2006-11-11 18:16:50

Hello all gamers,
I'm happy to say there are quite a few good things happening over at dragon slayer games!
The first is the release of Elemental Battle version 1.1! If you have not played Elemental Battle before, you can download the entire game from the Elemental Battle page on the website. If you already have the game, you should download the "save feature" patch that includes the save feature and all previous patches(ability to disable music and exit confirmation.)
The second anouncement is about the under development free self voicing game called dangerous waters. Before I go into development details, I'd like to explain the game quickly. The story is as follows:

You are a stealth mission specialist working for the U.S. government. American sattellites have picked up on a waterworks on an uncharted island that is run by an unnamed organization lead by an anonomous mastermind. It is apparent that this base means no good; there has been an abnormal amount of radiation detected on the island. The government believes that all the radiation is due to illegal nuclear weapon testing. You, being such a high-ranked official, are put in command of a stealth opperation to spy on the base and shut it down if necessary. After a few weeks of traveling and spying, you and your team realize that the government was partialy right; weapons of mass distruction were being tested, but nothing like what you and your team saw. These weapons were like nothing mankind has ever seen; they appeared very high tech, like something you'd see in some futuristic science fiction movie. There were large weapons and handheld ones too. It didn't take long for you to realize that the base needed to not just be shut down, but destroyed! You immediatly started a laser-scan of the layout of the waterworks. In the heart of the base, there was a bomb that was there for no other reason than self destruct. You thought this was strange, but you didn't complain; if they were going to make your job a bit easier, you weren't gonna mess with anything! Every thing that made the job easier was a gift; the entire works was filled with servailence cameras that would bring guards as soon as they spotted anything strange. There were also drains and whirlpools of water that one would have to jump over to procede deeper into the base. What was even worse was that the pools appeared to get larger and larger as you went. After printing up a map of what your computer scanned, you realized that if you set the bomb off, you'd have to move pretty fast to get out! You might not even make it out. The quickest way was not very easy. There was an elavator that took you out of the waterworks, but to get there, you'd have to survive a walk down a corridor covered with killing lasers that were on very complex timers. Reaching the elavator was almost impossible, almost. So, you strap on your state of the art portable government model computer, take your gun and knife, and descend to what for all you know could be your death.
The game development is going great! The pre-beta version(not finished) is very fun so far! We at DSG will keep you posted and try to get the game to you as fast as possible!

2006-11-18 10:09:35

Hi,
Dangerous water sounds grate! When will it be finished?

2006-11-18 13:23:11

now that it is in the testing stages, i guessing perhaps at the end of this month, or early next month. assuming it all goes well. dragonslayer are rather cool. (hey, you should try to make "audio only" games) what i mean by this is not games like elemental battle and dragon warrior where you do, 1 for fighting, 2 for entering a shop etc, rather you walk around with the arrows keys. there is an exxample of this in a few games programmed in autoit.

2006-11-18 16:31:13

Yes, dangerous waters should be released in the time frame you outlined.
Dangerous waters is all audio, but it isn't at the arrowkey navigation, yet... It would be awesome if I could learn autoit like that, *snaps fingers*, but I don't have the time. Making a 3d audio game is one thing on my list, but don't let this make dangerous waters seem second-class, it'll be an experience unlike any you've experienced in prior gaming!
P.S. I'm glad you think dragon slayer is cool!

2006-11-18 18:40:30

This is one area that I hope the audio game maker will be useful, not just in allowing people who know virtually nothing about coding to make games, but also maybe adding modules or game aspects that could be used to compliment the skills of people who can already do certain amounts of programming.

For exammle creating a 3D environmentthat you can explore, but having game aspects like conversations with npc's or shops controled in a similar way to Elemental battle, Imho this would be a good thing.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2006-11-20 01:53:40

I don't if using the audio game maker will be a good or bad thing. I don't want to sound insulting, but I'm not sure I'm sold on using the game maker. If anyone can make games, then it kind of defeats the purpose of making games. In the ag comunity, there are those who develop and then there are the consumers. With everyone being developers using the same game maker, won't most games be the same to some extent? I may be missing something, but these are my current views.

2006-11-20 17:21:28

hmm. A good point. The trouble is there will always be space for games written in more sophisticated tools that allow greater flexibility and more innovation.

With luck it might provide a starting point to inspire more real developers. On the other hand if everyone uses the audio game maker and suddenly declares themself a developer this will get messy.

cx2
-----
To live by honour and to honour life, these are our greatest strengths and our best hopes.

2006-11-20 17:51:38

i am planning on using the audio game maker. until i learn programming, i have no clue when that'll be. i am hoping to make an rpg. audio game maker is probably going to be over 100 mb, i hope my rpg will be over 500! well, perhaps not that big, but... well... perhaps more than a hundred.

2006-11-20 19:24:02

Hi,
Aaron:
I don't think it will be over 100 mb! maby over 30.
SK8 Kid:
What programming language do you use to make your games and where can I get it?
Thanks.

2006-11-20 20:19:23

I suppose it will all depend upon the limits of the audio game maker software. If I understood richard correctly when he was talking about it, I gather that the audio game maker is simply a set of ready coded game modular elements that you can put together to make games, adding your own sound files. So for instance, you coulduse a variety of menues and inventory items pluss occasionally occurring left-right sterrio targiting sequences to create something like chillingham, or use a continuous loop layout module with racing controlls module, pluss a left-right sterrio targiting module to create battle racing games, with added stats module for your vehicle's energy and amo count and number of laps.

what I'm hoping though, is that you will be able to combine these modules in a huge number of ways, and perhaps even define different objects with different properties within each module as well.

so for instance, in a superliam Style side scroller, creating different sorts of enemies. Enemies which move and can be shot, enemies which move and must be jumped/ducked, enemis which are stationary, maybe even enemies that create moving/nonkillable enemies (fireball throwing guns for example). It would also be good if things like layout creating modues are fairly fluid. So for instance, one idea I've been playing with for a while is having a superliam esque game which involved various side scrolling sections separated by ladders (yes, original Mega man and Donkey Kong were on my mind here).

If people will just bare with my verbose ramblings a bit more, I've recently been looking into freeware created non-audio Pc games. what's interesting there is, that any of them are created with several games creation tools, something called game maker, game factory, and blitz2 basic, which is I presume, an extremely high level programming language with many pre-defined objects and such, sinse people talk about creating games using it in a matter of weeks. in fact, that's what I really want for the audio game maker, a very high level programming language which will let me define game charactoristics in something approximating english, ----- or at least some kind of reasonabley basic loglish.

Btw, Another interesting factI noticed whilst playing the freeware Pc games, is that many of them are about the same in terms of complexity as the audio games produced with similar resources, which says something interesting both about our pals in the Agdev community, and about what would happen if the main stream companies took up audio game developement.

Sorry about the long and rambling post here.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2006-11-20 22:05:56

eliot:
in  another topic, richod or sander (i can't remember which) said that to expect the audio game maker to be over 100 mb.
dark: what free games did you find, and which ones were accessible (if any)?

2006-11-20 23:01:16

Well if it was below 30 I would be very scared.

As to programming tools, most have to be bought. I know at least some of the developers use Visual Basic, but that doesn't exactly cost peanuts.

Perhaps it would be possible to use the syntax of the language Basic and apply it in a game maker context. It could work. The trouble I see is to make it easier you have to preprogram functionality, meaning you restrict flexibility. Now if it were possible to include conventional programming languages to be involved, maybe to add modules or something similar, would help. This could mean you would write the game in the game maker, and if it didn't do what you needed you could write the extra code required in something like traditional Basic.

Basic doesn't mean the language is simple, the fact that it is fairly easy to pick up is pure coincidence. If you can get your head around basic maths formulae it is not hard to use... just for heaven's sake don't use "goto", ever wink

cx2
-----
To live by honour and to honour life, these are our greatest strengths and our best hopes.

2006-11-21 01:37:05

unfortunately, though they are incredibly simple, and often involve sterrio sound, the Freeware Pc games are not generally hugely accessible, well at least not accessible in audio terms (there do seem to be many one switch type things out there).

Cx2, I think what you suggest, modulare elements suplimented by extra coding is actually the way people in the games industry create games.

I got the impression though, that the audio game maker will not actually require learning of basic, and I must admit, while i do have certain amounts of free time there are far too many other things i need to be doing (my Phd not the least), to actually devote too much time to learning how to program.

I very much like what richard said about extra modules for the game maker being released over time. I think if the set of deffinable charactoristics for the game objects is large enough, and varied enough, getting games that are "all the same" with the game maker shouldn't bee too much of a problem.

As to calling yourself a developer, to give a philosopher's typical answer, doesn't that depend upon what you develope?

there are loads of sites on the Pcs games list that haven't developed any games at all, or have developed a single, not very astounding game. If we compared these people to somebody who uses the game maker to create a load of very unique, very exceptional games ----- well, you get my point.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2006-11-21 03:47:20

Eliot: I use just basic downloaded from justbasic.com It is rather easy to learn, but that might be because I'm lucky enough to be able to think pretty logically.
Cx2 And Dark: The idea of creating a game maker using pre-defined mojules and maybe some simplistic physics engines + using your own scripting knowledge was something I was dreaming up just last night. That way, it would take some skill to make games that are considdered acceptional.

2006-11-21 15:38:54 (edited by cx2 2006-11-21 15:49:51)

My point is there have been all too many cases where terms are misapplied. For example "mods" on here is what most people would call a sound pack, not an actual mod. I was referring to the possibility of vast quantities of poor quality copy cat games being released.

And if you take basic as a scripting system it is not hard to learn. Example for an RPG game:
player.spells.heal(party.member(2))
Player casts heal spell on party member number 2. This is if this type of syntax were created. Complicated?

And you would only need to use basic to make extra modules if the functionality wasn't already available. If the modules could be created by anyone it would allow people in the community to release their own modules to add functionality, rather than depending on the base project and so make more functionality available sooner.

The modular system used to make a lot of software is totally different, called object oriented programming. It means you seperate the code into chunks to make it easier to read and alter, not actually seperate the code into removeable/addable modules. It's more compartmentalisation if you want to be entirely accurate in description, you try to limit the amount of times the program has to access things from different objects. So instead of saying:
enemy.health reduced by 10
You would not let the player object access the enemy object directly, and would say:
enemy.applyDamage(10)
Which instead of subtracting 10 from the enemy object directly, it tells the enemy object to apply 10 damage to itself. The enemy object would know to check for death, etc. It makes code far neater.

cx2
-----
To live by honour and to honour life, these are our greatest strengths and our best hopes.

2006-11-21 16:13:36

I think I get what you're saying; I'm not quite with it today. Things would get pretty messy if so many things had to be checked; especially when you try to add your own functionality.

2006-11-21 18:37:32

Hi,
I downloaded Just Basic today. Pleas could someone post up an example of a small game?
Thanks.

2006-11-21 19:59:40

Well, I'd normally say read the helpfiles and be creative, but since I am sick and have nothing better to do, here it is:

[top]
guesses = 0
thenum = int(rnd(0)*10) + 1
[guess]
prompt "Guess a number from 1 to 10."; guess
if guess > thenum then goto [higher]
if guess < thenum then goto [lower]
if guess = thenum then goto [youwin]
[higher]
notice "Too high!"
guesses = guesses + 1
goto [guess]
[lower]
notice "Too low."
guesses = guesses + 1
goto [guess]
[youwin]
notice "You got it!"
notice "It took you "; guess; " guesses!"
confirm "Would you like to play again?"; playagain$
if playagain$ = "yes" then goto [top]
goto [end]
[end]
notice "Thank you for playing this insanely basic game!"

2006-11-21 21:33:33

Aarrgh! The bane of formal programming education!

Just kidding wink

cx2
-----
To live by honour and to honour life, these are our greatest strengths and our best hopes.

2006-11-23 01:03:08

Hmm, I actually understood all that,both from Cx2 and from Sk8!

this is actually what I meant by "loglish" which is a philosophical term used in formal logic, which is where you convert sentences to a semi-formal logical syntax with brackits, properties and formal logical opperators, and such, before completely removing the English words so that you can do logical analysis to them.

I could well probably cope with Justbasic, and maybe basic as well if that's the sort of thing it involves.

As to the audio game maker, I do remember richard saying it'd probably be lots of code in various modular chunks that you could play with, with accompanying help on the language sintax, sentence structure and operators and such. This is exactly the type of thing that I'd like to see. I believe in the Audio game maker topic there was a brief discussion of the audio game maker being used merely to create multiple glorified mods of the same few game types, but hopefully if what Richard says about continuous developement of the project is true this shouldn't happen (well, not if people are sufficiently creative anyway).

As reguards the difference in terminology, I did always assume "mod" in the main stream sense meant creating a twisted version of an original game, using different sprites and sounds. for example, I once saw something called "sonic Vs mario" which featured a Mario sprite running through Sonic levels grabbing mushrooms instead of rings. As Audio games are just sound, doesn't it make sense that a modified soundpack counts as a mod?

Please excuse me if I'm getting my terminology mixed up here, up until this time last year, accept for interactive fiction and online link based games I'd never really tried anything that wasn't produced on consoles.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2006-11-23 01:45:54

I think there should be two types of mods: advanced and basic. Basic are what mmany people create in both audio and video gaming. This is just changing the sound(like in an audio game) or pictures(like dark just described). Advanced is where you actually add features or change current ones. In most cases, advanced modding is illegal because the programming is copyrighted and stuff like that. In most "mainstream" games, it is almost impossible to be able to "advance mod." However, I can give one popular example of "basic" modding. This example is modding Hailo 2; a game for the xbox. A few of my friends do this. Some of the things they do are make guns that shoot stuff that isn't really from the game or from other parts of the game. They can also alter maps which could bring up a different type of modding: the creation of maps. This exists in loanwolf and the last crucade even though the second is not accessible. Map creation is common and usually a feature added on purpose by the developer. This could bring up an argument: is it modding or not? I really don't lean either way on this debate, so I will go no farther.

2006-11-23 17:38:12 (edited by cx2 2006-11-23 17:39:32)

Actually...

Most mods are where certain items are completely redesigned. Example there was a mod for the space strategy game Homeworld to include ships from the TV series Babylon 5, complete with new 3d models and different stats.

And technically speaking Audio Quake is a mod of Quake. The Quake series were made open to modding because ID Software realised the potential, starting with things like QRally which was a racing game modded on Quake 1. QRally was of course before the source for Quake 1 was released, and the source code is what Audio Quake is dependant on, but still.

So a mainstream mod can be anything from changing units in a strategy game, or weapons and enemies in other games like first person shooters, all teh way up to totally changing it into another game type entirely... although more commonly the former of the two, and will almost always include changing of stats.

cx2
-----
To live by honour and to honour life, these are our greatest strengths and our best hopes.