Category Archives: Project MSG

Top 10 Articles Of 2014

We’re almost a fortnight into 2015 and I hope it’s been going great for everyone. Here at 16-BIT Shock HQ, things are moving along at a brisk pace. Work on game projects resumed early last week, after a short holiday break.

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Before moving on with fresh content for the new year, let’s take this opportunity for a brief recap of top posts on this blog. Several articles proved to be quite popular with readers and it would be great to showcase them again. Particularly for those who discovered this blog, only recently. The following list features a quick rundown of those posts truly, resonating with folks during 2014, and my personal viewpoint of why that is the case.

Just click on the relative heading and you will be taken directly to the article:

  1. Tools Of The Trade – GameMaker : Studio – Certainly the most read article on this site by a large margin, and quite understandably so. With the explosion of indie game development in recent years, everyone is looking around for the best ways to make games. This article gives a brief overview of one of the most popular game engines in existence today.
  2. Project MSG – Early Development – The game project I’ve been working on and has fortunately excited a few people. It’s a 2D retro-style shooting game with a top-down view perspective set within a cyberpunk universe. Many folks loved the logo and the pixel-art style, and in turn generated some interesting conversation between us. I appreciate all the input I’ve received and will be sharing more about this project in the near future.
  3. Developing For Vintage Hardware – It’s a no-brainer why this post struck a nerve, after all the number of retro gaming and computer aficionados keeps growing. Homebrew development is both intriguing and reinvigorating within the game development scene. Vintage consoles and computer systems, with their limited capabilities offer alternative, frankly more interesting roads for creative expression.
  4. Cybermanga – I’m a huge fan of anime & manga, particularly from the 80’s – 90’s. And it seems so are plenty of people visiting this site, even attracting significant traffic from Japan. The influence of these art forms play a big part in my own creative path and this post gives a brief overview.
  5. This Is For Retro Lovers – On the 2nd of June 2014, I wrote this blog’s very first post. Short, sweet and straight to the point – ultimately setting the general tone for future articles. Surprisingly it attracted a far larger audience than I was expecting, considering it was very early days for the blog.
  6. The 16-BIT Shock Design Philosophy – Probably one of the more important articles I’ve written here. The goal was to convey the direction that my game development projects were to take. Worth a read for recent visitors.
  7. Prototyping And Arcade Presentation – A fairly recent article, managing to gain far more traction than I was expecting. I covered an issue in games that I feel should gain more attention, and that’s the matter of how they are presented. Arcade games in particular are a great example of how this could be done.
  8. Anti-Establishment – Another one of those articles that had a significant impact with readers. Further reiterating key points from the 16-BIT Shock Design Philosophy article. Perhaps a tad more cheeky, but still attracting small trickles of traffic several months after it was published.
  9. Tools Of The Trade – GraphicsGale – At one point, pixel art seemed like it was a dying art form. Fortunately it has been rejuvenated recently with all the interest in retro and indie gaming. One of the better, if not the best pixel art editor is GraphicsGale. A personal favourite of mine which I go into more detail in this post.
  10. FM Synthesis & Video Games: Kick Drums & Toms – Last but not least, is this excellent article by Joe Giliver from Ocular Audio. Joe’s vast knowledge in music composition and FM synthesis is a great help in understanding what is substantially niche subject matter. Lately FM synthesis, is enjoying growing interest which is in line with the resurgence of retro gaming, computing and 80’s synthesizer music.

Plenty of reading there, great way to start the new year I would think. Future articles will tread similar ground for the most part. However, there will be a shift in focus around the periods when I’ll be releasing my game projects. Naturally there will be greater emphasis on these as should be expected.

 

 

 

 

Prototyping And Arcade Presentation

Recently I started working on a brand new prototype in order to test out some left-field ideas I’ve had in mind. Still sticking with a core shooting play mechanic and building upon a framework I’ve developed with Project MSG. However, this time the view point is from the side with completely different enemies and patterns. I wanted to explore a more disruptive science fiction theme than what would have been possible in Project MSG.

The prototype is interesting to say the least but is currently in a state that is comprised predominantly of place holder graphics. I’ll be starting soon on fresh assets and gradually polishing it up into a finished game. People that have been looking forward to Project MSG, will now have something extra to be excited about. There is a common thread and style running through both projects. I’m certain that if someone enjoys the one game, it’s quite likely that they will also enjoy the other.

Another issue that is close to my heart is that of game packaging, and how best to go about it. I’ve always felt that how a game is presented to the consumer is almost as important as the actual game itself. The reason why I believe this, is that we all start playing the game in our heads long before we actually do. It could start with some screenshots, a preview, an advertisement or any marketing materials of a particular game we’re excited about. On a subconscious level they just seem to infiltrate our head space, creating a mental play through and sometimes raising expectations to unrealistic levels.

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Sega’s Quartet is a cool game with a stunning arcade cab, Lee’s mustache makes everything better

If we’re purchasing a game that is available physically, usually the type and quality of the box art will serve a similar purpose. Owning a game with cool cover art helps to elevate it in most game collections, unless it’s a stinker. Of course we’re gradually moving in a direction where optical drives will go the way of the dodo, thus rendering games in physical form redundant. Already sales of physical games are in decline, while digital downloads are ever-increasing. There may be a market for physical games in the distant future, aimed directly at the core enthusiast. It may resemble that of vinyl limited edition runs, popular with music aficionados.

Unless there’s reasonable demand, I won’t be releasing any of my upcoming games in physical form. As a huge game fan, I prefer owning physical copies of my games versus digital. Reality and market trends dictate otherwise and it’s best to flow with the tide rather than against it. This creates a challenge on how best to ‘package’ a digital product that will generate similar emotions within it’s potential audience. For that I had to go back to my arcade gaming roots, where the logo, marquee, controller inserts and side artwork would be the first noticeable elements.

A cornucopia of bright, colourful graphic work, brilliantly combining marketing with play instructions. How arcade cabinets were adorned was a masterstroke to say the least, inevitably they still are in Japan where arcades remain relevant. While I wouldn’t fathom of packaging a digitally downloadable game as an arcade cab, the gist of it is similar. A visually powerful method to communicate what the game is about, and to quickly instruct the gamer how it’s played for their enjoyment.

 

 

 

 

 

Developing For Vintage Hardware

It was a hectic but very productive week here at 16-BIT Shock HQ. Progress on the development of Project MSG continues tenaciously. While I’m not in a position to give a solid release date, it won’t be too far away.

Given the retro leanings of the project, there has been interest by some members of the homebrew community. I’ve been asked if there is a possibility for the game to be ported over to certain vintage systems. While neither myself or my development partner can commit to any additional platforms, right way. After all, Android support is by far the most requested platform for obvious reasons.

I also have a burgeoning interest in HTML5 development lately. Whether Project MSG is suited for this remains unclear – time will tell. 

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Sega’s Mega Drive boasts one of the finest exterior designs for a game console

Nevertheless, developing for vintage hardware is an intriguing prospect that personally find exciting. The Sega Mega Drive / Genesis is the first potential candidate on the list. An amazing 16-bit console that possesses, near ideal specifications for the results that I want. I will need to brush up on my 68000 assembly, perhaps even some Z80 skills will come in handy. Once a proud owner of a Sinclair ZX Spectrum, learned enough Z80 assembly to code a Joust clone. But that was a very long time ago and I’m certainly a bit rusty now.

Speaking of the ZX Spectrum, that would make both a good & bad contender for a Project MSG port. It would be quite possible with tight, efficient coding. However, the little 8-bitter is rather weak in some areas. Particularly in the sound department, especially if we’re referring to the 16K/48K variants of the microcomputer. The Spectrum 128 on the other hand, apart from increased RAM also came equipped with the AY-3-8912, a 3-channel audio chip. Capable of producing superior music and sound effects to it’s forerunner.

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The ZX Spectrum was the true king of the 80’s

In all seriousness though, developing for a 16-bit system such as the Mega Drive or a close counterpart such as the Commodore Amiga, would be ideal. Although they both sport similar processors, they’re entirely different beasts to work on. Specifically in the way the two machines handle graphics, distinctively. The Amiga is well known for it’s graphical prowess and blitter, incredibly advanced for the period. Sega’s Mega Drive on the other hand seems rather anemic in the video display processor (VDP) department. With only 64K of video ram and far smaller colour count to the Amiga, yet breezier in the movement of sprites and 2D planes.

Of course there are several other computers and consoles that could come under consideration. While I’ve never owned one of these, MSX & 2/2+ have fascinated me to some degree. As a huge Compile fan, I loved how Aleste 1 & 2 and Aleste Gaiden turned out on the MSX2. A significantly capable machine that just seems to punch above it’s weight, resulting in output similar to that of Sega’s Master System.

Some food for thought, plenty of great machines of yore to ponder upon. Many of which still retain a huge following to this very day. Hopefully it won’t be long whereby I can lend my support to one or two of these systems.