Saturday, December 15, 2012

some more words on the AAA manshooter / text games

I have a knack for sending too much material to journalists when really they just want a quote or two. I promise to stop doing that. In the meantime, John Brindle's posted up the rest of my response from a piece he did about text / introspection / war games. It's cross-posted here, with some marked edits.

Friday, December 14, 2012

Triple Jam Pile-up this weekend!

This weekend is the classic monolith of game jams, Ludum Dare #25! Theme is still pending for a few more hours...

Also, this weekend in New York City is a special game jam hosted at Parsons called "Game On", co-sponsored by Github and Mozilla. The main requirement is to make an HTML5 game. Prizes include a trip to GDC 2013 (wow!) and I think there's free food to jam with, at least. (And as long as you're here this weekend, also check out Spacewar! at the Museum of the Moving Image, charting the long lineage of shooters from ur-game "Spacewar!" on a PDP-1 replica through Metroid II and ending with Halo 4.)

ALSO, this month in Chicago, there's the Six Pack Jam. Jake Elliott and friends are putting an arcade cabinet in some bar in Wicker Park and they want cool games to put on the cabinet! Here, the implied constraints are 2 player compatible modes with short arcade-scope play sessions, but maybe that's just my interpretation.

You could, potentially, make a 2 player HTML5 game with [LD theme] and submit everywhere. Whoaa.

Monday, December 10, 2012

Tiny Soccer Manager Stories, by Pierre Corbinais


My very strong favorite of the TIGSource "Sports" compo is Pierre Corbinais' "Tiny Soccer Manager Stories." It's a 20 minute-ish puzzle game made in Adventure Game Studio that tasks you as a substitute junior high soccer coach, and your job is to balance the two teams to make sure everyone plays, even the kids who suck.

(INSTALLATION NOTE: To get this to run on my Win7x64 system, I had to change the settings to "Direct3D 9" windowed mode. Try that if it doesn't work for you.)
(HINT: If a particular puzzle gives you a lot of trouble, use the "Skip Puzzle" option in the menu. The game doesn't penalize you or limit you at all.)

I've whined before about how we should narrativize the sports genre, and I think TSMS does some really great things with game narrative using this roster mechanic -- it isn't the first sports mechanic that comes to mind, which just makes this all the more refreshing and novel. Here's why this game is awesome: (SPOILER ALERT)

CFP: "Different Games" at NYU Poly, due Feb 1

Different Games is a new game conference in NYC that focuses on race / gender / sexuality / disability / politics in games. If you have something to say or make (game / installation / workshop / talk) then you might want to submit something by Feb 1st. More info at http://www.differentgames.org/cfp/

(Also, NYC is at its best in April...)

Friday, December 7, 2012

Recent happenings at New Statesman

Liz Ryerson recently linked here in her "recommended game criticism reading list" at the New Statesman, and John Brindle recently wrote a piece for them about text-based games commenting on war better than AAA counterparts with a few quotes from me on the topic. Check it out.

Wednesday, December 5, 2012

Specially Level with Me, at Rock Paper Shotgun (updated)


Part 2 is up now. We talk about Portal 2 puzzle design, inspirations behind the underground chapters, and certainly nothing about HL3.

I talk more in this part than the other part because I'm trying to figure out why Adam Foster's work is so good -- is it because his floorplans are so 3D and holistic? Is it his bold use of symmetry in places? Someplace Else has a structure you don't see in-game: the alien complex has a spine, ribcage, and even some kind of pelvis with vestigial legs. I thought Half-Life 1's r_speeds were keeping him from linking all the areas and making this structure more apparent, but after the interview, I think it's more that he likes keeping some secrets to himself.

And to "justAModsLover": I totally forgot about the Someplace Else port, and I'm going to make that my winter project.


Part 1 of my interview with Adam Foster, fancy modding celebrity genius / Portal 2 level designer / one of Valve's ARG masterminds, is now up. (And, okay, I ask him about HL3 in part 2...)

I hope people notice my image curation cleverness re: putting a screenshot of his older HL1 mod Parallax with a giant funicular cargo lift next to a more recent screenshot from Nightwatch with a giant funicular cargo lift. Gotta love the hazard stripe trims. In both levels, these were pretty big epic setpieces and more or less define how the rest of the level is structured. The best part is that they all contradict the original funicular setpiece from HL1, the slow headcraby-descent in the middle of Unforeseen Consequences -- there are no monsters suddenly spawning in either of Foster's versions (if I remember correctly in Parallax?) so you just enjoy the ride and scenery, though you're probably on edge the entire time.

If you're an Adam Foster fan, I do encourage you to check-out Parallax. It's so old and a bit buggy, but the structure still feels pretty modern.

Tuesday, December 4, 2012

Teaching game development community.

In Spring 2013, I'll be teaching an undergrad / grad Unity course at Parsons called "Currents: Building Worlds."

The course has a few learning goals -- (a) to gain a broad conceptual understanding of how Unity works across art assets and code, (b) to learn some useful software engineering patterns for games, (c) to develop self-sufficiency for solving Unity problems / "learn how to learn", and lastly (d) to recognize membership in a global game development community.

That last one's probably the most ambitious.

Friday, November 30, 2012

Using screen-buffer masks in Unity Pro for a fog of war effect.

As I prototyped Convo, it became clear that I would need some sort of fog of war / sight radius visualization. Depth masks weren't very good for this because of the uneven terrain, and the other fog of war solutions I found involved a tile system (nah), or a vertex alpha plane (eww), or some other pretty convoluted thing. Lame. So I did a bunch of research and figured out my own technique... best of all, this visualization uses no script code at all, it's just shaders and geometry.

Also, you don't have to use this for fog of war. You can use it anytime you need to mask-off certain bits of the camera view on a per-object, per-triangle, or per-pixel basis. Like, maybe you'd want some stuff to glow red?...

The gist: (you will need Unity Pro since this uses render textures)
1) A camera's render texture is in RGBA format. You can technically do whatever you want with the alpha channel; most of Unity's built-in shaders use it to mask out alpha textures for various image effects.
2) If we use a shader that writes only to that alpha, we can use it to mask objects or pixels.
3) Then, we edit the image effect shader to modulate an effect with the alpha channel values.

If you need some more details and shader code, read on...