Magnétite Agora

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The art of making great software...

Earlier this week, I read this fascinating article about serious issues you can encounter during software development. More precisely it describes how a good project could turn into a nightmare, comparing the devolpment process with the "Slow death march"...

Here it is fellows...

What I found very interesting here is , first of all, that I completly agree with the description the author made (in fact I'm not sure it's a good thing that I kind of identify my peronal experience to this article... :) ) but, secondly, you can read this article and think about it as THE bedtime reading every project manager should have. Simply mirror the main points mentionned here and you have lots of the ingredients you want to be part of your team...

To be continued soon...

By Tom | Monday, June 22 2009 | 01:03
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Production

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TeamWork

The summer knocks at our door. Then, we want to throw our computers through the window and go swimming with cute girls wearing a bikinis and eating ice cream with our little doggy. After a nice day like this, it is not important if you don't have window in your bedroom and no more Internet. That why it's hard to continue a videogame project, but we follow our little dream like a linked team.

One important thing I'm learning about team work is that; A man can have a dream. A team can built a dream. Everybody have skills. Some of them are better than others. If you are very good at creating game design, but you are just novice in drawing, don't do your project alone. Try to find someone better than you. Someone who has 100% of the drawing skills instead to 80%

If your project is a teamwork, open your mind and try to learn every time. Listen to what your teammates say. And when you must argue do it with moderation...

By Doom | Sunday, May 3 2009 | 12:24
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Général

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First artworks !

boy.jpg

Just a few words to announced the arrival of both our first Artworks and a new section dedicated to pictures and media. Stephane, who is our new talented character designer, started about a week ago to do some researches. Which style do we want to adopt, what can of design will suit with the game... a lot of questions have to be answered right now... Of course those pictures are just "pre concept" drawings but it helps us a lot to put a face on a game design document :)

Other artworks can be found through the Gallery section...

Enjoy !

By Tom | Wednesday, April 15 2009 | 02:12
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Art

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I wanna be a Dishwasher !

Dishwasher

Well, humm... not exactly... at least a dishwasher in the way guys from Ska Studio depicted the job :)

As we are all about indie games here, I just wanted to say a word about this new xbox arcade game released yesterday. I spent my all lunch time playing this awesome game with one of my colleague today, and it was hard to stop :) I don't know people behind it, but if you have a xbox 360 and 8$ in your pocket (come on, I'm pretty sure you have that...) I think this is a good investment.

The Dishwasher: Dead Samurai is a traditional action platformer in its foundation, but the univers, with its funny-bloody style, and this classical but so polished gameplay result in a frenetic and really original game.

I think this game well represents the kind of ideas we want to put in Magnétite Agora... Simple but polished game mechanics, a bit of action and a pinch of original story... I hope that's a great recipe :)

It inclined me to believe we are on the right way.... but holy crap those guys are good !!!

see you !

By Tom | Friday, April 3 2009 | 01:50
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Just for fun

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Game Design, Part 2: How do I structure my GDD ?

I usually structure my Game Design Document (aka GDD) as the following:

  • First page : Title
  • Second page : Table of contents
  • Third page : Historic of every update
  • Fourth page : Proposal
  • Fifth page : Games reference ( Which game looks like your game?)
  • Next pages : Mechanics Design

Mechanics Design

I start the Mechanics Design fromthe GameFlow of the game. To understand, we will take my favourite example Super Mario Bros 1 Here is the Gameflow : Move-Evading and meeting Obstacles-Collect

Each of those are composed by 3 main features.

  • MOVE

In this category, I put everything about the movements of the main character.

Sub-features:

Walking and Running :

Speed and Effect

Jumping :

Distance and height

Bending:

Effects

  • EVADING AND MEETING OBSTACLES

In this category, I put every platform and enemy of the game.

Sub-features:

Enemies:

List the kind of enemies, their A.I , their special attack, how to kill them, Statistics (Goomba, Koopa etc...)

Dangerous Obstacles:

List them; their pattern, their impact, how to evade them,Statistics (Hole, burst of fire etc...)

The special structures :

List them; what is their utility. (Flag, Pipe etc...)

  • COLLECT

In this category, I put the special Power-up, the score system and the coins.

Sub-features:

Coins :

List the kind of coins, where the player can find them

Power-up :

List the kind of power-up and their utility, what is their power

The score system:

How does it work, how can we get points?


When I have dissected completely the GameFlow I continue the Game Design Document with:

  • Controls
  • Cameras
  • Menus
  • Interface In-game
  • List of texts, sounds, graphics, animations
  • Story
  • LevelDesign

Maybe you will arrange the Game Design in a different way. But the most important is to show a document with its strict rules followed. I think this structure is a good idea. But I don't have enough experience to affirm that it's the best way to do. I did it for Magnétite Agora and it is working.

THANK YOU

By Doom | Wednesday, April 1 2009 | 00:52
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A new week... A hard project

Dream and Passion are not so easy to reach. We must work a lot to get it.

For now, we found a new fellowship. He is going to do the 2D characters design and maybe , if we are gentle, the music of the game. But we have lost an important element of the team; the level Artist. It's not easy but the project is not enough advanced to panic.

The most important for now, is to finish the GameDesign (Me) and the prototype of the game (Thomas).

Passion and Dream are linked with sacrifices. Working after working at job is not always easy, but we have to do it.

We will succeed!

Don't forget to read my part about the GameDesign of this week.

Ciao!

By Doom | Tuesday, March 31 2009 | 23:56
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New project, small team... what to do first ?

... Good question. The answer soon :)

By Tom | Thursday, March 26 2009 | 22:56
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Production

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Game Design, Part 1: The Proposal

I began this project by proposing to my fellow programmer my game. I wrote a TWO pages proposal document. It's important to write few pages. ( 2 or 3 pages maximum).

Why ? Because :

  1. People wants to know only the important things.
  2. People needs to get quickly a global view of your project
  3. People doesn't like reading.


According to myself, here is the things to put in a Game Proposal. I think this is the best way. But a lot of video games companies have other ways.

Page 1

  1. Introduction : Introduce in few lines what is your game. Name of the hero, kind, Avatar, Story, gameplay.
  2. Technology : Write on which hardware you are going to make your game. If there is special technology, write it too.
  3. Story: If the game has a story, write a very short summarize of it. Don't forget, priority is the gameplay.
  4. Main Goal : Every games have a goal. Write what is the goal in one or two line.
  5. Secondary Goal : If the game has secondary goals, write it.
  6. How win or loose : Write how the player can win or loose during the game.
  7. Draw a Gameflow of the gameplay: Draw the loop of the gameplay. That must be the solid structure of your gameplay.



An example with the game Super Mario Bros on NES.

  1. Introduction : Super Mario Bros is a 2D platform game in which the player plays as Mario and must save the princess from the bad Dragon. The avatar passes through the levels and must evades the obstacles and he can gets power up.
  2. Technology : Game on NES
  3. Story: A poor princess is kidnapped by a bad dragon. Mario must save her.
  4. Main Goal : Pass through the level from the point A to B.
  5. Secondary Goal : Collect coins, power up, beat enemies and points.
  6. How win or loose : Mario wins when he arrives at the end of the level. Mario looses a life when he is touched by obstacles or if he falls in a hole.
  7. Draw a Gameflow of the gameplay: Move-Evading and meeting obstacles-Collect (And those mechanics are looping during the game).



Page 2

From your Gameflow, make a summary of each mechanics. Don't go too far. Just list the mechanics.

Move : Mario can walk, run, jump and bend.

Evading and meeting obstacles : Kind of enemies, platforms and obstacles.

Collect : Power-up and Coins

Mario can't do something else than moving, evading and meeting obstacles and collecting. Keep in your mind that. It is important to don't go too far from your Main GameFlow. (Loop) Otherwise, you can loose yourself in the game concept.
I hope that text will help you. Don't forget, it is just my point of view.

THANK YOU!

By Doom | Wednesday, March 25 2009 | 23:56
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What is Magnétite Agora?

An idea ?

At first, this idea doesn't exist. It was nothing. It was born from my mind like a Fire Cracker in a toilet cabinet. I said ''Why not ? It's a great idea! And it is fun! I gently asked to my friend Thomas, if he wanted to get in this hard working but instructive adventure. As a programmer, he answered me Yes my Lord! like a peasant in Warcraft 1. (LoL)

Stop that boring introduction! What kind of adventure?

During this project we are going to show you our steps to bring this project in an cool video game. We will post 2D and 3D pictures, game design documents, ideas, points of views, technical programming guides and at the end... the video game itelf (hope so :) ) !

What is the goal ? That is looking weird ?

It is not weird! (I think that I'm crazy. I'm answering myself!) The goal of this project is to prove to I don't know who that they can do original video game with passion, a small team and great working strategies.

This project is destined to improve a little bit the lack of imagination in the video games industry. But don't worry! I know that there is more than no hair heros with futuristic guns in video games... :)

By Doom | Wednesday, March 25 2009 | 22:46
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First post, first step...

Welcome to the Magnétite Agora website !

Magnétite Agora is an indie game project developed by a very small (but motivated) team... In fact a team of two guys :) (Once the game foundations set up, other team-mates will join us... good games require talented people right ?).

Here are the credits:

  • Tom, in charge of the technical aspects and project coordinator.
  • Doom, responsible for the design of the game.

Even if I said this is an indie project, Doom and myself are working for a video game company, but it is important to mention that we are doing this on our free time (yes we have !). Why starting such a game ? Because we are both video games passionate of course, but also because we wanted to explore and learn much about indie games. That's why we also decided to create this website (which is kind of a blog as you can see :) ): We wanted to share with you our (small) knowledge of game development and in the same time to keep a trace of our futur and exciting work on Magnétite Agora.

Doom will mainly write articles on lots of subjects related to game design as I will discuss technical issues and project development solutions... Hope you will like this new adventure, and please don't hesitate to leave comments ;)

See you soon guys, and thanks for playing !!!

By Tom | Monday, March 23 2009 | 20:03
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  • Game Design (2)
  • Production (2)
  • Just for fun (1)
  • Art (1)

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  • Artworks (8)

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