Monday, December 23, 2013

Radiator Blog: Four Year Anniversary


This year marks the Radiator Blog's fourth year of existence. It's now ready for preschool, wouldn't you say? (They grow up so fast.)

Much like the first, second, and third times I did it, here's a "best of Radiator" list for 2013 along with some brief commentary -- and please eat some of this cake, forks and plates are on the table behind you.

Thursday, December 19, 2013

PRACTICE 2013 "Well-Made: Back to Black Mesa" talk video is now online.

So I gave a talk on Half-Life / game development at PRACTICE 2013, and the video is now online with a fancy title card and everything. Thanks again to NYU Game Center for hosting and having me!


Well-Made: Back to Black Mesa

The modern AAA single player first person shooter consists mainly of two things: shooting faces in implausibly realistic levels with a pistol, machine gun, shotgun, sniper rifle, or rocket launcher -- and obeying NPCs when they trap you inside a room so they can emit voiceover lines at you. Half-Life's legacy in the latter is well-mythologized in history, but what if we re-visit Half-Life as a masterpiece of technical design, enemy encounters, AI scripting, weapons tuning, and architecture? Spoiler: we'll find out it's a pretty well-crafted game.

To learn more about PRACTICE, visit http://gamecenter.nyu.edu/practice

Thursday, December 12, 2013

Untitled co-op Wild West boomtown management game that is populated entirely by stray cats


Me and Eddie were wondering what to play. We can't play competitive games because we end up getting too upset at each other, so we usually need some sort of co-op game. However, there aren't that many co-op strategy games out there, or at least ones that are lightweight enough. Then we thought -- if we're game developers, we might as well just make the game we want to play, right?

Also, did you know: Unity particle system can emit particles based on any mesh, not just flat billboard quads?

Sunday, December 1, 2013

Reading public Google Drive spreadsheets in Unity, without authentication


I'm working on a project with a collaborator who doesn't use Unity and doesn't really have an interest in game development (gasp) but it is still important that she can add/edit item data for the game. From a practical workflow perspective, I probably would've kept the item data separate from the game code anyway, to make it easier to balance and tweak stuff. This is usually the stage at which you'd make your own level editor or game database editor or something, but maybe there's a better way -- we can just tell Unity to read from a public Google Docs spreadsheet and parse the data. That way, anyone can edit the game levels or localization strings or whatever from anywhere in the world, and the game client will update data seamlessly.

A lot of this post comes from Clark Kromenaker's great post on accessing Google Docs services with C#, and a lot of my setup process is the same as his.

However, my particular project didn't need any data kept private, the game itself didn't need write access to the documents, and authentication looked like a pain (e.g. using OAuth 2.0 requires you to open a browser window so the user can okay the permissions? Yeah, no thanks) so I worked out how to access read-only publicly published Google Drive spreadsheets without any logins or anything.

Monday, November 25, 2013

"Well-Made: Back to Black Mesa" @ PRACTICE 2013


Very special thanks for Frank Lantz for inviting me to speak, and to Charles Pratt / Kevin Cancienne for counsel and emotional support, and Brendan Keogh / Dan Golding for convincing me that people even want to hear about stuff like this. Many of the ideas in this presentation will be expanded upon for the book I'm doing with Press Select.

First I want to set the record straight: I love Half-Life, but that doesn't mean it's immune to criticism. It is flawed in many ways. (Hard mode is too hard. The game is too long. On a Rail induces hemorrhaging. etc.)

I also think games mean things so far as you can argue for certain interpretations -- and I think Half-Life's popular legacy does not endure much scrutiny. Specifically, Half-Life's narrative is not subtle nor sophisticated nor conceptually innovative: from what we know about its development history and acknowledged inspirations, it is designed to be a schlocky silly action B-movie about a sci-fi disaster conspiracy, and I argue that reading is more convincing than thinking it's "the Myst of video games" or something.

That does not mean a schlocky game is bad; schlocky games are often fantastic. What I'm arguing, instead, is that many players prefer the weaker reading of Half-Life because they are seduced by the promise of technology without actually understanding what the technology is doing. Half-Life is magical and interesting and subtle, but not in the way that gamer culture mythologizes it. (At the same time, let's still be critical of what Half-Life does, and the values it represents to both players and developers.)

Tuesday, November 19, 2013

PRACTICE 2013 post-partum


This year, I gave a talk at PRACTICE (more on that later) and I had a pretty good time in general. I think now (a) I am slightly more patient with board games (b) I love Nordic LARP even more (c) I have more respect for the depth of thought that goes into a lot of games that I will never ever play ever. Someone asked me what I thought the overall theme of the conference was, and I think a lot of it was about game developers honing our "awareness" of each other. The schedule was diverse:

Friday, November 15, 2013

Games without gamers; imagining indie game developer futures


Indie developers think about money a lot, and whether game development can sustain them. If you've managed to make a good living with selling your game on Steam, that's great and I'm happy for you. Now what about the rest of us? What if a game developer can have a different relationship with society, outside of a market model where self-identified hardcore gamers buy and consume stuff on Steam or in bundles?

There are two kinds of indie game developers: the ones who wanted to break away just from publishers, and the ones who want to break away from the game industry as a whole. A lot of the latter involves convincing gamers as well as the huge vast world outside of self-identified hardcore gamers to change their attitudes about what kinds of games are worth playing, worth making, and worth supporting.

What if we take games, but re-frame them in other terms with other values? What if couples commissioned games for weddings, or what if communities built games to celebrate their histories? What if games were a form of journalism? I think the first step towards making these games happen is imagining how they can happen, so here's a bunch of possible game developer futures:

Sunday, November 10, 2013

On "On cliques."

Mike Bithell wrote a post, "On cliques," about his perspective on exclusivity in the indie game scene. I think the example he gives, of going to a party while not really knowing anyone and then getting upset when no one is dying to talk to him and then feeling foolish for getting upset, is understandable and human. I'm sure everyone's felt that way at some point. It sucks to feel like you don't belong.

At the end, he says everyone should talk more, and try to be more understanding of each other, and I think that's good. Let's all do more.

However, I've seen some other peoples' responses and takeaways that strike me as, uh, callous, or even poisonous.