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Monday, September 28, 2015

Bob's Discount Dungeon!


OK deep in the catacombs of the graveyard of broken dreams that is my hard drive, there's a game I started a while back called March of the Bobs.  It's kind of a reverse turret defense game where you protect these black squares with eyes and legs marching from one side of the screen to the other.

I really like the character: Bob, and I always wanted to make a simple Rogue-like adventure game. Of course, it's never simple.   To make a Rogue-like you need to make a crap ton of items, monsters, random dungeon generation, combat, weapons, spells, potions, etc. But I've got 2 things going for me: 

1. The enemies are based on the "Bob" template.  A 32x32 basically black square with big eyes and a couple of stubby legs sticking out the bottom.  This means all the monsters are going to be based on this Bob-o-morphic pattern.  A Skeleton (a staple of rpg monsters)  becomes a Skelebob... There are BatBobs, MummyBobs... WareBobs and of course BobCats.

2. I've got the random dungeon code pretty much done (geon).   Heheh see what I did there?   To switch the dungeon theme all I have to do is switch the animation name the walls and floor use along with some parameters.  So "outdoor grass" uses the same code as "dark stone catacombs."

3. I've got a theme:  "Discount."  It's going to be really really market based so shopping is important.. I can add many things that support that theme:  Coupons, Fire Sales, Dickering... etc.  Crazy Bob's is hacking and slashing (prices)!    

(more to come... still editing)

Wednesday, September 23, 2015

Random Maze Tutorial

In the interest of "Just going where the idea fairy takes me," I made a random maze tutorial for Construct 2 .

The tutorial is available here: RogueLike Maze Tutorial Pt 1  and here:  RogueLike Maze Tutorial Pt2

The demo is here:  RogueLike Maze Demo

Enjoy!

Update!

RogueLike News published a link to Pt one of the Tutorial.  Pretty cool!


http://paper.li/Kyogo/1325821804?edition_id=9fe490e0-d917-11e5-89c3-0cc47a0d15fd#!tag-roguelike



My Graveyard of Unfinished Projects... Is not a bad thing.

I've decided not to worry about "sticking to one project."  At all.  When a new idea hits me, I'm just going to run with it.


I used to, like TheMeatly here, think this was a problem; but it's really not.  Writers keep journals and switch projects mid-story all the time.  They don't always just work on one project until it's finished. The creative mind just doesn't work that way.

In Indie Game the Movie one developer (I don't remember if it's the guy who made Ted or Super Meat Boy, said something like "My hard drive is a graveyard..." of ideas that were never finished...

Well mine too.  Check this out...







Those screenshots represent about 1/10th the amount of gamedev projects I have started or mostly completed. These are just the ones I could easily find a screenshot for right now.

I could tell he felt the same way I did: like those unfinished projects were failures... a huge waste of time. But what great writer publishes everything he or she writes? What painter has every sketch in a show or museum (before he or she is dead I mean). They are journal entries.. sketches.. .and from every single one of them I learned something, I figured out something...I got something I could take and use elsewhere. Or I might just come back to it someday. Hell, I could have just as easily been watching a reality show on Netflix.

I was just reading On Writing: A Memoir of the Craft by Stephen King, and the stuff he says about writing seems eerily similar to what I've discovered about indie solo game development.

Check out these quotes, and replace "writing" with "game dev."

http://positivewriter.com/quotes-on-writing-stephen-king/


"Sometimes you have to go on when you don’t feel like it, and sometimes you’re doing good work when it feels like all you’re managing is to shovel shit from a sitting position."
"Amateurs sit and wait for inspiration, the rest of us just get up and go to work."
"When you write a book, you spend day after day scanning and identifying the trees. When you’re done, you have to step back and look at the forest. "
"Description begins in the writer’s imagination, but should finish in the reader’s."
"Writing is a lonely job. Having someone who believes in you makes a lot of difference."







Thursday, July 16, 2015

Once again it's been a while...

In the original Captain Zero, I had friendly ships.  Fighters or "wingman" ships, cruisers, and super cruisers (the Condor).

I just got the team ai working so ships will target and attack anybody not on their team.  All I have to do is plop a ship down --any ship-- and set its "team" variable to 0 and it's on your side.  If I wanted to get really fancy I'd have some sort of variable for each team of "faction" for how much the ship hates or likes that faction and have it target accordingly, but this isn't Mercinaries or Fallout.  It's got good guys and bad guys and really bad bad guys.

But your wingman fighters need to do more than just target and fight other team ships in ways indistinguishable from any enemy ship.  They need to form on your wing and take orders similar to ships in Wing Commander.

The old wingman ships could do the following:


  • Form on my wing.
  • Attack my target.
  • Engage at will.
Not too fancy, but there is some work involved. 

There's something really satisfying about watching my guys dogfight each other.  It's almost more fun than playing.  If I could make a game where you just set up these space fights and let them go it would be great in itself.




Another thing I'm trying to incorporate in Captain Zero is something I've never seen in a spaceship shooter game before:  Magic.  I know spaceships and magic aren't entirely new, but you just don't see them very often.

There's a largely untapped area of possible fiction that combines sorcery and supernatural with science and space travel.  I've only seen it in a few movies:  Event Horizon, Ghosts of Mars, Hellraiser 3, Final Fantasy the Spirits Within seem to do this pretty seemlessly..  Not only are you on frigging MARS but there are ghosts!   In Final Fantasy the line that answers "How did they survive the journey across space?  ... They DIDN'T" (scary music here) gives me the creeps in a good way.  Space Ghost?  Haha well maybe not...




Tuesday, May 5, 2015

OK Here's a cartoon that pretty much illustrates exactly Captain Zero development has been on hold for a while:

\
The idea came from this:


Actually I got the idea a long time ago when it was more topical, but I want to finish it before Obama is no longer president.  This image is just begging to be made into a game...  How easy would it have been to make a simple skeet shooting kinda game out of this... but no... not me.   I had to make it a big massive defense game with UNDEAD SKELETON CHICKENS.  Bonus weapons, power ups, lots of animation... flame throwers...ray guns... bosses... Skeleton Chicken Tanks.. .Flying skeleton chickens... flying skeleton chickens on fire... Drone strikes...

I just want it done!  




Friday, May 1, 2015

Response to American McGee's rant about Anita Sarkeesian's "Strong Women in Video Games pt 1"

I'm loathe to fly a flag one way or another in this whole thing, but this is just so ridiculous, I can't stay silent. A couple of weeks ago, Anita Sarkeesian released the first video in a new series called "strong women in video games." here:


Then, on his Facebook page, American McGee, creator of the Alice games, posted this response:

Seriously, isn't Anita saying this character is acceptable because she's such a blank slate? I can't help but think the "woman" in this game might as well be wearing a burka for all the identity she has. If this is "positive" and we (as game writer/designers) are meant to emulate this model... then I imagine the characters in our future games getting some really odd looks as they walk down the streets of virtual Los Angeles, sneak through the corridors of Space Station 009, or try to blend into any world that isn't a magical fantasy world of pixel make-believe.
To me, real characters, positive characters, have flaws. They're broken. They have an identity constructed of past events - good and bad. Like real people, they might make poor "life choices" which result in them being shallow minded, skin revealing, homicidal maniacs, who wear women's lingerie under their space armor. Or, like the rest of us, they might be who they are, and wear what they wear, because society (the real world) hasn't left them many other options. If we're going to tell real stories, it's best we do that with characters who closely resemble real people.
Pixel burka woman is art. So are real people.


As American McGee prepares to dismiss what he calls the “SJW backlash” for his criticism, I don’t see anything about it that is sexist or demeaning to anyone, except maybe to McGee himself.  The problem with his tirade has nothing to do with “social justice.”   The problem is, it doesn’t make sense. So I guess I'm more of a Making Sense Warrior. Here's my MSW backlash:


Let’s break this down, shall we?


Seriously, isn't Anita saying this character is acceptable because she's such a blank slate?


Seriously. No she isn’t saying that. At all.  Nowhere does Anita use the word “acceptable,” nor does she say she likes it simply because it’s a “blank slate.”   Seriously, here’s the transcript.  Where does she say that?  




Anita points out that the Scythian is a “blank slate” in the same way that has been attributed to Mario, Chelle from Portal 2, Steve from Minecraft, and many others.  The personality, as she says, “...does come through as her thoughts serve as a kind of narration for the story,“ but this isn’t, according to ANYTHING she said, the reason the Scythian is a “strong female character” let alone “acceptable.”  

Having played the game, I have to add The Scythian isn't really much of a "blank slate" except maybe at first sort of visually. "Blank Slate" is an abstract concept that applies in varying ways to almost any video game player character. By only speaking in "wa" type sounds, Link is kind of a "blank slate" making the hero more you than the on screen character. The "Doom Guy" in Doom 1 and 2 are blank slates.

Anita barely mentions this as part of a general description of the game, so why people get so hung up on it is beyond me. She's not saying it's a strong female character because it's a "blank slate" any more than she's saying it's a strong female character because she "has dark hair."


I can't help but think the "woman" in this game might as well be wearing a burka for all the identity she has.


Really? You can’t help it?  Because I look at that and don’t see a “burka” at all. I see basic armor.  Probably studded leather armor.


leather armor.jpg
Oh look.  Burka!
burka_.jpg
No… THAT’S a burka.  Just for future reference


Burkas generally don’t have shiny button parts on them, for one thing, also they don’t have, you know… pants. Like an ink blot in in a psychiatrists office, McGee’s interpretation tells us what’s on his mind, rather than the sprite in question.


inkblot.jpg
What do you see, McGee?  BURKAS! OMG BURKAS!


She’s wearing an appropriate outfit to go fight monsters and brave a hostile world. The character’s “identity” doesn’t have to hit you over the head with its appearance, it can come out in the action and game play.

I imagine, when you put so much effort into into highly detailed game characters, then have to raise money on Kickstarter to make a sequel, while seeing someone else selling millions of copies (S&S:EP has sold over 1.5 million worldwide) and getting praise for such low detail and minimal effort… that must be frustrating on some level.  


alice.jpg
Needs Kickstarter Money to keep franchise going...



steve.jpg
...Sold to Microsoft for 2.6 billion dollars



Doesn't seem fair, does it?


But none of that is Anita’s fault, and it has nothing to do with her video.


Also, I can’t help but think he wouldn’t go to “burka” or have anything whatsoever to say about the “identity” or lack thereof, if the character were male, or if Anita Sarkeesian didn’t happen to, God forbid,  like her.   The truth is, The Scythian has plenty of identity, just not one shoved in your face or strictly enforced by the narrow authoritarian rules of “acceptable” gender stereotyped markings.


Why does McGee write woman in quotes?  Because you’re not a “woman” for real unless you have a big pink bow or dress and high heels?   Here… is this better?

ggapprovedsythian.jpg
*Gamergate Approved*  “Miss Scythianette” and her pink heart shield!



Happy now?


(sorry I couldn’t resist)


If this is "positive" and we (as game writer/designers) are meant to emulate this model…


Um, no.  Watching the video, it’s pretty clear she’s not saying you literally have to use THAT exact model for every game… or anything really like that exact model.  Honestly I can’t believe I have to tell a "grown man" this.


She’s NOT saying: All female characters in video games have to be just like the Scythian.
She’s NOT saying:  All female characters in games have to be blank slates, or retro-pixelated.
She’s NOT saying: All female game characters have to be anything in particular.


I imagine the characters in our future games getting some really odd looks as they walk down the streets of virtual Los Angeles, sneak through the corridors of Space Station 009, or try to blend into any world that isn't a magical fantasy world of pixel make-believe.


Well he does have some imagination, clearly, but I have to wonder: What looking-glass did McGee trip through to get from what Anita’s saying about the Scythian, to some ridiculous expectation that denizens in Los Angeles, or Space Station 9  need to look like subdued pixelated medieval fantasy characters?  It’s so far from what she’s saying, I just can’t make any sense of it.


What she IS saying is:


  • the Scythian character is female without making a big deal out of her “femaleness.”  
  • She’s not marked with a bunch of limiting stereotypical gender markings.
  • She’s an adventurer and a hero FIRST, and a female somewhere down the list.


McGee or any other game designer could easily emulate these principles without their characters getting any “odd looks” in LA, in space stations or anywhere else.  In fact, I’d say she’d get a hell of a lot fewer “odd looks” dressed in an appropriate normal outfit for what she’s doing than some bikini-armor game heroines now.  

So..she wouldn't get any "odd looks" downtown?
I live in LA, and never saw any young women in blood smeared glif sporting white dresses wielding kitchen knives, and I've seen some weird shit.  I'm Pretty sure Alice, would get a few “odd looks” downtown, but in the Alice environment she fits just fine.


To me, real characters, positive characters, have flaws. They're broken. They have an identity constructed of past events - good and bad. Like real people, they might make poor "life choices" which result in them being shallow minded, skin revealing, homicidal maniacs, who wear women's lingerie under their space armor.


So Minecraft would be a better game if Steve had a garter belt peeking out from his plain pants, track marks from the ravages of drug addiction and maybe some razor blade scars from where he cut himself “just to feel something,” or what?


A character’s identity doesn’t have to be ostentatiously flashing on his or her costume.  Not resorting to obvious visual clues might force the artist to dig deeper and let the identity develop and be discovered and created by the player experience, rather than shoving it down the player’s throat visually with an outfit that says, “Look at me! I have layers!”   


But, let’s say, the character has a unique quirky inner monologue that the player is privy to, and instead of the stock cliche “leveling up” in most adventure games, THIS character actually gets worn down by all the strain of the quest, so that by the time the quest is nearly over, she’s actually having to stop and vomit once in a while?  Is that “flawed” or  “broken” enough for you?  Wish granted!  The Scythian is exactly such a character.


Yep! Definitely a burka!



The idea that a human being or character in a game “has no identity” depending on what she’s wearing says more about McGee than it says about the Scythian or about Anita’s review of her.


Or, like the rest of us, they might be who they are, and wear what they wear, because society (the real world) hasn't left them many other options. If we're going to tell real stories, it's best we do that with characters who closely resemble real people.


So no minimalist games, no pixelated retro games, no games with animal or non-real-human characters for that matter. Only realistic human characters are “best?”   That’s about as limiting as it gets.  


It’s McGee, not Anita, telling us what’s “acceptable."  So shut up anybody who likes retro style games, cause American McGee “knows what’s best” for you!

We can decide for ourselves, thanks, McGee.


And finally he ends with this nonsensical gem…


Pixel burka woman is art. So are real people.


Um.. no.  I’m pretty sure that’s “Pixel leather armor woman,” and no, real people are not “art.”  I think Martin Gore said it best:  People are PEOPLE.  And people are  more than just their outfits.


Real people make art.  Sometimes some aspects of that art are subtle and abstract and that’s OK, even if heaven help us, Anita Sarkeesian happens to like it.

Tuesday, April 7, 2015

Response to American McGee's Response to Anita's "Strong Female Characters pt 1" Video

Recently (well years ago in internet time, but recently for me) American McGee (creator of the Alice series)

Seriously, isn't Anita saying this character is acceptable because she's such a blank slate? I can't help but think the "woman" in this game might as well be wearing a burka for all the identity she has. If this is "positive" and we (as game writer/designers) are meant to emulate this model... then I imagine the characters in our future games getting some really odd looks as they walk down the streets of virtual Los Angeles, sneak through the corridors of Space Station 009, or try to blend into any world that isn't a magical fantasy world of pixel make-believe.
To me, real characters, positive characters, have flaws. They're broken. They have an identity constructed of past events - good and bad. Like real people, they might make poor "life choices" which result in them being shallow minded, skin revealing, homicidal maniacs, who wear women's lingerie under their space armor. Or, like the rest of us, they might be who they are, and wear what they wear, because society (the real world) hasn't left them many other options. If we're going to tell real stories, it's best we do that with characters who closely resemble real people.
Pixel burka woman is art. So are real people.


Let’s break this down, shall we?


Seriously, isn't Anita saying this character is acceptable because she's such a blank slate?


Seriously.  Nowhere does Anita use the word “acceptable,” nor does she say she likes it simply because it’s a “blank slate.” So right away McGee misses the point in her video and like many Anita detractors, argues with himself more than her.  

The easy answer to this question is, no. No, McGee, she isn’t saying that. At all. Seriously.


Anita points out that the Sithian is a “blank slate” in the same way that has been attributed to Mario, Chell from Portal 2, Steve from Minecraft, and many others.  The personality comes from the player, but this isn’t, according to her, the reason the Sithian is what she calls a “strong female character” let alone “acceptable.” It just is what it is.


Acceptable means it’s “allowed according to her ‘rules’” which isn’t what she’s doing at all.  She’s not making a point about what’s "acceptable" or not. It's just a strong female character. That's it.

I can't help but think the "woman" in this game might as well be wearing a burka for all the identity she has.


Really? You can’t help it?  Because I look at that and don’t see a “burka” at all. I see basic armor.  Probably studded leather armor.  

Image result for scythian sarkeesian
Clearly one of those multi shaded shirt length studded leather burkas


Not burka.  Armor.   Burkas don’t have shiny stud parts on them, for one thing, nor do they have, you know... pants. So like an ink blot test, McGee’s interpretation says more about him than about the image in question.


Image result for Inkblot test
What do you see, McGee?
BURKAS! BURKAS! OMG BURKAS!


How would you propose giving her “identity?” Maybe a chainmail bathing suit and a big pink bow?  She’s wearing an appropriate outfit to go fight monsters and brave a hostile world. The character’s identity doesn’t have to hit you over the head with its appearance, it can come out in the action and gameplay.  Antia Sarkeesian didn’t invent the pixelated style, or the “blank slate” protagonist or minimalism in game graphics, so what is McGee arguing with? Those styles?  


That’s fair and certainly it’s OK not to like that style of character… Someone who put so much effort into detail on near photorealistic game characters seeing someone else selling games and getting praise for such low detail and minimal effort in that area must be frustrating on some level.  

None of that is Anita’s fault and it has nothing to do with her video. If his beef is with the “pixelated style” I expect to see his scathing review of Minecraft, because, be honest, how much “identity” does Steve have, really?  

Image result for minecraft steve
No realism... no "identity."  (Sold to Microsoft for 2.6 billion)
Image result for Alice mcgee




Also, I can’t help but think he wouldn’t go to “burka” or have anything whatsoever to say about the “personality” or lack thereof, if the character were male, or if Anita Sarkeesian didn’t happen to like her.

If this is "positive" and we (as game writer/designers) are meant to emulate this model…


Um, no.  Watching the video, it’s pretty clear she’s not saying you literally have to use THAT exact model for every game.


She’s NOT saying: All female characters in video games have to be just like the Scythian.
She’s NOT saying:  All female characters in games have to be blank slates, or retro-pixelated.
She’s NOT saying: All female game characters have to be anything in particular.


I imagine the characters in our future games getting some really odd looks as they walk down the streets of virtual Los Angeles, sneak through the corridors of Space Station 009, or try to blend into any world that isn't a magical fantasy world of pixel make-believe.


I can’t help but wonder: What lookingglass did McGee trip through to get from what Anita’s saying about the Scythian, to some ridiculous expectation that denizens in Los Angeles, or Space Station 9  need to look like subdued pixelated medieval fantasy characters?  It’s so far from what she’s saying, I just can’t make any sense of it.


What she IS saying is:


  • the Scythian character is female without making a big deal out of her “femaleness.”  
  • She’s not marked with limiting stereotypical gender markings.
  • She’s wearing an outfit that makes sense based on what she’s doing and where she is.  
  • She’s an adventurer and a hero FIRST, and a female somewhere down the list.


McGee or any other game designer could easily emulate these principles without their characters getting any “odd looks” in LA, in space stations or anywhere else.  In fact, I’d say she’d get a hell of a lot fewer “odd looks” dressed in an appropriate normal outfit for what she’s doing than some bikini-in-a-snowstorm game heroines now.  And even these are just suggestions; nobody’s going to take away our chainmail lingerie or ridiculously impractical body armor of any kind.  


To me, real characters, positive characters, have flaws. They're broken. They have an identity constructed of past events - good and bad. Like real people, they might make poor "life choices" which result in them being shallow minded, skin revealing, homicidal maniacs, who wear women's lingerie under their space armor.


So Minecraft would be a better game if Steve had a garter belt peeking out from his plain pants, and hints of scars from the ravages of drug addiction or what?  I mean that sounds interesting, but it’s just not that kind of game.


A character’s identity doesn’t have to be ostentatiously flashing on his or her costume.  Not resorting to obvious visual clues might force the artist to dig deeper and let the identity develop and be discovered and created by the player experience, rather than shoving it down the player’s throat.


The idea that a human being or character in a game “has no identity” depending on what she’s wearing says more about McGee than it says about the Scythian or about Anita’s review of her.


Or, like the rest of us, they might be who they are, and wear what they wear, because society (the real world) hasn't left them many other options. If we're going to tell real stories, it's best we do that with characters who closely resemble real people.


So no minimalist games, no pixelated retro games, no games with animal or non-real-human characters for that matter. Only as photorealistic human characters as possible are “best?”  Talk about not leaving people with “many other options!”  That’s about as limiting as it gets.


And finally he ends with this…


Pixel burka woman is art. So are real people.


That’s “Pixel armor woman,” and no, real people are not “art.”  They’re real people.  Real people make art.  Sometimes some aspects of that art are subtle and abstract and that’s OK, even if Anita Sarkeesian happens to like it.