Posts tagged Art
Win some swag. Have some info!
0Okay boys and girls!
We want to start talking more about Emerald Kingdom. One of the best ways to do that will be with forums. To that end, we are announcing the opening of the Emerald Kingdom Forums.
And, because we like making things here, we want to hear from you. We also want to hear from your friends. Emerald Kingdom is starting to hurtle towards alpha, and we want to see what some of you folks think and want. So, to start the dialog and get you guys into the forums…we are offering you the chance to win some swag from us.
For the person who refers the most friends to the Forums, who sign up and post…we will send you a Double Cluepon T-Shirt. We will even sign it if you want. The person who refers the second highest number of people will also get a T Shirt, but…we hate signing clothing…so, no hand signed shirt for the runner up.
Both winners will also receive a color character signed by Uriel. How will you know which character you want? Easy…by the end of January, you will know.
But, you may ask…how will we know who referred who? In the box under TimeZone…have them put your forum name, or your DeviantArt, Twitter, Facebook…etc. We will tally up the referrals on Jan 31st. Winners will be the ones with the most, and second most number of people who used you as the referral. See below:
Double Cluepon staff, and their immediate families are ineligible. Referrals from the blog, and our other channels such as FB, dA are also ineligible. So, get signed up, and get your friends to sign up! The more the merrier. The small print is: we will know if you try to stack the referrals. You will be disqualified if you try. =)
In the coming week, we will be talking about Emerald Kingdom’s story, its features, character bios, and the coming Comic…Twin Perennial.So, if you want to know more…the forums are the place.
Plans for the New Year.
2We have plenty of things on deck for 2011. While I can’t give you a ton of details, as some of this is still in the staging phase…I can tell you…
Emerald Kingdom will be going into a closed, followed by an open beta. Do not ask us for a date. One thing I have learned is that giving dates is always a bad idea. Right now, StoryTeller is talking to the server, and world development has taken somewhat of a primary seat.
We will be incorporating our art studio as a separate entity. Test Room Thirty Seven. While TRTS will be primarily doing work for Double Cluepon, we also recognize there are a lot of underground game developers who could use professional art services, without having to pay several thousand dollars. I have been tightening up the business model for TRTS, and plan to get it incorporated soon. What does this mean for the underground/indie game developers in Chicago? It could wind up meaning quite a bit actually. Our goal is to provide economical and sliding scale artwork for game developers who can’t draw. One of the things I learned early on, from speaking to other developers (as well as our own) is that some of them would have been making their own games sooner if they could draw, or had access to an artist. Many more would use an art studio, or an artist if it was not stupidly priced. We see a market here. But more than that, we see a community waiting here.
I am personally working on a project to pull indie/underground game development under a more inclusive umbrella. One of the things we have discovered here at Double Cluepon is the rather fragmented indie/underground scene, here in Chicago. We have a number of little groups. That’s okay. But there is no representation, no cohesive underground/indie movement. Like Seattle was for Grunge, Chicago could be for indie games. Chicago is the spot where many game greats were founded. Midway, Williams, Bungie…Some of this has faltered. To that end, I have been speaking with a number of other indie developers, and want to speak to more. Between myself, and some core people we are looking to start some kind of a non profit indie trade group or union. Between folks here at Double Cluepon, and friends of ours in indie games…we think we have a winner here. Please note: we are not looking to form a clique or club. We want an honest to goodness indie non profit. Some of the points I and others have talked about are:
- To promote and foster underground and indie game development within the Chicago area, without undue influence: We want indies to be able to experiment, explore and create new stuff. There is plenty of time for cookie cutter stuff later.
- To help indie gamers market themselves to broader markets: We have noted a lot of good indie game devs should definitely have more exposure than they do. One person can have a hard time, however…a group might have a better go.
- To help indie gamers put together, and assemble tools needed to monetize their efforts: This is a biggie. One thing we have identified, and need to do more work on is helping indie gamers make money from their efforts. One developer we spoke to had serious issues attaching prices to his games. Because ultimately it can be hard to figure out what it’s worth to others, versus what it’s worth to you.
- To promote connections between artists, sound and music artists, and developers in order to promote better quality indie games: What good is a community if you cannot network with others?
- To provide a basic infrastructure for all members. (legal, web, protection, representation): This is something so crucial, and yet overlooked. While Tim Langdell has been pushed back, there are always 50 more to take his place. One person facing an idiotic lawsuit is one thing. Facing a whole community is another. Another thing is, simply helping developers get organized, learning how to manage basic business paperwork. How to incorporate, how to LLC, how to set themselves up so they don’t get overwhelmed later on. we think there should be more organized indies, not less. Additionally, Making the industry “safe” for newcomers will help foster its growth.
- Create an organization with a repeatable model: what we do here should be repeatable in NYC, or LA, or Dallas…or even in places as small as O’Fallon Illinois, or St. Charles, MO. Our organization model should definitely be open source. We should be promoting indies elsewhere, starting with right here. Don’t smack me for the cliche but…it fits: We need to act locally and think globally. If we can make this a successful and independent effort, we need to make sure others can do the same elsewhere.
That said: if you’re an indie game developer in Chicago, and want to know more about this, and perhaps get involved you should email Azrael. ( AT doublecluepon.com ) We definitely want to talk about this idea more. We need more ideas, and we need more eyeballs on this.
In closing, we are ready and waiting for 2011 to come along. We can’t wait.
Falling into Autumn.
0As we head into October, we keep moving the ball down the field. While it’s been pretty quiet on the blog front, that’s no reason to get upset. Code for Emerald Kingdom is cruising right along, and of course the art department is hurtling forward.
But, we do like to throw out little goodies from time to time. This time, it’s a pair of wallpapers. One widescreen, one 4:3. The new Autumn theme features Clyde the Gremmie as you can see. It also incorporates a couple of new faces. The darling little girl gremmie is Chancey. Someone needs to let her know that oven mitts are not entirely very good for manual dexterity. The Sprite being startled into dropper her makeup is Phenix. Phenix is not a nice girl.
Anyhow, the new wallpapers are available on DeviantArt. You can get the WideScreen here. You can get the 4:3 standard format here.
As the seasons change, and we get closer to 2011, be on the lookout for a lot of changes which are queued up and ready to come down the pipe. =)
Ja Mata!
Update with a side of Open Source Goodness.
0Wow, we have been away from our public lately. We’re sorry about that. All of us are working hard on getting Emerald Kingdom ready for Alpha and Beta. Not to mention, we have been busy preparing for the 3g Expo at Columbia College. We will be showing off a special version of WireWorks, as well as talking to young women in high school who are interested in games and game design. One of the things folks may not realize is that Double Cluepon has two women registered as owners!
Emerald Kingdom progresses. Samael has been a coding madman; StoryTeller now has the base sprite functions it needs, and Sandalphon, our Animation Director has been doing run/walk animations. Uriel, the Art Director has been cranking out Player Character parts, clothes, hair, eyes…she is also working her magic with monsters, Gremmies, buildings and tiles. StoryTeller is nearly to the fork point. When I say point: I mean the point at which we fork it off so that StoryTeller goes one way, and Emerald Kingdom (the client) goes the other.
All of which is great, but without a way to talk to a server and a database…would be pointless. When Raguel and I started looking at servers for Emerald Kingdom, we lamented that there were no free, or at the very least, solutions which were cheap enough for an underground game company like ours. The most widely known solution was expensive: $5000.00 USD just to get started.
We elected to write our own. To that end, Raguel has now finished the first version of our centerpiece for a true AS3/Flash socket server. We call it: SWFConduit.
Here is the official release statement:
—-
Announcing SwfConduit! An event-driven, bidirectional Flash socket server written in Python using Twisted and PyAMF.
- Python 2.6
- Twisted
- PyAMF 0.6 (available from http://pyamf.org)
- AMF3 (AMF0 does not support full object serialization)
- Flash clients require AS3 (AS1/2 do not support raw binary sockets)
- Content Encryption
- Rich set of default events
- Server and Session objects to cover common tasks
- More documentation on how to write clients
- Server Clusters
- Inter-server communications
- Connection negotiation (choose the least busy server to connect to)
- Swapping active sessions between servers in a cluster (each server can handle a geographic area in a game, spreading load while maintaining communications between friends)
- UDP support
- Speed at the expense of reliability
—-
And there you have it. SWFConduit is the centerpiece for Emerald Kingdom’s server, it’s support for modules means that the modules make the server. So, Raguel will be writing the modules for Emerald Kingdom to work with SWFConduit. The beauty of this is, SWFConduit is a bit like Zombo.com. You can do anything, anything at all with it. Write a module for a simple high score tracker database in SQL, or write a multiplayer server for a Flash game. THE ONLY LIMIT IS YOUR MIND.
It’s free, and licensed under the GPLv3. Which means, if you use it, or modify it….it gets better as we go along. You can get SWFConduit from github. Be sure to let us know if you use it!
Ever Onward…
0Let me be the first to tell you, as a producer my job never gets old. Keeping track of everything is hard. One of the big things we are moving toward right now is StoryTeller. StoryTeller, you might remember is our tool which is used for building Emerald Kingdom. It becomes more and more usable every day. But even if it were 100% usable and bug free tomorrow, we would still need assets to plug into it. Things like gamesprites, objects, tiles, etc. One of the things you have to do before you even get to creating these things is having a discussion about scale.
Scaling may sound easy. But it’s not. There is some math involved to make sure the proportions are correct, at least in terms of tile space. It gets ever more complex when you are working isometrically. Fortunately, we have some awesome folks like Uriel, Samael, and Sandalphon, who’s job it is to get it looking right. Over the last four days, one of the main things that has happened with StoryTeller is, we have changed some of the behavior in terms of how layers work, (tile, object, border) and we have added some dummy models to the object list to start getting ideas about scale…

Scaling test in StoryTeller. Gremmies everywhere! Also interesting to note: we have border painting. Gotta have a way to define walls!
Samael worked on figuring out a new and better system of working with layers. While that happened Uriel collaborated off and on with both Samael and Sandalphon to get the exact proportions needed. This was all necessary legwork: Sandalphon cant make anything move until she knows what sizes she’s dealing with. Lot’s of back and forth involved. Even I got involved, because well…everyone wanted to know what kind of quality I expected. What we wound up settling on is roughly 100px in height, and about half the width. I wont bore you with the actual math. If Uriel or Samael wants to, they can fill in the details separately.
With the scale problem out of the way, now Uriel can make base model parts, Sandalphon can breathe life into them, and Samael can add the gamesprite functionality into StoryTeller. Not bad for a days work! All that happened on Friday, here on Monday…the producer tests the newest build. Everyone is a happy camper!
Of course, it does not end there. Lots more to do. But I like to keep you readers updated with where we are, and how we’re moving along. =)




