Posts tagged StoryTeller
A quick update on Emerald Kingdom & StoryTeller
0We have props…
We have animations…
We have our item editor…
Finally, we also now have areas…
But, wait…there’s more. Two tabs in StoryTeller have yet to make an appearance. (Can you guess what they are?) While those are being worked on…the main focus right now is the alpha client, which is in full swing. Additionally, Xaphan and Uriel are burning the midnight oil on the actual beta artwork painting. What you see in this is not even the final artwork…we consider this rough work. We’ve been using what you see for internal test work.
If you have not already done so, now is the time to head over to the Emerald Kingdom website to sign up for Alpha testing. It’s rapidly approaching. While we have been collecting names for some time…we have not selected the initial tester list.
Livestream Today. 2:30 PM CST. Come watch!
1EDIT: Livestream is over. You can catch the replay here. A few other things not mentioned, so I will throw them out for curious folks.
StoryTeller is ActionScript3, built in Flex. It makes use of the fantastic as3isolib. It’s packaged and distributed as an AIR Application. Never doubt the power of Flash. =)
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I’ll be doing a livestream today at 2:30 PM. In this livestream, I’ll be demonstrating our tool StoryTeller.
StoryTeller is our toolkit for Emerald Kingdom. I have said many times, you don’t really “write an MMO”….you write tools to create an MMO. StoryTeller is our tool, and our take on how to create worlds. StoryTeller will eventually be Open Sourced, and available to everyone. Combined with our server, SWFConduit (which is already Open Sourced, you can find it here) it will allow people with creativity to develop virtual worlds and games without necessarily needing a programmer, an artist, etc. While those things are surely helpful, they shouldn’t be a an insurmountable barrier to entry.
We here at Double Cluepon think there are a great many creative types who would be doing more in the gaming sphere…if they had tools which allowed them to express their creativity. It’s our hope that SWFConduit and StoryTeller will eventually allow people with creativity to worry less about needing a programmer so they can focus on creating. We are not looking to re-create other servers or other tools. We’re looking to demystify some of the more technical back end elements that keep people from creating…and do so without needing a small fortune to do so.
So, while StoryTeller is still in development, and rough…it’s stable enough that we are using it to create the Alpha world of Emerald Kingdom. That said, we also feel it’s stable enough to show people who are interested in what we are doing. While our developers are working on the Alpha client for the beginning of Alpha Testing….now is the time to give you a peek into our world.
See you there!
We haven’t forgotten about you!
0We’ve just been super crunchy happy busy.
Find out more on our forums: http://www.emeraldkingdom.com/ekforums/viewtopic.php?f=7&t=154
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.
The 5000 lb pink elephant with missile pods in the room.
0It’s episodic content in video games. Nobody wants to talk about it. Everyone wants to do it, but in the end what it winds up being is marketing fluff to sell in the short term, and disappoint in the long term.
Duke Nukem is a minor example of this trend. A more immediate example is Half Life. Gabe Newell gives interviews, and between the vagaries of Left 4 Dead, Team Fortress and Portal 2….the thing he wont talk about in any substantive way is Half Life2 Episode 3/Half Life 3.
The problem is bigger than just Valve. It affects smaller studios and indie devs too. I think the issue comes down to a rather simple thing: the line between episodic, sequel and DLC, and update/expansion is horribly horribly blurred. I think some studios do this deliberately, but I think a majority of them don’t get or have not defined “episodic” to be something in its own right in terms of their content. Thus, you wind up with people happy about Portal 2, but lamenting that they don’t know whats happening with Alyx and Gordon Freeman. I am putting this out there now, because…the lack of definition here is a wonderful opportunity for the underground and indie game studios.
Gabe mentioned that doing episodic content like Episode 1 and 2 would “speed” things along in terms of releases. But, to be honest it’s pretty clear they never ever defined what episodic meant in terms of half life. To be blunt: Gabe slapped a half ass label on something he did not, or would not define and the fans are honked. Rightfully so. I want to also say, I really don’t blame Gabe for this. I think game design and development…as well as game business in general often fosters a lot of short term thinking for the sake of expedience. Its a culture thing.
Nobody gets as upset about MMORPG expansion packs. They come when they come. There are usually always things to do while waiting. But the idea you have to wait several years for expansion is also very outdated as well.
DLC is a fine idea. But again, I think it means different things to different people. I recently bought Blade Kitten on steam. It was amazingly short. A bit shorter than I expected for a $17 price point. It’s frame capped at 30 fps, cell shaded…and while I did enjoy it, I cant begin to tell you the disappointment I felt when I reached the end of it…after much less than a day. I said to myself: this is what happens when you rush to market in the hopes of capitalizing on DLC later. While we here at Double Cluepon believe strongly that shipping is a feature, we also believe punching customers is wrong. I definitely felt a bit punched by Blade Kitten. That feeling influenced some of my later opinions about functionality as I went back through the game again. Developers, especially underground and indie houses need to be aware of that. They are not, either by choice or by mere ignorance. It’s a really sad thing.
But, let’s get to the point; episodic content means something very specific, at least for us. What it means for us is: episodes, content delivery, with expedience. Many MMORPG’s cant meet this demand, because of testing and debug cycles. C++ and other major languages just wont allow for it. Because often times the new content is bundled in with new functionality.
FPS’ like Half Life cant meet this burden, because again: debug and testing. Game Studios often times, again, bundle in new functionality with new content. Half Life: Lost Coast was released to gauge and sample player opinions about this. Since its release, there has been nothing but some matte painting concept art of HL3. What happened to short, controlled episodes?
Until someone sets up a modular system, that separates content from features, true episodic content cannot be a reality. Bold statement, I know. But let’s look at the best example of real episodic content: Television. Imagine if you had to wait three years between season 1 and 2 of LOST, or Law and Order. And the reason was, they had to internally test a new lens for a camera to make sure it would do exactly what they wanted it to do. Television would be markedly different in the US.
Using the word episode in your game title does not mean you have episodic content. The sooner everyone realizes this, the better gaming will be. I say this because true episodic content, at least how we define it is…
- Rapid Content Creation. – You have to be able to develop story, and events rapidly.
- Rapid Content Delivery – You must be able to deliver your aforementioned content rapidly. bi weekly cycles would be great. 30 day cycles would be fine. Anything more than 3 months and your dawdling.
- On the Fly changes, while not regular, are possible – Simply put, you have to be able to change the world on a whim sometimes. Life is more fun with spontaneity.
To do the above three things absolutely eliminates beta testing because of new code, or features. Those things have their place. But when it comes to delivering the main piece of story driven games, the CONTENT…function and feature has to be separated. The time has come in game development to let the coders and the content creators: writers, artists and such…diverge a bit. Let the coders do what they do, but if a story teller has to bug a coder to put a new piece of content in…something is wrong.
Let me just close here by saying: Emerald Kingdom will be doing episodic content.
Smiles and Kisses,
Az.







