Wednesday, June 23, 2021

new Quake map: Daughter Drink This Water

My fourth released Quake single player map "Daughter Drink This Water" is now out, as part of a community map jam pack called Sinister625 -- where we all made maps that used only 6 textures, included 2 "surprises" (anything more interesting than monsters spawning), and had only 5 monster types, all in celebration of Quake's 25th anniversary this June.

HOW TO PLAY THE MAP PACK

1. Follow this guide to acquiring Quake and a suitable source port (aka game engine) or try the Quakestarter: The Quake Singleplayer Starter Pack (Windows only). Note that Quakespasm-Spiked is currently regarded as the best engine among single player level designers; avoid DarkPlaces, which hasn't been maintained in years. Also note that it is technically possible to get all the necessary game files legally without buying Quake, but for perceived legal reasons, the community does not distribute everything together in a convenient package.

2. Download and unzip the Sinister625 mod, which will already have all the maps and assets configured. Put the /sinister625/ mod folder in the root of your Quake folder, next to the /id1/ folder.

3. Launch Quakespasm-Spiked (or whatever engine you're using) with the mod directory set to "sinister625"... There are two common ways to do this:

- download a launcher tool like Simple Quake Launcher

- OR create a shortcut with the command line parameter -game sinister625... so the full shortcut target line might read something like "C:/Program Files/.../quakespasm-spiked-win64.exe -game sinister625"

WARNING: the rest of this post are my design notes that spoil what happens in the map...

Thursday, May 6, 2021

Open world RPG design notes from Enderal, a big long Skyrim mod

I'm playing a giant Skyrim "total conversion" mod called Enderal. It does a lot of interesting things but also less-than-good things. I'm told it's inspired a bit by the Gothic series, which I've never played, so maybe a lot of my observations are more about Gothic than Enderal? 

Be warned that some of the screenshots are a bit spoilery (e.g. there's a tropical biome!) and my notes are obviously going to spoil some of the game's structure, but all these spoilers are pretty vague and anyway I don't name any names.

Anyway, here's my notes... 

Thursday, April 29, 2021

MIF commission "We Dwell in Possibility" coming in July 2021


Manchester International Festival (MIF) just announced my upcoming project "We Dwell in Possibility", a queer gardening crowd simulation in collaboration with illustrator Eleanor Davis, to be released in July 2021. It'll be free and playable in your web browser.

This commission has been interesting because I'm learning and trying a lot of work that I don't usually do, which came about as a cascading chain of design constraints:
  • Mobile. My gay games are all well-suited for a mobile format, but tech platforms are increasingly sex-phobic and will block my content from their stores. But if I target a mobile browser, they can't really stop me. (This is the real reason why Apple keeps their iOS browsers so slow and broken: an open internet threatens their control over everything.)
  • Not-Unity, in 2D. If I want it to run well in a mobile browser, then it probably has to avoid lots of flashy 3D. I usually work in Unity and don't get me wrong Unity's WebGL build target is a miracle, but still not quite miraculous enough, so that's why I'm learning HaxeFlixel for this project.
  • Collaboration. I usually prefer to work solo and in 3D, but my 2D art skills aren't very developed. So what if... this time... I didn't... do the graphics? I've admired Eleanor Davis' work for a while now, and I'm super excited to have her here. Also I secretly hope this is just the first of many video game projects she works on.
  • Producers. MIF does something a bit unusual for its commissions -- they provide producers, which is very common for live events and commercial games, but rare in an art games context. For this project, my fantastic producers Shanaz Gulzar and Steph Clarke have been key for figuring out what the heck we're making, and will be instrumental for bringing this to the finish line.
The two takeaways I want to emphasize here are:

(a) even experienced developers / artists are always learning and growing... and according to the artistic-industrial complex, I'm entering a phase known as "mid-career"? oh dear

(b) grants, commissions, and public arts funding are what gives people space and time to do that vital growth... meanwhile, commercial works and solo side projects often force us into our comfort zone, which can act as a ceiling on that growth

Thursday, April 15, 2021

Email subscriptions have been migrated to Mailchimp

Some minor housekeeping here: the free blog-to-email (RSS-to-email) service I use, Feedburner, was acquired by Google some moons ago and thus it is now discontinuing various services... such as its core blog-to-email service. 

So I've been forced to move all email subscribers to Mailchimp instead, which offers its own free blog-to-email service that it too will likely arbitrarily discontinue someday.

But until that fateful day, enjoy the slightly more readable emails. I've tried to disable Mailchimp's creepy marketing tracking as much as possible, but sorry in advance for any inconvenience. If you want to unsubscribe, please use the "unsubscribe" link at the bottom of the email. 

Or if you're reading this post on the website (which is the vast majority of you) then you can choose to subscribe and have new blog posts sent to your email inbox instead. Emails will be rare, and I do not use your address for any other purpose / anyway I don't want to have to login to Mailchimp ever again.

Thanks for your attention and have a lovely day / night.