I keep making things. Today, I am sharing two of those things with you.
1) High Transit
High Transit is a team student project for which I was the primary programmer and level designer. In the game, you get to jump on fast moving trains in the sky. That is pretty cool. What's not cool is that it's loaded with bugs and rendering issues.
I feel incredibly conflicted about the game - more so than I usually feel about my projects. It is not the most polished, personally expressive, subversive, or experimental thing I've worked on. However, it does feature some of my best mechanics and level design, and is a blast to play.
Check it out on Game Jolt!
2) Cuties Killing Video Games: Gender Politics and Performance in Indie Game Developer Subculture
I spent the past year writing a 200 page thesis about how online communities and noncapitalist modes of game production make feminist politics in gaming subculture possible! I figured it might be of interest to some of you in such communities who use such modes of production to perform such politics.
You can download it from here!
With both of these massive projects out of the way, expect more Toilets Meat and Drugs development, and the actual return of Radical Playing.
Showing posts with label school. Show all posts
Showing posts with label school. Show all posts
Wednesday, May 6, 2015
Thursday, April 3, 2014
Void Hero Blues Production: Day 2
Wednesday, April 2, 2014
Void Hero Blues Production: Day 1
Friday, March 28, 2014
Recommendation: The Gray Garden, Waker Update, New Project:Void Hero Blues
Item Number 1:
Recommendation: The Gray Garden
The Gray Garden is an RPG by Mogeko, translated by vgperson, who also translated Standstill Girl and Mad Father . It takes place in a world in which, in the aftermath of a great war, angels and demons learned to coexist peacefully. Hell, they get along so well that God and the Devil flirt with each other - it's pretty great. You spend most of the game playing as a demon schoolgirl who lives an innocent life, up until her town comes under attack by flaming bats sent by the devil of another dimension.
The combat's stupidly easy, and it's a bit cheesy, but this doesn't detract from a surprisingly engaging story - it's one of those visual-novel-in-an-RPGs-clothes sort of deals. Combine that with dark humor, quirky loot, and a unique take on Christian mythology, and you have a damn worthy narrative experience.
You can download it for free. It's an RPG maker 2003 game, so it'll require downloading the RPG maker 2000 runtime for it to work. Of course, if you're the sort of person who likes these sorts of games, you've already got it installed, now, don't you?
Item Number 2:
Waker Update
Sound production on Waker has begun - my audio guy (Ashton Morris, check out his tunes!) is sending me some sick music and sound effects. On top of that, I'm done revising the pre-existing section, finally moving onto actually progressing the story. To be totally honest though, I have to admit that Waker will probably remain in developer hell for longer than I've last estimated (November 2014) because of...
Item Number 3:
The Void Hero Blues Announced
So, I was having trouble this semester motivating myself to work on a year-long student game project. It was essentially just a multiplayer arena game, which I found dreadfully boring to even think about working on. While technically more impressive than anything I had worked on before, creatively, it felt like a step backward for me. I'm ready to move on and make games that are more experimental, political, and self-aware. It was also a problem that, on the seven person team, I was the only one willing to program. It was a depressing situation, but my professor rather kindly allowed me to work on a solo project. That project is The Void Hero Blues.
The Void Hero Blues is a first person shooter game about the objectification of strangers. Every time you kill an enemy in the game, you will be alerted to a bit of personal information about them. One enemy is an avid stamp collector, another is a loving parent, and this information will be made known to their killer - you. Maybe it'll be funny, maybe it'll be sobering, hopefully it'll provoke thought about objectification and violence.
I should have some levels made in three weeks or so, will show 'em off then. It'll be my first project made in Unity, and my first (truly) 3D project since I was a teenager (sadly, all of the first person shooters I made as a kid are forever lost) (and Empty Chambers doesn't really count). It'll be done by December.
Recommendation: The Gray Garden
The Gray Garden is an RPG by Mogeko, translated by vgperson, who also translated Standstill Girl and Mad Father . It takes place in a world in which, in the aftermath of a great war, angels and demons learned to coexist peacefully. Hell, they get along so well that God and the Devil flirt with each other - it's pretty great. You spend most of the game playing as a demon schoolgirl who lives an innocent life, up until her town comes under attack by flaming bats sent by the devil of another dimension.
The combat's stupidly easy, and it's a bit cheesy, but this doesn't detract from a surprisingly engaging story - it's one of those visual-novel-in-an-RPGs-clothes sort of deals. Combine that with dark humor, quirky loot, and a unique take on Christian mythology, and you have a damn worthy narrative experience.
You can download it for free. It's an RPG maker 2003 game, so it'll require downloading the RPG maker 2000 runtime for it to work. Of course, if you're the sort of person who likes these sorts of games, you've already got it installed, now, don't you?
Item Number 2:
Waker Update
Sound production on Waker has begun - my audio guy (Ashton Morris, check out his tunes!) is sending me some sick music and sound effects. On top of that, I'm done revising the pre-existing section, finally moving onto actually progressing the story. To be totally honest though, I have to admit that Waker will probably remain in developer hell for longer than I've last estimated (November 2014) because of...
Item Number 3:
The Void Hero Blues Announced
So, I was having trouble this semester motivating myself to work on a year-long student game project. It was essentially just a multiplayer arena game, which I found dreadfully boring to even think about working on. While technically more impressive than anything I had worked on before, creatively, it felt like a step backward for me. I'm ready to move on and make games that are more experimental, political, and self-aware. It was also a problem that, on the seven person team, I was the only one willing to program. It was a depressing situation, but my professor rather kindly allowed me to work on a solo project. That project is The Void Hero Blues.
The Void Hero Blues is a first person shooter game about the objectification of strangers. Every time you kill an enemy in the game, you will be alerted to a bit of personal information about them. One enemy is an avid stamp collector, another is a loving parent, and this information will be made known to their killer - you. Maybe it'll be funny, maybe it'll be sobering, hopefully it'll provoke thought about objectification and violence.
I should have some levels made in three weeks or so, will show 'em off then. It'll be my first project made in Unity, and my first (truly) 3D project since I was a teenager (sadly, all of the first person shooters I made as a kid are forever lost) (and Empty Chambers doesn't really count). It'll be done by December.
Labels:
my games,
recommendations,
school,
upcoming,
void hero blues,
waker
Tuesday, December 10, 2013
Look, I can do animations that aren't pixelated four frame walk loops!
So, I'm currently in an animation class. Below is my final project for it.
It's not strictly games related, but I figured that you, dear reader, would nevertheless be amused by it. For amateur work, I'm pretty satisfied with it.
It's not strictly games related, but I figured that you, dear reader, would nevertheless be amused by it. For amateur work, I'm pretty satisfied with it.
Enjoy! If I can make a game version of this for Ludum Dare this weekend, I'll totally do it.
Monday, November 25, 2013
Grumpy Programmer Live Blog Spectacle
11:50
Okay, you sad sassy dipshits, here's the rundown:
I'm in this bullshit game design class this semester. I'm supposed to have a sparkling-cider-ass digital prototype of a game done tomorrow morning, 9:00 sharp. You need perspective? I'll give you some peanut-butter-shitting perspective - I haven't started, and it's 11:50 right now. 11:50 in the frackin' PM. It's supposed to be a group project. It's supposed to be an equal division of labor. Guess whose partner doesn't have any game design skills and didn't respond to his email asking when to meet up to work on this piece of flaming spiraled ape shit?
Bloody hell like I've had time to get a headstart on this shit. Bullshit.Game design class.
You know what this means, right, you sewage guzzling skunk munchers? Yeah, that's right, it's the GRUMPY PROGRAMMER LIVE BLOG SPECTACLE. (Pricks).
Every 15 minute interval, you get an update on my progress, you privileged pompous bourgeois blowhard.
Maybe this will be entertaining, as you derive intense pleasure from documentation of my pain. Maybe it will just be sad. Actually, you know what? It'll probably just be frumpin' sad. You know why? Because I'm making a piss-wallowing game about a young woman who can repair elevators. Guess what you do in the game? Repair the motherfucking elevator. Press R to restart and repair it again in a different way! DO IT YOU CAPITALIST SLAVE.
Let's go.
12:15
WHAT THE GHOST-SNORTING-SNORLAX DO YOU MEAN I HAVE TO HOLD CTRL AND SHIFT TO CREATE MULTIPLE OBJECTS IN THE ROOM AT ONCE IN THE NEW VERSION OF GAME MAKER. PUFF SHITTER.
I paid money for new software because I expected improvement. Literally feeling myself get arthritis is not an improvement.
Jesus Christ.
Thank god I can just rip old platformer game code from previous projects for this. Oh, did I forget to mention?
This isn't just a game in which you fix elevators.
It's a game in which you can fix elevators and jump.
12:30
What the hell is my roommate watching? Did the sports announcer just say ninjitsu fight?
i wish i could watch two ninjitsus fight BUT NO I MUST WORK because SOMEBODY HAS TO DO IT
Fucking ninjitsus. They're not all that cool.
Shit, is 64 pixels too great of a range within which the player can interact with the elevator? How close does one have to be to elevators to fix elevators? Judas Priest.
12:31
Yeah if anybody was wondering 64 pixels is too much distance.
YOU'RE WELCOME.
12:32
AND SO IS 48 IF YOU WERE ASKING
12:45
No my bad 48 is totally the right distance.
If you're trying to work on an elevator and you're more that 48 pixels away from the fucker you better put your fancy-ass elevator tools down and hightail it out of there before you hurt someone.
There used to be a strange joke about aunts here but I removed it because it was dum.
1:00
Guess whose game has an elevator that can detect bullshit?

It's on to you, pansy-farter.
1:15
Tahoma?!
Why the hell is Tahoma the default font?
Who the hell types in Tahoma?
What the fuck is a Tahoma?
I expected improvement. I didn't pay money to type in Tahoma in the built-in graphics editor.
Fucking ninjitsus.
1:30
Look, I hate it when humorists make self-referential, self-depricating humor or commentary. It's never funny, and it never helps. But in all honesty? This post has lost me any credibility I've ever had as a writer. I lost the credibility precisely when I wrote about the aunt dying in the elevator accident.
The proofreading and review processes are not by any means underrated. Make no mistake, this is an unfiltered vomit of words.
I continue to write this for the slim chance of self redemption.
on another note sewage guzzling skunk muncher ha ha
1:45
You know, this is a lot like Ludum Dare or 7DFPS.
Except not fun, and if you fail to meet the deadline you lose your scholarship money.
That's sickening. What sick turn of fate this is.
Look, the game has choices in it now. And what meaningful choices they are.

I should work for kitten-huffin' Bioware.
What kind of sadistic elevator repair simulator is this. Jesus.
2:00
Oh shit.
I forgot to change the font from Tahoma.
Fuck me blind.
Should I just censor that moronic post about the aunt? I should probably do that.
Oh geeze.
I hope your computer's badass enough for this game, because it needs to run at a howling 60 frames per second.
2:15
Yeah, definitely censoring that stupid elevator crash with dead aunt joke. Geeze. Can't believe I wrote that shit.
Yeah that looks better.
Yeeaaaaah.
2:30
And now the game has exploding elevators.
I swear to god I'm being productive.
2:45
Now the game has bad guys.
This is going to be great for my portfolio.
I have a headache and my stomach hurts.
What am I doing.
3:00
You see, over the bad guy's head, it says, "bad guy".
Did you notice?
I noticed.
Wait a second, I'm almost done.
3:08
The game prototype's done. If you want to download it for some reason you can do it here:
https://dl.dropboxusercontent.com/u/89594581/Posthuman_Prototype.zip
It's a Windows build as usual. Not bad for three hour's work.
That... that was the
GRUMPY PROGRAMMER LIVE BLOG SPECTACLE.
Never... never again...
Okay, you sad sassy dipshits, here's the rundown:
I'm in this bullshit game design class this semester. I'm supposed to have a sparkling-cider-ass digital prototype of a game done tomorrow morning, 9:00 sharp. You need perspective? I'll give you some peanut-butter-shitting perspective - I haven't started, and it's 11:50 right now. 11:50 in the frackin' PM. It's supposed to be a group project. It's supposed to be an equal division of labor. Guess whose partner doesn't have any game design skills and didn't respond to his email asking when to meet up to work on this piece of flaming spiraled ape shit?
Bloody hell like I've had time to get a headstart on this shit. Bullshit.Game design class.
You know what this means, right, you sewage guzzling skunk munchers? Yeah, that's right, it's the GRUMPY PROGRAMMER LIVE BLOG SPECTACLE. (Pricks).
Every 15 minute interval, you get an update on my progress, you privileged pompous bourgeois blowhard.
Maybe this will be entertaining, as you derive intense pleasure from documentation of my pain. Maybe it will just be sad. Actually, you know what? It'll probably just be frumpin' sad. You know why? Because I'm making a piss-wallowing game about a young woman who can repair elevators. Guess what you do in the game? Repair the motherfucking elevator. Press R to restart and repair it again in a different way! DO IT YOU CAPITALIST SLAVE.
Let's go.
12:15
WHAT THE GHOST-SNORTING-SNORLAX DO YOU MEAN I HAVE TO HOLD CTRL AND SHIFT TO CREATE MULTIPLE OBJECTS IN THE ROOM AT ONCE IN THE NEW VERSION OF GAME MAKER. PUFF SHITTER.
I paid money for new software because I expected improvement. Literally feeling myself get arthritis is not an improvement.
Jesus Christ.
Thank god I can just rip old platformer game code from previous projects for this. Oh, did I forget to mention?
This isn't just a game in which you fix elevators.
It's a game in which you can fix elevators and jump.
12:30
What the hell is my roommate watching? Did the sports announcer just say ninjitsu fight?
i wish i could watch two ninjitsus fight BUT NO I MUST WORK because SOMEBODY HAS TO DO IT
Fucking ninjitsus. They're not all that cool.
Shit, is 64 pixels too great of a range within which the player can interact with the elevator? How close does one have to be to elevators to fix elevators? Judas Priest.
12:31
Yeah if anybody was wondering 64 pixels is too much distance.
YOU'RE WELCOME.
12:32
AND SO IS 48 IF YOU WERE ASKING
12:45
No my bad 48 is totally the right distance.
If you're trying to work on an elevator and you're more that 48 pixels away from the fucker you better put your fancy-ass elevator tools down and hightail it out of there before you hurt someone.
There used to be a strange joke about aunts here but I removed it because it was dum.
1:00
Guess whose game has an elevator that can detect bullshit?

It's on to you, pansy-farter.
1:15
Tahoma?!
Why the hell is Tahoma the default font?
Who the hell types in Tahoma?
What the fuck is a Tahoma?
I expected improvement. I didn't pay money to type in Tahoma in the built-in graphics editor.
Fucking ninjitsus.
1:30
Look, I hate it when humorists make self-referential, self-depricating humor or commentary. It's never funny, and it never helps. But in all honesty? This post has lost me any credibility I've ever had as a writer. I lost the credibility precisely when I wrote about the aunt dying in the elevator accident.
The proofreading and review processes are not by any means underrated. Make no mistake, this is an unfiltered vomit of words.
I continue to write this for the slim chance of self redemption.
on another note sewage guzzling skunk muncher ha ha
1:45
You know, this is a lot like Ludum Dare or 7DFPS.
Except not fun, and if you fail to meet the deadline you lose your scholarship money.
That's sickening. What sick turn of fate this is.
Look, the game has choices in it now. And what meaningful choices they are.

I should work for kitten-huffin' Bioware.
What kind of sadistic elevator repair simulator is this. Jesus.
2:00
Oh shit.
I forgot to change the font from Tahoma.
Fuck me blind.
Should I just censor that moronic post about the aunt? I should probably do that.
Oh geeze.
I hope your computer's badass enough for this game, because it needs to run at a howling 60 frames per second.
2:15
Yeah, definitely censoring that stupid elevator crash with dead aunt joke. Geeze. Can't believe I wrote that shit.
Yeah that looks better.
Yeeaaaaah.
2:30
And now the game has exploding elevators.
I swear to god I'm being productive.
2:45
Now the game has bad guys.
This is going to be great for my portfolio.
I have a headache and my stomach hurts.
What am I doing.
3:00
You see, over the bad guy's head, it says, "bad guy".
Did you notice?
I noticed.
Wait a second, I'm almost done.
3:08
The game prototype's done. If you want to download it for some reason you can do it here:
https://dl.dropboxusercontent.com/u/89594581/Posthuman_Prototype.zip
It's a Windows build as usual. Not bad for three hour's work.
That... that was the
GRUMPY PROGRAMMER LIVE BLOG SPECTACLE.
Never... never again...
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.
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
Miscellaneous Short Essays I Had to Write for School
So, I recently applied (and got in, of course) to Ohio University's Games and Animation program, while keeping my good ol' Political Science major. To do this, I had to write six short essays for an online blog - I don't know why it was necessary to post these essays publicly on the internet, since they're just going to be a general waste of server space - but a couple of them might be of interest to you.
For the first of these, I had to explain why I applied to program. I ended up explaining why I want to make games, why I want to make them independently, and how I want the medium to evolve. If you want to know why I do what I do, give it a read here.
The second is a review of The Binding of Isaac, a wonderfully twisted zeldalike roguelike. Those of you who are Indie Devs are probably quite familiar with it, but for the rest of you, it's cheap and good - and I give a good synopsis and short analysis of it here. Not my most in-depth review, but it'll do.
Please, for the love of God, no not read the rest of the entries.
For the first of these, I had to explain why I applied to program. I ended up explaining why I want to make games, why I want to make them independently, and how I want the medium to evolve. If you want to know why I do what I do, give it a read here.
The second is a review of The Binding of Isaac, a wonderfully twisted zeldalike roguelike. Those of you who are Indie Devs are probably quite familiar with it, but for the rest of you, it's cheap and good - and I give a good synopsis and short analysis of it here. Not my most in-depth review, but it'll do.
Please, for the love of God, no not read the rest of the entries.
Labels:
ramblings,
recommendations,
school,
storytelling
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