OUR NEWEST GAME:
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Lessons learned: Sound libraries

02.12.2009 View Comments

First of all I want to kick off by saying thank you for voting! We got 30% of all votes in the 2BeeGames competition (a nice second place, in a competition that started out with 120 games!), and while we didn't win the poll, it goes to show that there's definite interest in roleplaying games. We're especially happy to have done so well with this preview version of Driftmoon, as the development of the game is still very much in progress. We also got featured in a lot of places, and are very thankful for all the support we received! We also want to congratulate all the other 2BeeGames-finalists for their success in the competition!

And on to the show. It's technical, but I'll keep it short (just kidding!). As most of you know, I spent a couple of very nice weeks redeveloping our sound engine. Why? Because I chose a poorly supported library earlier, and it crashed the game at random now that the preview was being tested on more machines. The library was Audiere, a very easy and clean library. You could very nearly play a sound by calling play(filename). I chose it back in 2005, when it was still in active development. Since then, more and more computers have got at least two CPU cores, which seems to induce a threading bug in the library. Unfortunately Audiere hasn't been updated in years, so I had to look for a new library.

I went with Microsoft's new XAct3. It looks easy enough, it has a really nice tool to set up all the sounds, supports both XBox 360 and Windows, and it's the newest from one of the most largest software companies out there. Also, Microsoft clearly states that their older DirectSound technology is deprecated, which usually means they're not supporting it, and that developers should use the newer libraries XAct3 or Xaudio2. I completely overhauled our sound engine to XAct3, now happy with this new technology. But as it turns out, new technologies often have bugs, and so did XAct3. It crashed at random when releasing finished sounds, and at random it would reuse a sound, resulting in the previous sound being played instead of the new sound. Since XAct3 was built as an easy to use wrapper around XAudio2, and the bugs were in the wrapper layer, I moved on to using XAudio2.

Now I completely overhauled our sound engine to XAudio2. To its credit I can say that it worked, and didn't have any bugs that I could see. But it had one little flaw - it required the absolutely newest DirectX version. That's not going to be a problem in a few years time, and it's not a problem for any larger games where your average user is willing to upgrade his whole computer to play the game. But I couldn't just put in a message saying you need a new DirectX pronto, chop chop to Microsoft and install it, hope it runs on your outdated hardware, then if you still remember, try our game.

So I completely overhauled our sound engine to DirectSound. I've been using it in all of my previous games, starting from the year 1999. It works just as perfectly as it ever did, and even though Microsoft says it's deprecated, I'm sure they don't really mean that. So that's what I was doing for the past two or three weeks. I'm really glad I can get to working on the actual game now...

The plot thickens...

28.11.2009 View Comments

One of the feedback we picked from the Driftmoon preview was that some players (me) didn't like the way the plot of the game started. I'm looking for a way to improve the beginning, and while we're at it, we could make the player character more interesting. If you have an idea for the plot, don't read any further before posting it to the comments, or you might forget your unspoiled idea.

So now that you either don't have an idea or you've posted it already, I can tell you my ideas. Looking at the current setup, the player is just a general chap who's father was the baron of Driftmoon, and the player didn't know this. Someone said he'd preferred playing Paul the Librarian, and I would have preferred playing Bobby the Skeleton. Often RPG characters are weak nobodies who just happen to be at the right place, such as in all Fallouts and Oblivion. The argument there is that it's easier for the player to feel sympathy for characters similar to themselves. Also that allows character development, the player can mold the character as they will. Call me crazy, but I'd like a my character to be a little more interesting, perhaps even have a background of their own that I could learn while playing.

My favourite example of RPG player characters is The Nameless One from Planescape: Torment. The protagonist was handed an ugly tattooed character with an unknown background, only the knowledge that he lived forever and had lived many different lives in the past now forgotten. You could develop him while playing by getting him to remember some of his past lives, and you learned quite a bit of his past. He was an interesting character from the start, it was cool playing him and you wanted to learn about him, but since he had no memory of his past the character itself didn't force your choices. Unfortunately the forgotten past is one of the most used game elements today, but this was ten years ago when it was still nearly new.

So here's my initial ideas for the player character. I don't want to completely redo the starting levels, but I could for example start the player in Driftmoon and turn Samuel (the professor with the teleport) into some sort of a wizard or sage, and move his house there.

  • The player is the baron himself, come to the past to stop himself.
  • The player is a golem created by the wizard.
  • The player is a dwarf trying to escape from the mines, mistakenly tunneled into the wizards house.
  • The player is the king of Driftmoon from a thousand years ago, woken from his grave by the wizard to stop the Curse.
Or something like that. I'm very eager to hear your ideas so if you have none, make something up right now!

Final voting begins! Vote now!

24.11.2009 View Comments

This is the final vote, so if you like Driftmoon, vote now and ask your friends to vote for us as well. If we win, it means I will have a chance to focus more on Driftmoon - and finish it sooner. (The poll closes 30.11 at 11:59 PM EST.)

For those of you not familiar with Driftmoon yet, the preview version is available here. And for those who don't yet even know about the contest yet, here's a link to 2beegames.com. The contest organizers would appreciate it if you also registered there, though it is not obligatory at the moment.

Driftmoon made it to the final round

23.11.2009 View Comments

It was tight, but we made it to the final round of voting at 2BeeGames. The next voting will start tomorrow, so check back to vote for Driftmoon. Thanks for all of your votes this far!

Help us stay in the competition!

20.11.2009 View Comments

The competition is really tough! If you like Driftmoon, please vote and ask your friends to vote for us at http://www.2beegames.com/.

UPDATE: This is the most critical moment this week, if you haven't voted yet, please vote!

vote2bee

Edit: New preview version is here. If you haven't tried the game yet, that's a good place to start.

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