Saturday, May 14, 2011

Pilsner: Pre-Thesis


"Pilsner" is what my masters' thesis project will likely be, (it's going into full production starting this summer) but maybe I'll completely change my mind in the coming months, who knows. It's pretty ambitious in trying to solve, like, 5 big game design problems all at once.

The pitch is the same as before: "a multiplayer browser-FPS where Jersey Shore meets paramilitary squad tactics."

More specifically, if you happen to be "in the know," it's Rainbow Six + Spy Party + Words with Friends + Wikipedia.

Here's the full 6 page end-of-the-semester brief, if you're curious enough to read it... or just mine the references for your own papers. Just keep in mind the intended audience, my professor -- an experienced designer who doesn't really play video games:

First Person Films: "Charlie Bit My Finger" and "Smack My B*tch Up"

A more recent addition to the "First Person Films" post... described by the creator as a "Left 4 Dead" short film, essentially one extended POV shot. Enjoy.



Ah, vulnerable children in survival horror contexts never gets old, eh?

And as a bonus, here's Prodigy's "Smack My B*tch Up," a (NSFW) first person music video that came to mind when watching the above. I remember watching this on MTV back when they still played music videos...



Look at what the first person mode can do! And look at how narrowly we use it in games! Loooook!

Tuesday, May 10, 2011

Now in the pipeline...

I'm playing with the Unofficial Portal 2 SDK.
UPDATE: huh, well whaddaya know, the real SDK is now up.




"The Meat Pack." Incredibly hard Portal 2 levels coming to a \sourcemods\ folder near you, this summer.

Monday, May 9, 2011

May 12th, 2011: "No Quarter" at NYU Game Center

http://gamecenter.nyu.edu/2011/02/announcing-2nd-annual-no-quarter-exhibition-of-games

Terry Cavanagh's game is the only one I know anything about -- it's a Unity game that accomplishes the amazing feat of not really looking like a Unity game (or any other game, for that matter) with a really neat depth / dithering / colorspace effect.


See you there and say hello to me, because I'm probably too shy to approach you if I only know you from the internets. Maybe I'll even share one of the twenty brioche sandwiches I snagged from the table.

Monday, May 2, 2011

Ludum Dare 20: Condom Corps, or "It's dangerous to go alone... take this condom, bro."

My first Ludum Dare, and I actually finished it! (Kinda.) Maybe I'll polish it some more and sell it to NYC Public Health?...


 PLAY NOW: Unity Web (compo) | Unity Web (jam)

*** If you are judging, please play the COMPO version. [Link to entry on ludumdare.com]
*** If you are NOT judging, play the JAM version in its (legally) photosourced splendor. The two builds are identical except for the enhanced background graphics in the JAM version.

>>> BASICALLY
It’s a Match3 First Person Sniper for sex education.
“It’s dangerous to go alone… take this condom, bro.”

>>> HOW TO PLAY
  • Mouse1 = fire
  • Mouse2 = zoom in
  • Mousewheel = change ammotype
1) Stare at a dude’s package. Decide what size of condom he needs.
2) Shoot the condom into his hand.
3) Match adjacent colors to create chain-climaxes for mega points.
4) Shoot well-fitting condoms to maintain a “fit streak” multiplier for your score.
5) GET HIGH SCORE!!!

Source code is here. (.unitypackage)

Saturday, April 30, 2011

Ludum Dare 20: Dev Log 1

I'm making a game for the "make a video game in 48 hours" challenge, Ludum Dare, even though I have a final project to do for school. (They never said I was the smartest.) Cross-posted from http://www.ludumdare.com/compo/2011/04/30/condom-sniper-update-2/


Unity3D Webplayer test build:
http://dl.dropbox.com/u/19887116/Condom1/index.html

Skybox art is kinda done, mostly photosourced from Unity standard assets / NASA / CGtextures / Creative Commons on Flickr. Still need to turn off fog for the moon, hmm. All full bright textures for performance reasons; I’m going to be using a lot of point lights in the actual game area, so I want to save my GPU stuff for where it counts.

Mouselook is clamped because you’re mostly just going to be sniping within that rectangle in front of you, delivering condoms to the city’s horniest / most desperate.

Looking to implement the actual mechanics and building generation tomorrow night. I don’t foresee many problems, but we’ll see…

Friday, April 29, 2011

NYC Game Scenesters: Erik Wolpaw talk next Thursday

ATTENTION! If you're in the NYC area, you should RSVP for this talk with Erik Wolpaw on Thursday -- like, right now. You definitely won't be able to stroll in, and even if you do, you'll miss out on free croissant sandwiches.

It's open to the public. Go.

"The format for the evening will be a brief guided play-through of Portal 2 with Erik, followed by an interview and general discussion moderated by Game Center Interim Director Frank Lantz. The audience is encouraged to join the discussion. Please bring questions about Portal, game writing, criticism, narrative and the overall subject of games in general."

And the NYU croissant sandwich things are pretty awesome. Get there early if you expect any otherwise I'm going to eat them all.

Thursday, April 28, 2011

New MapCore Compo: "The Door Challenge"

Attention! There's a new level design compo about to start at MapCore:

The Door Challenge, Friday, April 29th - Sunday, May 22nd.

"Using the included prefab in the engine of your choice, script a puzzle to creatively open the door! As this is a scripting challenge, you are encouraged to use dev textures and only what art assets are absolutely necessary to communicate key ideas."



Open to Source and UDK users! (And other engines, if you're willing to port the prefab yourself. I might port it to Unity, as self-proclaimed minister of Source-Unity relations.)

New faces are, as always, a welcome sight.

And remember: the "4 week timespan" doesn't mean you need to spend 4 weeks on it; last time, Thiago made his in 24 hours and won the Cube Compo with dm_zest. (Granted, he already made the textures, but still!...)

Still think it's too much of a time commitment? We're also thinking of doing shorter "weekend" challenges, so chime in there if you like that idea.