I'm afraid I'm stopping my little Duke Nukem 3D Source-project. Why, you ask? Blame Cozy Dave!
No, don't... Sorry Dave.
He gave me a URL today that I'd missed because of my lack of (read: non-existing) research. There I discovered two things:
1. A couple of guys; Christopher Glerum and Paul Marsh have already made a really cool remake of Hollywood Holocaust for the Source Engine, even though it's not Left 4 Dead. I'm guessing there are more people that have made the level as well.
Check it out at: http://www.interlopers.net/forum/viewtopic.php?f=4&t=25036 (8/6-2009)
2. Apparently, 3D Realms doesn't like mods replicating the game. Now, I'm not making a mod, I'm just making a level that could be considered a tribute and I don't think I'd be in any trouble for making it but I still don't feel encouraged.
Besides, yet another huge factor is that I don't have a lot of time nowadays as many of you might have figured out.
But in all honesty, it has still been good for me. I will definately use the Prodemo-Chart in future projects and it's always good to work with the various tools, even if the project didn't finish.
Well, if was a good run!
You know the cinema in the first level of Duke Nukem 3D?
I felt I'd made it too big, but wasn't sure about how much too big it was, so I thought I'd check by placing benches in it, similar to that in the original Duke.
...I was way off...
I'm gonna tell you a story about one of my first games.
Back when I was in what's in Sweden called "Gymnasium", being best described as upper secondary school I believe, I made a game.
The game's name is "Ninja?".
The final project at school was open for us students to decide, as long as it had something to do with what we were studying. I was a civic-student myself, so I basically got to do anything that had anything to do with our society. Computer games are part of our culture, right? Yes, it is. And there we go.
I did the design together with a great friend, Jonas and today, 4 years later I can see that it was pretty... Well... Let's just say it wasn't as good as it could have been. The biggest problem was that wasn't very good with programming at all, so even if we had some good ideas they all pretty much failed because I didn't know how to implement them. The time was limited so I had to do something basic.
But the game has Gamepad-support!
I made the game using the software GameMaker (http://www.gamemaker.nl, available 20/12-08). With it you can do pretty much drag 'n drop-editing, but I didn't wanna do that because I wanted to learn so I coded the whole thing within the program. I'm not regretting that decision even if the game probably would have turned out better if I'd just used the tools within the program.
Of course the game is a ninja game. Your avatar can walk, run, jump, double jump, melee attack and throw shurikens. In theory enough to make a pretty decent game but there is pretty close to no tweaking made what so ever. "Does this feel okay? Well, it's working. On to the next task!". Stupid? Perhaps, but I had to finish at least the basics of the game and one level.
I'm actually very proud of the game. Not because it's good, because it isn't. But because it's one of the first games I ever made and I learned so, so much! Even a failure is a success if you learn something, right? "Learning Game Design".
I think people interesting in making games, be it as a hobby or professionally should really keep pushing themselves. If you play it safe, you won't learn as much. At least, that's what I think.
The game demo is available at http://www.grymling.com (20/12-08). The file there is not Windows Vista-compatible I think and the site is closing down during the fall of 2009.
Me and Jonas made a bunch of T-shirts with the Ninja and we managed to sell 17 of them across Sweden, UK and Germany. That was the greatest achievement of them all!
After the Terminator-game I'm working on had been announced I was indeed happy, but then the next urge presented itself.
I wanted people to SEE what I was working on!
When were we gonna release some sweet screenshots of the game, or even better; a trailer? It would take about three weeks before that happened. When we heard that the first trailer was gonna be shown at the Spike Awards I was yet again psyched!
I hadn't seen it myself untill it arrived at Gametrailers.com.
(Movies available 18/12-08, embedded in "My Game - The Trailer", http://arcadeberg.com/projects/my-game-the-trailer/ )
Every morning when I get to work I browse to Gametrailers to see what's new while starting applications, during breaks, etc. When Terminator was there on the start page my smile reached from ear to ear.
After watching the trailer I was both extremly pleased and very disappointed. I was disappointed because there were moments when I thought "No, why did they show that instead of that.", "Why did they do it like that?" and "What were they thinking?!". But at the same time I was really happy with it. It looked good, showed off some enemies, some gameplay and the graphics. What more could I ask for?
Now when people want to know more about the game than the title, they watch the trailer. They can get something tangible!
It was great fun reading the comments for the trailer afterwards, as described in my post "My first - Reading the comments" (http://arcadeberg.com/causerie/my-first-reading-the-comments/ , available 18/12).
I bet that with every trailer that comes with every game I'll ever work on those good and bad feelings will reappear. Of course it could have been better and of course it's still nice to show it!
Yesterday I got a christmas gift from Bobby (http://www.bobby.se/, 18/12-08), the company GRIN has had help from for some storyboarding. Terrific guys, really! Friendly, funny and humble! Oh, and skilled, if that matters?
More on that in a bit.
When you're into gaming, which you most likely are since you're reading this you often like gaming apparel. Clothes picturing your favorite game, symbols representing your interrest. I myself buy gaming stuff. I have an Umbrella Corp. keychain, Mario bed sheet, the Big Daddy figurine from Bioshock, GTA cloth poster and so on and so on.
So when I started at GRIN I immediately hoped I'd get a nice GRIN or Bionic Commando T-shirt. I didn't... Still haven't. I'm still down about that... BUT I got a pair of GRIN socks! My favorite socks, of course!
Getting gaming stuff for free is heaven! I haven't gotten much yet (I'm in no way complaining), but everytime feels like christmas! Continueing the clothes-category, I got a sweet GRIN-hat a few weeks ago. I wear it everyday. It keeps my ears warm but it ruins my hairstyle...
A few months ago I got a GRIN Qpad Mousemat too. I'm getting it signed by the people at the office and giving it to a friend. I gain +1 in coolness by doing that.
Those are the stuff I've got so far and they are all greatly appriciated!
But back to the gift from Bobby. This one is by far the best one, because it's somewhat special. Only a handful of people at GRIN got one as thanks for the help earlier in the project and that's really neat to be remembered and thanked. It's not "just" another "give one to each and everyone"-gift.
The gift was great as well, a Limited Edition by Bobby Sleepies. High quality boxers with a nice "Limited Editioj by Bobby"-tag on. Even the box was fancy.
Now, don't get me wrong. I'm very happy with all this. But I can't help but to get very, very, very jelous of David Jaffe, the creator of God of War among other good games. He gets free stuff, oh my god!
Jump 4min and 45sec into this clip:
Or check it out at his blog http://davidjaffe.biz/ (18/12-08) in the "ONY PSN COMMERCIAL IS GOOD & DANGEROUS + BOX O GAMES!" post from December 17th.
I do not pity that guy...
I'm pretty damn sure that getting cool stuff for free will never get boring!
When I was hired "back in the days", of course I'd signed an NDA, a contract forbidding me from talking about the game we're making.
The secrecy in some ways feels really cool. It might be the child in me, but it's nice to know that you know something everyone around you wanna know. And of course it feel cool to say:
- Sorry, I can't tell you.
But often it was annoying not being allowed to talk about it. Of course I wanted to tell all my friends that I was working on Terminator. It's friggin' Terminator!
Me, as well as many of my friends at work waited everyday for it to be announced. Where? When? How? When can I finally tell people!?
Then BANG, the game was announced on November 20th by Warner Bros. And let me tell you, it felt gooood! Shortly thereafter people starting contacting me on Skype and stuff like that. Some saying congratulations while some asked if that was the game I was working on. Being able to say "Yes" was such a relief!
Today when people ask what game I'm working on, instead of saying "I can't say" I'll say "A new Terminator-game" and people then immediately understand what I'm talking about.
I'm guessing it will be just as bothersome not being able to tell anyone about my next project either and I also think that the announcement of that project, whatever it is, will be just as exciting.
Do you really get "used to it" so it's not that big of a deal anymore? Actually, I hope not. I enjoy getting pumped for these kind of things!
I'm working on Terminator!
I'm so incredibly happy that the Terminator Salvation Game has been announced, so I can finally talk about what I'm doing. Well, at least what game it is.
I've been psyched about the recently released trailer as well, so people would finally get to see it! Of course, since this is my first game within the professional industry it's extra special. First announcement, first trailer (see earlier post) and let's not forget, the first time for me to read about what other people think of the game!
Today (or yesterday, depending on if you base it on the time or sleep/wake-cycle) I've read all the comments for the trailer on Gametrailers.com, all 39 pages (now it's 43 pages). It was an amazing feeling. People are speculating, complementing, trashing, hyping, complaining, praising the game at the same time!
I find it awesome that the trailer has had over 100'000 views and over 1000 people has voted, rating it at an average 8.4.
I really took notice of how "everyone is an expert" on Gametrailers and how everyone has to be better than the previous one. People are sure the game is running on Engine X, while some are saying it's running on Engine Y. Meanwhile, someone else is sure it's using the Engine Z. They can't all be right, can they? Is anyone of them right? They say the game looks like Gears of War, Fallout 3, Uncharted, Resistance and pretty much every other game you can think of.
Based on a few seconds of gameplay the users there seems to know everything there is to know about the game. Simply amazing.
About 1/8 comments seem to be written by someone not just out to flame, trash or be a "keyboard tough guy".
My favorite comment though is from "MasterDarknessx", in response to the following from "alfredofroylan":
Hooray another futuristic shooter. Well at least this one has a nice character the T-800
MasterDarknessx response was:
it 2018 dumb fuck there is no t-800 yet, that was a t-600
It's nice with Terminator-fans out there. If he's right or not, I won't say.
For me this is all very cool. I haven't been in "the biz" long enough not to be juiced up by these things. I can't wait for more press-stuff, previews, reviews, sales and being able to say: "I helped make that."
I present you the trailer for the upcoming Terminator Game on which I have worked on for the last 6 months!
Also available in HD!
http://www.gametrailers.com/player/43637.html (Available 15/12-08)
I got word from a friend back the University in Skövde, where I got my bachelor degree, that they're using my "Bach Degree Project in Media Arts: Computer Game Development C" as example when informing students who are about to get starting on their bachelor degree projects on how to do it.
I'm very happy to hear that!
Unfortunately, it's in Swedish but if you want to see it, it's available (8/12-08) here:
|Author:||Berg, Kenneth Arcade|
|Title:||Inger iterativ arbetsstruktur fler fördelar än nackdelar inom level design till Unreal Tournament 3?: Reflektioner kring arbetsprocessen bakom "DM-Theatre"|
|Department:||University of Skövde, School of Humanities and Informatics|
|Publication type:||Undergraduate thesis C-level 20 p. (Media Studies)|
|Keywords:||level design iterativ arbetsprocess unreal tournament 3 unreal editor unrealed bandesign dataspel datorspel|
|Abstract [sv] :||Rapporten är en reflekterande text som behandlar arbetsprocessen och omkringliggande mål för ett examensarbete inom medier som bedrivits mot Högskolan Skövde. Syftet med examensarbetet har varit att analysera huruvida en iterativ arbetsform inger fler fördelar än nackdelar vid level design till Unreal Tournament 3. Rapporten tar i diskussionsform upp delar ur hela produktionen för att redovisa utmaningar, framsteg och lösningar författaren bemött. En inblick ges för hur en iterativ level design-produktion kan utföras och för- respektive nackdelar gällande olika delar av denna specifika process. Slutsatsen som dras hävdar att det för med sig många fördelar att lägga upp arbetet iterativt. Detta diskuteras med vissa restriktioner då inget annat jämförbart arbete med annan arbetsprocess bedrivits av författaren som denne kan jämföra med.|