Tilting at Windmills (continued)
NetHack is OSS. It's developed and maintained by the NetHack
Consortium. That's a volunteer group that, like the Apache group, votes on
changes to the basic code, one of the most common and most successful OSS
development methodologies. It's cool. Download it now.
But it's also a mature product. The last major upgrade was v3.2.2,
released in December 1996. The kinks have been worked out. There's not a
lot of reason to add more to the game; it's already incredibly deep.
But you know--it is an old-style product. It looked cool back in
the early '80s, but modern games ought to have GUI interfaces and stylish
graphics....
Is there any way to update NetHack for the modern world?
Will artists work for egoboo?
Maybe.
The problem is this: modern game development is not mainly a programming
task. Typically, 80 percent of a game's budget goes on media assets--all the
graphics, animations, cut scenes, sounds, music, and so on. The other 20 percent
gets shared among programming, game design, and project management. Of
those three, programming is the largest bit, but it's still a small
fraction of the game development project.
It's easy enough to say "Hey, kids, let's update NetHack for the
multimedia world," but a big problem arises immediately. OSS development
harnesses the desire of programmers to gain egoboo and streetcred.
But programming is a tiny bit of the pie....
To update NetHack, you need somehow to inculcate artists with the
open-source, potluck, give-and-get ethos. You need to get animators and
graphic designers and sound people to say, "Cool, I want a piece of this,
here's 40 frames of animation for a zorn" (one of NetHack's monsters).
You need to get them to work for free--just like a hacker.
Is that possible?
I don't know. But let's think about it. Suppose we design--let's call it
VisualHack--so that the user at any time can get info about a particular
graphic or sound. Right-click on the zorn, say, and among the items that
shows up on the pop-up menu is "Artist"--and if you select that, you get
"Zorn animations by Igor Renderman."
So our buddy Igor gets his name out there, gets it seen by thousands,
maybe millions of players. And when he puts together his portfolio to show
to game developers, he can say "I did the animations for 16 critters in
VisualHack."
In other words, design the product from the inception to cater to the
egoboo of artists and designers. Design it specifically to inculcate the
mindset we need.
Would that work? Who knows? Maybe it would, maybe it wouldn't. But there
are some clear advantages for graphic guys, particularly ones who don't
currently have many game development credentials. This is a good
credential to stick on your resume, a good set of images for your
portfolio. It's a way to say, look, I haven't done a lot of work in the
industry, but I've contributed to an actual, released product that's
reached a large number of players. I've shown I can carry something to
completion. I've done something cool.
It's a cheap way to showcase your work.
Structuring the project
Let's think a little bit about what we'd need to do to make VisualHack
work.
The purpose shouldn't be to change the game qua game much, or at all.
The purpose should be to provide cool animations and images along with an
intuitive interface that doesn't require players to memorize the function
of each keystroke. To make it, in short, a game with the graphical
qualities and appeal of a full-featured, commercial game, but without many
of the wholly unnecessary, marketing-driven features like animated cut
scenes and real-time 3D.
| Room for improvement, visually. |
A lot of the basic code in NetHack can be borrowed, but we need support
for a GUI interface and graphics and sound display. All of that stuff has
to be funnelled through an abstraction layer; that is, the code shouldn't
make DirectX or Windows calls, but should call abstracted
windowing objects. Those objects would then be compiled differently for
different platforms--one set for Linux boxes, another for Windows or DOS
machines. That's necessary to preserve code transportability across OSes.
The short-term objective should be to ensure functional versions for
Linux and Wintel machines; if it runs on Linux, it should run reasonably
well on other Unix variants as well. Mac, BeOS, and other support would
depend on programmers willing to code the platform-specific routines
necessary for those OSes. The development team should be open to people
willing to do that work, but that shouldn't be considered key
functionality.
We'd need a graphical, point-and-click interface; ideally, the game
should never require a keypress. Inventory should show up in a panel that
remains onscreen. We probably want an oblique overhead view with
prerendered 3D images; there seems no compelling reason to use real-time
3D, since we don't have to sell the buyer from CompUSA on the project.
Next page: then there's the art...
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