- First, Hank sings to us about the Subway where he used to go (and then lays down the facts about advertising).
- Then we have a live version of Watsky's 4am, one of my favourite's of his songs.
- Next Cory Williams flies us beautifully over his hometown.
- Then Karen Kavett shows us what she's been up to when it comes to interior design.
- Finally we end on a lip dub from Meekakitty, which combined with Hank's video above might be the best indication of the state of music in the summer of 2012. (Also Tessa's crazy-eyes really sell this video.)
Friday, September 13, 2013
Blog: Favourite YouTube Videos (Volume 39)
In this volume of my favourite YouTube videos we get musical, beautiful and designy.
Friday, September 06, 2013
Blog: Favourite YouTube Videos (Volume 38)
In this volume of my favourite YouTube videos, Happy Typing! And some other stuff, but mostly Happy Typing! I mean college, potions, gay marriage and the best Table Top episode about trains are all important and cool, but HAPPY TYPING!
- First off, Elmify reminisces about college, and points out the potential danger of benches (although in my mind benches have always been party to pretty good moments).
- Next Rosanna Pansino makes skittle vodka - Diablo 3 potions, which I thought were pretty cool (and possibly cooler than the game itself).
- Then John Green delve's into religion and gay marriage.
- Next Ze Frank suggests ways to chase the happy! (But seriously, happy typing, always happy typing!)
- Finally from great moments in Table Top, Wil Wheaton is joined by Colin Ferguson, Amy Dallen, and Anne Wheaton. The game is a lot of fun, but there's a moment in this game that lives on in table banging infamy. (Not like that you dirty dirty people). - Also the Seattle Calgaries, what a team! All these videos live in my favourites, but this one is honestly one of the best!
Friday, August 30, 2013
Blog: Thoughts on Super Mario Galaxy
I have a confession to make: I've never finished a main line Mario game. Not the NES ones, not the SNES ones, not 64, not Sunshine, not Galaxy, not New Super Mario Bros Wii (or Wii U) Galaxy 2, not any of the DS or 3DS ones. I've played almost all of them, but I've never actually played any of them through to completion. This is a bit of a short coming in my gaming history I feel and so I've set out to fix that.
Super Mario Galaxy is my favourite Mario game, in terms of style, tone and gameplay so I thought I'd tackle it first. I've now finished all Mario 120 stars and am starting on the Luigi play though, but I think I've done enough for the time being to call this one "finished".
The number one thing I liked about Super Mario Galaxy is the ambiance. When you start up the game after leaving for a while you're hit with happy music and bright colours and it feels like everyone is happy to see you. This happiness caries over to all the places in the Comet Observatory and into all the levels as well. This isn't rare for Mario games, but it really makes you happy as soon as the game turns on and it just keeps going.
The number two thing I liked about Galaxy is the control. This is an obvious point since the quality of control has been the factor that's made Mario one of the top gaming franchises (if not the top). You never ended up feeling like you weren't able to make Mario go exactly where you wanted him to go and when things did go awry it was easy to see exactly why (as in, I shouldn't jump into that space).
The thing I most didn't like about Super Mario Galaxy is the power-ups, which were either difficult to use, not that interesting or had time limits imposed which made them less useful and less interesting. Spring Mario is probably the worst of these as it only serves to make Mario harder to control. Additionally because it allows Mario to jump significantly higher, it causes the designers to use put everything up out of camera frame so that you are forced to spend a lot of time trying to get up high enough to see the level. The biggest problem however is that it is very difficult to tell where Mario is, in 3D space and so you frequently jump into things or off the edge of the platforms because you can't tell the difference.
The time limits on the fire and ice flowers were also annoying. In the 2D Mario games when the fire flower power up (or later the leaves or the feathers or any of the costumes) you were able to keep it as long as you didn't get hit and you didn't die. They opened up your ability to play because you could do things you couldn't necessarily do without them. Here they actually reduce the options presented to you, "You got the fire flower? Better hurry to kill the thing that can only be killed with the fire flower!"
I liked Cloud Mario and thought that it was a lot of fun to be able to jump far away from where you could normally make it to. Bee Mario was fine, but I never really felt one way or another about it. The other powers ups, though, all failed to make the game either more interesting or more fun. In the cases where they added difficulty, it was fake difficulty and really only frustrated me.
The other big problem with the game is that the "end" of the game comes halfway through. Once you collect half of the total stars, you can fight Bowser and be "done". I can see that this was added so that it was possible to finish the game without going on to do the challenging levels, leaving those available to people who want to be "hardcore".
In and of itself this would be fine but there's no difference between the levels before you fight Bowser and the levels after (even the levels that are only opened up after you fight him). After you win the game dumps you back at the title screen, when you go back to your save file the game goes "oh you came back, well let's keep going" and then nothing changes. Peach remains kidnapped, except that you can't do that mission again (and get a star for it anyway) and everything else is exactly the same.
I would really appreciate the game noticing that I'd "won" already. It doesn't have to change the gameplay or any of the levels, but some changes in the hub world would be great. For example, assuming you rescued Peach at 60 stars, the game could go "Great! Mario you're a hero! But don't you think you could help all these other people get their starship powered up again so they can go home?" Then Peach would hang out with Rosalina, be generally encouraging and the rest of the game would go on.
One of the things I noticed most pointed about this game is that 3D platforming is still hard. I haven't played enough to be sure that this really is the pinnacle, but I certainly can't think of a 3D platformer that's considered better. However it's still really easy to get lost in 3D space, not be where you think you are and die when you thought you were doing something super reasonable. Maybe I'm getting old and maybe I just never had the eyes for it, but I think that Super Mario Galaxy is one of the factors that pushed Nintendo to focus so much on moving the Mario games towards the 3DS.
There are two things I'd keep in mind for a game of my own based on Super Mario Galaxy. The first is ambiance and the second is fine controls. There is nothing more frustrating in gaming that knowing what you want to do an being unable to execute it. Mario games are generally the best examples of control in video games and for any game where control is important the developer should strive to live up to this level.
The ambiance is important, not only that bright happy games are fun to play (although, I would like to make some games that give this bright feeling) but that everything about your game should build towards the feeling that you would like your players to have.
I love this game, despite what seems to be an overabundance of complaining above. I think among the 3D Mario games it's my favourite (although that may change as I play through the others). It brings a lot of fun to the party, which is, at the end of the day, the point of playing.
Super Mario Galaxy! - From GameFAQs |
Super Mario Galaxy is my favourite Mario game, in terms of style, tone and gameplay so I thought I'd tackle it first. I've now finished all Mario 120 stars and am starting on the Luigi play though, but I think I've done enough for the time being to call this one "finished".
Things I Liked
The number one thing I liked about Super Mario Galaxy is the ambiance. When you start up the game after leaving for a while you're hit with happy music and bright colours and it feels like everyone is happy to see you. This happiness caries over to all the places in the Comet Observatory and into all the levels as well. This isn't rare for Mario games, but it really makes you happy as soon as the game turns on and it just keeps going.
The number two thing I liked about Galaxy is the control. This is an obvious point since the quality of control has been the factor that's made Mario one of the top gaming franchises (if not the top). You never ended up feeling like you weren't able to make Mario go exactly where you wanted him to go and when things did go awry it was easy to see exactly why (as in, I shouldn't jump into that space).
Things I Didn't Like
The thing I most didn't like about Super Mario Galaxy is the power-ups, which were either difficult to use, not that interesting or had time limits imposed which made them less useful and less interesting. Spring Mario is probably the worst of these as it only serves to make Mario harder to control. Additionally because it allows Mario to jump significantly higher, it causes the designers to use put everything up out of camera frame so that you are forced to spend a lot of time trying to get up high enough to see the level. The biggest problem however is that it is very difficult to tell where Mario is, in 3D space and so you frequently jump into things or off the edge of the platforms because you can't tell the difference.
Nothing can possibly go wrong! - From GameFAQs |
The time limits on the fire and ice flowers were also annoying. In the 2D Mario games when the fire flower power up (or later the leaves or the feathers or any of the costumes) you were able to keep it as long as you didn't get hit and you didn't die. They opened up your ability to play because you could do things you couldn't necessarily do without them. Here they actually reduce the options presented to you, "You got the fire flower? Better hurry to kill the thing that can only be killed with the fire flower!"
I liked Cloud Mario and thought that it was a lot of fun to be able to jump far away from where you could normally make it to. Bee Mario was fine, but I never really felt one way or another about it. The other powers ups, though, all failed to make the game either more interesting or more fun. In the cases where they added difficulty, it was fake difficulty and really only frustrated me.
The other big problem with the game is that the "end" of the game comes halfway through. Once you collect half of the total stars, you can fight Bowser and be "done". I can see that this was added so that it was possible to finish the game without going on to do the challenging levels, leaving those available to people who want to be "hardcore".
In and of itself this would be fine but there's no difference between the levels before you fight Bowser and the levels after (even the levels that are only opened up after you fight him). After you win the game dumps you back at the title screen, when you go back to your save file the game goes "oh you came back, well let's keep going" and then nothing changes. Peach remains kidnapped, except that you can't do that mission again (and get a star for it anyway) and everything else is exactly the same.
I would really appreciate the game noticing that I'd "won" already. It doesn't have to change the gameplay or any of the levels, but some changes in the hub world would be great. For example, assuming you rescued Peach at 60 stars, the game could go "Great! Mario you're a hero! But don't you think you could help all these other people get their starship powered up again so they can go home?" Then Peach would hang out with Rosalina, be generally encouraging and the rest of the game would go on.
Things I Noticed
One of the things I noticed most pointed about this game is that 3D platforming is still hard. I haven't played enough to be sure that this really is the pinnacle, but I certainly can't think of a 3D platformer that's considered better. However it's still really easy to get lost in 3D space, not be where you think you are and die when you thought you were doing something super reasonable. Maybe I'm getting old and maybe I just never had the eyes for it, but I think that Super Mario Galaxy is one of the factors that pushed Nintendo to focus so much on moving the Mario games towards the 3DS.
I mostly know where you are ... - From GameFAQs |
Things I'd Include in a Game
There are two things I'd keep in mind for a game of my own based on Super Mario Galaxy. The first is ambiance and the second is fine controls. There is nothing more frustrating in gaming that knowing what you want to do an being unable to execute it. Mario games are generally the best examples of control in video games and for any game where control is important the developer should strive to live up to this level.
The ambiance is important, not only that bright happy games are fun to play (although, I would like to make some games that give this bright feeling) but that everything about your game should build towards the feeling that you would like your players to have.
Final Thoughts
I love this game, despite what seems to be an overabundance of complaining above. I think among the 3D Mario games it's my favourite (although that may change as I play through the others). It brings a lot of fun to the party, which is, at the end of the day, the point of playing.
|
Friday, August 23, 2013
Blog: Favourite YouTube Videos (Volume 37)
This volume of my favourite YouTube videos is a bit old school, with a bunch of faces (or hands) we've all come to know and love.
- The first video in this volume is "Doodle Music" from viheart.
- Next, we get to discover what happens if you give Felicia Day a chainsaw. (You knew the answer was awesomeness, right?) Also maybe that it's best to stand well back when she sees baby animals.
- Next, John Green pretends to be Charlie McDonnell while getting things done (like signing a contract for the TFiOS movie).
- Next, Ze Frank (and I hope you didn't think that one wall to wall volume of him was all we were going to get) puts up a new video about a new song.
- And, finally Watsky raps "Energy".
Monday, August 19, 2013
Project 4: Snake Version 0.3.1 - now with a little less crashing.
Version 0.3.1 of the snake game fixes a problem where pressing the 't' key to give yourself points before the game starts caused the game to crash. All the cheat keys (and the control swap key) now only work while the game is playing.
All the other features introduced in version 0.3.0 remain unchanged.
You can download it here:
The Windows Versions (32-bit, and 64-bit)
The Mac OS X Version
The Linux Versions (32-bit and 64-bit)
All the other features introduced in version 0.3.0 remain unchanged.
You can download it here:
Friday, August 16, 2013
Project 4: Snake Version 0.3.0 (Almost Undetectably New!)
The Snake game has still been holding my attention, so I've put together the newest update. This new version however is primarily changes to the design and organization of the game.
Does this mean you won't be able to tell the difference from version 0.2.0? Not entirely. The new structure has made it easier for me to switch things in and out and make things a little easier.
The biggest change is that now the controls are modelled after those implemented in Nibbles. This means that when you're heading in any direction you can now only turn to the side rather than back on yourself. However if you liked the original controls, all you have to do is press 'k' to switch between the two controls.
Furthermore if you want to make things easier or harder on yourself there are some cheats available:
Does this mean you won't be able to tell the difference from version 0.2.0? Not entirely. The new structure has made it easier for me to switch things in and out and make things a little easier.
The biggest change is that now the controls are modelled after those implemented in Nibbles. This means that when you're heading in any direction you can now only turn to the side rather than back on yourself. However if you liked the original controls, all you have to do is press 'k' to switch between the two controls.
Furthermore if you want to make things easier or harder on yourself there are some cheats available:
- Press 't' to add a point to your score, this moves the target and is just like you hit the target on your own.
- Press 'y' to add a level. This levels you up, speeding up the game.
- Press 'u' to turn off collisions, so you can go on forever without worrying about running into yourself. Press 'u' again to turn them back on again.
That's pretty much the update for this time. Lots of changes that mean more to me than you, but it should make it a lot easier to do the things I'm thinking for the future. Speaking of which Version 0.4.0 will be along in a little while and should bring a GUI and different kinds of worlds to play.
The Windows Versions (32-bit, and 64-bit)The Mac OS X Version Edit: There seems to be a problem with the Mac OS X app. I will investigate as soon as I can.The Linux Versions (32-bit and 64-bit)
Tuesday, August 06, 2013
Blog: Favourite YouTube Videos (Volume 36) - ZeFrank Special
This volume of my favourite YouTube videos is a bit special, first of all it marks the point in time where ZeFrank had just started doing a show. This is special in and of itself, and caused me to have several of his videos in my favourites in a row, but somehow I managed not to favourite "An Invocation for Beginnings" which is possibly my favourite ZeFrank video of all time. So I decided to slip that one in and add in one extra to give us a totally ZeFrank focused volume.
I'm going to let each of these stand alone.
I'm going to let each of these stand alone.
- "An Invocation for Beginnings"
- "Thinks Like Me"
- "Make. Beleive."
- "TMMTO :: Comfort"
- "2601 People Wrote This Song"
Thursday, August 01, 2013
Project 1: Third Season of The Blog
Happy Birthday!
Well, not birthday. Happy Project Ending Day and Happy Project Start Day. More precisely, Happy Blog Start and End Day!
Today is the last day of the Second Season of the Blog. Today is also first day of the Third Season of the Blog.
The Second Season of the Blog was not all I'd hoped it would be. I wanted to be really good about regular updating, which I haven't really been. I've managed to post in every month of the second season, ranging from 1 post to 11, but not as regularly as I'd hoped.
By far and away I've been best about posting my "favourite YouTube videos", managing 27 of them in total. I've also managed to post 5 "Thoughts on Games", which is fewer than I'd hoped. Finally I tested out "Cool Things of the Week", before deciding that it would be better served living on twitter.
I'm glad I've managed to post as much as I have, although I would like to write more and more regularly. I did manage to finish my PhD coursework and my candidacy during that time, which certainly has more priority.
That being said, I've managed to keep up with the blog for a whole year and for that much at least I'm pretty happy.
The Third Season of the Blog starts now. I'm not planning to change my content that much although I'm hoping to change my schedule/quantity and improve my quality.
Ideally I want to post twice a week for the foreseeable future. This would mean one favourite YouTube videos post, probably on Friday and one other post sometime during the week (hopefully on Tuesdays, but no promises). This other post will be thoughts on video games or something else, if I happen to have a project update (and ideally I'll have more of these than I have so far) then that will count too.
As far as quality, I'm hoping to spend a bit more time writing each post. I also hope that my quality will naturally improve simply by getting more practice.
Hopefully I can keep this up for another year. So the third season will last until August 1, 2014.
Thanks for reading, and keep getting excited and making things.
Well, not birthday. Happy Project Ending Day and Happy Project Start Day. More precisely, Happy Blog Start and End Day!
Today is the last day of the Second Season of the Blog. Today is also first day of the Third Season of the Blog.
The Second Season of the Blog was not all I'd hoped it would be. I wanted to be really good about regular updating, which I haven't really been. I've managed to post in every month of the second season, ranging from 1 post to 11, but not as regularly as I'd hoped.
By far and away I've been best about posting my "favourite YouTube videos", managing 27 of them in total. I've also managed to post 5 "Thoughts on Games", which is fewer than I'd hoped. Finally I tested out "Cool Things of the Week", before deciding that it would be better served living on twitter.
I'm glad I've managed to post as much as I have, although I would like to write more and more regularly. I did manage to finish my PhD coursework and my candidacy during that time, which certainly has more priority.
That being said, I've managed to keep up with the blog for a whole year and for that much at least I'm pretty happy.
The Third Season of the Blog starts now. I'm not planning to change my content that much although I'm hoping to change my schedule/quantity and improve my quality.
Ideally I want to post twice a week for the foreseeable future. This would mean one favourite YouTube videos post, probably on Friday and one other post sometime during the week (hopefully on Tuesdays, but no promises). This other post will be thoughts on video games or something else, if I happen to have a project update (and ideally I'll have more of these than I have so far) then that will count too.
As far as quality, I'm hoping to spend a bit more time writing each post. I also hope that my quality will naturally improve simply by getting more practice.
Hopefully I can keep this up for another year. So the third season will last until August 1, 2014.
Thanks for reading, and keep getting excited and making things.
Monday, July 22, 2013
Blog: Favourite YouTube Videos (Volume 35)
In this volume of my favourite YouTube videos we get the chance to talk about creativity, hats, story telling and bowser's arms.
- The first set of videos are from Charlie McDonnell. A while ago he decided (if that's the right word) to have a "YouTube Midlife Crisis" and he talked about some of his creative stresses. He also talked about some of his rules for YouTube videos, which I think are also interesting rules to look at for any creative endeavour. Interestingly I didn't favourite Part 2 of his rules, but had to watch that video immediatly after I watched Part 1 so I decided to throw it in as a bonus.
- Next, did you know that Team Fortress 2 has a story? Well now you do, and it only took a minute, thanks to the Lore Team.
- For all that I like Belated Media, I wasn't exactly sure why I'd favourited this video ... until the last 5 seconds. Stay tuned kids. Stay tuned. (Although it is a bit spoilery for A Cabin in The Woods)
- Finally, we have the kick off episode of Chuggaconroy's Let's Play of Super Paper Mario. As with most Let's Play's I tend to favourite the first episode if the whole series is worth while and this one is. It's a lot of fun and is apt to keep you distracted for a while to come.
Tuesday, July 16, 2013
Project 4: A Further Surprise Snake Update (Version 0.2.0)
So it seems I still have a lot of procrastinating to do. I've managed to turn out another version of Snake. (This time version 0.2.0).
This version introduces:
* Awful Sound Effects - it's weird old beeps, that kinda appealed to me
* Mute - press 'M' to turn off the awful sound effects (this doesn't preserve between games yet)
* Scaling Snake Colour - now as the snake grows it fades to grey towards the end of it's tail. This makes it easier to see which way you're going (especially when coming back from pause).
Please play and let me know in the comments if you run into any problems or bugs or any thoughts at all really.
You can get the game from these links:
Thanks as always!
This version introduces:
* Awful Sound Effects - it's weird old beeps, that kinda appealed to me
* Mute - press 'M' to turn off the awful sound effects (this doesn't preserve between games yet)
* Scaling Snake Colour - now as the snake grows it fades to grey towards the end of it's tail. This makes it easier to see which way you're going (especially when coming back from pause).
Please play and let me know in the comments if you run into any problems or bugs or any thoughts at all really.
You can get the game from these links:
- The Windows 32-bit version and the Windows 64-bit version
- The Mac OSX version
- The Linux 32-bit version and the Linux 64-bit version
Thanks as always!
Thursday, July 11, 2013
Project 4: A Surprise Update on the Snake (Version 0.1.0)
Again, my skills in procrastination have allowed me to get things done. This time, now that I don't have it as an active project, I managed to put out a revision of the Snake game.
This version introduces a couple of new features:
You can download the update:
This version introduces a couple of new features:
- Pausing! Now you can press 'p' to stop the game whenever you want. To resume the game just press any of the arrow keys and start going again.
- Bouncing Scores! I'm sure I'm the only person who cares, but now when you hit a target the score bounces up and down a little bit. It's not amazing animation, but it's something.
- Proper key handling. This doesn't change the game at all, but I was able to apply a lot of the things I've learned about Processing.org and realized that the tutorial I'd followed way back in the beginning had a strange way of handling key presses (relying on the main loop of the program). Now I've updated it to use proper event handling.
You can download the update:
- The Windows Versions (32-bit, and 64-bit)
- The Mac OS X Version
- The Linux Versions (32-bit and 64-bit)
If you'd care to beta test this for me I'd really appreciate it. Leave me your thoughts in the comment section.
Friday, July 05, 2013
Blog: Favourite YouTube Videos (Volume 34)
In this volume of my favourite YouTube videos we get the rest of the launch of Geek and Sundry. meaning we get to geek out about board games and books and we'll also get the chance to geek out about cake and sex, relationships and words too.
- The first videos in this volume are from Wil Wheaton's Table Top. Here we watch him play games with a bunch of cool people (This week, Grant Imahara, Sean Plott (Day[9]) and Jenna Busch). This show is great for the witty banter and it also let's you see people playing your favourite games or learn about cool games you may have missed. They also include some extra footage of their guests which are also pretty cool (and here we see Grant Imahara's).
- Next up, Rossana Pansino and CourtnyPants make rainbow unicorn cake on Nerdy Nummies. (The cake does not actually contain unicorns.) If you wanted to know how to make a cake of many colours, this is a pretty good guide.
- The next video in this volume is the inagural video episode of Sword & Laser (or The Sword & Laser ... I'm not sure they ever sorted that out). Here, Veronica Belmont and Tom Merritt talk about the lastest and greatest in Sci-Fi and Fantasy books. The audio version existed long before the video one started and continues on now that the video show has run it course. They also have a strong community over on Goodreads.
- Finally John Green talks about sex and relationships. The most important advice he gives I think is maybe the most important advice for any situation. "USE YOUR WORDS!"
Monday, July 01, 2013
Project 4: Snake: Update and Wrap-up
It may have taken me nearly a year to do a few afternoon's worth of programming, but the first version of my Snake game is finally done. (Spoilers: You can play it using the links at the bottom of the article.)
This was quite a bit of fun to put together. One of the nice things about programming a game (especially one this simple) is that the results are immediately visible. It's also nice to have small targets to hit that are fairly easily achieved.
The game plays pretty much like any instance of snake you may have run across in the past. I did choose to have the edges of the world wrap because I was entertained by the math, but I also enjoy that it does cause you to think a little extra since the snake is not always apparent as adjacent to you. Right now the game speeds up for levels 1 - 10, but the game doesn't end until you reach level 33.
For the record though you can technically win the game, however I'm not sure how possible that is in reality. I've found the responsiveness with my Mac Book Pro to be insufficient at the higher levels, but with a different key board it may be easier. It's also somewhat difficult because there's no boarder around the snake and so it's very difficult to see where the snake is at any given point in time.
I'm pleased with the level and score markers that pop up. It would be nice to have them fade in or out, or for the scores to bounce a little. I decided to stop where I got to and if I'm able to put those in as extras in a later version. Additionally in later versions I'd like to add some game modes and manage difficulty better than I am right now.
I'd really appreciate some help testing out this version of the game. If you have a little time I'd like to know:
This was quite a bit of fun to put together. One of the nice things about programming a game (especially one this simple) is that the results are immediately visible. It's also nice to have small targets to hit that are fairly easily achieved.
The game plays pretty much like any instance of snake you may have run across in the past. I did choose to have the edges of the world wrap because I was entertained by the math, but I also enjoy that it does cause you to think a little extra since the snake is not always apparent as adjacent to you. Right now the game speeds up for levels 1 - 10, but the game doesn't end until you reach level 33.
For the record though you can technically win the game, however I'm not sure how possible that is in reality. I've found the responsiveness with my Mac Book Pro to be insufficient at the higher levels, but with a different key board it may be easier. It's also somewhat difficult because there's no boarder around the snake and so it's very difficult to see where the snake is at any given point in time.
I'm pleased with the level and score markers that pop up. It would be nice to have them fade in or out, or for the scores to bounce a little. I decided to stop where I got to and if I'm able to put those in as extras in a later version. Additionally in later versions I'd like to add some game modes and manage difficulty better than I am right now.
I'd really appreciate some help testing out this version of the game. If you have a little time I'd like to know:
- if/how it works on different platforms (links are below)
- if there are any bugs
- is it fun? What could make it more fun?
Comments in the comment section would be appreciated.
For now it needs to be downloaded, it's not really worth making it embeddable.
- The Windows Versions (32-bit, and 64-bit)
- The Mac OS X Version
- The Linux Versions (32-bit and 64-bit)
Control the snake with your arrow keys. You can quit with the 'q' key and win with the 'w' key. From the game over screen you can start playing again by hitting the space bar.
These should all run with the included files. Processing has an automatic generator and I've found that the Windows and Mac versions seem to work for me. I haven't had time to test it on Linux yet.
These should all run with the included files. Processing has an automatic generator and I've found that the Windows and Mac versions seem to work for me. I haven't had time to test it on Linux yet.
Thanks for your support. I'll do another version but for now it's on to other things!
Friday, June 28, 2013
Blog: Favourite YouTube Videos (Volume 33)
In this volume of my favourite YouTube videos we get to be nerdy (I know, what a surprise!). Video games, video game music, being Felicia Day and being at that end of undergraduate education.
- The first video in this volume is from that time when Jeff Cannata answered my question on the (now sadly defunct) Weekend Confirmed video extras. This question came in light of Mass Effect 3's rather botched ending and so I was interested in what games the WC crew thought did their endings right.
- The next video is an a cappella (and humorous) version of the "Theme from the Dark World", from the "Legend of Zelda: A Link to the Past" by Demon Tomato Dave. It's a dark place and menacing.
- Next, another in the a cappella (although not humorous) vein, is a cover of the over world 1-1 theme from "Super Mario Bros". This one is from csvy (who only has the one video and hasn't updated his blog in 3 years).
- The fourth video in this volume is the first edition of Felicia Day's Flog. In this one she learns how to be a blacksmith (well sort-of).
- Finally Elmify goes over her plan in light of being rejected from med school. Most important: Step 47: Wind Machine. (Spoilers: she's doing pretty well, even if she does seem to suffer from graditise.) As always I'm astounded by her editing.
Wednesday, May 29, 2013
Blog: Thoughts on Dishonored
I skipped over Dishonored when it first came out. However, enough people talked about how much they enjoyed it and how cool it was that I decided to catch it the next time it was on sale.
As it turns out I really enjoyed the game. I was a bit surprised since as I was playing through I felt like the game was too dark and the characters were too wooden and that there wasn't enough interesting to do. Once I was done playing I thought that I wouldn't pick it up again, however as it sat at the top of my Steam list it kept being easy to just click and slide into the world for a few hours. The game actually offers quite a wide range of choices in how to approach it and there's enough variety to make doing things over again remain interesting.
Below I discuss several of the things I liked, disliked and noticed about the game and look at a few of the things I'd include in a game I was making. As will all my Thoughts On posts there will be SPOILERS so if you haven't finished the game and care, beware.
The thing I most liked about Dishonored is the feeling of power the game gives you. Once you get good at the game (which took me a little while), you feel like you can move anywhere and remove any enemy, in any way you want to. This is where the fun of the game lay for me because it always felt good to do whatever it was you wanted to do. It's also nice that this power isn't based on on upgrade, you're powerful from the very start, the upgrades just make things a little bit easier.
The game also has a lot of breadth in how it allows you to handle problems. Unlike some games which punish you if you don't finish enough of the optional content (I'm looking at you Mass Effect) you can plough straight through or be as thorough as you like. They leave enough power ups available on the main track of the game that you're never exactly underpowered (even if you do have to make some choices) and even at very limited amounts of powere there's still a lot you can do. The breadth, and being able to
I also felt that the world building they did for this game was extremely well done. While you aren't able to move freely whereever you like in the city, the levels are laid out in such a way that it feels reasonable that people once lived there. At the same time the roles of the people you meet (both the higher ups and the rank and file guards) all feel reasonable and real (for example you'll see guards at different posts that actually make sense if they were trying to hold access points in the city, rather than just being video game obstacles).
The story telling in the game was very well done. Between the books left around (which also contributed to the world building) and a lot of the subtle information you can pick up by listening carefully to the people around you (at least when they're not trying to gather for cigars tonight). Overall, Dunwall has a strong sense of history and culture.
The biggest thing that truly held the game back was the shortage of personality in the enemies in the game. One of the reasons I picked the game up is because of a description of how you could use the heart to listen in on the thoughts of the guards in the city. Unfortunately I've found the heart doesn't actually do that and further the guards all have the same 5 pieces of dialogue (unless they actually have something plot relevant to say); which they will repeat one a minute, forever if you don't do any thing.
It would be nice to see the world populated with more believable characters. It would give the world more texture and give you more options in how and why you play the game. The way I preferred to play Corvo (especially once I got a handle on how to control him) he left the guards alone as much as possible since they were being loyal to their institution, (which presumably he would have had some control over in his role as Lord Protector), but being able to play an avenging spectre would also have been interesting.
The other thing I didn't like about the game was that the plot was a bit straight forward, even though the world and general story was quite good. I knew, from the first or second mission that I'd be betrayed by my "allies" at the end of the game. This might have been a good chance to let the ending emerge from the game play (we can't leave the empress with that freak he's murdered hundreds of people so far and he keeps materializing out of thin air or I thought this Corvo guy was going to be a monster, but he's actually really upright so I won't betray him). Alternatively it would simply have been a good point to show better writing in video games.
One thing I thought was interesting in the game was the way people (your allies especially) reacted if you used your powers around them. I like that in-universe it's weird that this guy appears and disappears suddenly and shows up in strange places doing strange things. The surprise is always mild through which I think is a bit sad. I understand that Samuel, who's a man of action and works on the edges of society isn't shocked that you can do these occult things, but it should affect the your other alies more. It would be nice to see as you get more and more powerful your allies getting more and more afraid of you if you keep using your powers in front of them. This would have expanded the opportunities for the ending of the game, where it goes beyond whether or not you where chaotic, but into how people felt about you directly.
Another thing I thought was interesting as a result of my first play through was that my Corvo became less and less violent as the game went on, because I was getting better and better at using his abilities and playing the game. The story this creates, of disoriented, angry Corvo regaining his bearings and being influenced by his daughter and dead lover to be better to the people of Dunwall. This was definitely something that
The biggest thing from Dishonored that I would include in a future game is the feeling of power and control. The developers did good work on this aspect of the game and at every point in your play through you're in control and a threat to those around you.
The other thing I'd like to include is, as I mentioned in the things I noticed, having people react to the way you play the game and the things you choose to do in general, not just at set decision points. You can expand this with word-of-mouth style interactions between the NPCs and this would let the city have a feeling about you without you necessarily just proliferating "badness" into the environment.
I've now played a really surprising amount of Dishonored, and I have to say it's going to be a game I come back to on a regular basis. The flexibility of the design and breadth of interesting things to do, make up for the wooden AI and make the game more compelling that it might have a right to be. At the end of the day Dishonored is going to be one of those games I look to when trying to make a quality title.
As it turns out I really enjoyed the game. I was a bit surprised since as I was playing through I felt like the game was too dark and the characters were too wooden and that there wasn't enough interesting to do. Once I was done playing I thought that I wouldn't pick it up again, however as it sat at the top of my Steam list it kept being easy to just click and slide into the world for a few hours. The game actually offers quite a wide range of choices in how to approach it and there's enough variety to make doing things over again remain interesting.
Below I discuss several of the things I liked, disliked and noticed about the game and look at a few of the things I'd include in a game I was making. As will all my Thoughts On posts there will be SPOILERS so if you haven't finished the game and care, beware.
Things I Liked
The thing I most liked about Dishonored is the feeling of power the game gives you. Once you get good at the game (which took me a little while), you feel like you can move anywhere and remove any enemy, in any way you want to. This is where the fun of the game lay for me because it always felt good to do whatever it was you wanted to do. It's also nice that this power isn't based on on upgrade, you're powerful from the very start, the upgrades just make things a little bit easier.
Need a giant pile of soliders? Good news, Corvo is up to the task. |
The game also has a lot of breadth in how it allows you to handle problems. Unlike some games which punish you if you don't finish enough of the optional content (I'm looking at you Mass Effect) you can plough straight through or be as thorough as you like. They leave enough power ups available on the main track of the game that you're never exactly underpowered (even if you do have to make some choices) and even at very limited amounts of powere there's still a lot you can do. The breadth, and being able to
I also felt that the world building they did for this game was extremely well done. While you aren't able to move freely whereever you like in the city, the levels are laid out in such a way that it feels reasonable that people once lived there. At the same time the roles of the people you meet (both the higher ups and the rank and file guards) all feel reasonable and real (for example you'll see guards at different posts that actually make sense if they were trying to hold access points in the city, rather than just being video game obstacles).
If it weren't for the plague and the rats, I could see living here. |
The story telling in the game was very well done. Between the books left around (which also contributed to the world building) and a lot of the subtle information you can pick up by listening carefully to the people around you (at least when they're not trying to gather for cigars tonight). Overall, Dunwall has a strong sense of history and culture.
Things I Didn't Like
Dishonored is short and ends rather abruptly, but that may actually be a strength of the game given how dark it is. It's really dark, but at least it's short. There isn't enough evolution to the powers, but at the same time you can do everything you need to with the powers you already have. The game is quite tightly balanced and the more I've played it and the more I've thought about it the better it's seemed.The biggest thing that truly held the game back was the shortage of personality in the enemies in the game. One of the reasons I picked the game up is because of a description of how you could use the heart to listen in on the thoughts of the guards in the city. Unfortunately I've found the heart doesn't actually do that and further the guards all have the same 5 pieces of dialogue (unless they actually have something plot relevant to say); which they will repeat one a minute, forever if you don't do any thing.
It would be nice to see the world populated with more believable characters. It would give the world more texture and give you more options in how and why you play the game. The way I preferred to play Corvo (especially once I got a handle on how to control him) he left the guards alone as much as possible since they were being loyal to their institution, (which presumably he would have had some control over in his role as Lord Protector), but being able to play an avenging spectre would also have been interesting.
The other thing I didn't like about the game was that the plot was a bit straight forward, even though the world and general story was quite good. I knew, from the first or second mission that I'd be betrayed by my "allies" at the end of the game. This might have been a good chance to let the ending emerge from the game play (we can't leave the empress with that freak he's murdered hundreds of people so far and he keeps materializing out of thin air or I thought this Corvo guy was going to be a monster, but he's actually really upright so I won't betray him). Alternatively it would simply have been a good point to show better writing in video games.
You shouldn't be too shocked about this one. |
Things I Noticed
One thing I thought was interesting in the game was the way people (your allies especially) reacted if you used your powers around them. I like that in-universe it's weird that this guy appears and disappears suddenly and shows up in strange places doing strange things. The surprise is always mild through which I think is a bit sad. I understand that Samuel, who's a man of action and works on the edges of society isn't shocked that you can do these occult things, but it should affect the your other alies more. It would be nice to see as you get more and more powerful your allies getting more and more afraid of you if you keep using your powers in front of them. This would have expanded the opportunities for the ending of the game, where it goes beyond whether or not you where chaotic, but into how people felt about you directly.
If you see the world like this long enough, it changes your brain. |
Another thing I thought was interesting as a result of my first play through was that my Corvo became less and less violent as the game went on, because I was getting better and better at using his abilities and playing the game. The story this creates, of disoriented, angry Corvo regaining his bearings and being influenced by his daughter and dead lover to be better to the people of Dunwall. This was definitely something that
Things I'd Include in a Game
The biggest thing from Dishonored that I would include in a future game is the feeling of power and control. The developers did good work on this aspect of the game and at every point in your play through you're in control and a threat to those around you.
The other thing I'd like to include is, as I mentioned in the things I noticed, having people react to the way you play the game and the things you choose to do in general, not just at set decision points. You can expand this with word-of-mouth style interactions between the NPCs and this would let the city have a feeling about you without you necessarily just proliferating "badness" into the environment.
Things not to include in a game, chair on a platform hundres of feet in the air. |
Final Thoughts
I've now played a really surprising amount of Dishonored, and I have to say it's going to be a game I come back to on a regular basis. The flexibility of the design and breadth of interesting things to do, make up for the wooden AI and make the game more compelling that it might have a right to be. At the end of the day Dishonored is going to be one of those games I look to when trying to make a quality title.
Save the Lady, save the world... |
Friday, May 24, 2013
Blog: Favourite YouTube Videos (Volume 32)
This volume of my favourite YouTube Videos we get everything we could need about video game history, dance and world history all in one awkward bundle.
- In the first video in this volume we learn everything we need to know about Dead Space. In less than a minute. What more could you need?
- Next up John Green teaches us everything we needed to know about Chinese history. In more than a minute. What more could you need?
- Next Rosanna Pansino does some chair dancing to the closing credits of Plants vs Zombies (written by perennial favourite Laura Shigihara). What more could you need?
- Finally, Husky and Kurt Hugo Schneider (and a lot of nerdy people) bring us their ... cover ... of "Sexy and I Know It". It's a little weird, but it's on this list for one very good reason: the zerging dance. First we have the video itself and then the behind the scenes. What more could you need?
Tuesday, May 21, 2013
Project 12: Chrono Trigger Sprites
A quick note, I've updated this project!
I don't usually go for having a lot of stuff on your desk, but my recent success making SNES coasters has inspired me to try my hand at making something cool that I can put over my desk at work. Given that Chrono Trigger is one of my favourite games, I figured doing sprites of all the playable characters in the game would be a pretty cool addition to my office.
If you look at the sprite sheets for Chrono Trigger each of the PCs has a lot of positions. I think the best poses though will be the action poses the characters strike at the beginning of each battle. Chrono's sprites look like this:
I'd like to make them about 20cm tall, which will require some reworking since the sprites themselves are only about 30 - 40 pixels tall, which will probably be about half the hight I'd like to reach. Given the need to expand the sprites, I'm not sure if the right answer will be simply to scale them or if I'll have to make a "higher res" version.
The other main problem I've discovered I'll have is is matching colours, since Perler doesn't give you quite the full palette the SNES does. Other people, such as devient artists ~SerenaAzureth and ~MaliceOhgr242, have tackled this before so I'm going take my cue's from them in terms of matching colours.
The next little while is not great for the number of things I need to get done (and the number of unfinished projects I have hanging around) so I'm hoping to be done with these by July 1, 2013.
Friday, May 17, 2013
Blog: Favourite YouTube Videos (Volume 31)
This volume of my favourite YouTube videos is pretty wide ranging including some video game music, some intelligent thinking about movies and some thoughts on YouTube itself.
- First in this volume we have a video of an original song "Guild Ho" from Dodger. The video feels a bit rough to me, but I especially love the enthusiasm in this.
- The second is a cover of "Terra's Theme" from Final Fantasy VI by Laura Shigihara and GBritaney. This is haunting and beautiful and really worth a listen.
- Next is an incredible video from Belated Media, in which he breaks down and rebuilds Star Wars Episode 1. I think his analysis is right on and that the movie he describes would have been significantly better (and not in the way that two hours of staring at a star field might also have been better, I mean significantly).
- Next Mr. Charlie McDonnall does a very cool real-life time attack of the landmarks of London. Cool video and good memories.
- Finally SMPFilms does his best to figure out what a YouTuber actually does.
Friday, April 19, 2013
Blog: Favorite YouTube Videos (Volume 30)
This volume of my favorite YouTube videos returns to the good old days of video games, music and the truth (as provided by John Green ... the truth that is, he promised not to provide us with any more music).
- First up, we return to my favorite all time video game cover artist, CalebElijah. It turns out he wasn't eaten by snakes in Africa, so we get to listen to his cover of Magus's Battle Theme from Chrono Trigger. If this doesn't make the hair on your arms stand up your arm hairs are not wired correctly.
- Next is CalebElijah's cover of Windy City Winlan from Breath of Fire. A little less intense, but for me no less nostalgic. We might not hear from him quite so often as we used to, but I'm always glad to see he's made something cool.
- The next video is the finale to Chuggaaconroy's let's play of Mother 3. If you want to watch it, you should start from the beginning, but I favorited this one for a couple of reasons. First the let's play is pretty well done, it's a bit rough being from Chuggaconroy's early work, but it's a good journey through a very intense game. Secondly, the game itself is worth seeing and given that it's not easily accessed outside of Japan this is a good way. Finally this episode is very well executed and really stands out in terms of voice acting and presentation.
- Next we have a vlog from Husky about various thing. He still hasn't really picked up vlogging, but he tells some interesting stories when he does.
- Finally John Green sets us straight on some misconceptions, plus tells an Inception joke, because he's cool like that.
Monday, April 08, 2013
Blog: Favorite YouTube Videos (Volume 29)
In this volume of my favorite YouTube videos, we take in some music, sit in all the chairs and help someone move.
- The first video is a cover of the song, Rouge Message, from Kiki's Delivery Service, by Laura Shigihara and LonLonJP. I was going to say that Kiki's was one of my favorite Studio Ghibli movies, but honestly all Studio Ghibli movies are my favourites. Either way Laura and LonLon put together a very nice song here.
- The second video is another from George Watsky (surprised ain't cha). I don't even need to tell you that the rap is great and the video for this one is a completely engrossing time lapsed drawing.
- Next up is another Watsky, just throwin' down.
- Now John Green takes us on a visit to the nicest hotel room in the world on the vlogbrothers. It's armoisome.
- Finally we help Charlie move house, because we're nice like that.
Monday, March 25, 2013
Project 5: SNES Coasters: Update (and Wrap Up?)
I may have missed the deadline by a few (many) months, but I have finally finished making my first batch of SNES Coasters.
The Pattern
After taking a look at a sprite sheet from Super Mario World. I opted for the exclamation point blocks. I did this for a few reasons. One, they were probably my favorite block in the game (if you can have favorite blocks), secondly they come in 4 colours (green, yellow, blue and red) so they have a little diversity in their appearance.
The Beading
They were also quiet easy to build, since they only require you to build the exclamation point and then fill in a field of colour before putting on a coloured border and a black outer border. After a little bit of work I figured out that the easiest way to create the exclamation mark is to put in the black beads for the upper left hand side of the border, then fill in the top rows of white beads. After that I add the bottom square of four white beads with the surrounding black boarder and finish the right hand side of black beads. Then I fill in the right hand side of field beads and rom top to bottom, then rotate the board and fill in the other side of the field. Finally I add the border of darker beads and the outer border of black beads.
I found it easiest to scoop a large number of beads into my one hand and then simply put them into the board one at a time with the other. You can use tweezers (including the ones that perler sells, which have a great scoop attached to them) or toothpicks to set the beads into the board, but I found that to be relatively unhelpful.
I also found from time to time that it was necessary to remove the cat from the pegboard before continuing... |
The Ironing (is delicious)
Once the beads were in place and ready (and maybe had sat on my shelf for a few months?), it was time for fusing the beads. I set up an old chopping board on the ironing board as a surface to work on.
My setup |
My iron is slightly difficult to calibrate since it measures in fabric quality, but I eventually found that the "wool" setting worked best for me. This gave me slightly more time than I had on the "cotton" setting. I find that the beads can go from unmelted to melted quite quickly. Some people aim to totally melt the beads to get a more pixelly effect, but I actually like having the holes visible a little still, so it's a bit of an art to get the balance correct and will be a thing I need to learn with more practice.
I find I still tend to get more melting done on the right hand side of the sprite than on the left. I need to remember to rotate the sprites more frequently as I iron them. Some kind of lazy Susan would be useful. For me the beads melted in about 3 minutes, once I had pretty good fusion, I flipped them off of the board and switched the paper to the other side and continued ironing them for about 2 more minutes.
I started using the parchment paper that came packed in with the multi-pack of beads I purchased, but it was folded into about 4cm squares which left creases in the sprites. They recommend ironing the paper before beginning to remove that crease, but I wasn't able to. In the end I just picked a larger piece of paper to protect the beads and the iron.
The sprites tend to cup when they're finished, so I pressed them under a stack of books to help them stay straight. We can thank Alton Brown for keeping my coasters flat as well as all the things he's taught us about food. I kept the coasters in the bookpress for several days (but some of that also included time after they'd had the backing put on). I also put the coasters between sheets of parchment, just to make sure nothing transfered to the books, but I assume this was largely unnecessary.
The Backing
In order to both help the coasters stay together and to help keep them from scratching I added a felt backing. I opted for a thin stiffened felt with an adhesive back. I cut the backing into squares just smaller than the coasters and then trimmed the corners to ensure that the backing didn't stick out and ruin the look. I cut the squares using a hemming ruler for measurement and then trimmed the corners with the guide of a template.
It's important not to cut the backs too small or they'll cause the coasters to be tippy, and also provide less support to the beads.
The Finished Product
The final coasters. |
So far they seem to have worked quite well. After they were pressed for several days they seemed to stay flat (the backing may have also helped with this). They are be a bit smaller than I'd like, they're great for bear bottles, but a little small for some mugs. It's possible on a later run that I'd add an extra ring of the darker coloured beads, but I haven't really seen what that's like yet. I've used them for one D & D session so far and they lived up to expectations.
I'm quite pleased with these and am now looking forward to tackling a few more projects. I'm feeling tempted to see if I can make sets of coasters on Etsy, but I haven't really started to look at whether that would really be a good idea or not. Beyond that I'm going to keep working on the coasters, both using Mario blocks and some other SNES Sprites that will make good coasters too.
And the coasters in use. |
Wednesday, March 20, 2013
Blog: Favorite YouTube Videos (Volume 28)
This volume of my favorite YouTube videos is a mix of heartfeltness and Zelda. Apparently this is how new years 2012 went.
- The first video in this volume is from Hank Green reflecting on the death of his grandfather. Heartfelt. (Also QI is great.)
- The next video is from Red Ash Mason and he is slowly recreating all of The Legend of Zelda: Ocarina of Time in Minecraft, and it's pretty impressive. He's a bit quiet at the beginning but if you want to take a look at a crazy project, this might be an interesting one.
- The third video is from Katers17, introducing a new class in Maple Story. (Well sort of).
- Next up is a vlog from Katers, where she and Corey finally admit that they've fallen in love. It's also pretty heartfelt, in the midst of a lot of stress (as life has).
- The last video in this volume is from Rawm, and I'm pretty sure that I watched it because Dodger plays Navi in it (I'm surprised I've been watching Dodger's videos this long). It's not exactly a favorite, but it certainly grows on you, and the visuals are also pretty amazing.
Thursday, March 14, 2013
Blog: Favorite YouTube Videos (Volume 27)
This volume of my Favorite YouTube Videos is a grab bag, but one that seems to have some pretty deep thoughts attached to it.
- The first video in this volume is Laura Shigihara's Cube Land. I like the song, but while re-watching it before posting, I was also struck by how much the video tells a story about dealing with depression. That's in my mind at least, Laura's description goes a different direction and you might see something different, but it's worth watching the video as well as listening to the song.
- Next up, you know you pets do this. You know it, the Mean Kitties are just worse at hiding it.
- The next video requires you to remember that time when Honey Badgers were the meme du jour on the Internet. If you're not sure why, John Green will help you to understand in this vlogbrother's video.
- If you think I post a lot of George Watsky, that might be because I do. The guy is prolific and honestly I like a lot of what he does. Here we see him do a one-taker of another of his tracks.
- Finally I have Hank Green's response to Frezned's response to his graphic* about how insignificant we are on the astronomic scale.
* Sadly I'm having a hard time finding the graphic, Google is assuming things and Hank accidentally blew his tumblr up one day.
Monday, March 11, 2013
4 Future Projects
There are a few things that I've been holding on to, in the hopes that I'll be able to get to them even though I don't have the skills or experience or time to tackle them right now. I don't know that these totally count as brain crack, but they're close enough. So I'm going to put them up here and make them projects so that I can stop thinking about them and maybe get some stuff done as well.
These are all pretty long term projects that don't fit in right now, which is why I'm putting them up here together. Until I'm really ready to do things with them I'm not going to give them deadlines through.
Project 8 - A Space Station Simulation Game
So I like management games. I may or may not have spent the petter part of 2 months last year planning transit routes across various cities. I've certainly manage the living daylights out of all the historical railroads and a fair number of amusement parks. I've commanded revolutionary Chinese armies and built them into thriving kingdoms. I've also built quite a few successful airlines. All that, not to mention the booming megalopolises I've guided along the way. (And dwarves ... there was some time with the dwarves.)
Most of these games have a pretty low level when it comes to AI. And I've thought it would be interesting not only to do the planning, but also to manage a staff/crew that has to help get the work done and administrate themselves.
I've been thinking of various games of this sort for years. I've wanted a version of Tie-Fighter, where you still pilot all the missions, but as you advance in rank (which is a skill based system as I recall, not just based on the number of missions flown) you take a larger and larger role in planning the missions. But that's another story ... or game.
In the game I'm thinking of for this project, you take on the roll of a recently appointed station master assigned to a newly opened sector. Each sector will have a primary theme, mining, settlement or military which will steer how your station develops.
Ships will arrive and you'll have to provide services to them, including cargo services, fuel and supplies and shore leave. You'll have to cater to your onboard population, who will have jobs on the station, or work near the station or just visit coming back from the frontier. You'll need to keep your station running and expand it to meet growing needs of the station and the sector. You'll have to police the station and work with the military to make sure the station is safe from pirates and other unsavoury folks with space ships.
You won't do this alone however, you'll have a staff. You'll have senior administration which will take care of the operations of various parts of the station, but you'll have to make sure that you've given the right jobs to the right people. If you get things right over time you'll all get better at running the station.
Now I'm not 100% sure that this will actually be fun. I have a passion for games that tend to play themselves. I like the management genre, so I feel like there's a seed that might actually be able to blossom into something cool. It probably won't be for everyone even if it works, but hopefully it will be fun for someone.
It's also worth pointing out that Spacebase DF9, developed during the Double Fine Amnesia Fortnight, seems pretty similar to this. The flavour's a bit different and it's developed by people who know what they're doing, so it may turn out to be way better and way more fun. I have honestly been thinking about this game since before the Fortnight (and I'm not apt to be on the level of Double Fine to begin with).
Project 9 - An Action RPG
I've loved Secret of Mana for more than fifteen years now and one of the things I'd like to do is see it revisited as a grown up game. Basically I'd like to make a 2d 16bit-esque, controller based action RPG that's as fun as Secret of Mana, but addresses some of my pet peeves about the genre.
The feeling of playing Secret of Mana was always one of it's biggest draws for me. Particularly as you get more powerful, charging up an attack and landing it just right feels like you're really accomplishing things. This is reinforced by having the nice colourful numbers pop out and then bounce on the ground before disappearing and of course as you do bigger damage the numbers get bigger (as in they show up in a fatter font with larger sprites).
Traveling in Secret of Mana was also very nice. You start out kicked out of your village with the whole world to explore and as you go you get destinations that are farther and farther away. At the beginning you might hear about a place but later you get the chance to travel there. At the end of the game when you get to fly then there's a whole other set of explorations where you get to find all these tiny and surprising locations (which sometimes become much larger).
I love Secret of Mana for more than just those two reasons but they're the primary ones I'd like to recreate in my own game. There are also some things I'd like to include.
The first of those is that the size of the world is always weird in computer games. If you look at Secret of Mana the largest city in the world has maybe 50 people in it. You come from a town with maybe 8 people. This of course makes sense for the limitations of the technology at the time, but it still makes the world feel a bit strange.
My proposed solution to this is to not use the whole world, but only a little bit of it. You can't walk across the whole of the world in Secret of Mana, but it only takes 10-15 minutes to walk between most major metropolitan areas and less if you're not intent on murdering everything along that path. When you can fly you can make it around the globe in a minute or less. My thought it to limit the world to an island. It will still be smaller than the real world (I'm not Rockstar) but at least the scale will make more sense. This should sooth some of the over thinking that I for one tend to do about the world and it will also help focus the story.
The second thing I'd like to address is the amount of combat and killing in rpgs. This one I'm a little less sure about since for most games this makes up the majority of the game play, but I'd like to put a little more weight and consequence into the game. You will still be a person with a weapon, who has to fight to survive and to right wrongs in the world, but I want it to count if you kill something. Given a recent article on Gamasutra about RPG genres I think this will also help focus the game, and keep it about the story rather than about being the right level all the time.
As far as the story goes, I'm still working it out. I know that there will be a fight between the forces of the wild and the forces of civilization. This isn't a fight between good and evil (in itself), but a fight between the wild island and the invading forces of an imperial civilization from the mainland.
There's a few ways I want this to manifest, one of which is in the architecture of the buildings. You will see in very wild areas very green colours and wood and somewhat organic shapes to things. In very civilized areas you'll see much more regular shapes and stone and golden yellow colours.
I'm also interested in having more mature characters in the game, rather than the jrpg standard of teenagers with spiky hair. I see the story of the game being told from two different perspectives one of a retired soldier who is working as a shepherd in the very north of the island and the other is a young merchant in the south. At the beginning of the game I see the soldier having to react to a sudden attack on his flock by dire wolves and the merchant will have to react to an attack on her caravan by bandits.
Over the course of the game the player will switch back and forth between the two characters until eventually they meet in the middle of the game and the middle of the island. Towards the end of the game they will have to work together to resolve the tensions on the island in which ever way the player chooses.
Project 10 - A Sci-Fi Novel
I started writing this novel in junior high school, which was a very long time ago now. But it's sat in my head and been mulling and melting around in there ever since. This is the story of John Onoray and Jorris Boss and The Third Imperial Commando Group as they fight to defend and then reclaim the Terran Empire.
If that sounds a bit tropey, well it's because I started writing it when I was in junior high school as I mentioned. It's better now than it was then, originally it was mostly about space warriors with incredible powered armour that was loaded down with missiles. (For the record, I didn't actually base this on Starship Troopers ... I actually tried to make Robotech more reasonable...) Eventually I realized that books need things like antagonists so created some super clones that were designed specifically to fight them.
The characters are still with me and I still have the skeleton of a story that isn't quite as terrible as what I started out with. I'm also interested in the idea of a character saving the world despite being unsaveable themselves, and this is a story that explores that. So I'm going to write it, even if it sucks and do my best to see it through to the end. If it's really terrible (and it'll be my first novel, so it will be) it can sit in my desk and at least I can finally think about other things.
Project 11 - A Fantasy Novel
This book is motivated a little bit by the movie Hero. Not anything to do with plot mind you, but I love the purity of colour in that movie and wanted to try to do something that evoked that same feeling. The problem is that while I have a feeling I want to evoke and a setting I've derived from that feeling, I don't really know what the story is yet.
So far, I know that the story starts in the city of Rooves, which is a city that grew up out of the coalition of five tribes that came together from the planes and coast to build a strong city. Each of these tribes is represented by a different colour that is shown in the way they dress and their building (hence the rooves). Each of the tribes has a particular area of strength, but all economic and social activities are common across all the Rooves. The White Rooves are mostly focused on mining and metal smithing, the Blue Rooves are focused on land-based agriculture, the Yellow Rooves are focused on sea-based agriculture, the Green Rooves are focused on on sea trade and the Red Rooves are focused on military.
Within each of the Rooves people have a personal name, but also an animal that is representative of the work they do. So a general might be Eran the Red Tiger or a smith might be Marik the White Bull. Each house is lead by the Colour Dragon. Exactly how I'm going to make all that fit together without being weird is something I'm not sure about. I want the society to be egalitarian and merit based, but I also like having a certain amount of hereditary nature to the families.
The city is ruled by the Council of Dragons, which is made up of the Dragons of each of the Rooves. For each of the matters of the city which needs organization there is a council with representatives from each of the Rooves.
Finally there's a somewhat secret 6th tribe, the Black Rooves. They're extremely reclusive and seem to function as fortune tellers, but I haven't nailed down exactly how that's going to work either.
The main character is Cassimi the Blue Falcon, a young lady just starting her career in the Messenger Guild. She's the niece of the Blue Dragon and the Daughter of the Blue Tiger (who is the general of the cavalry in the city). She's intelligent, energetic, but young and inexperienced. I want her to be tough, but I'm not sure if that's something she'll have to develop over the course of the book. Beyond that I'm still working on how to give her a good arc that makes her interesting.
The story starts with her on her first day as a messenger, then continues as she has to unravel a mysterious attack, eventually needing to travel to find out that dragons have returned to the world. Then ... something, possibly she has to rush back to save the city from something, but that seems really boring.
So there's still a lot to do, but if I write it I can edit it and maybe get something good out at the end, like the Sci-Fi Novel. And, if there's not too much good to get then I can enjoy the experience, let it lay in my desk too and go on to do other things.
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The Books I Read - November 2024
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