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THE GETTING STARTED GUIDE TO GAME DEVELOPMENT

FAQ.

 

A FAQ by Ben Sawyer Version 2.0

 

Please feel free to distribute this document electronically as much as

possible for non-profit use only. This document may not be printed

and/or distributed in any fashion in any for-profit manner whether

for a newsletter, online zine, or professional publication without the

written permission of Benjamin G. Sawyer.

 

(c) 1995 Benjamin G. Sawyer

===============================================

Improvements from Version 1.3

 

Fixed erratta

New and Improved Book Section

New and Improved Magazine Section

New and Improved Internet Resources Section

New and Improved Online Services Section

Now Featuring Karen Crowther's Shareware Gamers FAQ!

Now Featuring Ron Gilberts Design Document and Game Design

Advice!

Added Section on Rating and the RSAC

Added Section on Macromedia Director

===============================================

Contributors: The following people have assisted in the creation of

this document:

 

Dave Snyder/MVP Games, Bruce Lewis CyberSims, Gregg Seelhoff,

Jim Bucher, Akiva Atwood, Chris Crawford, Kevin Gliner/CGDA,

John Eichelberger, and Chris Newland.

 

Plus anyone I forgot and thanks to all my downloaders over 2500 I

know of with the first version.

 

===============================================

NEWS ANNOUCEMENTS

===============================================

THE ULTIMATE GAME DEVELOPERS SOURCEBOOK

 

Coming this fall from Coriolis Group Books.

 

Yours truly is teaming up with The Coriolis Group, publishers of

PC-Techniques Magazine, Michael Abrash's Zen of Grpahics

Programming, Diana Grubers Action Arcade Adventure Set and Lary

Myers 3D Games Action Adventure Set among others to bring you

the most comprehensive guide and sourcebook ever seen in the

history of Game Development Texts.

 

I have spent countless hours researching and writing about how to do

game development, who to call, what to use, how to design, produce

and market. I have and still am interviewing dozens of top game

industry producers, designers, marketers and analysts to bring out a

book which covers the entire realm of the industry.

 

Look for it this fall from The Coriolis Group.

 

And...

 

Keep looking for Game Devlepors FAQ updates which will

supplement and compliment the book!

===============================================

COMPUSERVE GAME DEVELOPERS FORUM BECOMES

OFFICIAL LAUNCHING FOR GAME DEVELOPERS FAQ

UPDATES!

 

I have recently taken on the role of Assistant Sysop in Compuserve's

Game Developers Forum. Please drop by for the latest release of the

FAQ which goes through Quarterly Updates.

 

===============================================

ANNOUNCING GAME DEVLOPERS CONFERENCES ON

COMPUSERVE'S GAMDEV FORUM

 

Starting in August of 1995 I will be hosting regular conferences with

industry proffessionals on Compuserve's Game Developers Forum.

These will be regular Bi-Weekly sessions complete with a speaker or

speakers a topic and a Q&A roundtable. Join Compuserve and GO

GAMDEV for more information on this program.

 

===============================================

WORLD WIDE WEB VERSION OF THE GAME DEVELOPERS

FAQ FROM THE CORIOLIS GROUP

 

In conjunction with the Ultimate Game Developers FAQ The

Coriolis Group is publishing the WWW version of The Game

Developers FAQ. In addition to all the information contained here

are live links to all the coolest sites for game developers to check out

and much much more.

 

For more information point your web browser towards

http:\\www.coriolis.com

===============================================

Special Thanks:

 

Everyone who frequents CompuServe's GamDev forum, especially...

 

Karen Crowther

 

Without Karen initially persuading, (suckering) me into this, I would

not have thought I could be helpful. Her advice is always available

and always good. Anyone else wishing to thank her should purchase

her games: Rescue the Scientists (Retail from Comptons), Pickle

Wars (shareware from MVP), Math Rescue, and Word Rescue

(Shareware from Apogee).

 

Ron Gilbert

 

Ron is the co-founder of Humongous Entertainment which produces

Childrens games for a wide vareity of platforms. He posted on

Compuserve's Game Development Forum some great information

about design documents and computer game design in general and I

ask if I could include a revised version in this new update and he

said sure. Ron's advice is excellent and I am glad to make it more

widely available as part of the ongoing GameDev FAQ Update!

 

Swen Vincke

 

Swen came all the way from Belgium to help me to explain some

DOS Specifics like DOS Extenders and Midpak that programmers

should learn. Anyone else wishing to thank Swen should either

contribute to his collaborative game project titled Chronicles (visit

the CompuServe Gamdev forum for more info) or buy his upcoming

Adventure RPG Ragnarok.

 

Keith Weiskamp

 

Keith is the publisher of the Coriolis Group, which has recently

brought out such books as Visual Basic Multimedia Adventure Set,

Arcade Action Adventure Set, and PC Game Programming Explorer,

to name just a few. I cannot thank him enough. Keith spotted my

work early on and has served as an excellent resource, editor and all

around cheerleader. Anyone else wishing to thank him should buy

his books and even if you didn't initially want to thank him, you will

probably want to do ultimately, anyway since they are among the

best books published.

 

The following developers\producers for their divine inspiration to

me, I've never met them, but their games have always inspired me to

become a game developer.

 

Bill Budge (Pinball Construction Set)

Danielle Bunten (Seven Cities of Gold, M.U.L.E.)

Chris Crawford (Balance of Power, Excaliber)

Don Daglow (Producer of many EA Hits)

Richard Garriot (Lord British)

Sid Meir (Pirates, F-15 Strike Eagle)

and Bill Williams (Sinbad, Alley Cat, Necromancer)

 

 

OK! WHAT DO I DO BEFORE STARTING TO WRITE A GAME?

 

A lot more work than you will do once you start coding!

 

HOW DO I PREPARE?

 

1. First find a good Chinese food take-out place. You will be eating

in a lot.

 

2. Flesh Out Your Design.

 

Try to really flesh out your idea as much as possible. Put your ideas

on paper first. Diving in might seem like the quickest way but

sooner or later, you are going to hit design and programming snags.

Why? Because you have not completely thought through your idea.

Always remember: designing and coding are two separate tasks that

deserve equal attention.

 

3. Line Up Your Resources.

 

Like a cook preparing ingredients, during the design process I line

up lists of the graphics, sounds, and music I will need. Remember,

creating a game requires a lot of non-code items. Make sure you

have a good idea of what those will be and how you will acquire or

create them.

 

4. Preparing a design document

 

A design document is an overall catch-phrase for a complete written

account of what you intend your game to be. Games require

planning and the design document is the formal instance of your

plans. What follows here is an edited and revised version of a post

Ron Gilbert of Humongous Entertainment placed in Compuserve's

Game Developers forum. Humongous is a fast growing children's

entertainment company based in Woodinville, Washington and

makes awesomely animated games like Putt Putt Joins the Parade

and Freddi Fish!

 

The most difficult part of designing and writing interactive stories is

the form of the script. You will find that everyone does it

differently, so basically the choice is up to you. Over the course of

the last 10 years, I have designed and written many interactive stories

and adventure games and have never kept the same format.

 

First, don't prototype you project. Prototyping is for people who

don't understand the medium. If you (and your prospective

company) understand the medium, you both will be able to

understand it in a linear, written form. I suggest you product the

following documents:

 

Story treatment.

 

This is exactly like the ones for movies. It briefly describes the story

and major characters. Don't worry about it being interactive and

having branches, just write the main branch or the most important

ending. Other endings can be mentioned but don't spend time

flushing them out in the treatment. The treatment is for a quick

overview.

 

Design.

 

This is a document the describes the interactive design of the

products. It includes sample descriptions of what the play will do

such as:

 

What form is the interaction is taking?

 

Are they make story choices in a branch story composed on scenes,

or are they roaming an environment as in a adventure game?

 

Do they pick up items?

 

How do they talk to people they meet?

 

What does the interface look like?

 

These are all VERY important issues that must be talked about in

the design document.

 

The best way to get this information across is by comparison to other

products. "It's just like Myst, but underwater". "It's just like

Monkey Island, but with talking cars". Don't be afraid to draw these

comparisons, it's not a sign of a lack of imaginations, just the

opposite, it shows that you're well versed in what other designers

have done successfully.

 

The design document is where all the interactive design goes. If you

are creating a adventure game style world, make a map. Show where

all the charters are, and where everything can be found. If your

story is branching, then make a flow chart with little boxes for each

scene and a once sentence description of what happens.

 

Scripts

 

The script resembles a movie script, but each represents each box, or

location or interaction in the design. The great thing about an

interactive script is that you can throw it up in the air, gather the

papers up and it DOESN'T MATTER.

 

Advice on submitting design documents to companies.

 

If you are trying to sell this to a company, do step 1 and step 2, don't

bother with step 3 until you get an OK (or you just don't have

anything else to do!). Any company that knows what it's doing

(which are very few), won't need to see a script to understand what's

going on. Unlike film and TV, the script is not early as important as

the design. There are thousands of people out there that can write,

but very few who can design.

 

There is also something else very important to remember when

selling your design and/or script. Unless you're just interested in

just soaking someone for a bunch of up-front money, pick a

company that has done something you like. [editor - I would ad that

selling a game design is very tough as I talk about later, this isn't to

say don't try just be aware it's tough!]

 

There are hundreds of multimedia companies that hove no idea what

they're doing and you have a good chance of getting hooked up with

one of them. Don't sell it to "movie" studio that happens to have an

interactive division. They are notorious for not knowing what there

doing. This is a brand new art form that is understood by very few

people. You may have a great story and design that get ruined by the

implementation, and unfortunately you're reputation as a designer

goes along with it.

 

I don't know if any of this is helpful or not, and just

remember...everyone does it different, so there is really no right or

wrong.

 

Good luck

 

Ron Gilbert

Humongous Entertainment

 

 

 

My advice has more to do with how I organize my work as a part

time game maker:

 

For organizing my game, I got a loose leaf binder. In the binder, I

have three sections: To Do, Design and Resources.

 

TO DO

 

The To Do section is a running list with notes about stuff I want to

work on to make my game. For example I might have an entry titled

Movement Scheme For Enemies, and below it some notes

concerning how I might do it.

 

At the beginning of the section is a running Top Ten list. Not my

list of the best David Letterman lists, but a list of the next ten

features or things I am going to do when I sit down to work. I do this

because, like you I pursue this craft in my spare time. I find that

good design notes and a To Do work list helps me make the most of

that time.

 

I also always carry a printout of my code so I can edit it on the road.

By using lots of pen and paper, I turn what spare time I have away

from my computer into productive time.

 

DESIGN

 

This is simply a running set of sketches, short essays and notes

about the overall design like storyline and

interface design, etc. I am constantly adding to it until I have a

complete picture of what the game will be, always being careful not

to do too much.

 

RESOURCES

 

Just as I said before, your game will have many elements besides

programming code. This section is a running list of the artwork,

sounds, data files, etc. which will need to created.

 

WHAT ARE SOME OTHER ISSUES AND QUESTIONS THAT

DEAL WITH DESIGN?

 

DECIDING ON A PLATFORM.

 

Windows or DOS? That is the question.

 

Lately, there has been a huge shift toward the Windows market for

games. Windows has been used mostly for applications. Recent

developments for Windows. The new WinG graphics library and the

upcoming release of Windows '95, means Windows is becoming

more and more the dominant form of PC Game development. Bill

Gates wins again.

 

On the other hand, many computers which do not use Windows still

exist. Some people refuse to give in to Microsoft. These people

remind me of people who say they can ride out hurricanes.

 

In addition to this major decision come secondary decisions. For

example, like hardware requirements, if your game is multi-player,

what networks will you support? Will your game will require a

printer?

 

A great deal of game development does not happen on the computer.

It is very important to design, document and plan your program. I

cannot stress this enough.

 

AM I UP TO IT?

 

Remember Not Everyone is Ray Tobey.

 

Discovered by the inventor of the Apple Computer, Steve Wozniak,

Tobey programmed his first commercial game, SkyFox, at the age of

16! Rumor has it, Bill Budge in his 30's at the time - author of

Pinball Construction Kit, quit the game business when he saw

Tobey's amazing game.

 

Its Important To Finish. Always walk before you compile!

 

The most important thing to consider when developing games is to

finish them. I must have started at least three projects which were

beyond my means before I got smart and scaled back my ambitions.

It may seem neat to make a DOOM style game right away. That level

of programming takes a lot of work and experience (Id had been

creating games for several years prior to DOOM). Start simple,

learn, read, and build your skills.

 

A finished game with less flash and dazzle is better than no game. In

short, learn to work within your skills and learn to finish.

 

WHAT IF I WANT TO SELL MY GAME WHEN IT IS DONE?

 

What you mean you don't want to slave for seven to twelve months

and then give it away?

 

IS IT UNIQUE?

 

Either by storyline, game dynamics, graphics or whatever, your game

in order to have any chance at success has to have a discernible

difference from everything else out there. Remaking a clone of

Asteroids is not a good way to go about making money because it

already exists.

 

Remember: not every game need be a best seller. Just understand the

level of sophistication, polish, and uniqueness that such a product

requires. Even if you feel your game is not up to these standards,

press on, and you will see that there are many outlets beyond the

retail realm for showcasing and receiving credit for your work.

 

IS IT BETTER?

 

One way to be unique that is it just simply better. Many games are

newer versions of older ideas. For example, NASCAR by Papyrus-

now certainly car racing simulations are nothing new-but NASCAR

is absolutely amazing. It is simply better, so not only will it sell

outright, but anyone with a love for car racing simulations will want

this game too.

 

Being unique is a general code word for simply offering the

consumer of your game a specific reason to choose that game when

they compare it to verses other available options.

 

WHAT SHOULD I DO ONCE CODING BEGINS?

 

Order that chinese food, lots of it.

 

All of the steps in the design stage above apply while coding too. I

just want to add a few things to this.

 

TAKE BREAKS.

 

Even God took a day off!

 

Breaks help a lot remember to rest. Try to take breaks from time to

time. My trick is to take regular breaks, sometimes programming a

second project, a more mundane small application utility. This keeps

me programming, just not in the same manner.

 

COMMENT YOUR CODE.

 

Reedabilllity es gooing 2 b impertant.

 

Remember to comment your code. A typical mistake of many

programmers, game or otherwise is not placing comments in your

code. Game programming requires a lot of clever work arounds,

much more so than other forms of programming, and requires serious

optimization many times late in the work. This means commenting

is even more important for games.

 

WRITE REUSEABLE CODE!

 

As you write your game try to make sure you create code that can be

applied to other games later. For example my RPG game, which

features a tiled multiple scrolling map. Now certainly the map can

be used for other games, so I made sure it was wellcommented and

very open ended to apply to future projects I have in mind.

 

BRAINSTORMING TECHNIQUES

 

Everyone has ideas that need development.

 

Games are perhaps on of the most creative mediums ever. They

require music, sound, art, storytelling, writing, programming, and

more! This requires a lot of brainstorming!!!

 

If Leonardo or Michaelangelo were alive today, there is no doubt

they would be game developers. Also, if Leonardo were alive today

he wouldn't have paid 30 million dollars for his book at auction

which Bill Gates did.

 

Every creative person needs to come up with ideas, and with games

even more so, as this medium has perhaps the most fickle customers.

So lets talk a little about brainstorming.

 

I don't have anything special to say here, but I always think of two

things I have read or heard from two great programmers when

dreaming up ideas:

 

LORD BRITISH a.k.a. RICHARD GARRIOT Origin Systems:

Author of Ultima I-VIII and Worlds of Ultima and for trivia buffs,

Akalebeth!

 

I always emulate Richard Garriot in that he constantly carries a pad

of paper around to work ideas out immediately. You never know

when an idea can come to mind. I also try to make little notes about

books I've read and movies I've seen. I use these notes later when

considering actual game ideas like I described

above. This journal process has always served many other creative

types as well and it works well for game design similarly well. A

small tip here is to avoid the massive carry of a pad, I purchase

reporters notebooks which fit perfectly into a jacket pocket or pants

pocket as well.

 

I would add only the following comments of my own:

 

PLAY LOTS OF GAMES

 

The Worlds Best Excuse.

 

Spend a lot of time reading about and playing other games. A lot of

great ideas exist which are merely new twists on existing themes.

Again, remember the unique rule-attempt to differentiate!

 

I'm lucky I have a few friends who play lots of games-so every once

and a while I take a trip over to their house and play all their games. I

spend several minutes with each, evaluating the way they play, the

documentation etc.

 

Become a Comparison Developer!!!

 

I am constantly in stores reading backs of the boxes, and evaluating

demos. In a creative medium like this, ripping off someone else's

ideas is how we create. When a new game is written, it attempts to

incorporate (read: rip off) all of the current ideas out there and then

move beyond them (only to create

new features which themselves are incorporated). This is how games

evolve. So, being as much of a player as creator has a lot of merit.

 

READ READ READ

 

And did I say Read?

 

Spend a lot of time reading non-technical materialsbecause I enjoy

Adventure/RPG games, I draw a lot of my ideas from mythology,

science fiction, etc. You have to read. A programmer of games is a

new-age Renaissance person. They must have an understanding of

many different elements of the arts, technology,

and the general world around them. How are you going to write a

game about geopolitics if you haven't read about the world around

you? What are you going to do-just make it up? Read Read Read.

 

NEVER

 

Never brainstorm on your computer. Use paper and a pen or pencil.

Always brainstorm in a relaxed atmosphere, and set aside time to do

so every week.

 

WHEN IN DOUBT, WRITE WHAT YOU KNOW.

 

If you can't seem to generate what you feel is an original idea,

consider what many writers simply do, write what you know. I am

an RPG nut, so I am writing what else, an RPG! Of course, I have

some innovative ideas for that RPG, but starting with an idea based

on what I know got me going initially.

 

BRAINSTORMING BOOKS

 

For other reading on creative brainstorming, check out the writing

section of your favorite bookstore. There are usually several good

books about creative idea development to be found there.

 

WHAT IS GAME DESIGN?

 

"The answer my friends is blowing in the wind." Bob Dylan

 

The answer is infinity. Well, sort of, game design is an endless

process which we could talk about forever, but you and I don't have

forever, so here is a "Reader's Digest" essay about game design to

help you understand the thought process about creating games.

 

Game design concerns one thing tantamount to all else and that is

Interaction. What separates games from similar creative mediums

like, art, movies, music, and books, is that the player interacts with

the medium.

 

You don't stare at, or just listen to a game-YOU CONTROL IT! So

as designers, we have to create a product which entices people to

play, and at the same time, provide the storyline, the emotional feel,

the realistic tone, and the other qualities all other creative mediums

give us. A tall order, but this is what makes creating games so much

fun!!!

 

Playing means making decisions. Therefore our games need to

create situations where the player has to decide what to do, and then

to perform that action, which our game then reacts to. This can be as

simple as PAC MAN where the player has to decide whether to go

UP, DOWN, LEFT, or RIGHT, or as complex as Balance of Power;

should I or shouldn't I arm the rebels in this country?

 

This is what makes games appealing: A set of decisions which the

player controls and, based on their skill and intelligence, by which

they ultimately decide the outcome of their game.

 

So when sitting down to design a game, attempt to create

entertaining interaction, try to provide an easy way for the player to

make decisions about the situation you put them in, then return

interesting outcomes which in turn lead to new situations and the

whole process starts over until there is a

final outcome.

 

KEEP IN MIND:

 

As you sit down to design your games try to keep the following

things in mind as you decide on what it will be:

 

Am I creating Interaction? Does my design create a decision

dilemma for the player or not?

 

Are clear situations provided to the player? Is there enough

information in the game (graphical/sound/text) to illustrate to the

player what situation they are in.

 

Am I providing them with the proper information to make decisions?

Is the interface by which the player commands the game clear and

easy to use? Does it provide the proper information to them to help

them input desured actions?

 

Do the outcomes of the player's decisions end or continue the game?

 

Does skill and intelligence of the player produce the outcome?

Random outcomes not based on the skills of the players decisions

are not games. Players must know they are controlling the outcome.

 

Is it entertaining? If it isn't fun, they won't play it.

 

In short, concentrate on providing interaction, creating player control

of their outcomes based on their skills and intelligence, and make it

fun.

 

WHAT TYPES OF GAMES DO WELL?

 

Good ones.

 

The are many types of games which do well. Game players come in

many shapes and sizes. Here is a list of game categories which seem

to dominate the shelves. Remember that GOOD GAMES will do

well regardless of the category, but by evaluating these categories

you can find a niche to write a GOOD GAME in. The following not

in any order of importance.

 

3D Games - Now commonly referred to as "Doom Style" games,

these games feature texture mapped 3D environments and usually a

lot of action and shooting. Already several books have come out

which

show you how to write games like this.

 

RPG - Role-Playing-Games are like Dungeons and Dragons, though

they might be about space, postapocalyptic, sci-fi oriented, they still

share the statistical characteristics and strategic features of games

like D&D.

 

Adventure - Not to be confused with RPG's these programs, such as

Sierra's King/Police/Space Quest series or Lucas Arts Indiana Jones

games, are more puzzle based games, and are not based on building

up a character, or statistics like an RPG.

 

Edutainment - This is a hot hot category right now. Games like

Carmen Sandiego and Rescue the Scientists are traditional

educational games with exciting game elements melded in. Games

which become "learning experiences" so to speak, rather than the

first generation of "flash card" like products.

 

Retro Games - This is a relativly new category of games. What the

term refers to is the recreation for a new platform of an old classic

like say Microsofts Arcade Pack which features 4 original coin-op

Atari classics.

 

Simulation - Computer Simulations like Flight Simulator, F-15

Strike Eagle, and Comanche have been excellent sellers. There is

nothing like a detailed simulation to entertain gamers. However, be

careful, trying to put together a complex simulation game can take a

lot of work. Gamers in this category are extremely picky.

 

Sports Games - EA probably tripled the size of their company on its

sports titles alone. Prior to the release of their first classic, Earl

Weaver Baseball, sports games tended to be simplistic arcadish

games or dry statistical models. Earl Weaver brought both of those

approaches together and gave birth to the

statistical/simulation model. One note here: Check out FIFA

Soccer for the 3DO an amazing look at the where this type of game

is going.

 

God Games - God games refer to those simulations where you

essentially simulate an environment and give the player control over

factors which affect it. SimCity and Sim Earth as well as Populus by

Bull Frog/EA are great examples of this game type.

 

Shooters: Usually viewed from above, the screen scrolls as the

player -you guessed it- shoots everything. Examples might be

Raptor from Cygnus/Apogee or Space Invaders and Asteroids.

 

Fighting games: Fighting games like Mortal Kombat and Virtua

Fighter have become so popular they really do warrent their own

category. Most of these game involve heavy arcade action as players

either vs. the computer or their friend duke it out in some for of

hand-to-hand combat with special moves and sometimes hand

weapons like swords or flails. Other games in this category are

things like Street Fighter, and One Must Fall.

 

Platform games: Ever since the original Donkey Kong, 2D

side/verticle scrolling screen, jump n' shoot games have been

amongst the most popular form or arcade games made. In the PC

world the role of shareware alone has brought side scrolling games

like Commander Keen, Jazz Jackrabbit, and Duke Nukem to much

prominance.

 

Overall, though many games tend to have 80% of themselves firmly

rooted in one of these categories, great games always tend to overlap

into other game types as well. Magic Carpet, a huge hit right now

(Bull Frog/EA) is both a flight simulation, an adventure game.

 

It's always good to keep track of new and interesting gaming types,

there are more than what I've touched on, and new hybrids emerging

every day. Keep track and you might just create a game that is either

a benchmark for its category, or the newest game for the next great

game type!

 

Oh and did I say GOOD GAMES sell well?

 

HOW DO I GET A JOB AS A GAME DESIGNER?

 

Jobs are tough write your own game!

 

JOBS

 

AS A PROGRAMMER/DESIGNER

 

As for an actual job, a good article appeared in the February 95 issue

of Computer Gaming World. Without going into detail I will

summarize the key points.

 

1. Getting hired is tough. There is a lot of competition, programming

and/or art skills are a must.

 

2. Having a good demo or a good game already completed is a big,

big plus.

 

3. College graduates are the choice of company recruiters, and a non

game specific background is also important.

 

In short, go to college-this isn't a simple job-and write something on

your own. It will give you at a big advantage.

 

 

THEY'RE ARE OTHER OPTIONS

 

As the game industry evolves from single designers who did

everything to team oriented multimedia megagames, there are many

other job types which have opened up.

 

Artists 2D & 3D. Musicians, Writers, Level Designers, Marketing

etc.

 

If you feel you have a special talent - like Art for instance - and you

feel you understand Game development as it relates to art (or writing

or ...) then you might want to put together examples

of your work and send them to the human resources departments of

companies.

 

Remember, though: As with any creative medium - or any job for

that matter, getting one will be tough. It won't happen overnight.

Also, if you are approaching the Game Development field for a job

in one of these support positions, it is important to really understand

the process and the difference that the notion of interactivity

presents to the product. Writing your own game might develop that!

 

If you're really interested in the industry, check out:

 

THE CGDA

 

The Computer Game Developers Association.

 

What is the CGDA?

 

The CGDA is an association of interactive entertainment

professionals dedicated to serving the careers and interests of its

members. It's not a trade association or a union. The purposes of the

CGDA are:

 

To foster information exchange among professionals in the industry

 

To represent the community of interactive entertainment developers

when policy issues arise in industry or government

 

To increase artistic and financial recognition for developers

 

To enhance the quality of interactive entertainment and educational

software

 

 

Why should I join the CGDA?

 

The most important reason for joining the CGDA is that it lets you

participate in a community of people with similar interests and

concerns. The CGDA will take an active role in helping to set

government and industry policy on important issues such as software

ratings. In addition, the CGDA will offer a variety of services to its

members, designed to assist them in their careers.

 

They also have a newsletter which has all kinds of good info too.

 

What does it cost?

 

Membership will cost $75 for 1995. (Foreign memberships will be

somewhat more!)

 

How do I get in touch with them?

 

Computer Game Developers' Association

555 Bryant Street Suite 330

Palo Alto, CA

 

voice: +1 415 948-CGDA

fax: +1 415 948-2744

 

Please note: In order to keep costs down, this phone line is not

staffed by a live person. Leave a message and someone from the

CGDA will return your call as soon as possible.

 

CONFERENCES

 

All right Deductible Junkets!!!!!

 

Several conferences exist. The major one to attend is:

 

The Computer Game Developers Conference (What else did you

expect it to be named,)

 

This is held every year in the spring. In 1995 it is being held at the

Westin Hotel in Santa Clara, CA, April 22-24. Contact the CGDA,

an affiliate of the producer of the conference for more information.

 

There is also an East Coast Developers Conference.

 

This is held in the fall.

 

Call Alexander Associates in New York +1 212-684-2333 for more

info.

 

What About The Consumer Electronics Show?

 

CES is a good place to go too, but it is mainly a show for retailers

and vendors to hook up, so while you'll have fun playing all the

games and looking at the latest gadgets, the amount of networking

you can do isn't as good as the Computer Game Developers

Conference.

 

What About Comdex/Windows World?

 

These are business-oriented shows, I've never seen much in the way

of games at either show.

 

CAN I SELL MY IDEAS?

 

Write your own game, everybody has ideas.

 

The fact is, just like in any other creative medium, ideas are

plentiful. This means it is unlikely a publisher would be interested

in your idea alone. In fact, the way copyright laws work, they

probably won't even look at it because it could open them up to a

lawsuit if you later claim they 'took' your idea.

 

In order to attract the talent to make the game you will need to have

capital, or some very friendly developers. However, if you're reading

this, you probably now know that you need to develop your ideas

yourself and that is probably what you had in mind to begin with.

So, read on!

 

OK! Enough talk about ideas and getting employed, lets find out

how to turn our ideas into finished games and our finished games

into products!!!!

 

WHICH LANGUAGE SHOULD I USE?

 

C/C++

 

The dominant language of game development is C/C++ for both

Windows and DOS.

 

Almost every game you see is written in this language originally

developed at AT&T Bell Labs. C is the original version of the

language and C++ is a newer version, geared toward a system of

programming known as object oriented programming (OOP for

short). C++ programming is not much different from C, so I use the

two together since even most C compilers you can buy will allow for

both flavors of C programming. C is also a great language to write in

because it is easy to move a hit games C/C++ code from one

platform to the other - more so than any other language. Even though

"easier" hybrid languages exist for Windows (which we will discuss

below) C/C++ is the dominant Windows development

language too.

 

What more can I say - it's the dominant language of game

development.

 

ASSEMBLY

 

The Road Runner of languages.

 

Since it is the fastest language, some Assembly Language is used.

Assembly is usually used to create subroutines to call from C/C++

for sections requiring intensive speed. Assembly language is the

most difficult to understand. The general law of computer languages

states: The lower level the language, the faster it is, and the harder it

is to program in it. Don't be discouraged though, learning Assembly

is a great tool; DOOM would not have had it's blazing speed without

some programming in Assembly, and people who know it can

accomplish amazing things.

 

With its portability and easier learning curve, C/C++ is much easier

than Assembly. C/C++ like assembly "compiles" to standalone

executable files.

 

However no one said programming in C/C++ was easy either, just

easier than Assembly, and many people are a little intimidated by all

of the coding required and such. First, with a little work and some

good books, programming in C/C++ is not as hard as it seems. Hell -

even I know how to program a little in C! There are, however, some

alternatives to programming in C.

 

VISUAL BASIC

 

You mean I can create great Windows products and actually get

some sleep too?

 

Visual Basic from Microsoft is a hybrid form of Basic written

especially for Windows. VB works in the Windows environment so

you can create neat interfaces and professional looking products.

 

Visual Basic also has a much easier learning curve. In addition by

learning how to access the Windows API, a special slew of calls to

the Windows Operating System, you can do some nifty animation

and sound effects!

 

There are also third-party add-on products that extend its VB's

features which are referred to as VBX's. VB skills can eventually be

used in C/C++, especially concerning API calls. This makes your

skills here transferable to the next level of Windows programming

with C/C++.

 

However, you should know that VB has its drawbacks. C/C++ is

much faster, and speed in games can be crucial.

 

I don't think you'll see Doom being created with VB any time soon.

 

VB also does not create stand-alone executables like C/C++. VB is

what we call an interpretive language it doesn't actually compile.

While you can create "executable stand-alone" versions of your VB

programs (royalty free), your user must also have the

VBRUN300.DLL file in order to use the program. While you can

distribute this DLL (and many users already have it on their systems)

this is an extra burden for VB to carry. More and more, though I am

amazed at the stuff possible with VB. I wholeheartedly recommend

it to beginners, and even pro's, to create games. If you find it too

limited or slow, than just move on to C/C++

 

ARE THERE ANY OTHER CHOICES?

 

Yeah! DELPHI!

 

The other language is Delphi, a recently released hybrid Windows

programming language, from Borland. Delphi is a hybrid Windows

version of Pascal. It allows you to create full .exe files with no

additional files needed (as opposed to VB) and its very fast.

 

Delphi allows you to do a lot of things VB can't like write your own

DLLs and .VBXs and of course it compiles. A tip here is check out

The Coriolis Groups web page at http://www.coriolis.com they've

constructed a complete index to Internet resources for Delphi

programmers.

 

One note it does require 6mb of memory.

 

And Don't forget Director...

 

Many multimedia developers have been using this product for quite a

while and some have even shipped games with it. I believe Journey

Project (the original not Turbo) was done in Director as was Myst on

the Mac and HellCab.

 

With the current release, Director is true cross platform. It's amazing

how a product of this kind can create binary compatible files for

both Mac and Windows. Basically, you take your multimedia app,

create it all on a Mac, copy everything to Windows, and it runs

without a hitch, identical to the Mac version. OR THE OTHER

WAY ROUND. There are some exceptions, but they are mostly

minor, like remembering (on the Mac) to stick to the stupid 8.3 file

name conventions, etc.

 

Creating things in Director is really fast feedback is immediate. I've

seen several programmers who have problems adapting to the

Director paradigm, but I myself didn't experience this. It's fun,

powerful, easy, and you (almost) automatically get both a Mac and a

Windows final product. A 3DO player is in beta. A Director player

engine is also being integrated into Netscape Navigator.

 

The programming language, Lingo, is a complete language, and fully

OO. You can even switch ancestors on the fly! Tech support here on

CompuServe is grrrrrrrreat (they won an award for it). So is the user

community, both here and on Internet.

 

On the downside. Director has to move a lot of stuff around. It's too

slow for arcade games. Lingo is an interpreted language, which

means that it's in the Visual Basic performance class. Definitely not

C. But if your goal is to develop something than can convey an

aesthetic experience, and you expect your audience to have time to

enjoy a development of character and narrative quality, it seems to

me that Director is a good choice.

 

If you're not intending to produce arcade games, I think Director

warrents a look. Understand also that the package is somewhat pricy

by beginners standards but still you get a lot for your money and

Macromedia often sells bundle deals with Director and ton of other

cool multimedia products like Premiere from Adobe or sound

editors, so shop around.

 

SUMMARY

 

C/C++ is the leading development language of game creation, Visual

Basic by Microsoft has some merit, especially for non- action

intensive products, and Delphi, a new language for Windows, by

Borland shows promise. For beginners I recommend Visual Basic,

perhaps Delphi if they know some programming already. For people

already familiar with VB or other flavors of Basic or Pascal, go for

C/C++ and some Assembly.

 

ANYTHING ELSE?

 

It pays to be multilingual.

 

While you may have chosen one language to become proficient in,

take the time to learn about some of the other languages I've

mentioned.

 

While you may not want to program in C or Assembly, having a

basic knowledge can help you look at code examples, and gain ideas

for whatever language you're using. I'm drawing on my rudimentary

knowledge of C to read books about Windows programming to learn

more about controlling Windows from Visual Basic. While I can't

write a program in C, I can dissect code, understand so I can learn

from it.

 

Concentrate on one, but pay attention to the others.

 

WHAT ARE SOME PROGRAMMING BASICS and DESIGN

BASICS?

 

If you're absolutely brand new to programming, you have a lot of

work to do. Order some more Chinese food and maybe a lot of Jolt

Cola.

 

One trick: Build your game-developing skills by designing new

levels\scenarios with games that have built-in editors. For example,

learn about wargame design by developing neat scenarios with

Empire Deluxe's scenario editor, or how about a new level for Doom,

using many of the public domain and shareware WAD file editors?

A list of some of the better 'Designable Games' can be found in the

Resources Section.

 

Learning The Ropes.

 

What I've provided here is a list of basics specific to game

development that assumes you know programming basics. If you

don't know basics, like variables, looping conditions, etc. skip this

and come back when you do. If you've already mastered some of the

basics, here is a rundown of the type of game specific programming

abilities you will want to learn about. Not all will be needed

depending on your game, but that is for you to determine.

 

GRAPHICS

 

Graphics files can come in many shapes and sizes. You should be

somewhat familiar (if not thoroughly familiar) with the various

formats and how to load them into your program for later use in

animation and such. the new PNG, PCX and BMP are Examples of

these formats.

 

Another point to be made about graphics is that 320 * 200 used to be

the dominant form of games, but with most things progress has

raised that level. Right now the dominant resolution is 640*480

which is also the default Windows resolution.

 

ANIMATION

 

Animation in games involves copying sections of the screen to and

from sections of memory that contain the graphics information.

Widely referred to as a BitBlit, it is one of the most basic graphics

programming skills you will need to master.

 

ARTIFICIAL INTELLIGENCE

 

AI or Artificial Intelligence concerns the creation of intelligent

reactions by the game's of the situation and the player's decisions.

Most commonly used to create computer opponents assessment. It is

not an arcane art and many established methods have seen their most

useful twists and applications by game programmers. Bullfrog the

makers of such games as Populas and Magic Carpet has especially

embarked on a mission to bring more innovative AI to computer

games, check out their newer titles for the results as they develop.

 

DOS SPECIFIC

 

Here is a list of the specific items you need to understand which

concern are involved in games for DOS.

 

SOUND

 

In DOS, programmers mainly use MidPak and DigPak to create

music and data files and to control their playback. These programs

allow a developer to write sound routines for multiple sound board

types with one set of code, saving an extensive amount of

programming.

 

MODE_X

 

Mode_X is a special VGA graphics mode which displays 256 colors

on the screen at once. Every game programmer for DOS, needs to be

familiar with working in this special graphics mode.

 

Much has been written about it in the books listed in the Book

Section of this FAQ.

 

FASTGRAPH

 

FastGraph from Ted Gruber Software is a library of graphics routines

and software which helps with displaying graphics on the screen in

Mode_X, as well as many other useful game-oriented tools, like

joystick reading. Many programmers use it and the company offers

excellent support. While it is not necessary to have this product to

make games, many hours will be saved by using it. A shareware

version of the program, called FastGraph Lite, is available on the

GamDev forum on CompuServe, as well as

on a disk included with Action Arcade Adventure Set, by Diana

Gruber, from Coriolis Books (See Book Section).

 

DOS EXTENDER

 

Without going into a dissertation on how DOS memory works, let

me explain what this is. A DOS Extender allows you to program

your DOS based game without the memory restrictions placed on

traditional DOS programs. Before DOS extenders came along,

games were limited how much memory, they could use to store

graphics, sound, etc. in the computers RAM. Today's games require

256 color graphics and sound; this means you will need to use as

much of the computers memory as possible, and thus you will

probably need a DOS Extender. So, investigate these programs and

choose one to

use. One of the more popular is a product called DOS4GW.

 

WINDOW SPECIFIC

 

Here are specific Windows items you should familiarize yourself

with.

 

THE WINDOWS API

 

The main component that Windows programmers need to learn about

is the Windows API or Application Programmers Interface. The API

is a pre-defined set of routines that the programmer can use to do

many things in Windows, from the basic displaying of text in a

window, to the more complex playback of full motion video. Several

good books exist which detail the multitude of API calls. Even if you

plan on using a much higher level language like VB, you can still

make use of the Windows API. In fact for VB game development it

is absolutely necessary!

 

Of special interest to Windows programmers are three special new

products that were created specifically to help with the construction

of games in Windows.

 

The Windows Game Developer SDK

 

I really can't comment much on this but if you're serious about

Windows 95 game development either get in on the Beta and Beta

Forum or wait for the bugs and final version to ship and get in on the

developers program then. Understand for beginners that you don't

have to have this kit to do the development.

 

WinG And WaveMix

 

Even though Microsoft is readying the new Windows SDK these

may still be useful in that they are available now (the SDK as I said

is still in BETA) and for Win 16 3.1 development the still are useful.

 

WinG (Win-Gee) is a new version of the Windows API which

includes many new and redesigned API calls specifically geared

toward the intensive graphic and sound requirements of games. Game

programmers for Windows are especially advised to familiarize

themselves with this new API.

 

This special additional API for Windows allows you to manipulate

multiple .WAV files in real-time for your games. Windows as it is

does not allow for simultaneous playback of multiple .WAV files.

With WaveMix this problem is solved. However, be warned:

WAVEMIX has started life as a non-supported program from within

the ranks of Microsoft. Recently, problems and bugs have cropped

up. Microsoft has announced new support for the product, but it is

uncertain at this time when the bugs will be fixed. Investigate

thoroughly if WAVEMIX can work in your program--it might, it

might not.

 

WINTOON

 

While not as necessary for Game Development as other products,

WinToon can be a great tool for animationintensive products.

 

WinToon is a utility whereby you can create animated cartoons

which are stored in the Video For Windows format, making later

playback very easy because of Video For Windows wide acceptance

and extensive existing API.

 

All three of these items can be found in the WINMM forum on

CompuServe and Via Anonymous FTP at ftp.microsoft.com.

 

Level II CD-ROM

 

If you're even somewhat serious about Windows Development save

up the $500 and join as a level II developer with Microsoft. It'll be

the best $500 you ever spent and will get you a number of tools,

operating system updates, documentation and much much more. For

those on a little more of a budget there's a $200 jumpstart

development but, it's not nearly as extensive still there are some

useful things like Video for Windows stuff here you might find

useful.

 

WHAT TOOLS WILL I NEED?

 

As we have already said, creating a game is far more than knowing

how to program. Games include music, sound, and of course,

graphics. Therefore there are many other tools and products you will

need to collect before creating your game. Let's briefly discuss some

of these.

 

COMPILERS

 

Let's take a brief moment to discuss 'C/C++' compilers. You'll

remember C/C++ is the dominant language of game development. C

however, unlike VB and Delphi, has many different implementations

to choose from. Here is a run down with the pro's and cons of the

major packages.

 

Everyone has their favorites, but the most popular version of C/C++

seems to be Watcom, followed by Borland, and then Microsoft.

 

All of the products above have a Linker option which will let you

produce DOS EXEs even while developing in Windows.

 

Here is a more specific rundown contributed by Chris Newland (so

blame him if you disagree -- actually I think its overall well done)

 

Borland C++ 4.5 $495 Retail

 

If you can afford it ($495 retail, probably more if you are ordering

from another country) this is a really good package.

 

Some things to be aware of are:

 

The size of the box is huge!...some people have expressed difficulty

installing it...a resident DPMI extender is used instead of

DOS4GW....However, 6070% of the libraries out there are Borland

Compatible.

 

Turbo C++ 3.0 DOS $99 Retail

 

This is the last great compiler. From what I hear, Borland will no

longer be supporting their DOS package any longer. It's got

powerful tools and just about every library on the market supports it.

And once you get a feel for using it, you can easily zip up a file that

has the command line compiler, basic library files for all memory

models, all include files and even one or two 3rd party libraries in it

and still be able to fit it on a single disk to take with you when you

program on another machine.

 

Be aware of the following:

 

You don't get a library reference so you will probably have to buy a

TurboC++ specific one....The BGI is slow and limited.... It comes

with NO Windows tools, so if you ever decide to write Windows

games, you will have to get another compiler.

 

Turbo C++ 3.1 WIN $89

 

Hmmm, this is cheaper than the DOS package and it comes with

many more tools...I wonder what Borland is trying to tell us? This is

a good solid package with lot's of features. It comes with an

application wizard, written by a 3rd party outfit, that will develop the

shell for your applications totally...leaving you to do the boring

tedium of actual programming.

 

For your consideration:

 

This compiler will not link to a DOS EXE....If you develop in it,

make sure you run Windows in High Res SVGA Mode or you'll be

ALT-TABing back and forth.

 

Microsoft Visual C++ PRO $229 Retail

 

Forget the Standard Edition if you want to program games, it doesn't

allow you to compile to a DOS EXE, but the Pro version does.

 

As a general Game compiler, I can't say I would recommend this one

and from what I hear, no one uses it for DOS Game programming

either, however, on the Window's game programming front, WING

and the latest CARTOON graphics packages work seamlessly with

it. And of course, they are both by Microsoft.

 

Symantec C++ 6.1 Standard $99 Retail/ Pro $199 Retail

 

The interface is great. You have a TAB type interface where each

note tab is a seperate programming function, i.e. EDIT, DEBUG,

etc.. Either version will compile a DOS EXE in Windows, but the

Pro version comes with a DOS Command Line version that allows

you to develop solely in DOS if you want.

 

However:

 

Most stores are selling the 6.0 version. If you buy it, immediately

upgrade to 6.1. If you don't you will find that Windows will start

crashing in your house and I know you don't want to step on all of

that glass <g>...On the same note, I have WFWG and if you run 6.0

or 6.1 in it and you have 32bit File Access turned on, you will

TRASH your system. I had to reinstall WFWG twice before I

figured out what it was. My system ran slower, but it ran happier.

 

Watcom C++ 9.0 $199 Retail

 

This is a good package and most of the games you see that bring up

the DOS\4GW message are using this compiler for development. I

only had 1 oppurtunity to use the compiler and I found that it was

different but still excellent for developing games.

 

However:

 

Inline assembly is declared differently in Watcom....DOS Extender

programming requires you to access memory differently as well...a

reference to the screen at address A000 will have to be extended out

to 00A000 to account for the extended memory addressing. This

probably will be changed once in a #DEFINE statement in your code

and you will never think about it again......From what I hear, Borland

libraries won't work with it.

 

Be careful to make sure that the package you buy has everything you

need, including Windows support. Windows is, as we have said, the

emerging dominant game platform, so you will need Windows

support.

 

A PAINT PROGRAM

 

You will definitely need a paint program to create or edit graphics

for your game. Behind every good programmer even ones who aren't

artists is a good paint program. My personal recommendation is:

 

Deluxe Paint IIe

 

This program, from Electronic Arts, allows for editing images in 256

colors in many different resolutions. Also included is a good

conversion program to output your graphics in many different

variations of size and graphic formats. It also is fairly cheap, costing

less than $100.

 

Whatever paint program you use, make sure it can output to different

sizes and formats, and additionally be able to paint in 256 colors in

multiple resolutions (especially 320*200 and 640*400).

 

As I write this update EA has officially discontinued Deluxe Paint --

however if you act fast you may still locate a copy at some of the

larger mail-order places. There is also a chance EA may sell the

product to people who want to continue updating it. Stay tuned.

 

SCANNING

 

You may also wish to use a scanner or digital camera to incorporate

drawings on paper. Just remember: If this is your desired process,

scanned artwork looks like scanned artwork. Many artists sketch

out their artwork in line drawings, then scan it in and from there add

color and other embellishments.

 

Any developer worth their salt may scan, but they always touch it up

in a paint program to clear up color distortions and imperfect scans.

 

Just an additional note here, I was visiting a friend who is an

excellent critic of games -- in fact he is called upon by distributors

when he returns from CES to get his opinion which they use to

decide how much of which games to order. Anyways we were

talking about game art and looking at his SONY

PSX/PLAYSTATION!!! - the new gamebox from Japan. He made a

point that I thought is very relevant here -- GAMERS LIKE

ARTWORK --scanned pictures may look more real or whatever but,

the fact is people enjoy art and animation created by artists its part of

the enjoyment factor. It may seem obvious but it really hits home

when you actually state it. I'll say it again people like art.

 

GRAPHIC CONVERSION

 

You will also need to get a conversion utility to convert a graphic

file to different formats. As I said, Dpaint comes with a very good

one.

 

Debabbelizer, a commercial product is a very powerful and popular

stand-alone graphic conversion utility.

 

ANIMATION CREATION

 

Many programmers create animation by programming it directly with

individual frames of animation they've drawn. However-there are,

some programs which help you create stand alone animated files

which can be used for more intensive animation.

 

WINTOON

 

We've already discussed this above.

 

AUTODESK ANIMATOR

 

Autodesk Animator is an excellent 2-D program for creating

animation, Autodesk has published several Windows and DOS

programming tools for people interested in creating products which

use these animation programs.

 

DELUXE ANIMATOR

 

This product uses the Dpaint engine, but only works in 320x200

mode and creates animation. Go to the GamePubA forum and

download EA's C source code for controlling playback with your

own routines.

 

VIDEO CAPTURE SYSTEMS

 

In addition there are several Video Capture Cards and Programs on

the market which allow you to create digitized video. The two major

formats for these video files are QuickTime, which was created by

Apple but exists for Windows (and possibly DOS, but not yet), and

VFW (Video For Windows), which was created by Microsoft and

Intel. Also, look for the book How To Digitize Video for more

information about creating animation of this kind.

 

3-D CREATION

 

Looking to create neat 3-D scenes or programs like 7th Guest? Then

you will need a 3-D modeler.

 

Two of the better DOS-based 3-D programs are:

 

CALIGARI TRUESPACE

 

This program was originally created for the Amiga PC more than 5

years ago and is now steadily finding users among DOS-based

machines.

 

AUTODESK 3-D STUDIO

 

This was the main 3-D modeling program used by many program

houses before they could afford Silicon Graphics Workstations.

 

GRAPHICS PROGRAMMING Libraries

 

Several programming aids are available to help you with creating

graphics from the programmer standpoint, as opposed to the creator.

We have discussed two of these: FastGraph, from Ted Gruber

Software, and WinG.DLL from Microsoft.

 

For VB, there is one really popular package called MediaKnife.VBX

It helps VB programmers create really wild graphics by bypassing

VB's internally slow routines. $349 from Media Architects, (503)

639-2505.

 

SOUND and MUSIC

 

The most important feature of doing your own sounds is having a

good sound board and a GREAT MICROPHONE!!! A key fact,

sound recording, is no matter what the format is, is a good

microphone.

Any sound engineer will tell you the same.

 

SOUND EDITOR

 

GoldWave

 

This is a great shareware sound editor I have recently found. It's

available in the WinFun Forum, among other places on CompuServe.

 

MUSIC CREATION

 

Music is the hardest thing to get if you're going it alone and don't

have a lot of money.

 

A tip here is to use public domain MIDI files, though always check

with the author of the Midi file before including it to make sure the

song is actually public domain. While a song may be public domain,

the actual arrangement created by the author may not be.

 

As for professional composition, post messages on the MIDI or

GAMDEV forums on CompuServe but be prepared to provide proper

compensation: Just like any other worker, musicians expect to be

compensated.

 

EDITING MIDI FILES

 

WinJammerPro

 

This is an excellent shareware MIDI program I have used a couple of

times. You can find it in the WinFun forum among other places.

 

Music Programming

 

MidPAK/DigPAK

We've already talked about MidPak and DigPak a little.

DigPak/Midpak costs a one time $1000 fee for use in commercial

programming and free for noncommercial programs. You can

contact the creators of DigPak/MidPak at there BBS:

 

The Audio Solution

747 Napa Lane

St. Charles, MO 63304

BBS: (314) 939-0200

 

 

DiamondWares Sound Tool Kit

+1 914 638 4615

 

This package has been out for several months now in a real mode

version and has been getting good reviews. Called Diamondwares

Soundkit, it offers the same functionality of the stalwart

MidPak/DigPak, and, according to the company, has a much cheaper

and better royalty arrangement. In addition a protected mode version

is just about shipping check with Diamondware for more info.

 

On the high, high end there are pacakges like HMIs Sound Operating

System, but I suspect most of the readers of the FAQ will find all

they need in the above two solutions or will be using Windows API

or Direct Sound libraries.

 

 

+++End of File+++

 

 

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