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FIRST
INFORMATION
Conventional wisdom in this industry
states that opening cut-scenes, setup screens and other
non essential parts of the game should be developed at
the end of a project, after the core gameplay is complete.
Then again, conventional wisdom in this industry also
states that showers are optional. We decided to buck
convention by showering regularly and starting on our
setup screens at the mid-point of the project.
The idea for our opening setup screen came
the way so many ideas docopied out of another game.
Specifically, Dungeon Keeper 2 has a great setup
sequence, with a fully animated scene that the camera
moves through as you make your choices. It looks great in
DK2, and I had grand visions of something similar
for Tropico. I assumed we'd contract with an
outside Hollywood-type specialist shop you know,
the places that brought Titanic to life. A few
inquiries with these specialists helped me to understand
why Titanic cost $300 million, and no, it wasn't
all spent on hair gel for Leonardo. Since our budget is
closer to Lifeboat than Titanic, I rapidly
grew pessimistic.
Fortunately an answer arrived from an
unexpected source. A local artist applied for a job.
Brian's previous game industry experience consisted of
work on one game whose total sales had reached roughly
the dollar amount of a McDonald's happy meal (non-supersized).
He was still working for the toy company that had made
that game, but was now stuck creating 32x32 pixel
displays for Austin Powers-licensed LCD watches. In other
words, he was in artist hell.
However, close inspection of the failed
game revealed that his art was actually very good, and
that the game had failed for other reasons. We hired him,
and a few days later, after making him bring us a
generous supply of "new guy donuts," we put him
to work. His instructions were highly detailed and
thought out, just like everything around here
"Uhh... Make a dictator's office with cool stuff the
camera can fly up to."
Checking back with him a week or so later,
I was surprised to see a very attractive and detailed
office, worthy of any Latin American despotplenty
of guns, booze, and cigars. Our dictator even has a girly
calendar on the wall"Chicas Revolucionarias"
(Revolutionary Chickswho says Yanquis have all the
fun?).
As with all game elements, serious
tweaking was required. After internally rolling out a new
version of the game featuring the new camera animations,
one sequence featuring particularly severe camera turns
and rolls earned the nickname "The Vomit Comet".
After toning down the movement, this sequence is now
closer to "The Upset Stomach Comet," which,
while not nearly as clever a name, makes for a better
gameplay experience.
While most elements of the setup sequence
are completely modeled and rendered in 3D, one section is
being done by my favorite old-fashioned method: 2D still
photography. The design-your-dictator part of the setup
uses a scene with a dossier style folder on a desktop.
You make choices from within the dossier to create your
character. Because this entire sequence occurs on a flat
surface, with basically flat objects, we're able to lay
it out in 2D, using Photoshop, then import the 2D texture
into our 3D program (3D Studio Max), and save a lot of
time.
In addition to some paper and folders, I
needed some old desktop-type items to give the scene
flavor. I made a visit to the ultimate archive of moldy
old stuff: my parents' basement. I gathered some of the
same materials that I used for a similar scene in Railroad
Tycoon 2: an old pocketwatch, a postcard my
grandmother received as a child (postmarked Feb. 4, 1909),
and a small glass paperweight with a picture of my
grandfather in it. If you've got a copy of Railroad
Tycoon 2, you can see all these elements in the
company detail screen (and you can even read the date on
the postcard.)
To reduce perspective distortion, the
camera needs to be as far from the physical scene as
possible. The scene has to be on a flat surface with the
camera directly overhead. The only easy way I know of to
get an angle like this is by setting up the scene in my
backyard, leaning over the edge of the deck above, and
shooting straight down (This gives a camera-to-scene
distance of about 10 feet.). So at 10 a.m. on a recent
Thursday morning, I was dragging a desk out onto my back
yard, putting old stuff on it, and leaning over the deck
railing taking pictures. This was pretty amusing to at
least one neighbor. Then again, my neighbors already
think my job profession of "game developer" is
more or less a nice way of saying "slacker" at
best, "unemployed" at worst.
Somehow, I don't picture James Cameron or
George Lucas using their backyard deck to shoot any
crucial special effects scenes. But then again, The
Blair Witch Project, shot for approximately $11, was
a better movie than Star WarsThe Phantom Menace.
Hey George, if you're looking for locations for the next Star
Wars, my backyard is availablebut Jar Jar is
absolutely not allowed.
by
Phil Steinmeyer
TROPICO:
Phil's Latest
Philip
Steinmeyer writes a column for Computer Games
Online, here is the latest edition of his column:
"Most of my time is spent in fairly
mundane ways, not too dissimilar from a lot of other
white collar jobs out there."
Whenever anybody finds out that Im a
professional game developer, I get one consistent
reaction..."Oh it must be great to sit around and
play games all day long." Yeah, just like
politicians spend all day counting their bribes, postal
workers spend all day cleaning their guns, and cops sit
around all day eating donuts. (Well the last one may be
true, but not the others.)
Unfortunately, I spend far less time than
Id like designing and playing games, and far too
much time bogged down by the thousand little details that
go with developing a game, getting it on the shelves,
getting people to buy it, and getting paid for it.
Yesterday was as typical as any day.
9:30Get into the office a
little late, grab some coffee. Its a Monday, and I
didnt work at all over the weekend; usually I do.
For the end of Railroad Tycoon II, I worked four
months straight, seven days a week.
9:40Check e-mail. I have
about two dozen messages waiting. Im tempted to ***MAKE
THOUSANDS DAILY PLAYING BLACKJACK!***, but decide to pass
on that and the other spam. The remaining real e-mail
deals mostly with contract issues being re-negotiated
between my publisher (Gathering of Developers), and its
six developers (including us, PopTop). Over the course of
the day Ill receive about 30 e-mails about this,
compose about five of my own, and spend about an hour on
the phone with this issue. Lawyers and contracts are the
bane of my existence (except for my lovely wife, Leslie,
whose only character flaw is that she is a lawyer).
10:10Review a chunk of Tropicos
opening cut scene with the artistlooks very nice.
One of the pleasures of the job is seeing great new art
for the first time.
10:30Talk to a potential new
programmer on the phone for 20 minutes. After a year of
working 70 hours a week to get a new game out for his
publisher, he was summarily laid off, along with the rest
of his team. The publisher had decided that the Nintendo
64 market, for which they were developing, was dying. Hes
a talented programmer and I hope we get him.
10:50Spend about 30 minutes
each with a couple of artists going over new interface
elements. It takes a long time to specify exactly what
buttons go where, how big they are, what colors they are,
how they should depress, etc.
11:45Lunch at my desk: Budget
Gourmet Fettuccini...with meatballs!!! Mmm.
Stale
Pringles round out the feast.
12:00-5:00More e-mails, some
accounting stuff, minor art issues, etc. Roughly every 3.1
seconds I am interrupted by a phone call or some other
request that must be dealt with RIGHT NOW.
5:00I sneak off to Taco Hell
for a little more health food and read a game magazine
over dinner.
5:30Review a press release
about Tropico created by our P.R. firm. The press
release contains a quote from me, about how Tropico
will be the greatest game ever, cure cancer, end world
hunger, etc. Like a lot of my quotes in these press
releases, I didnt say itthe P.R. person did.
But it sounds like something I might say, so I sign off
on the release.
5:45Attempt to write a new
Sausage Factory column about E3, struggle for two hours
and come up with nothing. (The next morning, Ill
toss it and fall back on, well...this.)
7:45My first actual
programming of the day. As with a lot of programming, its
nothing the user will see; basically, a series of
optimizations to some of our tools. I estimate itll
take about an hour.
11:45Programming finished.
Ok, so I was a little off in my time estimate (but only
by a factor of fourthats actually pretty good
for me). Im finally done. I go home, watch a little
Jerry Springer, and crawl into bed.
This was a longer day than normalaverage
is about 10 hours. Youll note I didnt spend
any time playing gamesours or anybody elses.
Most of my time is spent in fairly mundane ways, not too
dissimilar from a lot of other white collar jobs out
there. There were no sudden design revelations, enormous
strides in gameplay, or anything else particularly
memorable. But step-by-step, a game is forming. I cant
tell much difference between where the game stands today
versus last week, but compared to last month, or three
months ago, the progress is clear. Hopefully, in about 8
months well have a completed game, some good
reviews and sales, and maybe even a few royalty checks on
the way. But Ill probably still be answering too
many e-mails and eating too many frozen lunches (maybe Ill
upgrade to Lean Cuisine).
by
Phil Steinmeyer
Gathering Of Developers Announes Tropico
Gathering of Developers has been confirmed as the
publisher for Tropico. They have announed the title and
have set up a website for it!
Gathering Of Developer's Tropico Website
Below is
the article Gamespot produced, covering the announcement:
PopTop,
in conjunction with Dallas-based Gathering of Developers,
has announced the development of a 3D building and
strategy game called Tropico. In the game, players will
take control of a newly instated leader on a small
Caribbean island and will need to set the groundwork for
the island's infrastructure by building homes, hotels,
factories, mines, hotels, and roadways. The gameplay is
similar to PopTop's Railroad Tycoon II, but it mixes in a
dose of Latin American political intrigue along with
heavily updated graphics.
"PopTop specializes in creating 'virtual world'
replicas of real life," said PopTop CEO Phil Steinmeyer. "With Tropico, we will provide gamers
with a slice of political life, topsy-turvy third-world
leaders and the nations they rule, pitting the rich
against the poor, the army against the church, and
natives vs. outside carpetbaggers."
Tropico is expected to release for the PC, Mac, and
Dreamcast later this year. We'll keep you updated on its
development, but in the meantime, take a look at these
new screenshots.
Here is Poptop's
discription of the game:
As the
newly installed dictator of an obscure Caribbean
island, build a path of progress for a nation
mired in poverty, civil unrest and infighting.
Oh,and uhh
stash a few million in your
Swiss bank account just in case you need to take
early retirement.
Tropico takes the addictive building-oriented
gameplay of hits such as SimCity 3000 and
Railroad Tycoon 2, combined with a healthy dose
of Latin American political intrigue, and bundles
it up in an easy-to-learn, hard to master,
utterly addictive package.
Tropico is first and foremost a builder.
Tropico provides over 100 structures to build,
from hotels and spas for tourists to banana
groves, sugar plantations and copper mines for
food and basic exports, to rum distilleries and
cigar factories for basic industry.
Industry, mining,
agriculture, or tourism, you choose to shape the
economy to your vision. And dont let
your lust for Yanqui dollars overcome your
concern for the plight of your people. (or theyll
overcome your palace guards and teach you a
lesson in mob justice) As a precaution
against such unpleasantness, may we suggest
building the secret police headquarters for
ferreting out and re-educating your misinformed
dissidents?
Your islands inhabitants are fleshed out
individuals, most of whom support you as their
leader (at least initially). They go about
their daily business striving for happiness under
your enlightened rule. They have homes,
jobs and identities, and they like being safe,
well-fed, employed and spiritually enriched.
Plan your growth well, and youll have
plenty of money to buy your peoples favor.
Plan your growth poorly, and, well, theres
always martial law
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TROPICO OFFICALLY ANNOUNCED!!!
Poptop Software have offically announed their new game
Tropico, a game in which players take on the role of a
newly instated leader of a remote Caribbean island and
are challenged to build a path of progress for a nation
mired in poverty. The offical website for Tropico is at http://www.poptop.com/tropico.htm
Press
Release
Gathering of Developers to Publish
3D Building, Strategy and Simulation Game on
Multiple Platforms
Dallas, TX, March 06, 2000 Computer game
developer PopTop Software today announced the
development of TROPICO, a 3D
building, strategy/simulation game for the PC and
Macintosh computers and Sega Dreamcast. Tropico
takes the addictive building gameplay style of
PopTop's hugely successful Railroad Tycoon II and
adds a hearty helping of Latin American political
intrigue to create an absorbing gaming experience.
Developer-driven computer and video game
publisher Gathering of Developers will publish
Tropico in late 2000 for the PC and Macintosh
computers and in early 2001 for Sega Dreamcast.
"PopTop specializes in
creating 'virtual world' replicas of real life,"
said Phil Steinmeyer, CEO of PopTop. With
Tropico, we will provide gamers with a slice of
political life, topsy-turvy third world leaders
and the nations they rule, pitting the rich
against the poor, the army against the church,
and natives versus outside carpetbaggers.
In Tropico, players take on the
role of a newly instated leader of a remote
Caribbean island and are challenged to build a
path of progress for a nation mired in poverty,
civil unrest and infighting. Based on their
economic vision, gamers build hotels, mines,
factories, and over 100 other structures.
Diplomacy and politics will factor heavily in
Tropico, as players must pacify various internal
factions and external threats. If the island's
growth is well planned, the player will have
plenty of money to buy the peoples' favor and
ensure prosperity. If growth is poorly planned
and the economy falters, the population may
revolt, forcing the player to institute martial
law.
PopTop has an incredible knack for envisioning
and developing games that combine historical
authenticity with imagination," said Harry
Miller, president of Gathering of Developers.
"Railroad Tycoon II was tremendously
successful, and we believe Tropico, with its
unique storyline, setting and engrossing
gameplay, will be another prized PopTop title.
Tropico is based on an improved version of
PopTop?s proprietary S3D engine allowing for
highly detailed 3D graphics and renderings. The S3D
engine was initially used in Railroad Tycoon II.
The engine will support hardware acceleration,
variable resolution support from 640 x 480 up to
1600 x 1200 and variable color depth support from
8-bit to 32-bit color.
Based in Fenton, MO, computer game
developer PopTop Software was founded in 1993 by
programmer and game designer Phil Steinmeyer.
After working with New World Computing on three
titles from 1993 through 1996, PopTop began
developing Railroad Tycoon II in 1997. Released
in November 1998, Railroad Tycoon II has received
rave reviews from the press and the gaming
industry, and is a bestseller worldwide. In April
1999, Railroad Tycoon II: The Second Century, the
expansion pack to the 1998 computer game hit, was
released to stellar reviews. Railroad Tycoon II:
Gold Edition, a complete collection of the
Railroad Tycoon II series plus additional
scenarios, was released in August 1999. The
company is currently developing Tropico, a
building-oriented strategy-simulation game.
Founded in Dallas, TX in January
1998, Gathering of Developers is a developer-driven
computer and video game publishing company. The
company's mission is to be the worldwide leader
in the development and delivery of commercially
successful computer and video game software
designed for a range of platforms. The company's
pioneering partners are industry leaders and
proven hit makers 3D Realms, Epic Games, PopTop
Software, Ritual Entertainment, Terminal Reality
Inc and Edge of Reality. For more information
visit Gathering of Developers' Web site at http://www.godgames.com.
Sega and Sega Dreamcast are trademarks of SEGA
ENTERPRISES, LTD.
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Poptop
Software's next game is entitled Tropico, this page
contains all the information we know of this game so far!
(other
Tropico pages: Tropico Messageboard)
Interview: First info on Tropico!
Yesterday I
conducted a brief interview with Franz from Poptop
software, below are my questions and his answers. If you
run another website please DO NOT copy this article in
full or in part, please only link to it, thankyou.
Anyway this
article has some news on Rt2 and some interesting points
on Poptop's new project Tropico!
1. When is the estimated completion time
for Tropico (eg 4th Q 2000)?
No date announced as yet.
2. Will there be any further offical maps
for Rt2?
Probably but not for a little bit.
3. What can you tell us about Tropico?
Nothing at this time. The official
announcement will be coming very soon.
4. Is there any other versions of
Rt2 in the works, for example a dreamcast version?
There is a Dreamcast version currently
being worked on. It looks EXTREMELY cool and Tremor
is doing an excellent job of adding special features to
take advantage of the Dreamcasts ability.
Honest, this thing is looking cool and is NOT a simple
port and run, it will have some exclusive features that
only the Dreamcast version will have.
5. How is work on Tropico progressing?
Slow but getting steady. This was a
completely new design with nothing to base it off of to
start. It has some similarities to many games but
in almost every case it's a unique design. It's
looking very pretty, so for those of you who liked RT2
just because it was pretty... you won't be disappointed.
:) The game play is still to early to really
comment on as it seems fun on paper but we can't actually
play it yet. Unlike some games which you can play
on paper, Tropico is a very hands-on type of game and is
extremely a touchy-feely design. Like RT2, it has a
simple premises and until you can play it enough to get
involved it's impossible to tell what needs to be changed.
6. Does Tropico use the S3D engine that
Railroad Tycoon II did?
Yes and no. It's a S3D engine
evolution. It will have all new graphic sets and
also incorporate 3D effects directly. So, this
version will take advantage of and support 3D cards as
well as software only.
7. Will you be releasing any
information, press releases or screenshots of Tropico
soon?
Yep, like I said it'll be soon. I'd
say definitely this month, but definitely is a word that
frightens me. :) We are working on creating
the press stuff at this very moment.
Mouthpiece
Phil from
Poptop writes an article each mounth for CGM, sevral
articles recently have mentioned Tropico, here is the
most detailed. Below is links to his other recent
interview.
So our initial plans for our Caribbean
dictator game, Tropico (yes we settled on a name)
didn't give much thought to women. However, the game has
a heavy political emphasis. To support the politics, we
wanted every character in the game (up to 500 or so), to
be a unique individual. We gave them each a history, a
job, a home, and (here it comes) a spouse. Well, most of
them get spouses anyways - even fictional computer
characters can strike out with the opposite sex. We
decided on a true 50/50 male/female ratio.
...
We also decided that you, the dictator, would not appear
amongst the people. Instead, you'll live a life of
decadence at the palace, never venturing outside. Since
you're never depicted graphically in the game (aside from
perhaps a simple portrait on an interface screen), we can
be a lot more flexible in letting you design your own
character. Not only can you resemble Fidel Castro, Che Gueverra, or Manuel
Noriega, you can also portray Evita
Peron (or Madonna playing Evita Peron).
other
articles: (news source:Poptop)
A Dime a Dozen: Got a Great Idea
for a Game? Think it Through
Plan? What Plan? Do designers
really know the games they're making?
An Estrogen Injection: Putting
women into games
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