Showing posts with label Virtual. Show all posts
Showing posts with label Virtual. Show all posts

Wednesday, August 15, 2012

Create Computer Games - Get Started on Creating Your Own Virtual Worlds

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HOW TO MAKE 3D CHARACTERS :

I’ve always loved video games, ever since I first played them on a friend’s computer in the afternoon after elementary school. There’s something almost magical about the fact that we can move images around and interact with virtual worlds, a living fantasy presented for us to interact with however we please. I’ve also always wanted to make games myself but, until recently, didn’t have the technical knowledge to do so. Now, I’m a second year software engineering student, so if I weren’t able to code a game without too many dramas there’d be something drastically wrong. But what about the common person: the person for whom the term ‘memory leak’ conjures up images of their grandfather, ‘pipeline’ is where the water flows, and ‘blitting’ is unheard of? Well, everyone can get in on the game creation process, and you don’t even need to learn ‘real’ programming to do so.

So where do games start? With an idea. Games, like all fiction, require an idea to be successful. Sure, in the same way you can just sit down and write a story without foresight, you can jump on in and slap a game together. However, unless you get ridiculously lucky, the best works are usually the ones that have been well thought out beforehand.

There are two methods of planning a project. You can start from a known technological standpoint and build your project on top of that or you can just go for the design, add as many features and ideas as you like, and then remove the ones that you can’t use when you’ve decided on the technology you’re going to implement the game with. In general, the second type is probably the best one to go with when designing games. When you’re first starting out however, the first option will save you many headaches.

So, for a first game you’re going to want a pretty simple idea. Don’t get me wrong, crazy-go-nuts game ideas are fantastic, and there should be more of them out there, but you’re not going to be able to create a real world simulator with fifty billion virtual people all interacting real time with your actions having a butterfly effect on the future of the virtual universe when it’s just your first game. Really. Many people try it; none that I know of have succeeded. Imitation is the best way to start out. Simple games such as ‘Space Invaders’, ‘Tetris’, ‘Pacman’ or even ‘Pong’ are great places to start. All are largely simple to create but have some inherent challenges. ‘Pacman’ for example, requires path finding for the ghosts. I recommend that you start even simpler than that for your very first attempt. ‘Space Invaders’ is a nice point to jump in. You can make a simple, complete game without much effort and it’s almost infinitely extensible.

If you’re stuck for an idea, pick a genre that you enjoy. Do you love adventure games such as ‘Monkey Island’, ‘Grim Fandango’, ‘Space Quest’, ‘King’s Quest’ etc.? Design one of those. Are you into fighting games like ‘Street Fighter’, ‘Tekken’, ‘Soul Calibur’, ‘Mortal Kombat’ and so on? Come up with an idea for that. Do you like first person shooters such as ‘Quake’, ‘Half Life’ or ‘Doom’? I don’t recommend it as a first project, but you can always give it a go. Feel free to be as generic as you like, this is a learning experience after all.

Now that you have your idea it’s time to flesh it out. Don’t worry about the technology or the fact that you may not know how to actually implement a game just yet, just grab yourself some paper and a pencil and go crazy with ideas. Describe the main characters, game play, goals, interactions, story, and key mappings, anything you can think of. Make sure you have enough detail so that someone can read through the notes and play through the game in their head with relative accuracy. Changing game design during the coding process is almost always a bad idea. Once it’s set, it should remain set until the tweaking phase (I’ll go into this more later) or you’re likely to enter ‘development hell’, where the project goes on and on; more and more work is done with less and less outcome.

At the end of this period of your game creation, you should have the following:

- A written outline of the game’s characters and possibly a sketch or two (be they space ships, yellow circles, cars or the prince of the dark kingdom of Falgour, you need to know who or what the player will be and who they will compete against)

- A written outline of the story (if there is one, this isn’t too vital for ‘Space Invaders’ or ‘Tetris’, but for ‘Uber Quest: An Adventure of Awesomeness’ it’s a really good idea)

- A description of game play, written or storyboarded. Storyboards are visual representations of ideas. Draw your characters in actions, with arrows showing the flow of action and short written descriptions detailing the events occurring in your image (because some of us aren’t fantastic artists and our images can be a little… open to interpretation…)

Now that you have a fleshed out idea, it’s time to work out how this will all get put together. If you’ve gotten to this point and are worried that you’re going to have to spend years learning complex programming languages in order to implement your idea, fear not! Others have already done the hard yards for you. There are many RAD (Rapid Application Development) Tools available for game creation, a number of which are available for free online. Some of them still require you to learn a ‘scripting language’ (a simplified programming language made for a specific task) but in general this isn’t too complicated or involved. I’ve compiled a brief list of some of these I have found at the end of the article. The free ones are listed first, organized by game genre.

Well, that should be enough to get you started in the creation of your game. The most important thing to remember once you’ve gotten this far is that you need to complete your game. Many people start a project and then lose interest and it fails, or they keep moving on to one new project after another without finishing anything. Start small, build a working (if simple) game that is, above all else, complete. When you get to this stage you will always have a huge number of things that you wish to change, fix etc. but you’ll get a great feeling from knowing that it is, in its way, finished.

From this point, you can start the tweaking phase. Play your game a few times and ask others to do the same. Take note of what isn’t fun or could be better and change things here. At this stage, it is more important than ever to keep backups of previous versions so that if a change doesn’t work you can go back and try something different without losing any of your work. It is at this point that you can add all new features, improve graphics and sounds, whatever you please, safe in the knowledge that you’re working on a solid foundation.

When you’re happy with your game, why not share it with the world? There are many cheap or free places out there for you to host your files on and then you can jump on link lists and forums and let everyone know about your creation. Well, I hope that this has been a helpful introduction into the art of creating games. It’s a great deal of fun, and can open whole new avenues of creative expression for you to explore. Jump in and have fun!

Links:

General Game Creation:
(Tools that allow easy creation of many different game types)
Game Maker: http://www.gamemaker.nl
MegaZeux: http://megazeux.sourceforge.net/

Adventure Games:
(Games such as Monkey Island, King’s Quest, Space Quest etc.)
Adventure Game Studio: [http://www.bigbluecup.com]
AGAST: http://www.allitis.com/agast/
3D Adventure Studio: http://3das.noeska.com/
ADRIFT (for text adventures): http://www.adrift.org.uk/

Role Playing Games (RPGs):
(Games such as Final Fantasy, Breath of Fire, Diablo)
OHRPG: http://www.hamsterrepublic.com/ohrrpgce/
RPG Toolit: http://www.toolkitzone.com/

Fighting Games:
(Games such as Street Fighter, Mortal Kombat, Tekken, Soul Calibur etc.)
KOF91: http://sourceforge.net/projects/kof91/
MUGEN (unfortunately the site is largely in French): http://www.streetmugen.com/mugen-us.html

Side-Scrolling Games:
(Games such as the 2D Mario Games, Sonic the Hedgehog, Double Dragon etc.)
The Scrolling Game Development Kit: http://gamedev.sourceforge.net/

There are many others available as well. One particularly useful site for finding game creation tools is: http://www.ambrosine.com/resource.html

Also of note, although not freeware, are the excellent game creation tools available by Clickteam at: [http://www.clickteam.com/English/]
Klik and Play and The Games Factory in particular are the programs to have a look at and download the free demos of.

If you really want to do things right and program the game yourself, there are some excellent programming resources available at the following locations:

Java Game Programming:
http://fivedots.coe.psu.ac.th/~ad/jg/
http://www.gamedev.net/reference/articles/article1262.asp
http://javaboutique.internet.com/tutorials/Java_Game_Programming/

Visual Basic Game Programming:
[http://markbutler.8m.com/vb-tutorial.htm]

C++ Game Programming:
http://www3.telus.net/alexander_russell/course_dx/introduction_dx.htm
http://www.rit.edu/~jpw9607/tutorial.htm

General Information:
http://www.gamedev.net/
http://www.gamasutra.com/


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Tuesday, July 17, 2012

Virtual Life Games - Live Life How You Want!

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HOW TO MAKE 3D CHARACTERS :

Gone are the ways where wishes had to have wings in order to fly; today, you can choose your own destiny, design and chart it. You can really be anyone you want to be, virtually speaking.

A common component in real life is the inevitability of mistakes, and the irreplaceable nature of wasted time. Most mistakes of course can be corrected but oftentimes, nature or time doesn't permit that - it's either you can't correct that particular mistake or, there is little or no time or opportunity to do so.

Consider yourself in real life, all that you wish you could be, all the things that you are not: tall, handsome, pretty, successful by any standards, have any ethnicity/skin of your choice. That day could really come to pass sooner if you exited the real world, assume an alter ego and became a citizen of the virtual one.

The developers of virtual life games must have capitalized on the human need for total control - to be whoever they want to be - and gave them this power on a platter of gold in the virtual realm.

Virtual life games enable its citizens, also called players, to be able to have control of their virtual lives. With the help of 3D text/characters called avatars, the players are able to interact with one another as they would in real life.

The beauty of virtual games is that is allows for the imagination to be explored. Real events and elements are fused with pure fantasy and fairytales to create the best of both worlds. This means that everything thing follows the real world timing format and order but then fantasy and imagination is allowed to run wild and take it further.

In a simulated world, reality can only be enacted to a certain degree that often times is very similar to the real deal but, since citizens of the virtual world are also from the real world, interaction between them purely dependent on their respective intelligence levels. This means that anything obtains.

Basically virtual life games opens doors to a whole new possibilities. It is like the ability to create a better extension of your current self, you meet new/exciting people, go to new exciting places, explore, etc. A second chance to do all that you wished you could do or undo; it gives you the options to live life exactly how you want it, devoid of mistakes, again and again.


"Now YOU Can Create Professional 3D Animations, Games And Graphic Models Like Pixar and Dreamworks In 2 Hours or Less..."

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