Project Good Robot 16: Level Up

By Shamus Posted Friday Sep 20, 2013

Filed under: Good Robot 157 comments

I cited some of my influences way back at the start of this series. I left one out. One other thing that’s really shaping my vision for this gameplay is this:

NOT THIS

Mass Effect 2 (and to be fair, a LOT of other games) are an influence on how I want leveling to work. But not in an imitative sort of way. Like, I play those games and my goal is to do the exact opposite of everything they did. What do you call that? A negative influence? But that makes it sound like I’m just imitating the bad parts of the game. An inverse influence? Anti-influence?

I don’t know. Whatever. My pitch for the leveling in this game is to show you that screenshot above with the subtitle of, “NOT THIS.”

Here’s what I find unsatisfying about it:

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15 Sorting Algorithms in 6 Minutes

By Shamus Posted Wednesday Sep 18, 2013

Filed under: Programming 92 comments

I don’t have a new entry for Good Robot done, so I’m going to resort to the crutch of delinquent bloggers everywhere and post a YouTube video made by someone else and use it as a conversation-starter.

Computers do a lot of sorting. Alphabetizing names, sorting enemies by distance, arranging a list of polygons from far to near, putting a high score table in order, arranging files according to size or date, ordering search results by word frequency, and a million other things. There are a lot of different ways of sorting lists of values.Some clever person wrote a program to show the sorting take place and emit audio based on the current state of the list. I find the result to be kind of hypnotic:


Link (YouTube)

Shamus, why are there so many different sort algorithms?

Good question, me. The reason is that there are a lot of different sort problems. The above sorts look like they’re sorting some really predictable data: A list of all the numbers from 1 to 1,000, or whatever. This is not always the case. Sometimes it is very not the case.

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Diecast #30: It’s a Good Day to Diecast

By Shamus Posted Tuesday Sep 17, 2013

Filed under: Diecast 68 comments

It’s another rambling chit-chat that’s long on anecdotes and short on news. These conversational shows seem to spend more time talking about what we’re doing and less time gnawing on obnoxious game companies, which makes the show more positive. So that’s nice.

I apologize for the way I sound. I was pretty sick this weekend.

Download MP3 File
Download Ogg Vorbis File

Hosts: Rutskarn, Josh, Chris, and Shamus.

Show notes:
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Project Good Robot 14: Outtakes

By Shamus Posted Monday Sep 16, 2013

Filed under: Good Robot 61 comments

At the beginning of a project there’s always a big burst of progress. Every ten minutes you’ve got another feature or another improvement, and it’s easy to delude yourself into thinking you’re John Carmack. But then you enter the middle phase of the project and suddenly it’s time to tidy things up, get your interfaces in order, and work on some of the boring, non-sexy stuff.

So that’s where I am right now. Sooner or later I need to do the Great Big Post About Gameplay Mechanics, but I keep putting that one off. Up until now this game has been all things to all people. Everyone can look at these screenshots and fantasize about all the ways it could be exactly what they wish. Everyone can look at it an scream, “Shut up and take my money!” because so far they haven’t seen anything that indicates it’s not something they would like. When I finally get around to nailing things down I’ll end up breaking some hearts, and I’m not quite ready for that trial yet.

So let’s dig through funny screenshots.

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A Very Slender Evening

By Rutskarn Posted Sunday Sep 15, 2013

Filed under: Spoiler Warning 113 comments


Link (YouTube)

Slender: The Arrival is a modernist art game about the forbidden love between two turn-of-the-century French cobblers. Clocking in at around 100 hours of gameplay (not counting the optional riddle minigames), this sweet-natured narrative is punctuated by sliding block puzzles, tongue-in-cheek dating sections, and a surprisingly robust storefront simulation. It's really surprising the game got as much press as it did, considering its unconventional setting, chipper tone, and brief (but surprisingly explicit) lovemaking scene inside the alien spaceship.

It's a really great title, if you hate found-footage games about murderghosts that make you scream and vomit and throw your keyboard across the room.

And now for an actual true statement: if you want to listen to Chris freak out for thirty minutes like someone taped spiders to the insides of his eyelids, this is a pretty good video to watch.

Today’s content features Josh, Chris, Mumbles, and myself. “But Rutskarn!” you exclaim, “Surely the real star of the video is that despicable cad, the Slender Man!” You're not wrong, dear reader. So the question remains: which of the four of us actually is the Slender Man?

You decide. But decide quickly, and whatever you do, when you watch this video…don't turn around.

Because then you won't be able to see the video. Which is, presumably, in front of you. You have used a computer before, right?

 


 

Project Good Robot 13: How Do We Leg?

By Shamus Posted Friday Sep 13, 2013

Filed under: Good Robot 110 comments

I’ve been reading back over this series, and I have to say I’m pretty happy at how far we’ve come in such a short time. But I have to admit the one thing we need more of in this write-up is crappy MS-Paint level illustrations. So let’s fix that.

We start with our flying robot:

gr13_leg1.jpg

Pfft. I have no idea why people waste money on artists making concept sketches. I think this looks awesome already! In fact, we could throw a little lens flare on that thing and we’d be ready to start taking pre-orders.

As cool as this is, I think it would look even more amazing with a leg. Maybe even more than one leg. But we’ll start with one. The first step is to pick a horizontal offset from the body. Let’s say we draw a line that extends one unit to the left of the body. This creates a point which we will call the knee. The knee can move up and down, but it always has to stay the same distance from the body horizontally. (Yes, I could have the knee pivot instead of moving up and down, which would be more “correct”. But I’m going for an effect here.)

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Project Good Robot 12: Feedback Channels

By Shamus Posted Wednesday Sep 11, 2013

Filed under: Good Robot 117 comments

Games are a young medium, and we’re still inventing (or appropriating) nomenclature for it. Ludonarrative Dissonance, Kinesthetics, skinner box, gamification, consolification, boss fight, quicktime event, RPG, difficulty curve, level scaling, HOTs and DOTs, raid, crowd control, pay-to-win, force feedback. Twenty years ago these terms either didn’t exist, or they meant something else to the average person. Some of these terms came from the audience, and some of them came from game designers, but they all arose out of a need to talk about a thing that didn’t have a name yet.

One concept I’ve needed a word for is the way games use multiple audio / visual cues to let you know that a thing happened. The term I’ve settled into was “feedback channels”. But lots of people have run into this concept long before I showed up, and they already had their own terms. These two guys call it “juice” or making a game “juicy”:

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