Bill
Bill is an artist and an ex-art professor with decades of experience, spectacular ideas, and a huge and gorgeous portfolio. He builds
printing presses by hand, and ships them all over the world. Years ago, due to the narrowing vision his academic peers had for the a
rt of print-making, he came up with an idea that would drag his university into modern day by melding a curriculum with a game:
Emeralda, designed to teach the

concepts and skills of print making. Actually, there is so much more to it, that I can’t stand using that as our game definition. The game almost has its own religion… in my head.
Me
I’m a technical writer by trade who happens to love programming, designing games, writing fiction, and painting. I’ve got an amateurish level of skill programming in
C/C++,
C#,
VB.NET, and various scripting languages. Due to a foray into game design, I’m familiar with
Autodesk Maya,
Unreal,
Torque,
XNA, and various
Adobe products. Due to my work, I know
Expression Blend,
Silverlight, and
WPF.
I’m a jack of all trades and master of none. Bill is a master of art, design, and life. We can’t lose, right?
The beginningI met Bill because of one of those amazing moments where a passing comment is made between two strangers in a coffee shop, like, “Really? My friend likes to design video games.”
We embarked on a year of brainstorming sessions with minimal progress being made on the game itself. :) In fact, I think I’ve only built a 3D model of the press and the box that it comes in. Bill’s done a lot more, like writing copious scripts to support the backstory.
I love our meetings because they’re like a chaotic storm of ideas and free association. The coffee helps. We had a third, valuable co-conspirator, David, but alas, he became frustrated with our lack of structure, and rightly so. Structure helps move things along. Microsoft is 80% structure. But there was too much value to be had in those brainstorming sessions, for me anyway. The ideas and epiphanies that come out of those meetings, my God! Who would willingly shoe-horn all that into a structure?
And yet, we… or rather I… have really gotten nowhere on the game itself. I decided to implement in
SecondLife because a lot of the secondary (read: boring) stuff we want to do (membership, commerce, building tools, etc) is already implemented for us. “SecondLife will enable us to work up a prototype quickly, as a proof of concept!” Yeah, I said that. A year ago.
External challengesUnforeseen issues came up with SecondLife. Like the cost of owning the size of land we’d need to implement the game. Like me being employed full time while trying to learn Linden Scripting Language or learn how to make 3D models that could be brought into SecondLife. (To make a 3D model for SecondLife, you have to start with a sphere or cylinder with a specific number of vertices and a seam – you can’t start with just any primitive object and any random number of vertices you want, like, you can’t start with the most valuable primitive – a cube).
Implementation challengesDeciding how to reconcile the features of SecondLife with the gameplay we wanted has been daunting. For example, if we want a time machine that the player can enter and then appear at a new scene – a scene that is hidden from you for the rest of the game – you can’t do that. The “physical” places in the SecondLife world are always there, and there for everyone. If I wink some objects into existence programmatically to represent the new scene, anyone else (like another player who happens to be logged on at the same time) will be able to see them.
I thought, OK, make the new scene underground. Well, that would be nice if you could cut a hole in the ground, but you can’t. And you can’t terraform the ground to have a sideways opening, like a doorway – you can only raise and lower the land. I’d have to use 3D objects to mimic a cave and merge it with the ground, but there’s a limit to how many objects you can have on your land, so I’d rather not use up some of my quota on a piece of ground.
I thought, OK, let’s put the new scene in a secret, single 3D object underground, and for the time machine effect, let’s use SecondLife’s teleport feature. But you can’t teleport underground. When you teleport, you always end up on the surface of the land or on the topmost object at that spot.
And this has only been one of the challenges. Other problems occur when I want the game to behave a specific way, like I want the player to have a very realistic experience with the virtual press, and make it possible for them to make mistakes organically, but now I don’t think that can be done in SecondLife. Actually, I don't think it can be done in any tool (except maybe in
XNA once
NATAL ships).
Story challengesDeciding on the backstory has been the biggest challenge. I felt that we needed something nailed down so that I could drop hints or use pieces of the story during the gameplay. Like, if a toaster has specific significance in the backstory, I can make a toaster exist as some key user interface in the game.
Bill had SO MANY ideas of various flavors, and due to my questioning and our brainstorming, he has everything fitting together now… but there’s so much! It reminds me of what I heard about
John Cleese when he presented his first script for
Fawlty Towers to the
BBC – they asked him to rewrite it because there were so many funny lines, funny scenes, and punch lines that they were too close together to give the audience time to stop laughing from one to the next. What a critique! Bill’s backstory is like that, except with events and how they fit together. He’s got enough material for three novels in three different genres!
Acquiescing to the feature set
Have you ever played with a graphics program to try out one of the tools, and accidentally

created something quite visually appealing? I’m gonna buy into that whack-a-mole optimism. I’ve seen people come up with really cool ways of massaging the SecondLife feature set. For example, the game
Frootcake and the others by the same creator were implemented in a really cool way, making the best use of SecondLife features. So, I decided to stick with SecondLife (instead of moving to
TorqueX or another engine). I decided to work within the feature set and let it spontaneously determine alterations to the gameplay of Emeralda.
Recent forward momentum
We had a story doctor come in.
Melissa is a published science fiction writer, an editor, and she’s deep into games. We met with her for two hours and it was awesome! She totally asked us the right questions to get us to scrutinize everything about the story and the game to make sure we weren’t leaving loose ends, or breaking our own world rules, or if the story emphasis fit the game. It was like a gentle shoe-horn into structure, and it was a necessary step. Melissa had the charm to coax change, and Bill and I had the elegance to work with it. We now have a great, working backstory that I can design against. Besides, I plan on only using some pieces of the backstory in order to augment gameplay. That way, Bill can dream up anything else he wants and put it into the scripts he’s working on.
Another recent change was that I happened to stumble upon a private implementation of SecondLife called
SpotOn3D. It’s run by a startup company and it's in a V1.0 phase, which means, OMG, cheaper land and no fees for importing objects and images!!! We got a big chunk of land at a fraction of the price. Plus, in exchange for feedback that will help the SpotOn3D company keep improving their product, the people who run it are available to answer questions! They’re also helping me connect with people who are experts, like the creator of the MMORPG game in SecondLife called
DarkLife. I’m all set! I just need to get butt in chair.
And now you’re caught up.