Unlike its name, Carnage cannot be created add-hock! Many decisions need to be made that will have knock on affects later if they are not considered properly. Last week was a typical development week for a game, we’re very much in the bare bones area of coding and design, lots of foundation work has to be set in place and agreed before the game can come to life.
It’s also worth pointing out that we are developing our game using our own game development technology called Dark Basic Professional. This is a BASIC programming language for the PC, geared towards making games. It’s a great tool for getting your ideas to the screen. With only three months for prototype time available we’re using DBPro to make the game more of a reality.
The Coding Area
This is what we’ve focused on last week from the programming side;
- Some tweaks and bug fixes to the camera and particle code.
- We began work using an “Enhanced Animations” plug-in for Dark Basic Professional. The lead developer needed to familiarize himself with how it works and will be using it once the character models are ready. This extra functionality will allow him to quickly prototype the animation moves of the game characters for the prototype.
- Sound and music will be a significant ingredient to Carnage. So we did some work on the crowd sound effects, and recording sound samples of “Ohs”, “Ahhs” and cheers etc. from sound libraries. We’re also playing around with a sound engine to have ambient crowd noise in the background, and then cheers and boos when players die and other cool things happen. We’re not sure how good this will sound yet, but it’s worth a try, to see if this adds atmosphere for this “game show” type idea we have. If it does, we will try out a few “Leeeet’s get rrreeeeady for Carnage!!!” type sound bites, which could be used at the start, and also start to consider the music snippets idea. This morning I (Rick) was listening to some classical music that I had purchased at the weekend. One of the tracks started and simply blew me away – it sounds perfect for when the player picks up the Reaper bonus. The track is “Tuba Mirum” (meaning Days of Wrath) and the first 30 seconds will instill fear in any player who knows the Reaper is racing through the level killing all who pass his path.
This coming week will see the implementation of the new test level that the artist has created.
The Art Attack
Our level artist has moved the level design forward. He’s changed the layout slightly and begun to add details and props. The walls have all been converted into elements now, in-line with the template. Although it saves polygons by making it a contiguous mesh, the programmer’s method of hiding non-visible elements will probably be better for performance.

The level is still un-textured but it’s now in a format that can be used by the programmer to test within the main game project. This is the key to good prototyping, do as little as possible and then test your ideas. You don’t want to end up down one avenue of work and find you have to back track and start again.
The artist has also added a forklift truck prop with a texture. We’re aiming to have a number of props to populate the level, ensuring the game looks as polished as possible. Here’s a render of it;

Also a note about the polygon count on the above image, because we are using Dark Basic Pro to make the prototype we would like it to run smoothly in any realtime demos we make. All models in a PS3 title will have many more polygons – so the wheels will be nice a round and smooth.
The artist has warned us that he thinks some proxy collision objects might be necessary for some of the more complex props such as the generators and forklift. Again, this is nothing to be worried about right now, that’s all fine tuning work which will not affect the game’s chances when it comes to present the idea.
Another solid week of development for Carnage, see you next week on the blog.
Rick Vanner
The Game Creators Ltd
www.thegamecreators.com