Makes ya wanna think.

computer game

King of Chicago Box Pix

When you work on computer games you get to do fun, weird stuff. In the fall of 1986 I was working insanely hard on my game The King of Chicago. My publisher Cinemaware needed a designer photo for the box and since I was doing a gangster game I decided to dress the part by hitting up second hand clothes stores.

My buddy Sam Ross is a fine photographer so I asked him to take the pix. We found a grungy alley behind an abandoned train station which looked Chicagoish enough. We had a blast posing and clicking and got some decent pix.

Recently I’ve been acting as hitman for itsu jitsu so I thought I’d post these pix to strike fear in anyone who is thinking of crossing Jason Kavanagh.

doug king of chicago box pix 003doug king of chicago box pix 006king of chicago box pix 001doug king of chicago box pix 005king of chicago box pix 002doug king of chicago box pix 004Box Cover of Doug Sharp's The King of Chicago (Cinemaware, 1986)

Back Cover of Doug Sharp's The King of Chicago (Cinemaware, 1986)

The King of Chicago sold over 50,000 copies in 86-88. The Amiga version sold better than the Mac, Atari, or PC versions because of Rob Landeros’s amazing gangsters.

I’m proud of King of Chicago.


The King of Chicago

I scanned some old reviews of my computer games ChipWits and The King in the process of gussying up my bio at channelzilch.com.

In 1985 ChipWits was a hit so when my software agent Bob Jacobs formed Cinemaware he asked me to write a movie-themed game. He wanted his first line-up of cinematically-inspired games to include a knights in armor, a space, and a gangster game. I was a fan of old gangster movies so I dibsed that genre. My buddy Kellyn Beeck chose knights and wrote the smash hit Defender of the Crown.

In 1986 I wrote The King of Chicago – designed, did the artwork (for the Mac version), programmed, and wrote half the game script.

King cover

I came up with a new way of telling interactive stories which I called Dramaton. I hated hardbranching interactive storytelling – pick-a-path plotting – so I devised a way of telling a story probabilistically using a bunch of suitably-labeled animated scenes.

The Mac version got  great reviews (“King of Chicago represents a landmark in computer gaming” MACazine Review ) and so we did an Amiga version. I coded it and Cinemaware artists (led by Rob Landeros) did some amazing gangster graphics.

King of Chicago back

The Amiga version of The King got rave reviews (“The King of Chicago is a brilliantly devised game that far outstrips others of its genre.” – Personal Computer World) and sold 50,000 copies in 1987 – my biggest hit.

I’m still immensely proud of The King of Chicago. It means a lot to me that The King is respected by some of today’s top game designers ( “I don’t think people realize what a landmark achievement in game development it was.” – Casey Muratori, creator of Sushi Bar Samurai). It’s fun to see fans’ enthusiasm on nostalgia gaming forums like Lemon Amiga.

Here’s a walkthrough  of the Amiga version posted by a fan to YouTube:

I’m not finished writing hits!


Looking for Coder and Producer for ChipWits

It’s time to hand over coding and promoting ChipWits to someone else. My health doesn’t allow me to do a good job.

Here is the email I sent current ChipWits players:

ChipHeads,

I’ve decided that I can’t program ChipWits any longer. My epilepsy has gotten worse and programming is difficult for me. So we are looking for a programmer and a producer to take over the game: http://chipwits.com/recruiting.html

ChipWits players are programmers so we are letting you guys know first. We’d love it if a hardcore ChipWits player took over.

I will continue to have a hand in game design along with Mike Johnston and our new team. I am going to concentrate on finishing rewriting my science fiction novel – www.helsbet.com – and working on a personal game about my disability – www.brainrot.wordpress.com.

Wish ChipWits luck this week in the Independent Games Festival: http://www.igf.com/php-bin/entry2009.php?id=731

They announce finalists on the 7th.

I am going to make a few tweaks this week and upload a new build, but I will wait until we’ve got a producer and coder onboard before running any more contests.

Thanks for your patience as we continue to improve ChipWits. Stay tuned for cool developments in 2009.

IFFEEL COFFEE T-> PICKUP,

Doug Sharp

Feels both sad and good. Sad because I love programming and making games. Good because now ChipWits will grow and thrive (and make $$$!).


Happy New Year from The Pad

smileyguyBest wishes for a great 2009 from Doug Sharp.

This year I am going to find a publisher for Hel’s Bet and get ChipWits II out the door with a new programmer.

2008 was a year of ups and downs. My health was down but my friends kept me going. Thanks, all.

Mika, my horrible HuskyHappy New Years from Mika, here waiting for me to leash her up for a walk. She will never understand why humans don’t walk dogs every waking hour.

Travis, my horrible shepherd/collie/newtHappy Hogmanay from Travis, waiting for me to open the gate so he can terrify small furry creatures. A walk is like a video game for Travis – chipmunks and squirrels and rabbits hiding and squeaking and running away. It’s a game he was evolved to play.

hard-at-workThe three of us hard at work while a blizzard rages outside.

I am determined to rock 2009!


Tons of ChipWits downloads

Someone listed ChipWits on Versiontracker, and listed us as freeware. We are getting lots of hits. They listed it under Mac software, and the Mac version is less tested that the Windows version. I wish they hadn’t linked us for 2 more weeks.

But the current build is looking pretty good. I quickly edited the ChipWits website to emphasize to visitors that the game is still in BETA! and that it is shareware.

I’ll be interested to see how many register their game.


Working on the game

I spend most of my days working on ChipWits. I am shooting to have a solid release for October 1st, which is the deadline for entering the Independent Games Festival.

I really like having deadlines. The Clarion West Write-a-thon deadline lit a fire under my tush to finish Hel’s Bet. I am getting better at working hard for a deadline but not letting it burn me out.

I am working on ChipWits content – tutorial missions. Each simple mission introduces a new chip ( SKATE, ELECTROCRAB, RIGHT45) or feature (comments, clicking on an existing chip to change it). I hadn’t created a new mission in many months until this week – I had a sort of mission block.

I’m through that now and being productive. Each mission requires lots of twiddling to get it right – the maze, the distribution of things in the maze, writing the intro text for the mission, creating a ChipWit to start the mission, allocating cycles, legal operators, and arguments.

I am still creating missions with a kludgey system starting with an Excel spreadsheet, saving the spreadsheet as text, and converting it into an XML-format mission with a utility program I wrote. Soon I’ll be able to use Mark Roth’s ChipWits Mission Editor. He’s working hard to get it ready for Oct 1. Can’t wait to see what missions players come up with.

The temp dropped from 77 to 47 today so the weather was wild. No rain but lots of wind. I took the dogs out canoeing and have sore shoulders from paddling into the wind.

The maples and birch away from the lake are about 50% into full Fall color. Surrounding the lake they’ve just started to turn color. Wonder why.

October is the prettiest month on Martel Lake. The oak, maple, and birch are psychadelic.


Fun with Margaret and ActionScript

It was great fun teaching Margaret programming. I led her on a forced march through the Flex interface, gave a brutally quick over view of MXML (Adobe’s layout language), rushed through an intro to object-oriented programming, and finally gave a cursory glimpse at ActionScript.

M is going to develop the combat code for GODinabox.  She and Ian want to implement a fairly standard combat system for their American Dream GODclub.

While I tutored M in Flex we developed this really simple combat code harness I called FightClub, which we developed to this state. Me and BadBoy are 2 MXML components of the Pugnater class:

<?xml version=”1.0″ encoding=”utf-8″?>
<mx:Canvas xmlns:mx=”http://www.adobe.com/2006/mxml&#8221; width=”100″ height=”200″
creationComplete=”init();”  borderColor=”#800040″ backgroundColor=”#ffff00″>
<mx:Button x=”21″ y=”130″ label=”Attack” click=”this.attack();” />
<mx:Label x=”10″ y=”77″ text=”HP:”/>
<mx:Label x=”43″ y=”72″ text=”100″ id=”hpLbl” fontWeight=”bold” width=”47″ fontSize=”15″/>
<mx:Label x=”21″ y=”21″ text=”Name” id=”nameLbl”/>
<mx:Script>
<![CDATA[

private var hitPoints:Number = 100;
private var target:Pugnater;
public var attackStat:Number;
public var defenseStat:Number;

public function init():void {
this.showHP();
this.attackStat = 5;
this.defenseStat = 2;
}
private function showHP():void{
this.hpLbl.text = Math.round( this.hitPoints ).toString() ;
}
public function defense( attackPoints:int ):void {
var randVal:Number = (Math.random() * 15 + 85)/100;

attackPoints -= this.defenseStat;
this.hitPoints -= attackPoints * randVal ;
this.showHP();
}
public function setTarget( targ:Pugnater ):void {
this.target = targ;
}
public function attack():void {
this.target.defense( this.attackStat );
}
]]>
</mx:Script>

</mx:Canvas>

I have always wanted to teach Margaret programming. She is, after all, a third-generation computer game developer. Only recently have I been able to handle long, fun conversations. For 8 years a fun conversation automatically triggered a seizure. I got a little nerve-frazzled after about an hour of it, but took a rest and came back and gave a good final lesson, and talked through getting FightClub up and running. We’ll elaborate FightClub to let Margaret experiment with interesting combat coding.

We worked hard that night cleaning the cabin. We had to get it ready because prospective buyers were seeing it at 10 and at 12 on Friday. We got it looking pretty good and got a short night of sleep.

The next day we drove to Rice Lake. We did errands while the real estate agents showed The Pad. Got Margaret craft supplies for making creepy dolls.

Had lunch at an off little coffee shop called A Big Pile of Yesterdays or some such – it’s mainly an antique store with a coffee shop in the back. She gave me an overview of the American Dream GODclub. Very cool. I’m not going to give any theoludical spoilers. It’s going to be fun and pretty straightforward to make the GODinabox code provide the game-play features American Dream needs.

Later that night I decided to use the King of Chicago clay heads for the pirates in the Flying Spaghetti Monster GODclub. Margaret is going to make outrageous pirate costumes for them and we’ll stop-motion animate them. I think we may animate the FSM in real spaghetti. I plan to make the sets out of painted cardboard.  I want to get back into doing visual art and this feels like a way that will work.


Got ChipWits working on the Mac

Running under Adobe Apollo. Apollo is slick. It was a cinch to convert my Flex project to an Apollo project.

I gave one last shot at getting ChipWits running under MDM Zinc and it went off into a loop that was impossible for me to debug on the Mac. So I bit the bullet and converted it to an Apollo app.

Apollo isn’t ideal because it’s in alpha right now. The installation will be a hassle because a user will need to install Apollo first and then the ChipWits.air Apollo file. When Adobe rolls out the release of Apollo installation will be a one-step deal, but for now if a player doesn’t already run Apollo they’ll need to install it manually.

I got a Mac Powerbook off eBay a few weeks ago – a 1.5 ghz G4, which will be the low-end Mac we support. I picked this Mac as the target at the suggestion of Jay Bibby of Jayisgames.com . ChipWits runs a tad slower on the Mac than my PC of the same speed, which concerns me. I may hire a Flax/Flex animation guru to review my code to help me pump up the performance of the game. Flash isn’t the speediest game platform, for sure.

It felt good to see ChipWits running stably on a Mac again after 23 years.


Major New Build of ChipWits

The latest build of ChipWits is filled with LOTs o’ new features. I really pumped up the IBOL editor. The most important features are undo/redo and multi-chip drag and drop. Both features were requested in ’84 and are finally ready for your enjoyment. Since a lot of the player’s time is spent in the IBOL editor, making it slicker is a big win for the game.

I also changed the Subpanel system, letting players create as many named Subpanels as they need rather than just A-G.

I added the new Register operators to let ‘Wits do math and have addressable variables. The ChipWit can now drop a Counter object, which has a numeric value. I am going to create Register-based missions with a CounterLock – a door that opens when a Counter with the correct value is dropped onto it.

I also added the ability to add comments to chips. This will help a lot in making IBOL programs understandable.

I am going to wait a week to get some feedback before I hold a contest.

Until then I am going to work on the Mac version and start working on a full suite of tutorial missions.

Feels great!


Flex, my ChipWits dev platform, goes Open Source

When I looked for a cross-platform game development environment over a year ago Adobe Flex was just coming out the door. Margaret was comfortable doing animation in Flash, but I was sceptical of ActionScript. When I got a look at ActionScript 3.0 I felt comfortable taking the plunge.

I’ve really enjoyed working with Flex. Today’s announcement that Adobe is open-sourcing Flex gives me even more confidence I made a good choice of platforms. Scoble has some nice vids up of interviews with core Flex devs about Adobe’s open source move.

I’ve spent the past week working on IBOL editing in ChipWits. I’ve got undo/redo working well. Got copy/paste working last night along with the start of multiple-select. Tomorrow multiple-select drag & drop. Since ChipWits players will spend the bulk of their time editing IBOL code anything I do to ease editing will pay off bigtime.

Today I also got a Mac Powerbook which I bought off eBay. It’s a G4 1.5 ghz – which is going to be our base Mac target machine at the recommendation of Jay Bibby of Jayisgames . Having a Mac version of ChipWits ready when we launch is important to me because ChipWits came out first on the Mac in ’84. Apollo is still not ready for me to use to deliver Mac ChipWits ( and Mike Chambers suggests that Apollo will be following Flex’s example ) so I will be wrestling with the killer Zinc Mac bug.