Archive for the ‘GameDEV’ Category

Porting a Game to Multiple, Mobile Operating Systems.

Saturday, April 25th, 2009

A copy of this can be found in my HoW2WiKi at:

http://how2wiki.ryanjb.com/index.php?option=com_content&task=view&id=30&Itemid=25

This write up is aimed toward taking a successful title and porting it across multiple platforms efficiently. This important part of game development can broaden a companies clientèle, draw attention to a vast range of customers, increase revenue and expand your game to many platforms. Most risks are created during the preparation of the porting phase; which will determine if the process will be easy or difficult and costly. Your team should plan and take into consideration project constraints. Such as time/deadlines, available resources (team members, equipment, any limitations), expectations, quality, complexity and the porting strategy. A successful porting plan should be based on your experience with developing titles for multiple platforms (if you are new to development, rely on the experience of your team members). Consisting of knowledge from previous titles, combine the phone operating systems together based on compatibility with each other, phone models, physical layout and resources. For example, most Windows Mobile phones are generally the same and the final port of a game for that platform will be similar for a Windows Mobile Motorola and Windows Mobile HTC devices.

Your device list should also be categorized in some logical order, such as Windows Mobile phones in one category and Java based platforms in another. Like a Game Design Document (not a sales pitch based, game concept design document), your plan should be thoroughly developed on a system thats easily accessible by all team members without constraints and a living document. Some companies create blogs, wiki, or web sites on their intranets, that allows members to view and alter the document at any time. It should be write protected based on the project phase and needs. Addressing all porting issues that may arise, such as processor information, memory issues, design specifications for phones with various screen sizes and anything that will impact the project. You can use either Serial or parallel team organization methods with your development team. Structuring your team in a serial method, the project will be handled one phase at a time. Your entire team will wok towards accomplishing a phase before moving on to the next, until the porting has reached completion. For example, a Serial team organization will have all team members work on and accomplish development, then porting, them development  and porting again, until all mobile platforms have been completed. This form of team organization is great for small and single platform projects.

With a parallel organization, your team can be split into Team A and Team B. After Team A completed platform 1’s development, Team B then works and completes platform 1’s porting. While team B is working and completing platform 1’s porting, Team A continues on developing platform 2. The process keeps going until all platforms have been ported. Parallel porting is great for porting games to multiple mobile phone platforms. Some issues that may arise during the development and porting  phase is not having all team members operate at their highest capacity, provide their best performance, or not keeping up with the set dead lines. Let’s consider the parallel method; Team B is at idle while waiting for Team A to complete development, before they can begin porting. An issue such as this needs to be identified and Team B could get started on working on project 2’s development, until project 1’s development phase has been completed. Our teams should develop and deliver the proper amount of content to each other that ensures each member is working together to see the completion of the project on time.

Communication and scheduling is also critical and the proper risk management will add to the success. Objectives will be reached, conflicts will be minimal and employees are utilized to their full potential.

This document is based on information I learned from the seminar given by Eric Thommerot, with PopCap International; at the Game Developers Conference at the Moscone Center in San Francisco, CA; on March 23rd, 2009, within room 130, North Hall, from 4:15 to 5pm.

Information regarding the seminar can be found at:

https://www.cmpevents.com/GD09/a.asp?option=G&V=3&id=624488

http://www.gdconf.com/

Ryan.

Information about the Unreal Engine 4-Technology!

Wednesday, April 22nd, 2009

This post can also be found at:

HoW2WiKi, Information About the UNREAL ENGINE 4

So, here’s the post:

One licensed engine currently being developed, that will dominated the future is Unreal Engine 4.

According to Epic Games President Michael Capps, The engine should be ready for release between 2012 and 2018. I’m hoping the engine will be release sooner than that; at a conference on August 18th, 2005, Mark Rein, Epic’s vice president, claimed the engine has already undergone development for a few years. A technical director at the company claims, real-time development will not begin until 2008/2009. Whatever the case is regarding when official development will being, we do know the technology will support future generations of hardware. Such as, whatever console systems, Nintendo, Sony and Microsoft plan on releasing during the years of estimated release date of Unreal Engine 4. Based on speculation, specifically the PlayStation 4, Xbox Generation and Wii 2 and Windows 7 with DirectX11 or 12.

What are some of the expected technologies? Everything Unreal Engine 3 has to offer and maybe instead of the scripted A.I.implant and Kynapse generating technology, maybe it will integrated Dunia’s non scripted A.I. Technology. Along with a complete dynamic environment system to make our titles more realistic than they are. If you take a look at what Unreal Engine 3 has to offer, it incorporates many technologies from companies such as: Nvidia, Oc3, RAD, Divx, Quazal, Fonix, Autodesk, IDV, Pixel, Vivox, Digimask, Creative, Geomerics, Allegorithmic, PhaseSpacem, IGN, Umbra, Illuminate, Natural Motion, Scaleform, MAK, Audiokinetic’s and more. I guaranty they will acquire licensing and incorporate technologies from various new companies. It’s a little hard to speculate what the company will publish without being directly involved in the development of the engine. So, check out my links and become enlighten on the future of entertainment.

http://www.unrealtechnology.com/

Information about the release of Unreal Engine 4:

http://www.gamasutra.com/php-bin/news_index.php?story=19562

Information about Unreal Engine:

http://en.wikipedia.org/wiki/Unreal_Engine

Brief information about Dunia:

http://en.wikipedia.org/wiki/Dunia_Engine

Some of the Best FREEWARE GAMES!

Thursday, February 19th, 2009

What makes these freeware games really good? They were all professionally supported by very reputable companies. Now old and defunct, they are open source and free for all to enjoy. I’m not saying the private/general public does not have any talent. But any private company focusing on releasing a game is doing so for profit. By saying that, they dedicate their skills and talent to getting the project done the right way (we would like to hope). Being an amateur game developer myself, I know when you spit out a quick game within an hour or two, it usually needs to be improved on and is no good at first.

Any who, blah blah blah, these game are awesome.

1ST in my list of freeware is:

COMMAND AND CONQUER: RED ALERT

C&C: Red Alert

This game is awesome! I and many others like me have spent countless hours in this game during the 90’s. It’s BACK! Really, can you forget Tanya? SHAKE IT BABY! BANG BANG BANG!

http://www.ea.com/redalert/news-detail.jsp?id=62

ALSO, releaseing the original Command and Conquer at:

http://files.filefront.com/Command+and+Conquer+Gold+Freeware/;8468950;/fileinfo.html

Thank you FileFront for hosting and EA for OPEN SOURCING!

2ND on my list is….

F.E.A.R COMBAT

First Encounter Assault Recon

F.E.A.R. Combat

Another sweet title. The Multiplayer verison is freeware and pushed graphics and physics to the limit as the time. Gotta love!, I also spent hours death-matching on this..

http://projectorigin.warnerbros.com/fearcombat/

THANKS to Warner Bros Entertainment for OPEN SOURCING!

3RD ON my List is…

Allegiance

Allegiance

Release by the Microsoft Gaming Studios, this RTS Style Space shooter is flabulous for the space heads in us!

http://www.freeallegiance.org/

Thanks to Microsoft, for FINALLY Open Sourcing SOMETHING, you greedy jackasstards!
We still love and support you Microsoft, that’s Why I have a 64 bit, DirectX10 Machine!

4TH on my list is…

Not really a game, but I can be considered one.

CLOUD

Cloud

It can get boring after a while, but this flyer is pretty and can put you to sleep.I remember playing this on some pc’s within some science meuseum in Southern CA, some time ago.

http://intihuatani.usc.edu/cloud/

Thanks to USC for open Sourcing!

Well folks, that’s it for now. Go on, download your files and spend some time with some of gaming history’s great games! And who said all downloading was illegal? HA!

COD_WAW, The Call of Duty, World At War UPADTE!

Tuesday, February 10th, 2009

Call of Duty, World at War

Call of Duty, World At War, by Activision Publishing, Inc.

A great game and there’s an official update. Ok I went too far, it’s not an official update, i’ll call it a map pack. The new multi-player maps are Nightfire, Station, Kneep Deep and Zombie Asylum. The company promisses to have the new maps released by March 09.

Check out: http://www.callofduty.com/supplies_map_pack?path=supplies_map_pack for more details.

The Beauty of a POWERFUL PC!

Wednesday, September 24th, 2008

Even though I built my PC in late February and continued to receive parts into early March, my affordable dream machine is a power house. With the release of Crysis Warhead and Crysis Wars, everyone will use the title to benchmark rigs! I know because everyone in their right mind used the original crysis to benchmark other PCS. Any who, because of the right choice of hardware, your PC can last for years; Most people would still upgrade after a year or two. But I know I’ll be happy for a while.

I’ll post some screen shots of my rig and the game(s)!

Are you a Gamer?

Sunday, August 31st, 2008

Are you a gamer?

You should give XFIRE a shot. I came across this application while trying to figure out why most of my games don’t detect hundreds of servers. It turns out, they detect only the servers that are affiliated with the games master server list. There are thousands of game server in our world that aren’t attached to these master list. XFIRE can help you find them. It also a community application, chat, in game voice and a bunch of other stuff…

I know there are other applications out there that can do what this one does. A lot of other people would agree, but for this moment, let’s give XFIRE a little glory. I’m only going to mention them!

http://www.xfire.com

Steam, Valve doesn’t play nice in DMZ.

Friday, January 11th, 2008

The application that is my gateway to Valve gaming heaven has a flaw. It does not play nice with a DMZ (Demilitarized Zone). This information relates to my router. I have a wireless router (also contains RJ45 ports) that’s connected to my ISP’s router. Everything on my network is protected. I am in the process of setting up a Day Of Defeat Source, dedicated server. I’ve discovered that you can’t log into Steam when your PC is in a DMZ. I want my DOD Source server to be accessible to everyone on the internet. I want everyone world wide to be able to connect to it. To keep the rest of my network safe, I want this machine in a DMZ.

In theory, I access my router and dis-engauge the DMZ. Now I can log into Steam. Then I boot up my server. After it is fully loaded and users can log in, I re-access my router and enguage the DMZ setting to my DOD Source severs IP address. My DOD server should now be logged into Steam and available to everyone.

I have done the following and I believe it’s working. I need to get my laptop on another network and see if I can find my server. That is how I can confirm my theory of bypassing the Steam-DMZ problem.

+++this is an edit, made on January 15th, 2008.+++

Regarding the DMZ issue I’ve talked about up top. Do not place your server in a DMZ. It’s not safe and a simple invitation to anyone who wants to hurt you. In the gaming community I’ve developed a good list of enemies. I know if they had their way, my server would be in pieces. I’ll post in the comments of this topic about how to access and program your router. Allowing specific access to what you need and what you want others to have.

Copy Steam, Valve Corporation.

Sunday, January 6th, 2008

I’ve been in the middle of composing a proposal for running a Day Of Defeat Source server. Initially, I was going to use my desktop machine to host the dedicated server but I’ve located another machine. I already had steam install on my desktop PC and wanted to copy it over to the Server machine. Why? The Source Dedicated Server files are roughy 2.5 gig to download. I’ve already downloaded them on what I thought would have been my first choice as a server machine. So how do you get the game over to another hard drive?

Simple, the Valve Corporation has a program called the Steam Client. It’s a good idea because it makes game management an easy task. I’m not going to get into what the Steam Client is and does, you can learn about that another time; but the program has a feature that allows you to make a backup copy of your Steam based file system. You can then store these backup files on another hard disk or even to multiple cd’s/dvd’s. It sounds like a good idea. Well I didn’t use it. My Desktop PC and Server are on the same network. So i used windows explorer to copy the entire Steam folder from one PC to another. Normally, this should not work, because I would imagine the missing registry keys in the Server PC would cause the installation I copied over to appear as a corrupt install. After the folder copied itself over to the Server PC, I used the run command, located the Steam.exe file and ran it. Surprise, I was able to log in and the Steam client did a brief 2 minute update before I was fully logged in and loaded.

I was then able to boot up a source server without a problem. Does this copy method work for any Games installed in Steam? I don’t know, the Steam installation I copied over only had the Dedicated Source Server files installed.  I believe it’s a glitch because why else would Valve waste their time to create a backup your files program that’s built into Steam? Unless they knew their program could do this, but still provided a tool to archive all the Steam files into one. When I copied it,the Server received hundreds/thousands of files. I believe the Seam Backup utility, would create 3 or 4 large single files.

So, if you are legally licensed, copy away from your PC to your Laptop. Just make sure you understand their license agreement before you play with this stuff. Is what I did illegal? No it’s not. I know multiple licenses to over 15 Valve products. They are all managed with the Steam application. My server is using one license to run the Dedicated Source Server Software and my Laptop has all my licenses for playing those games. I know, I need to build a new gaming rig for the new year we entered.

Valve, Steam install error, WINXP!

Sunday, December 30th, 2007

The OS is Windows XP Pro with service pack 2. I know SP3 has been available for a few days, I should apply it. Anyway, I’ve decided to run a Day of Defeat, Source server and I ran into a little problem. I did what everyone would have done. On my server machine, I went to http://www.steampowered.com and downloaded Steam (Valve’s way of getting in control of your games). After the download, I double clicked on the .MSI install file and instantly received an error:

“Steam install error 1327, invalid drive N:\”

I couldn’t find a quick fix on Steam’s support site to the problem. I’m not ragging on their service, I did a search on their site for the error and found nothing (only took 20 seconds). Then I went to Google for a better search and found a quick answer. A lot of other people having been running into similar problems. I didn’t locate anyone with the exact problem as mine, but others claimed the error issue after install (unable to launch Steam).  The fix:

I located and downloaded an old version of Steam. It is an .EXE file. After I ran that, it installed perfectly without problems. Then I ran Steam and logged in with my existing user account. Steam automatically updated itself to the latest version before fully powering up.

Wonderful. Now my server has 2.5 gig’s to download, in order to run a dedicated Source server.  So if anyone is having any problems out there on installing steam or getting steam to run after you have installed it. Remove and delete the .MSI file and install from the .MSI file. Then download the .EXE Steam install file from the ryanjb.com HalfLife GAME Site and install that.

Please visit http://developed.ryanjb.com/gamedev/valve/index.html

The link will be SteamInstall.exe

After I get that site up and running within the next 24 hours (of course) :-). Don’t forget to check the Ryan JB Build Log BLOG for site updates.

I’m quoting the WINXP/Steam error, hmmm… yes, my server gave me permission to quote it. 


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