Changing Themes

By Shamus Posted Sunday May 25, 2008

Filed under: Projects 42 comments

A few weeks ago I began the foolhardy task of mucking about with the theme on this site, much like a man throwing rocks at a wasp’s nest for his own amusement. I was carefully balancing a couple of time-sensitive projects. I figured the theme change would be a quick thing, that I could make sweeping changes to the behavior of the site at the cost of just an hour or so.

Three days and a multitude of complaints later I realized what I’d gotten myself into, but I didn’t have time to make it right. I patched it up a bit, reinstated the old theme as the default, and made a note to return to this particular dragon’s den when I actually had time to deal with the dragon.

At the root of my error was the failure to understand just how little freedom I have with the theme of this site. A new blog can put up any old theme they like, but once you have about three years of content behind the thing the site begins to get a little rigid. The following bullet list contains the lessons and wisdom I gleaned from the debacle:

  1. The main content area must be at least 600 pixels wide, or DMotR won’t fit. It can’t be wider than that or it will hose the formatting of hundreds of old posts where I have text wrapping around images.
  2. The sidebar has to be about 200 pixels wide, or parts of it will wrap and look stupid.
  3. While people are often running at gigantic screen resolutions, many do so with their web browser in a much smaller window. I can’t make the site wider than 900 pixels unless I want them to have a horizontal scrollbar. (I do not.)
  4. The sidebar has to go on the right, because a lot of people object to left-scrollbars, but almost nobody objects to right ones. I do not know why.
  5. The tiling background causes slowdowns for older machines, so the default theme can’t have a repeating background.
  6. Under no circumstances should you mess with your site theme unless you have the time to deal with it afterwards!

Taken together, all of this means I didn’t really have much freedom to change the site if I didn’t want to break things. The only major change I was able to keep was the navbar across the top. Which is cool. I guess.

I’ve hammered out the various difficulties. We now have three themes:

  1. Lawful Good: The default, with a white background.
  2. True Neutral: Exactly like Lawful good, except with a gradient background.
  3. Chaotic Evil: White-on-black version of the default theme. While this setup tends to scorch my delicate optic nerve, some people really prefer it.

All the themes should be the same in terms of spacing and functionality. I’m sure things will break, but I’ve got a three day weekend going so I should be able to attend to any required fixes, assuming the problems aren’t at some fundamental design level.

 


 

PA Ad

By Shamus Posted Friday May 23, 2008

Filed under: Pictures 14 comments

Best banner ad ever:

pa_sucks.jpg

This is the RSPOD ad currently running at the PA site.

EDIT: I’m not sure how I ended up writing about RSPOD this week. It was not my intention. I have several posts on Indigo Prophecy, to which we shall turn our attention as soon as this temporary mania abates.

 


 

RSPOD: DRM Distinctions

By Shamus Posted Friday May 23, 2008

Filed under: Video Games 37 comments

Yesterday I scorned Rain-Slick Precipice of Darkness because of the built-in DRM system. I’ve been following the forum threads both at Penny Arcade and at publisher Hothead games, and there are some really important differences between this and the Mass Effect / Bioshock stuff. While I do enjoy getting worked up and filled with indignation as much as anyone, I need to clarify what’s going on here. There are distinctions that need to be made between this and the other DRM systems I’ve lambasted over the past few months.

One is that the the demo is the full version of the game. All you need is a valid key and the demo unlocks the rest of the content. This, coupled with the fact that this is a digital delivery game with no physical media, pretty much requires some form of activation. Once you have (buy) a key, they will let you download the game all you want, thus letting you use Hothead as your backup. You don’t need to maintain a copy for yourself. This is akin to Steam, and in direct contrast to the stuff from 2kGames and EA, where you need both physical media and the online activation.

The Hothead guys and Robert Khoo (the responsible business guy behind Penny Arcade) are in there discussing this with fans. This is very different from the BioShock saga, where overworked temps insulated the higher-ups from public input. This is different from the Mass Effect story, where Bioware developers listened politely but had no power to move the mountain that is EA. The people in the forums are the people make these decisions, and they are taking it seriously.

The sticking point for me is, or perhaps was, the limited installs. Continue reading ⟩⟩ “RSPOD: DRM Distinctions”

 


 

RSPOD: DRM

By Shamus Posted Thursday May 22, 2008

Filed under: Video Games 73 comments

From the comments of people who have gotten the game, it sounds like Rain-Slick Precipice of Darkness, the Penny Arcade game, has pretty much the same DRM scheme as is being used in Mass Effect: Online activation, limited to three different machines, with more being given on “a case by case basis”.

It’s slightly less risible here because the title is a digitally distributed budget title, but in the end you still have to ask Hothead games if you can play. I just assumed that there wouldn’t be any DRM. I mean this is Gabe and Tycho Mike and Jerry we’re talking about here. Being ex-PC gamers themselves,I would imagine they would recognize the futility of the system. Why go to all the trouble of developing their own digital distribution system if it’s just going to be another implementation of the same stupid thing everyone else is using?

(By “everyone else”, I mean everyone besides Stardock. Bless them. A few weeks ago, I bought Sins of a Solar Empire. They mailed me the game, but let me download it as well. An hour after I made my purchase I had the thing installed and ready to go. No DRM fuss, no mess. I did have to type in a CD key, but I can do that as many times as I like. It was beautiful. I still have Collector’s Edition box sitting here, unopened. Like a present I’m saving for later.)

I actually object to the activation less in this case. I consider RSPOD to be a more or less “disposable” game. Play it once, and forget about it. It’s a budget title, and probably not something I’ll want to repeat five years from now. But still, the principle of the thing is the same, and the very idea of asking permission just rubs me raw.

I don’t know if I’ll skip the game over this or not. I’m certainly not going to run out and buy it right away.

Sigh. My hope that publishers will come to their senses over this is waning fast.

EDIT: Thinking about this the next day, I don’t know why I was so eager to give them a break. I guess because they are “indie” and I have a soft spot for indies. But my soft spot for indies comes from the fact they they don’t act like the big publishers. If I’m going to miss out on Mass Effect and Spore then I’m sure not going to indulge Hothead games in the same scheme.

The quote, from their forums: (Thanks to DaveMc for finding this.)

We don’t anticipate having to limit the number of redownloads but remember that each new machine or major hardware change may trigger a new key to be issued against your license. Our plan is to allow multiple installs and to be generous in that regard to cover murdered systems, planned upgrades, people wanting to play it on their PC and their Mac or even Linux box etc. Even if the limit is reached–a limit that we have not determined yet–we will be flexible in resetting or increasing the limit for paying customers. If you are registered, we will keep your license keys stored for you in your profile and you will be able to see the number of times that license has been used for various systems so there will be no surprises.

To hell with them. They should know better.

 


 

Chainmail Bikini Ending

By Shamus Posted Thursday May 22, 2008

Filed under: Projects 33 comments

As promised last week, I’ve posted my notes and the plot outline for the end of Chainmail Bikini. The comic stopped right about in the middle of the story, halfway through Act II.

Here is the rest of Act II.
The first half of Act III.
The second half of Act III.

I’m happy with how the story turned out, even though we never got to see it drawn. Anyway, that’s it. All done.

 


 

Indigo Prophecy:
First Impressions

By Shamus Posted Wednesday May 21, 2008

Filed under: Game Reviews 41 comments

I have a recurring nightmare. It does not appear often. I can recall it happening only three times, but the memory is potent. Nothing takes its toll on my sanity quite as bad as the dream where I suddenly seem to have killed somebody.

Indigo Prophecy, a guide to murder.
My subconscious will drop me into a dream where I’ve just committed a bloody murder and I have to deal with the consequences. It is not the inevitable punishment that terrifies me, but the ghastly permanence of the deed. I never make any attempt to escape justice in these dreams, but they usually don’t last long enough for the police to arrive anyway. It’s over in a just a minute or two when I wake up filled with anguish and flirting with a heart attack.

I bring this up because this is how Indigo Prophesy begins. Lucas Kane finds himself in a restaurant bathroom, draped over the bloody remains of a man he’s obviously just murdered. Lucas doesn’t know why he did it. Or what it means. His first thought is escape.

This was a powerful opening to the game, as I was immediately drawn into Lucas’ plight. The player is given an unprecedented degree of freedom in how they can react to this situation. The only thing you must do is wash off the blood before leaving the bathroom. Hide the body? The murder weapon? Clean up the blood? Look for clues? Go out and finish your meal? Dash out without paying? Go out the back?

These decisions matter, because the next stage of the game has you revisit the diner, this time as the detectives investigating the murder. That is, you will be investigating all the stuff you just did while controlling Lucas. The first act follows this revolving chessboard idea. You play as Lucas, and then you switch sides and play the cops chasing him.

A lot has been said about the failings of the plot later in the game, but the important thing to note here is that this is some of the most innovative gameplay I’ve seen in years. Continue reading ⟩⟩ “Indigo Prophecy:
First Impressions”

 


 

Made of Wiin

By Shamus Posted Wednesday May 21, 2008

Filed under: Pictures 40 comments

Issac and the Wii

It’s Christmas in May. I suppose it’s not going to stun anyone to learn that my kids enjoy playing the Wii.

I inherited the family Gamecube, for what it’s worth. I’m not sure it will get much use, but it’s there in case I get the desire to play a game designed for people with more patience and younger thumbs. The device has been added to the snarl, thus bringing the humming cluster of electronics one step closer to self-awareness, which will no doubt be followed by a murderous regard for fleshbags like me.

The Wii has usurped its predecessor and secured the coveted spot beneath the television in the living room. It’s a very attractive piece of technology, wonderfully sleek and capable of standing upright. This is not to say I wouldn’t like it better if the thing was uglier, but easier to stack with other objects. I didn’t like when televisions starting becoming aerodynamic, making them an unsuitable place to put things like VCRs, and (eventually) DVD players. What we’re ending up with is this sort of puzzle where you have a half dozen devices, none of which can be placed on top of each other or behind any other device, all of which must be plugged into each other and the wall. It’s hard for me not to look at this mess and think that somewhere in Japan is a very malicious engineer who is laughing at me, right now.

Jerk.

While I suppose it’s still true that money cannot buy happiness, it does seem to be possible for money to buy electronics which dispense happiness. We have two Wiimotes and three kids, so I’m not sure how long the happiness supplied will be able to maintain equilibrium with the injustice and misery of having to share and take turns. I am certain I will know when the scales tip, though. The sound will be unmistakable.

I haven’t even tried it and I’m enjoying the Wii already.