falling into space. He fixes it and submits a new version, while I’m busy adding new features or fixing existing bugs. That box, the invisible problem solver remains there, as well as 200 others. After a while, they add up, eating up memory space and forcing the FPS to drop.

A habit is a habit only because we allow it to be. We’re human beings, we like comfort, we like to solve problems the easiest way possible. We exist because of our habits and we influence our existence with them. By making a list of all our habits we can define our personality, at least in my case. Maybe it applies to you too. But let’s be honest, don’t we all have that one little habit that we hate? I do, and so do you. Are you smoker, do you like to drink coffee each morning? Do you sing while in the shower? Do you smile each time your see your loved ones? Do you check your Facebook profile every 3 minutes waiting for that one little person to get online, so that you could think of a way to grab her attention, even for gipy? Do you check your horoscope daily? All of this are habits. Some are harmless, some are not. We can learn to control them. Relinquishing them would be of no use. They are called habits for a reason, because they are useful in certain cases.

What if we could control them, what if we could become a better person by mastering our habits? Would it be so bad for once if I ever went up to that red head and her guard dog in order to compliment her? And then stare him down and finish things by saying that he shouldn’t be angry because people are acknowledging his girlfriend’s grace and beauty? This brings me back to the rest of the poem…

I am not a machine though
I work with the precision of a machine
plus the intelligence of a person.
You may run me for profit or run me for ruin -
it makes no difference to me.
Take me, train me, be firm with me, and
I will place the world at your feet.
Be easy with me and I will destroy you.

Our habits are our fictional tools. Tools that help us achieve our goals without putting much effort into it. Let’s all harness them. For one day, why not identify our bad habits and avoid them. For one day, let’s all be aware of our actions. Let’s seek our bad habits and for just 24 hours, avoid them. Who knows, maybe we can change the world in that short period of time.

I don’t know about you guys, but when it comes down to enjoying a game I play every bit of it, until there is nothing left to do. It saddens me to see that most games feature a linear set of missions and/or quests, that offer no variations gameplay. Lately, I’ve been playing a few roguelike-like games (yes Dungeons of Dredmor and Creepy Little Isaac, I’m looking at you guys), and I embraced the idea of playing a game which offers something new.

“Deploy All” tries to be such a game. It’s aim/goal is to express my believes towards this kind of approach. What I’m trying to achieve is simple, once it is laid down: A game in which the player has to come up with new strategies in order to achieve his goal. “Deploy All” features (at this moment) a random generated world (of 2400+ tiles), 27 different enemies (in both appearance, and stats) and 2 base weapons (almost 16 including their variations – different color scheme, fire rate, damage and damage type). By the end of development, the game WILL feature 216 different types of enemies, 10 base weapons and a world of at least 3000 tiles.

The game’s premise is this: You are one pilot, out of 1000, sent to capture/disable/scout an enemy base. Each playthrough you will have to fight your way through enemy waves on a new and dark map. A new strategy is needed every time, hence the enemies differ not only in appearance, but also in stats. Right now, they only feature 3: Speed, Armor and Fire Power (more to come soon, maybe… maybe…).

As for the weapons, after each successful mission new ones will be added to your inventory. During the first run, the player will start the game with only a basic laser cannon. During each mission, he may encounter (if exploring will be the path he will embrace) random weapons either dropped by the enemies, or found in containers. After completing the mission, the said weapon will be added to his inventory, for use in latter missions.

Each weapon has an effect assigned to it, and by mixing two weapons of different effects, combos can be made, either deadly for the enemies, or for their wielder. But enough about this for now… I’ll just say this OUT LOUD: “Deploy All” is coming. My first commercial indie game (and by most treasured project up to date), will hit the stores somewhere in June.

And, a treat for those who read this far, who cared for my ramblings and my little announcement: A video footage of the game, showcasing the world (8 different textures), the player’s beloved ship, two weapons, a bit of motion blur, decals and the Ambiance Music, one of the 3 different ambiences, that can be heard while exploring.

P.s: Keep an eye on this blog. I plan on releasing information every few days from now on!