Shockwave
Gaming
When gamers think of Shockwave games,
most think of the arcade classics or variations.
A group of adventurous game developers is looking to change
that.
By John "Warrior" Keefer
Macromedia says its Shockwave software "adds
life to the Web." If a group of enterprising game developers
has their way, it could add new life to computer games as well.
There are plenty of Shockwave games available, but most are
limited as to what they can do. BattleAtlantis Inc. wants to
expand the use of Shockwave into the online gaming arena.
But why Shockwave, especially when there are other powerful
programming languages available?
"Development in Shockwave has been relatively prevalent in the
past couple of years, but most complaints from Shockwave gamers
has been that the games are too simple or don't have that addictive
factor of most CD-ROM games," said Chris Kirkman, art director
and Web designer for BattleAtlantis. "We have made it our goal
to turn that misperception of Shockwave games around. Every
game released from us will be developed in the same manner a
CD-ROM released game would be."
"Shockwave, at its core, is designed for displaying graphics
and sounds," said Serge Domkowski, the chief server-side CGI
scripter and game programmer for BattleAtlantis.
"This, and its greatly improved scripting language
and new networking capabilities, make it ideal for Internet
games. Plus, it is cross-browser and cross-platform. What other
programming language can claim to produce a cross-platform game
without requiring programmers to rewrite the code for each platform
the game is expected to be run on? You can't ask for a better
reason for using Shockwave than that."
The BattleAtlantis Gaming Group was originally founded in 1998
on the principle of creating "intense, addictive Shockwave games
and online communities for the
Internet." The group's first project, Fall of Atlantis, was
begun as a test for pushing Lingo - the programming language
behind Shockwave - to its limits in multiplayer design and interactive
function.
"BattleAtlantis was originally started as a way for me to
fine-tune my Shockwave programming skills," said Chris Johnson,
the company's chief project programmer. "I started the first
version of Fall of Atlantis in November 1998 and it continued
to grow as I spent nearly all of my free time working on it.
I think it was about a month later when Serge got involved."
"We were not planning on becoming a gaming site," Domkowski
said. "When I started on Fall of Atlantis, we had no idea this
game would result in greatly improving our programming skills.
When [Macromedia's] Director 7 was released and we developed
the multiplayer capabilities for Fall of Atlantis, we knew we
had something good. We saw the potential for even more advanced
Shockwave games. We were hooked and BattleAtlantis came to be."
Fall of Atlantis (originally called Battle Atlantis), was
designed so that each player takes on the role of an Atlantean
Warlord. The king has just died and his royal scepter, rumored
to be the magical backbone of the strength behind the Atlantean
empire, has been stolen. Without the scepter, no one can claim
the throne as the successor, so every Warlord in the kingdom
has declared war and is ransacking Atlantis' lands in an attempt
to uncover the thief and the scepter.
The goal of the game is to successfully manage the single province
you begin the game with, all while searching for other generals
to join your ranks to protect the provinces and raid others.
Beginning players should take a little time to read over each
subject in the game's compendium; it details each command on
every game screen and outlines the basic goals of the game.
The compendium also offers on-the-fly reference during the game.
The beta for the game was released in Spring 1999. After months
of play-testing and tweaking, the online game is now available
for players to try for free. The only software needed is an
up-to-date web browser and the latest Shockwave plug-in from
Macromedia.
However, the game has not had many players... "With our lack
of any real marketing for our first game, the number of players
hasn't been that high," Johnson said. "All the comments we've
received from our beta testers was positive, and we have seen
support from fellow programmers telling us to keep up the good
work, but at this point the reception has been small."
Although Fall of Atlantis is a working game, BattleAtlantis
hope to use it as a sneak preview for what they hope will be
the fledgling company's cornerstone product: Trinity, which
is slated for release this summer. Johnson is the lead programmer
for the project, while Kirkman is art and content director.
"At first I was eager to see if gamers would
come to Fall of Atlantis through word of mouth, but it's obvious
now that there's far too many things to divert attention on
the Internet just to rely on 'hall talk,'" Kirkman said. "We've
already begun a sort of slush fund for advertising for Trinity
this spring, and I've already started sketching out our ad campaign.
We want to make sure that people know Trinity is coming, and
that the game has as large a reception as it deserves. It truly
is a huge game, and we want nothing less than a huge amount
of gamers interested in playing it even before it is released
publicly."
"Trinity will introduce new concepts and capabilities not only
to Shockwave games, but to online multiplayer games, as well,"
Kirkman said. "Trinity is, at its core, a free, multiplayer,
customizable strategy trading card game. The game is a unique
hybrid of a strategic planning game in the same vein as Civilization
or Masters of Orion, combined with the customization ability
and card strategy of games like Magic: The Gathering and Star
Trek: Customizable Card Game."
The game is set in the far future, long after humankind has
spread to the far reaches of the galaxy. The story focuses on
the human empire, united and triumphant over the diversity of
the past, yet full of corporate intrigue, vast possibilities,
and cultural intricacies unimagined on ancient Earth.
The company thinks the game has the potential to become an online
trading and gaming community, where players will log onto a
personal corner of the site and organize their collected card
decks for play or for trading with other players.
"The cards themselves will essentially be
digital, but players will be able to freely trade them as easily
as paper printed cards are now," Kirkman said. "Each player
can come back to the site, fulfill certain criteria, and be
rewarded with booster packs of new cards that they can then
incorporate into their play decks or trade away. Then, of course,
they can visit the play page and join games that are about to
begin, eventually competing against up to four other players
at a time.
"Trinity will emulate everything about
trading card games played offline today."
Although it will be similar to playing games offline, Trinity
will offer a host of new concepts that only the Internet experience
can provide, he added. Most cards in the game and in player's
decks will be animated, as will certain phases of the game itself.
The game will handle most of the trivial functions that tend
to bog down other card games now, especially in regards to rules
interpretations.
Art will also be more accessible in Trinity. In traditional
trading card games, the art is displayed in only one size on
the card. In Trinity, each piece of art on the cards will be
hot-linked to its own personal page, with an enlarged view of
the artwork, more information about the card itself and about
the artist responsible for it. The initial game will be free
and available to anyone who has access to the Internet, a web
browser and the Shockwave plug-in.There will be no initial cost
to begin playing Trinity, and no cross platform worries. Registered
users will be able to purchase card booster packs, or win them
in site promotions, to add to their trading and playing decks.
As for the multiplayer aspect, all player interaction in Trinity
will be real-time and immediate. Trinity also will offer an
unprecedented concept for not only Shockwave gaming, but on
the Internet, as well: The data cards will be independently
existing digital objects that can be bought, traded and discarded,
just like real trading cards.
"To our knowledge, no one else has attempted to do this on the
Internet, Shockwave or otherwise," Kirkman said. Another projects
slated for release this summer is Kill:bot, set in a dark future
where every battle is fought by fierce robotic warriors controlled
by the world's greatest hackers. Domkowski is the lead programmer
for the game, while Kirkman is handling the interface
design.
Kill:bot is a multiplayer strategy game where each player must
use commands to program their personally customized Kill:bot
in an arena of combat. Only the wiliest programmer will survive.
When finished, Kill:bot will be a site similar to Trinity, with
gaming communities, strategy sites and strategy message boards.
On the drawing board for Summer 2001 release is The West, recreating
the settlement of America's wild frontier. The game will be
a real-time, economy-based multiplayer game that will allow
players to control the lives of settlers as they venture out
into the frontier.
"The open-ended game architecture of The West will allow every
player to make decisions on how to make income, whether to form
townships and the rules those townships will abide by - even
discover the first gold vein to start the rush," Kirkman said.
"Players will be able to gradually increase their influence
and wealth, if they wish, even to the point of someday owning
a grand railroad empire or setting up a direct competitor to
the pony express. The framework of America's current western
history will be intact at the beginning of the game, but all
players involved over the continuing game-time will influence
and change that history just like the original settlers did."
The company hopes The West will redefine the concept of an online
gaming community as the game will be constantly progressive,
spanning weeks and months of game time. New players may join
at any time and become new settlers eager to edge westward,
often offering their services to established players who have
been playing for some time and have amassed wealth and land.
Of course, production of The West depends on how well Trinity
and Kill:Bot are received.
"Needless to say, we've got our fingers crossed," Kirkman said.
"Not just for our fledgling company, but for the future of Shockwave
gaming."
Want to learn more about
Shockwave Gaming? Read our Q&A interview with the
BattleAtlantis, Inc. founders, Chris Johnson,
Serge Domkowski and Chris Kirkman.
| Shockwave Gaming | The
Strategy behind the Strategy |