Here’s a small tech demo I’ve been working on. It’s the application of the Voronoi Algorithm to a map’s political boundaries as two players place bases or cities. It was written in Unity3D and essentially the system continuously loops over each cube and determines which of the existing bases (or mouse) is closest. One quirk, is there is a limit to how far away a cube can be or it will simply remain neutral. I have several different ideas about how to apply this to a game but I’m still searching for a theme that fits the mechanic very well.
Here’s come Ludum Dare 31!
☃☃☃ Vote Snowman! ☃☃☃
Level A Week: same idea for level designers, some folks on the Facebook group for Washington, DC Area Unity Users Group are doing it.
Constraints: Match your “A Week” with a gamejam theme using CompoHub
Inspiration clone a classic:
Idea: Strategy game about screening army/infantry movements using Calvary (like Napoleon did.)
What went right: Nothing really.
What went wrong: 1) Day light savings, always, always causes me to have some serious insomnia. I’ve probably spent at least 20 hours trying to fall asleep this week. 2) Lack of Time, a lot of important things came up and I wasn’t able to put much time into the idea.
What I learned: I spent some time messing with my drag and drop code, but probably should have just banged out a hacky version and moved on. I too easily slip into, “What IS the right way to do this,” instead of just banging something out and learning from that.
Feelings: Meh, Life Happens (I don’t know how you say that in feeling words.)
Play (Warning is is completely unplayable!)
Adriel Wallick’s wonderful post-mortem about her Game A Week experiment inspired me to try it out.
Idea: How many games of pong can a human play at once.
What went right: 1) Unity, I got it up and running fairly fast with very little code. 2) You can play it.
What went wrong: 1) Work got busy and I had to put in some overtime. This reduced the energy and time I could put into the game. 2) I also ran into troubles with Unity’s 2D physics and spent a fair amount of time fiddling with it.
What I learned: I need to either match the idea I pick with Unity features I already understand, or accommodate “research” time when considering the viability an idea if it needs a feature or area of Unity I haven’t used before.
Feelings: Anger, Hate, Frustration, Disappointment, Helplessness, Guilty, Embarrassed, Let down
We often hear of Posttraumatic stress disorder or PTSD, especially associated with combat veterans and difficulties they face returning home, but did you know there is a positive version of PTSD called Posttraumatic Growth? Game designer Jane McGonigal and author of Reality Is Broken: Why Games Make us Better and How they Can Change the World found herself in a troubling situation. After a sever injury to her head, she began having suicidal thoughts! Her solution was to gamify her recovery! The game is called SuperBetter!
She gave a Ted Talk about the experience: Jane McGonigal: The game that can give you 10 extra years of life
… found that as the number of people working in a single room went up, the number of employees who took sick leave increased apace. Workers in two-person offices took an average of fifty per cent more sick leave than those in single offices, while those who worked in fully open offices were out an average of sixty-two per cent more.
What’s more, Evans and Johnson discovered that people in noisy environments made fewer ergonomic adjustments than they would in private, causing increased physical strain. The subjects subsequently attempted to solve fewer puzzles than they had after working in a quiet environment; in other words, they became less motivated and less creative.
Here’s a wonderful webcomic about sustainable creativity by Stephen McCraine. It has some great insight and perspective on procrastination and finishing projects.
Start From the Beginning
Also, he’s doing a Kickstarter to make a physical book version: http://www.kickstarter.com/projects/stephenmccranie/brick-by-brick