Playing a lot of games that are strange and unusual takes
skill and ingenuity. I recently competed
in a ‘Video Game Olympics’ where 16 players worked together and apart to
complete a number of unrelated games to find who is a champion of gaming champions. To get to business, peruse this list of games
and how I handled them in the competition!
Jimmy Chattin - I make better games.
Showing posts with label Jimmy. Show all posts
Showing posts with label Jimmy. Show all posts
Wednesday, September 26, 2012
Sunday, July 1, 2012
Hold on - Something's Missing
OK – so you might have noticed that something is missing
from your life this summer. The truth be
told, there is; No updates on Games of
Taste! Terrible, yes, I know.
The bad news is that the current situation is unlikely to
change. The great news is that, come
this August and September, the titles I have been enjoying this summer will be
laid out for your reading pleasure! A
stream-lined approach will also be given, with only 1-3 paragraphs given per
game – so as not to bore with long overdue exposition – accompanied with the
standard bullet point highlights.
Now, what games might you be seeing in the future? Here’s a sample:
- Diablo III
- Bastion
- Catherine
- Civilization V
- Dust 514
- Infamous
- Limbo
- Superbrothers: Sword & Sorcery EP
- and many more (if any of the above doesn't drain my life away)!
So, hold on, and the impression on these titles will be
delivered before you know it. Along with
the game reviews, I might be starting a giveaway later this fall with some of
the goodies I’m getting this summer, but you’ll only know if you stay
tuned! And with that, I bid thee adieu until
next time. Take care with your summer!
Friday, May 11, 2012
Into My Frying Pan - Personal Post Mortem
I’ve mentioned in my previous post that Mami is a good game, with a strong team, that did a superb job in
the game projects course. However, it
could have been so much more, and I share that burden despite my work, or
because of it. For a summary of what I
think I did well (or not), see the end of the article.
On Team Squaybies, I was titled as the QA Lead, allowing me
plenty of room to delve and assist in every aspect of the game. Through development, nothing lacked a bit of
my touch.
In the beginning, early god-bosses and enemies were needed. Team Squaybies brainstormed a breadth of designs and characters, and I directly assisted in making a few. Using an industrial production process, the pieces were turned-out very quickly with decent variety.
In the beginning, early god-bosses and enemies were needed. Team Squaybies brainstormed a breadth of designs and characters, and I directly assisted in making a few. Using an industrial production process, the pieces were turned-out very quickly with decent variety.
To help secure the direction of the game, we had to illustrate what was wanted in Mami. To do this, all of Team Squaybies contributed to the game design document, with me as chief editor (spelling, grammar, inconsistencies, etc.). Taking it from there, my QA instincts took hold, and I had a number of outside individuals read through the premise of the game, and took changes they suggested or loved to the group, implementing them appropriately. In anti-climactic fashion, the document was never touched again, but I bear it on myself for not iterating the five letter word of every project: S-C-O-P-E.
For most of the year, I ended-up doing little programming
features and research to assist the work of the chief programmer. Being as unfamiliar as I was with the
ActionScript language, catching-up to the employed skills of my friend made the
impact of my work fairly small. Slow
work and low impact features are my downside (though I know AS3 so much better
now!).
However, other than the chief programmer, I was the only
other team member to actively program within the game. Making the necessary changes to effectively
fix minor issues that arose sped production processes along. With the research I conducted, enemy examples
and coding parameters were found, and a shadow system was discovered that is in
current use within Mami. So, with all
that, those contributions can be a plus on my part.
Now, let’s cover some items of a more superficial nature. In teamwork, many times I became short with
other group mates, and that is inexcusable.
On attendance, the chief programmer and I have the best showing of the
entire class! Concerning work ethic, I
would rate myself above the average, in that I did not waste work time
Facebooking, perusing Imgur, or reading Reddit.
That, I would state, is possibly my best trait given to Team Squaybies.
Well, there’s my frying pan.
I make no claim to be unbiased, and really do welcome your input in the
comments section. For my failings, they
were wrong, and I can only hope to never make the same mistakes again. Concerning my achievements, I don’t think
that aiming to do better is out of my scope.
Again, please comment what you think down below, and take care for my next
post of Half Life. See you then!
- + Being there to benefit every section of the game.
- + Designing and carrying-out a number of visual concepts of possible characters.
- + Spear-heading needed quality assurance with industry-grade detail and procedure.
- + Actively programming features in ActionScript and finding asset examples for implementation.
- - Repeated failure to raise the “scope” flag enough.
- A fix: Scope! Set conservative deadlines, believe attainable goals, and work on details after the main design is satisfied.
- - Slow, plodding programming work.
- A fix: Know what engine will be used prior to entering the project to catch-up on code writing.
- - At times, short with other team members.
- A fix: Patience is a virtue.
Friday, May 4, 2012
Mami's Post Mortem - Mami Update
Wow. What a
year. Mami has been through a lot these past few months. It has seen people come and go, lore written
and dismissed, art created and discarded, mechanics programmed and removed, and
countless other iterations come across the project life-time. There are some things Mami still needs, but there are so many more things that the game
has accomplished.
Starting the academic year, there were a lot of decisions to
be made. What mechanics could be applied
to the game? How detailed is the
story? Levels? Engine?
Art-sound-etc etc etc? Some of
the most important insights into what would later evolve the title came about
in September, October, and November.
However, scope is the five letter word of the industry as
far as I’ve experienced. Thus, the time
not spent on the programming and implementation backbone of Mami was too great when compared to what
the industry uses now as a production process.
Those assets, though, do bolster an impressive library of material that
clearly defines the world Team Squaybies created, and the assets are always
there for future reference or use.
Referring back to implementation, that brings me to my next
topic: skills that are needed in a game development team, and the life-span of
those skills. Throughout the year, we at
Team Squaybies - an assemblage of technically nine individuals to six by year’s
end - had a various assortment of skills to bring to the project.
What was desperately needed was more programmers. The chief coder was a beast at AS3, but he’d
been working with the language for a year previously in a professional setting;
Team Squaybies’s project manager knew a little bit, but otherwise was regulated
to very front-end manipulation; I myself know plenty of code, and picked-up the
language of Adobe Flash quickly, but I was still not on-par with the primary
programmer, mainly slowing down his progress if I tackled a problem alone. Coding was important from start to very
finish, and having more coders with a previous familiarity of the tool of
choice is not a make-or-break situation for game development, but it sure darn
well makes things more efficient!
Now, what about the art direction? To start, we lost our audio skill at the turn
of the calendar year, though he did do excellent work prior to his leaving. Would more work have been required of him the
second semester? I can’t say. I also can’t say if it was overly detrimental
to the outcome of Mami, but it just
shows that the pool of audio talent that the game projects groups have access
to is quite slim.
Moving the art focus forward to what is more traditionally
considered art, the visual concepting phase of the project was by far too
long. Some persons were doing over an
hour to turn out one half-finished piece of concept – when put into the context
of working being done in only two-hour working blocks three to four times a
week, that is ridiculous. I have good
faith that anyone in a design studio would happen to agree.
Now, try combining the visual arts, level design, narrative
brainstorming, and other miscellaneous fields outside of the implementation
track (e.g. programming). These fields
far outweigh the number of people capable of bringing about a game, and within
the game projects course here, last on the employ of a team for the entire
year. I may be horribly biased, but a
great number of non-implementation individuals are needed at the start of game
development; halfway through the development cycle, I could only see maybe one,
two, or at most three persons of strong artistic intent. Everyone else should have multiple skills,
transferable between development teams!
Well, I’ve ranted enough.
Team Squaybies really pulled a good project together this year in the form of Mami. The team was fairly solid. It was a great time, I learned a lot, and
will be taking the best of my new knowledge to help create a game I designed
for next year. But now, here’s to
creating great gaming experiences, and taking care while doing it!
Stay tuned for a possible update to my Mami adventures, where I go into the details of what I learned, what I did horribly, and what I believe to be good work on my part. See you then.
P.S. Please comment
on my thoughts of the past year, the issues raised, your own experiences in
teamwork and project development, or ask any questions you may have. If I missed anything, let me know!
Friday, April 27, 2012
The Last Week - Mami Update
Next week is Finals Week.
Thursday’s final presentation of Mami
will be the final showing of the game.
There is more work to do before then, but the grind to next week’s
deadline goes on.
The project manager and I have been working together to
ensure our levels work without incident; jumping from platforms to platforms,
triggering puzzles, shifting into walls, attacking, and getting stuck in
corners are just a few things we tried and edited in regards to what came up. Anything that couldn’t be handled by the
simple moving and resizing of collision boxes I recorded in a QA to-do spreadsheet
for later. If I may say so myself, it
was good quality assurance!
Other work going on in Team Squaybies would have to be the
finishing of giving visuals to the platform collision boxes. Further, the final rendering of the player
character animation has entered its final phase; it’s implementation happens
later today. Finally, the chief coder
has been working on smoothing the corners of certain mechanics, allowing for
appropriate player engagement.
Well, it’s been a good semester. Let’s finish it strong! Take care until next week, where I’ll be
writing a “post mortem” of the whole project.
See you then.
Friday, April 20, 2012
Program All the Things - Mami Update
I’ve recently promised to provide some code samples from our work on Mami, and have been talking about it even longer than that. So, without further ado, le program:
Let’s start with some puzzles. Above is the triggering code for the puzzles, and below that is the platforming code that handles various collisions with specific blocks within a level that open doors/grant recognition for this, that, and the other thing. To reset the platforms, a simple timer will be used. Easy!
As you can see, the implementation of special “shards” is a bit sparse; their collection throughout a level would activate various bonuses, but creating and managing another array within the game is currently being put on the back-burner. The question is really how we would like to do it, and again, the time to implement and debug.
The last of the puzzle sections we are using, the map is very straight-forward; if the player is in reach of a special node, allow them to activate it. Once activated, move to a new frame to show a picture, remove player control (aside for a deactivation button), and revert back to the playing frame once they are done looking at the map. Only bringing in the picture into the library is the thing left to do.
AI seems to be the most fickle thing currently in our design. To translate changing XY coordinates between the tiles, the enemies, and the player is just making a mess of things. The chief programmer and I managed to make good progress on it, but the buggy nature of the beast has caused us to comment-out everything past our “patrol” mode and the self-deletion function. For a demonstration of what we have, that code should be satisfactory (for the most part).
What’s here is but a very small part of the code structure, but the work I put in to creating these chunks of code helps the game flow in a way such that Team Squaybies may just make our deadline in 2 weeks! Speaking of deadlines, I’ll let you go until next time. Take care in commenting and reading future posts; I’m currently grinding through Majesty 2 and the original Half-Life. Those are … interesting games.
Wednesday, April 4, 2012
A Short Week and a Short Week to Come - Mami Update
Easter Break: a terrible holiday. No, it’s not the ham, or the eggs, or the religious aspects about it; it has to be the block of time it takes from the two weeks the holiday falls between.
Thus, 4 days will be lost between this week and next as colored orbs are sought for and pigs are slaughtered. I pause here as I look upon a wall of stories yet to be completed for Mami… Though a break is much appreciated from the grind of collegiate life, I shudder at how far back Team Squaybies’s development is likely to be.
Despite the woes to come, I must mention the success of Sunday night’s Fools Day game faire. Both Team Squaybies and Perpetuam Memoriam had a great showing, with playable demos and a large contingent of group members able to attend. After playing some other games at the faire, Mami received some usable quality assurance testing from an attendee, which our illustrious lead coder found and amended.
Speaking of programming fixes, remember the issue of not loading into the next level at the correct frame? That was fixed at the faire, too. Thus, after also garnering video recordings of the commendations put forth for the games I’m working on, our team handled some nagging issues in the various program features.
So, progress was made in this short week. There likely will fail to be much coming up at least through the start of next week, but I know Team Squaybies can pioneer like the best of them. Take care, and have a restful weekend!
P.S. Long title FTW.
Friday, March 30, 2012
Games for Fools - Mami Update
Wow – what a week! Enemy distance handling, tile loading quality assurance, and a big fair to boot. It is safe to say that some Mami work has been done!
What do I mean about “distance handling”? The enemy spirit object that rests on the stage patrols a static location just fine, even with the screen scrolling, but when it comes to registering where the player is and the relation the character has to the object is a bit funky. Over the last week, the other programmer and I learned a lot about Actionscript 3’s location functionality; our player’s position locally – player.x – and globally – player.truelocation.x – stays the same at a range of the screen. The change is also skewed as that anything that is represented globally is double what happens locally. To say the least, the enemy is having glitches on telling what the player’s location is.
The main programmer is gone for the weekend, so our project manager and I practiced good QA skills; we broke things. After exiting the introductory level, it appears that a few of the objects of the intro remain in the next level. After removing a few of the offending collisions, it became noticed that we start not at the start of the next level, but exactly at tile ‘n+1’, where n is the number of tiles prior to the level change the player encountered. The solution: send the setup of the level an integer to compensate the offset position, placing the player in the correct tile. Ta da!
Now, Sunday is April 1st, All Fools Day. This year is having the 2nd annual All Fools Day Game Fair, where the Game Design professors nominate and sponsor various games being made or conceptualized here at the university. With both Mami and Perpetuam Memoriam being nominated, I am well on my way to loving the heck out of this event – mass free game testing! Mami will feel quite clean after this, and Perpetuam will get its first public appearance since Global GameJam 2012.
Other going-ons with Team Squaybies concerns moving finalized vector assets into the game and removing the lack-luster filler blocks. My level layout is being placed into the primary level of play to give a dynamic sense of progression through the world. Further, I do believe that certain animations and attacks are finishing themselves quite fine. All in all, the work can be called progress.
I’m unsure of what will come in the next 2 weeks; Easter is going to most definitely be a jam in the flow of things getting done. But, if this week and the pace we’ve been setting in both Team Squaybies and the Perpetuam Memoriam game is any indicator, the end of the spring semester is going to see 2 finished projects. Woot!
Well, I had best get back to programming. Enemies, platforms, and code-cleaning… Take care until the next update.
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