Old Testament Adventures » Uncategorized http://www.oldtestamentadventures.com Christian Video Games Done Right Sat, 26 Sep 2015 10:43:52 +0000 en-US hourly 1 http://wordpress.org/?v=4.3.4 What Game Developers Think About the Bible http://www.oldtestamentadventures.com/2011/02/03/what_game_developers_think_abo/ http://www.oldtestamentadventures.com/2011/02/03/what_game_developers_think_abo/#comments Thu, 03 Feb 2011 20:14:20 +0000 http://localhost/otadventures/2011/02/03/what_game_developers_think_abo/

I’m trying to get a feel for the overall game development landscape in terms of what game developers believe about the Bible. To that end I’ve put together a survey. If you are a game developer of any kind (hobbyist, professional or anywhere in between) then please consider [...]]]> Bibles

I’m trying to get a feel for the overall game development landscape in terms of what game developers believe about the Bible. To that end I’ve put together a survey. If you are a game developer of any kind (hobbyist, professional or anywhere in between) then please consider taking a moment to fill it out. It covers four main areas and should only take a few minutes:

  1. The nature of the Bible
  2. Interpreting and understanding the Bible
  3. The relevance of the Bible today
  4. The role of the Bible in knowing God

Update: The survey is now closed and the results have been published here.

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The Religion of E3 http://www.oldtestamentadventures.com/2010/06/17/the_religion_of_e3/ http://www.oldtestamentadventures.com/2010/06/17/the_religion_of_e3/#comments Thu, 17 Jun 2010 14:57:42 +0000 http://localhost/otadventures/2010/06/17/the_religion_of_e3/ “We all serve one master. One king. And his name is… gaming. FOREVER MAY HE REIGN!” Kevin Butler (the character from Sony Computer Entertainment’s recent marketing campaign) during this year’s E3 conference

Sound familiar?


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Kevin_Butler.jpg

“We all serve one master. One king. And his name is… gaming. FOREVER MAY HE REIGN!” Kevin Butler (the character from Sony Computer Entertainment’s recent marketing campaign) during this year’s E3 conference

Sound familiar?


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Old Testament Adventures Podcast #3 http://www.oldtestamentadventures.com/2010/05/14/old_testament_adventures_podcast_ep3/ http://www.oldtestamentadventures.com/2010/05/14/old_testament_adventures_podcast_ep3/#comments Fri, 14 May 2010 08:25:56 +0000 http://localhost/otadventures/2010/05/14/old_testament_adventures_podcast_ep3/ This is the third episode of the Old Testament Adventures Podcast, discussing the development of my Old Testament adventure game, Ebenezer. It’s just under 45 minutes long.

Show Notes Scheduling The next goal for the project is to get some users to test it We discuss ways of avoiding the danger that [...]]]>
This is the third episode of the Old Testament Adventures Podcast, discussing the development of my Old Testament adventure game, Ebenezer. It’s just under 45 minutes long.

Show Notes

Scheduling

  • The next goal for the project is to get some users to test it
  • We discuss ways of avoiding the danger that the project drags on in the absence of hard deadlines
  • Andy talks about some practical things that have helped him, such as storyboarding each section as a separate exercise from coding it up
  • We’re still looking for Blender artists to help model the environments
  • It’s a challenge to make long-term goals that are big enough to challenge you yet still attainable

Going for Glory

  • When does the desire to make the best possible game for God become more about personal glory?
  • In 1 Corinthians 2:1-5 Paul talks about deliberately not being impressive so that it was obvious that it was the word of God doing the work
  • Does this mean its okay that so many Christian games are poorly polished and unengaging for non-believers?
  • Ultimately, even if you made the most amazing game ever, people would still hate it because of its association with Christianity, so if you do it for the glory you will be disappointed

Thinking of Random Uses for Items

  • Malcolm Gladwell’s book “Outliers” discusses the difference between “convergent” and “divergent” questions in intelligent tests
  • An example of a divergent question would be to come up with as many different uses for an item as possible, the quirkier the better
  • As practice for our puzzle-writing, we discuss some uses for a lemonade bottle or “War and Peace”
  • It’s surprisingly hard to acquire items in a Christian game if you rule out theft, making item-based puzzles rarer than usual
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Old Testament Adventures Podcast #2 http://www.oldtestamentadventures.com/2010/04/30/old_testament_adventures_podcast_ep2/ http://www.oldtestamentadventures.com/2010/04/30/old_testament_adventures_podcast_ep2/#comments Fri, 30 Apr 2010 08:01:54 +0000 http://localhost/otadventures/2010/04/30/old_testament_adventures_podcast_ep2/ This is Episode 2 of our podcast where we talk about the development of Ebenezer, my Old Testament adventure game. You can leave comments using the Facebook widget at the bottom of the entry page for this blog post. Episode 1 can be found here.

The show is about 55 minutes [...]]]> This is Episode 2 of our podcast where we talk about the development of Ebenezer, my Old Testament adventure game. You can leave comments using the Facebook widget at the bottom of the entry page for this blog post. Episode 1 can be found here.

The show is about 55 minutes long.

Show Notes

Environment Concept Art

  • Andy recently sent out some of my new concept artwork to the mailing list (sign up now!)
  • We discuss the challenge of turning concept art into 3D content, particularly given the cartoony style we’re seeking
  • The cancelled LucasArts project “Sam & Max: Freelance Police” had amazing (2D) concept art but ugly (3D) screenshots, and that’s frustrating
  • Andy is on the look out for 3D Blender artists to model the environments – get in touch if that’s you!
  • We discuss various 2D/3D hybrid approaches, such as limiting the camera angles or using 3D models but rendering them as 2D images
  • A good example of one approach is the Monkey Island Uber Edition tech demo (here and here)
  • The original motivation for going 3D was from “Simon the Sorceror 3D”: despite being unbelievably ugly it demonstrated the superior potential for drama from a 3D game

Character Design

  • Work is now underway to design the characters
  • Though 1 Samuel 8-12 makes excellent game material, it features all Israel gathering, which means a large number of characters
  • Part of the process involved writing a description of each character
  • It revealed how shallow and ill-defined most of those characters are at the moment. They exist to serve a function within the story but as yet have no clear personality.
  • Great quote from Ron Gilbert on adventure game design: “World, character, and story. In that order. Create a compelling place people want to visit, populate it with compelling characters, and then tell a good story.” (read it here)
  • When developing Psychonauts, Tim Schafer apparently wrote Facebook profile pages for each of his characters to help him give them personalities (podcast here)

Anachronism

  • The game used to be much longer than it is now, since a lot has been cut out
  • The original story had a lot of anachronism in it, like the complicated nation-wide communication system: Quail Mail, and related internet cafes
  • Andy’s approach to anachronism is similar to Terry Pratchett’s Discworld books: reimplementing modern concepts with the technology available to them
  • As part of all that, there is a coffee shop in the game, despite the many centuries between when the game is set and when coffee first started being drunk.
  • However, so much has now been cut out that coffee has become the only anachronism left.
  • Should we remove the coffee or add in more anachronisms elsewhere?

Marketing

  • How do you describe a Point & Click adventure game to people who have never played one? How do you explain the concept of a “puzzle”?
  • We discuss what the target audience is and what kind of devices they’ll have: do we need to worry about the game working on the early versions of the iPhone / iPod Touch, given that it will probably be another 18 months or so before release?
  • Given we’re targetting a niche market, we don’t want to make it any smaller than necessary by requiring cutting edge hardware.
  • Using the Unity engine to target the iPhone has also become a potentially risky venture due to Apple’s recent Terms of Service changes. We discuss the pros and cons.

A reminder that you should sign up for the mailing list for all of the latest news

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The God Game http://www.oldtestamentadventures.com/2010/04/08/the_god_game/ http://www.oldtestamentadventures.com/2010/04/08/the_god_game/#comments Thu, 08 Apr 2010 03:16:03 +0000 http://localhost/otadventures/2010/04/08/the_god_game/ This week, Kotaku have been running a fascinating series of articles on religion in video games, a subject which is naturally close to my heart. I was particularly interested when the author expressed their sense of how unfulfilling it ultimately proved to “play God”, and how the genre of ‘the God-game’ (such as Populous [...]]]> This week, Kotaku have been running a fascinating series of articles on religion in video games, a subject which is naturally close to my heart. I was particularly interested when the author expressed their sense of how unfulfilling it ultimately proved to “play God”, and how the genre of ‘the God-game’ (such as Populous or Black & White) was a much less satisfying experience for them than playing the role of a creature in amongst the rest of the world.

“I had found that, for me, playing as god was not an attraction. Being removed was chilling and, of course, distancing.”

How should the Christian think about ‘playing God’ in a video game? Instinctively, I want to dismiss it as a bad thing; after all, the very essence of sin is to play God: to shake our fists at our creator and say “I’d rather run my life my way”. We want to call the shots. We want to decide which way our life will go. The great power struggle between man and God is what led to Adam & Eve being ejected from Eden, and continues to haunt the human race til this day. No wonder it is so unfulfilling to play God, when that is the root of our greatest problem.

And yet I think I would be wrong to reject the idea so quickly. The author of the article points out that one of the side-effects of so many games that allow you to play God is to let you “discover, through video games, the various types of God I might be”. In attempting to play God myself, I get to see how hard it is. I get to see all of the ways in which I fail to be God satisfactorily. In many ways it provides a mirror onto my own soul – give a man ultimate power and authority, and see how he behaves towards those in his care. Surely there is great potential in such an experience to show people the depths of their hearts, and point them towards the one true God who rules with justice and mercy. “We do not engage directly; we do not drop down to say hi.” – and yet He did, stepping in to his world in the form of Jesus Christ to sort out the problem of human sin brought about by our god complex.

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Old Testament Adventures Podcast #1 http://www.oldtestamentadventures.com/2010/03/19/old_testament_adventures_podca/ http://www.oldtestamentadventures.com/2010/03/19/old_testament_adventures_podca/#comments Fri, 19 Mar 2010 08:21:01 +0000 http://localhost/otadventures/2010/03/19/old_testament_adventures_podca/ This is our inaugural Old Testament Adventures podcast, which I hope may become a semi-regular feature discussing the ups-and-downs of developing our Old Testament graphic adventure game, “Ebenezer“. We’ve none of us done this before, so it takes us a few minutes to warm up, but we tackle some really important and interesting issues [...]]]> This is our inaugural Old Testament Adventures podcast, which I hope may become a semi-regular feature discussing the ups-and-downs of developing our Old Testament graphic adventure game, “Ebenezer“. We’ve none of us done this before, so it takes us a few minutes to warm up, but we tackle some really important and interesting issues that hopefully you will find thought-provoking.

Show Notes

Concept artwork

  • Andy is struggling with the question of how to set a budget and exactly what to spend it on
  • we discuss how to tap into the vastly under-served Christian market whilst battling the perception of “Christian naffness”
  • Dave asks if we can use the low budget as a strength rather than a weakness, by choosing a deliberately simple art style like South Park, or Time Gentlemen Please by Zombie Cow Studios.

Women in Bible games

  • our Bible passage is one of many that doesn’t explicitly feature any women, meaning that any female characters are going to have to be ones that we create. We discuss some potential candidates
  • Monkey Island seems to have a disproportionately large number of female fans compared to other games/genres, so it seems to be an issue worth spending time on
  • all the actors we’re mates with are actresses, so it’s decidedly inconvenient that the cast of the game is balanced the other way
  • but that’s okay, because Dave Hall (the narrator for my video “The OTHER Secret of Monkey Island“) apparently sounds just like the actor Bill Nighy from Pirates of the Caribbean

Making God’s involvement clear

  • the vital role of the narrator in Biblical narrative
  • how to get the Bible into the game itself without ramming it down the player’s throat
  • Dave has no idea how great coffee is because he has no sense of smell
  • we discuss means of making God’s involvement in the events clear without sending the wrong message about how he works in real life

What is the game teaching?

  • how do you avoid merely teaching a moral lesson about “treating God a certain way”?
  • how do you keep the focus on God: what do we learn about him through this passage?
  • what difference does Jesus make to the application? How do we avoid directly applying the OT to us as NT believers without considering the implications of Christ’s coming
  • How do we draw out the ways the narrative points us forwards to Jesus?
  • Are there examples in non-interactive media that does this well?
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The Problem of Christian Video Games http://www.oldtestamentadventures.com/2010/03/05/the_problem_of_christian_video/ http://www.oldtestamentadventures.com/2010/03/05/the_problem_of_christian_video/#comments Fri, 05 Mar 2010 15:31:51 +0000 http://localhost/otadventures/2010/03/05/the_problem_of_christian_video/ It’s pretty old, but I’ve just come across a fantastically well-written article on Christian Video games by Ryan Henson Creighton over at Untold Entertainment. Here’s a choice quote:

There are many great philosophical questions that come part and parcel with Christianity, chief among them being the problem of pain (how can [...]]]> It’s pretty old, but I’ve just come across a fantastically well-written article on Christian Video games by Ryan Henson Creighton over at Untold Entertainment. Here’s a choice quote:

There are many great philosophical questions that come part and parcel with Christianity, chief among them being the problem of pain (how can an infinitely good God allow needless suffering?), and the problem of video games (how can an infinitely good God allow crappy Christian video games, which cause needless suffering?)

Very much in sync with my own thinking on the subject, he goes on to outline some of the common approaches taken so far, and where they fail (in a highly entertaining manner, I might add!) The only downside of it being so old is I’m yet to find the follow-up article explaining his solution!

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Unity iPhone Capabilities http://www.oldtestamentadventures.com/2010/03/03/unity_iphone_capabilities/ http://www.oldtestamentadventures.com/2010/03/03/unity_iphone_capabilities/#comments Wed, 03 Mar 2010 13:05:45 +0000 http://localhost/otadventures/2010/03/03/unity_iphone_capabilities/ For a while now I’ve wanted to develop a version of my Old Testament adventure game for the iPhone / iPod Touch using the Unity game engine. But it requires so much initial upfront investment that I’ve been endlessly putting off the decision, particularly since [...]]]> Some Initial Impressions of Using Unity iPhone

For a while now I’ve wanted to develop a version of my Old Testament adventure game for the iPhone / iPod Touch using the Unity game engine. But it requires so much initial upfront investment that I’ve been endlessly putting off the decision, particularly since I had no idea exactly what an iPhone was really capable of – would it be able to handle a bunch of animated 3D characters without grinding to a halt? Well, in the end I took the plunge, and here are my findings!

The True Cost of Unity iPhone

Firstly, though, let’s just sum up exactly what an upfront investment we’re really talking about here. It turned out to be rather more expensive than I’d anticipated!

  • Unity iPhone Basic License: $399 – this cost is pretty transparent, no surprises here.
  • Mac Mini: $599 – in case it wasn’t clear, Unity iPhone requires a Mac development environment, since you need to be able to run Xcode from the Apple SDK. If you’ve already got one you can obviously discount this cost. The cheapest piece of Apple kit is probably the Mac Mini starting at $599, I personally got a discount on a 13″ Macbook coming out at about $800.
  • iPod Touch: $199 – I’d hoped I could do all my development in the Unity development environment and then borrow my housemate’s iPhone to do some occasional performance testing, but it turns out that a physical iPhone/iPod touch is essential for your ongoing development: all interaction takes place using an actual device which then sends signals back to your dev environment. For performance reasons you may be best off buying a second-hand 1st generation iTouch from eBay or something – mine set me back about $100.
  • Apple iPhone Developer Program: $99 per year – again, because of the way you need a physical device for development purposes, you can’t leave signing up for the Apple dev program until the end. You have to pay the annual fee before you can even get started using Unity in earnest.

Total cost: $1,398 (minimum $498 if you already have a Mac and an iPhone).

The Software Itself

The first big surprise for me when firing up Unity iPhone was the extent to which it is an entirely separate product from the normal Unity. This may be a versioning thing – I’ve only ever seen the latest version of Unity – and the iPhone version may just be a version or two behind, perhaps. For now, at least, many of the interface elements are quite different if you’re used to the standard Unity. For example, the widgets for rotating game objects work differently – not necessarily worse, just differently. The whole thing just looks a lot blockier and more old-fashioned, for some reason.

Secondly, as I’ve already hinted at in the costs section, the workflow isn’t entirely what I’d expected. There’s a great little summary of this on GameDev, but here’s a brief outline:

  1. Rather than running an iPhone emulator on your Mac, you actually run a Unity emulator on your iPhone!
  2. All the code is then executed on your Mac during development, and Unity just streams low-quality images to your physical device. Touches / tilt readings are then fed from the device back to Unity. This means that (apart from GUI interaction) mouse clicks on your Mac are ignored – you really need a physical device if you’re to test any kind of interaction with the user.
  3. When you’re happy with your code, Unity builds an Xcode project which can then be compiled like any other iPhone app and downloaded to your device for testing. This can be done in a single click from within Unity, but takes a few minutes to happen.

In case you missed the small print, there are a number of important pieces of .NET (C#) functionality that are not available in Unity iPhone:

  • Anything that uses System.dll or System.Xml.dll. This includes reflection, but also things like System.Collections.Specialized – you’ll have to stop using HybridDictionaries and things like that.
  • Anything from .NET 2.0, like generics

(Update: Unity 1.6 was released today that actually fixes all of that – you can now use .NET 2.1 functionality and System.dll)

Unity iPhone also has no support for programming in Boo, for reasons that I’m not sure of.

Hardware Capabilities

For me, at least, the million dollar question was regarding the hardware capabilities of the iPod Touch/iPhone – especially the first generation ones. The iPhone 3GS is a seriously powerful computer, but if you make your game so that it only runs on the latest hardware then you’re ruling out a large proportion of your potential audience. I deliberately bought myself a first generation iPod Touch off eBay – apparently the first generation iPhone has very similar specs in terms of CPU speed.

I have to say, my expectations were not very high when I finally got to the point of being able to test. Since I’m developing an adventure game, I need to be able to have a good number of animated characters on screen at the same time, and I’d feared that the iTouch just wouldn’t cope, particularly by the time you’d added in a few particle effects and background scenery.

But I was totally wrong – these devices are remarkably capable, and the guys from Unity have clearly done a great job of optimising their software to squeeze out every last drop of speed.

For testing purposes I used a character model with 738 vertices and 692 faces. The armature featured about 30 bones, and here you can see the frame rates I was getting as I added more and more of these characters on screen, all running the same animation but out of sync (just in case Unity tries to do any clever optimisations for characters at the same frame of the same animation):

Characters Total Faces Total Bones Frames Per Second
1 692 30 30
5 3,460 150 25
15 10,380 450 8.5

Even with 15 characters, running just above 8 FPS, it didn’t look so jerky as to be unplayable – at least not for an adventure game like mine. Exactly what framerate you need probably depends on how important fast responses are to your game.

The scene below with 5 characters, a relatively simple environment mesh and a particle simulation ran quite happily at about 22 FPS.

UnityiPhoneTest1.png

Conclusion

All told I’m immensely positive about what Unity iPhone is capable of, and have high hopes for what I’m going to be able to achieve with it. The engine is a real joy to work with, and the capabilities of the hardware far exceed what I’d expected from it. The Unity community is incredible, and help is always available when you need it.

If you’re thinking about taking the plunge, I hope you’ve found this article helpful. Feel free to Twitter me if you want to ask any further questions, or check out the UnityAnswers website.


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Christian Video Games Without the Boring Morality http://www.oldtestamentadventures.com/2010/02/21/christian_video_games_without/ http://www.oldtestamentadventures.com/2010/02/21/christian_video_games_without/#comments Sun, 21 Feb 2010 17:18:02 +0000 http://localhost/otadventures/2010/02/21/christian_video_games_without/ I’m experimenting with recording a few videos with me just chatting about different aspects of my Old Testament adventure game project, Ebenezer. Here’s the first of them: “Christian video games without the boring morality”.

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I’m experimenting with recording a few videos with me just chatting about different aspects of my Old Testament adventure game project, Ebenezer. Here’s the first of them: “Christian video games without the boring morality”.

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Monkey Island meets the Old Testament http://www.oldtestamentadventures.com/2009/12/30/monkey_island_meets_the_old_te/ http://www.oldtestamentadventures.com/2009/12/30/monkey_island_meets_the_old_te/#comments Wed, 30 Dec 2009 15:28:44 +0000 http://localhost/otadventures/2009/12/30/monkey_island_meets_the_old_te/ I’ve been planning making this for months, but this week I finally got around to making a better promotional video for my Old Testament adventure game project.

The aim is to raise awareness in the hope of finding some collaborators. It’s pretty hard finding the right people, since the intersection of [...]]]> I’ve been planning making this for months, but this week I finally got around to making a better promotional video for my Old Testament adventure game project.

The aim is to raise awareness in the hope of finding some collaborators. It’s pretty hard finding the right people, since the intersection of people who understand adventure games like Monkey Island, and people who share my convictions about the value of teaching the Old Testament forms a pretty small set! So do feel free to pass on this video to anybody you think might be interested.

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