Project Good Robot 20: Gamespace

By Shamus Posted Wednesday Oct 2, 2013

Filed under: Good Robot 53 comments

Good news and bad news: Yesterday we had an impromptu hangout where Josh played the latest build of Good Robot and streamed the game for all to see. It was supposed to be a simple test: I wanted to see Josh play the game to hunt for bugs and gather gameplay feedback. But then I Tweeted a link to the stream and the internet showed up.

Friends joined in and we had a little party where Josh played through all of the available content for Good Robot. It was funny and fun, although the best part of the show was when Josh got to the end and began using the console to spawn clouds of enemies in an effort to break the game.

The bad news is that Twitch.tv didn’t save the footage. We don’t know why. So the event is gone forever. Sorry.

The crowd feedback was invaluable, and Josh’s skill at finding bugs was… irritating. (But also valuable.)

I’m kind of surprised at how many people are interested in modding or changing the game. It’s already pretty mod-able. I mean, this is the level data for level 9:

Continue reading ⟩⟩ “Project Good Robot 20: Gamespace”

 


 

Experienced Points: Steam Machines

By Shamus Posted Tuesday Oct 1, 2013

Filed under: Column 77 comments

This story is huge. Valve isn’t just entering the console market, they’re dragging part of the PC market into the console space to create overlap where none existed before. In this week’s column I give a run-down of why this is interesting and what I think about it.

Sadly, the most interesting questions won’t be answered. I would love to know what made Valve want to make this move.

Yes, yes, “money”. Sure. Obviously. But there are a lot of routes to “money” and I would love to know why they think this is the best route to money. Consoles are expensive to launch and the success rate for new platforms is abysmal.

What do the folks at Valve think (or hope) is going to happen? Are they hoping to move into the console space for real, building a rival to the big three of Microsoft, Nintendo, and Sony? Or are they just trying to make sure they don’t have all their eggs in the PC platform basket? Is this a response to the horribleness of Windows 8? Do they see a weakness in the console market that they hope to exploit? Do they see a demand for games that can seamlessly go from the office to the living room, allowing the user to take their friend lists and save games with them?

We’ll talk more about Steam Machines in the next Diecast, which will probably go up on Thursday.

 


 

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”