Project Good Robot 19: Unbalancing the Game

By Shamus Posted Monday Sep 30, 2013

Filed under: Good Robot 149 comments

I don’t know if they’ve appeared in any of the screenshots yet, but one of the mechanics in the game is a system of power-ups. The leveling system provides numerical improvements: More speed, more shields, more damage, etc. The powerups provide functional improvements: bouncing laser shots, homing for your missiles, highlighting of obscured enemies, etc. The game is currently set to drop one on every level. If there’s a boss on this level, then the boss has it.

For a while you could only carry one of these at a time, but that wasn’t very interesting. When you picked one up you would drop the previous one. You could pick it up again if you didn’t like the new one, but I quickly found that I liked some better than others and once I had my favorite they were no longer useful as a reward. Since they were random, it was possible to get my favorite on level 1 and then never care about powerups again until I died. (Powerups last until death.) That’s like a first person shooter that gives you the best weapon in the game at the start. It’s just setting the player up for disappointment.

Question: How is there snow in an underground cave? Answer: SHUT UP. It’s like, condensation or frost or whatever.

Continue reading ⟩⟩ “Project Good Robot 19: Unbalancing the Game”

 


 

Spam: Resourceful Idiots

By Shamus Posted Sunday Sep 29, 2013

Filed under: Rants 122 comments

I never cease to be amazed at the grotesque ineptitude of spammers. The battle between spammers and filters is over twenty years old now. So much ingenuity, creativity, and knowledge has been brought to bear against the problem of bulk unsolicited bullshit. And at least as much ingenuity, creativity, and knowledge has been used to overcome those solutions.

We make a wall, the spammers climb over it. We make it taller, they break through it. We make it stronger, they go under it.

And then once inside they have no idea in the world what to do. None. It’s like this messed up version of Sam Fisher where he breaks through security, sneaks past the guards, breaks into the control room, and then craps his pants and accidentally kills himself with an office stapler.

Last year I installed Growmap Anti-Spam Plugin (that’s the checkbox you gotta check to leave a comment) and for the next ten months I basically stopped getting spam. But now I’m getting a couple of these a day.

From visitor “Mdfinstruments gmbh”:
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Diecast #31: Bad Endings and Good Booze

By Shamus Posted Thursday Sep 26, 2013

Filed under: Diecast 138 comments

Feel sorry for Chris. We got to do the podcast this week, while he was forced away from his job and dragged to Disney World. He’s probably miserable right now, sitting in the gorgeous weather and scenery, drinking a beer, and wishing he was with his internet-friends. He can’t even produce an Errant Signal from there. Poor guy.

Download MP3 File
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Hosts: Rutskarn, Josh, Mumbles, and Shamus.

Show notes: Continue reading ⟩⟩ “Diecast #31: Bad Endings and Good Booze”

 


 

Chimera Kickstarter

By Shamus Posted Thursday Sep 26, 2013

Filed under: Notices 5 comments

Jeff Palumbo was one of my contacts at the Escapist a while back. He’s moved on and is now trying to launch his own comic. Well, more like his own label, but also this book. He was nice enough to send me a signed copy of issue #1.

It’s got a good first-issue hook: We jump back and forth between our modern-day protagonist and (in this issue) someone linked to him in the old west. (As I understand it, the protagonist will connect with (?) other people in other times, so it’s really the set-up for a supernatural story, not a western story.)

Anyway. I was sad when I got to the end.

You can read issue #1 online for free. Now they’re doing a Kickstarter for ish #2. (The idea being that #1 will build the interest, the interest will drive the Kickstarter, the Kickstarter will fund #2, the sales of #2 will pay for #3, etc.) I don’t know enough about comics to know how feasible this is, but as a fellow dream-chasing indie-type person I’m really hoping he makes it.

Give issue #1 a look. Even if it’s not your thing, maybe pass it along to your comics-reading friends?

 


 

Project Good Robot 18: More Robots

By Shamus Posted Wednesday Sep 25, 2013

Filed under: Good Robot 151 comments

A small announcement before I get to the post itself: Last entry I mentioned I needed music. I didn’t expect that multiple people would be offering to compose original music for my game for free. I’ve been quiet about these offers for help so far because I didn’t know how to respond, but then composer Fawstoar made this track and I couldn’t say no.

But here’s the thing: I’m really nervous about inviting people to make tracks for the game, because I’m the absolute worst sort of person to make music for. My tastes are lowbrow, but I’m also incredibly picky and I know nothing whatsoever about music. I’m sure everyone has run into the classic Clients from Hell stories, where a client keeps asking for changes because they do know what they don’t want but they don’t know what they do want and in any case they lack the basic vocabulary to even express their preferences. So you wind up with a client repeatedly asking you to change the color scheme of the website and it isn’t until your sixth revision that you discover the color isn’t the problem, it’s that they wanted the buttons to look more “glossy” like [huge boring corporate site that’s looking kind of dated] and they’re actually colorblind and couldn’t even detect most of the changes you were making.

That client? That irritating jackass? That’s me. You don’t want to make music for me. I’m an idiot. I want a very specific kind of inoffensive electronic music, I lack the knowledge and language to explain what it is, and I don’t want to pay for anything. Who would want to deal with that?

While I’m wise enough to see that making music for my game would be bad for you, I’m also selfish enough that I’m willing to offer the chance if you want to try. But rather than asking someone to go out and make music, I’ll just leave the door open for submissions. If you think you have something that fits, just leave a comment with a link to the track on Soundcloud or Youtube or whatever and I’ll give it a listen. If I like it, I’ll put it in the game. If I don’t, I will probably avoid saying why because I don’t want you to spend two days re-working it only to have me still not like it because I gave you bad advice.

Obviously I’m not looking for exclusive rights. I just want tracks that I’m allowed to use in my game. And if you don’t want to do hours of work trying to please an ignorant slob who might not finish the stupid videogame anyway? I don’t blame you.

The mood I’m going for is… uh. I guess pretty much the original Descent:


Link (YouTube)

Except maybe not quite so… 1994 MIDI-ish? (See what I mean about me being a horrible and difficult client?) Perhaps the Unreal soundtrack would be a better example. Tracks don’t need to be epic long compositions. In testing, levels currently only take about five to ten minutes, so a two or three minute track that’s looping-friendly should do just fine. Most players won’t even notice the repetition in that timeframe.

Some of you have already linked to your work on Soundcloud / Youtube / Jamendo. I’ve listened, and I’m considering some of them. We’ll see.

Anyway, let’s talk about the game:

Continue reading ⟩⟩ “Project Good Robot 18: More Robots”

 


 

Experienced Points: Don’t Blame Games, Blame Pants

By Shamus Posted Tuesday Sep 24, 2013

Filed under: Column 65 comments

What do you do if someone makes a childish, lazy, inept strawman argument? If you answered, “Provide facts and logic to illuminate the issue”, then you are a wonderfully intelligent person. But also a chump. That’s not how you do things here on the internet. When someone shows up with a strawman, you counter it with an even bigger strawman.

I doubt it will change the debate at all, but it felt good to write.

Also, I made this to go with the article, but it just didn’t turn out good enough to use:

I tried.

Sadly, it doesn’t look enough like the original iconic image to sell the joke. I’m just sharing it here to give you a glimpse into the sausage factory of my weekly column.

 


 

Project Good Robot 17: The Next Stage

By Shamus Posted Monday Sep 23, 2013

Filed under: Good Robot 216 comments

Tomorrow will mark the 8 week point of this project. I’ve been coy about where I’m going with this all along. Am I going to sell this game? Will it be on Steam? Linux? Will it support [esoteric thing]? Will I do a Kickstarter? Humble bundle? Mobile port?

So far I haven’t answered these questions because I don’t know myself. Eating is good, which means money is useful, which means selling the game would be really nice. But I have no idea what’s involved with that. I haven’t worked on commercial software in several years, and even when I did I had a company handling all the messy product-marketing, money-collecting, customer-servicing, tax-paying, digital-distributing crap. All I had to do was program and some mysterious process converted the code into paychecks.

But now I’m more or less working alone. I need to do all that crap if I want to ship this thing.

Oh, I also need to finish it.

Continue reading ⟩⟩ “Project Good Robot 17: The Next Stage”