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”

 


 

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:

Continue reading ⟩⟩ “Project Good Robot 16: Level Up”

 


 

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.

Continue reading ⟩⟩ “15 Sorting Algorithms in 6 Minutes”

 


 

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
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Hosts: Rutskarn, Josh, Chris, and Shamus.

Show notes:
Continue reading ⟩⟩ “Diecast #30: It’s a Good Day to Diecast”