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	<title>AnteBralic.com &#187; GMD</title>
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		<title>Wheel of Space Game</title>
		<link>http://www.antebralic.com/2008/03/26/wheel-of-space-game/</link>
		<comments>http://www.antebralic.com/2008/03/26/wheel-of-space-game/#comments</comments>
		<pubDate>Thu, 27 Mar 2008 00:47:49 +0000</pubDate>
		<dc:creator>Ante</dc:creator>
				<category><![CDATA[GMD]]></category>

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		<description><![CDATA[Wheel of Space is a quirky adventure game created by myself and Mark Cautillo for the Game-Making Deathmatch 2008.
Download &#8211; 18 MB
The GMD 2008 competition ran for three weeks during which time the contestants need to create a game based on one of two given themes:

Deadly Viruses from Dimension N+1.
Planet Earth and Frogs with Potatoes [...]]]></description>
			<content:encoded><![CDATA[<p>Wheel of Space is a quirky adventure game created by myself and <a title="Mark Cautillo" href="http://www.markcautillo.com" target="_blank">Mark Cautillo</a> for the <a title="GMD 2008" href="http://gmd.utgddc.com/2008/">Game-Making Deathmatch 2008</a>.</p>
<p><a title="Wheel of Space" href="http://www.antebralic.com/uploads/WheelOfSpace.zip" target="_blank">Download</a> &#8211; 18 MB</p>
<p>The GMD 2008 competition ran for three weeks during which time the contestants need to create a game based on one of two given themes:</p>
<ol>
<li><code>Deadly Viruses from Dimension N+1</code>.</li>
<li><code>Planet Earth and Frogs with Potatoes on the side.</code></li>
</ol>
<p>Now, Mark and I wanted to create an adventure game in the spirit of Sierra&#8217;s old Space Quest games, with all the ridiculousness added in, so we chose <strong>theme 2</strong>.We made the game in <a title="Adventure Game Studio" href="http://www.adventuregamestudio.co.uk/" target="_blank">Adventure Game Studio</a>. This enabled us to focus on the game&#8217;s silly humour, CG art, and sound (which included voice acting, sound effects, and music). There was minimal programming involved in this project, which was a departure from what both of us usually do for GMD competitions. In programming-intensive games, such as my <a title="Blood Vessel" href="http://www.antebralic.com/uploads/games/Blood%20Vessel.swf" target="_blank">Blood Vessel</a> game made in Flash, I tend to challenge myself to learn a new programming (or scripting) language, whereas the development of WoS was a challenge in other aspects of game development, such as writing and art.The part that was most fun to do was <strong>voice acting</strong>. <img src='http://www.antebralic.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>We recorded about 240 lines of spoken dialogue, most of it adventure game styled narration (for looking at things, using objects, etc). We both played several roles. I played the majority of the game&#8217;s narrators, which was tons of fun. Mark voiced the introduction narration, the game&#8217;s hero and Commander Obama (a play on &#8220;Commander Adama&#8221;, from <a title="Battlestar Galactica" href="http://en.wikipedia.org/wiki/Battlestar_Galactica" target="_blank">Battlestar Galactica</a> Sci-Fi show). We used <a title="Audacity" href="http://audacity.sourceforge.net/" target="_blank">Audacity</a> to remove the noise from all our recordings, and to tweak the pitch of introductory narration and Commander Obama. The computer voices we borrowed from the text-to-speech generated output provided by <a title="AT&amp;T Labs TTS Demo" href="http://www.research.att.com/~ttsweb/tts/demo.php" target="_blank">AT&amp;T Labs TTS Demo</a>.</p>
<p style="text-align: center;"><img src="http://www.antebralic.com/uploads/images/WheelOfSpace/2008-05-16_231308.jpg" alt="Whee of Space" width="323" height="256" /></p>
<p>The most challenging part in making WoS was creating the CG art. I was in charge of creating all of the game&#8217;s environment backgrounds and their animations. Even though it was a lot of work to complete within a short period of time, it was nevertheless time-well-spent in practicing CG painting and the general use of some cool features in Adobe Photoshop.</p>
<p style="text-align: center;"><img src="http://www.antebralic.com/uploads/images/WheelOfSpace/2008-05-16_231617.jpg" alt="Whee of Space" width="323" height="256" /></p>
<p style="text-align: center;"><img src="http://www.antebralic.com/uploads/images/WheelOfSpace/2008-05-16_231752.jpg" alt="Whee of Space" width="323" height="256" /></p>
<p>During the making of this game, I realized how much work there was behind making only a small fraction of the classic adventure games in the 90&#8217;s, from companies such as Sierra and Lucas Arts; especially in terms of the amount of voice-over dialogue that needed to be recorded to cover the large amounts of game text. Even a simple action of looking at the in-game environment within a particular scene accounts for about a dozen lines of text &#8211; if the scene is simple, and even more text if the scene contains a puzzle that changes the state of the environment. Add to that the various items the player can use to interact with the environment, and a simple scene can take several days to complete.</p>
<p>Speaking of in-game items: in keeping with the second competition theme, we decided to add a potato to the player&#8217;s inventory, which the player can use to interact with the various parts of the game&#8217;s environments. The same holds true for the talk, look, and touch actions. Try them out. <img src='http://www.antebralic.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="text-align: center;"><img src="http://www.antebralic.com/uploads/images/WheelOfSpace/2008-05-16_231540.jpg" alt="Whee of Space" /></p>
<p style="text-align: center;"><img src="http://www.antebralic.com/uploads/images/WheelOfSpace/2008-05-16_231418.jpg" alt="" width="323" height="256" /></p>
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