On the move

Posted in Tales from the grind-stone on March 8th, 2010 by MrCranky

Aha! Just downloaded the Wordpress app for iPhone, we shall see if writing blogs on the move lets me be more reliable with my posts. As I write this particular draft (lamenting the iPhone’s keypad) I’m on a bus on Princes St, moving between Microsoft at the East End and our own office at the West End. This afternoon I’ll be talking through our ideas for iPhone apps with Tim.

That’s right folks, we’re now all set up for iPhone development, MacBook, iPod Touch, iPhone, and a raft of ideas. As I’m swamped at the moment, Tim’s taking the lead on all this, and our first project will be a small productivity app that he came up with. More details and screenshots as we get closer to completion…

Advice to would-be designers

Posted in Random Stuff on February 24th, 2010 by MrCranky

This started life as a response to a query about whether or not I knew of any books for learning games design for someone just starting out, but it is a common enough question I thought I’d promote it into a blog post (especially since I’ve been too busy to post recently).

There are certainly good books on games design, GameCareerGuide.com I think has a few articles listing good titles. I couldn’t judge their quality as I’m primarily a programmer rather than a designer. However I’ve always thought that trying to learn games design by reading books (or even going to lectures in a design course) is a flawed way of doing it. You wouldn’t try to learn to play chess by watching videos of someone else playing; maybe once you’ve already got a good grounding in the subject and you know enough to realise how much more there is to learn. But until you’ve got a good handle on the fundamentals, it would just be a deluge of information, with very little context.

My take on it is that, rather than spend a lot of money on books on the subject, that one of the best ways to learn about game design is by evaluating games. That is, playing a wide variety of games, and taking the effort to critically evaluate and compare titles. There are titles held up as great examples in their genres, like Zelda: Ocarina of Time, Halo, Command and Conquer, Call of Duty, Fallout 3, etc. There are also games which try hard but just aren’t as good. As a designer, you’re expected to know why some games are good, and why some are bad.

If you can take a pad and pencil and write down what are the good and bad points of these games, and compare them against other games, then you’re learning the fundamentals of game design. Does the user interface feel good, or is it confusing? Look at the challenges in the game and evaluate them – are they fun? Do they allow players to learn skills, and feel like they are progressing?  Is the difficulty curve sensible? Is there sufficient challenge and variety in that challenge?

You can play a game and look beyond the immediate experience, to see the mechanics behind the game, and judge whether they work or don’t. You can look at several different games in the same genre and pick out what they have in common, and where they are unique. You can spot bad design just by playing a game, and then think of ways that you might avoid those flaws. Anyone can do those things, but a good designer is great at doing them. A good designer does that without even thinking, they celebrate the good in games they’ve played, and vilify the bad. And no-one can be a good designer without experience of games, lots of games, all different sorts of games. If you want to be a games designer, you should be playing as many games as possible.

The only other thing I would say, and it may sound harsh to those who come here hoping for insight because they want to jump straight in as a designer, but it’s better to clear up any misconceptions now. Practically no-one becomes a games designer as their first job in the industry. Really. I don’t think I’ve ever met anyone who was a designer as their first job in the industry, and I know a fair few designers.

The competition to become a designer is fierce, and it is very hard to prove your worth in an interview. Most often, designers start in another facet of the industry – most commonly in the art or programming side, but also sometimes from QA / testing – and while they’re at a studio in that role they can demonstrate their ability as a designer and persuade the management that they would be useful in a design role. And even then there are dozens of people at a studio, all of whom have varying amounts of talent in design, and only room for a few people in actual design roles.

So if you really, really want to get into games, then don’t focus solely on design, you need another role. At most studios, in most roles you will have some design input into the game you’re making, especially if you are keen and get involved in design discussions, even more so if your ideas are good. But if you’re expecting that you’ll do a Computer Games Design course at University X and then swan straight into a straight design role (even a junior one), then you are going to be sorely disappointed.

CruiseControl.NET / Custom Plug-ins

Posted in Coding on December 23rd, 2009 by MrCranky

I must admit, I’m a bit of a CruiseControl.NET fan. It drives most of our automation systems, and provides us a backbone from which we can hang many different systems. I use it both here at the Company, and when I’m doing tools consulting with other teams. That said, it’s not without it’s flaws and limitations; not least of which is the lack of documentation on custom plug-ins.

There are a wide variety of pre-built plug-ins already available, for source control systems like Perforce and Subversion, and build systems like Nant and MSBuild. These usually work pretty well straight out of the box, if you’re building a vanilla continuous integration server. That is, every change made to source control results in a build of some sort. I’m not going to dwell on why that’s a good idea (it is), I’m only going to say that there are times when you need something different. There are inelegant ways around this, but in truth CC.NET has all of the customisability to let you do this properly within the system – by defining your own plug-ins.

Reading the documentation on CC.NET, you get only a single page of documentation on custom plug-ins, and that page is pretty spotty at best. It shows you a “hello world” plug-in, with no clues as to what information you get into the plug-in, when your plug-in’s methods will be called, or how you’re supposed to pass either status information or logging back to CC.NET itself. In short, it’s pretty useless, other than to highlight that the facility is there, and give you enough of a pointer to get you into the code and poking around.

Sure enough, with Auto-complete on, you find that there are lots and lots of information passed to you, and by debugging and breakpointing inside your plug-in, you can get a feel for when your code is called. Making CC.NET load and unload your plug-in is refreshingly easy and fairly robust, and once you figure out how to pass parameters to your plug-in by specifying them in the config file, you can see the possibilities open up. More importantly than the sample building plug-in though is that, through a bit of digging, you find you can also define your own custom source control plug-ins, and with the combination of those two things, you can do pretty much anything you want.

In one particular situation, I’ve been working with a Perforce (p4) source control system, and a rather black-box build system for the game itself. Rather than wanting a build made of every single commit to the p4 repository, I needed it to make only particular builds – those marked as verified by the developer’s internal test team. This is a pretty common situation when you’ve got an automated build system – you have a raw source control system that lies underneath, which operates at the level of atomic commits. But above that is a logical structure, which only people understand – that operates at the level of ‘nightly builds’ and milestones. You have custom logic which you can apply to the system, using some basic rules. So in essence you have a virtual source control system, built on top of the raw version. By writing a custom source control plug-in for CC.NET, you can expose an interface to your automated build server, so that it recognises when something new is available from that virtual source control, and only builds exactly what you want.

CC.NET offers great flexibility, and those people who develop it, know all about that flexibility. But information on what you can do, and how, is rarer than hens teeth. So over the next few weeks, I’m going to write up and publish here some examples of real-world plug-ins that I’ve written. That should hopefully give readers enough context to go off and write their own plug-ins, to suit their own needs.

Disclaimer: all of the points made here refer to CruiseControl.NET 1.4.x, not the later versions of the system. There are some big and eagerly awaited advancements in the newly released 1.5 version, that many people like myself will have to avoid for now, until it’s bedded in.

Lovely cold winters

Posted in Tales from the grind-stone on December 5th, 2009 by MrCranky

Maybe it’s the Scotsman in me, but when the yearly cold-snap hits Edinburgh in late November, it always cheers me up. It’s the time of year when the weather changes from being mushy and wet into being cold and dry. Scarves and hats are no longer a choice to make, they’re simply required. So even the weekly trips up to Dundee become pleasant trips out in the brisk cold. Mind you, in weather like this, the office heating becomes a must. Thankfully, the Microsoft office, in all it’s newness, has great heating.

Unfortunately, the heating in our office is less than stellar at the moment. Our part of the office is fine, but the people we share an office with (Alban Books), have little to no heat at all. They’re all huddled around electric heaters, and still cold for it. Worse still, the thermostat for the entire office is out in the hall, which is poorly insulated from the outside. So the thermostat is convinced that the entire office needs heating up, so our part of the office gets baked, and Alban and the hall remain frigid. And if I’m up at Ruffian, their heating is all screwy as well – with people wandering around with hats and gloves and scarves on all the time. But sadly I keep forgetting  my hobo gloves, which are in the office with Tim! So Waverley Gate is the only place with a reasonable temperature at the moment.

So to brighten up the blog, here’s a picture of the lovely rooftop garden at Waverley Gate. I don’t spend much time out on it, due to the aforementioned cold, but I do like to look out onto it while I’m making coffee or reheating last night’s leftovers for lunch.

photo

A Married Man’s Thoughts On Policy

Posted in Tales from the grind-stone on November 17th, 2009 by MrCranky
This week’s blog entry finds me back on a train to Warrington to visit Evolution, a newly married man. My honeymoon, last week, was spent pleasantly disconnected from the wired world, in a forest cabin in Argyll. Not totally electronics free, of course, the laptop went with me and I had a chance to play through some Sam & Max, Spore, and replaying Call of Duty: Modern Warfare in advance of picking up the sequel which should be out around now. Other than that though, I left things in Tim’s capable hands. My boss at Microsoft, in addition to the shiny new laptop and office provision in Edinburgh, kindly consented to giving me a couple of weeks off around the wedding. I’m not really accustomed to taking time off any more though, so the weeks leading up to the big day I was still remotely monitoring the build systems down in Reading and keeping things ticking over. Happily the systems I’ve set up in the previous few months don’t require much maintenance, so this time away has been good in that it’s proved the reliability of the build setup.
Near the end of October, I also attended a panel discussion at the Scottish Parliament that TIGA was pushing. This was partly for them to push their tax-breaks agenda in amongst Scottish politicians, but also a good opportunity for the Scottish games industry to show their faces to the wider world. We do tend to suffer from our normally clandestine dealings; if you’re in the industry everyone knows each other, but it was usually hidden away from the media or non-industry observers, except in small, tightly controlled PR moves. I’m glad to see that the industry has reached a level of maturity where discussing our needs with politicians and other interested parties is feasible and useful.
I’ve been down-beat about the merits of TIGA’s tax-break lobbying, both from a personal political viewpoint (I don’t like subsidies) and from a small business perspective. The tax breaks proposed seem to be of most benefit to larger companies, to encourage them to set up large studios in the UK. While I like that idea from the point of view of improving the general health of the development community here, it’s unlikely that we as a small outsourcing studio would see any direct benefit from these policies. I was uncomfortable to think that I would be the only nay-sayer in the room, but I was glad to find that the other smaller studios are similarly cynical about the policy.
More interesting to me was the other topic dwelled on in the panel – the push towards better education and training for new developers, and better opportunities for students to secure a role in the games industry. I’ve been worried for a long while about talent draining from the industry, for various reasons, and recent business conditions are making developers less and less likely to take risks on graduate developers. Anything we, the government, or the educational institutions can do to make it easier for developers to take on graduates is a win in my book, both in the short and long terms. I was very interested to hear some of the programmes that Abertay has been developing along these lines; reaching out to industry with prototyping teams (I’d imagine making use of the White Space facility), helping students get placements inside studios, etc. While I’m not in favour of any one institution being the only place to go to get into the industry, it’s good to see them leading the way. I made a point of saying to the politicians in the room that if they wanted to really support the long term development and stability of our industry, they’d do well to support and extend these programmes. Especially if those programmes were also made available to students/graduates across the higher education field. I’d love to see an avenue for straight Computer Science students to get into the industry, without them having to take the risk of doing such a specialised degree as a games industry course.
Anyway, it was a good panel, with interesting points all round, and while I don’t think that anything new or earth-shaking was said, I think I’m more positive about the long term prospects of the industry as a result of attending.
This week is back to work properly though; this day down with Evolution to demo the stuff that Tim’s developed the last few weeks, and the rest of the week settling into my new routine with MGS. That will be splitting my time between Edinburgh (I’ll try to get a few pictures from Microsoft Edinburgh’s lovely roof terrace with its wonderful views over the Waverley valley) and Dundee. As is usual with any time off, especially when I’m disconnected from the Internet for any length of time, I’m itching to get stuck back into things and start delivering useful stuff again. There were quite a few things on my list leading up to leaving Reading, but none that could be started in earnest until I was back. Hopefully now that I’m not exiled in Reading, I can settle into some sort of sensible routine, and still leave time for more regular blog posts hereThis week’s blog entry finds me back on a train to Warrington to visit Evolution, a newly married man. My honeymoon, last week, was spent pleasantly disconnected from the wired world, in a forest cabin in Argyll. Not totally electronics free, of course, the laptop went with me and I had a chance to play through some Sam & Max, Spore, and replaying Call of Duty: Modern Warfare in advance of picking up the sequel which should be out around now. Other than that though, I left things in Tim’s capable hands. My boss at Microsoft, in addition to the shiny new laptop and office provision in Edinburgh, kindly consented to giving me a couple of weeks off around the wedding. I’m not really accustomed to taking time off any more though, so the weeks leading up to the big day I was still remotely monitoring the build systems down in Reading and keeping things ticking over. Happily the systems I’ve set up in the previous few months don’t require much maintenance, so this time away has been good in that it’s proved the reliability of the build setup.
Near the end of October, I also attended a panel discussion at the Scottish Parliament that TIGA was pushing. This was partly for them to push their tax-breaks agenda in amongst Scottish politicians, but also a good opportunity for the Scottish games industry to show their faces to the wider world. We do tend to suffer from our normally clandestine dealings; if you’re in the industry everyone knows each other, but it was usually hidden away from the media or non-industry observers, except in small, tightly controlled PR moves. I’m glad to see that the industry has reached a level of maturity where discussing our needs with politicians and other interested parties is feasible and useful.
I’ve been down-beat about the merits of TIGA’s tax-break lobbying, both from a personal political viewpoint (I don’t like subsidies) and from a small business perspective. The tax breaks proposed seem to be of most benefit to larger companies, to encourage them to set up large studios in the UK. While I like that idea from the point of view of improving the general health of the development community here, it’s unlikely that we as a small outsourcing studio would see any direct benefit from these policies. I was uncomfortable to think that I would be the only nay-sayer in the room, but I was glad to find that the other smaller studios are similarly cynical about the policy.
More interesting to me was the other topic dwelled on in the panel – the push towards better education and training for new developers, and better opportunities for students to secure a role in the games industry. I’ve been worried for a long while about talent draining from the industry, for various reasons, and recent business conditions are making developers less and less likely to take risks on graduate developers. Anything we, the government, or the educational institutions can do to make it easier for developers to take on graduates is a win in my book, both in the short and long terms. I was very interested to hear some of the programmes that Abertay has been developing along these lines; reaching out to industry with prototyping teams (I’d imagine making use of the White Space facility), helping students get placements inside studios, etc. While I’m not in favour of any one institution being the only place to go to get into the industry, it’s good to see them leading the way. I made a point of saying to the politicians in the room that if they wanted to really support the long term development and stability of our industry, they’d do well to support and extend these programmes. Especially if those programmes were also made available to students/graduates across the higher education field. I’d love to see an avenue for straight Computer Science students to get into the industry, without them having to take the risk of doing such a specialised degree as a games industry course.
Anyway, it was a good panel, with interesting points all round, and while I don’t think that anything new or earth-shaking was said, I think I’m more positive about the long term prospects of the industry as a result of attending.
This week is back to work properly though; this day down with Evolution to demo the stuff that Tim’s developed the last few weeks, and the rest of the week settling into my new routine with MGS. That will be splitting my time between Edinburgh (I’ll try to get a few pictures from Microsoft Edinburgh’s lovely roof terrace with its wonderful views over the Waverley valley) and Dundee. As is usual with any time off, especially when I’m disconnected from the Internet for any length of time, I’m itching to get stuck back into things and start delivering useful stuff again. There were quite a few things on my list leading up to leaving Reading, but none that could be started in earnest until I was back. Hopefully now that I’m not exiled in Reading, I can settle into some sort of sensible routine, and still leave time for more regular blog posts here than I’ve managed recently. than I’ve managed recently.

This week’s blog entry finds me back on a train to Warrington to visit Evolution, a newly married man. My honeymoon, last week, was spent pleasantly disconnected from the wired world, in a forest cabin in Argyll. Not totally electronics free, of course, the laptop went with me and I had a chance to play through some Sam & Max, Spore, and replaying Call of Duty: Modern Warfare in advance of picking up the sequel which should be out around now. Other than that though, I left things in Tim’s capable hands. My boss at Microsoft, in addition to the shiny new laptop and office provision in Edinburgh, kindly consented to giving me a couple of weeks off around the wedding. I’m not really accustomed to taking time off any more though, so the weeks leading up to the big day I was still remotely monitoring the build systems down in Reading and keeping things ticking over. Happily the systems I’ve set up in the previous few months don’t require much maintenance, so this time away has been good in that it’s proved the reliability of the build setup.

TIGA

TIGA

Near the end of October, I also attended a panel discussion at the Scottish Parliament that TIGA was pushing. This was partly for them to push their tax-breaks agenda in amongst Scottish politicians, but also a good opportunity for the Scottish games industry to show their faces to the wider world. We do tend to suffer from our normally clandestine dealings; if you’re in the industry everyone knows each other, but it was usually hidden away from the media or non-industry observers, except in small, tightly controlled PR moves. I’m glad to see that the industry has reached a level of maturity where discussing our needs with politicians and other interested parties is feasible and useful.

I’ve been down-beat about the merits of TIGA’s tax-break lobbying, both from a personal political viewpoint (I don’t like subsidies) and from a small business perspective. The tax breaks proposed seem to be of most benefit to larger companies, to encourage them to set up large studios in the UK. While I like that idea from the point of view of improving the general health of the development community here, it’s unlikely that we as a small outsourcing studio would see any direct benefit from these policies. I was uncomfortable to think that I would be the only nay-sayer in the room, but I was glad to find that the other smaller studios are similarly cynical about the policy.

More interesting to me was the other topic dwelt on by the panel – the push towards better education and training for new developers, and better opportunities for students to secure a role in the games industry. I’ve been worried for a long while about talent draining from the industry, for various reasons, and recent business conditions are making developers less and less likely to take risks on graduate developers. Anything we, the government, or the educational institutions can do to make it easier for developers to take on graduates is a win in my book, both in the short and long terms. I was very interested to hear some of the programmes that Abertay has been developing along these lines; reaching out to industry with prototyping teams (I’d imagine making use of the White Space facility), helping students get placements inside studios, etc. While I’m not in favour of any one institution being the only place to go to get into the industry, it’s good to see them leading the way. I made a point of saying to the politicians in the room that if they wanted to really support the long term development and stability of our industry, they’d do well to support and extend these programmes. Especially if those programmes were also made available to students/graduates across the higher education field. I’d love to see an avenue for straight Computer Science students to get into the industry, without them having to take the risk of doing such a specialised degree as a games industry course.

Anyway, it was a good panel, with interesting points all round, and while I don’t think that anything new or earth-shaking was said, I think I’m more positive about the long term prospects of the industry as a result of attending.

This week is back to work properly though; this day down with Evolution to demo the stuff that Tim’s developed the last few weeks, and the rest of the week settling into my new routine with MGS. That will be splitting my time between Edinburgh (I’ll try to get a few pictures from Microsoft Edinburgh’s lovely roof terrace with its wonderful views over the Waverley valley) and Dundee. As is usual with any time off, especially when I’m disconnected from the Internet for any length of time, I’m itching to get stuck back into things and start delivering useful stuff again. There were quite a few things on my list leading up to leaving Reading, but none that could be started in earnest until I was back. Hopefully now that I’m not exiled in Reading, I can settle into some sort of sensible routine, and still leave time for more regular blog posts here than I’ve managed recently.

Tock Tick

Posted in Games, Tales from the grind-stone on October 21st, 2009 by MrCranky

2 more days in Reading, tick tock, tock tick. The new laptop MGS have ordered for me has turned up, and all in all it’s very shiny. Well not so much shiny as glowy. Seriously. There’s like a dozen different backlights, under the keyboard, around the trackpad, and the little alien logo on the top cover, all of which can be set to any colour you like. Which is absolutely overkill, and yet the loveliest little feature I’ve seen in a long while. All of mine are set to dark blood red of course, as it should be!

Windows 7 is working out really quite well as well – the new taskbar system is very much how I think of things when I’m working with many windows. I was always quick to turn off the grouping of windows under Vista, because it was just annoying. The grouping under the large icons in Windows 7 however seems a lot more natural, and I no longer have the “so many windows the taskbar gets flooded” effect I used to suffer from. I’m trying awfully hard not to be a Microsoft corporate shill, but it does feel like this is thankfully a better successor to XP than Vista was. We’ll see how things pan out with driver support and Nintendo, but I’ll probably upgrade the office soon enough.

Not much else to say really, I’ve been under the weather a bit, so fairly unproductive, but I’ve been fine with that for a while. I’ve been working on our Space prototype and sorting out some really interesting problems to do with scale and large objects, but I’ve reached the point where I need a few hours with some whiteboards, some loud music, and some serious thinking time, before I can progress to the eureka solution which feels like it’s hovering just beyond my grasp.

In the meantime, I’ve been killing time with Edge (the subject of the shenanigans from Tim Langdell, which are now thankfully almost done with – in case you haven’t heard, he’s losing), iBASS (a legacy from my younger days, which has been somewhat disappointing in it’s obtuse puzzle design), and a return to Left 4 Dead prompted by testing out my super-powered laptop (which by the way runs L4D like a dream, as long as I remember to put earphones in because the fans are super-loud).

The onset of illness

Posted in Tales from the grind-stone on October 3rd, 2009 by MrCranky
As I write this, with clammy skin and fuzzy-head, I’m thinking that my current trip back to Edinburgh is going to leave me with some unwelcome left-overs. My fiancée has picked up a horrible and intense cold-like illness, and as I’ve been providing care, it’s pretty likely I’ve now got it too. I can feel the start of it – the back of my throat starting to rasp, the contents of my head feeling like they are swelling to a size bigger than my skull. And as I’m heading back down to Reading tomorrow, I think I’m going to end up suffering through the worst of it on my own.
As bad as mooching around the house in Reading while ill will be, it will give me a good excuse to take some time off and relax; something I’ve not managed to do in a while now. I’ve been working pretty much flat out on Microsoft related work, culminating in this trip back home (well, technically Dundee, but I’d be in trouble with the missus if I didn’t use it as a reason to have a long weekend back in Edinburgh). While there’s been time off, it’s been wrapped in working weekends to make up for the time lost. I don’t really like doing that, but I’d committed to getting something achieved by today, and working through was the only feasible way to get that done.
So it’s probably good if I’m forced to slow down a bit and return to some sort of normal schedule. I’ve come to the end of the initial contract with Microsoft, but since I’ve been doing useful work, we’ve agreed to extend it further, with some conditions. Namely, that I no longer have to be living and working full time in Reading. Hallelujah. I’ll be getting married next month, and I wouldn’t rate my odds of seeing 6 months married if I was still living away from home. Instead I’ll be based in Edinburgh, with some significant amount of time on-site with the developers, and regular visits back down to Reading.
It’s been very taxing trying to maintain things in Edinburgh remotely, on top of a full time contract at Microsoft, and visits to Evolution. I seem to spend all of my time on trains. But the new working arrangements should be much more manageable, and allow me to get back some semblance of a normal life. If nothing else, it will allow me to get some time in the same office as Tim – who’s done a sterling job avoiding going stir crazy being in the office all on his own for almost 6 months now.

As I write this, with clammy skin and fuzzy-head, I’m thinking that my current trip back to Edinburgh is going to leave me with some unwelcome left-overs. My fiancée has picked up a horrible and intense cold-like illness, and as I’ve been providing care, it’s pretty likely I’ve now got it too. I can feel the start of it – the back of my throat starting to rasp, the contents of my head feeling like they are swelling to a size bigger than my skull. And as I’m heading back down to Reading tomorrow, I think I’m going to end up suffering through the worst of it on my own.

As bad as mooching around the house in Reading while ill will be, it will give me a good excuse to take some time off and relax; something I’ve not managed to do in a while now. I’ve been working pretty much flat out on Microsoft related work, culminating in this trip back home (well, technically Dundee, but I’d be in trouble with the missus if I didn’t use it as a reason to have a long weekend back in Edinburgh). While there’s been time off, it’s been wrapped in working weekends to make up for the time lost. I don’t really like doing that, but I’d committed to getting something achieved by today, and working through was the only feasible way to get that done.

So it’s probably good if I’m forced to slow down a bit and return to some sort of normal schedule. I’ve come to the end of the initial contract with Microsoft, but since I’ve been doing useful work, we’ve agreed to extend it further, with some conditions. Namely, that I no longer have to be living and working full time in Reading. Hallelujah. I’ll be getting married next month, and I wouldn’t rate my odds of seeing 6 months married if I was still living away from home. Instead I’ll be based in Edinburgh, with some significant amount of time on-site with the developers, and regular visits back down to Reading.

It’s been very taxing trying to maintain things in Edinburgh remotely, on top of a full time contract at Microsoft, and visits to Evolution. I seem to spend all of my time on trains. But the new working arrangements should be much more manageable, and allow me to get back some semblance of a normal life. If nothing else, it will allow me to get some time in the same office as Tim – who’s done a sterling job avoiding going stir crazy being in the office all on his own for almost 6 months now.

Creative SB X-Fi broken under Vista

Posted in Tales from the grind-stone on September 8th, 2009 by MrCranky

Okay, this isn’t strictly in-keeping with the theme of the blog, but I’ve found random posts like this can be very helpful in diagnosing and fixing problems. Google is your friend, and makes it easy to fine articles that describe your issue. My issue – that my Creative Sound Blaster X-Fi stopped working at some point last week (start of September 2009), didn’t come up in too many searches, and the answers that did come up weren’t very helpful. So here goes with my experience, and a fix.

Symptoms

You’ve got a Creative Sound Blaster X-Fi card, and you’re running Windows Vista. It’s got the latest drivers installed. Probably it was working just fine up until the end of August. Windows Update prompted you with an update to your sound card, or maybe it just got installed automatically. Now the sound card is producing no output. Windows Media Player fails to play movies and audio with cryptic errors that basically boil down to “can’t play file”. If you right-click on the Speakers or Microphone in the Sound control panel, and select Test, it pops up a message box saying “Failed to play test tone”, and stays resolutely silent.

Annoying, huh? So you go searching on the web, and find a bunch of posts talking about Audigy cards, and “failed to play test tone”, which recommend that you disable this or that setting in the Creative volume panel, or in the sounds control panel. None of this helps your problem at all. And that’s probably right – because the “failed to play test tone” message could happen for a bunch of reasons – all it really means is that Vista can’t talk to your sound card properly.

As far as I can tell, this is some specific problem with the Windows Update to the sound card. Not sure what, or how, but we have two similarly configured machines at the office, and they both went in the same way, over the same period. Thankfully the fix is a straightforward one, and it’s to re-install the drivers.

Solutions

First off you’d probably just uninstall the drivers and then reinstall, this you can do quickly. We found it didn’t help. Then you think “oh, I’ll go to the Creative site and download the drivers manually”. Great. Except there’s like a dozen versions of the SB X-Fi, all with different connectors at the back, all with slightly different names, and all of which have different drivers. And here’s you looking at device manager which just says “SB X-Fi”. But which one!

So after trying two different versions and getting it wrong (it tells you it can’t find a device of that type on your system), I decided to try a different tack, and this worked right off the bat. Here are the steps:

  1. Start Menu -> Computer, right-click and select Manage
  2. Select Device Manager from the left hand side
  3. Go to Audio devices in the right hand tree
  4. Right click on the X-Fi device that should live there, and select Uninstall Drivers
  5. It should ask for confirmation – tick the check box that says “delete drivers” – you don’t want the same old drivers to be reinstalled (this is the key step)
  6. This should take away your X-Fi, and leave you with no audio device (or even if you had onboard audio like we did, shouldn’t make a difference).
  7. In the device manager, right-click on your computer and select “Scan for hardware changes”
  8. This should bring up the usual hardware detected icon in the task area in the bottom right. Let it do it’s thing
  9. When it prompts you about drivers – let Windows find the drivers for you. It should either download fresh drivers, or download a slightly older driver which comes with Creative’s auto-update software. But basically follow through with the driver install process, and you shouldn’t need to do anything special
  10. It’ll probably prompt you to restart your machine. If it doesn’t, restart anyway.
  11. It should reboot and finish up the driver installation when it restarts – now you should have your sound back just as before.

Hope this helps people (and if the solution works for people, feel free to link it elsewhere).

Develop 2009 (part 2)

Posted in Conferences on August 27th, 2009 by MrCranky

So, interesting talks at Develop. As usual, there were some slots where none of the talks were particularly compelling, and others with 2 or more talks all equally appealing. Thankfully this time I had meetings which could be scheduled in the boring slots, which takes the edge off somewhat.

Day 1 (Evolve)

10 Things Nobody Tells You About Digital Distribution and Self-Publishing That You Must Understand to Succeed

A forthright talk from Martyn Brown, one of the founders at Team 17. They’re wading into self-publishing with a vengeance, ostensibly due to their inability to sign Alien Breed through normal publishing channels. And that’s fair enough, if they believe strongly enough in the product to publish it, they shouldn’t have to satisfy a close-minded publisher’s idea of what the market wants. Admittedly, it’s a lot easier when you’re sitting on the big pot of cash that is the proceeds from Worms XBLA, but fair play to them. They did stress the point that self-publishing brings with it many of the same challenges that regular publishing does (e.g. marketing, QA, platform certification), so if you don’t have the capability in-house to tackle that like they do, then you’d better be prepared to deal with others who can provide those services.

Evolve: A Game is a Game is a Game

A reassuring talk from Dave Thomson at Denki, that can be summed up quite succinctly: make the games that you’re interested in. While it’s not a guarantee that others will like the same things that you do, it’s a safe bet that if you don’t believe in the games you’re making, no-one else will either. While I have reservations about this – there still has to be a business case to support making a game. So maybe I’d paraphrase slightly and say “if you’re relatively normal, then the games you love to make and play will appeal to lots of other people too”.

Evolve: Panel: After the iPhone Honeymoon:Where Next for Apple’s Mobile?

This one was of interest because I’ve been thinking about the merits of developing for the iPhone. While I’m definitely a convert to the use of one (I bought a 3GS recently), I’m still not convinced about the merits of the app-store as a distribution platform. And sure enough, the panel were quick to agree on the difficulties of reaching your market. The driving down of price to the 99c point, while bemoaned by some small developers, is indicative of what the market wants. Too many consumers have been burned by poor apps (even ones with good reviews), so they’re not prepared to risk higher prices to be burned. Lite versions are key, but care must be taken not to give away too much. Marketing is key, although it’s very much about advertising through social networks and similar mechanisms. Allowing people to share knowledge of your app through the phone itself is a good thing. There is a market for niche titles, but it is substantially smaller, clearly the cheap/small titles which make high volumes is an easier strategy. If you’re happy with a niche and higher price point, the quality has to be high enough to justify that higher price point. That needs to include update support. Getting the first few positive reviews up there is key, so giving away the first few hundred units to friends for positive reviews is a useful tactic. Above all though, the platform is still the limiting factor in getting true volumes – you need to crack the top X lists to get any sort of decent volumes. Which says to me that the search functionality is still too weak to truly support a quality based market.

Evolve: Panel: Crossing Over: How Working With Other Industries Can Improve Your Games and Your Bottom Line

I’ve talked on this blog in the past about the overlap (or lack thereof) between television media and games. Ofcom’s Public Service Publishing talks in particular have been frustrating to me, because there is clearly money, concepts and talent there, but what is essentially a language barrier prevents us from collaborating. Games developers can’t relate to the funding models, and the glacial pace of motion getting projects going. TV people get the idea of ‘games’, but are unable to grasp what goes into making them, their limitations or the practicalities of producing a title. So this talk about organised brainstorming workshops which aim to get people from all industries together, piqued my interest. Basically locking people away in a hotel together for a week, forming teams with a spread of talents, making them brainstorm ideas for interactive entertainment. Everyone on the panel was overwhelmingly positive about their experience doing it, and it sounded like it did exactly what was needed – breaking down the communication barriers between those in the different industries, and allowing them to collaborate to deliver something interesting. Schedules willing, I’m definitely enthused about the idea of attending one of these workshops, and see what I can get out of it in terms of a better perspective on the wider media industry.

Evolve: KEYNOTE: The Long Tail and Games: How Digital Distribution Changes Everything. Maybe.

The long tail. A lot of this felt like Eberly marketing his own services, but there were some good points, backed with stats. Basically the gist of the talk is that digital is great, it’s the future, but it’s not perfect. There was a lot of puncturing of the idea that digital is without drawbacks, which I think is something that is needed. It’s way too easy to pin all your hopes on the next platform. I think he draws an erroneous conclusion from the current platforms that digital distribution isn’t valid; because he’s basing it on platforms which are severely lacking in the fundamentals needed to make for a healthy digital distribution platform: search, navigation, rating and cross-linking. Amazon has those, but the current games platforms don’t. I don’t believe that we can write off digital distribution as a viable market for the small studio until we see a platform which has all of those things and still fails.

Day 2

CONFERENCE KEYNOTE: Online functionality for your next game? Why not go 100% online

“Hey folks – look, isn’t APB shiny?” Okay, maybe I’m just bitter I got there a little late and couldn’t even get in the room, but it didn’t strike me that the talk had a lot of content. APB did look very shiny though.

Designer mash-up: David Braben and Dave Jones play Elite and GTA

Basically two old school devs playing each others games. And I’m a sucker for an Elite talk. The actual playing of the games, lots of faffing around and not much shown. I think had they prepped a bit more and showed a bit more of the strengths of the respective games. But it was still interesting to hear stories from the old days. Clearly the majority of the people in the room were Elite fans though; although there were a decent amount of questions for Dave Jones, most of them were about Elite and all of the various things. And of course every time I see Elite again it makes me want to make that sort of game again. Someone on The Chaos Engine made a good point – the fact that Elite 4 hasn’t been made has probably been the best thing this industry could hope for, because it’s made everyone else want to step into the gap and has resulted in a bunch of good games. Had Elite kept churning out sequels, I think there might have been that little bit less enthusiasm in general in the industry.

Business: Panel: Why Grey Matters – How to Grow Your Business

This was an interesting and frank panel talk, with some of my colleagues from the Scottish industry – notably Brian MacNicoll and Paul Farley. They talked about the merits of the scheme, which pairs up experienced business people with directors of newer start-ups, giving them an opportunity to benefit from the others’ experience and an independent point of view. It sounded like a fantastically useful programme, I can’t count the number of times when I could have used an outside opinion as to whether I’m doing the right thing with the business or not. I can only hope that TIGA or another UK body will be continuing the scheme once the pilot is complete, and encouragingly the TIGA contingent was present at the talk.

Design: The Life Cycle of The Bonsai Barber for WiiWare

Fun looking little game this, and I can respect the deliberate choice of design principles to keep the gameplay simple and clean. Interesting choice to limit the amount of time the player can play each day, which is a risky tactic, but good if it pays off. Similar to Car Jack Street’s tactic of using real world deadlines to encourage you to come back at least once a week, Bonsai Barber has the opportunity to to make the game more attractive by rationing out the gameplay. While you might easily glut yourself on the game in the first day and never return, by restricting what can be done, you leave the player that little bit hungry for more. Of course, it only works if the game leaves you with a good feeling at the end of each play session, but I think I shall pick it up to see.

Develop Awards

Thanks to my benefactors at Microsoft, I managed to get a seat at a table at the Develop awards, which was nice. Lots of hob-nobbing with industry legends, and a nice meal to go along with it. Sadly I had to leave after the main course to head back to Reading, so I missed the awards themselves. I gather that Media Molecule cleaned up some, but then that’s probably not much of a surprise; these things rarely are. I couldn’t help feeling like something of a small fish in a big pond though, and I’d probably have made more useful business contacts drinking out in the bar with the other indie devs. Still, I got to chat some with David Braben, and avoided gushing over the original Elite, so that’s something.

Day 3

Coding: The Wizards of OS: I Don’t Think We’re in C++ Anymore

I was somewhat hung over for this one, so thankfully it’s on a topic I know well. Looks like the Eutechnyx guys are going through pretty much the same learning curve we did with Brave – the initial excitement of wanting to write all of your game logic in script form, discovering the performance and practical problems with maintaining things in scripts, and shifting some part of the way back to logic in C++. They’ve come to many of the same conclusions I did, which is pretty much that you should use scripts for what they’re good for: broad, high level glue logic, fast iteration without recompiling, and expressive forms for structured data. Scripting is no silver bullet, and its pros always need to be balanced quite carefully against the cons. I think this is an interesting topic, and I’ve some thoughts written up on it that I’ll put into blog form at some point soon.

BUSINESS KEYNOTE: Ship Your Game On Time, On Budget: Seven Highly Effective Practices

Not really much for me here – very much a talk from one of the old school development houses; how to manage large teams, business relationships with large publishers. Nothing too surprising either – knowing when to cut features, knowing how important it is to hit your dates (the developers don’t see this as nearly as much of an issue as the publisher does), and how to manage communication and planning with your publishing partner.

Coding: CODING KEYNOTE: Playstation PS3: Cutting Edge Techniques

Someone here at MGS pointed out to me that Kish Hirani is the same Kish that used to be mentioned a lot at VIS; for some reason I never connected the two names. Now that I’ve seen one of his talks in person, that makes a lot more sense. Some interesting displays of the new motion tech which we weren’t allowed to photograph. It has its own pros and cons when compared to Microsoft’s Natal, but to be honest I think both platforms will stand or fall on the quality of the games made for them, and the PS3 is still fighting its price and install base handicap.

More interesting was the definite sense of sharing, that Sony have a lot of library and middleware code, all of which they’re throwing at developers for free. They don’t want developers suffering on their tech, they know its hard. While the libraries approach might be a little disjointed, it’s good to see that they’ve thrown themselves into developer support so wholeheartedly, and it certainly makes their platform a lot more attractive to us as a small developer now. I can’t quite see us pitching a PS3-only title, but I’m a lot less downbeat about the platform than I was 6 months ago.

Design: DESIGN KEYNOTE: Building LEGO Worlds – online, offline, and everything in between

This talk was mostly only interesting to listen to some of the challenges involved in taking an underlying core concept (LEGO’s concept of play) and applying it to a variety of games, and trying to maintain that concept through-out everything they do. I’ll be interested to see LEGO Universe when it comes out, but mostly only because it will need to do well if NetDevil are ever to put the money into Jumpgate Evolution that they need to. Especially now they’ve saddled themselves with the ailing Codemasters as a publisher.

Design: Rethinking Challenges in Games and Stories

I know a lot of people at TCE are dismissive of Ernest Adams’s credentials, but to be honest I’ve always found his articles to be interesting and well written. His talk at Develop was similarly interesting, covering a lot of topics relating to play mechanics, and exhortations to designers to break out of the traditional stifling models of play. But to be honest by this point I was exhausting from a gruelling week, and was happy to just listen to a fun talk before heading back to Reading.

Develop 2009

Posted in Tales from the grind-stone on August 4th, 2009 by MrCranky

So, since I was just a stones-throw (okay, two and a quarter hours by train) from Brighton, I took advantage of Develop this year. I’ll cover the interesting talks in a subsequent post, but for now some thoughts from the conference itself.

My boss at Microsoft was kind enough to let me go through them for a pass, which allowed somewhat cheaper rates, at the cost of having all of my independent developer peers see my badge and run screaming from the representative of the big-bad-evil corporation. They were mostly tempted back with sweet and soothing words, but I did have to spam business cards as far and wide as possible to reinforce my credentials as a similarly small and indie business.

Sadly the last train back from Brighton was too early to partake in the kind of party networking that goes on after conference hours, but since I’m a total lightweight, that’s probably a good thing. Less potential business partners scared away by Professor Drunk and all of his loud and firmly held opinions on the failings of the industry.

That said, I was pleased to find kindred spirits amongst those I talked to in the early evenings – conferences are always a good way to gauge the general sentiment of the industry, and get a view from your peers untainted by media bias. Of that, the main themes I took away this year were: a) boxed retail games are not a good place to be, b) digital distribution of smaller titles is the only way to go, but is sadly lacking in many respects, and c) the funding gap between the retail behemoths and the self-funded indies is ever-widening, and still a barren wasteland.

Most of those are things I’ve been saying for a while now, but I’m glad to hear that it’s not just us, and these are industry wide issues. There is much optimism, and cause for hope. But the market we operate in is still settling, and no-one has any sure wisdom. What has become clear is that Nintendo’s strategy (or lack thereof) with WiiWare has condemned a promising opportunity for indies into something of a dead end.

While it’s cheaper to develop for the Wii, it’s still not ultra-cheap; the massive install base is very much skewed towards non-traditional customers who are unlikely to hunt out WiiWare and the Wii Shop in the same way that a traditional gamer would; the Wii Shop itself suffers from all of the terrible navigation issues that I’ve complained about before. The simple fact is that it’s an effort to buy things through WiiWare, and the only way we could tempt all those Wii-Fit to part with their cash is if it were suggested to them as part of using the system. Of course, I realise that we could reach them with targetted marketing, but let’s be frank, if we had the money to do targetted marketing we wouldn’t be in this position.

What we’d like, as indies, is a marketplace with customers actively searching for goods; where the quality of our titles is the differentiating factor, and the cost to bring games to market is as close to the cost of producing the titles. When you’re as small as your average independent, cost to get to market is key. Let’s imagine a title that costs £150K to develop. If we pitch it at a platform which requires £500K of advertising or other costs to get it to market, it doesn’t matter that would return £800K. Sure, that’s a decent return, but we don’t have £650K to put in. We’ve probably got the £150K, if not in cash then at least in sweat equity. But there’s not a queue of financiers out there willing to front the additional costs to get to market.

Although on this note I was chatting to Chris Swan of Blitz, without even realising who he was. And I must give much kudos to Blitz for being one of the few players prepared to put their money where their mouth is, and work with small independents.

So I’m both heartened and disheartened by my time at Develop. Heartened by the young and successful independents who I had the pleasure of meeting and drinking with, but disheartened that there are no platforms (or platform holders) with the vision to foster a market where smaller independents can operate


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