... what it would be like to date Adam Foster. First he'd show you his potato connected to an Arduino. Then he'd whisk you off to some decaying factories and take hundreds of photos of doors.
You'll waver at times, but then you'll take a nice long sip from your Cherry Fanta and think, "as long as we don't miss that 8 o'clock showing of Paranormal Activity 3, he can photograph as many cracked concrete slabs as he wants."
No, I'm the only one who wonders that? Okay. Never mind. Ignore me.
Tuesday, November 8, 2011
Sunday, November 6, 2011
0 Hour Game Jam: "Apollo 2"
Because daylight savings time ended and was rolling back an hour, a bunch of people decided to make a game in "zero hours." The full results are here. As for my entry, I clicked the "get theme" button and got "moon." So I made Apollo 2. Take a few minutes to play it in your browser over here. Missed out on the fun? There's always next year...
UPDATE, 8 May 2017: due to this game's only super-fan's special request, this has been ported to WebGL. You can now play it here on Itch.io.
UPDATE, 8 May 2017: due to this game's only super-fan's special request, this has been ported to WebGL. You can now play it here on Itch.io.
Wednesday, November 2, 2011
Super Friendship Club's "EDITOR" pageant, Nov 1 - Nov 30

Yes, Super Friends... it's that time again.
You now have one month to make a game that includes some sort of level-editing component, along with some mechanism for sharing levels. It's not nearly as hard as you think.
A "level" can be anything. A "game" can be anything. An "editor" can be anything. Just make something.
Check out Mr. Lavelle's advice and some more helpful info here.
Good luck!
Level with Me, Jack Monahan
UPDATE 2: The second installment, with Polycount fixture Jack Monahan, is now up. Read part 2.
It's been pretty quiet around here... that's because I've been spending all my time recording interviews, transcribing them, editing them to make people sound smart, etc. Why did no one ever tell me this "game journalist" racket was so much work?
The first installment of "Level with Me," this time with the naturally smart-sounding Dan Pinchbeck, is now up at Rock Paper Shotgun for your perusal. Read part 1.
It's been pretty quiet around here... that's because I've been spending all my time recording interviews, transcribing them, editing them to make people sound smart, etc. Why did no one ever tell me this "game journalist" racket was so much work?
The first installment of "Level with Me," this time with the naturally smart-sounding Dan Pinchbeck, is now up at Rock Paper Shotgun for your perusal. Read part 1.
Monday, October 31, 2011
Cross-post: Dinner Secrets
Over at the "Altercation" blog, I've written a post about me and Eddie Cameron's attempt at a Kinect game for a game jam. It's Happy Days themed and the game is rather silly. I also muse about the state of Unity3D-Kinect technology and some user interface concepts we learned while making it.
Picking at the patinas of dead levels
Sylvain "channie" Douce has done some excellent analysis of CoD:MW2's "Favela" -- read part 1 to understand the structure, then read part 2 for his excavation, where he wonders why certain rooms are there and even posits the former existence of a ladder based on how sloppy that part of the level feels.
It functions in the same way that a ring road might denote the former existence of a city wall, building cities on top of cities on top of cities. Levels function the same way, existing as iterations layered over each other -- a virtual patina that exists only in context to the rest of the level.
Western societies value this patina. We preserve buildings, we have a "National Register of Historic Places." Something old is something inherently valuable... Meanwhile, you get the Chinese government bulldozing hutongs and re-painting the Forbidden City. I'm a proponent of the former approach in real-life, so it's interesting that I don't nostalgize virtual environments in the same way at all. Why wouldn't you fix problems and smooth the cracks? That low-detail room and seam in Favela is a bug. And here, we squash bugs. No one lives in my levels, and there are no stakeholders or community councils to notify about the impending demolition.
But consider this. Someday, you will have a 9 year old child. You will point out the neighborhood you grew up in, and the streets where you used to play. She'll laugh; CS 1.6 is a 32-bit cold program, it's barely compatible with today's average quantum biological wetware. And de_dust... why, she can see the pixels in the textures! It's all laughable, really. It's great though, that you took the time to show her how video games used to be so old and obsolete.
You'll stay silent and mime a chuckle. That's when she'll realize she's hurt your feelings, and that's how she'll learn the weight of the dead is always shouldered by the living.
Counter-Strike: Global Offensive is currently in private beta testing.
It functions in the same way that a ring road might denote the former existence of a city wall, building cities on top of cities on top of cities. Levels function the same way, existing as iterations layered over each other -- a virtual patina that exists only in context to the rest of the level.
Western societies value this patina. We preserve buildings, we have a "National Register of Historic Places." Something old is something inherently valuable... Meanwhile, you get the Chinese government bulldozing hutongs and re-painting the Forbidden City. I'm a proponent of the former approach in real-life, so it's interesting that I don't nostalgize virtual environments in the same way at all. Why wouldn't you fix problems and smooth the cracks? That low-detail room and seam in Favela is a bug. And here, we squash bugs. No one lives in my levels, and there are no stakeholders or community councils to notify about the impending demolition.
But consider this. Someday, you will have a 9 year old child. You will point out the neighborhood you grew up in, and the streets where you used to play. She'll laugh; CS 1.6 is a 32-bit cold program, it's barely compatible with today's average quantum biological wetware. And de_dust... why, she can see the pixels in the textures! It's all laughable, really. It's great though, that you took the time to show her how video games used to be so old and obsolete.
You'll stay silent and mime a chuckle. That's when she'll realize she's hurt your feelings, and that's how she'll learn the weight of the dead is always shouldered by the living.
Counter-Strike: Global Offensive is currently in private beta testing.
Friday, October 21, 2011
The 2012 IGF Pirate Kart
I've submitted my Ludum Dare games, CondomCorps and FuhFuhFire, to the 2012 IGF Pirate Kart. Also, me and Eddie threw Super Cult Tycoon 2: Deluxe Edition into the mix too. That's 300+ incredibly creative games, all in one package, all full of love. So go play it.
Tuesday, October 18, 2011
It's Altercation Time.
www.itsaltercationtime.com
Me and Eddie Cameron are now formally releasing our Unity3D stuff as a dynamic duo: "Altercation." The plan, I think, is to go back through our other stuff and polish those up to spec too? Maybe?
Our first official game is a more polished build of our most recent game, "Super Cult Tycoon 2: Deluxe Edition," now updated to version 1.0 -- with better difficulty ramping, some more graphical fanciness, and exponentially more playability.
+1 branding.
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