Chat Topic: IGDA Independent Games Special Interest Group Chat | http://igda.org/indie | Topics include recent survey results, site redesign, and any questions anyone has --- [14:16] --> You are now talking on #indie-sig [14:16] hi [14:26] we have an agenda based on survey results and getting suggestions for the website [14:27] yeah [14:29] --> Semhirage (i=Semhirag@unaffiliated/semhirage) has joined #indie-sig [14:29] hello [14:29] g'day [14:31] hi [14:34] --> straver (n=straver@h55l104.delphi.afb.lu.se) has joined #indie-sig [14:34] hi [14:35] --> meacan (n=dennis@koderen.dk) has joined #indie-sig [14:35] hi [14:36] --> slux (n=antti@82-203-196-197.dsl.gohome.fi) has joined #indie-sig [14:43] --> valles_marin (n=Bob@adsl-69-109-122-23.dsl.pltn13.pacbell.net) has joined #indie-sig [14:47] Gametunnel's Top 10 indie games for 2005, http://www.gametunnel.com/articles.php?id=412 [14:47] I found Democracy in particular to be very interesting [14:54] Some of those games have been entered in the IGF http://www.igf.com [14:57] You wouldn't know of any good GBA development Channels would ya??? [14:57] hm, not really [14:57] Darwinia seems really, really good but I can't get my hands on it easily in Finland :P [15:05] why can't you? [15:05] no steam or anything there? [15:05] or can't get full version shipped there? isn't it a downloadable game? [15:07] difficult payment options and I don't use Windows much, don't like steam at all :P [15:21] that's interesting [15:21] ok [15:21] i just got an email inviting me to an event next month at a medical research centre [15:22] UK ICT/Multimedia companies looking for Canadian partners [15:22] what's odder is that it actually seems legit [15:22] i wonder why i of all people and developers would recieve such an invitation [15:22] * coldacid is puzzled [15:27] ok [15:27] Been doing Data Mitigation All Day... Working with XML too... [15:28] hrm [15:29] if we're going for the whole 4 hours, i think that a recess at 7pm-7:30 EST would be a good idea [15:29] for dinner? [15:29] yeah [15:29] sounds all right [15:32] guys the "official" thing is gonna start in half an hour right? [15:32] phil14: yeah [15:33] i guess right now could be called setup? [15:33] yeah [15:33] yes [15:35] so sorry but i havent actually followed the "indie" scene in the past, are we gonna exchange some valuable ideas or wahts the purpose of the whole thing [15:36] valuable ideas, survey results, web design ideas, whatever ;) [15:36] in short, plans for the sig [15:36] right [15:38] guys id have a few questions to the more experienced developers here, if any here at this point [15:40] --> DrWilloughby (n=ajschatz@ip68-6-195-57.sd.sd.cox.net) has joined #indie-sig [15:40] ok [15:40] Ask, can't promise answers but if you don't ask you won't get any... [15:40] f.e. has anyone developed a more "advanced" game [15:41] Depends on what you mean by "Advanced"... I am currently working on a GBA Game [15:43] advanced means a fps [15:44] FPS Suck... and every dick, tom and his Harry does one... What is your question in relation to FPS??? [15:45] well i mean if you have 3-4 level designers and some designers... has anyone achieved something like that [15:46] Kinda, But not at a professional level... [15:46] any results? [15:47] And, as for Leve designers, I had me... oh, yeah and it was more of a FP walk about not really a shooter... hehehe... [15:48] im talking about resource crap i.e. if you have some level/model designers without a budget [15:49] I'm learning about level design [15:49] unbudgeted... [15:51] well learning doesnt mean actually achieving aomething... no offense intended [15:52] Yeah, getting people together to work on a mid-Large scale projects for free presents many issues... I have dealt with many of them and refuse to go back to that hell... I am sure that if everyone on the time is "HARD CORE" deticated it can workout great but the trouble is finding great people... [15:53] exactly youre right [15:53] finding the right ppl is the hard part [15:54] I've done some, but still learning [15:54] personally I'm a designer [15:55] have you got any examples just wanna see an example of what can be achieved "for free" [15:56] hehe... Zratchet, as a designer, what skills do you have or do you just come up with idea's and say, "look this cool, you make???" I am kinda a Designer/programmer/project manager/CEO combo... :P [15:58] You got a site to check out your work ConquerWorm? [15:58] Honestly, you can achieve anything you can dream for free... if you have the time... people... Software is not an issue until you plan on selling or distributing said project... [15:58] alrighty then [15:58] ConquerWorm: I'm a designer/project manager [15:58] * coldacid is everything short of artist and musician [15:59] been doing OSS dev for 4 years, and 1 year of study at Austin Community College Video Game Curriculum [15:59] and 1 year of leading the Indie SIG [15:59] :) [15:59] * zratchet has 10 years of classical guitar training too [15:59] all right, [15:59] No, site, been WAY, too busy... Not yet... End of the year I will have the companies site up and our project... [15:59] it's 4PM CST [15:59] time to officially start the chat [16:00] cool 11 ppl [16:00] :) [16:00] anyway, what topic should we cover first? [16:00] well [16:01] our topics are: survey results from a survey I did recently on what Independent Game Developers want and need [16:01] we take the survey results one question at a time, i think [16:01] before considering the survey as a whole [16:01] redesign and content suggestions for our site at http://igda.org/indie [16:01] coldacid: yes, good idea [16:02] coldacid: any other topics besides free talk, whatever questions or discussion others want? [16:02] 1st suggestion, you should have mentioned the topics in the gamedev news [16:03] valles: true. actually, i should have worked out an agenda before we started posting the announcement [16:03] ok :/ [16:03] So, first question from the survey [16:03] "What type of games are you interested in making?" [16:03] the results: [16:05] self-published independent (4.36), channel-published [steam, realarcade, etc.] (4.22), commercial open-source (3.71), casual games (3.7), non-commercial open-source (3.35), mods (2.67) [16:05] that's out of 22.01 [16:06] from this it seems like most focus is on self-publishing and channel-publishing for indies. [16:06] a scale of 1-5 , 5 being most interested... [16:06] you asked 22 people? [16:06] that's right, it's not weighted [16:06] straver: total of the scores is 22.01 [16:06] I do find it interesting that commercial open-source is higher than casual games [16:07] i find it interesting, although not surprising, that mods are ranked so low [16:07] actually, total respondents for that section of the survey were 71 [16:08] seeing how big a drop between non-com open source and mods, i think its safe to say that mod development is not an interest of the sig [16:09] its possible that the mod community and indie developer community, while alike in some places, are really orthogonal to each other [16:09] (i think orthigonal is the word i want...) [16:09] perhaps [16:09] at the same time, there are indie developers I know who use versions of engines that are used by modders [16:09] as for casual games, there seems to already be a seperate sig for it now [16:10] engines like QFusion or DarkPlaces [16:10] based on Quake, which is mainly a modders engine [16:10] any commercial games use those engines? [16:10] oh, they're quake ports? [16:10] not that I know of but I know some developers who would like to [16:10] yes [16:10] old, OSS-quake... [16:10] quake 1 then? [16:11] quake 2 and 3 are available under OSS now too [16:11] i know that id is still open to licensing q3 for those who can't swallow the GPL [16:11] I don't understand why its hard to swallow the GPL :/ [16:11] unfortunately i dont know what they'd charge [16:11] sharing code is not a problem in my POV :p [16:11] zratchet: because the licensing terms would prevent use of other, non-GPL libraries and such [16:12] well, I can see that then [16:12] like if a user wanted to pull in, say, physx for physics or something [16:12] they should have done it LGPL ... [16:12] that's what i think, too [16:13] but carmack is as big on gpl vs lgpl as stallman himself [16:13] anyways, would everyone agree that mod development may not be applicable to the purposes of the indie sig? [16:13] im not saying kick the modders away, but that mods shouldn't be a primary focus [16:14] yeah [16:14] well, Carmack's done a pretty big code contribution under the GPL, maybe he'd hope someone else would make a sizeable contribution in the way of physics libs or whatever [16:14] same goes with casual games [16:14] <-- phil14 has quit () [16:14] there are open source physics libraries, but they're not gpl'd [16:14] I'd had some interest in actually splitting out into an OSS SIG as well but the person interested in doing that had personal problems AFAIK and I lost contact :/ [16:15] i think ode is under the lgpl, which makes it usable with gpl code as long as its treated as gpl'd code itself [16:15] GPL 3 is out now [16:15] i think splitting off a mod sig would be better than an oss one [16:15] no, that's just a draft [16:15] ok.. yeah, I guess it was [16:15] GPL 3 final will be out later in the year, moglen and stallman are still tuning it [16:15] but, getting closer [16:15] saw the article on wired [16:15] it should be out no later than october, i hear [16:15] ok [16:15] AFAIK GPL3 will be available 2007 at the earliest [16:16] --> lgp-michael (n=michael@argh.tuxgames.com) has joined #indie-sig [16:16] as for an oss sig, perhaps if there's a tools and middleware sig established we should try and push for them to support an oss movement within that sig [16:16] --> TinyIRC (n=tinyirc@81-178-248-51.dsl.pipex.com) has joined #indie-sig [16:16] perhaps [16:17] --- TinyIRC is now known as zoombapup [16:17] there's also OSS games too though [16:17] the IP rights sig would also be good to talk to about oss [16:17] brb.. [16:17] --> tbennett (n=tbennett@thug.moberg.com) has joined #indie-sig [16:17] i think a game being open source or not is immaterial to it being commercial, indie, or anything else [16:18] hm... perhaps. some people make the distinction more firmly than others [16:18] stallman probably would [16:18] as carmack has shown, even a good commercial engine can be open (even if its done so at the end of its life cycle) [16:18] true [16:18] and garagegames is semi-oss friendly [16:19] (OpenTNL, sourcecode when you buy Torque, etc) [16:19] well, most if not all engines you get source to when you license it [16:19] --> k45 (n=k45@209.163.206.236) has joined #indie-sig [16:19] true, but Torque is more accessible to Indies than most, on purpose of course though [16:20] on purpose of cost, too [16:20] yes [16:20] that's what I meant,, costwise [16:23] having all rights to software assigned to FSF is really no better than a M$ monopoly, even if they do release source code (and not just "shared" source releases) [16:23] anyway, we're spinning off track [16:23] ok [16:24] hmm, to say the license that around 70% of all OSS software willingly uses, including the Linux kernel, "sucks" is a bit drastic without any reasoning [16:24] it doesnt suck as much because of what it does but why it does it [16:24] it forces code to stay open, but makes using code the same [16:25] when a license like the lgpl is better [16:25] heh, well I feel that both gates and stallman have a place in the world - they provide the goalposts, stick somewhere between them and you will be ok, if you find yourself going further right than gates or further left than stallman - STOP [16:25] changes still have to be public, but using code doesn't have to be open [16:25] hehe [16:25] well that's up to the releaser to decide [16:25] lgp-michael: well put [16:25] the developers that have chosen it have had the option to choose something else, clearly they've wanted things to work like they do with the GPL [16:26] slux: exactly [16:26] im not always sure of that; a lot of them seem to go gpl without actually considering things first, because its the best known open license [16:26] what might be good would be: original developers/contributors should have the right to close their section of the code... which most people I've talked with about it seem to agree with [16:26] and assigning rights to the FSF is only required if you want to be a GNU project just like it requires you to use a certain coding-style. No-one forces you to be a GNU project. [16:26] like any business or legal matter, close consideration should be paid before making any decision [16:27] anyway, we can agree that the topics of the indie sig should be primarily on self-published, channel-published, and open source games? [16:28] it's really just to allow FSF to legally defend GNU projects and to avoid the kind of mess that Linux has with hundreds, perhaps thousands rights owners [16:28] coldacid: I agree with that [16:28] I have to say that in developing commercial applications, we've found no problem in working with the LGPL - its allowed us to use the libraries, and feed back into them, they help us, we help them, everyone wins [16:28] lgp-michael: i agree, i've also found the lgpl to be useful [16:29] --> fundemic (i=fundemic@user-6701.lns1-c11.dsl.pol.co.uk) has joined #indie-sig [16:29] perhaps more so than the mpl, since afaik the mpl allows for changes to not be made public [16:30] it's interesting that there is quite an overlap between Indie and OSS game devs... [16:30] anyway, what coldacid said: [16:30] can we agree that the topics of the indie sig should be primarily on self-published, channel-published, and open source games? [16:31] yep [16:31] sure [16:31] ok [16:32] btw, the igf seems to have a good definition of what constitutes indies and what doesn't. it's more strict than the definition the sig takes, but i'll state it here (once i find it again) [16:33] "must not be in any way affiliated with or sponsored by any member firm of the Entertainment Software Association... nor ELSPA" [16:33] hm [16:34] thats not exactly informative [16:34] are any of the channels that indies publish thru (Valve's Steam for example) associated with those? [16:34] i think that Valve might be an ESA member [16:34] Valve's been associated with Sierra in the past, and EA supposedly too... [16:34] valve is probably in the ESA [16:34] so, that seems a bit strange... [16:35] actually, it seems they aren't [16:35] and GarageGames people were originally from Sierra as well... [16:35] http://www.theesa.com/about/esa_members.php [16:35] does it matter what you call it.. most people consider indie as "not got a ton of funding and not being pre-paid by some other entity" kinda thing [16:35] yeah [16:35] what ever you call a spade, it still digs :) [16:35] there's another thing to tackle: what about self-funded games [16:35] yeah [16:35] that still get published by a big publisher? [16:35] it's rare, unique even [16:36] but i do believe it has happened before [16:36] also, IGF has opened to mods now... [16:36] yeah, they have [16:36] and a lot of student indies do mod games... [16:36] so I don't know about not focusing on mods... [16:36] :S [16:36] this is the first year for mods i think [16:36] yeah [16:36] I think the IGF have gone mental... from some of what Ive been told [16:36] so we may need more mod resources as that grows [16:36] well, based on the survey results it seems that modding is not important [16:36] 71 people... [16:37] modding is probably better off with its own sig [16:37] not the biggest pool... [16:37] yes, perhaps [16:37] how many people are on the sig mailing list? [16:37] I'll have to look, just a sec [16:37] ok [16:38] * DRaTRePuS looks at all the ppl -----> [16:38] o_O [16:38] --> Dominea (n=Animegal@24-55-225-179.miamfl.adelphia.net) has joined #indie-sig [16:38] better turn out here than in RL [16:38] ;p [16:38] hehe [16:38] :) [16:39] DRaTRePuS: actually had quite a good meet with only 4 people this monday... [16:39] Hi guys [16:39] hello [16:39] coldacid: still looking [16:39] hi [16:39] alright [16:39] --> fydo (i=fydo@smaug.rackdragon.com) has joined #indie-sig [16:39] good morning [16:39] er afternoon [16:39] hehe [16:39] Just got out of AI class I figured Id come join in on the meetin [16:39] ;) [16:39] good afternoon [16:39] ok [16:40] --- Dominea is now known as RayChandler [16:40] this might be a more apprropiate name for me here :) [16:41] in that case [16:41] --- coldacid is now known as ChristopherChara [16:41] damn [16:41] --- ChristopherChara is now known as ChrisCharabaruk [16:41] my name is too long :( [16:41] lol [16:41] lol [16:42] I like handles [16:42] --- ChrisCharabaruk is now known as coldacid [16:42] but [16:42] but... [16:42] * zratchet is MichaelLubker [16:42] in RL ;) [16:42] oh [16:42] just a question, to see how widespread we are [16:42] where are we? [16:42] Austin, TX here [16:43] Toronto, Ontario, Canada here [16:43] <-- austin [16:43] Im in Orlando florida [16:43] Calgary, AB [16:43] Cheshire UK [16:43] lancs, uk [16:43] Oakland, Ca [16:43] Edmonton, AB [16:44] good showing in north america and england [16:44] and to answer your question coldacid: 71 people in the IGDA Indie SIG list, probably *not* the same 71 that did the survey as some of those are known to be from Gamedev.net [16:44] strange coincedence though [16:44] would be interesting if there were some doujin game developers from japan, though [16:44] that is pretty strange [16:45] Austin (and only half paying attention) [16:45] anyway, do we have the first question discussed to our satisfaction? [16:46] I think so... [16:46] anyone think not? [16:47] the "What type of games are you interested in making?" question? [16:47] what was the answer? [16:48] I prefer arcade and card game/puzzle for indie game devolopment [16:48] answer was we should focus on self and channel published games and OSS games [16:49] for the Indie SIG (website, forums, articles, etc) [16:49] anyway, we'll move on to the next one [16:49] Question 2: Does the Indie SIG Site need a redesign? [16:49] OSS beicng operation system specific? [16:49] 17 for aye, 11 for nay [16:49] no [16:49] OSS being open-source software [16:49] OSS = opensource software [16:49] ahh [16:49] ;) [16:49] WOOT! [16:49] ;) [16:49] I agree with that to some extent [16:50] while few answered the site design question, those who did for the most part agree that the site needs a redesign [16:50] it works out to approx. 61% [16:50] I think the current site is functional, imo a redesign would be for aesthetic improvement only [16:51] well to some extent asthetics is important [16:51] personally, i think it would be useful to automate the announcements (perhaps make use of the igda site's use of movable type) [16:51] please them all... Redesign and give option to reg users... [16:51] but then again an image is only as important as the functionality [16:51] as well as organize resources available and aggressively hunt for more [16:52] recent research also showed that in less than a blink of an eye, a person can decide whether or not they think the site is useless [16:52] coldacid: good point [16:52] first opinion is apparently more important for the web than meeting people [16:53] I think a new design would benefit us to a great extent [16:54] wow I just took another look at it and my eyes hurt [16:54] :/ [16:54] :p [16:54] :P [16:54] heh [16:54] i'm amused by Ray's reaction [16:54] dont go youll turn blind for a period of 5 minutes [16:55] lol [16:55] :p :p lol [16:55] Brigt yellow would be MUCH better : [16:55] you need to go to become in agreement with us ;) muahaha [16:55] <-- zoombapup has quit ("I was using TinyIRC! Visit http://www.tinyirc.net/ for more information.") [16:55] ok ill stop hating on the site but it needs a better design [16:56] i think it would be good to establish someone as webmaster, and empower him or her to redesign the site and work with the igda webmaster regarding the matter [16:56] we should strive to be the best looking IGDA site [16:56] I agree [16:56] i think it looks fine! [16:56] btw i am not nominating myself, but i can help [16:56] :) [16:56] * coldacid goes blind from DRa's comment [16:56] here is a site I designed www.avengersoft.com [16:56] <-- tbennett has quit () [16:56] If you might want to go with something like that I can probably work something out for us [16:57] www.openwebdesign.org is a good place to get designs [16:57] i've personally used it for things like school projects and the gdnet toronto mini-con site [16:57] give me next weekend and ill have us a new design [16:57] Ray: should we take that as your self-nomination for webmaster? :D [16:58] I'll have to get you added to the FTP list... [16:58] I'll nominate myself. WHy not. [16:58] :) [16:58] awesome [16:58] rays site is pretty! [16:59] yeah, nice :D [16:59] btw the rendering on that DRa is from my game engine:) [16:59] anyway, i support Ray for webmaster [16:59] sounds good to me [17:00] now, what about content for the website [17:00] It will have to be next weekend though because I have to program a genetic Algorythm classes this weekend [17:00] do we have a pretty good range of content? [17:00] do we need more interviews, reviews, etc...? [17:00] we need more info on doing ones own publishing and marketing [17:00] as well as team and project management [17:00] especially in regards to distributed and hyperdistributed teams [17:01] someone I've talked to also said we need more legal resources... i.e. sample contracts [17:01] he should be here later on [17:02] legal resources sounds like a great idea [17:02] yes [17:02] And marketing and self promotions [17:02] all that is good content that we should add [17:03] ok [17:03] so is question 2 taken care of? [17:03] for now... [17:03] i think so [17:03] ok [17:03] shall we move to #3? [17:03] sure [17:03] Question 3: Should the SIG have chapters and meetings or just a website? [17:03] 37 yes, 31 no [17:04] <-- fundemic (i=fundemic@user-6701.lns1-c11.dsl.pol.co.uk) has left #indie-sig [17:04] personally i'm in the "no" camp, but i think that the SIG should work with existing chapters with high concentrations of indie developers, such as Toronto, to bring indies more into the limelight [17:04] i'd be happy to hear the opinions of the majority, though [17:04] I'm in the yes camp [17:04] ;) [17:04] I say we should have meetings... weather it be by v-conf or by IRC meeting and talking about games is always a good thing for us [17:05] yes, online meetings are good [17:05] offline meetings are good too [17:05] there is obviously no way well be able to meet in person [17:05] i dont have any vconf equipment or the ability to fly to austin, though [17:05] DRaTRePuS and k45 can attest to that... ;) [17:05] examples of opensource & indi games.. at teh website... say, is this ultimately to maek money? or .. what is the groups purpose? [17:05] true, IRC/vconf/audioconf are good for intl meetings [17:05] cold me and ratachet have been looking at a video conferencing software... all you need is a webcam [17:05] at game conferences, such as gdc if it wasnt so damn expensive, we should have indie sig sessions [17:05] whether hallway sessions or actual panels etc [17:06] YES! [17:06] I agree. I love that idea. Indie meetings at GDC is an excellent Idea. [17:06] Did I say I liek thate SIG have chapters and meetings or just a website? [17:06] 37 yes, 31 no [17:06] DRaTRePuS: yes, we *would* like to make money. though hobbyists are important too [17:06] i can watch and listen, but i can't otherwise participate unfortunately [17:06] not until i have net access at home [17:07] coldacid: we probably should have some support for hobbyist engines, such as BlitzMax and Clickteam's stuff [17:07] we're still on meetings and chapters aren't we? [17:07] coldacid: yes [17:08] we want to have better intl meetings, hence this type of thing (IRC/aconf/vconf) [17:08] anyway, my feelings are that the sig should have regular online meetings, probably twice a month to once every other month [17:08] but we should have localized meetings too [17:08] and should work with chapters rather than having our own [17:08] here in Austin, I'm working on weekly meetings [17:08] I agree with Cold on this [17:08] we've been having monthly meetings but are going to weekly [17:08] by working with the local chapters we'll be able to provide better support, imho [17:09] we meet at a local LAN party center every other week [17:09] they are giving us a custom hard drive image so we can do "mod parties" and show each other interesting websites, games, etc... [17:09] in areas with chapters that have high concentrations of indie developers we should strive to get a sig member in the advisory board [17:09] and the other "every other" week, we meet at tabletop game places [17:09] to do game prototyping and playing [17:10] there are quite a few indies in Austin... [17:10] me of course [17:10] 2 others here on the channel [17:10] :) [17:10] http://www.austingamedevelopers.com/studios/ [17:10] well thats fine but I think coldacid is making alot more esense atm imho [17:11] austin is a special case as you already seem to have an indie chapter beyond the normal igda chapter [17:11] but for everywhere else we should work with established chapters [17:11] If you want to conintue meetings in austint hats great but I think that the indie sig is so widespread that we should focus on online meetings [17:11] and they shouldn't be weekly, the online meetings [17:11] I support monthly for the online meetings [17:12] for the same reason that the igda chapter guide suggests against monthly meetings [17:12] to avoid attendee burnout [17:12] Aggressive Games, Cellien Studios, DragonLore, Gizmet Gameworks, Lois Earl Entertainment, Roxor Games, Uberspace are all Indie studios in Austin [17:12] i would suggest once a month but twice a month or every other month would also be good [17:12] yeah... we do work with AGD (the local chapter) a lot [17:12] Roxor has a couple people here in toronto too [17:12] really... interesting [17:12] I didn't know that [17:13] content producers for itg, mostly [17:13] knew they had people in China (and maybe Korea too) but didn't know about Toronto [17:13] ah, ok [17:13] my friend, and developer at capybara, he's talked with them before [17:13] ah ok [17:13] capy's an indie success story there [17:13] they started off as a thread on the toronto chapter's forum [17:14] and now they're an established cell phone game company [17:14] wow, neat [17:14] yeah [17:14] nice [17:14] See thats something id liek to do [17:14] as for meetings, I agree monthly meetings sound good for intl meetings [17:14] might want to do board meetings more often though [17:14] how about on working with local chapters to bring out more indies to the forefront, though? [17:14] yes... [17:15] I agree [17:15] I have some contacts with Seattle and LA people [17:15] board meetings would be best every other week, or once a month at a different time than the normal meetings [17:15] every other week sounds good to me [17:15] i've got contacts with a couple people on the toronto advisory board [17:15] I can get alot of people here at orlando and tell tem about the sig [17:15] I have plenty of contacts here in Austin too of course [17:15] in areas dense with indies, like austin, toronto, and (possibly) orlando [17:16] get them involved:) I might be able to get dustin clingman to help us out with promotion and getting the word out there [17:16] we should see about getting sig members into the advisory board of the local chapters [17:16] thats a good idea but it will be a challenge [17:17] yes, but the payoffs would be great [17:17] indeed [17:17] and even if we fail we succeed [17:17] in the long term I am liking this viral injection method [17:17] because we'll be showing those chapters that yeah, indies are here [17:17] I know some of the board members in Austin, I do forum moderation for the Austin chapter and I make a lot of suggestions [17:17] Not so mucht hat but indies care more about gameplay than money [17:17] and I'm at most meetings *and* conferences in the Austin area [17:17] we can spark innovation by association [17:18] :) [17:18] :D [17:18] last but not least on the meetings part [17:18] This sig has the potential of changing the industry [17:18] conferences: how should we be involved? [17:18] for indie conferences we should have someone on the advisory or executive boards [17:19] should we organize our own? or piggyback on other conferences and (possibly) LAN parties [17:19] speak with everyone we can. Promote the indie sig. Possibly give out some good swag and have SIG signups [17:19] for mainstream ones, we should at least make sure that the advisory board hears us [17:19] yes [17:19] I agree [17:19] i'm for organizing our own and participating in mainstream ones [17:19] me too [17:19] Thats a nice idea [17:19] I also think that webcasts from conferences are a very good idea [17:19] ya [17:19] between us and indiegamescon, we'll make three cons for three areas of north america [17:20] yes [17:20] indiegamescon in oregon [17:20] I'm very happy to see things like GDCTV and E3Insider taking off [17:20] your con in austin, my con in toronto [17:20] indiegamescon in oregon [17:20] XGDX too [17:20] in CA [17:20] and IGF, Indie Games Jam [17:20] true [17:20] i dunno about igj, and igf is within gdc [17:20] but all N American :/ [17:21] igj's been going a while, and quite a bit of activity [17:21] we should find more indies in mainland europe to push for a say in gdce [17:21] & OSS-friendly too :) [17:21] japan too [17:21] and korea [17:21] we should work with some of the indies in europe and get it int he mainstream over there [17:21] yesh [17:21] those are big areas [17:21] japan is already established for indie gamers [17:21] how so? [17:21] I've talked some with the japanese IGDA chapter people [17:21] doujin [17:21] perhaps not at the forefront but doujin games seem to have as big a market as doujin manga [17:21] ahh [17:22] yeah [17:22] nice [17:22] a guy from Sweeden is doing game development with me, I'll see if he's interested [17:22] hoping to get some of that at my con [17:22] doujin ^ [17:23] what about outreach to other orgs... i.e. something interesting recently happened to me [17:23] some medical group is having a conference in Austin and contacted me about having a LAN party [17:23] serious games? [17:23] 0.o [17:23] because the Indie SIG's last conference was the first Google result for Austin LAN party [17:24] no, just they want a LAN party because some of their people liek that kind of stuff [17:24] ah [17:24] nto sure if they're into serious games or not [17:24] nice [17:24] but a good outreach for indies possibly [17:24] I think so [17:24] should we outreach to other organizations... [17:24] ie have panels at anime conferences, etc... [17:24] anyway, perhaps right now we should table the conference discussion until we're through the survey [17:24] doujin stuff ;) [17:24] ok [17:25] Why not the military and anime cons and even book clubs? [17:25] i've been trying since 2002 to do a games panel at anorth :( [17:25] yes [17:25] anyway, question 4 [17:25] Question 4: Projects and Initiatives [17:26] Independent Games Conference in Texas (4.8/5), Sourceforge-style environment aimed at Indie Game Developers (3.83/5), Community Indie Game Development Meetings/Mod Parties with mentoring (3.78/5), [17:26] Independent Game-based LAN parties and/or Pro Gaming Leagues (3.41/5), "Crunch Time" Reality Show and/or Podcast (2.56/5) [17:26] personally i'm for indie games conferences anywhere as we've already discussed [17:26] yes [17:26] as for the podcast idea, that's one i'd like to see [17:26] and outreaching to other cons too [17:27] im surprised at the weak support for it [17:27] yeah, I thought its strange that it got so little support [17:27] what inspired me for that idea is: [17:27] the classes and gamecamp's here in Austin [17:27] I liek the reality show thing but I'd like to see soemthing similar to junkyard wars [17:27] kind of works well in a reality show setting [17:28] where a team of 5 has 3 days to make a game or soemthing [17:28] yes [17:28] that's my idea [17:28] I love it [17:28] We hsould do it [17:28] but also have some gameplay competition stuff [17:28] do the contestants get a junkyard of old game libraries? [17:28] GameDev.net has competitions like that often, but there's not usually a team member restriction [17:28] and trivia [17:28] hehe [17:29] k45 lol that wouldbe interesting [17:29] happypenguin had Game of the Month, too [17:29] but I was thinking no until you mentioned it [17:29] which was interesting [17:29] not what you think... it was a voted on game, which people would work on for that month [17:29] d00d, I made a FPS out of pong and three Zorks [17:29] hehe [17:29] :p [17:29] :P [17:29] anyway, while the idea of something like sourceforge or opensvn for indie developers is a good idea, there's both logistical and legal issues that would have to be researched [17:30] yeah, doing a reality show/documentary podcast of something like the Indie Game Jam would probably be good, yes? [17:30] ya [17:30] or even game development classes [17:30] <-- DrWilloughby has quit (".IRC: .NET IRC Client @ http://www.dotirc.com/") [17:30] but junkyard war games is better :) [17:31] hm... nto sure what you mean by that? [17:31] game jam is kind of like that [17:31] a certain time to make a game [17:31] oh [17:31] im not sold on a games game show, but the podcast, with news and interviews, is greart [17:31] I have not heard of game jam [17:31] http://indiegamejam.org [17:31] game jam: it's entertainment you smear on bread [17:32] also, gameinaday.com [17:32] hmm [17:32] though that's done in IRC currenlty [17:32] I have seen game in a day [17:32] but something similar to that, only filmed... [17:32] :) [17:32] would make a good podcast [17:33] I have tried to get podcasts of the meetings here in Austin done when we have seminars, but no luck yet :/ [17:33] I agree [17:33] and the exporsue coming from it would be awesome [17:33] I'm not always there... or I'd do it [17:33] i wanted for gtmc to record the sessions for release afterwards but that fell through [17:33] there's really good seminars sometimes here in Austin, not necessarily aimed at Indies, but useful to them all the same [17:33] something I would like would be a robotic webcam [17:33] zratchet: I actually think the reality show could be pitched to brodcasted stations on the tele [17:34] aren't there programmable webcams like that? [17:34] that someone can actually control, game style, and walk thru a conference [17:34] cambot! [17:34] yeah [17:34] nice [17:34] :) [17:34] it probably wouldn't be too much to design one, but the construction might be costly [17:35] well, what I'm thinking is hook up a small cam like an x10 cam or isight, to a R/C blimp or helicopter [17:35] plus, the wireless control [17:35] nice [17:35] I'm sure it could easily be hacked to bluetooth or something similar [17:35] simple yet satisfying [17:36] heh [17:36] so they could have a server there at the conference [17:36] anyway [17:36] and [17:36] my other idea for it [17:36] well if it comes down to it get soemthing with an ARM processor on it and ill write some cod for it [17:36] is have it connected thru AIM [17:36] i think we're spinning off again [17:36] RayChandler: ok [17:36] coldacid: one more thing, it'll be quick, sorry [17:36] :p [17:36] ok [17:36] have it connected thru something like AIM... [17:37] and, a hacked revolution controller for control :) [17:37] why aim? i'd go straight for the sockets [17:37] they already have USB->consolegame controller [17:37] easy login [17:37] send control statements by tcp or udp [17:37] just connect to the server at the con which has an AIM thing there [17:37] and you already have A/V chat which can grab from the webcam [17:38] just a simple way to do it, AIM has developer tools [17:38] only if the robot side has a filter for audio output that makes it sound like those robots on 60s sci-fi [17:38] haha [17:38] ;) [17:38] this is beomcing interesting [17:38] yeah, probably would need an active noise canceller [17:39] that way, we can all be amused by the nuts who chase people with the robot, chanting "kill all humans" a la futurama [17:39] anyway, this is a project that I think the indie sig might want to do something with ;) [17:39] heh [17:39] anyway [17:39] the idea of something like sourceforge or opensvn for indie developers is a good idea, there's both logistical and legal issues that would have to be researched [17:39] I also know some people from the Austin Robot Group that could help with that too [17:39] ok [17:39] on with this [17:39] ok [17:39] :p [17:39] lol [17:40] :) [17:40] we'd probably want to consult with the igda's council on the legal issues, and hosting would most likely have to come from elsewhere, as would funding [17:40] I'm already on this... [17:40] yeah? [17:40] funding is a huge ssue tat needs to be worked out [17:40] yeah [17:40] I just wanted to get a survey result on it [17:40] i doubt that the igda would fund it [17:40] no... [17:41] We would most likely need to find private investors [17:41] we already have a server... [17:41] nice [17:41] I and some friends [17:41] so the hosting is there [17:41] yep [17:41] but whats the bandwidth cap? [17:41] ok [17:41] and thinking for funding, go to garagegames, oberon, etc... [17:41] we have a dedicated colocated server [17:41] we might want to moderate what gets hosted on it because of funding issues [17:41] yes... [17:41] ya [17:41] I'm thinking "featured engines" [17:42] i.e. Torque, BlitzMax, GameGardens, etc [17:42] or perhaps charge a hosting fee to projects [17:42] yes, possibly [17:42] I liek that idea [17:42] keeps us up with funding [17:42] considering the idea of a "VM IDE" [17:42] anyway, that's probably another thing that should be "referred to committee" [17:42] but it's a great idea and i support it [17:44] what is question4? [17:45] Question 4: Projects and Initiatives [17:45] discussion began about 20 mins ago, if your client bothers to timestamp history [17:46] anyway, we've already covered community meetings as part of the previous question [17:47] but one thing about that... [17:47] what I'd like to do with that, is Game in a Day on a bigger scale [17:47] Game in a Month is good as well as HappyPenguin proves... [17:47] GiaM might be better [17:47] there's several open source projects that have benefitted [17:47] yes [17:48] they're doing that in the OSS community [17:48] how about mentoring? [17:48] look up game of the month or GoTM on the happypenguin.org forums [17:48] mentoring/training yes [17:48] we'd need to find people who could mentor [17:48] I was thinking get someone from the industry [17:49] I like GiaM it sounds like Game. [17:49] here its easy, work with the Austin Community College [17:49] and UT to some extent [17:49] also sounds like Gaim :( [17:49] for those working professionally, their studios would have to cooperate though [17:49] hehe [17:49] uhh I know of a few people [17:49] yes [17:49] Dustin was in the industry for some years and he would be interested in this [17:49] and we could do this by v-conf too, have mentors from elsewhere in the country [17:49] do we know if dustin is on the sig mailing list? [17:50] I think he is... [17:50] I've seen him on the forums as well [17:50] he posts once in a while in Austin forums for some reason ;) [17:50] I have a meeting with him next firday concerning a Card Game ive been devoloping [17:50] i think that after the chat we should boil the chat log down to the main and supporting points of discussion and post a report about it on the sig site [17:50] I will [17:50] when ppl hear opensource they think "free" unfortunately.. are there any OSS games that have reaped a profit? i like the inde monkier for making $$$ [17:50] <-- straver has quit (Remote closed the connection) [17:50] excellent [17:50] should make sure that it shows up as news on the main igda site, too [17:50] DRaTRePuS: yes, there are [17:51] look at roxor... [17:51] In the Groove is OSS [17:51] as is Tux Racer [17:51] on the pro gaming leagues, i dont know what you're thinking though [17:51] ItG isn't exactly OSS [17:51] We can do soemting that redhat has done [17:51] StepMania that it's based on is [17:51] did the devs make any money? or jsut the licenser ? [17:51] they were hired by Roxor [17:51] keep the main engine OSS and then the game itself for profit [17:51] ic [17:52] ITG actually adds features that aren't in StepMania, not even in CVS builds [17:52] also, DROD is another example of an commercial OSS game [17:52] ya [17:52] drod? [17:52] Deadly Rooms of Death [17:52] :p [17:52] well I think if we keep the terms to the engine being open soruce and the game itself not that would leae room for profit [17:53] yes [17:53] anyway, i'm not really interested in hosting lan parties. i see no reason to stop anyone from doing it, but any indie chapters or indie supporting chapters shouldn't have to [17:53] well, we in Austin are into LAN parties [17:53] and for the pro gaming leagues, that's just right out in left field, afaic [17:53] possibly partly because we have a good LAN center [17:53] CyberJocks... [17:53] probably [17:54] cyberjock... that's a scary concept :p [17:54] hehe [17:54] What about gametap and I hate to say it G4 and SpikeTV? Is there any way we cna get the word out to them? [17:54] SpikeTV lets avoid [17:54] G4, that's a good idea [17:55] anyway, about the mentoring, just imagine, with v-conf, Will Wright - I know not likely, but it would be nice to be able to show GDCTV stuff on big screens at meetings [17:55] as a seminar [17:55] we might have to clear it with the igda proper though, with media contacts like that [17:55] yeah [17:55] I think we could probably stike a deal with gametap allowing them to host games made in the GiaM thing. [17:55] some things, like conferences, and the sourceforge, will have to be non-IGDA specific [17:55] yeah [17:55] but IGDA-friendly, like the way IGDA works with E3 and GDC [17:55] I think gametap could serve as a great deck for indie game and I think its something worth exploring [17:56] or even SIGGRAPH [17:56] RealArcade and Steam are good too! [17:56] yes [17:56] I've been majorly exploring RealArcade's library [17:56] i'd like to see an independent alternative to those services, actually [17:56] ya they are but gamtap is growing quickly and there is an opening there for us with licensing [17:56] that's part of what I'd like to do with the SourceForge idea [17:56] publishing [17:56] anyway, do we have any further discussion on projects and initiatives? [17:57] do we want to go with our own game deck then? [17:57] yes [17:57] the gamedeck thing, could be part of the sourceforge-style environment [17:57] I see so we need to get the word out there aobut our game deck. [17:57] Advertisement and word of mouth is going to be critical [17:57] using Torque and stuff like that, we could be a distribution partner with some of the big game decks tooo [17:57] seems like they band together [17:57] I liekt he partnership idea [17:58] well need to be careful on the terms of the contracts though [17:58] and we're Value Added because we allow games to be devleoped too [17:58] in a easy SF-like environment [17:58] we ened soemone to help us get our name out there and not someone who owns us [17:58] and then hit "Publish" and you're in the Game Deck [17:58] :) [17:58] i think we're starting to spin off into forming our own publishing company now [17:58] hehe [17:58] well [17:58] lol [17:58] this is seeming less like sig territory and more like business [17:59] well its somthing worht exploing col [17:59] cold* [17:59] its just something I'm working on, that I thought the SIG would be interested in [17:59] yeah, that's true [17:59] and I wanted to get a survey result for interest [17:59] in it [17:59] :) [18:00] :) ---break for dinner--- [18:28] of those here, here's a question: [18:28] which of these positions are you most into: programmer, artist, designer, producer [18:28] me = designer/producer [18:28] programmer [18:29] programer and lately designer [18:29] k [18:32] we only have one more survey question to discuss, before returning to the conference matter [18:32] ok [18:33] Question 5: Indie SIG Visibility [18:33] 40 of 76 respondents don't know where to find info on the Indie SIG. [18:33] means we need to get our name out there if just 1 doesnt know wher eto find us then we have some work to do [18:33] that's not the sort of numbers you want to see, obviously [18:34] yes [18:34] indeed [18:34] so then, ideas? [18:34] with the new site design I think well be abl eot get a little more exposure [18:34] this may have been swayed by the gamedev.net audience which seems to have made up a large part of the survey participants [18:34] other than those we've already discussed that is [18:34] there and IGDA sites was where I posted the survey out [18:35] it still not good [18:35] strange, because gamedev.net is a place I've posted info quite a bit [18:35] :/ [18:35] I know [18:35] let get the revampness of the SIG out there [18:35] as we collect resources for the sig site, we should also aim to get exposure as a resource on the sites we collect from [18:35] yes [18:35] but, oddly enough [18:35] Gamasutra IGDA GameDev all need to know a bout us [18:35] that guy from the medical conference found me as the first result on google [18:35] after our monthly discussions, we should prepare a report of the discussion and post it as news [18:36] given that was a conference, not our main site [18:36] but still hosted on our main site [18:36] Lets get some articles published in game devoloper magazine [18:36] and make sure our headlines appear on the igda front page like the news of other sigs [18:36] yes [18:36] I will try and get our chat log posted on the main site, as well as the log from our recent meeting here in Austin [18:36] I concurr [18:37] ask established indy game devs to join us [18:37] or at least to link to the sig [18:38] right now the news post i made on gdnet is 1st on google for "igda indie" [18:38] places like www.retro64.com .. that is a 1 man opperation, i know his dad,.. mebbe i can pull some strings [18:38] hehe ok [18:38] ;) [18:38] as for the indie sig site itself, google just shows the link, no details or anything [18:38] at least its the second link though [18:38] I have some contacts at various indie sites [18:39] What about AdSense\ [18:39] happypenguin, etc [18:39] Get an add on google adsense [18:39] that's paid for... [18:39] :/ [18:39] we might be able to get a free banner ad on gdnet [18:39] :) [18:39] heh [18:39] coldacid that sounds like a good idea [18:40] with the website redesign we might want to stick in some meta tags for keywords, description, etc [18:40] that will help promote the site in searches on google, etc [18:40] I will do that [18:41] Metatags are a must [18:41] Ray, also contact the igda webmaster about movable type [18:41] yeah, not sure how much we have of that [18:41] movable type? [18:41] the current site's code is a bit messy... [18:41] lol [18:41] it may be blogging software but it mgiht still be usable for news rather than setting up something custom in php [18:41] but probably because I don't understand CSS very well [18:41] we want RSS!!! [18:41] RSS is GOOD!!! [18:41] The new site will be created form scrath [18:41] mt features syndication [18:41] we need to copy over our resources though [18:42] RSS: I have never done but I am sure its pretty easy to do. [18:42] Not to be confused wiht CSS Which I use all the time:) [18:42] if we can't have a multi-user news system with mt, i can rig up one with php as long as we have a mysql or sqlite database [18:42] --> deltib (n=deltib@203-109-167-14.dialup.ihug.co.nz) has joined #indie-sig [18:42] hi [18:42] RSS i can do [18:42] im actually doing a feed aggregator for my java class this semester [18:43] Umm ya the new site will be done from scratch the only thing that will be the same is the core content [18:43] Coldacid I am not very proficient in PHP so if you want to do that end go for it:) I would appreciate it. [18:43] DO we want to do a member login theme? [18:44] we just want to be able to allow news posting by multiple people [18:44] without having to edit files each time [18:44] beyond that i dont think we need anything dynamic [18:45] did you say you can do that? [18:45] yeah [18:45] ok cool [18:45] I havent got good enough with PHP to ensure things being secure yet [18:46] i can contact rudy @ igda about using mt [18:46] or if there's sqlite or mysql available [18:46] ok [18:47] python might be more secure [18:47] only php is available [18:47] :/ [18:47] insecure :/ [18:47] i've never had security problems with it on meldstar.com [18:47] hm [18:47] ok [18:48] don't use phpbb or nuke ... [18:48] those have bugs [18:48] i wouldn't use them [18:48] that's the public consensus it seems :p [18:48] i'd want to make my own anyway [18:48] well phpBB is fine if you can findsoemone to go through it and secure the damn thing:) [18:48] and yet plenty of sites DO use them [18:48] hehe [18:48] anyway, why use phpBB, we already have a message board [18:48] ya [18:48] using python stuff on most of the sites I work on... [18:49] (though I'm mainly a content person, not a programmer) [18:49] heh [18:49] i'm a programmer, not a content person [18:49] Im a little of both [18:49] my art blinds people and my music deafens them [18:49] lol [18:49] hehe [18:49] my code pwns them though [18:49] :p [18:49] ;) [18:50] ^_^ [18:50] heh [18:50] I'd like to think my designs pwn :p [18:50] *game desings [18:50] same here, but my team doesn't agree, usually [18:50] Im personally a Designer and programmer. I can put things into writing and have the idea in my head.... it explaining it thats the problem. [18:50] one of them always wants to make an ultraviolent game out of anything [18:50] are MMO grinds developers way of letting the rest of the world experience crunch time? [18:51] lol [18:51] that was good [18:51] hehe [18:51] --> Mireneye (n=YourNick@81.8.200.147) has joined #indie-sig [18:51] hi [18:51] Hi [18:52] anyway, [18:52] so i think that we have the survey covered now [18:52] what's next on the agenda [18:52] unless there's anything more on promotion? [18:52] more conference stuff, or more on the site? [18:52] the site [18:52] not really, except that I think promotion at conferences is important [18:52] well, we're going back to the earlier, tabled, business regarding conferences [18:53] gamespy's hosting area might be a good place to try to get banner ads... since there's a lot of indie projects there [18:53] on conference promotion, though, i think we need to talk to jason [18:53] we need an IndiePlanet on GameSpy ;) [18:54] alot of game modders in the gamespy community too [18:54] yes... [18:54] lol [18:54] there are a lot of indie game devs that have their stuff hosted there [18:54] that's why I say that [18:54] :/ [18:54] you[re thinking of fileplanet [18:54] er... [18:54] <-- phil14 has quit () [18:54] fileplanets part of ign/gamespy [18:55] and they host sites too [18:55] not just files [18:55] I think some of the quake-mods like darkplaces are hosted there [18:55] personally i haven't anything against gamespy [18:55] not sure though [18:56] an indieplanet site would be nice, for promoting indie games and carrying indie news [18:56] Bigger mods for Morrowind such as Wizards Island is also hosted there ATM iirc. [18:56] i know lots of modders who are real into gamespy communities [18:56] I was just saying an indie planet would be good because gamespy is a massmarket gamer type of place [18:56] large viewership [18:56] it might be better to just support those that exist [18:56] an ad on gamespy might go a long way towards exposure [18:56] --> k45 (n=k45@dsl093-216-093.aus1.dsl.speakeasy.net) has joined #indie-sig [18:56] yes [18:56] advertising there... [18:56] they do have a torque section [18:56] planettorque... [18:56] actually! [18:57] interesting [18:57] part of planettribes... [18:57] but, still, interesting [18:57] Advertisment on Gamespy seems liek a good idea to me. [18:57] brb [18:57] planettribes, isn't that where ayb came from? [18:57] ayb? [18:57] The big problem to overcome today is mostly that people overrate graphics. See bad graphics and they turn away. Indie developers need to be very clever. [18:57] all your base [18:57] hm, dunno [18:57] i think that graphics in indie games are certainly getting better [18:58] Yes, that is true. [18:58] not in mine :) [18:58] with graphics technology levelling out [18:58] we need something like AYB or Leeroy Jenkins that can promote Indie Games [18:58] open source and closed source indie projects are all but completely caught up [18:58] or RvB [18:58] look at what you can do with ogre, for example [18:58] you can have graphics rivalling those in far cry [18:58] and at decent frames too [18:58] a machinima project promoting indie games, made in an indie or OSS engine, would be a good thing [18:59] Well, then, Ogre atm is almost only graphics engine alone. If i'm not mistaken. [18:59] true, but that doesn't mean its no good [18:59] Torque has good graphics... [18:59] OGRE = OPEN GRAPHICS RENDING ENGINE; Ya id say so. :) [18:59] so you have to get other middleware too [18:59] O != Open [18:59] it's Object-Oriented [18:59] bah [19:00] OOGRE :p lol [19:00] lol [19:00] that's one reasion I don't like OGRE....OOP confuses me :/ [19:00] GOnzoGL is gonna kick OGRE's ass onvce its complete [19:00] i find OOP easier than anythign else [19:00] games that impress me most & that i want usually have a unique UI .. [19:00] like B&W? [19:00] i like games that havent been done before [19:01] I agree [19:01] New exicting innovative and vsually asthetic [19:01] anyway, what about my idea for advertising: a viral machinima, like RedvsBlue, Leeroy Jenkins, or somethign like that, that promotes Indie Game Dev and is done in an Indie or OSS engine? [19:01] yes, you dont see innovation much anymore [19:01] i like it [19:01] I like it [19:01] It sounds like a really cool idea [19:02] in player control.. or i see indi games that would benifit from things as simple as scroll-wheel support [19:02] at the Austin Game Conference, I met Jay Moore from GarageGames this year [19:02] i think that advertising anywhere would have to be cleared with jason della rocca though [19:02] yes [19:02] he mentioned doing machinima with Torque in passing [19:02] i invited him to the chat, but he's doing some conference stuff or somethng tonight, said he [19:02] interesting... [19:02] like... say a side scroller, where mouse cursor aims.. & scroll wheel could.. like switch weapons or so.. blah.. [19:03] --> motorsep (i=motorsep@adsl-69-154-240-181.dsl.snantx.swbell.net) has joined #indie-sig [19:03] good evening [19:03] evening [19:03] hi :) [19:04] welcome to the chat [19:04] Hehe, a while on my team we were pending the idea of using mouse to grab items not from inventory but from different parts on the body. But beacuse of lack of controls and obviously tedious it would be a bad choice. [19:04] i dont think that there's really much more to say on conferences right now [19:04] i remeber an amiga game like that ^^^ [19:05] for certain, the sig should have a presence at conferences [19:05] yes [19:05] I agree [19:05] what about the conbot idea? [19:05] speaking of which whos going to GDC this year? [19:05] Care to fill me in, conbot ??? [19:05] I remember seeing this package for sale in a store once, that was basicly a kit to get started with game development...not sure what was actualy in it, I asume tools APIs and a big fat book [19:05] robot with webcam and stuff for doing remote conversations and stuff [19:06] Aah [19:06] visual c++ 6, genesis3d engine, and a book on game design [19:06] mostly interviews with developers [19:06] lol [19:06] if it's the same kit i got years and years ago [19:06] probably [19:07] like back when dinosaurs roamed the land [19:07] heh [19:07] lol [19:07] and people had compilers that didn't match the c++ standard [19:07] I'm not going to GDC :/ [19:07] that's why I'm org-ing my own con [19:07] aww [19:07] ;) [19:07] how about legal issues in game dev business in general? [19:07] Wish I could afford it. I'm not out of money, but it's kinda expensive to travel from sweden =) [19:07] we'll want to get tom and jim to write on that if they would [19:08] although, I just recently got the idea (by recently I mean just a few minutes ago) to do a simelar thing that is mainly a linux distribution with all the neccersary tools, and beginners documentation [19:08] tom buscaglia and jim ... ? [19:08] charne [19:08] igda username? [19:08] im not sure but he writes that legal column on the main site [19:09] we need some articles by tom sloper, etc too [19:09] http://www.igda.org/columns/lastwords/ [19:09] yeah [19:09] I can probably get some articles from people here in Austin [19:09] what I mean is there is no free resources that would really help start up indies to start business, deal with tax and contracts, etc. [19:09] motorsep: best bet is general advice + resources provided by your local and state/provincial gov't [19:09] there are also good articles in the escapist, gamasutra, zen of design blog, etc too [19:09] well probaly wok with tom on that and add it to the sitr [19:09] links to articles if nothing else [19:10] how about steve pavlina? [19:10] ya [19:10] steve pavlina? [19:10] he's a programmer [19:10] I have some interviews with various people I've done, but haven't posted yet due to the indie sig site being hard to dev [19:11] and I'll be interviewing Andy Schatz tomorrow [19:11] If a game have advertising and sells the game over the net from their own webpage you really dodge a whole lot of problems. Then again, you do all packing and sending away yourself.... [19:11] do digital distro and you don't have the last problem [19:12] I think that will beacomes more and more widely used. [19:12] I know of a guy that made a QOL article... I htink it was navgtr we could possible add that to the site [19:12] hrm, should work with ign for d2d stuff too [19:12] I agree btw [19:12] there's a nice distribution channel [19:12] I all the time hear "You not a lawyer, don't pretend to be one". That's terrible. You don't have to be Einstein to understand how to write Independent Contractor Agreement, or deal with taxes. [19:12] direct2drive.com [19:13] All it takes is to have examples how to do it.. [19:13] we could do something liek that or write an article on how to go about creating such a system [19:13] yeah [19:13] I have a lot of favorites and articles I'll have to post [19:13] I know steam is hated globally, but it is a possebility. [19:14] I did a lot in the early SIG days (2004 - early at least for me) but didn't get to post them due to being busy and the indie sig site hard to update :/ [19:14] http://gamedevkit.com/ has some good business/legal advice even if you dont buy the kit, but actual forms and such are apparently included [19:14] Guys, do you have 10 projects ready to be released?! Why would you think about stuff like Steam and D2D? [19:14] coldacid: $300 [19:15] coldacid: Tom said I will need a lawyer still, even if I buy the Kit. [19:15] you could buy 3 copies of torque for that... [19:15] yeah, you'd still want a lawyer [19:16] but as long as you follow the kit, you'd just want a rubber-stamp job [19:16] motorsep Preplanning is extreamlly important part of game developing. [19:16] Or I can add ~200 and buy ZBrush 2 [19:16] Mireneye: True [19:16] I bought both Torque and Cipher, and ended up using neither. [19:16] Mireneye what do you do gamedev wise? [19:17] u hear about this chat @ gamedev.net? [19:17] Yes [19:17] I use DarkPlaces engine [19:17] a former meldstar member bought torque [19:17] Mireneye what projects you do? [19:17] found it completely screwed up, and didnt use it [19:17] strange... [19:17] I know at least 2 studios that use it... [19:17] Hmm.. I'm currently working on Kynskavion - Twilight.. I began writing the story roughly 5 years ago. [19:17] and like it [19:18] Have you tried DarkPlaces engine? [19:18] Mireneye: link? [19:18] HAs anybody tried it? [19:18] Well, not much up atm. [19:18] but [19:18] no [19:18] www.mireneye.net [19:18] I haven't tried it, sounds good though [19:18] has a faq.. [19:19] k [19:19] anyway, it seems we're done with the business [19:19] mireneye.net doesnt work for me [19:19] Personally I'm kinda multitask man, between Modelling, Leading and Writing. But my main focus is modelling. [19:19] ok [19:19] Right [19:19] 'hold on a sec [19:19] any other questions anyone? [19:19] Returning to legal issues... What I am trying to say is that lawyers can and should make money on big companies and help indies for free.. [19:19] --> LordHavoc (n=havoc@ghdigital.com) has joined #indie-sig [19:19] hi [19:20] I agree moter [19:20] motorsep: me too [19:20] but how do we convince them of that :p [19:20] that's not business for the sig, but i dont agree that it should be free, just that it should be affordable [19:20] LordHavoc is creator of DarkPlaces engine. If you havequestions why DP is better than Torque and other indie platforms - ask him.. [19:21] I'm not sure I'd say DP is better than Torque for indie games, it depends on the game and what goals it has [19:21] right. [19:21] obviously DP has the advantage that it is free :P [19:22] ah :) [19:22] back to something we discussed. I just want to say I really like the idea of Game in a Month... [19:22] Game in a month ? [19:22] motorsep: to be a really good competitor to Torque it would need a better scripting environment, Torque is pretty consistent about how to write the client and server gamecode, where as DP is based on Quake1 so it's a bit... odd [19:23] but we'd need organization... i.e. a submission form on the SIG site, something like Happypenguin did [19:23] zrathect I do as well [19:23] anyway as there seems no further business for the sig, i'd say that the meeting is closed and the channel revert to normal chat; all concur? [19:23] did you see happypenguins version? [19:23] yes [19:23] but wait [19:23] aye [19:23] LordHavoc: But QC is quite simple for coder to learn. Isn't it? [19:23] motorsep: yes, the language is trivial to learn [19:24] motorsep: learning the engine calls takes longer though, due to poor documentation, and is all pretty quake-centric (the functions that exist are focused on how Quake works) [19:24] yes good meeting [19:24] guys, how about continue to discuss indie game dev business??? It's not 8:00 pm yet! [19:24] ok [19:24] what questions do you still have? [19:24] game dev business yes, but the indie sig business is concluded [19:24] yes, just the main meeting [19:25] can still do Q&A while people are here [19:25] I still have questions about legal side of business and how to help me and other indies to start it without paying $$$$ to a lawyer. [19:25] And I am trying to promote DarkPlaces engine as indie game dev platform. [19:25] You can do like me, get a friend through modding and make sure he's soon ending school to be lawyer, or I'm just a very lucky guy with many contacts! [19:26] Mireneye: Wow. [19:26] THanks for the good meeting:0 Talk to you all next time. Good luck [19:26] Mireneye: Can your friend make an article about starting as individual or sole propriator? [19:26] anyway, i'm out, night all [19:27] <-- coldacid has quit ("I don't like you. But Bersirc 2.2 does. Try it out now. [ http://www.bersirc.org/ - Open Source IRC ]") [19:27] night guys [19:27] <-- RayChandler (n=Animegal@24-55-225-179.miamfl.adelphia.net) has left #indie-sig [19:27] I'm all fine with my 'personal' lawyer =) Don't know, he's not finished with school just yet [19:28] http://www.alientrap.org/media/zymshot1.jpg http://www.alientrap.org/media/zymshot2.jpg - a couple screenshots of the game Zymotic being developed with DarkPlaces [19:28] (if anyone wants to see pics) [19:28] I could ask him once I see him online [19:28] I would like to see guide "How to start as indie". You don't need to be LLC or Corp. You can even be an individual. [19:28] LordHavok: neat :D [19:28] Guys, take a look at DarkPlaces engine and ask question LordHavoc, please. [19:29] looks good [19:29] Than more ppl will start using DP, then more tools for development we can see on the scene [19:29] I'm guessing that's Normalmapping and not actual geometry detail ? [19:29] :) [19:29] the fine detail =) [19:29] Mireneye: yeah a lot of normalmapping [19:30] So what do you think about DP? [19:30] motorsep: nice [19:31] Mireneye: it's a Quake1 engine, which happens to be capable of doom3 lighting (or a hybrid of lightmapped and doom3 lighting, as seen in Nexuiz), and some indie devs seem to be using it (albeit mostly for free games) [19:32] Nice. But your saying that the script language is'nt very well developed ? [19:32] I actually need to do some rendering work, I just wanted to say hi before I go, and I'll be idling here in the future :) [19:32] ok good! [19:32] Mireneye: it works perfectly for Quake1, but it's not well designed [19:32] always good to have indies idling here :) [19:32] <-- RayChandler has quit (Client Quit) [19:32] it is an indie channel after all [19:32] Mireneye: good handling of savegames, map loading, and other things, but the design itself is very Quake oriented [19:33] Mireneye: on the plus side, QuakeC is one of the fastest executing interpreted languages [19:33] LordHavoc: Which means there is no real physics? [19:33] carmack designed it, what do you expect? ;) [19:33] Mireneye: (short of JIT compiled stuff) [19:33] Right. Well, i'm already confident in my own teams engine. We have little to show from that yet, but it's going to be a completely managed engine. [19:33] Hehe [19:33] motorsep: the lack of good physics is a Quake-ism, but unrelated to the language itself [19:33] carmack is really genious programmer. Or so I understand. [19:34] don't modern carmack games have good physics? [19:34] I'm also working on a teamplay FPS game called DarkWar with its own engine from scratch, designed to compete with Torque and UnrealEngine3, but being MUCH simpler and under a GPL license (with closed licenses available for a fee) [19:35] Mireneye: That's why I chose DP cos it's was originally designed by genious :) and it's free. [19:35] =) [19:35] zratchet: Carmack didn't write the doom3 physics, MrElusive did, he's fun to chat with [19:35] zratchet: fairly traditional rigidbody engine actually [19:35] zratchet: entirely in the released gamecode [19:36] zratchet: but the collision routine is just amazing [19:36] Some jap. Guy made a rigid body physics test app that was quick and amazing. [19:36] Same guy made a realtime fur demo which was equally amazing imo [19:36] LordHavoc: Isnt it possible to have ragdoll physics and arcade car physics implemented in DP ? [19:36] zratchet: doom3 has the best collision routine I know of, it does acceleration (gravity) and rotation of swept triangles colliding with eachother [19:36] MrElusive? [19:36] Using and offsetting normalmaps to make animatable. [19:36] motorsep: not easily [19:36] neat... [19:36] motorsep: the collisions are the realy hard part of that [19:37] especially considering collisions are hard to handle (I know, having problems in my own game work) [19:37] LordHavoc: But what if we could fake it? [19:37] zratchet: I've been struggling to think of how to do something as good as that, since I'll need a really good collision routine for DarkWar (the one I have now just does morphing convex solids colliding with eachother, perfect sweeping but doesn't handle curved trajectories like rotation and acceleration) [19:37] Difficult to fake basic logic and laws of physics when mathematicsans/physicans has already tried simplyfying it as much as possible. [19:38] LordHavoc: I don't think games have to be realtime simulations of the real world.. [19:38] zratchet: the DarkWar collision routine is one of the best I've seen, most physics engines don't even do real sweeping :P [19:38] ok [19:38] zratchet: but it clearly needs more work [19:38] getting in over my head here :) [19:38] * zratchet is not a programmer [19:38] What's real sweeping ? [19:38] no they don't have to be completely realistic, they just shouldn't remind the player that they're in a game [19:39] to aid in the suspension of disbelief [19:39] IMo [19:39] and they shouldn't be in the "Uncanny Valley" [19:39] If physics does not fill a purpuse it is not needed. [19:39] Mireneye: sweeping is moving an object from one place to another and detecting a collision during that movement, as opposed to occupancy testing (just seeing if they overlap at specific positions along the way) [19:39] Who's MrElusive? [19:39] Giving it a purpuse will make the development time longer [19:39] Right [19:39] zratchet: MrElusive is the author of the doom3 physics, doom3 monster navigation, quake3 bots, and the gladiator bot for quake2 [19:40] Mireneye: I haven't really seen any games where physics involved alot in gameplay. [19:40] Oh. [19:40] motorsep: Trespasser, rubbery crate stacking goodness! ;) [19:40] Most with physics do [19:40] Think. [19:40] LordHavoc: Yeap. I played demo of that one :) [19:40] Mireneye: Examples please. [19:40] motorsep: I must agree with reviewers though, the best part of Trespasser was looking down at your breasts [19:41] You could easily take deus ex as an example. [19:41] LordHavoc: Hehe [19:41] But to be more [19:41] precise even in games like [19:41] max payne [19:41] motorsep: one of which had a health gauge as a tatoo :) [19:41] It does add up to the feeling of the game, and hence enhances gameplay aswell [19:41] Mireneye: ?? How physics involved in gameplay in Max Payne? [19:42] how physics were involved in doom3: see crate, shoot crate, repeat. [19:42] Mireneye: I would categorized physics as eye candy.. That's it.. [19:42] LordHavok: OK. Seems HL2 has some of the best physics right now [19:42] the purpuse beeing to place these objects logically and imaginatively enough to enhance the feeling of playing. [19:42] how physics were involved in quake1: see wall, bounce grenade off it and blow up someone [19:43] Q1 [19:43] LordHavok: You said MrElusive was fun to chat with. IRC or what? [19:43] zratchet: HL2 has Havoc physics engine [19:43] good use of physics [19:43] =) [19:43] ah [19:43] motorsep: k [19:43] Anyway. [19:43] well what about the new physics chips coming out... that will change stuff up too [19:43] I think that physics withouty purpuse would be a bad design choice [19:44] Agea PhysX [19:44] zratchet: yeah IRC, it's hard to catch him on IRC though, I only got to talk to him on IRC when he came to #qeradiant (on irc.telefragged.com) once when TTimo (Timothy Besset at id Software, tools programmer) asked him to come there one time [19:44] Aegia [19:44] Think first versions comin out late this year [19:44] Mireneye: Right. Good example. But it's not advanced physics. It's not even mathematically correct (Q1 grenade bounce) [19:44] ok [19:44] zratchet: I think physics acceleration is mostly useless until we know how to write good physics engines :P [19:44] The reason I like novodex [19:44] hehe [19:44] Since they support each other from the start [19:44] btw, I've been wondering, any OSS support for novodex? [19:45] zratchet: I write GPL engines so I can't use 99% of the physics engines, and certainly not a clossed one like NovodeX, so I tend to ignore physics chips [19:45] yeah... [19:45] that's a problem [19:45] zratchet: multithreading is a lot easier than they make it out to be though [19:45] I wonder how long it will be before someone writes a Linux driver for that... [19:45] OSS! [19:45] is there not a standardised interface to physics chips yet, like GL is for graphics? [19:45] or figures out how to make ode work with PhysX [19:46] zratchet: (novodex makes use of multiprocessor/multicore/hyperthreading when you don't have a physics chip) [19:46] ah [19:46] deltib: nope [19:46] OpenPL hehe someday? [19:46] deltib: the 'standardized interface' is certain commercial physics engines [19:46] zratchet: is ode any good? I've heard bad things about it :( [19:46] OpenPL sounds like it would be a good idea [19:46] I do have a pretty complex scene in my game where you can destroy a 'tournament arena' almost completely levelled to ground in hopefully as high detail as possible. I will need to use alot of smart tricks to optemise that scene. [19:46] only reason I know it is because an engine I used used it [19:47] (ode) ^ [19:47] I've looked at ODE several times, and keep thinking "aaah, I'd rather write my own" [19:47] deltib: ODE = OpenDynamics Engine, its design is similar to OpenGL [19:47] yes, but I don't believe ODE is designed as an interface to hardware [19:47] Mireneye: Returning to legal issues.. It would be greate gift to community if your lawyer would explain general tax issues when you hire overseas people as contractors, process of filing for sole proprieorship, advantages of not being business entity, etc. [19:47] zratchet: and I'm completely disappointed by the collision accuracy in OpenDE, it doesn't use continuous collision detection (aka sweeping) [19:47] ah ok [19:48] I will ask him. [19:48] zratchet: from the looks of it, ODE is about as good as Karma (which uses a core written by the same guy) [19:48] zratchet: but Karma is not that great :) [19:48] sweeping? [19:48] Mireneye: Thanks. [19:48] motorsep get enough legal info? [19:49] Where do I find those who need that later ? [19:49] if I get the info from him [19:49] need what? [19:49] Umm [19:49] legal info? [19:49] Legal info from lawyer [19:49] yes [19:49] motorsep... [19:49] Mireneye: I think it is up to art/design "department" how scene could be destroyed. You don;t have to have simulation for nice destructible scene. [19:49] zratchet: as one can judge from Postal 2 (try tossing items through walls... and be surprised when it works, or how about a corpse with an arm stuck through a wall or floor?) and the UnrealEngine3 demo video where a cable went through a wall and the person presenting it quickly walked around a corner and tried to pretend nothing had happened [19:49] Right =) [19:50] eh [19:50] they use Karma? [19:50] zratchet: yeah [19:50] As A side note. I loved postal 2. [19:50] Yes, postal 2 use karma [19:50] Mireneye: The problem however is in time you have to put into creating such design.. With realtime simulation you don;t really have to worry about it. Physics engine will do it's job. [19:50] ok [19:51] so ODE is written by someone in the industry then...? [19:51] zratchet: yeah the author of the MathEngine core [19:51] zratchet: semi-famous :P [19:51] Well, the scene as my team has come down to the conclusion is to complex for physics to take care of alone [19:51] ok [19:51] might be a good interview subject... [19:51] ;) [19:51] zratchet: I love it when the pros go off and write OSS replacements for their previous work :) [19:51] hehe me too [19:52] The day when we can do realtime water simulations and like metal bending... I guess that's the time I would be able to fully visualise such a scene I had in mind =) [19:52] zratchet: and on that subject, GTKRadiant (Quake1/2/3/Doom3/etc editor) is going GPL soon :) [19:52] Sure, it can be done today tho. It' not very efficient for a game. [19:52] Yet [19:52] zratchet: Torque Linux developers might like using GTKRadiant (since there's no Quark on Linux) [19:52] Mireneye: So at the end it depends what is you target audience. If you targeting people with hardware from low-end to high-end, than you have to consider design over realtime stimulation. If you targeting hardcore gamers, that you would probaly better off using physics engine.. [19:53] k [19:53] We are going to use a physics engine allright [19:53] GTKRadiant - GTK meaning linux? [19:53] I have use for it. [19:53] Alot more then that. [19:53] QERadiant is windows version right? [19:53] what exactly is "sweeping" in relation to physics? [19:53] Explained above [19:53] anyway, Mireneye, you need to get motorseps contact info so you can send him legal info [19:54] Indeed [19:55] zratchet: QE4 -> QERadiant -> Q3Radiant -> GTKRadiant [19:55] zratchet: I will contact you soon :) I have some thoughts about creating sets of articles on legal issues and how to deal with them. [19:55] ok [19:55] but get the info from Mireneye too [19:55] zratchet: I will get it if Mireneye will send it to me :P [19:56] Allright [19:56] Thanks [19:56] anything else anyone? [19:57] it was a nice experience. I haven't seen real talks though :) I see 13 ppl in this channe and only 5 are communicating :P [19:57] there was more earlier, but some people were just lurking [19:57] just an IRC habit [19:57] Yes [19:57] oh, my collesion detection engine had sweeping [19:57] I did'nt really know what to expect you to talk about at first. [19:57] I kind of figured that's what everyone else did [19:58] although, my collision detection engine only did triangle/sphere detections [19:58] zratchet: ic.. I know, I was like that at first time I join #darkplaces :P [19:59] deltib: mine only does qhull morphing to another qhull vs qhull morphing to another qhull (qhull = convex shape bounded by planes, a brush in Quake terminology) [19:59] zratchet: I think 7-9 pm is the best time for conference :/ [19:59] ah, I see [19:59] well, might extend it an extra hour, but some people like it earlier/longer [20:00] deltib: so spinning cubes can be approximated at a series of different positions along their sweep and it will do a reasonable job of detecting time of impact [20:00] the sphere seemed like the easyest thing to start with...and I was right...cause I could neven figure out how to do it with any other more complex geometry [20:00] I kinda like windows. I don't think it's half as bad as many says. Seriously there are heaps of working code beneath, it's repsectable. Even if sure, there's probaby heaps that could have been done better. [20:00] deltib: sphere is wonderful, as long as you don't have to collide it against anything but spheres :) [20:00] deltib: spheres are a pain to check against polygons correctly [20:00] yeah, the thing I've been thinking about recently is rotational collisions, at one point I was trying to figure out a way to actualy test against curved paths, but I decided it was impractical [20:00] zratchet: hmm.. Since you are a coordinator, we really need to talk about some helpful things.. In case people not on conference or missed other people.. [20:01] oh, I only wrote tho code to test the spheres against triangles [20:01] How about spline collision ? [20:01] deltib: although spherical enlargement of a polygon isn't too bad, if you do it as a cylinder for each polygon edge, a sphere for each vertex, and a thick volume made from the face [20:01] never got as far as sphere/sphere collisions cause it seemed so simplistic I decided to leave it till later [20:01] deltib: yeah, occupancy/distance testing is relatively easy, sweeping is the challenging thing [20:01] As in create spline at collision with the object the spline defines the surface of collision [20:01] deltib: not too hard to find the nearest point on two objects [20:01] I did sweeping too [20:01] Mireneye: I don't want to think about splines :) [20:02] Hehe [20:02] motorsep: ok, I'm on IM a lot :) [20:02] I had the impression splines were easy ? [20:02] Thank you for conversation guys, it was nice talking to all of you. I have to go for now. [20:02] Mireneye: splines are easy to turn into polygons, that's about it [20:02] zratchet: I'll see you soon. [20:02] Right [20:02] although, it only supported strait sweeps (from one point to another) [20:02] ok [20:02] you too [20:02] Mireneye: anything else you want to do with them becomes challenging :) [20:02] LordHavoc: I'll see you soon too :) [20:02] Haha [20:02] Take care all, bye. [20:03] you just passed a sphere, and two points to the code, and it would find out where it would make first contact with a triangle in the list [20:03] I'm no programmer. I only need to know alot of stuff. I think it's crucual for a decent leader to know of the hardships of most of the tasks. [20:03] Mireneye: a quake modder called Sajt made a mod with a railgun weapon that fired 13th order bspline shot trajectories, it looked like an attack of a spaghetti monster :) [20:03] I believe it's the same lower down, if you're doing high level programing, then you should still know about the low level stuff [20:03] Woa [20:04] =) [20:04] cool [20:04] http://sajt.servebeer.com/13dimensional_spline.jpg [20:04] I'm in swedish secondary school for programming. [20:04] So. [20:04] I know some basics Java/C++ [20:04] you mean the all mighty flying spagetti monster? [20:04] hmm, no worky [20:04] sever doesn't seem to be there [20:05] apparently gone [20:05] and so are the forums where he described it, sigh [20:05] what does 13th order mean exactly? [20:05] deltib: 13 control points [20:05] =) [20:05] ah [20:05] deltib: bsplines are a generalization of cubic (4 point) bspline, aka bezier [20:05] so a bspline would be a bizeir(never could spell that right) [20:05] bezier curves =) [20:05] ah, okay [20:05] deltib: curves.c in DP has a note on how to do any order [20:06] hmm, is that how the IPO objects in blender work? [20:06] deltib: curves.c has code to do a strange form of quadratic bspline patch (3rd order, 3x3 control points) used by q3bsp [20:06] Never used blender personally so I can't compare. [20:06] http://cvs.icculus.org/cvs/twilight/darkplaces/curves.c if interested [20:06] How interesting [20:07] why's the name Twilight ? [20:07] hmm, I should watch some of my new Stellvia DVD now [20:07] Mireneye: Twilight Project is a quake1 engine project, DarkPlaces joined it [20:07] Oh [20:07] right [20:07] Mireneye: DarkPlaces is my engine, I was one of the founders of the Twilight Project, an off-shoot of QuakeForge [20:07] Mireneye: my engine predates Twilight though [20:08] Right right =) [20:08] ah, so the term bizier refers to the curve with 4 controll points [20:08] DarkPlaces is a quake1 modder-oriented engine, which happens to be popular among users, and happens to be decent for making standalone games :P [20:08] deltib: yeah [20:08] I was just thinking that there has been many 'twilight' game referances the latest one or two years [20:09] Mine included. [20:09] Altho [20:09] I had mine in my head for atleast 3 roughly 4 years [20:09] deltib: bezier invented a kind of curve with 4 control points that are off the curve (I.E. a spline), this kind of curve was later generalized to be Bezier Spline, of any order, and 4th order is Cubic, so technically a Bezier is a Cubic Bezier Spline [20:10] ah, I see [20:10] I didn't realise there were multiple orders [20:10] I've only ever looked at information on the cubic ones [20:10] Speaking about collision, I understand softbody collisions is still pretty far off from games s? [20:11] what's a softbody collision exactly? [20:11] Rubber ball=) [20:11] that doesn't sound that hard [20:11] Or realtime cloth simulations [20:11] soft stuff [20:11] there's no such thing as a softbody 'collision' really, because collision is the concept of an event [20:11] ah, okay, now THATS hard [20:11] or things that bounces and squeezes [20:12] although, cloth simulations is one thing I REALLY want to impliment in an engine [20:12] but there is such a thing as softbody dynamics (the reaction can cause the object to deform) [20:12] mainly for characture clothing [20:12] Sorry [20:12] My lack of thinking before speakings fault. [20:12] cloth is a lot of fun, as long as you don't try to do collisions very accurately :) [20:13] heh, yeah, it's the collisions that I've been worrying about [20:13] Realtime folds, with realistic behaviour to water and environment O_o [20:13] cloth is just a grid of constraints on a mesh's vertices (as particles) [20:13] really easy [20:14] since I mainly want to use cloth on charactures, I came up with the idea of instead of testing the cloth against the actualy characture model, I could try using a basic geometric type (like say a cylander for a leg) and add a hight map to add more detail [20:14] accuracy kinda goes out the window though :) [20:14] and then just test the points of the cloth against that [20:14] True [20:14] not sure if I should copy all this, but I'll stay till 8:30 at least (15 more minutes) [20:14] You can forget about detailed folding [20:14] like any particles + stick constraints simulation, it's not really about accuracy, it's about behaving like the real thing [20:14] like flapping in the wind [20:15] I like the policy of 'least surprise' in development [20:15] least surprise? [20:15] if people see things behaving like they expect them to, they don't worry much about whether they're off by a millimeter :) [20:15] =) [20:15] ah [20:15] yeah, like I said it's about suspension of disbelief [20:16] it doesn't have to be real, just don't remind the player that it's a game [20:16] the path of least surprise is a valuable thing to follow in code comments, too [20:16] it doesn't take much to suspend disbeliefe in gaming, at least for me, I tend to compleatly lose track of the fancy graphics when I'm deep into a game [20:16] but at the same time if its too real but not close enough you get the uncanny valley effect (i.e Final Fantasy movie) [20:16] try to do something the standard way if there's no good reason to do it any weird way :) [20:16] For our game we try out thinsg as AI or skill gameplay in kind of a 2d / text based representation, to see and tweak even before the actual underlaying algorithms come together in our engine. [20:16] which final fantasy movie? [20:17] spirits within [20:17] ah, never saw it [20:17] what are you thinking? the new one? [20:17] yeah [20:17] Mireneye: I've been contemplating the idea of making a mock-up of my entire teamplay FPS (DarkWar) as a tabletop game rule set or something :P [20:17] Advent Children is amazing piece of CG [20:17] yeah it looks a bit more anime-ish, not realism like they were going for in spirts within [20:17] of course, Advent Childran is just about as much about unrealisum as it is about realisim [20:17] Mireneye: the more ways you look at an aspect of the game design, the more you learn about it :) [20:18] Indeed [20:18] like a lot of balancing work could be sorted out as a simple rule book for a tabletop or pen and paper game [20:18] Well [20:19] worth noting Quake1's balancing was done by Sandy Peterson, author of the Cthulhu pen and paper RPG [20:19] (he also did the entire episode 4 map set) [20:19] don't go to theatre [20:19] I played alot of Pen and paper [20:19] hehe [20:20] anyway, I need to go do some rendering work in windows (wish there was a Linux version of Lightwave) [20:20] I'm to cought up in other stuff. [20:20] See you later. [20:21] I'll bbl [20:22] I mostly watch it for inpsiration; I've gotten ideas to design really good anime style charactures [20:22] that and the really cool energy weapon effects [20:33] Sayonara people! [20:33] jya na [20:33] g2g bye