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JAI Language

Jonathan Blow of Braid fame gave a really interesting Twitch/YouTube talks about making a new language to replace C/C++ that is specifically for making games with: https://www.youtube.com/watch?v=TH9VCN6UkyQ .  I’m very interested and his rationals resonates a lot with me.  I gave up C/C++ long, long ago because it was so messy and conveluted.  This could totally bring me back to a “bare metal” language. I started a reference page to collect links, etc: http://www.mrphilgames.com/jai/

Game A Week 2

Week 2

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!)
Windows

Posttraumatic Growth

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

The New Yorker’s THE OPEN-OFFICE TRAP

An extremely interesting article has been published in The New Yorker this week: THE OPEN-OFFICE TRAP I think this is a very important read. It has a lot of reasons why the conventional wisdom that open offices and cubes are good for productivity are wrong.  Here are two excerpts that really got my attention (I added the bold emphasis) :
… 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.

Sustainable Creativity

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

Jump to:

How to Fight Procrastination

How to Deal with Failure

How to Move Towards Big Goals

Also, he’s doing a Kickstarter to make a physical book version: http://www.kickstarter.com/projects/stephenmccranie/brick-by-brick

GDC 2013

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This was my best GDC yet.  I had some great business cards, my resume and something to talk about: founding and running the Washington DC Area Unity3D Users’ Group.  I had a wonderful time, did the most networking of my life and came home very inspired!  I even got to meet and chat with Matthew Davis one of the creators of FTL.  (WHAT!  You haven’t played FTL!! GO BUY IT NOW!!! )

One, bit of fun that happen was Cart Life won the IGF Nuovo award.  Cart Life’s creator Richard Hofmeier decided to deface the award sign and hand the booth over to howling dogs by Propentine.

On the last day of the trip, I decided to go to the Dutch Game Garden at their consult.  I met of Maarten Wiedenh of Reus which he is playing in the picture above.  It’s a cool game about Gods and planet building, its worth getting.  On the way, a monk approached me and gave me the “Work Smoothly” medal pictured above.  It struck me as smart way to think about working , “Work Smoothly.”  It’s become a sort of motto now, whenever I get harried or out of sorts I remind myself to get collected and work smoothly.

[Yes, another HORRIBLY late post, cut me some slack!]

What Unity Games are on Steam?

Updated 2014-01-16

This is a question I hear a lot and here’s what I’ve learned:

See a game missing? Email me the name and citation, thanks.

Dev Log 1/11/2013

This evening I worked on basic boiler plate stuff. I put some stuff up on github including Futile QuickStart I even made a pull request for Futile.
I pretty much spent the rest of evening fighting my font code. Fonts took way too long because I though I was running the latest version of Futile, but it turned out I wasn’t. I got confused about my github pull and which package I imported. Exactly, one of those things that bugs me about the way github’s and Unity’s idiosyncrasies interact. Anyway, once I figuring that out, Futile gave me a useful error that nicely explained what the problem was, oh hum.

Recommended Game Development Reading, Watching and Playing

A Thumbs Up

Updated 8/08/2013

WAUUG is born!

One my achomplishments of the holidays was the sucessful launch of WAUUG or the Washington (DC) Area Unity3D Users Group.

http://capitalgames.tumblr.com/post/35807468762/dc-devs-drop-some-knowledge-at-first-unity3d-users