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. 

 

 

WHAT ABOUT DEVELOPING GAMES FOR OTHER 

PLATFORMS? 

 

At this point I'll take some time to discuss some issues and tools 

concerning game-developing for platforms other than MS-

DOS/Windows. 

 

Much of what we've talked about conceptually applies to any 

conceivable platform. Since we've now discussed some of the 

specifics concerning MSDOS/Windows development, I will discuss 

specifics for Video Game machines, like 3DO, Sony PlayStation and 

SEGA, as well as the Mac. 

 

APPLE MACINTOSH 

 

While it has never achieved the success of the IBM\Clone world, 

Apple's Macintosh still has a sizable installed base of users who 

want to play games.  Indeed, some major products saw their first 

version created for the Mac, (Myst, Balance of Power and SimCity, 

to name a few.)  However, the Mac, in all seriousness, is best viewed 

as a good platform to port wildly successful games from the 

IBM/Clone world. 

 

As for languages to use, Mac game development doesn't feature some 

of the Hybrid languages like Delphi and Visual Basic.  The two 

major development languages on the Macintosh are 'C/C++' and 

Pascal. Think C and Zortech C seem to be the most popular brands 

of C/C++ and Think Pascal seems to be the dominant brand of 

Pascal used. 

 

As for tools, the Mac perhaps has better graphic, and music tools 

than the IBM/Clone world. 

 

VIDEO GAME CONSOLES 

 

Without going into much detail, let's talk about developing games for 

such platforms like 3DO and SEGA.  These systems were 

traditionally, cartridge based and are now becoming solely CD-ROM 

based. These platforms are developed to play only interactive 

entertainment, and are not computers. Yet now, many are even more 

powerful than computers you and I are using, especially concerning 

graphical output and sound, which is of course the basis for games. 

 

Video Game development is accomplished using what is commonly 

known as a cross-development-system. A cross-development-system 

is one in which a game is programmed on one machine but written 

for another one.  For example, I might use a Mac-based cross 

development system to create a game for the SEGA. These systems 

are sold as "Development Kits" and sometimes are available not only 

from the Company but other sources as well.  They can be very 

costly. 

 

The best way to find out more is to write directly to the particular 

company about what the contents of their development kits and what 

hardware they work with.  

 

Keep in mind though that writing a game for a Video Game machine 

is expensive; if you can't find a publisher, chances are you won't be 

able to publish the game, given the methods of distribution 

associated with Video Game systems and the royalties the 

manufacturers collect in licensing fees. 

 

If you are successful at creating a computer game, you might, 

however--like in Id's case--want to move it to other platforms to 

reach a wider audience. Chances are though, if you are in this 

situation, You're already working as or with an established 

developer. 

 

SUMMARY 

 

Non MS-DOS/Windows development consists of Macintosh and 

Video Game System platforms.  Macintosh is a viable, yet less-

developed option because of a smaller installed base, and while 

Video Game Systems have a large installed base, development via 

Cross Development-Systems can be costly and generally is not 

recommended to beginners as an initial foray. 

 

I KNOW A LOT MORE BUT, STILL NOT ENOUGH TO WRITE 

A GAME. 

 

Well, say no more. I've compiled below one of the best lists around 

(if you find a better one, send it to me!!!).  If you can't learn game 

development after reading this stuff, then I don't think anyone can 

help you. 

 

EDITABLE GAMES 

 

For beginners and pros alike, designing scenarios/variations for 

existing games with level/scenario/environmental editors is, as said 

above, a great way to build skills.  Many of the online services 

maintain sections where you can upload your creations for others to 

play and enjoy. Now what follows is not a complete list by any 

means, look through your existing software collection and through 

new products on the shelves for other interesting editable games. 

 

DOOM 1.666 Registered and Doom II - Id Software 

 

In order to edit and experiment with levels in Doom, you might want 

to check out CyTech CodeHouses, DOOMWARE developers 

network CD.  This is packed with WADS, Editors, Sounds, and 

Graphics.Sold for $34.95 Call 1-800-382-5656 

 

These products are available at your local reseller or favorite mail 

order resource.  All include builtin editors. 

 

Klik and Play: Maxis 

 

This is a game construction kit which helps you make neat arcadish 

products, which can be distributed free-of-charge when you're done.  

Example creations exist on CompuServe GamDev forum. 

 

SimCity/SimCity 2000 - Maxis 

 

Another great product from Maxis contains excellent scenarios 

editors. 

 

Empire Deluxe - New World Computing 

 

Empire is one of the all-time greatest computer wargames.  It 

includes an excellent scenario editor and many examples already 

exist on the Net. 

 

Flight Sim Toolkit - DoMark 

 

This product allows you to create your own 3D flight simulators. 

 

Lode Runner - Sierra-OnLine 

 

This is a remake of an all-time great platform game which includes 

an excellent editor that can be used to create your own puzzling 

platforms. 

 

WHAT TO READ 

 

MAGAZINES 

 

Game Industry/Reviews 

.Computer Gaming World 

.PC Gamer 

.Computer Strategy+ 

.GameFan 

.Next Generation\The Edge 

.New Type Gaming 

.Wired 

 

General Programming 

.Dr. Dobbs Journal 

.CD-ROM Developer 

.Visual Basic Programmers Journal 

.Software Development 

.PC Techniques 

 

Multimedia 

.New Media 

.Morphs Outpost on The Digital Frontier 

.Multimedia World 

.Interactivity. 

 

Artwork  

.Computer Artist 

.Computer Graphics World 

 

Game Dev Specific 

.The Journal of Interactive Entertainment      

.Game Developer 

.CGDA Newsletter 

.Interactivity 

 

Others 

.Ziffnet Threads (For Ziffnet Subscribers) 

.Zshare (Available On-line GO SHAREWARE) Lots of 

Shareware Development Coverage 

 

Note: The Journal of Interactive Entertainment Design, published by 

Chris Crawford is not available in stores or on line:  Send a check 

for $36 to: 

 

Journal of Interactive Entertainment 

5251 Sierra Road 

San Jose, CA 95132 

 

BOOKS 

 

I've tried to provide as much information as possible to locate these 

books at your local bookstore.  I've also tried to give a brief synopsis 

of what the book covers and what language you need to know to 

understand the source code.  If you can't find them, or you live far 

from a bookstore, call the Coriolis Group 1-800-410-0192.  They not 

only publish their own books but they also carry the majority of 

titles listed here from other publishers. 

 

GAME SPECIFIC 

 

Building a 3D Game Engine in C++ by Brian Hook (J. Wiley and 

Sons, 1995, New York, NY) 

 

The book discusses interactive 3D graphics.  It touches on a lot of 

subjects, but it also ignores some fairly important ones which were 

too complicated to go into well.  Specifically, 2D and 3D clipping 

are not really discussed, and various forms of perspective correct 

texture mapping weren't included. 

 

However, the book explores a plethora of topics that I have not 

found in print anywhere else.  These include things like object space 

culling and shading, various transformation, lighting, and projection 

optimizations, how to calculate a REAL projection equation, using 

callbacks to make autonomous objects, programming the PC joystick 

correctly, programming the Thrustmaster cockpit, basic bounding 

sphere collision detection, = 

Gouraud shading, linear texture mapping, Z-buffering, etc. 

 

The most important aspect of the book,  is that it ties everything 

together into a single executable, a pseudo-Asteroids type game in 

3D.  It does texture mapping (linear) and flat shading and it shows 

how all the pieces are put together.  The code is heavily commented 

and supports Borland C++ 3.1, 4.x, and Watcom C/C++ 10.0a.  

Interesting datapoint - the Watcom executable is twice as fast as the 

Borland one. 

 

Game Programming Starter Kit by Andre Lamothe and SAMS 

(SAMS, 1995, New York, NY, ISBN - 0-672-30825-8) 

 

This package is a great deal at $49.95 it includes "Teach Yourself 

Game Programming in 21 Days", The professional version of MS 

VC++ 1.0 and an electronic CD version of "Teach Yourself of 

Visual C++ 1.0 in 21 Days".   Ideal for beginners and students. 

 

The Black Art of 3D Game Programming by Andre Lamother (The 

Waite Group Press, Corte Madera, CA, ISBN 1-57169-004-2)  

 

A complete tutorial on polygon 3D graphics and Game programming 

to date. Included in its 1400 pages is: 2D graphics, mode x, parallax 

scrolling, artificial intelligence, collision detection, efficient object 

representations and data structures for 3D games, multitasking, 2D 

clipping, input devices, modem to modem commmunications and 

games, on-line games, sound fx and music, 3D sound, voice 

recognition, remote sound fx, algorithmic sound, 3D math and 

fundamentals, 3D clipping, level of detail, shading algorithms, flat 

shading, gouraud shading, texture mapping,  hidden surface removal 

techniques, Z-buffers, depth sorting, painters algorithm, BSP tree's, 

voxel graphics, advanced optimization, 3D collision detection, two 

complete working games using the books libraries, dozens of demos, 

both Borland and Microsoft versions of the source code, a CD full 

of tools, a sound editor, 3D modeler and shareware games. 

 

Action Arcade Set by Diana Gruber (The Coriolis Group, Scottsdale, 

AZ, 1994, ISBN 1-883577-06-3) 

 

This book covers the basics of arcade game creation, specifically 

side scrolling games similar to classics like Duke Nukem, or Rolling 

Thunder.  It includes information about the FastGraph graphics API, 

Mode_X, collision detection, sprites and much more.  The 

accompanying disk includes FastGraph Lite, the shareware version 

of FastGraph.  The book requires a basic knowledge of C.  Of 

special note is a chapter on marketing your game using shareware 

and LCR marketing. 

 

Flights of Fantasy by Christopher Lampton (Waite Group Press, 

Corte Madera, CA, 1994, ISBN 1-878739-18-2)  

 

Flights of Fantasy, covers the basics of creating 3D flight sims.  

While it is a little dated the fundamentals here are well explained.  It 

starts with some of the most basic 2d graphics programming routines 

and ends up with the basics of 3D programming.  The accompanying 

disk includes all the source code. A basic knowledge of C is 

needed to understand this book. 

 

Gardens of Imagination by Christopher Lampton (Waite Group 

Press, Corte Madera, CA, 1994, ISBN 1-878739-59-X) 

 

Gardens of Imagination is Chris Lamptons (Flights of Fantasy) 

second book and shows you how to create 3-D games like 

Wolfenstein and Doom.  Chris Lampton's wonderful writing gives 

you a lot of good help in creating your own raycasting engine.7  It 

comes with a disk full of source code and requires a good knowledge 

of C. 

 

Tricks of the Game Programming Gurus by Andre LaMothe, 

Matthew Ratcliff, 

Seinatore and Denise Tyler (Sams Publishing, ISBN 0-672-30507-0) 

 

There is a lot of different information covered in this large book.  It's 

main coverage is devoted to the creation of a raycasting engine, but 

there are also chapters on the creation of sound and music, game AI, 

Artwork Creation and more.  This book requires an intermediate 

understand of C.  All of the source code and resources are included 

on an accompanying CD-ROM. 

 

Visual C++ Multimedia Adventure Set by Peter Aiken and Scott 

Jarol (The Coriolis Group, Scottsdale, AZ, ISBN 1-883577-19-5) 

 

This new book covers WinG and WinToon and other Windows 

programming tenants for gamers and multimedia developers.  Topics 

covered are full-motion video, animation, music, image 

manifpulation and special effects.  All of the source and resources 

are included on an accompanying CD-ROM. 

 

PC Game Programming Explorer by Dave Roberts (The Coriolis 

Group, Scottsdale, AZ, ISBN 1-883577-07-1) 

 

Dave Roberts has created an excellent introductory book on using 

C/C++ to create DOS based arcade games.  Dave explains in great 

clarity all of the fundamentals in using ModeX, MidPAK, Keyboard 

and Joystick handlers.  The book also goes step by step through the 

creation of a shoot'em up game including collision detection, 

scrolling screens, memory management and design.  A full disk of 

source code is included with the book. 

 

Teach Yourself Game Programming In 21 Days by Andre LaMothe 

(Sams Publishing, ISBN 0-671-30562-3) 

 

The game programming version of the venerable "21 Days" series 

from Sam's is written by the same person who did their "Tricks of the 

Game Programming Gurus".  While tricks concerntrated on 3D 

raycasting principles this book is more a broad based range of 

fundamental procedures, code and tools that should bring beginners 

a solid background in a number of areas game developers have been 

proficient at for years.  The book includes a CD-ROM full of 

shareware and code from the book. 

 

Creating Turbo C++ Games by Clayton Walnum (Que Publishing, 

New York, NY, 1994) 

 

This book which is tailored to the inexpensive Borland C++ 

compiler (but which isn't exclusively in need of it) contains over 400 

pages of fundamental information on topics like 256 Color VGA 

Graphics, Object Oriented Programm and Class and simple complete 

games like a dungeon program, a card game and a life simulator.  

Certainly not real time 3D graphics but a for beginners a good solid 

fundamental book. 

 

Programming Games In C Robert B. Marmelstein (M&T Books, 

New York, NY 1994) 

 

This book covers a pretty simple level of game construction in C.  In 

fact it's so simple that nothing concerning VGA graphics is included!  

The book covers mostly simple arcade games and comes with a disk 

of source code.   

 

Graphics Programming and Animation - Ultra Fast Assembly 

Routines for EGA/VGA Graphics Animation by Peter Jungck (R&D 

Technical Books) 

 

This book and disk combination covers how to directly access the 

VGA hardware for fast graphical routines with over 170 programs 

and an example game.  Included is Jungck's ProGraphx Toolbox 

which he has used to develop various shareware products.  The main 

languages used are Assembly and C with some Pascal examples as 

well. 

 

Dungeons of Discovery:Writing Dazzling Windows Games with 

WinG by Clayton Walnum (Macmillan Computer Publications, New 

York, NY 1995, ISBN 078-970-0603) 

 

This is a really nicely done book which covers the WinG 

programming extension for Windows.  Walnum who has been 

writing for years (some may remember him from the old Atari 

magazine ANALOG) explains WinG very well and shows it in a C++ 

MFC format.  Not only does the CD-ROM come with complete 

source code and the WinG library but as covered in the book is a 

complete 3D dungeon (not a raycaster!) program to disect and 

rebuild. 

 

Amazing 3D Adventure Set by Lary Myers (The Coriolis Group, 

Scottsdale, AZ ISBN 1-883577-15-2) 

 

This book offers the latest and greatest version of Lary Myers ACK 

3D raycasting engine including graphics, source code and map 

editors.  Covers both DOS and WinG versions.  Just a note here if 

you've seen versions of ACK before they may be derivatives of the 

original 2 year old version this book is the official source code guide 

to the latest version. 

 

Netwarriors In C: Programming 3-D Multiplayer Games in C by Joe 

Gradecki (John Wiley & Sons, New York, NY, ISBN 0-471-11064-

7) 

 

This book and CD-ROM combination is takes an older version of 

Lary Myers infamous ACK-3D gaming engine and marries it with 

some fundamental network protocols like IPX to create multiplayer 

versions of 3D games like DOOM.  The CD-ROM in addition to 

carrying a the source code and demonstration games includes a 

number of files from the super x2ftp.oulu.fi Internet site. 

 

How to Create Computer Games & How To Create Adventure 

Games, Franklin Watts, New York, 1986. 

 

Chris Lampton has written many books and while his Flights of 

Fantasy and Gardens of Imagination contain information useful to 

many game programmers today.  For absolute beginners and 

especially young children interested in programming, in 1986 he 

created two small titles on game programming which might still be 

found in your local library.  Both of the texts cover creation of 

games in generic Microsoft Basic.  Definatly out of date but I told 

you I was going to get every last book I could find!  

 

MAC Oriented books 

 

Tricks of the Mac Game Programming Gurus (SAMS) 

 

Don't know too much about this but SAMS is doing a MAC oriented 

Tricks book 

 

Sex, Lies, and Video Games - How to write a Macintosh Arcade 

Game by Bill Hensler (Addison-Wesley, Reading MA, ISBN 0-201-

40757-4)  

 

Don't know too much about it but it does include an 800k disk. 

 

Visual Basic Books of Note 

 

Visual Basic Multimedia Adventure Set by Scott Jarol (The Coriolis 

Group, Scottsdale, AZ, ISBN 1-883577-01) 

 

For those of you using VB in your development process this is a 

must have book.  It Covers many aspects of VB useful for game 

development like Sprite Animation, WaveMix, Video For Windows, 

Hypertext, Midi and more!  The CD-ROM contains a suite of 

interesting tools and code samples. 

 

The Visual Basic Guide To The Windows API by Daniel Appleman 

(Ziff Davis Press) 

 

Another must have for VB users this is an extensive book, covers 

how to call the Windows API with VB code.  VB is a little different 

in the way it handles calls to the Windows API and no other book 

will show you better how to do it than this extensive book.  Includes 

a disk of code samples and other useful information. 

 

Programming Games for Beginners: Visual Basic for Fun and Profit 

by Chris Howard (SAMS, New York, NY, 1993, ISBN: 0-672-

30313-2) 

 

This book is a nice introductory level book for people new to both 

VB and game programming.  It includes source code for many 

different types of games VB is well suited for like card games and 

other less real-time-graphics oriented products.  Chris rights very 

well and all in all this book makes for a good first stop. 

 

Build Your Own PC Game in Seven Easy Steps, Using Visual Basic 

by Scott Palmer (Addison-Wesley, 0-201-48911-2) 

 

This book due out in September 95, covers both VB4 and VB3 game 

design.  It covers three specific games, a text adventure, a graphics 

adventure and an arcade game.  The accompanying CD-ROM has all 

the source and ready-to-use games, art and sounds. 

 

GRAPHICS PROGRAMMING 

 

Encyclopedia of Graphic File Formats by James D. Murray and 

William VanRyper (O'Reily and Associates, Sebastopol, CA, 1994, 

ISBN 1-56592-058-9). 

 

There have been guides to graphics file formats and then there is 

this.  All others pale in comparison. Just some of the formats 

included are BMP, TIFF, GIF, Kodak Photo CD, Dore raster file, 

Pixar and Rayshade to name a few.  The CD-ROM includes all kinds 

of source code and vendor tech documents. 

 

Zen of Graphics Programming by Michael Abrash (The Coriolis 

Group, Scottsdale, AZ, 1994, ISBN 1-883577-08-X) 

 

The Zen master himself Michael Abrash weighs in with all his 

ModeX expertise and then some.  Over 1000 pages of awesome 

graphics programming power.  An Included disk provides the latest 

version of his Xsharp graphics programming routines.  

 

Bitmapped Graphics by Steve Rimmer Windcrest: ISBN 0-8306-

3558-0 

 

Computer Graphics: Principles and Practice, Foley and Vandam 

(Addison-Wesley, 1990) 

 

This is probably the single most referenced and used book in the 

entire history of computer graphics.  It is the one programmers turn 

to over and over, for fundamental and theorectical discussion of high 

performance computer graphics and animation programming.  If 

you're doing anything polygon based or even a good raycaster this is 

a book that probably should be open and in your lap much less on 

your shelf. 

 

Digital Image Warping by George Wolberg (IEEE Computer Society 

Press Monograph, Los Alamitos, CA ISBN 0-8186-8944-7) 

 

This book covers a wide range of advance digital alogorithims and 

code.  It's definatly not for the introductory programmer, but if you 

want the goods on texture mapping, morphing and other realtime 3D 

graphics this along with Foley and Van  Damns text is a must have.   

 

Learn 3D Graphics Programming on the PC by Richard F. Ferraro 

(Addison-Wesley, 1995, Reading MA, ISBN 0-201-48332-7) 

 

An incredibly interesting book due out in September of 95 this book 

covers creating 3D graphics especially in relation to Criterions 

Renderware which is included in some form with the book!!!   

 

Applied Graphics Algorithims for C++ Programmers by Marv Luse 

(Addison-Wesley, 1995, Reading MA, ISBN 0-201-40845)   

 

This book slated for Sept. 95 is billed as an all-in-one resource to 

the real-world application of the most powerful graphics algorithms.  

It covers everything from a line graph to 3D rendering and animation 

 

 

DESIGN ORIENTED TEXTS 

 

The Art of Computer Game Design by Chris Crawford 

 

Every time I see someone ask Chris Crawford himself for a copy of 

this book he says its quite outdated.  Of course the optimist in me 

says it's not, the fundamentals contained in this book are essential to 

people who need a course in the early axioms created in the 

industrys begginnings.  Originally published by McGraw Hill. This 

is available in unbound form.  To order send a $25 check made 

payable to "Chris Crawford Games", PO Box 360872, Milpitas, CA 

95036. 

 

Balance of Power - International Politics as the Ultimate Global 

Game by Chris Crawford (Microsoft Press, Redmond, WA, 1986, 

ISBN 0-914845-97-7) 

 

In 1985 Chris Crawford wrote not just a game but an acompanying 

book about its development.  The game Balance of Power was an 

amazing work of art, its focus on geopolitical concerns of the 

superpowers was not only enlightening for its lessons and 

programming prowess  

 

This book covers the design concerns, strategies and thoughts about 

this classic game of international diplomacy.  

 

Entertainment in the Cyber Zone - Exploring the Interactive Universe 

of Multimedia by Chris McGowan and Jim McCullaugh. (Random 

House. New York, NY, 1994,  ISBN 0-679-75804-6) 

 

A very interesting book that covers a broad range of games and 

interactive multimedia titles.  It includes interviews with designers, 

writers and producers of products, a look at various hot games, 

coverage of the hardware you can use to play games and more.  

While this book is written for players, developers will find the 

discussions of the products and the interviews and opinions of 

developers here useful. 

 

Computer Gamesmanship, Elements of Intelligent Game Design by 

David 

Levy. (Simon & Schuster, New York, NY  ISBN  0-67149-532-1) 

 

This textbook style book focuses on the basics with AI and 

fundamental game design issues discussed and showcased.  The 

basics include programs for chess, checkers, and poker. again mostly 

featuring various associated algorithms. 

 

The Complete Wargame Handbook by James Dunnigan. William 

Morrow 

and Co., (ISBN 0-688-10368-5) 

 

This is a really interesting, albeit dated book on wargame design.  It 

doesn't cover any programmign issues with code, instead it focuses 

on games out at the time of it's writing and discusses general issues 

concerning design wargames. 

 

 

Multimedia Production/Techniques Oriented Texts 

 

Multimedia Demystified a guide to the world of Mutlimedia from 

Apple Computer, Inc. by Apple Computer and New Media Magazine 

(Random House, New York, NY ISBN 0-679-75603-5) 

 

This is simply an amazing resource.  While it's produced by Apple 

Computer it doesn't really concentrate on MAC multimedia but 

multimedia in general including games.  There is a wealth of 

information here about financing, art production, sound production 

and much more.  It's got information for both pros and beginners. 

 

CD-ROM Buyer's Guide & Handbook by Paul T. Nicholls, Ph. D. 

(Pemberton Press Inc., Wilton. CT) 

 

From the publisher of CD-ROM Proffesional magazine comes this 

useful book on CD-ROM Production Issue, such as mastering, 

duplication, indexes and much more. 

 

 

Business and Marketing Books 

 

 

Zap! - The Rise and Fall of Atari By Scott Cohen (McGraw Hill 

Press, New York, NY 1984. ISBN) 

 

One can't but wonder what might have been if Atari hadn't blown it?  

Would we even have heard of companies like Nintendo, Sega or even 

Microsoft?   The fact is for a breif moment Atari was everything 

there was in the consumer marketplace.  However blow it big they 

did and if you want a hardcore look at the people, problems and 

mistakes that caused it check out this book.  Hopefully others will 

learn from Atari's mistakes. 

 

Phoenix - The Fall and Rise of Home Videogames by Leonard 

Herman (Rolenta Press) 

 

Did just Atari blow it?  Well yes and no others were there trying to 

stake out turf and still others today have revived the entire industry 

to a new era.   This book is about as complete of a history of the 

Videogame industry past and present as one could possibly get.  It 

covers all the major machines and their associated stories Magnavox, 

Nintendo, Sony, Sega,  

 

Software People by Doug Carlston. (Simon & Schuster ISBN 0-671-

50971-3) 

 

This a great book, albeit a little dated, about the early days of the 

computer biz and the computer game biz specifically.  Doug Carlston 

is president and one of the original founders of Broderbund 

Software, makers of such hits as Karateka, Print Shop, 

Lode Runner, Living Books and of course Myst! 

 

The Macintosh Way by Guy Kawaski. (Scott Foresman ISBN 0-673-

4615-0) 

 

Guy was one of Apple's first Evangelists and was just recently named 

as an Apple fellow putting him in prestigous company with people 

like Alan Kay.  No not Apples answer to Jimmy Swaggert. He spent 

time trying to get companies to produce products for the Macintosh 

when it first shipped.  He later went on to become president of Acius 

which makes 4th Dimension, a powerful database product for the 

Mac. This book is sort of a neat hybrid of marketing advice and 

anecdotes from the computer business.  It is also a laugh riot, Guy is 

somewhat of a comic. 

 

Managing Software Maniacs by Ken Whitiker 

 

If your a manager, team leader, or producer in the games business 

you've got to deal with a lot of different people and technical 

problems.  This book is really a common sense guide about pulling 

together and motivating a software development team.  With over 

200 pages of topics like dealing with engineers, managing risk and 

scheduling this is a guide well worth some attention by people who 

need to manage game projects. 

 

Building a Successful Software Business (O'Reily and Associates, 

New York, NY ISBN) 

 

This book is really about setting up a business with a tayloring of 

specific advice about selling software.  If you need information about 

selling, pricing, positioning, dealing with bankers, staff this is a 

great resource for you.  Being a lone-wolf developer is one thing 

running a development house or successful publisher is a completely 

different set of circumstances that this book can help you with. 

 

How To Sell Your Software by Bob Schenot. (John Wiley & Sons: 

ISBN 0-471-06399-1) 

 

This book from the author of the online document The Shareware 

Book covers a wide range of issues about selling software including 

Shareware, Catalogs, Retail Channels and Bundling. 

 

 

NEW BOOKS ON THE WAY 

 

These haven't yet been published but keep an eye out for them. 

 

New Game/Multimedia Development titles coming from Coriolis 

include: 

 

Visual Basic X Multimedia Adventure Set--A new edition that 

features Windows 95 (and a version of a product I can't mention 

yet!). Learn how to build an HTML-driven hypermedia engine that 

you can also use as a Web browser. Also, learn how to push VB and 

Windows 95 to the max to perform fast animation and all the other 

trimmings. This should be a hot remake of a real classic. Pub date: 

end of summer/early fall.  

 

Windows 95 Game Programming Adventure Set--You guessed it, 

this book will get you on the road to developing great games for 

Windows. Pub date: early fall (As soon as I can get the authors tied 

down to finish the book.) Watch for covergae of the new MS Game 

Development thingy! 

 

Ultimate Game Developer's Sourcebook--If you have zillions of 

questions on game development, design, marketing, legal stuff, and 

so on, then we'll have lots of answers for you (at least we'll try to 

answer them as best we can). Lots of best game developer pals are 

contributing to this book so it should be a classic.  

 

Network Gaming Adventure Set--This technology is the future of 

game development--game servers, game networks, message passing, 

and so on. This book shows you how to use VB, Windows 95, and 

some really hot custom controls to create games that can be played 

with your favorite pals across local area networks and the Internet. Is 

this stuff cool or what? Pub date: As soon as Microsoft tells us its 

okay to publish this book and give away all these secrets. (early fall). 

 

MARKETING 

 

Software People by Doug Carlston. Simon & Schuster ISBN 0-671-

50971-3 

 

This a great book, albeit a little dated, about the early days of the 

computer biz and the computer game biz specifically.  Doug Carlston 

is president and one of the original founders of Broderbund 

Software, makers of such hits as Karateka, Print Shop, Lode Runner, 

Living Books and of course Myst! 

 

The Macintosh Way by Guy Kawaski. Scott Foresman ISBN 0-673-

4615-0 

 

Guy was one of Apple's first Evangelists. No not Apples answer to 

Jimmy Swaggert. He spent time trying to get companies to produce 

products for the Macintosh when it first shipped.  He later went on 

to become president of Acius which makes 4th Dimension, a 

powerful database product for the Mac. This book is sort of a neat 

hybrid of marketing advice and anecdotes from the computer 

business.  It is also a laugh riot, Guy is somewhat of a comic. 

 

Building a successful software buinesss by David Radin (O'Reilly 

and Associates, 1994, New York, NY, ISBN 1-56592-064-3) 

 

This book covers how to be a software entrepenuer or how to 

improve your existing software business.   

 

Managing Software Maniacs by Ken Whitiker 

 

Covers lots of stuff concerning managing software development and 

marketing, including some stuff about shareware. 

 

Making Money Selling Your Shareware by Steven C. Hudgik. 

Windcrest/McGraw Hill: ISBN 0-07-030865-9 

 

How To Sell Your Software by Bob Schenot. 

John Wiley & Sons: ISBN 0-471-06399-1 

 

ONLINE DOCUMENTS 

 

PCGPE.Txt and PCGPE.HLP - The Game Programmers 

Encyclopedia 

 

This is a document compiled together by a group of regulars from the 

Rec.Games.Programmer newsgroup on the Internet and is available 

in DOS based (.TXT) and Windows based (.HLP) flavors. It is a 

hodgepodge of many different game-oriented programming articles, 

like starfield creations, reading joysticks, graphics, etc. 

 

You can find this on the CompuServe GAMDEV forum among other 

places. 

 

Define.Zip - A general glossary of game programming terms 

available in the CompuServe GameDev forum. 

 

Design Theory Thread - The ongoing discussion on Design Theory 

in the GamDev forum which is sort of moderated by game 

development master Chris Crawford is now being archived for all of 

you who aren't daily visitors to the forum. 

 

ONLINE SITES FOR GAME DEVELOPERS 

 

COMMERCIAL NETWORKS 

 

America On-Line 

 

AoL has several good things for game programmers. 

 

It is an excellent site for uploads for shareware authors. 

 

In addition AoL has a lot of content stuff like newspapers and 

magazines, plus an extensive search engine for wire feeds. 

 

I use this to search for news on Game Development to see press 

releases and stories about the industry its an excellent place to keep 

up on the business until I start a weekly or find one that covers it 

already. 

 

Compuserve 

 

CompuServe has perhaps the best single service for Game 

Developers and that is the GAMDEV forum which if you have read 

this far is a personal favorite hangout. 

 

In addition here are some other interesting places on CompuServe to 

go to. 

 

Go GAMDEV  - The Game Dev Forum 

 

Go Multimedia - Using any multimedia resources like Director or 

Video files?  Go Here. 

 

Go GAMERS - Good place to read about what people are playing 

and what they like 

 

Go SDFORUM - The sdforum is the hangout for all the major 

programming journals including Game Developer 

 

Go SHAREWARE - The official forum of the Association of 

Shareware Proffessionals. 

 

Go VBPJ/MSBASIC - These two forums are useful for VB 

programmers. 

 

Go WinMM - The official Microsoft forum for multimedia/game 

development with Windows. 

 

Finnally you might want to GO ZIFFNET.  Ziffnet is a section of 

CompuServe which is extra -- $2.95 a month I believe.  It offers 

access to many Ziff magazine forums including Computer Gaming 

World and you also receive ZiffNet Threads every quarter which has 

lots of Shareware entertainment coverage. 

 

INTERNET 

 

These are sites on the Internet from which you can download various 

development oriented stuff from via FTP (File Transfer Protocol).  

For more about USENET NewsGroups and FTP in conjunction with 

CompuServe GO INTERNET. 

 

USENET NewsGroups 

 

Rec.Games.Programmer 

Rec.Games.Announce 

Rec.Games.Design 

Rec.Games.Video.Programmer 

Rec.Games.Video.Sega 

Rec.Games.frp.misc 

comp.sys.ibm.pc.games.misc 

 

 

ANONYMOUS FTP SITES CONCERNING GAME 

DEVELOPMENT 

 

x2ftp.oula.fi 

ftp.uml.edu 

Ftp.Microsoft.Com 

 

WEB SITES CONCERNING GAME DEVELOPMENT 

 

http://www.coriolis.com 

 

I would reference a lot of other game sites that are coming on but if 

you just go here there will be an index waiting for you. 

 

Bulletin Board Systems 

 

Software Creations BBS--The Home of the Authors. 

 

508-368-7036 

508-368-7139 

 

A Division of Linton Enterprises 

26 Harris Street, Clinton, MA 01510 

Telephone: (508) 368-8654 

Fax: (508)-365-7214 

 

Trying to keep track of Japanese Based Consoles and Games? A look at the Import Business can help.


Many companies both in the games business and outside looking in are trying to keep constant tabs of gaming development around the world.  In addition rabid game players crave not just the latest releases here, but anywhere they can get them.  With the Saturn only recently released, and the SONY PSX not out in the US yet as well as the imminent release of the Ultra 64 next spring many game players and watchers who refuse to wait turn to importers.  


Japanese consoles like Saturn and PSX have been out in Japan for quite some time and much of the software for those machines is released first by a factor of several months at times over there as well.  This time lag and the ability for most games to be playable without any knowledge of Japanese or instructions coupled with deep pocketed gamers has given rise to a small niche group of importers who deal with Hong Kong and Japanese trading companies to import in the hardware and software.   Prices can be sometimes double what they will be here when the US version debuts


One company specializing in serving this market is NY based Tronix Multimedia (+1 212 447 5980).  Tronix President Joe Catuadella says, "We'll there are a few factors behind this, number one are rabid game fans who want games as soon as they're available, or want games they hear may never be shipped in the US,  number two, we get some companies who want to evaluate new products as well and find it easier to deal with us than tracking down Japanese contacts of their own."  


Either way it's an interesting trend, to combat this there may be changes in hardware to cause incompatibility (which are overridden by adapters and hardware fixes).  Mostly this is to create roadblocks for Pirating, and to ensure worldwide licensing compliance with games based on licenses.  For the most part prices keep importers business to just a small number of gamers.  Adds Catuadella, "It's interesting, companies should understand  that due to the prices and obstacles to get them, these game are only played by diehard fans.  As a benefit these people alert all their friends to upcoming hot games, it's the best word of mouth  you can get!  I don't think it's going to grow beyond that."


O.K. I'M NOW AN EXPERT.  I CAN PROGRAM DOOM III NOW 

WHAT? 

 

You aren't done yet, its time to order some more Chinese food! 

You're far from done. 

 

BETA TESTING 

 

Before you start showing the world your game, you might want to 

make sure there are no bugs or problems. 

 

Even with many promised solutions with Windows 95, there are 

many slight differences among machines out there.  Even moderate 

Beta Testing will let you know if there are any problems.  Beginners: 

don't make the mistake of not asking some friends, online or across 

the street, to check out your game prior to releasing it, to make sure 

it runs properly. 

 

Posting a solicitation on CompuServe for Beta Testers always seems 

to bring a response. 

 

If you're really concerned about problems with unknown beta testers, 

and if you plan on using use the shareware method contact the ASP, 

The Association of Shareware Professionals.  They have a Mentor 

program setup to help with things like beta testing. 

 

MANUALS AND DOCUMENTATION 

 

In rushing to create games, many beginners fail to understand it is 

important to create documentation for your game. 

 

Either by good Help Files, via a Readme.Doc, or a full fledged 

printed manual, at some point your player will have questions.  

Remember before you ship, via shareware or even send out a demo to 

a company create some good documentation concerning installation, 

how to play, storyline etc.  I have seen many games where the 

documentation really helps, (e.g. the superb documentation for 

Ultima) Poor documentation even if written by a professional writer 

can be traced back to the programmer/designer many times.  Keep 

notes and include docs.  It is that simple. 

 

I'M WORRIED ABOUT PROTECTING MY IDEAS.  HOW DO I 

COPYRIGHT MY GAME? 

 

(Editors Note: Some of this was edited and outright lifted from a 

nice earlier piece on game design by Travis S. Casey titled 

Design.153, last updated in Nov. 94.  It is available on the 

Internet and may be referred to as the Rec.Games.Design FAQ) 

 

If you're in the U.S., England, any Western European Country, 

Canada, or Australia, anything you write is considered to be 

copyrighted under the terms of the Berne convention that all these 

countries adhere to. 

 

A copyright does NOT protect your ideas.   All a copyright does is 

protect the expression of an idea. Thus, it's perfectly legal for 

someone to take all the rules of, say, Advanced Dungeons & 

Dragons, paraphrase them, and eliminate references to Dungeon 

Master and a few other terms TSR has trademarked, and sell the 

resulting product. 

 

That said, including a copyright notice in your work does give you 

one benefit:  it makes it easier to collect damages if someone does 

copy your material. If there is no copyright notice, the copier can 

claim "innocent infringement" (that is, "I didn't know I couldn't copy 

it") and get off with a slap on the wrist. 

In addition, you may want to look into registering your copyright.  In 

the U.S., at least, this provides definite proof that you wrote your 

material first, and allows you to collect money from copiers beyond 

simple damages. 

 

OVERALL REMEMBER: YOU CAN'T EXPECT TO HIDE YOUR 

EVERY IDEA IN SECRECY OR BEHIND LEGAL FIREWALLS. 

YOU SHOULDN'T GIVE AWAY ALL YOUR IDEAS OR SHARE 

HUGE AMOUNTS OF SOURCE CODE, AND COPYRIGHTING 

HELPS. JUST REMEMBER, IN A CREATIVE MEDIUM SOME 

SHARING MUST HAPPEN BEFORE YOU WILL GET 

FEEDBACK.  DON'T BE TOO AFRAID TO SHARE. 

 

If you only create games for your own play, then stop reading.  I 

suspect, however, you want some tips on how to let others enjoy 

your work and maybe even make some $$$. 

 

HOW DO I PUBLISH MY GAME? 

 

You can pursue two routes.  The first is submitting it to a publisher 

who will then distribute the game. Or you can consider or self 

publishing. 

 

I THINK I'LL SUBMIT.HOW DO I CONTACT A MAJOR 

PUBLISHER? 

 

First off, before you do, you need to realistically ask yourself: Do I 

think this is a game a publisher will want.  If not, see self publishing. 

 

If it is, then here are some tips: 

 

RESEARCH 

 

Do some research, think about which publishers might be best for 

your product.  For example, Microprose is well-known as a leading 

publisher of Simulation software.  Picking a logical match will help. 

 

REQUEST AUTHOR INFORMATION 

 

When you have decided on the company, contact them either by 

letter or phone, and ask them to send you information about their 

guidelines for unsolicited submissions.  Read this and give it to your 

lawyer to read it over. 

 

Most likely, the guidelines will include a nondisclosure agreement 

which bars you and them from discussing the product publicly and 

requires that you submit a demo version for evaluation. 

 

NEVER SUBMIT SOURCE CODE OF ANY KIND WITHOUT 

SPECIFICALLY BEING ASKED FOR IT AND EVEN THEN 

CONSULT YOUR LAWYER. 

 

GET A LAWYER 

 

I am not a lawyer and I don't play one on TV.  If you plan to submit a 

game professionally to a publisher, get a lawyer first-- preferably one 

with a good background in contract law and copyright law and, if 

you can, find one in the computer games industry. 

 

Now before you go getting the wrong idea, let me explain.  I refer 

you to a lawyer not to have you march in a bunch of suits to do your 

negoiating for you.  That's a fast way to nowheresville. 

 

I refer you to them for use as a personal resource, on your end.a  

lawyer may never be needed for a face-to-face meeting with your 

publisher, but always run contracts and legal documents of any kind 

by an attorney.  I had a friend who was once burned in the GamDev 

biz becuase he had failed to understand a clause which held his 

company responsible for conversion costs and sales. This actually 

reduced his overall compensation for their product which went from 

good to poor because they were required to port 

it to poor selling machines. 

 

Most game companies are on the up and up.  That, however, is no 

excuse not to have a lawyer handy to check things out.  Lawyers, 

fortunately or unfortunately are a necessary part of the business. 

 

BE PROFESSIONAL 

 

"Ma'am, we're professionals" - Jake Ellwood 

 

Just remember that submitting your product to a publisher requires a 

professional outlook on your part.  Always remind yourself that this 

is a serious business.  At times fun, at times serious. 

 

Type all correspondence. 

 

Send multiple disks, in case of damage.  In some cases send a long a 

videotape of your game as well, it's easier to show off and it's harder 

to screw up. 

 

Make sure you include all background details, manuals and other 

necessary materials and be patient-if your game is truly good, a 

publisher will eventually take interest. 

 

 

WHAT IS SELF PUBLISHING? 

 

Self publishing is either Shareware or the commercial creation of 

your own company to publish it.  (I won't go into much depth about 

this.  If you've got the money to create a retail software company you 

don't need my advice!)  Mostly though, self publishing is 

SHAREWARE. 

 

WHAT IS SHAREWARE? 

 

Shareware is the hottest software marketing concept since the album 

package. 

 

Shareware is the process of giving away a portion of your game, say 

1/3 and from within the product, soliciting, a purchase of the final 

2/3 or full version of the game. 

 

Note:  Some people--including the ASP--hold that the shareware 

version can be no different than the full version.  There is no 1/3-2/3 

concept. 

 

This is derived from the practive of some Shareware authors who 

were shipping products with essential features disabled from their 

products.  The technique, known as crippling, is outlawed by the 

ASP because it hurts the notion of a full-workingversion and 

discourages people from using shareware to begin with. 

 

I would say that this is a very plausible view. However, much 

research has shown that without strong incentives, registrations 

suffer.  This is a debate that will rage for a long time. 

 

My general rule is that your game should offer a complete experience 

in the Shareware version: That it have a beginning, a middle, and an 

end, and all the features required for it are available.  For the 

registered version, offer an enhanced version.  Just be careful not to 

offer an unplayable shareware version, you will be doing yourself 

and every other shareware author a great disservice. 

 

Shareware authors write their game, then after deciding on what 

features/levels etc. of the product they will include in their 

"shareware" version, give away that portion.  Via uploading to online 

networks, BBS's, and the Internet shareware authors make their game 

available to millions of computer users (who 

subsequently may copy versions and give them to their non-online 

friends) for next-tonothing.  Then users download or acquire the 

shareware version and if they like it, and feel enough incentive to 

upgrade, will usually send a check or credit card order(if you can 

accept them), directly purchasing the full version from the author. 

 

Shareware has been noted recently with the success of DOOM and 

other products from companies like APOGEE, EPIC and MVP 

which have used the Shareware method. 

 

Shareware's main attraction is the low cost for marketing and the 

high margins of direct orders (cutting out the publisher, the 

distributor and the retailer means more money per copy for the 

creator). It's other attraction is the ability to publish special interest 

stuff for example: a sailing, simulator--that otherwise might not sell 

in a crowded retail environment. 

 

However, there are downsides to Shareware.  Selfpublishing is a lot 

of work, and not every consumer has the means to acquire shareware 

versions, and recently it is getting crowded with tough competition.  

On the bright side, the business is still growing by leaps and bounds. 

 

There is too much to be said about Shareware beyond the simple 

stuff I've touched on. 

 

THE SHAREWARE GAME AUTHORS FAQ 

 

Now a breif interuption to bring you even more information on 

Shareware.  Since many of you reading this document are going to be 

hobbyists/beginners shareware is an execellent avenue for you to use 

to publish your game therefore I have asked Karen Crowther, author 

of several shareware hits to reprint the contents of here Gamers 

Shareware FAQ in its entirety with in the GamDev.FAQ.   That 

being said here it is: 

 

The Game Shareware FAQ by Karen Crowther 

 

What is shareware? 

 

Shareware is a marketing method that is most successfully used for  

business applications but can be used for games if done properly.   In 

Shareware, a game (or portion of a game) is released on a try  before 

you buy basis.  The expectation is that the customer will send  in a 

registration if s/he likes the game.  The reality is that the  customer 

will only send in a registration if you, the author, have  convinced 

him that he absolutely MUST have the rest of the game.  The  tools 

you use to convince your customer to register are called  incentives. 

 

What are some good incentives? 

 

The most successful incentives were pioneered by Scott Miller of  

Apogee when he invented the trilogy method.  He released the first  

episode of his Kingdom of Kroz games and reserved the next two  

episodes for those who registered (paid).   This 1/3-2/3 rule is still 

extremely important.  The customer must  perceive that they are 

getting much more than the shareware portion  when they register the 

game. 

 

Other incentives include:  Allowing multiplayer mode only in the  

registered version,  giving hints and cheat codes (this is not enough  

on it's own), allowing different modes of play, providing more art, 

tiles, cards, game scenarios. 

 

How do I present the incentives? 

 

Your shareware game is an advertisement.  Never lose sight of this 

primary purpose.  So you need to tell your prospective customers 

WHY  they should register and HOW they can register.  Put the 

ordering  

information as an item on the menu.  Display an ordering screen on  

exit.  Be sure your customer knows all about the incentives you've  

included. 

 

People tell me that distribution is everything.  Is this true? 

 

Not for games.  The people pushing distribution are for the most part  

either vendors who stand to make far more money than you on your 

game  or well-intentioned business application authors who don't 

realize  

that shareware games are a completely different market. 

 

First, games are in high demand for retail.  So you have the  

opportunity to ask for and get royalties on all retail distribution of  

your game.  Second, a business program customer is looking for a  

single solution to his problem.  Once he finds it, he'll continue  

using it longterm.  He'll register it because most operations and 

government organizations require that all shareware on their 

computers be registered and because he'll want updates.  Many 

business aps such as tax programs, zipcode programs and the like, 

need to be updated on a regular basis and any way that the author 

can get a user, is going to make them money. 

 

Now, how many gamers do you know that are looking for the one 

perfect game which they will then play over and over again?  Not too 

many - eh?  Not only that, when the corporation MIS manager finds 

the game on their computer, do they demand that it be registered?  

Not likely! 

 

So we game authors need to take a look at distribution and ask 

ourselves is this distribution going to help us or interfere with other 

ways we can make money? 

 

What are the good and bad shareware distribution channels for 

games? 

 

BBS's -  Bulletin Board Systems (both private, online services and 

Internet) are the backbone of the shareware distribution.  BBS's are 

your best friends for shareware distribution.  Not only are their  

customers your best customers, but their distribution is how your 

game will be picked up by every other type of distributor. 

 

Catalog Disk Vendors - Catalog vendors are also great sources of  

registrations.  Their customers are used to ordering by mail  (and 

you, the shareware author, are a mail order business) and are likely 

to order from you, if they like your game, rather than taking a chance 

on ordering another unknown game from the catalog vendor. 

 

Shareware of the Month Clubs - These companies run boiler room 

telemarketing operations.  There have been numerous complaints that 

some do not disclose the nature of shareware to the customer.  The 

salespeople offer to send the customer monthly disks in exchange for 

a monthly fee.  My experience is that I have gotten registrations from 

these organizations. 

 

Retail Sales - Retail sales run the gamut from disks in sleeves sitting 

in a cardboard box on some store counter to beautifully packaged 

games indistinguishable from ordinary retail games.   

 

Retail sales are a poor source of registrations and allowing them 

without royalty contracts is going to cut into one of the most 

lucrative sources of income that you have.   

 

Retail customers are used to walking into a store, paying their money 

and then OWNING the erchandise.  Telling them that they must 

register when they are in the mindset that they already own the game 

just doesn't work.  Many retail customers do not ever shop mail 

order.  They are not your customers.  They will never be your 

customers.  

 

But! If you are receiving royalties on these sales, they become a 

source of income that can bring in hundreds or even thousands of 

dollars per month.  Some of my games make more in retail than they 

do  

in shareware registrations.  More on this in a later section. 

 

Cdrom Sales - CDROM discs are the pits as far as game registrations 

go.  Why would anyone pay you $20 or $30 for two additional 

episodes if they still have 2,999 of the 3,000 games on their cd 

unplayed?   

 

So we do not allow nonroyalty cdrom distribution.  The larger 

shareware companies such as Id, Apogee and Epic also restrict the 

number of games that can be on a cd to 10 or 15. 

 

But there is one problem with prohibiting cdrom distribution.  

Remember when I said that BBS's are the backbone of your 

distribution system and your best friends?  BBS's are now mounting 

cd's rather than  

using up scarce disk space for their games.  So you most certainly 

DO want to be on the popular BBS-ready discs that most BBS's use. 

 

The bottom line is that you need to keep control of your cdrom 

distribution and use it to help you, refusing permission to cd 

publishers who are just going to make themselves money while 

decreasing your chances for retail royalty contracts. 

 

JukeBox Disk on Demand - The customer puts money in these 

machines which copy their chosen game from a cd onto a floppy 

disk.  This is another twist on retail sales and you want to get 

royalties for this  

for the same reasons as any other type of retail sales. 

 

How much money will I make? 

 

Most shareware games only make a few hundred dollars a month in 

registrations.  The exceptions are the top 2 or 3 games in each 

category.  These games can make thousands or even tens of 

thousands of  

dollars per month.  

 

How can I make more than a few hundred dollars? 

 

As we said earlier, shareware is a marketing method -- and it is only 

one method that you are going to use to maximize the income on 

your game. 

 

First, you need to ask for royalties for retail distribution.  The going 

rate seems to be 10 cents per unit although some companies require 

more. 

 

CDROM vendors will whine at you that they can't afford to pay 10 

cents per unit for the 3,000 games on their disk.  Your reply will be 

that  you only allow distribution that will lead to royalties or 

registrations and that unless they have a popular BBS-ready disc, 

you are not there to provide them with free product. 

 

Many authors prepare what is known as a Low Cost Retail (LCR) 

version of their shareware.  This game is usually identical to the 

shareware version (including advertising for subsequent episodes) 

but it omits  

the word, "shareware" and is sold as regular retail.   

 

LCR license sales can net you 50 cents to $1.00 in royalties per unit.  

Be careful of contracts that ask you to do tech support.  You do not  

want to do that since you may find yourself answering thousands of  

calls if your publisher makes a manufacturing mistake.  Ask for 50 

cents to $1.00 per unit MORE if you do tech support.  That is what 

most game companies budget for tech support.  Also, be sure you get 

a  

NONexclusive contract so that you can license your game to many 

publishers.  

 

LCR publishers come and go.  The big guys of last year are this 

year's duds.  Figure that only 1 out of 10 contracts is going to make 

you much money.  And remember, a bird in the hand is worth two in 

the  

bush.  If choosing between two vendors, choose the one who gives 

you up front money.  ALL of them will tell you they are going to sell 

100,000 units.  And all of them are to put it charitably, unduly 

optimistic. <g> 

 

How do I protect my copyright? 

 

Never, never, never release your shareware without a 

VENDOR.DOC file which lists the conditions under which your 

game can be distributed.  (See Vendor.doc in our library). 

 

If you don't explicitly say what can and cannot be done, you run the 

risk of losing control of your work.  You'll publishers getting rich 

off of your game while you don't see a penny.  You worked hard.  

You  

deserve to be paid for your work.   

 

In general you want to consider the following for your license.  

(Here's where I have to put in the obligatory disclaimer about seeing 

your lawyer because I am not giving you legal advice.  I'm just  

telling you what I did <g>) 

 

1. Users can give away copies of your shareware provided it is 

complete and unmodified. 

 

2. BBS's may distribute your game provided it is complete and 

unmodified. 

 

3. Your shareware may not be included on a cd without a written 

contract. 

 

4. Your shareware may not be sold in stores or to distributors 

without a written contract. 

 

5. Your shareware may be sold by catalog sales for a small fee to 

cover media and duplicating costs, provided the vendor discloses that 

it is shareware requiring additional payment to the author. 

 

6. You reserve the right to withdraw permission to distribute your 

shareware from anyone with 30 days notice. 

 

7. The distributor agrees only to distribute the most up to date 

version of your shareware. 

 

8. Any permissions not explicitly given in this license are reserved. 

 

 

What other files do I need with my shareware? 

 

You need a FILE_ID.DIZ.  This is a plain ASCII file with 10 lines of 

45 characters.  The first line should be able to stand alone and 

include the game name and the most important information.  Some 

BBS's  

only list this first line.  Some will list all 10 lines.  Most BBS's have 

automatic software that unzips your FILE_ID.DIZ and uses it for the 

description. 

 

What are some optional things I should do? 

 

Rudy Ramsey's VENDINFO standard allows you to brand your 

executable with information about your distribution requirements.  

Some vendors use an automatic VENDINFO reader to quickly scan 

games to determine whether they will be included in their lineup. 

 

Vendinfo also allows you to brand your program with the RSAC 

game ratings, if you so choose. 

 

You may want to include a game ratings symbol.  At this time, only 

Walmart requires that games be rated.  RSAC is the organization of  

choice for shareware authors since we had a hand in it's design and  

have a shareware member on its board of directors -- not to mention 

it is cheaper than Nintendo's ESRB rating organization. 

 

How do I get started? 

 

OK.  You put incentives in your game.  You TOLD your customer 

about the incentives and how to register.  You wrote your 

VENDOR.DOC and your FILE_ID.DIZ. 

 

Ideally, you should write a short install program.  Use LHARC to 

compress your program (NOT your FILE_ID.DIZ and 

VENDOR.DOC).  Then use LHARC to create a self-extracting file.  

Your installation program should just uncompress your game to the 

user's chosen drive and directory.  For Windows games, you'll use 

the standard Windows install. 

 

Now, take your install program, your game program files 

(compressed), your VENDOR.DOC, and your FILE_ID.DIZ and 

compress the bunch with PKZIP.  This time you are going to leave 

them as a ZIP file.  Do NOT turn it into a self-extracting file. 

 

Where do I send it? 

 

Upload your game to Compuserve (GAMERS or ACTION).  Upload 

to AOL, Delphi and GENIE. 

 

Upload to Software Creations, Exec PC and Planet Connect. 

 

Send it to Reasonable Solutions, The Software Labs and MicroStar. 

 

If you are a member of The Association of Shareware Professionals, 

submit it to the catalog and to the ASP cd. 

 

Now what do I do? 

 

Contact the known royalty-paying LCR vendors. 

 

Be patient.  It will take 6 months until your registrations get up to 

speed.  It will take 9-12 months until your retail contracts start 

paying. 

 

This Shareware FAQ is under construction.  Send your questions,  

feedback and additions to Karen Crowther 71501,3553. 

 

Copyright Karen Crowther 1995.  This FAQ may not be distributed 

unless it is distributed complete and unmodified and this copyright 

notice is included.  It may not be reproduced in any periodical 

(online or  

written) without permission.  It may not be sold for any fee  

whatsoever without written permission. 

 

 

FOR MORE INFORMATION ABOUT SHAREWARE 

 

If you are truly interested in the Shareware method, I implore you to 

do the following two things: 

 

JOIN THE ASP 

 

The Association of Shareware Professionals.  This organization, 

accessible on CompuServe (GO SHAREWARE), is the best resource 

for budding Shareware authors.  There is a ton of information 

available about Shareware marketing in their libraries, so fire up 

your modem and check them out. 

 

READ 

 

There has been a lot written about Shareware recently, much 

concerning its viability, tips on how to be successful at it, etc.  Most 

of this is available from the ASP but there are articles showing up in 

traditional business publications, mainstream computer magazines 

and books.  Shareware is more than just simply labeling your 

software SHAREWARE and waiting for thechecks to arrive, so a 

few days reading about it will go a long, long way towards being a 

successful shareware publisher. 

 

TALK TO OTHER SHAREWARE PUBLISHERS. 

 

As I mentioned before, there are also several successful shareware 

publishers, many of whom you can find in both the GamDev forum 

and the Shareware forum.  They can offer tips and perhaps even aid 

you in publishing your product.  While you will split your profit, the 

shareware method they use still provides 

higher margins and many will tell you that their established expertise 

and distribution networks will result in more sales of the full version 

then going it alone.  In addition, they may help with the development 

by finding you artists and musicians and other resources.  However, 

that is not for me to corroborate and 

if you are interested in what these companies have to offer, you need 

to contact them directly. 

 

WHAT IS THE BEST WAY TO PUBLISH? 

 

There is no easy answer. 

 

Shareware is all the rage right now, because Id hit it big time with 

Doom and Wolfenstein and MVP, Epic and Apogee have created 

excellent businesses and the margins are higher.  Remember, though: 

Successes of any kind are exceptions to the rule.  The fact is most 

shareware products don't make the millions that Id 

made.  Don't get discouraged, you may be the next exception, just be 

prepared to be happy for a mere trickle of orders.  Shareware success 

is about good products and great effort--read the stuff about 

shareware I referred you to, and you'll see. 

 

Self-publishing requires a lot leg work.  Processing orders, technical 

support, and so on are going to be big requirements on your time.  

Even if you sell only 10 to 20 copies a month after 2 years, you may 

have some 500 users.  That is why many people submit to publishers.  

In addition to helping with programming, publishers can market your 

game much better than you yourself. 

 

QUICK RULES 

 

In short: Just as in many things in life, there are tradeoffs. My advice 

is to follow these rules: 

 

Self-publish via freeware if: (That is, simply give the complete 

product away for free). Remember to maintain that it still 

copyrighted. 

 

1.You don't think your product will generate enough sales to be 

viable. 

 

2. You don't have a desire for the money you might make. 

 

Self-Publish via shareware if: 

 

1. Your product is good--not good enough for a publisher--but you 

still think people will pay for it. 

 

2. If you really are someone who enjoys the idea of creating the next 

successful publisher, not just the next great game, and you're seeking 

a potentially higher profit margin. 

 

Use a Retail-oriented publisher if: 

.1. Your product is good enough. 

.2. You want to concentrate on nothing other than making 

games. 

.3. You want a traditional Retail distribution of your 

product. 

 

Use a Shareware-oriented Publisher if: 

.1. Your product is good enough. 

.2. You want to concentrate on nothing other than making 

games. 

.3. You want to still use the Shareware method. 

 

RATINGS 

 

All political and freedom of speech stuff aside what are the facts 

about game ratings. 

 

Well the fact is game rating is a major need now for publishers, 

many retail outlets like Wal-mart are requiring ratings.  There are 

two main ratings agencies the ERSB (Entertainment Ratings Service 

Board) which is a secretive panel (a la the MPRA, motion picture 

ratings agency) and was formed by the major software publishers 

with the cooperation of SEGA and Nintendo.   

 

In response to the fees and process that the ESRB used a group of 

PC oriented small publishers formed the RSAC or (recreational 

software advisory council) which has a much cheaper process which 

includes a program you run that generates a filled in questionaire to 

submit for a rating from the RSAC. 

 

Right now the RSAC is trying to push for it's ratings process to be 

acceptable as well as the ESRB, citing the need for the RSAC for 

smaller publishers.   In a cooperative move the CGDA (The 

Computer Game Developers Association) has endorsed the RSAC 

process.   

 

If you haven't been on CompuServe's Game Developers forum you 

might not know that the CGDA Endorsed the RSAC ratings process 

for software.  The RSAC is a more PC based and independent based 

rating process and costs much much less than the ESRB.  However, 

so far Toys R Us has said it will only carry ESRB rated software.  Of 

course Toy's until recently hadn't carried PC based software.   

 

In making the endorsement the CGDA wished to through it's weight 

behind the RSAC in hopes of persuading large merchants like Toys 

R Us to adopt the standard.  In a post on GamDev Ernest Adams, 

CGDA president summed up the endorsement this way.  "The CGDA 

does not oppose ESRB, nor do we wish to discourage its use. We 

encourage the use of RSAC labels, and we hope all parties 

concerned (Congress, the publishers, the retailers, the developers, 

and the consumers) will give RSAC at least as much credit as they 

do to ESRB."  For more information about the RSAC call +1 202 

293 3055.  

 

You can find their ratings program in Compuserve's Game 

Developers Forum among other places. 

 

WHAT's THE PUBLISHER'S PRESPECTIVE? 

 

We've talked a lot from the developers prespective but the other side 

of the equation is equally if not more important.  I asked Dave 

Snyder of MVP GAMES to write up a little something about what 

goes through his mind as a publisher when he approaches game 

development and submissions.  Here's what he had to say: 

 

I cannot give you any general rules on submitting products to other 

publishers.  Nor can I give you any general rules on what publishers 

look for or what they expect in a submission. 

 

The only general rule is to contact the publisher directly before 

submitting a product to find out what is of interest. 

 

Moreover, while every publisher will tell you that they will consider 

any type of game, the fact is that most publishers specialize in 

certain types of games.  Familiarize yourself with what types of 

games a publisher has done well before submitting anything. 

 

Here's another thing not to expect from publishers these days: an 

advance, unless you are an established developer with at least one hit 

under your belt. 

 

Advances are big risks for publishers.  All of us, MVP included, 

have paid advances at some point in the past and have not gotten a 

product in return. Since these days there are more good games than 

can possibly sell or even be published, you are selling in a buyer's 

market.  Consider that lots of publishers, including major ones, have 

faced recent financial difficulties, with more to come, and you will 

see that publishers must be very careful how they spend their money. 

 

Having said what I cannot tell you, I will say what MVP expects. 

 

First, we want to see at least a demo.  While we don't care whether 

the artwork, music or sound effects are polished (we have 

professionals to do that), we do want to see a good implementation 

of an interesting idea. 

 

And we want to see enough of it to be in a position to make a decent 

evaluation.  We are not interested in seeing mere ideas, generally 

speaking, because everyone has ideas.  We want to see some sort of 

implementation of that idea. 

 

Frankly, we are much more concerned about your commitment to the 

project, your ability to pull it off, and your ability to take direction 

and criticism, than we are interested in seeing a polished product.  

When a publisher invests in a product, even without paying an 

advance, that represents a substantial commitment of resources.  A 

publisher is buying you, not just your product. 

 

You have to convince the publisher that the investment is worth it.  

You should have ideas on how to complete a cool game, but you had 

better be willing to listen to direction.  MVP, and, I suspect, most 

other publishers, are not interested in prima donnas. 

 

The world of computer games is as competitive a business as there is 

these days.  Unless you are committed to working 80-hour weeks, for 

as long as two years or more, don't kid yourself about trying to break 

into it.  Most of those who are developing games full-time have done 

that.  Lots of others are willing to do that. That is the norm in any 

extremely competitive business.  Since getting an advance will be 

tough to do, you must be committed to working your day job, and 

putting in at least 4 hours a day, every day, on your game. 

 

No taking Saturdays off.  No parties, no social life-no kidding. Just a 

few years ago, people could make it in this business without making 

that kind of sacrifice, but that is not possible any longer. 

 

Finally, consider a small publisher for your first game.  Usually a 

small publisher will give you more attention and help than a large 

publisher can. Consider shareware, but work with a shareware 

publisher. 

 

Even if you hope someday to release shareware games on your own, 

work with an established publisher first.  Your game will be better, 

you will learn from their experience, and you may find that you don't 

especially want to run a business, you want to just write games.  If 

you do find that, working with a publisher will spare you from 

getting into something you later discover prevents you from doing 

what you want. 

 

IS DEVELOPING GAMES THAT BRUTUAL? 

 

Yes and no. Dave certainly conveys the seriousness of the business 

and the time it takes and the competition. 

 

The life of a Game Designer is brutal for beginners, just as any 

similar competitive industry is. However as Chris Crawford pointed 

out in an Email to me while discussing finishing touches, 

approaching it as a hobby much like  photography can be fun!  If you 

do something and you think it's really good or you find your skills 

are developing to a professional level then maybe the next step takes 

you to that level. 

 

Overall, have fun.  Just don't get stary-eyed ideas that your work will 

make you a millionaire.  Work hard, regardless of your goals.  

 

CONCLUSION 

 

Well, I hope you've found the above informing.  I've found Game 

Developing to be a big trial-and-error process. 

 

Why?  Because not enough of the know-how has been disseminated 

and that makes it difficult to learn, let alone even start. 

 

Game development, unlike a lot of other programming, is at the 

forefront of the technology curve.  That is why you see games 

pushing the hardware limits of your machine more so than, say, a 

Wordprocessor.  So much of what you see done today was figured 

out by someone only yesterday.  Thus, it takes time to filter out. 

 

It is frustrating to have all these ideas in your head and no way of 

knowing how to accomplish them. If that is your case, I hope I have 

enlightened you enough to motivate you to go out and learn. 

 

Only now have enough books, experts, and tools come together that 

give people the power to create their own products.  There are not 

too many businesses like that left--surely no one can go out and 

make a hit movie with a camcorder.  But even with a 4 meg 386 that, 

maybe even millions will want to play. Hopefully, with some 

devotion, hard work, skill and a little help from (this FAQ) above, it 

will be your game.   GOOD LUCK!!! 

 

NOTES 

 

Any one wishing to correct, object or update information in this file 

E-mail Corrections to:  Ben Sawyer@AOL.Com or at my 

CompuServe Address: 73522,1470 This FAQ will be updated once 

every two three months. 

 

Please be sure to include non-email contact information and your 

full real name if you are using a screen name and, how you would 

like to be named in the donors column. 

 

Submitters remember that this FAQ is a general purpose FAQ aimed 

at general game development issues.  Please stick to the basics. 

Thanks. 

 

DISCLAIMER!!!!! 

 

ANY ADVICE GIVEN HERE IS NOT LEGAL IN ANY WAY, I 

AM NOT A LAWYER. ALL OF THIS ADVICE IS GIVEN TO 

YOU AS IS AND IS NOT MEANT TO COVER EVERY ISSUE 

AND HEREFORE USE IT AT YOUR OWN RISK.  I TAKE NO 

PERSONAL RESPONSIBILITY FOR ITS CONTENTS.  I DO 

NOT TAKE ANY RESPONSIBILITY FOR ANY OF THE 

PRODUCTS MENTIONED ABOVE AND HAVE NOT 

RECEIVED COMPENSATION FOR LISTING THEM AND TAKE 

NO RESPONSIBILITY FOR THERE USE.  HAVE A NICE DAY ;-

)

