I'm back from my 7 month sabbatical

By Jody
January 30th, 2008

Wow, I haven't posted since the end of June! That must be a new record. I could tell you all about my new house, but most of you have been here and if you haven't then you should come over sometime. And if you have then its been a long time and you should come over again. Anyway, owning a house is great, even when the value of it drops every day due to the housing market bomb. There are things I'd like to do like tile the bathroom floors and put in a pocket door and tile the kitchen backsplash, but all that crap takes time and money and its much easier to sit here on the couch and tell you guys that I want to do it than to actually do it.

I have noticed that a few people who used to post do not post so much anymore. If you don't want to post, I understand. I don't really want to post that often either. But if you do want to post but can't because I made the login thing, send me an email. I'm not trying to block anyone out, just block out all the ridiculous spam. Man, even if I were a weirdo and really bored I wouldn't want to look at that crap.

Well, despite that fact that its been 7 months, I guess I just don't have much going on to talk about so I'll return to hibernation and see you guys in the Spring.


Comments

GDC and stuff

By Mike Daly
February 27th, 2008

Hey guys. Although my life is fairly routine these days (which lowers my motivation to make updates here) I have had an interesting event that I feel is worthy of documentation.

Last week I was in San Fransisco for the Game Developer's Conference (GDC). Overall, it was a great experience; I learned a lot and saw a bunch of cool stuff. I'll try to break the experience into a few categories to make it easier to browse/ignore.

The Expo

The reason I was sent to GDC was so I could help man our booth on the Expo floor. My company (Emergent Game Technologies) had a pretty big booth this year. We also have pretty good priority for booth placement, so we were on the 'main street' of the expo right across from Intel and Nintendo. Working the booth was an interesting experience.

Probably the biggest thing I got out of working the booth was that I saw our product from a different perspective. As an engineer, I spend all my time focusing on what our product is missing or what needs to be improved or fixed. When working the booth I had to think about all the stuff our product provides and does well. That change in perspective made me pretty proud of the stuff I work on, which was pretty energizing.

Also, we had a bunch of cool demos to show at the booth. I worked on one of them, called "Forbidden Terror on Station Z" (the title is intentionally cheezy) which was a lot of fun. Although you could play the game on all platforms, the most popular one was the Wii because it was basically a light gun game - a rail shooter. As it turns out someone took a bunch of videos and put them on GameTrailers, you can check them out here if you are interested: Emergent's GameTrailers Page.

Overall our booth was a pretty big success, I think we got more traffic than any other booth I saw on the show floor.

As far as the rest of the expo, there was some interesting stuff on display. Some notable things were a instant 3d scanner (basically a 3d camera), polarized stereo monitors (dissapointing resulting quality), and a headset that reads your mind (or rather, measures how much you are concentrating).

Sessions and Tutorials

While I was there and not working the booth, I got to go to a few sessions and tutorials, which is what GDC is really all about. I learned a lot of interesting things. Particularly, I learned a little about Spherical Harmonics for high quality directional ambient occlusion under the restriction of static objects and infinitely distant environmental lighting. I also learned about a much more practical directional ambient occlusion technique called bent normals, which is something I really should have known about before anyway. I learned a few tricks for improving the quality and doing post-render manipulation on normal maps. Honestly, most of the people I know don't care or have the expertise to understand the stuff I learned, so I'll spare myself the time of writing in any more detail.

The IGF

So the other big cool thing about GDC was the Independent Games Festival (IGF). I saved this for last because it was my favorite part. The IGF brings together a bunch of independently created games each year, and this year, they had a ton of very well done games. Since independent games typically don't have the sort of corporate pressure to guarantee profit, they can take a lot more gameplay risks, which often results in really innovative ideas. Most of the independent games I played were really original; the sort of experience you could not possibly have with a shelf game. Sorry, but I'm not going to bother collecting a bunch of links, so if you are interested, please google these titles to find out more. The games that really stood out to me were Fez, Crayon Physics Deluxe, Hammerfall, World of Goo, AudioSurf, and Flipside. It was really exciting to see so many great games that were created on the cheap by only a few guys. It really motivates me to keep up with the work I'm doing on Beautiful Pixels and Connexus.

I also attended the IGF awards ceremony, which was very entertaining. When you combine a formal TV broadcast awards ceremony with golden envelopes containing the names of winners with the indie attitude of the guys that won, you get very interesting results. There were several monocles that appeared during acceptance speeches, and one two-word speech drawn in crayon.

Well nothing else is jumping out of my head, so I'd better get to work on Connexus. Later.

Willow Monkey


Comments

Connexus

By Mike Daly
March 30th, 2008

There are a few things that I would like to write up before I forget about them:

Halo 3 Party

I had another Halo 3 party recently. It was great fun. All the interesting stories in the party were in game though, so I'll let the pictures do the talking.

Beautiful Pixels

So Beautiful Pixels was something that I mentioned briefly here about 6 months ago. The concept behind Beautiful Pixels was an idea from my friend Vincent Scheib.

Vince has recycled the phrase 'Beautiful Pixels' as the title for his recently created blog. If you are the type of guy who is interested in reading blogs, particularly one about game development, then you may want to check it out. Vince is a smart guy and has some interesting things to say. Too bad I don't pay attention to blogs.

I guess as long as I'm pointing out people's blogs, I should also remind everyone that my brother Dave has a weblog of his adventures all over the world (that are mainly just in Shanghai). Some things of note: 1) you will learn about the US immigration process, 2) Dave hates the word 'blog' for some reason.

Connexus

So Connexus is something else that I've mentioned here, but now realize that I didn't actually explain it.

Connexus is a game concept that came out of the aforementioned Beautiful Pixels project I was working on towards the end of last year. Connexus is a simple multiplayer strategy board game. People who have played it have compared it to GO because it is a game with simple rules, but each move must strike a careful balance between securing points and blocking your opponent from getting points.

In any case, the prototype of Connexus turned out pretty promising so I'm spending my free time these days trying to turn it into something presentable as well as playable. This is probably going to suck up my free time for a very long time. I don't have any screenshots of the standalone version yet, but I have a few from the Beautiful Pixels prototype up in the gallery.

Later


Comments

Whew, what a weekend

By Jody
June 8th, 2008

Well friends, it has been a long time once again. First off, Willow mentioned that there was no news archive anymore. I hadn't even noticed. I added a cheap news archive search, but only by date. I would add search by title but it's rare that titles are relevant, and even more rare that anyone would use it. The link to the news archive is on the right side of the front page before and after the latest news.

In other news, not much exciting going on with me these days. My sister was in town this weekend and we went to the Jimmy Buffett concert, which was a good time, but I overdid it a bit. Not that it means much to those of you who are a few years older than me, but after that crazy party I can safely say, "I'm not as young as I used to be."

In other news, I started another blog at jodymickey.com geared strictly towards programming related posts. I thought about just having a section on this site for it, but I figured it would be easier and better to separate the two, and I wanted to register my name for the domain name while it's still available. That blog will probably have a boring level equal to this post, but feel free to follow along if you are that bored.

Alright folks, that's it for me. Stay out of the heat.


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Triangle Game Jam 2008

By Mike Daly
July 12th, 2008

There has been a bunch of interesting things happen over the past few months. I really wish I had posted about some of this stuff closer to when it happened so I could remember it better. Oh well, take what you can get.

Triangle Game Jam 2008

Definitely the most interesting thing that I've done recently is participating in the second Triangle Game Jam. This time I did a lot more than just participate; I was actually the lead organizer of the event. Being the organizer was stressful and there was nothing fun about it, so that's not really exciting, but the event itself made it all worth it. I also updated the Jam's webpage to have pages for each of the games that were made.

Each of our Game Jam's has an agreed upon theme that all of the games adhere to. The theme for this year (which was actually my idea) was 'mad libs' - each person creates 3 lists of words containing 5 words each. One was a list of adjectives, one was a list of nouns, and one was a list of verbs. The morning of the event, we would have a program randomly generate potential game titles and we would pick out the ones that sounded the most interesting.

Double Beer Blaster

I proposed a game based off of the randomly generated title "Double Beer Blaster". The inspiration came to me because I had played Circle of Death (the drinking card game) recently, so I thought "why don't we make a drinking video game?" Drinking games make for an interesting game design premise because so many of the traditional game design rules don't apply and there are some additional restrictions incurred. In drinking games, there is no winning or loosing. You are driven by a single objective - to drink - and incurring a drink is a weird mix of both a penalty and a perk.

Actually, I'm getting off track here. If you want to read more about Double Beer Blaster, it has a short write up on the Games page of the Triangle Game Jam webpage. The point is that it was really fun to work on and we made it in approximately one weekend.

The IGDA meeting

So the Game Jam went down in May. We made 4 awesome games. About a month later, the local chapter of the IGDA held one of their bi-monthly meetings and the meeting was dedicated to presenting the results. It was really gratifying to get to show off all of our work, and to see people get excited about what we had done and the stuff we had created out of it.

My job

I've had a shift in my job responsibilities recently. Instead of working on tools (which is my traditional job responsibilities), I'm going to be working on next year's GDC demo. This means that I am actually going to be making a game at work now, which is both exciting and intimidating. Wish me luck with that; I'm sure I'll need it.

Connexus update

If anyone knows or cares, I'm still working on Connexus. Some very interesting things are happening. Specifically, a few friends and a few of the people in my office are pitching in to make AI players for the game. The thing that is cool about so many people making AI players is that we can make them battle each other. I'm actually going to try to set up a tournament in September with brackets and everything. At work we might even have a 'credibility points' betting pool. I still haven't updated the graphics, so there isn't much point in posting screenshots. If you want to know what it looks like, there are links in the post I made last October, which also conveniently discusses the results of the first Game Jam (and you can download the game I made - yay).

Sprite art

I have not had much time to do anything artistic recently. Most of my free time I'm ether working on Connexus, or not motivated enough to work on a project. I did get to do all the art for Double Beer Blaster, but in general I've been missing art.

While I was browsing the internet a while back, I came across this webpage that has some tutorials on creating sprite art. I was honestly not very impressed with his example animated game sprites; I thought to myself, I bet I could do better than this. It looked like fun too. So in a fit of inspiration, I tried to make a short pixel art sprite animation.

I learned the hard way that this is not as easy as it looks. Even on a very small scale, each line ends up being a lot more pixels than you think it will, so you end up taking forever to fill in each frame. In short, I learned that making pixel art animations takes lots of time and can get pretty mind-numbing. I can't imagine having enough devotion to creating a full game's worth of animations.

That being said, I did follow through with the one animation I wanted to make. I kept track of some of the stuff I did along the way, so I'll present each of the steps I went through here.

I started with a quick prototype animation using stick man to get a good motion

Next, I previewed some body shapes and decided whether to make a male or female character

Next, get a sense of the outfit

Create the pixel art for the base pose to figure out colors. Zoomed in 2x. Finally: ...

The finished product

So that's all for now. Later.


Comments

Siggraph and stuff

By Mike Daly
August 18th, 2008

So the exciting thing that went on this month was that I attended Siggraph 2008 in Los Angeles. For those who do not know, Siggraph means Special Interest Group in Graphics (specifically computer graphics). Although there is an organization called Siggraph, the term is generally used to refer to an annual conference where tons of nerds get together and show off all their cool stuff. The conference has gotten pretty big and now covers a wide variety of topics beyond just computer graphics. You can see research presentations for new technology that you might see in cutting edge games and movie graphics five years from now.

Anyway, I won't actually dwell on Siggraph too much because I already wrote up a summary for work, and I don't feel like doing it again.

In a nutshell, I learned about some of the graphics techniques used in Halo 3, Crysis, Starcraft 2, learned about texture tiling and tile theory, learned about natural material simulation, and global illumination using photon mapping. I watched 8 hours of computer animated short films. I created some Dueling Monkeys stickers. I learned about creating materials, foliage, and volumetric effects for movies. I met some game industry people and talked about engines and stuff.

I also got to see the StarCraft 2 trailer in a movie theater with movie resolution and theater sound.

In other news

In order to keep things visually interesting, I collected some screenshots of stuff I've been doing at work recently.

This is a screenshot of a demo I did a little work on for GDC 2008. I modeled, textured, and animated the power core structure in the center of the room.

This is a shader that just takes two textures (in this case, sand and gravel) then blends them in an interesting way to get more natural transitions.

A character and environment I created for the demo I'm currently working on. All this stuff is just proxy so it will get replaced in the end. he has a very humorous run animation.

There are a few more screenshots of the same stuff in the gallery, but I accidently put them in the gaming set instead of art, and I can't find a way to correct it. Also, Flickr sucks and gives me the 'this photo currently unavailable' BS for everything I've added. Great.

Whatever, I'm done.


Comments

Demo, Lightning, and Music

By Mike Daly
September 30th, 2008

I've been trying to stick to a once-a-month update schedule for this page in order to balance out long periods of silence and having enough interesting stuff to say. I kept slacking on September's update until today when I realized I had to get my stuff in order quick. Tragically, my computer restarted part of the way through typing out my update so in addition to me trying to impatiently reproduce it, I may miss the deadline.

Demo

So for those who have forgotten, I'm currently working on our company's main demo to be used at next year's Game Developer's Conference as well as the primary sample for how to use our new technology in the next major release of our product (Gamebryo). I've had to work on a ton of stuff that I've never experienced before and it's been really challenging. There is also a lot of pressure to deliver and I'm building the thing on top of technology that has not been into production yet so it's unstable and very rough around the edges. To add more to the pressure, my efforts are supposed to be what guides this technology to completion, which is a scary thought.

On the other hand, I'm growing professionally and getting a lot of opportunity to do creative stuff. Additinally, things are finally starting to come together to a point where the stuff that the demo is doing now is really exciting.

The main reason this is on my mind is because I gave a presentation on it yesterday. I was up until 5:30 AM on sunday polishing things up so that the presentation could really make a big impact on people. Unfortunately, the presentation didn't go nearly as smoothly as I'd hoped; I ran into some bugs and there was a lot of dead time as presenters transitioned between computers. However, I think the content of the presentation was compelling enough that everyone still came away impressed. I still feel a little dissapointed because if it had been presented better, people should have been blown away. I'd love to show some screenshots of it, but sadly I can't because it uses intellectual property that doesn't belong to our company that we aren't released to share. Sorry.

Lightning

Although I'm still cranking away at Connexus at a snail's pace, I diverted a little of my spare time to play with textures and shaders to see if I could come up with an interesting lightning effect for use in the demo. Although I'm by no means done, what I've got so far is pretty cool looking. I made a quick animated gif of it to share:

Unfortunately, it doesn't really do the effect justice when you can see it in full color and detail animating at 60 frames per second. But whatever, that's the basic idea. This effect can be parameterized so that the speed, color, texture, and path of the lightning can easily be reconfigured once the main effect isI' implemented.

Music

I've been thinking about what I'm going to do about music for Connexus recently. I downloaded a program called Musagi that makes it really easy to make cool NES-sounding music, which I've enjoyed playing around with. I'm not sure if any of the songs that I've made yet are really compatible with Connexus, but it's been fun anyway. I also have this unfortunate tendency to make the first half of a song then quit. So if you like music that sounds like it was made for a NES and don't mind abrupt endings, you can check out some of the stuff I've been working on:

Opus 2
Opus 6
Opus 8
Opus 10

For any of you who are curious, the word "Opus" is just a generic word for a piece of music. Also, if it only seems to play the first few seconds of the song, that is probably because the quicktime browser plug-in bites and I hate it. You can hear the whole thing by right clicking the link and saving the target to your computer.

Well, that's it for me; See you next month.


Comments

Connexus Complete!

By Mike Daly
November 1st, 2008

Hi people. I know I'm one day late for my intended monthly milestone, but this delay was intentional and for a very good cause.

The big news in my life is that I've finally completed Connexus! This was the game project that I've been working on in my spare time over the past nine months. Today is the deadline for the 11th Annual Independent Game Festival contest entries and at 4:00 AM today, I submitted the final build of my game.

Considering the number and quality of the IGF entries, I will probably not be a finalist in any of the categories. However, I had a hell of a lot of fun making the game and I'm really proud of what I've come up with. I've got a huge pile of game ideas laying around, so I might just try it again next year.

Most of you have not seen or played the game. I haven't posted any screenshots since it was just a prototype either, so you might be wondering "What is this Connexus game?". Well, for that, Wayne helped me put together a handy webpage: Connexus. Check it out for a brief game description and some screenshots. Just to make this post appear like it has more content, here's a screenshot of me beating the living crap out of my AI:

Now that that project is done, I have a couple of open questions to answer. What should I do with Connexus? Should I look for a publisher? Polish it up to make an Xbox 360 community game? Just release it on DM? Delete it from my HD? More importantly, what should I do with my free time now that I don't have to feel guilty about not working on Connexus? Should I start a new game? Continue to clean up and polish Connexus? Take a break for a while?

In any case, I don't think I'll have any problem with just slacking off until I see if anything comes out of the IGF.

I'm sure some other interesting things have happened in the past month, but I can't recall anything that's not Connexus related right now. Check back around Thanksgiving. Oh yeah, Wayne and I dressed as Mega Man and Proto Man for halloween, that was fun but also impractical and totally ghetto.

Fun Facts

  • Prototype complete, began production on 3/9/08
  • Initial esimate: 202 hours of work
  • Actual work: 192 hours
  • Total timespan: 34 weeks
  • Work per week: about 6 hours
  • Weeks that I didn't make progress: 11
  • Vacation time taken to complete: 10 days

Comments

loos (as guest)
June 2nd, 2010 - 01:57 pm


It looks cool! Unfortunately I tried to play it and it doesn't seem to work (Win7, Direct3D SDK Feb 2010, NVidia 8800 GT). It just crashes with:

Description:
Stopped working

Problem signature:
Problem Event Name: APPCRASH
Application Name: Connexus.exe
Application Version: 1.0.0.0
Application Timestamp: 4973ffe4
Fault Module Name: KERNELBASE.dll
Fault Module Version: 6.1.7600.16385
Fault Module Timestamp: 4a5bdbdf
Exception Code: e0434f4d
Exception Offset: 0000b727
OS Version: 6.1.7600.2.0.0.256.4
Locale ID: 1033

Read our privacy statement online:
http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409

If the online privacy statement is not available, please read our privacy statement offline:
C:\Windows\system32\en-US\erofflps.txt

Should I just be able to download it, unzip it, and run it on a windows box, or is there something else I'm not doing?

Orbital and stuff

By Mike Daly
December 1st, 2008

Hi guys. Here's what has gone down the month of November.

Orbital

So after I finished up Connexus (see previous post) I decided that I would take a break for a while. There was a lot of work to get done leading up to that, so I had gotten myself into the routine of spending all of my spare time working on it.

Pretty much as soon as I finished it, suddenly there were all these unoccupied gaps in my schedule, but I couldn't shake the feeling that I had to do something productive with them. My friend Vince ended up having some free time around the same time, so I started a new game project that I'm calling Orbital.

This is a much simpler game concept that I'd had rolling around in the back of my head for a while. It is simpler to the point that I'm actually almost done with it. I'm thinking I might do the extra polish work required and post it up on the new Xbox Live Community games thing.

Anyway, let's make with the pictures:


Mmm... nice blurry trails


A fine bankshot

It's a pretty simple game; it's basically just like pong (or maybe air-hockey). The catch is that instead of just bouncing the puck around, you press and hold the A button to activate gravity. You use gravity to slingshot the puck back at your opponent.

One aspect of the design that I think is pretty cool is that due to the nature of how gravity works there is a built in risk/reward system. If you line the puck up with your 'radius of stable orbit' indicator and time it well, you can get a stable orbit and aim a reasonable shot. However, if you activate gravity when the puck is inside the orbit radius, then it will actually accelerate towards you. This is dangerous because if it hits you it does damage - eventually giving the other player a point. However, the puck also speeds up which means if you get out of the way or release gravity at the right time, you have the potential of making a much more effective shot.

Once you start taking damage, you can heal by achieving a perfect orbit immediately after the other player takes a shot.

and stuff

So in other news, I had a nice Thanksgiving in the mountains with my family. There wasn't much to do so I read over all of the Scott Pilgrim books again.

I recently took the Motorcycle Safety Course. It was fun to ride a motorcycle again. I'm thinking about maybe possibly getting one.

I've been asked a lot about when I will hear back from the IGF about Connexus. The answer is that I'll hear by January 5th, but don't get your hopes up. Last year's finalists were awesome games and this year there were 30% more total entries!

I still haven't beaten Mega Man 9. I keep getting a game over at the 3rd stage of the final boss, but it takes so long to get back there I never try more than once. To my shame, I just recently beat Diablo 2 (again). That game is a terrible waste of time; never play it.

It's over!


Comments

Farewell beard

By Mike Daly
December 16th, 2008

(may we meet again)

So I was thinking of finally trimming up my attrocious beard for my company's Holiday party so I could look respectable. However, the Thursday before that I went out drinking with a few guys to send off a co-worker who is retreating to academia. I mentioned that I was thinking of trimming my beard. One of my (drunk) co-workers declared that I wouldn't do it. He bet me I wouldn't do it. After I just said I was going to do it.

I took him up on that bet. What did we wager, you might ask? Not money - more than money. Credibility. As an organization of dorks at my job, we have an engineered system of determining someone's credibility. People's credibility ratings are documented on an intranet page that also records the transactions(bets) that modify our credibility.

Credibility is the system we use to act smug and put less credible people's ideas down. It is very important.

Anyway, now that you have a better understanding of what was on the line with this bet, you understand that I had to go all of the way. It was time for the beard to come off. For posterity, I documented the stages of this process.



In case you haven't seen me in a while, this is what I used to look like



nobody will ever see me looking like this in person again



Actually, I really liked this stage. BUT I HAD A FREAKIN BET GOING ON



This is me now. Terrible, I know


But wait, THAT'S NOT ALL! I actually had Tim help me take lots of pictures and I strung them together into an irritating animated gif of spinning objects (an internet no-no):



Oh yeah, I also got a haircut in case you didn't notice.

ANYWAY

So other than that, I've been getting quite busy at work recently. Last night I was at work until almost midnight, although that is definately an exceptional case. I haven't added my hours up for this week yet, but I estimate it coming in around 60.

This unfortunately has left Orbital development kind of dead in the water, which is a little bit of a bummer. We'll see what happens. Hopefully I won't be this busy all the way until GDC.

Opus 15

I might have mentioned Musagi a few times already. I just recently started playing around with VSTi plug-ins. This is a great way of getting quality sounding instruments for free. I made a new song recently while playing with the instruments. Sadly, Musagi doesn't actually handle VSTi instruments that well. It goes really slow, takes up a ton of Ram, crashes frequently, and in one case currupted my file. To make this song, I had to write one track at a time out to wav then composite them in a seperate program. That was a huge pain and i'd like to avoid doing it again. I also realized that the instruments I used didn't have sounds for some of the notes I wrote so part of the song doesn't even play.

In any case, it was a fun experiment. You can listen to it here: Opus 15

Happy Holidays people. (damn, that reminded me I have to do holiday gift shopping, now I'm depressed)


Comments

Drew
January 23rd, 2009 - 07:16 am


you should go for the glory and shave your head bare