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Everything posted by clyde
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Post Your Game for Playtesting and Feedback!
clyde replied to Jason Bakker's topic in Game Development
If anyone feels like being super helpful, I'd love to see videos of people playing this for the first time. Game-sound is essential. It may be a little loud; if you are wearing headphones, turn your volume down a lot. Here is what I'm working on. Feel free to just type up impressions too. I still have a lot of stuff I want to implement, but it's been driving me crazy that I haven't uploaded anything. -
It may be a discussion of tolerance for some, for me it's a discussion about whether or not the offense is harmful enough to cage people.
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The game I'm working on is based on a novel form of traversal. Until this morning, My sphere-collider for my player-character had no friction. I could glide to the end of the demo quickly. I'm very slow in creating art-assets, so I was starting to panic about not being able to create enough. Now with the friction, gameplay is pretty much the same, but the landscape doesn't pass by quickly, so I don't have to make as much. I feel a bit pretentious being tight-lipped, but I'm hoping to get some uncorrupted initial impressions here once I make enough of a level to give y'all a sense of what the game will be like at minimum. I'm getting anxious though. I have Thursday and Friday off (but Step Up 6 comes out Friday so that's pretty much a half-day). I'm going to try to finish up some really raw build and post it here this weekend.
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SecretAsianMan sends me a command to defeat SuperBiasedMan's score on the daily. I send him one back saying "Sure boss." SAM then sends a message to SBM saying "Your attempts are futile! My minions will defeat you!" Then when I die in 1-1, SAM sends us both a message saying "AGHHHH! Do I have to do everything myself!"
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If I'm looking for reviews of a specific game near release, then I follow the developer on Twitter. As far as just grazing for games and news goes: - I follow people on Twitter who have written essays that resonated with me, and get a lot of suggestions through that stream. - I check Warpdoor daily and play maybe a game every two days. - I check these forums to the point of neurosis. - I browse Polygon daily. - I check Neogaf and RPS when things are slow. I think Twitter is a great source of game news once you get a good crop going and cull it regularly.
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When I think about these things I make sure to ask myself "Which will do more harm: the crime or the enforcement?"
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I lent my phone to my wife last night so she could play it. She missed a train and rage-quit. I can't play today because I'm not sure if she is going to have calmed down and want to go back to it.
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An interview of all three 80 Days developers. http://kaijupop.com/2014/08/scenic-route-making-80-days/ I'm looking forward to listening to the podcast. Ingold just making an affirmation that procedural-character narratives just won't work and are broken doesn't convince me. Maybe he gives a more convincing argument in the audio recording. I enjoy hearing about the design-decisions of 80 Days though.
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It's a time-attack, first-person-shooter with kawaii art-style. Restarts are handled like Super Meat Boy, but the controls feel sluggish and the character has no sense of weight. The first worlds are boring and I was starting to think I had made a poor consumer-choice, but then things really pick up in world 2-1; apples are introduced and it adds a time-dimension to the game. This game makes me giggle. Moving through the same level over and over again, perfecting your lines is satisfying. It's important to understand how the time-dimension adds to the game. Apples are thrown into the air and if they hit the ground before you shoot them, it's a failed run. What this means is that you start perfecting not only the path you take, but the particular timing of your shots. Little red square-creatures fire purple cubes which can be destroyed with your shots. On world 2-3, the key to getting to where I needed to be as fast as I needed to was to wait until just the right moment in my jumping-trajectory to fire at the little red square-creature so that I would hit the purple shot that kept failing my run. The apples make a distinct sound when they launch. I had a moment where I accidentally jumped in the wrong direction, still took out the red square-creature and avoided the spikes; but then in just a moment, I said to myself "Uh-oh, where is the apple, it's about to..." and my run failed. For the record, I changed my look sensitiviity to 38 and I'm using an xbox controller. This is what it felt like to complete world 2-3
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YAY! The update gave us leaderboards that are filterable! Let's do this.
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I love Lim Kim's breathy Astrud-Gilberto-like stylings. When they are paired with a little bit of pop and a hook that has barbs, shit is catchy as fuck. In a post-Anita-Sarkeesian world I can't stop thinking "women as furniture, women as furniture, oh wow I love pendulum-waves, women as furniture..." as I watch this video, but I have been singing "we.we.we need a metronome.we.we.we.we.need a metroNOoooOOme" for a week. http://www.youtube.com/watch?v=Vb_NQuh2-OE BTW: If anyone happens across someone who has gone to the trouble of diagramming the musical forms (like chorus/verse/chorus/verse/transition) in K-pop, I would really appreciate it if you tell me. I'm especially interested in looking at such diagrams for 2NE1's album Crush. Edit: I decided to try doing one for Come Back Home instrumental intro > vocalized intro (2x) > vocalized transition > chorus (2x) > spoken transition > minimalist, dissonant hook (2x)> minimalist, disonant hook (altered) (2x) > verse (2x) > vocalized intro (2x) > vocalized transition > chorus (2x) > spoken transition > minimalist, dissonant hook (2x) > minimalist disonant hook (altered) (2x) > chorus > chorus in double time > spoken transition That was interesting.
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I just came across this tutorial video that gives you an good idea of what 2.5d work-flow is like in Unity.
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I just discovered that movement-speed has a huge impact on perceived scope. I've been overwhelmed by the need to fill the landscape with structures, but now that I slowed the movement speed I need to fill less space.
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I just had a really cool thought about video games. I was imagining making a Legend of Zelda style game (top-down with screen-scrolls when you hit the borders of the screen) to depict one of the places I used to live. It was a duplex that was near a train-track. We used to walk down a street to get to downtown. The interesting part is that my mind has a specific way it wants the landscape to be orientated. The front door of the duplex should be facing downward and to go downtown, the player would walk downward. I started thinking about other places I've been and they all have different orientations that I just assume. I can't easily change the orientations I have in my mind. I don't think that they have any correalation to the compass-rose. Try it out. Think of a place you used to live in Legend of Zelda terms and see which direction your commute would go. That's so weird, I wonder why my brain has an opinion like that.
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The closest I can think of is Extended Memory and The Game Design Round Table. I don't think they will satiate your needs completely though.
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I just found You Have To Do Everything via WarpDoor. I think that it is mechanically similar to Anxiety World (and also very short and free), so I thought it might make for a good comparison. Interestingly, the music has a similar dissonant harmony in its organ-hits. For me You Have To Do Everything feels whimsically socially while Anxiety World seems whimsically personal. Both have a sense of laughing at one's own sense of being overwhelmed, but You Have To Do Everything makes me feel like I'm being overwhelmed because the task is so ambitious while Anxiety World's overwhelming nature is occuring in the most socially assumed task, waking up in the morning.
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I think the article said many more things, but my main take-away was that the many re-purposings eventually dissolved any essential meaning of the symbol. Edit: I think I may have figured out the point of confusion. I often conflate fan-fiction with additional licensed content. So for instance, I think that Timothy Zahn's Star Wars books are fan-fiction.
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That's awesome CEJ. I often think about how great the monastic tradition of copying religious texts must have been so that the scribe could feel sympathy with the thought-process of writing the verses. It seems like you are doing something similar here.
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It is really long and I found myself disagreeing with one of the author's premises very early. I still intend to finish reading it but I want to comment on something he is positing. I would argue that the non-correct ideology that urban, american society is believing is that youth-culture is paralyzed and doing nothing. I find that notion so full of anectdotal holes that it makes me wonder why I hear it so often. In what sense is urban, american youth-culture paralyzed by moral relativism? It seems to me that I'm watching young writers want to be more like established, older writers; so they internalize all the fears that the older generation has proclaimed about the new one. No one seems to consider that it is completely false. This generation seems so empowered with social agency and moral relativism that they are active in so many fronts that it is incomprehensible.
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Sounds like B.F. Skinner's superstitious pigeons. Apparently, when he rewarded pigeons with food at times which were not relevant to their behavior, they would develop weird habits which seemed to be superstitious in nature. It's like the pigeon brain is incapable of thinking that food can just come randomly, so it develops a operational hypothesis of agency regardless of whether or not it has an effect. It's possible that I did that with this game, but (I think I'm right in that) when the lightning-bolts hit the eyes the lines at the bottom progress. For me this creates a situation where I want to read the line, but in order to do so, I have to look up at the eyes and the lightning-bolts. Incapable of doing both, I feel anxiety. I think that the neon-colors against black is a really interesting choice. I imagine that it has more to do with that palette's ability to assault the senses with dayglo, unnatural contrast rather than suggesting that the game takes place before daybreak. I also enjoy (what I interpret to be) the sound of the alarm. The reason being is that the dissonant harmony of the pitches is something that I never considered about the alarm-tones of my past until I played this game. I used to think that alarms were just high-pitched loud beeps that happen ever half-second. Thecatamites seems to have picked up on a more inherent quality. This game actually is very dissimilar to my own anxiety when waking up because my concerns stay around long enough to brood. They do have the same sense of absurdity though; if I die, I won't be able to care if anyone knows that I have pornography. But that's the type of bullshit I worry about as I lay in bed at 6am.
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I'm reading Notes on "Camp" during which Susan Sontag suggests that appreciation of Camp is how dandies survive in mass-culture. http://faculty.georgetown.edu/irvinem/theory/Sontag-NotesOnCamp-1964.html I had never heard of dandyism before, but after reading the Wikipedia article, I think they are what many of us have been referring to as "hipsters". This is great. Now hipsters can like jazz and dandies can continue to be snobbish about their hobbies and interests. For the record, I think I'm a dandy hipster.
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Hey if any new people are looking for a place on the forum that would REALLY appreciate your posts, come over and check out the 50 Short Games thread. Don't do it if you have no pc though, it would just depress you. https://www.idlethumbs.net/forums/topic/9515-50-short-games-by-thecatamites-game-club/ I'm trying to get a discussion going in there, but we are currently too few. You don't have to like the games in order to talk about them... but it helps. Of course anywhere is a good place to post, I'm just trying to get people to participate in particular thread for my own enjoyment.
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I also do the voice-in-head thing. Like Bjorn, familiar voices will trump the default one. I imagine that if you want to see what it would be like to think textually, you should learn how to speed-read.
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Here's an article positing that fan-fiction kills fictional characters by stretching out their meaning. http://kotaku.com/a-look-inside-the-soul-of-sonic-the-hedgehog-1615891789