Sherwood Showdown: Winner Announced

By Shamus Posted Monday Jul 18, 2011

Filed under: Tabletop Games 107 comments

The winner of the random drawing has been chosen. Turns out it wasn’t you. I know. I’m disappointed too. I really thought you had it. The game should end up in the mail sometime today or tomorrow.

Well, fortune has failed you. However, you can still obtain the game by means of commerce. A brute-force solution, I admit, but it’s less labor-intensive than theft.

For those of you who are curious about how the winner was selected, I will post these quasi-technical details:

Continue reading ⟩⟩ “Sherwood Showdown: Winner Announced”

 


 

Project Frontier #17: Feature Dump

By Shamus Posted Friday Jul 15, 2011

Filed under: Programming 137 comments

Okay, this series has fallen way behind. I basically spent an entire week writing about one day of work, so to get caught up I need to cover a week of work in one day. Let’s get started.

But before we begin: IGNORE THE SILHOUETTE GUY HE IS PLACEHOLDER ART. ANYONE CAUGHT CRITIQUING PLACEHOLDER ART WILL BE BEATEN WITH A 1987 VINTAGE MONOCHROME MONITOR. THANK YOU.

Day / Night Cycle

frontier17_1.jpg

The sky has become significantly more complicated since I wrote about it back in part six.

Continue reading ⟩⟩ “Project Frontier #17: Feature Dump”

 


 

Spoiler Warning S5E41: I’m Invisible!

By Shamus Posted Friday Jul 15, 2011

Filed under: Spoiler Warning 179 comments

Check it out, Spoiler Warning has its own page on that one website. Be sure to check it out and read all of the linked articles, and the articles linked by those articles.


Link (YouTube)

So I’m wondering how you guys feel about us retiring the bonnet in favor of the top hat. Are you on team bonnet:

Continue reading ⟩⟩ “Spoiler Warning S5E41: I’m Invisible!”

 


 

Sherwood Showdown

By Shamus Posted Thursday Jul 14, 2011

Filed under: Tabletop Games 382 comments

sherwood_showdown.gif

My wife Heather has illustrated a card game. The game was designed by Roberta Taylor, who previously won the Canadian Game Design of the Year. My wife and I have been working on a lot of different things for a long time since I moved to freelance work, so it’s nice to see some of it finally coming to fruition. (And it’s somewhat telling that of the two of us, she managed to bring a product to market before I did.)

Here is how to play the game:


Link (YouTube)

Disclaimer: The game does not come with the Irish Folk music. If you purchase the game, you will need to provide your own Irish Folk band or learn to play the violin on your own. Humming is acceptable in situations where you might not have enough room for the entire band.

We just received our copies of the game two days ago. I actually haven’t played the thing yet. I am assured that it is a fast-paced game, although it seems like that would depend on the tempo at which the band is playing.

Anyway, you can buy the game online. If you run a gaming store or some other nerd-centric establishment and want to get in on the action by scoring some copies of the game wholesale, you can do so. Be warned that if you were to buy this game, you risk some of that money falling into my hands where I will use it to keep myself out of a cubicle for as long as possible. Please spread the word accordingly.

Also, I have a free copy of the game here that we’re going to give away. Leave a comment below that contains the word “gimmie” to enter yourself in the drawing, and I’ll email the winner to get their mailing address. (Protip: You have to enter a working email, sparky.) If I see the same email popping up for repeated entries I’ll delete them. Not as a punishment, but just to cut down on the number of comments I’ll have to wade through. The winner will be chosen using my extensive collection of gaming dice. I will not reveal the number of sides or die that will be used, in order to discourage people gaming the system. I know how you gamers are. Always gaming everything.

I’ll close the comments and pick a winner on Sunday, July 17th. If the chosen winner doesn’t get back to me in 48 hours, I’ll roll another, and so on, until I get someone to take this friggin’ game off my hands. Heather and/or myself will sign the game if you like, although that means taking the plastic off. You can make that decision when you win. (And I know you’ll win. I’m rooting for you!)

I’m told viral marketing is important for projects like this, so please spread the word to all your friends in a viral way. I recommend kissing.

 


 

Spoiler Warning S5E40: Against Regulations

By Shamus Posted Thursday Jul 14, 2011

Filed under: Spoiler Warning 63 comments


Link (YouTube)

I think Obsidian could easily get revenge on us for this series by releasing a DLC with a new weapon: The Loadstone Cannon. It’s the size of a man’s torso, constructed of solid concrete, weighs 150lbs, and fires 10lb. bricks at your foes. If they make its damage 0.01% higher than any of the weapons Josh is currently carrying, he will pick it up and never put it down again. Bonus points if they make it an “energy weapon”. (Every brick has a D battery taped to the side.)

 


 

Spoiler Warning S5E39: You Have Gained Karma

By Shamus Posted Wednesday Jul 13, 2011

Filed under: Spoiler Warning 75 comments


Link (YouTube)

Well, that was a worthwhile way to spend three episodes. It might have been crazy nonsense and broken quest triggers, but at least we failed to bring everything to a satisfying conclusion.

 


 

Project Frontier #16: Interface’d

By Shamus Posted Wednesday Jul 13, 2011

Filed under: Programming 87 comments

I need something handy that will let me change program options without needing to compile. Right now I have everything bound to mysterious and unexplained hotkeys. There are enough of these that I’m getting confused. Hotkeys are great for turning things on and off, but terrible for fine-tuning options. It looks like I need some sort of interface for my program.

This computer interface is notable for the upper-arm and back conditioning required to use it. The upside is that, if it’s adopted, Photoshop artists will eventually look like bodybuilders.
This computer interface is notable for the upper-arm and back conditioning required to use it. The upside is that, if it’s adopted, Photoshop artists will eventually look like bodybuilders.

Now, I’m always banging on about how libraries should be as focused and unencumbered as possible, how you shouldn’t need to go on a multi-stage fetch quest to get the thing to compile like you were trying to assemble the pieces of the Tri-Force or something. The problem is, there is pretty much no way around this. Interfaces need to use fonts, and fonts are fiendishly complex beasts. Interfaces need to render stuff, and rendering is complicated. They need to process keyboard and mouse input, and those are complicated. (It seems simple, but tracking keyboards and mouse wheels and all the different things that can happen with the CTRL, ALT, and NUMPAD… it gets very hairy.) That’s a lot of things for one library to do, on top of running a window system with buttons and scrollbars and the ability to tab between interface elements and all of the other tiny details that we all take for granted.

Still, the inability to adjust options is really killing my productivity. So let’s see what we can find.

Continue reading ⟩⟩ “Project Frontier #16: Interface’d”