Digital thoughts

Adventures in my inner cyberspace

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Posts tagged with "games"

Busy August

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I've been quiet this month, mostly due to working on a game, which turns out to be much more work than expected.

Still, perseverance goes a long way, and now you can even play it a little.

Somehow, among intense development work, I also managed to make a short trip to the Black Sea. Here are the photos to prove it:

Busy beach

Those giant waves you see in the center of the image were the aftermath of a strong wind that kept me awake all night. And don't let the crowd fool you: most tourists were poor people with their families, who go to Eforie Sud out of familiarity, and/or because it's more of an ordinary town and less of a tourist trap. Except this year the shops had little on offer, and high prices. Sigh.

Love at the Black Sea

On the plus side, love has no price...

What D&D character am I?

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Yet another fun survey, this one remarkably complex and precise. Answers to the same question are often qualitatively different, not just a matter of degree. There were a few false dichotomies in there, but the end result fits my personality amazingly well. I'd really love to play this character in a D&D campaign!

I Am A: Chaotic Good Human Wizard/Sorcerer (2nd/2nd Level)

Ability Scores:
Strength-11
Dexterity-9
Constitution-11
Intelligence-13
Wisdom-14
Charisma-10

Alignment:
Chaotic Good A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment because it disrupts the order of society and punishes those who do well for themselves.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Secondary Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

Quo vadis, media?

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Three articles published on different websites by different people recently managed to draw my attention. Though each is about something else, together they paint a rather unpleasant picture of what we call mainstream media. This is nothing new, of course, just the coalescence of ideas that have been floating around for a while now, but there you have it.

First, look at this parody of an interview with famed game designer Peter Molyneux, which puts into words what I've been thinking for a long time now. Namely, that videogames have "evolved" from trying to be art to being content with the status of entertainment, and now they're happily probing even lower depths I don't even have a name for. All in the name of making -- no, not money, that's what you make by offering something people want -- but the obscene profits the industry has grown accustomed to. Whoops, did I say "industry"? There's the problem. We're taking stuff that is a poor fit for mass-production in the first place, putting it on the assembly line, and cranking that up right over the safety limit. I'll let you make the obvious analogies.

Then, as if to illustrate just how bad the problem is, there is this article from Escapist Magazine (via Shamus Young), highlighting the exponential growth of videogame production costs, and explaining why this necessarily leads to the problem described above, namely the dumbing down of the typical game. I think the problem is more complex than that, but that's a topic for another article. Let's just mention the issue of "big" videogames trying too much to be like movies (hello, different media, anyone?) and not even getting that right. Which leads nicely to the next point.

Movies. Possibly the most profitable business today, right? A century-old industry (here's that word again) that has pretty much figured out how to give people what they want. Except they're in a bubble too, as this article by director Sam Bozzo points out. In his own words:

But distributors of bad and mediocre films depend solely on a paying audience’s misconception that they are paying to watch a good film, when they are not. Via mass marketing, trailers, posters, and paying high fees to star actors, distributors of bad films are betting all their money on one thing; getting as many people to pay to see the film the opening weekend in a theater before that disgruntled, unsatisfied audience tells all of their friends to avoid their bad film.

If you happen to be a gamer, I bet that sounds awfully familiar. Except with games it's more about polygons and frames-per-second than big names. Unless that name is Peter Molyneux, I guess. Or Will Wright. But they're exceptions nowadays. Or not? Tom Clancy's Splinter Cell is at the fifth or sixth game. Do you suppose Tom Clancy is still involved in anything but name? Who cares, his name sells.

Incidentally, both Sam Bozzo and Shamus Young make a point of mentioning that indies, whom people usually turn to as a source of genuine quality nowadays -- both in filmmaking and game development -- may not be the saviors everyone expects, as even they incur pretty large costs. I don't agree entirely (again, that's a topic for another article), but there is some truth to that.

Which way, then, media? Are we headed towards a repeat of the 1983 videogame crash? I say no, unless people start voting with their wallets, which doesn't seem to happen. So, we're doomed to see mainstream culture going downhill all the way? Again, no, because technological progress and the rise of free culture make indie production ever cheaper, to the point where individuals can now compete (to some degree) in a market once reserved for large companies. But will that be enough competition to sway the market in the right direction? Is there even a "right" direction in the first place?

I don't know. If anyone has answers, I'd like to read them. The only certain thing is that things aren't going to stay still, so anyone who bets on stability is going to have a big surprise. Too bad the mainstream media seems to do just that.

Creative Commons License
Quo vadis, media? by Felix Pleșoianu is licensed under a Creative Commons Attribution-Share Alike 3.0 Unported License.

To gain or not to gain, that is the game

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Last year on my birthday I announced a little online game called Square Shooter. Judging by that screenshot, it was far from finished. Today, a year later, not only it's been done for months, but it brought a bit of extra traffic to my website, and useful knowledge for my (former) job. Did I mention how fun it was to make? It always is.

Those are the good news. But here's the other side: though many people seem to appreciate it, Square Shooter didn't make me any money.

Now, you might wonder why I care. Wasn't it a labor of love? Well, yes. Didn't it yield indirect gains? Sure it did. But here's the trick: hosting my website costs real money. Not much, but still. This is money that doesn't go into buying a nice shirt, or paying some other bill. Or paying for another website, one that would be more useful to more people. I simply couldn't justify the expense. My router has failed already; my computer will follow sooner or later, and without it I won't be able to make any more nice games. Not that anybody should care. But people apparently do; after all, they come and play the game, don't they?

So, you're going to ask, why don't you put ads on your website?

Guess what, I did. There's not enough traffic to actually earn me money.

Then maybe ask for donations?

Heh. You try that. Very, very few people ever donate. And why should they? It's a recession. They have more urgent things to pay for.

And why should they pay in the first place? It's a very simple game. They come; they play; there's nothing more to it. Even the source code is available under an open source license, as this is something I won't compromise on. Am I then doomed to not make any money from my hobby? Not so fast.

Turns out, offering a little something extra as a donation incentive is actually common practice with donation-supported projects, notably webcomics. And after much hesitation I decided to follow their example. Therefore, beginning today, I'm offering a desktop version of Square Shooter as a donation incentive. (Of course, friends don't need to donate; they're more valuable than that.) It may be a silly idea, but I have nothing to lose by trying. And if it works, well, I will have found a way to go forward.

After all, there has to be a compromise while money still rules.

Creative Commons License
To gain or not to gain, that is the game by Felix Pleșoianu is licensed under a Creative Commons Attribution-Share Alike 3.0 Unported License.

Adventures in Javascript

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It seems I can't stay away for long. Sooner or later I'll end up working on a game. This one I started and abandoned three times before. Well, third time (and a half...) was the charm. I dusted off the latest version of the code from a year ago, fleshed it out, and came up with this (click through to play):

As of this writing, the adventure is incomplete -- you will run out of things to do in about a dozen moves. But the rest of it is coming along. Besides, Catch That Cat is just a tech demo; the real game for me is programming the library behind it. Not that I expect it to see much real-world usage; it certaintly can't compete with the mainstream authoring systems.

Now, the idea of writing text adventures in Javascript is not new. Robin Johnson's Versificator has been the basis of a much-awarded game, Aunts and Butlers. The Parchment interpreter takes full-blown Z-machine games. But the former wasn't reusable back when I started, and the latter didn't exist yet. As for other solutions, they all involve browser plugins, and we're all tired of those, right?

Nowadays, my library is probably redundant. But it's a fun project, and good practice after months of barely writing any code at all. Needless to say, I hope you will find some use for it as well. Enjoy!

Not just a retro curiosity: text-based virtual worlds

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Long before graphical MMORPGs, even before the Web, when hackers with long beards ruled the computer labs, people used to gather in virtual realities made of bits and their own imaginations. These were called MUDs, and they were good. Good for playing, socializing, even learning; for bits are malleable and imaginations even more so. As of 2010, one would think MUDs extinct. (After all, they appear primitive by modern standards: just text, text, text everywhere you look.) One would be wrong.

This is an informal overview of MUDs as they exist today, both from a technical and social standpoint. It turns out there is a connection between the two: each codebase is typically used by a certain community, both for practical and historical reasons. I have been quite selective in my explorations, as MUDs are numerous and diverse, despite being a niche. In particular, I have avoided gaming servers, as I wanted to ask questions and hear stories, not play (though there's lot of fun to be had regardless).

Read more...

So, a stick figure walks into a park...

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If this was the beginning of a joke, you'd have to wait a long time to hear the punchline. See, one thing they don't tell you about going over the age of 30 is that you get slower. But for better or worse, my little game is moving forward. Three weeks into the project, you can actually walk a stick figure around a randomly generated level. As usual, click through to try it.

Dungeon Romp

I've met two main difficulties during development. One, organizing the code properly takes lots of time and thinking (fellow programmers will understand). Two, my head has been abuzz with ideas. For the most part, I know exactly what kind of game I want to make, but a top-down, tile-based, turn-based game can be a lot of different things, and imagination has a way of flying around. Focusing on the basics helped a lot, but the game can still take on a lot of different directions. It probably will, too.

In the end, the most important thing when creating a game is to have fun while working on it. If you feel it's a chore, it will show in the finished product, assuming you even get that far. But I like what I'm doing, and I hope you will, too. Stick around.

Creative Commons License
So, a stick figure walks into a park... by Felix Pleșoianu is licensed under a Creative Commons Attribution-Share Alike 3.0 Unported License.

Fun and games

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Exactly 9 days ago I started work on my next game. Various factors have conspired against me, so I have very little to show for it yet. (Click through to take a look.)

Dungeon Romp

There isn't much to say at this point, except that the final game will be targeted at mobile phones. The Web version is for comfortable development and ease of getting feedback. A few remarks:

  • Vector graphics in 2D games are a good idea; arbitrary zoom in a tile-based game, not so much.
  • There is a lot of middle ground between pure retro gaming and modern 3D blockbusters.
  • Making games can be more fun than playing them.

I'll keep posting updates from time to time, depending on the amount of interest there is for my little toy.

The many faces of gaming

I'm not a gamer. At least not by the common definition. I don't play AAA games, I don't upgrade my computer every three months, and most importantly I don't waste hours on forums, arguing whether Crysis has better graphics than Fallout 3 or not. But if I'd have to stop and count, I've probably played more games than many people who do just that. Let me explain.

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Plenty of games on Linux

I'm a Linux user, and one of the most common criticisms I hear regarding my favorite OS is: "but there are no games for Linux". And if this is meant to mean "my favorite Windows games haven't been ported", well, it's most likely true. But that's not how it sounds. They say it as if Linux didn't have any games available, which is annoying, because nothing could be further from the truth. I do know computer games, dammit!

Seriously, though, did you really think we geeks don't play games at all? Rogue, the ancestor of Diablo (and possibly all computer RPGs) was created on a Unix computer. Likewise Zork, the first commercial adventure game. Unix itself was initially written to support development of a game, or so the legend goes. The first Star Trek game ever (before computers even had graphics!) also ran on Unix machines.

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