@2{PUTTING ATMOSPHERE IN SHAREWARE CREATIONS @3 }By Expert Atmospheric, Andrew Campbell @4 "Dear sir, Your "weedy" demo version of Black Dawn II gave me a dampion twinge on my inside leg. Well, actually it was pretty damned impressive. Please rush me the full version by Ireland Stage Coach for which I include the measly sum of £5. This is without doubt a serious bargain so I made it £6. Just to encourage you!!! Call me generous or what...Best wishes and keep up the good work. @1 Yours scared, No, very scared, P.J.Lawrence (Towcester, England)" @5 I've had loads of letters like that one about Black Dawn II (though not quite as amusing): it seems people are catching on to the eerie atmosphere of the game, which was indeed my intention, hence I am very pleased about this and feel like discussing it a bit more. Just what is it about Black Dawn II people find so "moody"? And more importantly how did I manage to create it? @5Most magazines/diskmag reviewers who have reviewed my software seem to find it "in a world of its own" - not in the insane/confusing context, but meaning it tries to capture the user and shroud them with - often very dark and nasty - ideas and images. Indeed, most of the Shareworld reviews of my work have been purple or blue in colour, to match the moody feel of the disks. Well, that's how I interpret them anyway. @3 To create atmosphere, you've got to mix graphics, music and sound FX together so that they live in harmony with each other. A lot of PD, Shareware and Licenceware titles have succeeded in these areas. Here are two of the latest games I consider atmospheric: @4 GIGERPHOBIA by Andy Smith (CLR Licenceware, £3.95, PD demo available). This excellent "Arkanoid" based game is exceptionally well put together in terms of sound and graphics, and CU Amiga had the cheek to give it a ridiculously poor read up! I've only seen the PD demo but I found it brilliant in terms of thunderous music, moody graphics and addictive gameplay. Keep at it and the levels go up with intensity, triggering sirens, flashing colours and finally an explosion which takes out the whole screen. @1 Not the most original idea for a game but tremendously well presented! @4GREEN FIVE by Mark Judge, although being far too difficult to play for the likes of me, has a great atmosphere created by some brilliant, sureal animation and well matched sound FX. Amiga Format raved about this game, even going as far as mentioning Mark's talent (wow!) though why they don't credit every other author of the shareware they review I'll never know... @3 @2 THE RIGHT BEGINNING @3 The first thing I try to do when ever I'm invoking some kind of dark atmosphere is blank out the Workbench whilst my program loads. If the user is reading copyright messages by Commodore on a bright pink CLI screen while a horror-slideshow loads, they're hardly going to be dragged into the correct mood are they? Blanking the Workbench colours is relatively simple - save the preferences palette with four values of 0 (black), and if you can manage it, wipe the mouse pointer's graphics too (or at least change it to suit the disk). Sometimes a message, a few quotes, or even a poem can keep the user occupied whilst the disk boots up. One of the worst things you can do with a completed AMOS production is have the standard orangy AMOS screen opening just before your code is executed. Argh! I HATE this! It looks SO unprofessional, gives your program away and ruins otherwise decent PD. Inexperienced AMOS users, heed my warning: NEVER leave it in! @2 THE RIGHT MUSICAL SCORE @4 If you've ever seen John Carpenter's "Haloween", "The Fog" or "The Thing" you'll notice the soundtracks are incredibly suited to the type of movie Carpenter is portraying. Indeed he even helped put together some of the music for his films. When you're making a disk of your own, you want to be sure the music fits. And believe me, music is very important when you're out to capture people's attention; sometimes the best way is to have your module fade in gently, much the same way the majority of Pink Floyd's records seem to do. @1 Working with a musician isn't always easy. You'll have your own ideas about how you want the music to sound, and he'll have his, no matter how hard you work together. That's usually the case, anyway. The music for Black Dawn II was actually intended for an as-yet-unreleased game called "Space Duel". Fortunately, I heard it before it was implimented and asked Professor Quatermass (the composer) if I could have it for my game. Since I had no real focus on what I wanted the music for Black Dawn II to sound like, I settled for the Professor's piece immediately. Two other excellent soundtracks were turned down afterwards (they were considered too slow and morbid!) but kept and used for other things (another good point to take note of). @5 David Cruickshank, author of the excellent Shareware game "Hydrozone" composed the music for his game himself. It was his first attempt, he explains in the accompanying instruction sheet given away with the registered copy. Anyone who's played "Hydrozone" will know David's "first attempt" is an incredible one; the music fits perfectly. @1 It is a difficult task, but having a basic "ear" for the kind of tune or beat you're after is a big help. If you haven't got a talented musician at hand to give you what you want, sometimes the best option is to (a) do it the hard way and write something yourself, or (b) take the basic patterns out of a public domain (un-copyrighted) track. I did this with "White Rabbits" - a Licenceware game I coded in 1993, and the results were pretty good... well, above average anyway! @3 Always test your music by listening to it under different circum- -stances. Perhaps the tune doesn't fit when the game you're making is being played, but DOES work, very well in fact, on the title screen when nothing much is happening. Maybe it sets the mood... or indeed leaves the player/viewer totally unprepared for what happens next... @5 I often find it rewarding to load in a PD tracker module and change the samples. Epic stabs in exchange for plucking guitars can really beef up what was once a very jolly, light-hearted tune. By re-mixing patterns and alternating instruments, you CAN compose successfully. @2 THE RIGHT GRAPHICS @1 I always find it best to stick to a palette of similar or colours for my graphics. Black Dawn II is almost completely purple and blue. The bases themselves do change colours, but only to dark, dreary shades. The monsters and the control panels bring the colours together, giving everything a well-matched feel. Drawing graphics yourself isn't easy, but with Dpaint and a few PD pictures or clip-art disks (or even better, a scanner) you can come up with some amazing results. Make sure graphics are in a style of your own and not just imitations or nearly direct copies of other people's. There are loads of PD games that clone Team 17's "Alien Breed", but they're all rubbish - what's the point of making a direct copy of a game that already exists anyway? Graphic design gives you a chance at making your programs original, so don't waste it. @4Working with a graphic designer is of course the best way to go, but like musicians, they will have their own ideas about how they want your program to appear. Doing rough sketches (either on paper or in Dpaint) is a good idea, as is pre-defining the colour palette you wish the artist to use. Never waste anything; even if you don't like a certain piece of artwork, whether it's been done for you by an artist or you've made it yourself - it could, and probably will, come in for something else later on. @3 Generated landscapes and fractals usually work badly when put into games as backdrops, even if they were intended to look realistic. It is always a good idea to add your own touch to a generated picture. @5 Exaggerating shadows is always an excellent way of making your graphics stand out. Repeating images in different forms is also a good check out the skull/face in Black Dawn II which appears in the title screen AND on the walls in later bases. When you design something you like, variate it a little, spread it around your game to give the whole thing a solid, professional feel. @3 @1 Andrew Campbell