Tuesday, November 1, 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.

Sunday, October 30, 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.

Thursday, October 20, 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.

Monday, October 17, 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.

Friday, October 14, 2011

Frontiers, and why I'm afraid of working with multiplayer.

Frontiers is a multiplayer Half-Life 2 mod where one team is border guards and the other team is refugees, with environments and visuals based on real-life diaspora. The concept is very compelling... but I'll never get to play it, since it's real-time multiplayer and relies on a live, sustained player base that it'll never have.

This is why "serious games" and messaged-based games, in my mind, should never require more than a handful of players (or ideally, 1 or 2) to deliver its rhetoric -- or they should use asynchronous multiplayer -- because this is how a game dies. In contrast, single player games live forever.

I don't want to say, "don't make real-time multiplayer games," because that sounds awful. But I guess I'm saying it. I don't see any way around it.

Attention! Oct 21-23 = upcoming epic weekend of game jams!

For some reason, Sagittarius is aligning with Capricorn in the zenith of Jupiter and three (3) different game jams are happening on the weekend of October 21 - 23. If you live in or near a major economic center in the United States, you're in for a treat. Hopefully we can get some kind of simultaneous live camera feed going on between the sites.

NEW YORK CITY:
hosted by Babycastles / Parsons, the New School for Design / New School Game Club
Friday, Oct 21 @ 7 PM - Sunday, Oct 23 @ 7 PM. (NOTE: building is NOT open 24/7.)
6 East 16th Street, (12th flr lab), New York, NY. (Take the L / N Q R / 4 5 6 to Union Square.)
> Free. Sign-up on the Facebook page, or just show-up. (+ Free pizza on mystery night!)

CHICAGO:
hosted by IGDA Chicago and Friends / Toy Studio
Friday, Oct 21 @ 6 PM - Sunday, Oct 23 @ 10 AM.
1550 N Damen, Suite 201. Chicago, IL.
> Free (?) Sign-up here.

SAN FRANCISCO / BAY AREA:
hosted by TIGSource / Hacker Dojo
Thursday, Oct 20 @ 10 AM - Sunday, Oct 23 @ 8 PM.
140A South Whisman Rd., Mountain View, CA.
> Registration required ($50) for t-shirt, snacks, dinner and more.

If you've never been to a game jam before, don't be scared. Anyone can start making games. These days, you don't even have to learn much computer programming if you don't want to. For info and advice on starting out, see this thread at Super Friendship Club or visit youcanmakevideogames.com!

And if you're unfamiliar with the game jam format, it roughly resembles this:
  1. First, you show-up and sign-in and stuff.
  2. The secret theme is announced. You listen to a silly but inspiring keynote.
  3. People form teams and talk about ideas.
  4. People start making games. People eat. Good times are had.
  5. People go home and sleep, or the building closes.
  6. People start panicking that they won't finish. Cut some features. Go home and sleep.
  7. Cut more features. The timer starts ticking down.
  8. Pencils up! Everyone presents their broken games and everyone is loved.
See? Nothing to be scared of. So see you at one of the jams! Come make games!