- 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!"
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.
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... |
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