Upon first meeting representatives of GCCubed, it was decided that the following
should be key elements of the project and that these aims must be met. We felt
it very important that when visitors to the site arrived, they were greeted
with a professional and well laid out design. It should be inviting as well
as being interesting. The potential customer should be made to feel at ease
whilst being intrigued by the products on offer. It was also felt that whilst
we should attempt to keep the attention of the viewer at all cost, we mustn’t
lose sight of the fact that the main product is the game MemoCube. Also important
to the client was that although it is envisaged that DSL users will account
for the majority of hits in the long run, dial-up users should not be left waiting
for lengthy downloads.
The primary task of this site is to develop an online presence in the gaming
industry and to keep people coming back. It was therefore felt that a chat room
and/or multi-user facilities, in addition to the game itself, would be the best
way to give users a reason to return.
In order to fulfill these requirements we decided that the best tool for the
job would be Shockwave3D combined with Multi-user Server.
The game would be a simple yet addictive multiplayer memory game based around
the old ‘Simple Simon’ game of the 1980’s. A player must watch
a sequence of colours appear on screen and then attempt to return the same sequence.
Each time a player guesses correctly, an extra colour is added and the sequence
shown again. This continues until the player can no longer remember accurately
the correct order of events, at which point the game ends and a score is displayed.
This is an ideal game for developing memory skills as well as being fun and
addictive. Included with this would be a chat room so as to be able to challenge
other people whilst conversing with gamers from all around the world. This chat
room feature, not only gets around the logistical problems regarding physically
challenging another player but also increases the ‘stickiness’ of
the site as a community begins to grow. Upon researching other, similar games
and sites online, it was discovered that the average time a user had to wait
was between 2 and 4 minutes. This, we felt, was totally unacceptable. A major
priority for us therefore was that the entire loading sequence should not take
more than 1 minute on a 56k dial-up connection.
At this stage it wasn’t known exactly how this would be achieved and it
was felt that other, similar games must take this long for a reason. After some
initial research we realised that the best way to keep file size to a minimum
would probably be to use Directors own primitive objects and 1x1 pixel Shaders.
This was chosen in preference to building a complex very fancy looking cube
in a 3D package such as C4D which would, in essence just be a very inefficient
fancy looking cube. The vast majority of the final file size could therefore
be used on the game interface and the backgrounds within the 3D world.
The backgrounds used in the final product were mostly created in Director after
initially experimenting with images made in Photoshop. The Photoshop images
were simply too large in file size averaging around 200-300k each whilst the
ones made in Director averaged 15k. This meant that for the size of one Photoshop
image we could have up to 20 Director backgrounds. Eventually we settled on
using 8 backgrounds, picking one at random, at the beginning of each game. The
background is an important feature, as it is this that distinguishes that it
is the camera moving and not the cube. The fact that the camera moves creates
the confusing aspect of playing the game and as such, makes it harder.
The use of these backgrounds gives the company, GCCubed, the ability to advertise
various products within the game in the future. It is worth noting however that
if these adverts are produced in an external art package, the file size will
increase dramatically. One way around this is to take advantage of Directors
inbuilt ability to make use of extremely small .swf files exported either from
Photoshop or flash. Unfortunately it is not yet possible to make use of animated
flash movies as a background texture within a 3D world but it is certainly possible
to use a still picture, saved or exported as an .swf file, within 3D worlds.
An important element within any multimedia production and one that can change
a person’s whole perspective of a game is audio. For MemoCube, it was
decided that the music used should reflect current relevant trends and that
an uplifting dance orientated sound would be ideal. Along with this background
music, would be the sound effects of the movement of the camera. When the game
was in its early stages, the camera was visualised as being on some sort of
robotic arm that move and then clicked into place when it reached the correct
side of the cube. It was therefore thought apt to use a sound that would inspire
similar thoughts in the mind of the user. To achieve this we used a virtual
analogue synthesizer to create just the right sound. We feel that the musical
genre and the technological vibe of the sound effects combine well to produce
the futuristic atmosphere we required.
At the time of writing, the current compressed shockwave file size is approximately
128k with the director movie being around 2.1Mb. The vast majority of this is
taken up by the interface and the sound effects. These, together, account for
1609k. The Textures and Buttons, all made within Director, add up to approximately
2k and the backgrounds, which were all made in Director, except one, total 364k.
The rest of the 2.1Mb file is taken up with scripting.
In conclusion, we feel we have successfully fulfilled most of our criteria
fully and all of them at least partially. The final product is certainly functional
and eye-catching whilst being upgradeable.
A number of elements that were originally thought possible turned out to be
simply too adventurous to put in to action. Imaging lingo for example was initially
going to be used within the 3D world instead of backgrounds. This would have
helped keep the files size down as all the effects are created by the computer
in real-time rather than being cast members. The visual scope this would have
given us would have been outstanding as the effects could have been anything
from one-off, never to be seen again, fractals to simple animated graphical
logos. This posed too many problems however, not least the fact that we weren’t
able to find out anywhere, whether or not it is possible to incorporate imaging
lingo within a 3D world. Then there was the problem of actually learning the
syntax as well as the equations necessary to create even a relatively simple
effect similar to the example shown at http://www.stormsky.com/content/wizzy1/wizzy1.asp.
In future versions of MemoCube we hope to implement something along these lines.
Another element we weren’t able to incorporate in time was different difficulty
levels. We originally thought that simply increasing the value of the variable
gSpeed would work. This did indeed make the game harder by making the camera
rotate around the cube quicker, but also meant that we needed different music
so as to fit in with the rotation of the camera. This in itself wasn’t
so much of a problem until we realised that for the sound synchronization to
function correctly, gSpeed had to be devisable by 10, 260 and 300. With gSpeed
initially set to 10 the difficulty was about right for a ‘Normal’
or ‘Intermediate’ level, but 20 was just too quick, even for the
most difficult of levels. Perhaps with more planning this could have been avoided.
It may also have been possible to tailor the sound more to the user’s
tastes by offering a selection of music or randomly picking a different track.
One major problem we encountered when publishing the site live was that web
hosts were not overly keen to let us use multi-user server on shared hosting
machines. This left us with two options. Firstly to pay between £100 and
£300 per month for the privilege of our own rack server with MUS on it
and enough bandwidth for the amount of potential users or secondly to investigate
the option of an in house server giving us not only total freedom regarding
the multi-user software we choose to install but also the ability to host other
similar future productions. Third party MUS software is certainly available
such as Tabuleiro’s Nebulae http://xtras.tabuleiro.com/products/nebulae/index.tdb
but does not come cheap. This second option has bandwidth limitations however
and must be considered in depth before making a decision. Attempting to off-set
the price differences in software, hardware, bandwidth and of course technical
support could end up proving unrealistic and pointless.
The possible addition of a login/register page before the chat room is another
facility that might be introduced in an effort to create a ‘sticky’site.
Combining different technologies such as PHP, mySQL and CGI scripting would
enable GCcubed to keep a database of registered users as well as gain vital
information on the number and frequency of visits to the site. This information
could then be used to entice 3rd party producers and advertisers as well as
providing GCcubed with quality information on the games that are more popular
for instance, whilst providing the means to send out newsletters to interested
members and keep track of high scores. This would all contribute to help GCCubed.com
become a successful gaming portal.