We would like to wish our staff member, Spaceemotion, a happy 14th birthday.
We hope you have a good day and enjoy your year
We would like to wish our staff member, Spaceemotion, a happy 14th birthday.
We hope you have a good day and enjoy your year
Please go back and read the first and second tips if you haven’t already.
This tip is something that was always up for debate in my old classroom. It’s the content of a project and understanding what content to add, or remove if needed.
I’ll start with my own personal opinion. Removing maybe be a negative action, but can sometimes have a positive effect on your game. Cutting content allows you to work on other features faster and therefore push your development time forward as opposed to adding content and pushing it back.
If you read or watch any professional development studios talk about DLC, sometimes you’ll hear them say “We wanted to add it to the game, we just ran out of time before it shipped”. The content for the DLC was always planned, but the idea to cut it was most likely made so that could ship the game on time rather then push back their release date window. This comes from planning your content, mentioned in the last tip, but managing the content correctly and understanding what they could cut out.
To know what content to cut or add, you should really understand your game, and the genre for it.
I recommend people always start with a foundation and build on it.
Let’s say your making a shooting game, an FPS. You want to add a fancy reload animation, but you or your animator will be some time working on the animation. Well add in the foundation for the reload. Hide the gun from the screen, disable the fire button, reload the ammo variable back to full. After 2 seconds or whatever, show the gun again. Then you can add your animation playback in at any stage, since your code and foundation are in place.
Maybe you have an RPG and you want the player to run. But just cant get the animation or resources on time. Instead of him running, just copy and paste your movement and increase the speed it takes to move around.
Something that was always brought up is adding some content because it’s new to your game. It was always talked about, and even got some people in my old class into heated arguments over.
An example again would be something like this. You have a platform game, but your twist is the player can control the direction of gravity. If you and your team feel strongly that this is the cool point or “selling point” to your game well then prioritise it. Work on getting the foundation of how this will work before you’ve even designed more then one level, then build your levels after.
I saw people build an intro state, a game over state, and levels for their game, without having their key feature or content started. That’s a bad idea and your putting yourself under a lot of strain because your trying to design your key feature onto a box, rather then fit your game onto this design. This also comes back to my last tip on planning.. As we go deeper and deeper into development you’ll see how these key issues of content, planning and design and feedback always pop up.
You plan your content before you start adding and subtracting anything. Prototype before you add or subtract anything. Find what works, add more of it, find what doesn’t and remove it.
If your under a time limit, find anything that is extra like an effect, put it on the bottom of your to do list and focus on what’s needed to make your idea a game.
Recently, Staff member Daedalus posted a list of programs to help developers move their projects along much more smoothly. Earlier today, Community member Kerii posted a list of programs he finds useful. We agree with him on his list. So thanks to Kerii, here is another list of 3 useful programs for developers.
1: DropBox
www.dropbox.com
Some people might argue against this if you already pay for webhosting (like myself) and just use an FTP client (which this is kind of like), but I hope to change your mind. I’ve only just started using Dropbox since I got the iPad app, and I can tell you already that this is a handy service. Setting up a free account will allow you to have a 2GB online storage space for files. It has an attractive UI on the iPad app, and the desktop client is easy to use. Even if you use a website or FTP client with your hosting, I’d still say download Dropbox and get that extra space. Always comes in handy for backing up project files.
2: Meebo
www.meebo.com
Meebo is an IM client that will allow you to use a global login for your IM accounts, or log into one on it’s own. Meebo has a browser based interface that will work on any OS, but also has mobile apps for the Android and iOS platforms if you which to use the service on the go. I used to use it when I was having troubles with Windows Live Messenger client and saved me a lot of hassle. It is not the most attractive or feature rich client out there, but the wide range of compatibility makes it an easy to use alternative to your standard IM program.
3: WordPress
My Own Edit
www.wordpress.org
Kerii posted about a site builder called Wix.com, but I find this program to be behind the times. Offering a blend of Flash(which is a slowly dying platform) and HTML and ads in it’s free service, this is not a service I recommend at all.
Instead, WordPress is a much easier to use option. It has a broad set of plug-ins, themes and prides itself on it’s “5 minute” installation.
Calis Projects main site is run with wordpress. You can ask them to host your blog, or export it to your own hosting location.
With it’s easy to use post update system, it will give you the flexibility to post updates directly to your site without the need to re order older text. A smart choice to use by any developer.
And there you have it.
If you have a program you would like to recommand, feel free to press the “Email Us” link and let us know!
Hello, everyone! I’m Daedalus, a staff member for Calis. I currently have a game in development, but I had an extra few minutes, so I figured I’d write a blog post. I’ve come up with a list of three programs that can help you and your team out, or at least that’s what I’m hoping. There’s obviously far more then what I’ve listed, and if you know any interesting ones, feel free to send me a private message on the forums. Let’s get started.
Team Viewer (http://teamviewer.com/)
There comes a point in everyone’s game development hobby or career when they’ll need to show off the game’s progress off to other members of the team. This can become a hassle if your game is a larger file size, and can repel people away from doing so, which can easily create problems. Team Viewer is an easy solution to that, or maybe you just want some team members to see what you just did, or watch you work. Whatever the case, Team Viewer is a very useful program that allows you to view other people’s computers who have Team Viewer, or show off your own. It’s very easy to figure out, and it’s the best that I’ve come across, and it has extra features, such as voice communication, video communication, and a white board.
Skype (http://www.skype.com/)
Skype is a well known communication tool, mostly its strongest point being its quality for voice communication. I find that Skype is actually very useful for a few team members to discuss a few things, or just keep each other company while you’re working. Skype also has some other features, such as a screen viewer, but it isn’t up to par with Team Viewer’s. A very handy feature in Skype is the ability to add multiple people to a conversation that doesn’t end when it’s closed, however, it can get a little chaotic with more than 4 people talking at once.
FreeMind (http://freemind.sourceforge.net/wiki/index.php/Main_Page)
Now you may be asking “Daedalus, why the heck would I bother making mind maps?”. It’s a far question, but FreeMind is a very useful tool for doing this, it’s free and isn’t a large program at all. Yuoaman actually showed this program to me. Again though, why make mind maps? You’d actually be surprised at how much information you can get down in one of these things, and it’s very easy to do. FreeMind has some neat features, such as exporting it as a web page, and a few other things here and there.
And that’s all for now. Hopefully I’ll have more time to write another blog post in the future, but I’ll have of think of something to write about… perhaps a continuation to the list, or something completely different. Who knows! I’ll see you then.
I regret to inform you all that we no longer have two staff members on our team.
Both The Traveler and Worldslayer both asked to leave their positions on staff over the weekend. Both men wish to pursue other interests right now and on behalf of all the staff we wish them good luck.
On a side note, my second developer tip has been posted on the main site.
This is the beginning of a developer tip series, so start with number one if you haven’t read it.
http://www.calisprojects.com/?p=138
If you have’t already, go back and read my first tip as it is vital to have knowledge on the idea of game feedback before we move forward. It will help you as a developer.
So you have your idea for your game, what now? First thing you should do is think about your strong and weak points. Are you into coding? Graphics? Or story telling? Just begin with doing small work to practise your skills. These small works don’t have to make it into the final project, but it will help you understand the hard work involved, and which area you will enjoy putting the work into. When you feel you are ready to begin work on your project, review what you did during your trial period and find out what type of design approach you took. If you started to code from the start of the project, like the intro and opening events of the game, it most likely means you have a top down approach to design. If you coded something like a menu or battle system or specific feature to your game, it most likely means your a bottom up designer. You can find lots of information on google about these design techniques but there is no right or wrong way with game design.
Now at this stage you have your project and know the area you would like to start on, but before you jump in, write yourself out a plan or list of goals you’d lime to achieve in short term. Short term means something you would like to say you’ve reach within a week or 2 week timeframe. A goal like design the hero, design the basic menu or a something you feel you will hit in your goal within that timeframe with your skills. These goals will help you progress your game at a steady rate rather then working in bursts. If you get lazy with your work rate, it will form a habit very hard to break from.
With short term goals, it will be easier to have long term goals that you will hit.
I can tell from a very early stage if the developer has planned the game or design it as they go on, and so can your audience. If you reveal your game to early, it will be easier to see cracks in the design. So your next thing you should plan is when and what you reveal to the public. What stage you reveal your game at is entirely up to you, but take cues from professional developers. Better late then early, unless you need help with your project.
The sum up of this tip is to your approach should start with a plan and that plan should contain a goal. If you do this, developing will be a bit more smooth sailing then it might not have been.
You might have seen this in the About page, but I used to study game development and design in college here in Dublin, Ireland.
You might have also noticed that I owe you guys 2 blogs since I missed last month, but I hope the content of this will make up for it.
My blogs now are going to focus on passing on some knowledge and tips I learned from some really smart people at that college.
My first Developer Tip is on Basic Game Design.
A game generally is made up of several parts.
It has a challenge. It generally has a set of rules. And it has a win or a lose condition.
Any game can be broken down into these stages.
A platforming game like Mario would have a challenge of getting from point A to point B of a level. The rules would be the design of the movement, the gravity, touching the enemy or falling down a gap to die, and so on. The win condition is beating the stage, with losing being dying to many times, or even death in general.
A shooting game like Halo, or Call of Duty also has the same idea behind them.
Even in the multiplayer experiences, you have a challenge, you have the rules, and you can win or lose.
What makes these games good and shows good, if not great design, is FEEDBACK.
I’m not talking about feedback from a person, I mean feedback the player gets from the actual game while playing it.
Feedback in game design terms is vital to a game in how it plays and depending on how well the feedback is put into the game is how well the player will learn the game.
Feedback is broken up into 2 parts, positive and negative feedback, both involve clues to the player what to do and what not to do.
I’ll explain feedback like this.
Mario has a really great control system that is built on this idea of feedback and positive or negative feedback to the player. When the player runs fast and tries to stop in Mario what happens? He doesn’t just stop right? He kinda skids for a bit, slows down then stops.
That’s feedback.
Jump when your running that fast. You clear a big distance, but it’s harder to control your jump. That’s feedback. The positive feedback is you move fast, and clear big distances, the negative feedback is you can’t control your jumps as good when your moving slower, and it’s hard to slow down suddenly if needed.
If anyone plays the old Mario game on the NES they learn and understand the controls and movement quickly, and that’s because of this idea of feedback that was really well put into the game.
Take a shooting game.
A brilliant example of feedback in a shooting game is using a sniper and a shotgun. When using a sniper, you have a well aimed shot, strong, good distance, and slow reload time. When using a shotgun, you have that power, but at a much shorter distance, and not as accurate. This is feedback to the player, and depending on their play style can decided what is the positive and negative feedback and which weapon they would rather use.
RPG games have feedback..
Attacks have positive or negative outcomes and provide you with feedback on which is best for the situation your in.
Any game has feedback, and good games, provide you with some great feedback.
If you can understand feedback, and how to implement it into your game, and to implement it effectively, you’ll be onto a hit of a game.
For those of you who don’t know, my name is Yuoaman, and I’ll hopefully be writing blog posts somewhat regularly for Calis. The topics for these blog posts will be fairly varied as I’m, unlike many of my fellow Calis team members, not an expert in any of the jobs I do. I do however hope that the readers might find something interesting in my limited experience. Without any further adieu, let’s get onto the blog post proper, which I hope you enjoy reading somewhat.
The topic that this blog post will attempt to address will be my own reasons for becoming involved in the PC – and later, Calis – game development communities, and just random thoughts I happen to have along the way. I know it will sound odd, but I originally found the community completely by accident. I just stumbled across a random project posted on the PokeCommunity Game Development forum – Pokemon Jade Conference, for those who care – while doing a Google search and was amazed that somebody could create their own games. I joined pretty much immediately and for several months… I failed horribly at everything I attempted.
The one thing I can honestly say I did right is that I kept trying, despite the many setbacks I experienced. I’ve seen far too many people waste their potential by giving up after a single failed project. This is because EVERYONE has failures, and the sign of a great game developer isn’t one who never fails, it’s one who fails but is able to learn from these failures and become a better developer because of it. Seriously though, it was two or three years before I was able to crank out anything that I would consider today to be ‘worthy’ of showcasing, so don’t be discouraged if you feel like your first project doesn’t quite measure up to what you had hoped to produce. If you just keep moving forward knowing that each day you’ll improve more until you eventually surpass what you had hoped to become.
Now I guess I’d better, at least briefly, discuss my experiences with Calis, as that is where this will be posted. Calis has existed, at least in one form or another, throughout my entire five year game development life. It was quite some time before I knew exactly what Calis was, originally it was just a word I would associate with the games developed by the ‘veteran developer’ Neo and his team, not realizing that it was the name of the team itself. These were games created by people in the community that I looked up to immensely during my early years in the community, and the words “Calis Projects” eventually became synonymous with quality projects for me. During this time Calis was one of those fixtures in the community that was reserved for those with amazing talent, and I could have never imagined that someday I would be a part of it, even during its rapid expansion over the last couple of years… The fact that I am a part of the team today is still a little surreal, and I hope that someday I’ll be able to prove to myself that I actually deserve the position, since I am often my own greatest critic.
Alright guys, that’s all I have to say this time around. I hope that the post doesn’t read as horribly disjointedly as it feels from my end…
-Yuoaman

Calis Projects regrets to inform you that 3 staff members are no longer on the team. Wichu, Kiwi and Martyr have parted ways with us. We wish them the best of luck in future projects. We know these guys have some great stuff coming for end users soon.
Martyr is focusing on his music label, Freelancer (link up top), which will still be collaborated with on music for future projects by Calis. Freelancer tracks will also be used for the Calis Projects loading screen for games and for our podcast intro.
Congrats to Staff Member Yuoaman on becoming a Mod over at Pokecommunity for it’s Game Development section. He will be my successor in my old position and we know he will do us proud. Calis Projects wishes him the best of luck.
Chrome OS is a lightweight linux based Operating System designed for netbooks by Google. It is designed to run web based Apps. Calis Projects now has a Chrome OS app. This app can also be installed on the regular Chrome browser for Windows and Mac. I have taken some screenshots to show you guys.
Update: To read how to install this on Google Chrome browser right now. Read this post from the forums.