Hi Richard,

Oh, definitely. I have put a lot of thought into this and I came to
the same general conclusions as you. AGM's problem was that it
couldn't create a racing game, side-scroller, first-person game, etc
because all of the functionality was too generic for that. However, if
there was an editor for side-scrollers, one for first-person shooters,
another for racing, etc it would go a long way to solving that basic

I know from my own personal experience that writing a side-scroller is
totally different from writing a first-person game. I have two
completely different sets of functions in the game engine for
side-scrollers and first-person. In the first-person catagory I have
PlayerRunForward(), PlayerStepFoward(), PlayerStepBackward(),
PlayerStepLeft(), PlayerStepRight(), PlayerTurnLeft(),
PlayerTurnRight(), etc. For side-scrollers I have PlayerRunLeft(),
PlayerRunRight(), PlayerWalkLeft(), and PlayerWalkRight().This
difference in functionality pretty much demands some sort of custom
tool for each type of game.

On 2/1/11, Richard @ AudioGames <rich...@audiogames.net> wrote:

> Hi Thomas (and all),
> You're absolutely right about the problems with the AGM-project you
> describe. I applaud your persuit for the development of a new
> audio game creation tool. I'd really like to see more tools because I want
> to have more audio games (I follow all threads about
> tools on this list silently but with great interest :-)
> I learned many things from the AGM project (such as dealing with time
> restrictions, burned-down offices, ambitious interns, etc. :-)
> but what is probably most useful to share is more about the design of
> generic game design tools:
> I've always thought that if I were to do the AGM-project again, that I would
> *first* constrain myself to a game design tool for one
> specific game genre. So for instance a tool for an audio race game, or a
> tool for an audio platform game, etc. Initially we had
> considered this option, but we abandoned it because we thought of the idea
> too much as mere level editors (with which one could not
> design a innovative/original game with) and because we thought there would
> be so much overlap between the level editors (score
> systems, enemies, etc.) that we could pull off a generic game design tool
> with a little bit more effort.
> In the end we found that the generic approach made it a whole lot harder to
> even make a very simple racing game, or a simple shooter
> game. With a lot more time (let's say 1,5 years) we could have probably
> managed to make a decent working generic version, with a
> better user interface (even though this one was supposed to be as simple as
> possible, it is still quite complex when you start). But
> I think that we probably would have added templates for certain game genres
> anyway - just to make the design more simple.
> I think that if you start with an audio game design tool for one specific
> genre (let's say a shooter or a racer or a board game),
> that that in itsself is already a big enough challenge. Most likely
> something like an Audio Race Game Maker will feature an
> incredible amount of variables and functionalities. This not only means that
> an Audio Race Game Maker is a big thing to develop, but
> when you achieve it, you have probably learned a great deal about how to
> create a more generic game development tool as well.
> I think that you might find that even with a single-genre tool many people
> will create a whole range of fun racing games and will
> very soon try to use it for stuff other than racing games. Then gradually
> you can add a new feature (open terrain instead of a fixed
> track, or damage variable, so that vehicles can get damaged), and another
> one (pickups, or a weapon to shoot another car) and quite
> soon people will exchange the car engine sound for footsteps and you have
> the initials of a basic FPS. And you can have it grow from
> there on.
> On a side note: this is actually how our project Extant
> (http://creativehero.es/Extant) is now slowly changing from a first-person
> shooter environment into an environment (in Unity) which allows us to create
> multiple types of games because we got all types of
> building blocks that work together: moving around a 3D space (x,y,z),
> different avatars (person, vehicle, etc.), enemies, shooting,
> pickups, buildings, etc.
> So my point is: start small, try not to create a generic tool for all game
> genres, but start with a tool for a single genre and
> build it out from there. Maybe first build three single genre tools and then
> make a generic version out of the three of them.
> Best regards,
> Richard
> http://audiogames.net

Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
All messages are archived and can be searched and read at
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.

Reply via email to