Category Archives: game design

Write from the Start

So pretty much one of the most challenging parts of making games for the small indie or hobbyist developer is getting the extra help you need. The developer who can do it all on his or her own — programming, artwork, writing, modeling, animation, web design, yada yada — is a rare breed with far too much talent and disposable time. When I made Missions of the Reliant way back when, in (gulp) 1994, I could handle most of it myself because things were just…simpler. I didn’t have to worry about modeling or animation, and web design meant little more than plain text and a few animated GIFs (mostly I just focused on BBS’s and AOL — and, sadly enough, eWorld). Life, as they [More...] Read the rest

Also posted in 3D/if, interactive fiction, story in games | 6 Responses

Feedback For Better IF Parsing

Over on Twenty Sided, Shamus Young posted a blog today on, of all things, interactive fiction. Seems he’s been playing “Phantom of the Arcade” lately, an Inform-based text adventure written recently by Susan Arendt, his editor at The Escapist, and made available online. This spurred him to ponder the familiar issues and frustrations related to the IF parser, and particularly how the parser handles unknown or unacceptable input. “Feedback itself,” he states, “is a reward” — feedback that shows that, even though the command entered is invalid, the author and/or parser has anticipated it enough to provide useful information rather than a generic “I beg your pardon?” response.

One idea he came up with for this involves modifying the IF environment (particularly one that [More...] Read the rest

Also posted in interactive fiction | 3 Responses

The End of October Vespers Thing

Wow, October came and went in a hurry. Halloween and the ongoing IFComp took up a lot of my time toward the end of the month, which threw me off by a few days. So here, at the start of November, is an update on Vespers over the past month.

On the modelling front, N.R. and I spent much of the month improving the performance of the game with some creative workarounds for the problem we have had with portals in Torque. Portalization, for those of you unfamiliar, is a method used by people who model interior structures for Torque (such as buildings) to split up these models into “zones” in order to reduce rendering overhead. So basically, if a building has different sections or [More...] Read the rest

Also posted in Vespers | Leave a comment

Day Three (at the AGDC), Part Two

As I mentioned last time, there were some really intriguing presentations on the third day of the conference. One in particular was a technology demonstration given by representatives of two companies, Emotiv Systems and 3DV Systems, which are developing innovative ways for players to interface with computers or other entertainment devices.

Randy Breen from Emotiv Systems demonstrated what he called their “Brain-Computer Interface”, a device that fits on the head and is based on EEG machines. It basically translates brain waves into actions after a period of training. It’s compact (I didn’t even notice him wearing it during his talk), lightweight, and wireless, and includes a gyro to detect head movements. It can also detect facial expressions (blinking, smiling, eyebrow movement) and can essentially monitor [More...] Read the rest

Also posted in story in games | Leave a comment

Day Three (at the AGDC): Stern on Linear Storytelling

The last day of AGDC was an excellent day, with two talks in particular that led to a good deal of spirited, academic discussion about storytelling and a third lecture that demonstrated some very slick next-gen controllers that could have a significant impact in the future on game design and interface.

The first talk of the day was given by Andrew Stern, he of Façade fame, although he did not focus specifically on the accomplishments of that project. Instead, his talk, provocatively titled “Linearity is Hell: Achieving Truly Dynamic Stories in Games,” explored the possibility of truly dynamic storytelling in games and how a system like that might be designed. Stern did acknowledge that this was more of a theoretical talk and that he [More...] Read the rest

Also posted in characters in games, story in games | 1 Response