Showing posts with label radiator. Show all posts
Showing posts with label radiator. Show all posts

Thursday, June 23, 2016

Radiator 2 reception and press round-up

As of June 23, a week since its release, Radiator 2 on Steam is rated "Very Positive" (85%) out of 595 user reviews, which seems pretty decent to me. The store page has gotten about 9,000,000 impressions (number of times someone has seen a link to the store page) and about 500,000 actual visits (when they actually click that link). (Moral: there is definitely an audience for gay stuff on Steam, let's put more gay stuff on there.)

There have been about 34,000 downloads total, with a peak of 132 simultaneous players on the day after launch. 18% of downloads are from the United States, followed by 10% of downloads from Russia, 7% from China, 6% from Brazil, 6% from Germany, and 4% from France. (Moral: localize your game! A lot of the world doesn't use English!)

As I've always said, numbers don't really mean much in the end, but I guess they're fun to think about. If I were selling this game for like ~$5 USD, those user numbers would've qualified as a respectable commercial indie effort that easily funds another project... But in terms of free games, many of which get hundreds of thousands of installs, Radiator 2 is more or less within the statistical median between "ultra obscure" and "viral", which I think isn't too bad for a 15 minute compilation of 1 year old gay sex games.

Here are some quick write-ups at Rock Paper Shotgun and Eurogamer, and here's a more in-depth interview with Nathan Grayson for Kotaku about more of the details behind putting and maintaining something on Steam.

Now, what's next? As I told Nathan, I'm currently re-conceptualizing the gay bar game, and I'm also doing some more technical design work for that Robert Moses game, which will hopefully be done in late July.

Thursday, June 16, 2016

Radiator 2 as loud and quiet



Radiator 2 is an "HD remastered" (whatever that means) bundle consisting of previously released sex games Hurt Me Plenty, Succulent, and Stick Shift, available on Itch.IO and Steam.

(If you're interested in knowing more about the process and intent behind the individual games, see the Hurt Me Plenty talk I gave at NYU Poly, or the write-up I did about Succulent or the write-up I did on Stick Shift.)

Originally, the plan was to package them together to avoid going through Steam Greenlight three whole separate times, but now I feel like they all function similarly and share code / assets, so why not put them together?

I'm also concerned with accessibility and preservation. I want this game to function on a wide variety of systems, now and for a long time -- and Unity 5.4 finally fixed an OpenGL crash a lot of players have been reporting to me, so that's a big reason I've had to wait until June. The engine upgrade also brings better lighting and physically-based rendering, and I also added some language localization and gamepad support while I was at it. I'm now pretty comfortable with this being a "definitive version" that I don't have to worry about or maintain too much.

There's also a lot more to this release, other than these boring technical details...

Tuesday, February 16, 2016

In-progress: Radiator 2 for Steam



I'm putting Attract Mode (the gay bar game) on hold to re-think the core social sim system, and Maven (my open world Thief-like) is on hold until Unity 5.4 ships (I tried bringing it into the 5.4 beta and that was disastrous) -- so now I'm trying to get this Steam release for the first three gay sex games out the door instead.

I'll hopefully finish development in a week or two, and then ship this on Steam before GDC. We'll see how all that goes...

Monday, November 9, 2015

"Rinse and Repeat" technical post-partum / how to do over-complicated wet skin shower shader effects in Unity


This is a technical overview of how I built certain parts of Rinse and Repeat. It spoils the game, so you should probably play it first if you care about stuff like that.

Rinse and Repeat took about 1-2 months to make. For these sex games, my development process can basically be summarized as "art first" -- my very first in-engine prototypes are usually about establishing mood and texture, and setting up the character you'll be staring at, and these are by far the most important parts of the game.

Wednesday, October 21, 2015

"Psycho-material geographies" of 3D spaces, and The Beginner's Guide by Davey Wreden et al


This post gives vague conceptual SPOILERS for The Beginner's Guide, and spoils a few specific moments. You really shouldn't worry about it, I mostly just talk about me in this.

I was one of the people who secretly played The Beginner's Guide long before its public release. Why was I given access, and not someone else? Well, that's kind of what the game's about: a "Davey" who is talking through his relationship with another designer named Coda. Who did Coda want to play their games?

In her own excellent post about TBG, Emily Short argues that the game has a very spare "personality-light" kind of style compared to what Short regards as more distinctive contemporary experimental designers like "Stephen Lavelle, Michael Brough, Pippin Barr, [... or] Robert Yang." That shout out (thanks!) is what stirred my memory...

I remember playing this seven months ago (back when it was simply codenamed "The Author") and suddenly thinking... wait, is Coda supposed to be me?

Sunday, October 18, 2015

Radiator 1 notes, memories, and regrets.


NOTE: This post talks about Radiator 1, and spoils much of what happens in it.



I've cleaned up and re-released an old single player Source Engine mod of mine called Radiator. It is free, and anyone with a Steam account (Windows, OSX, or Linux) should be able to play it.

It consists of three standalone chapters -- Polaris, Handle With Care, and Much Madness -- the first two chapters were released in 2009 on-schedule, but the third chapter has lingered unreleased for the past 6 years. Each passing year I've threatened to actually finish it, and today, I've finally made good on my threat.

What suddenly changed now? Well, I actually haven't finished Much Madness exactly... what changed was more my attitude. It proved difficult impossible to "finish" a game that I designed and wrote 6 years ago, from a very different time in my life. I don't have access to those moods or sensibilities anymore! So instead, I'm just going to release it in its pretty rough state, and accept how incomplete and unpolished it feels.

Sunday, October 4, 2015

Not a manifesto; on game development as cultural work

So I've made quite a few sex games that have "gone viral" over the past year, and I'd like to talk a little bit about my experiences / practices. I would hesitate to apply these ideas to anyone else's situation, but it's what works for me, so here it goes:

Games are primarily conceptual / performance art; games are culture; it's more important to witness a game than to play it.

Most people haven't played most games. Conversations about games often start with "oh yeah I've heard about it" or "I haven't played that yet." Thinking about the vast intergalactic politics of EVE Online is so much more interesting than trying to play it, and watching high-level Starcraft play is much more interesting than drilling on a specific build yourself.

To "consume" a game, it is no longer necessary to play it. Rather, the most important thing about a game is that it exists, because that means you can think about it. (Or maybe, games don't even have to exist? Consider the endless press previews and unreleased games that engross so many people. These are purely hypothetical games that are often better than playing the actual finished product.)

Thursday, September 17, 2015

Rinse and Repeat as cup runneth over

This is a post detailing my process and intent in making Rinse and Repeat. It discusses in detail how some of the game systems work and what happens in the end, and IT SPOILS THE GAME. You are heavily encouraged to play the game and draw your own conclusions before reading what I think.



(Again, SPOILER WARNING...)

It started with Le1f's music video for "Soda." In it, two hunks spray themselves with gushing fluids, suggestively shooting up from the bottom of the frame.

The scene begins as a sort of aggressive competition of machismo and staring down each other, but then one hunk can't help but submit and opens his mouth to try to swallow some of the frothy fluid. I think what makes this "funny-sexy" is how the soda gets everywhere and how messy it seems. It's pretty brilliant and got me thinking about how sexy a fluid dynamics simulation can be, and how I could put such technology to use.

Friday, August 14, 2015

"Bodies, I Have In Mind" at ZEAL

My piece for Aevee Bee's micro-games-e-zine ZEAL is out. It's called "Bodies, I Have In Mind", and it's about my body, other people's bodies, video game bodies, gay marriage, physics, and a bit of Ovid quotation for good measure.

It actually took a pretty long time to write, because when I write about games I usually maintain some distance and don't include too much of my personal life, so it was challenging (but fun) for me to try to change my usual mode. I hope it's not too terrible of a read.

If you like my writing for ZEAL, and want to support more work like it by diverse authors, then please consider donating to the ZEAL Patreon, which commissions this work.

Monday, July 6, 2015

Stick Shift has been Greenlit on Steam!

Thanks to all your support, Stick Shift has been greenlit for distribution on Steam! The gamers have spoken!!! Now to do this giant mess of paperwork and to figure out how to navigate the Steamworks infrastructure! (... Steamworks being a popular North American gay bathhouse chain, of course)

There is currently no ETA for this release. I've never implemented Steam infrastructure in a game before. I also want to bundle some extra games with this game, and it'll take some time to figure out any permissions / get the systems to play nicely with each other instead of deleting each others data.

Any ideas on what the game's name on Steam should be? I'm thinking: "Stick Shift GOTY Edition"

Thursday, May 28, 2015

Cobra Club as ouroboros


This is a post detailing my process and intent in making Cobra Club. It has SPOILERS; if you care about that kind of thing, then you should probably play the game first.



(Again, SPOILER WARNING is in effect. Last chance!...)

Cobra Club is a photo studio game about taking dick pics. Ideally, lots of them. As you take dick pics, you also chat with NPCs and potentially share / swap dick pics. It breaks with my previous three gay sex games (Hurt Me Plenty, Succulent, Stick Shift) in that there's little control of the character himself, there's a complex interface, and there is no visual innuendo. In this game, a dick is a dick.

But it's not just a dick, it's your dick!... Well, kind of. To me, that ambiguity is what elevates it slightly above a mere dick pic generator.

Friday, April 24, 2015

"Succulent" technical overview / behind the scenes


This is a high level discussion of how I achieved certain effects in Succulent using Unity. It spoils the game, so I recommend you play it and/or read my artist's statement.

To the game engine, the popsicle (or "ice lolly" or corn dog) in Succulent is the main director for the entire scene. It is essentially a psychic telekinetic popsicle that dictates music playback, effects, and character animations... The popsicle is god. Love the popsicle.

To many developers, the most obvious straightforward way to achieve this popsicle-sucking interaction would've been to create a hand / arm controller, and then parent the popsicle to the dude's hand. But this "direct" way would've been the wrong way; this game is about popsicles, not about hands. Tuning the hand and arm movements necessary to pilot it into his mouth -- it would've been painful and unnecessary. (This is why it's important to have a fairly solid concept before you start coding something. The concept and design will affect how you code it!)

Friday, April 10, 2015

"Stick Shift" technical tricks / backstage Unity peek


This is a high level discussion of how I achieved certain effects in Stick Shift. It spoils the game, so I recommend you play it and/or read my artist's statement.

The "car" in Stick Shift is actually (a) two different cars, one for each camera, and (b) neither car actually moves, ever.

When you want to create an illusion of motion, or at least have something read as motion, then you generally have two options in games: move the object around the world, or move the world around the object. Because I wanted to focus on the gestures in the drivers seat, it didn't make sense to actually simulate a road. A scrolling panoramic image of a city street, blurred and stretched horizontally, would give enough of an impression of motion.

Friday, April 3, 2015

"Stick Shift" as activist autoerotica


This is a post detailing my process and intent in making Stick Shift. It has SPOILERS; if you care about that kind of thing, then you should probably play the game first.



(Again, SPOILER WARNING is in effect. Last chance!)

Stick Shift is an autoerotic night-driving game about pleasuring your gay car. It is the last of my recent erotic gay sex game trilogy, alongside its sisters Hurt Me Plenty and Succulent. I also feel like it is a fitting book-end to the past two games, incorporating themes and ideas from both.

Over the past two months, the game has changed quite a bit. Originally, I started from Paolo Pedercini's suggestion to riff off Andy Warhol's film Blow Job (1964).

Wednesday, February 25, 2015

Hurt Me Plenty, patched to RC5 + now with Linux build

I've updated my spanking game Hurt Me Plenty to version RC5... by removing the Leap Motion support which seemed to be crashing for certain users. Thanks to all the people who e-mailed me to report the crash / sorry for any inconvenience.

If you want to play the game with a Leap Motion, download version RC4; if you don't have a Leap Motion or you were having problems playing before, then download version RC5.

I also updated the in-game graphics with an actual mouse graphic, so it should also be easier to play / figure out what you're supposed to do. Oh and I finally did a Linux build, it's x86 / x86_64 universal.

Game is available for "pay what you want" here: http://radiatoryang.itch.io/hurt-me-plenty

Tuesday, January 13, 2015

"Succulent" as hypnotizing homo hop homage


This post discusses my game Succulent and it completely spoils the ending, if you care about stuff like that. You should probably play it first.



There's a few scenes in the film Inherent Vice where you watch a man eat a frozen banana. They were unusually entertaining and not at all arousing, which got me thinking -- what if I made a game where you just watch a dude stick stuff in his mouth?

So for Succulent, I've put a fair amount of work into making this interaction feel "juicy", hooking it into particles, sounds, facial animations and "cheek physics"... here, the physicality of having his own arm do it, instead of a floating disembodied invisible player hand, was crucial to establish that he was doing it for himself and enjoying it. Inverse kinematics was finally good for something!

I borrow a lot of visual sensibilities from late period "homo hop" music videos, specifically those by Cazwell and Le1f. Both artists emphasize sweaty bodies glaring vacantly, bright backgrounds with intense lighting, and flat compositions focused on the center, evoking the go-go boy gay club / pin-up imagery that's thoroughly ingrained in US gay male culture.

Saturday, December 27, 2014

Notes on sex, consent, and intimacy in games and tech


This is adapted from the talk I gave at NYU Poly about my free spanking game Hurt Me Plenty. It kind of "spoils" it a little, if you care about that sort of thing, so I recommend you play it before reading this post... Or watch Pewdiepie play it, I guess.

You can imagine Hurt Me Plenty with its realistic representational graphics as a critique of the sex in contemporary Western video games with similar graphics, such as in Bioware RPG games (Mass Effects, Dragon Ages) which regularly feature "romance" storylines that climax in a cutscene of two virtual dolls glaring at each other for a few seconds, with cold unfeeling eyes devoid of human warmth, before tastefully fading to black. (My game hides your partner's face as much as possible.)

These kinds of representations are dangerous more for their structural properties: players understand these romances as puzzles to be solved where sex is the reward -- and the idea that sex is a puzzle reward feeds directly into a pick-up artist (PUA) culture built on manipulation and perceived entitlement to bodies. This is essentially the "kindness coins" critique, that the logic of training players to expect sex, based on a series of so-called strategic actions, is super gross and perpetuates damaging ways of thinking about relationships.

Instead, sex must be more than a node, it should be simulated as a complex system in itself. Sex must not be some sort of reward or foregone conclusion. What if we represented sex in games as an on-going process? What if we actually did sex?

Several games have explored this already:

Tuesday, December 2, 2014

new game: "Hurt Me Plenty"


"Hurt Me Plenty" is a short game made for Leap Motion Jam 2014 where you spank the heck out of a dude and learn about how BDSM communities attempt to formalize consent / caring. I was really interested in how we can make games about intimacy without a "kindness coins = sex cutscene" trope, and how we can use expressive gestures to roleplay / think about pain and intimacy. (For the record, I don't think my game gets it right, and it has a lot of flaws... this stuff is hard to design!)

Monday, December 1, 2014

"Cheeky Designs: How to Make a Video Game About Spanking The Heck Out of a Dude" at NYU Poly Game Innovation Lab, December 11


I'm giving a short tech talk about making my hunk-spanking game on December 11th at the NYU Poly School of Engineering's "Game Innovation Lab" in Downtown Brooklyn. Here's a description:

This talk will discuss the design development of "On Your Knees" "Hurt Me Plenty", one of the very few video games ever made about spanking men. How do you adapt concepts from BDSM culture into a game? How do you translate the politics of consent and power exchange into game code, 3D animation, and motion interfaces? What if video games imagined sex as an interactive process instead of a cutscene "reward" dispensed by a talking vending machine?

I'll talk how each part of the game works / why I made it the way I made it / interesting questions this kind of work brings up. Hope to see you there if you're in the New York City area!

December 11, 2014 at 7:00 PM
5 Metrotech Center
Brooklyn, NY 11201