Ceramic Shooter – Electronic Poem

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The shooter is one of the most fundamental design templates, and so one of the most fruitful to dissect. On the analytical end, see Kenta Cho, Treasure, Tetsuya Mizuguchi, and the Geometry Wars games.

Theta Games’ Ceramic Shooter – Electronic Poem, released about a month ago and slowly gaining attention, similarly takes advantage of the form.

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The Original Game-Maker

  • Reading time:2 mins read

by [redacted]

Long before Mark Overmars’ popular design tool, Recreational Software Designs‘ Game-Maker (note the hyphen) opened the horizons of Shareware-era PC gamers, forged friendships and dial-up communities, and cluttered the upload directories of bulletin boards as far flung as Russia and South America. There were several dedicated BBSes, including the official RSD board in Kennebunkport, Maine. For those outside of calling range, there was always the USPS and 3-1/2″ floppies. And then development ceased, and slowly Game-Maker faded.

Game Maker was first released around 1992, as a set of VGA mode DOS utilities tied together with a text mode selection menu. For every game produced, the main program file, containing all of the important code, was the same. To distinguish one game from the next, the program file would call on a .gam file, in which the user would compile all of his content through a rather elegant system of brainstorming lines and form fields. The rest of the tools — tile editors, character and monster editors, a map editor, a sound editor, and so on — served to develop that content.

In retrospect it was kind of brilliant; from the program’s perspective all of the important information that made a game unique — visuals, sound, controls, rules, design, structure — was simple window dressing, to call in and process like so many documents. And design was nearly that easy.

( Continue reading at DIYGamer )