Path: chuka.playstation.co.uk!news From: "Alex Herbert" Newsgroups: scee.yaroze.freetalk.english,scee.yaroze.mydemos Subject: Re: URGENT! OPM Games Date: Sun, 25 Jul 1999 01:25:52 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 154 Message-ID: <7ndks5$i4m7@chuka.playstation.co.uk> References: <7n7n4f$6tn6@chuka.playstation.co.uk> NNTP-Posting-Host: 195.166.144.174 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: chuka.playstation.co.uk scee.yaroze.freetalk.english:4359 scee.yaroze.mydemos:458 ----- Original Message ----- From: Anthony Ross Newsgroups: scee.yaroze.freetalk.english,scee.yaroze.mydemos Sent: 24 July 1999 22:06 Subject: Re: URGENT! OPM Games > > There are too many time wasting activities and hurdles on the Yaroze and > these contribute to a loss of interest in the project. > > 1) Recalculating those stupid Hexadecimal memory addresses every time > one of your data files changes. (The number of times I've been caught > out by this.....) > Life's a bitch, huh? Other NY members have come across the same problems and have written tools to help, and have been kind enough to share them with us. > 2) Having to make graphics and sounds in the first place (tiles, sound > effects and stuff like that should be part of the boot CD) > But there are textures and GM sounds on the boot CD. Ok, they are limited and quite poor really, but creating graphics and sounds are all part of game creation, surely. > 3) No code samples in the (and a lack of consistency in the way things > are done in the tutorials) > There's plenty of source code and information on the NY/members web site. Personally, I found the manuals explained most things adequately, and where the didn't, the FAQ and these newsgroups provided the answers. > 4) Not much info on game design and implementation > Well, that's really down to each individual and their talents (or lack of). The most fun aspect of programming is the problem solving - working out how to translate your ideas into code and onto the screen. > 5) No proper tools to work with (sprite tools etc) > It's up to you to source these tools. Pro developers have to do the same. Besides, there have been several opportuninties to get fully blown graphics packages (which usually cost more than the complete Yaroze package) for free on cover discs of magazines etc. - information on which has often been given on these newsgroups. > 6) No multitap libs (we all know that the good multi-player games can > sometimes look poor but we accept this because they are so much fun so > we could produce good 4-player games and people would overlook the poor > graphics that home-coders produce) > Agreed. It's a shame, but we can't have everything. > 7) No incentive (if we give a submission for the magazine we get nothing > and some mainstream coders can take our ideas and make a better > version). > SONY could have easily set up some deal with their developers (or at > least established links) to have our work included on mainstream games > as sub-games. The developers could then pay us a standard fee for our > work. Equally, SONY could produce a compilation of the best work (say > 10 games per disk) and sell them commercially with coders getting a > royalty (or fixed fee) > The incentives are: fun, learning, and the fact that the NY project is a proving ground for new talent, and therefore a possible way into the industry. It is also very satisfying to get a game published on the OPM cover disc, not to mention the recognition received. And, your arrogance bemuses me. You really think that your ideas are too good to share without someone ripping them off and making a killing from them? Well, in that case I suggest you start developing your ideas on the PC, then try and find a publisher. Or, try and get a job in the industry - but then, you need to prove yourself first to do that. > > We are supposed to solve these problems in our spare time and produce > games in a matter of weeks. Mainstream PSX stuff is produced by teams > and take months or years. > It's what game designers/programmers (i.e. you) do - solve the problems. If you want it all done for you, then that already exists - they're called commercial games and I believe you can pick them up for £20-50 at your local games retailer. We do it in our spare time bacause WE WANT TO. We do what we want, when we want and at the pace we want, and no one is expecting us to do anything other than that. Nor is anyone expecting us to compete with professional development teams. > I don't want to release something which looks like a load of cack but I > don't want to give away something, which represents loads of my spare > time, for no payment. > If your talents don't live up to your own expectations then that's your problem. You are not going to get paid! You made a mistake in buying a NY if you expect to get paid for anything you do with it. It's a HOBBY. It's not work, and it's not a job. > What about a competition with some prizes? Sony are loaded so they can > afford it. What like GDUK? > Or did they only start the Yaroze program to generate new > game ideas on the cheap! > Yeah, let's face it, the NY scene is really bulging with great, new, fresh ideas. People with great ideas are two a penny. People who can put great ideas to effect are those in demand. > Rant over************************************************************* > Thank {insert expletive here} for that. > Believe it or not I am actually producing a game for Yaroze but I am not > sure how long it will take. If I had all the graphics and sounds done I > could finish the code in a couple of weeks. However I have no idea when > I will be finished because the graphics and sound are such a grey area > (because they are down to your own personal standards and are limited by > your tools and artistic ability) > > > My game is a variation on Puzzle Bobble (Bust a Move2,3 etc) > > Ah, now who's stealing who's ideas exactly? Oh, I get it! This is a wind up isn't it? Had me fooled for a while there. > > ------------------------------------ > Anthony Ross Herbs