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	<title>Dale J Williams &#187; Audio Production</title>
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	<description>Actionscript and Audio Production with Dale J Williams</description>
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		<title>All Things Vyrion</title>
		<link>http://blog.dalejwilliams.com/2011/07/14/all-things-vyrion/</link>
		<comments>http://blog.dalejwilliams.com/2011/07/14/all-things-vyrion/#comments</comments>
		<pubDate>Wed, 13 Jul 2011 14:33:19 +0000</pubDate>
		<dc:creator>Dale J Williams</dc:creator>
				<category><![CDATA[Audio Production]]></category>
		<category><![CDATA[Metal]]></category>
		<category><![CDATA[Rock]]></category>

		<guid isPermaLink="false">http://blog.dalejwilliams.com/?p=185</guid>
		<description><![CDATA[My Black-prog band, Vyrion, is about to launch a new album. The website has been updated to include new tracks, show information and more from ReverbNation. Click here to go to Vyrion.com]]></description>
			<content:encoded><![CDATA[<p>My Black-prog band, Vyrion, is about to launch a new album. The website has been updated to include new tracks, show information and more from ReverbNation.</p>
<p><a href="http://www.vyrion.com">Click here to go to Vyrion.com</a></p>
]]></content:encoded>
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		<title>On Powering Jetskis</title>
		<link>http://blog.dalejwilliams.com/2010/09/02/on-powering-jetskis/</link>
		<comments>http://blog.dalejwilliams.com/2010/09/02/on-powering-jetskis/#comments</comments>
		<pubDate>Thu, 02 Sep 2010 07:16:53 +0000</pubDate>
		<dc:creator>Dale J Williams</dc:creator>
				<category><![CDATA[Actionscript 3]]></category>
		<category><![CDATA[Audio Production]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Websites]]></category>

		<guid isPermaLink="false">http://blog.dalejwilliams.com/?p=140</guid>
		<description><![CDATA[The Breaka Jetski Game Engine Explained (written for Cru Digital) Games are a powerful medium. While a film can only provide a few hours of entertainment to a group of people, a game can provide potentially limitless entertainment to a potentially limitless audience through the lure and viral spread of social competition. When Breaka commissioned ]]></description>
			<content:encoded><![CDATA[<p><strong>The Breaka Jetski Game Engine Explained</strong><br />
(written for Cru Digital)</p>
<p>Games are a powerful medium. While a film can only provide a few hours of entertainment to a group of people, a game can provide potentially limitless entertainment to a potentially limitless audience through the lure and viral spread of social competition. When Breaka commissioned us to create a microsite, we put a game front and centre. A good game needs a great idea, a tonne of play-testing, ten tonnes of optimisation and a solid framework. In this article I&#8217;m going to introduce you some of the processes involved in creating the <a href="http://www.breakaisland.com.au/#/jetski" target="_blank">Breaka Island Jetski Challenge</a>.</p>
<p><span id="more-140"></span></p>
<p><strong>The First Step In Creating A Jetski Game Is Creating The Jetski</strong></p>
<p>The Jetski Challenge was born as a playable proof of concept, the demo. The demo featured a jetski driving around an infinite spread of water. During this initial phase of development, the most important aspect was making the Jetski look, feel and control like a real jetski, through real water.</p>
<p>Jetskis tilt, roll and flip. With this observation we knew immediately that the jetski had to be represented in three dimensional space (3D). Early tests showed that placing entire 3D worlds in Flash put a heavy burden on even the most powerful computer processors so we had to find a way to respresent the game&#8217;s world in something other than 3D. To achieve the look of 3D whilst maintaining the computing performance of 2D, we decided to place the Jetski in a small 3D box and place that 3D box inside a top-down 2D environment. This gave the game its bird-eye-view aesthetic. To render the 3D we used Flash 3D framework Papervision3D. To host it, and eveything else arround it, we wrote our own 2D framework – which would later become the game&#8217;s engine. With rendering sorted, we moved onto control and physics.</p>
<p>Jetskis drift, glide, carve and jump. The next step was to give this control to the player and have it reflected in a realistic way. As the jetski speed up we tilted the 3D model&#8217;s hull back. As the jetski turned left or right we tilted the model&#8217;s hull left or right to imitate lean. We forced the control to  lag to give the illusion that the jetski had ability to generate momentum in the water. We zoomed in on the model whenever the jetski jumped and moved a shadow up and left to create the illusion of height. We placed a spray particle generation system at the base of the jetski to imitate the wake. Once each of these techniques were combined into the demo, we had a pretty sweet drivable jetski on our hands.</p>
<p><strong>The Second Step In Creating A Jetski Game Is Creating The Game</strong></p>
<p>While burning around an infinite pond with a turbo-charged jetski may be fun for the developers in the Flash Department, it may not be enough to win over the discerning player. The game needed an angle – a world to drive through and a challenge.</p>
<p>To create the world we crafted a tool. The tool was similar in functionality to the Breaka Island Flag Designer and allowed us to drag and drop checkpoints, obstacles, bonus items, sand banks and trees, amongst other elements, into the game world. With the tool we created three separate tracks: one focused on speed, one focused on stunts and one focused on survival. The aim of the speed track was to design the track with a clear driving line in mind. The aim of the stunt track was to place enough jumps to give the player ample air-time to perform stunts within. The aim of the survival track was to pump the world with enough obstacles to make it hard for the player to navigate.</p>
<p>With each track we crafted a matching game mode. The speed track was given a game mode that recorded the player&#8217;s time for three laps. The winning player would have the fastest time around the track. The stunt track was given a mode with a set amount of time. The winning player would be the player that could obtain the highest score from successful stunts. The survival track was given health and a small countdown timer. A player would slowly accumulate score based on the time the survived, dying if they lost all health. Each checkpoint would award them a time bonus allowing them to play for longer. The winning player would be the player that had survived the longest.</p>
<p>With these tracks and modes we built an engine.</p>
<p><strong>The Biggest Step In Creating Any Game Is Creating An Engine</strong></p>
<p>Game engine development is not for the feint of heart. The process can take weeks for even a small game and the only time it works is when its finished. Rather than babble about the process we went through to develop the engine, I thought I&#8217;d instead list the technologies we used and developed. A forewarning: This is some technology enthusiast stuff &#8211; if the terms &#8216;byte data&#8217;, &#8216;input events&#8217; and &#8216;z-indexing&#8217; don&#8217;t mean anything to you, you may want to skip this bit.</p>
<p>Input Management<br />
While AS3 has improved control where Keyboard Input is concerned, AS2 was easier to use. An input manager was created to keep track of which keys were pressed and which actions they corresponded to. The net benefit of creating our own input manager is that it allowed multiple key inputs to register as pressed, overriding the caveat of the operating system level key repeating.</p>
<p>Map, Entity, Obstacle Management<br />
A map able to load and house the tracks created in the world designing tool. The map contained the ability to house entities and was in charge of testing collisions, running the game loop and culling off-screen objects. The map also had the ability to draw the water texture according to position co-ordinates, giving the illusion that the water was infinite in all directions and a cool script which turned any vector shape into a sandbank with feathered edges. As all of the games entities and obstacles are contained with the map, the majority of the distance and angle calculation, collisions, depth swapping and camera movement are be handled by it or delegated to it.</p>
<p>Sound Management<br />
To house the rocking soundtrack, sound effects and engine noises, a multi-track sound manager was created. The sound manager allows sounds to be grouped into tracks in a similar fashion to that found in DAW software. The sound manager could loop sounds, play multiple sounds, maintaining track volume or sound volume control.</p>
<p>3D Rendering<br />
To render the jetski we used the popular <a href="http://code.google.com/p/papervision3d/" target="_blank">Papervision3D libraries</a>. PV3D is an invaluable tool for 3D in flash, maintained by the Flash Community. Those interested should also take a look at Away3D, which we used for the rest of the Breaka Island website.</p>
<p>Asset Management, Zip Compression<br />
To store the game&#8217;s assets we used the N<a href="http://nochump.com/blog/archives/15">oChump Zip Compression Library</a>. This allowed the games assets to be of minimal file size and embedded directly into the SWF file. The zip data was managed by a custom asset management library.</p>
<p><strong>Game Over, Man, Game Over</strong></p>
<p>All of these elements tied together with some Cru magic are a part of what allowed the game to come to life. Make sure you <a href="http://www.breakaisland.com.au/#/jetski/">have a play through of the end product</a> on breakaisland.com.au. See if you beat the high score.</p>
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		<title>Some Orchestral Stuff</title>
		<link>http://blog.dalejwilliams.com/2010/03/12/some-orchestral-stuff/</link>
		<comments>http://blog.dalejwilliams.com/2010/03/12/some-orchestral-stuff/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 10:11:24 +0000</pubDate>
		<dc:creator>Dale J Williams</dc:creator>
				<category><![CDATA[Audio Production]]></category>
		<category><![CDATA[Misc / Other / Random]]></category>
		<category><![CDATA[Orchestral]]></category>

		<guid isPermaLink="false">http://blog.dalejwilliams.com/?p=121</guid>
		<description><![CDATA[So I&#8217;ve been playing arround with orchestral composition for a while now and it never really gets a post. Most of what I&#8217;ve done is draft or concept and I rarely finish anything, but here are a few: Adventure of the Something Zombies Aproach Scary Spider]]></description>
			<content:encoded><![CDATA[<p>So I&#8217;ve been playing arround with orchestral composition for a while now and it never really gets a post. Most of what I&#8217;ve done is draft or concept and I rarely finish anything, but here are a few:</p>
<p><a href="/files/adventure_of_the_something.mp3" target="_blank">Adventure of the Something</a><br />
<a href="/files/zombies.mp3" target="_blank">Zombies Aproach</a><br />
<a href="/files/scary_spider.mp3" target="_blank">Scary Spider</a></p>
]]></content:encoded>
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		<title>The Secret of Milky Island</title>
		<link>http://blog.dalejwilliams.com/2010/02/11/the-secret-of-milky-island/</link>
		<comments>http://blog.dalejwilliams.com/2010/02/11/the-secret-of-milky-island/#comments</comments>
		<pubDate>Wed, 10 Feb 2010 14:22:34 +0000</pubDate>
		<dc:creator>Dale J Williams</dc:creator>
				<category><![CDATA[Audio Production]]></category>
		<category><![CDATA[Websites]]></category>

		<guid isPermaLink="false">http://blog.dalejwilliams.com/?p=62</guid>
		<description><![CDATA[This is a song that will likely be used for an upcoming campaign. Inspired by the work of Michael Land on Monkey Island. The Secret of Milky Island]]></description>
			<content:encoded><![CDATA[<p>This is a song that will likely be used for an upcoming campaign. Inspired by the work of Michael Land on Monkey Island.</p>
<p><a href="/files/the_secret_of_milky_island.mp3">The Secret of Milky Island</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>Stuck In A Noose</title>
		<link>http://blog.dalejwilliams.com/2009/03/05/stuck-in-a-noose/</link>
		<comments>http://blog.dalejwilliams.com/2009/03/05/stuck-in-a-noose/#comments</comments>
		<pubDate>Wed, 04 Mar 2009 14:08:46 +0000</pubDate>
		<dc:creator>Dale J Williams</dc:creator>
				<category><![CDATA[Audio Production]]></category>
		<category><![CDATA[Rock]]></category>

		<guid isPermaLink="false">http://dalejwilliams.com/?p=35</guid>
		<description><![CDATA[Just recorded a rock track, first in a while. It&#8217;s an attempt at mainstream rock and it&#8217;s untitled as of yet, but as with all experiments its&#8230; an&#8230; experiment. Check it out / take a listen]]></description>
			<content:encoded><![CDATA[<p>Just recorded a rock track, first in a while. It&#8217;s an attempt at mainstream rock and it&#8217;s untitled as of yet, but as with all experiments its&#8230; an&#8230; experiment.</p>
<p><a title="Stuck In A Noose" href="http://www.dalejwilliams.com/files/Stuck_In_A_Noose.mp3" target="_blank">Check it out / take a listen.</a></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<title>Wonderwall</title>
		<link>http://blog.dalejwilliams.com/2008/07/02/wonderwall/</link>
		<comments>http://blog.dalejwilliams.com/2008/07/02/wonderwall/#comments</comments>
		<pubDate>Tue, 01 Jul 2008 14:51:39 +0000</pubDate>
		<dc:creator>Dale J Williams</dc:creator>
				<category><![CDATA[Audio Production]]></category>
		<category><![CDATA[Rock]]></category>

		<guid isPermaLink="false">http://dalejwilliams.com/?p=21</guid>
		<description><![CDATA[For reasons unknown to all I have decided to do a rocked-up version of Oasis&#8217; track Wonderwall. It&#8217;s faster, harder, louder and rockier &#8211; not that it needed to be. Take a listen if you want]]></description>
			<content:encoded><![CDATA[<p>For reasons unknown to all I have decided to do a rocked-up version of Oasis&#8217; track Wonderwall.</p>
<p>It&#8217;s faster, harder, louder and rockier &#8211; not that it needed to be. <a href="/files/Wonderwall_mixdown.mp3">Take a listen if you want.</a></p>
]]></content:encoded>
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		<title>The Victim</title>
		<link>http://blog.dalejwilliams.com/2008/06/20/the-victim/</link>
		<comments>http://blog.dalejwilliams.com/2008/06/20/the-victim/#comments</comments>
		<pubDate>Fri, 20 Jun 2008 12:20:49 +0000</pubDate>
		<dc:creator>Dale J Williams</dc:creator>
				<category><![CDATA[Audio Production]]></category>
		<category><![CDATA[Metal]]></category>

		<guid isPermaLink="false">http://dalejwilliams.com/?p=19</guid>
		<description><![CDATA[It has been a little while since I posted &#8211; in the last couple of weeks I&#8217;ve been pushing out some websites for Cru. (more on this soon) I have, just today, finished recording/writing the third Vyrion track for the upcoming EP titled &#8220;The Victim&#8221;. At just under eight minutes long. Become &#8220;The Victim&#8221; UPDATE ]]></description>
			<content:encoded><![CDATA[<p>It has been a little while since I posted &#8211; in the last couple of weeks I&#8217;ve been pushing out some websites for Cru. (more on this soon)</p>
<p>I have, just today, finished recording/writing the third Vyrion track for the upcoming EP titled &#8220;The Victim&#8221;. At just under eight minutes long.<br />
<a href="/files/The_Victim.mp3">Become &#8220;The Victim&#8221;</a></p>
<p>UPDATE &#8211; Has been properly mastered.</p>
]]></content:encoded>
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		<title>The Decision</title>
		<link>http://blog.dalejwilliams.com/2008/05/05/the-decision/</link>
		<comments>http://blog.dalejwilliams.com/2008/05/05/the-decision/#comments</comments>
		<pubDate>Mon, 05 May 2008 01:08:55 +0000</pubDate>
		<dc:creator>Dale J Williams</dc:creator>
				<category><![CDATA[Audio Production]]></category>
		<category><![CDATA[Metal]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[death metal]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[recording]]></category>
		<category><![CDATA[Vyrion]]></category>

		<guid isPermaLink="false">http://dalejwilliams.com/?p=16</guid>
		<description><![CDATA[This metal track is the direct follow-up to The Decider &#8211; though it was written a while beforehand. Once titled &#8220;The One That Mark Hates That Isn&#8217;t Green&#8221;, this is likely to appear on the next Vyrion disc. Listen to &#8216;The Decision&#]]></description>
			<content:encoded><![CDATA[<p>This metal track is the direct follow-up to The Decider &#8211; though it was written a while beforehand. Once titled &#8220;The One That Mark Hates That Isn&#8217;t Green&#8221;, this is likely to appear on the next Vyrion disc.</p>
<p><a href="/files/The_Decision.mp3">Listen to &#8216;The Decision&#8217;</a></p>
]]></content:encoded>
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		<title>The Decider</title>
		<link>http://blog.dalejwilliams.com/2008/04/26/the-decider/</link>
		<comments>http://blog.dalejwilliams.com/2008/04/26/the-decider/#comments</comments>
		<pubDate>Sat, 26 Apr 2008 12:15:26 +0000</pubDate>
		<dc:creator>Dale J Williams</dc:creator>
				<category><![CDATA[Audio Production]]></category>
		<category><![CDATA[Metal]]></category>

		<guid isPermaLink="false">http://dalejwilliams.com/?p=8</guid>
		<description><![CDATA[I&#8217;ve been recording for about eight hours &#8211; with a break for a Jim Beam or two in the mean time. The result is the following track &#8211; a demo for the upcoming Vyrion EP titled &#8220;The Decider&#8221;. Daleload &#8220;The Decider&#]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been recording for about eight hours &#8211; with a break for a Jim Beam or two in the mean time.</p>
<p>The result is the following track &#8211; a demo for the upcoming Vyrion EP titled &#8220;The Decider&#8221;.<a href="http://dalejwilliams.com/wp-content/uploads/2008/04/the-decider-mixdown-3.mp3" title="The Decider"></a></p>
<p><a href="/files/Vyrion_Split_-_The_Decider_Mix_1.mp3" title="The Decider">Daleload &#8220;The Decider&#8221;</a></p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>Drumkit From Hell</title>
		<link>http://blog.dalejwilliams.com/2008/03/27/drumkit-from-hell/</link>
		<comments>http://blog.dalejwilliams.com/2008/03/27/drumkit-from-hell/#comments</comments>
		<pubDate>Thu, 27 Mar 2008 14:07:24 +0000</pubDate>
		<dc:creator>Dale J Williams</dc:creator>
				<category><![CDATA[Audio Production]]></category>
		<category><![CDATA[Metal]]></category>

		<guid isPermaLink="false">http://dalejwilliams.com/?p=5</guid>
		<description><![CDATA[I&#8217;ve been flat out at work and have had little in the way of things to upload. Either that or, more likely, I found the Drumkit From Hell plugin after going camping on Easter Weekend. If Devin Townsend can do it with Ziltoid the Omniscient&#8230; well&#8230; I suggest you make me a coffee. You have ]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been flat out at work and have had little in the way of things to upload. Either that or, more likely, I found the Drumkit From Hell plugin after going camping on Easter Weekend. If Devin Townsend can do it with Ziltoid the Omniscient&#8230; well&#8230; I suggest you make me a coffee. You have five earth minutes.</p>
<p><a href="/files/unwind-dummy_mixdown-with_dfh.mp3" title="Unwind with The Drumkit From Hell">Unwind with The Drumkit From Hell</a></p>
<p>Again, this track will probably go to Vyrion&#8217;s next EP.</p>
]]></content:encoded>
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