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Friday, June 14, 2013

Recommendation - A Thing About Nothingness


     The list of free indie games  in my bookmarks menu that I've been meaning to play has been overflowing, and I've finally started hacking away at it. Today's recommendation from that list is a Ludum Dare entry called A Thing About Nothingness in which you are a man in a barrel who tries to adhere to the philosophy of cynicism. It's short, free, and remarkably well written - download this little gem here. You will be amused.

Thursday, June 13, 2013

Waker Update - Introducing Poggles! What's a Poggle, you ask? Read on!

     It usually happens after 6-12 months of working on a game that I lost interest in it, cease to work zealously on it, scrap it, and move on. Emotionally, I had reached that stage with Waker a few months ago., but wasn't willing to give up on it. I've had strangers on the internet (such as yourself!) tell me that they think the game looks great and that they're looking forward to it, so scrapping the project isn't really much of an option. Besides, I think the game looks great, and it has a lot of potential.

     Problem is, I enjoy designing games and imagining characters and stories a little bit more than I do actually creating them. There's this sweet spot in game creation where I'm still fleshing out characters, figuring out mechanics, and determining where I want the story to go AFTER I've begun actual development. I am most obsessive and dedicated to game development during this period. For a while, though, I've been outside of that sweet spot. I know who my characters are, I know where the story's going, and so the thrill of committing those characters to pixels and code hasn't been with me.

     Not only that, but the story and world that I've created are fairly melancholic. In my list of supporting characters, I have: a depressed office drone, a potter who's lost her family and is seeking revenge, a loner whose girlfriend is probably dead, a soldier who's seen his husband ripped to pieces, and a psychopathic vigilante. Lots of room for character development and heartbreak, but not much room for humor and upliftment. There's no contrast, no point of comparison for the heartbreak. What I want to be an emotionally deep, but enjoyable story was instead just masochistic fantasy that's hard to stomach.

     So, I came up with a solution to both of these problems, and now making Waker is fun again.

(More, including screenshots, below the break)

Toward a Cutie Aesthetic

It's a little old by now, but I had just stumbled across a thought-provoking article by Andrew Vanden Bossche about the underepresentation of women and the LGBT community in games, the lack of "human" stories in AAA games, and what he calls "The Cutie Aesthetic" as a tool of cultural subversion. You can read it by clicking the fancy hyperlink here.

Thursday, May 9, 2013

Waker Update

     Waker now has a working inventory! It didn't need it before, but the as the game grows and I find that I need to add more and more ways to reward exploration, I'm finding that the game is becoming more and more cluttered with items. Not totally happy with how it all looks, but I can worry about that further down the road.


Wednesday, May 8, 2013

Review of Fez


I just reviewed the delightful Fez for Beta Fish magazine, and you can read my thoughts on the game and on exploration in games in general here.

Sunday, May 5, 2013

Waker - It's Back On, and a Quick Question

     So, I'm done with school for the year, but I'm stuck in the town without anything to do for a week. You know what this means?

     A week of full-time game development in coffeeshops. I hope to have something interesting to show you all by the end of it!

     Also, quick question - I'm not sure how I feel about titling the game Waker. It's sort of awkward to say by itself, sounds a lot like wanker, and leads to people asking me what a "waker" is, which leads to having to discuss some of the game's original fantasy lore, which leads to me feeling super goofy. So I'm thinking of renaming it Wakers and Dreamers. Any thoughts? Seriously, though, I just need one person to comment with the word "yes" to confirm that this is in fact a good decision. I want this to be the last time I rename it. Do me a favor and be that person.

     In terms of Waker's development, this summer should be interesting. One week in a college town with nothing else to do, followed by three weeks in Baltimore with nothing else to do, followed by working for three months in Baltimore with nothing else to do in the evening. If I really, really push myself and find the motivation, I hope to be done with the damn game by the end of the summer so I can move onto the next big thing. I've been wanting to make this game about a girl who goes to high school in a walled-in dystopian corporate city. You see, life sucks for this girl, because she's in a dystopian sci-fi setting and  she's in high school (insult to injury, amarite?), when, one night, she stumbles across this creature from another world trapped in the city, and they become super good friends. Problem is, the corporate police state isn't okay with this, and they want the monster dead, because that's just want villainous corporate police states do - they hate fun. So, basically, it'd be a mix of 1984, high-school commedy/drama indie film, and Pokemon. I'm probably going to ditch the idea by the time I actually start my next project, but it excites me nonetheless.

Thursday, April 18, 2013

Also, Jurassic Heart

Also! There's a short dating sim parody in which you play as a young woman who is friends with a ukulele-playing Tyrannosaur. The Tyrannosaur has the hots for you.

It's called Jurassic Heart. It's freakin' odd, in case your afternoon doesn't have enough weird. Yer welcome, kid.