Sonic and All-Stars Racing: Transformed. Announcer voice volume down.
Love the details here.

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★
Interview Vampire Daily
I'd rather be in outer space 🛸

shark vs the universe
Color Me Curious

PR's Tumblrdome
taylor price

Discoholic 🪩
Sade Olutola
"I'm Dorothy Gale from Kansas"
Fai_Ryy
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Jar Jar Binks Fan Club

Love Begins
macklin celebrini has autism

oozey mess
The Stonewall Inn
Not today Justin
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@falxix
Sonic and All-Stars Racing: Transformed. Announcer voice volume down.
Love the details here.
Sonic and All-Stars Racing: Transformed. Announcer voice volume up.
Love the details here.
Bethesda themselves be like:
You: rheumatoid arthritis
Me, an intellectual: Knuckles Chaotix
Mario Teaches Object Permanence
Phantom 2040 is a good show
No Auth
A few weeks ago at work a thought popped into my head about how much development time and energy gets spent on things like authorization and licensing. Wouldn't our software become so much easier to maintain if we didn't have to worry about the authorization process? If you could just trust everyone accessing your application? If someone claims to be TalkingFox and you just believed them. Why would they lie?
The thought was so funny to me I whipped up a webpage to extol the virtues of not authorizing. Enjoy!
http://noauth-alltrust.s3-website.us-east-2.amazonaws.com/
My favorite parts are the Evil Bit inspired challenge in NoAuth2 and the fact that it's not using HTTPS.
On Making a Snail Maze Clone
Putting things together
In Snail Maze, the core mechanic is maze traversal, so I set out to make that usable early on. Fortunately, Phaser has some pretty comprehensive examples of collision detection and input handling so I was able to iterate through ideas fairly quickly. My first thought was to have each tile in the maze define its edges as either a wall or an opening. Then if the snail were to move right, I would perform a check against the right side of the current tile to see if it were an opening, and a check against the next tile to see if it's left side were also an opening. This seemed fine conceptually, but it ended up being overly complicated in practice. Instead, I went with the simpler approach of making every pixel in the maze walls a collision object to be checked against the snail.
Concurrent with that experiment, I read up on map editing in Phaser and saw that it supports Tiled maps, so I made use of that for creating each of the mazes. Within Tiled, the mazes were composed of 1x1 pixel tiles with each tile being either a wall or background. I also marked a maze starting position and a maze end position, with a property on the end position to indicate which map to load for the next level. I worked like this through each of the 12 mazes until all the mazes were built and linked together.
Then, I began to focus on presentation. Things worked, but they were ugly, and you could only ever see the maze screen. People familiar with Snail Maze might remember the initial greeting screen before starting the game proper. For the complete experience, I wanted to add a screen like that of my very own. For that, I was able to start utilizing Phaser game states. With a game state, I now had a boot-state and a game-state. One for handling logic relating to my greeting screen, and one for managing the maze screen proper.
The second major issue with my game was that it was missing the sliding transition effect between levels. But now that I was using states, I was free to look into state transition solutions. That's when I found the state transition plugin by Christian Bote. After making some modifications to that, I set up my game so that when a maze completes, the game state transitions to a new version of itself complete with the transition animation. And with that, the addition of an animated snail asset, and some music, my game was complete.
What now?
Now, I have it up as the sole game on my webpage. I also have the source code available for anyone interested in that sort of thing. Overall, it was a fun experience refamiliarizing myself with Snail Maze, and one that taught me a lot about development.
Links
The game proper
My website
The source code
Christian Bote's Phaser State Transition Plugin
Phaser HTML5 Framework
Tiled Map Editor
What Does a Game Mean? Half-Real and Meaning
“We interpret an everyday word differently in the context of a poem, and an ordinary object takes on new meaning when displayed in a gallery. We prefer not to be involved in traffic accidents, but we may play video games about creating traffic accidents. We may prefer not to have to clean the house or take out the garbage, but we play video games about this anyway. A game is a frame in which we see things diferently. Literature can make us focus on the words themselves. In the game, we seek the beauty of the activity itself.” (201)
Jesper Juul comes to this conclusion in the closing pages of his book, Half-Real. He argues here that all art invites us to ponder figurative meaning. When we read the words of literature, hear the tones of music, or experience the component parts of any art form, they become a figure for some idea. The experience of a video game, which he calls “the activity itself,” is gameplay.
Jesper Juul approaches gameplay like this: “Gameplay is not the rules themselves, the game tree, or the game’s fiction, but the way the game is actually played” (88). To understand what he means, I want to share Juul’s take on rules and fiction.
“Rules describe what players can and cannot do, and what should happen in response to player actions” (55-56). In other words, rules are more or less the lines of code in a game: how high Mario jumps, how fast he runs, and the fact that he dies when he touches a goomba or he clears a level when he reaches a flagpole. We can argue whether code that changes Mario’s sprite would be a rule, but Juul largely discusses rules as they outline possibilities and challenges for the player.
The rules of a game describe everything that is possible, creating a state machine. The term “state machine” just refers to the idea that a program can be in different states: Mario can be in 1-1 or 4-1, he can be jumping or standing still, he can be small or super. Juul calls the state machine for a video game the “game tree” (56).
When Juul discusses fiction in games, he refers to the world that we imagine when we play a game. “While all games have rules, most video games also project a fictional world: The player controls a character; the game takes place in a city, in a jungle, or anywhere else” (121). The world can be bigger than the game itself. “The fictional world of Hamlet is presumed to be as large and detailed as the actual world. The work not only cues the reader to imagine the states of affairs described by the play, but also to make inferences about the larger world of Hamlet on basis on [sic] the text” (122). For example, since we know that Toadstool is a princess, we can imagine her as the daughter of a monarch who exists outside of the game.
So, Juul says that gameplay is not the rules, and it’s not the game tree: gameplay is not the raw programming of a game. He also says it is not the fiction of the game: gameplay is not the imaginary world that a game shows us. Instead, he says that it is “the way the game is actually played”: interacting with a piece of software while witnessing its fictional world. This interaction itself, Juul says, gives video games their meaning as artworks.
But players might not care about a game’s world, and they might not pay attention to a game’s rules. Some players will derive more meaning from rules, some from fiction. He introduces “foregrounding” to explain that players can place their focus on different aspects to appreciate a game.
For instance, take a game where the fictional world makes little sense. How is it possible that Mario comes back from the dead? “Breaking the coherence of the fictional world does not so much foreground the way the game projects a fictional world as it foregrounds the rules, the game as an activity” (195). Mario’s impossible reincarnation does not break the game, but it is instead a sign that rules are more important.
In games with more coherent worlds, players may give them more attention. So-called “walking simulators” shift focus away from the rules of a game by lowering the challenge. By doing this, they “foreground” the fictional world of the game.
The foregrounding process can change the meaning of a game over time, as well. As players get more competitive, they might choose to ignore a game’s fictional world: “Experienced players shift their focus from the fictional world of the game to the game as a set of rules” (139). On the other hand, as a player’s skill in a game grows, the challenge it provides can become trivial. With diminished challenge, the player may focus on the game’s fiction.
Jesper Juul describes gameplay as a subjective interaction with a piece of software, where the user plays according to rules, witnesses a fictional world, and can distribute focus on either one as they see fit.
On Down-to-Earth Roleplaying: Serpent in the Staglands
Back in April of 2014, I pledged 20 bucks to Whalenaught Studios' Serpent in the Staglands' Kickstarter project. It promised "...the addictive build customization of ARPGs and party control and role-playing elements of games like Baldur's Gate and Darklands. A throwback to cRPGs of the past with fresh new role playing designs and combat mechanics." I haven't played Baldur's Gate or Darklands yet, so I can't really tell how those comparisons fare, but I can talk about all the neat things I saw in it.
The introduction presents the player as the Necholai, a Moon Lord. Every Winter Solstice they visit Vol for a festival thrown in their honor. As they attempt to return home they find their portal blocked, leaving them stuck in their avatar on Vol. After this, the player gets a little more exposition to get their bearings and to figure out exactly what they can do to go unnoticed, but that's it. From here on out, the player is on their own.
The duo at Whalenaught seem to have a strong aversion to giving the player any more than the bare essentials, and it informs every aspect of the game. What Erlein tells the player in the temple is all they get. Only experience and a game manual. If the player looks in the wrong places even immediately after leaving the temple, they could find themselves in a potentially fatal encounter. Foxes, bandits, and crop goblins are all capable enough to take out the player. Information can be scarce; the townsfolk barely know enough to cover their own lives let alone yours. Quest logs are all handwritten. Opening the journal presents the player with an interface for note-taking. It becomes clear early on just how self-reliant they'll need to be.
Looking closely, it's easy to see how this survivalist's philosophy weaves itself into the game's world. Almost by necessity, the game wears a low-fantasy atmosphere. Too much emphasis on magic might allow for things like seers, psychics, or pure magic-types to tip things out of balance. There's an equilibrium to be maintained; the player ought to experience the world first-hand, the player must only rely on themselves, and the Moon Lord's avatar is not to be on greater standing than the inhabitants of Vol. In quest design, this comes through by forcing the player to read carefully and take notes for anything that might be a clue. Sometimes a quest can be solved by intercepting a letter and figuring out who or what it's referring to. In communication this comes through in a need to make certain decisions in the moment. Folks aren't expecting you to honestly leave them sitting while you hum and haw over a decision. In battle this comes through by minimizing the amount of power any individual party member has. On their own, it's rare to see a single party member able to survive an encounter without needing to rest. Sometimes there are encounters where it's wiser to flee, and townfolk will advise that you do so. Adding to this is the necessity to grow a character with a focus on depth. Attempts to spread a character's build too thin will render them useless. In this world, it's important to find a niche and work within it. It's too unforgiving for renaissance men. There's a scarceness to everything in the game that makes the most minute discoveries valuable. Since access to wealth, information, or power are so limited discovery is immensely rewarding.
Not to mention the way death is handled. When you first create the Moon Lord's avatar, you're given the opportunity to create other companion avatars to fill out the party. In addition to these, there are numerous (15+ last I heard) companions all around Vol to be recruited. Given the difficulty of the battles, there were occasions where it seemed that a companion's death was acceptable. It didn't feel like a high occasion where I needed to reload my save, but it didn't feel like something that had to happen either. There was a stress tied to it, but it felt natural; something I could be ok with. The harshness of the world made it feel less like a theme-park and more like wilderness. And if I'm out there, I ought to know what I'm in for and how to deal with the casualties.
There are some more general bits I found refreshing. I'm always looking for RPGs where my PC isn't out to save the world. A hero who isn't heroic or even important is great. A story where I'm just fixing one of my own problems is perfect. Characters don't know or care who I am? That's wonderful. There's a decent amount of reactivity, and the way it can be hidden makes it rewarding to try out new things. The use of the aptitudes are one of my favorite things in this regard, and they make perfect sense. These are a second set of skills that you might associate more directly with a core stat like intelligence, charisma, wisdom, etc. Splitting them from the core stats makes your character a bit more nuanced in terms of development and makes the player's actions clearer. Using the woodwise aptitude on a plant versing running an intelligence check communicates to me exactly why my PC is able to learn something from that plant.
Also of note is what the game regards as the deadliest monster, the crawler. In-game NPCs warn you about it when you're in it's habitat. They advise you to run, and they're not wrong. It's capable of totally wiping a party out pretty easily. Fortunately, it's also easy to outrun. It also bears a striking resemblance to another creature from the unreleased Wizardry title Stones of Arnheim. But that's another story.
In the end, regarding Serpent in the Staglands, I'd say it was money well spent. There's a lot in here I found myself thinking about, and plenty I've learned. I've thought about forcing the player to take notes in-game before, so it's great to see it implemented somewhere. I'm just hoping I can find more earthy games like this in the future.
Good work, everyone.
:)
Hitman: Blood Money Flowthrough - Amendment XXV
Two other events early on left me with the impression that this was a semi-finished level. First, once you enter the presidential museum there's an artifact guarded by lasers and a tourist circling it. It's possible to shove her into the display, which then triggers the alarm. I would imagine this would have been used somehow to create a distraction, drawing all the guards near allowing 47 to slink away while they're pre-occupied. Instead it triggers an alarm, shortly followed by the guards emptying their guns into 47. Secondly is the two cases where you're able to find a disguise lying around that can't be interacted with. These exist in the shower room of a clerk and in a break room for secret service agents. Whether these were bugs or placed there are red herrings it was immensely frustrating.
So far as level flow goes I can see this level as striving for tension and confusion. There are almost always people around and it's rare to find a spot patrolled by only one person. The many interconnecting doors and lattices and windows and stairwells of the various small rooms of the East Wing, West Wing, and Main Room all compound to give the White House a truly labyinthine feel. This all comes to a head when 47 starts getting closer to Parchezzi in the West Wing; a cubicle-laden corporate wing densely populated and littered with sounds of the office. 47 steps through all this towards the Oval Office. On the way is a toilet room; inside is a deceased janitor stipped of his uniform. 47 then enters the center of this wing -the Oval Office- and is met with a cutscene of dialog with Parchezzi followed by a quick chase and a duel on the West Wing roof. Which is a shame really. Up to that point I was seriously considering every NPC that passed me as a possible Parchezzi. There was real work put into setting up the mood of this wing. I believe it would have been a substantial improvement to force the player into a sort of whodunnit variant of having to sussing out the present identity of an active Parchezzi.To me, it would have been a much more memorable experience, and one that takes everything the player has learned as 47 and turns it back on them. But c'est la vie.
General Notes
It's possible to sneak a peak of Parchezzi through the West Wing window from the outside courtyard. Once you get too close he darts out of the room and hangs out in the hallway. A cleverly placed remote mine allows 47 to kill him then and skip the subsequent chase.
The looping text on each of the museum displays is pretty goofy.
Made with yed. Graph source available here.
Hitman: Blood Money Flowthrough - A Dance with the Devil
Winding down with what I consider to be the penultimate level. I'm seeing fewer accident spots for the hits, and it's getting to be a bit of a stretch to find alternate kill methods. I'm also dying a heck of a lot more during exploration. The level's gimmick of heaven and hell club areas works alright for me. It fits in with the sort of cheesy criminal underground stereotype the game finds appealing, but from a gameplay perspective it splits the level into 2 or 3 mini levels (Garage, Heaven, and Hell), which runs into some of its own faults. It's problematic since there doesn't seem to be very much interplay between the 3 levels. The only real carryover from one area to the next is with Anthony Martinez' disguise, which also has the problem of being an overpowered everywhere suit. And since he can be eliminated via an elevator waiting game, you can be handed the keys to the whole level without much effort.
I'm also a little mixed on exploration and choices as a whole. There are three hits that can be taken out by being directly approached and escorted to an empty room. There are 2 sets of drinks that can be poisoned and delivered around the public Heaven club that nobody will drink from. Now, these can sort of be saved by virtue of 2 of the hits knowing who you are beforehand, and the third having a variety of takeout methods. So, them expecting a hitman makes the red herring easier to ignore. Further in its favor, Vaana gives the level its greatest moments with her pyrotechnics show over a shark tank. Its the hot tub over a cliffside moment all over again.
General notes:
Sound design. Each lounge has a specific soundtrack: the cherubic chorus in Heaven and the generic edm in Hell. The assassin Eve's poor singing in the Heaven lounge is delightful in its own narratively-explained way. I would have liked to see 47 forced into a similar situation.
Real good work, Allan.
Made with yed. Graph source available here.
Hitman: Blood Money Flowthrough: A House of Cards
Another map where we get to deal with scheduling. These are hugely time consuming to map out, but I think I have to most fun chasing after targets on a schedule. The trailing and pattern learning makes the simulation more believable; especially when their schedules interact in the way they do. There's some real neat interplay you can pull off in this level. Taking out Schmutz allows you to impersonate him by wearing his clothes (optional) and taking his briefcase (required) in order to complete the deal with the Sheik yourself. This can then eventually lead to some possible remote interaction with the scientist who will in turn, receive the briefcase you nabbed from Schmutz.
Bonus: A gif of a lattice I didn't think to climb until the lightshow made it obvious. Good level design; doesn't break the level's aesthetic and guides the player to an alternate path.
Made with yed. Graph source available here
As an early FPS, Realms of the Haunting has novel approaches to controls and story.
Podcast on the cult classic Realms of the Haunting!
Hitman - Blood Money Flowthrough: Death of a Showman
Ok, so I'm going to be breaking order on this one. Death of a Showman is the first level, and it's a tutorial level so I thought it would be better to skip. It's a level I hate, and I really don't think it fits in with any of the others. But the more I thought about it the more I thought going through this process might make it easier for me to articulate why exactly I hate this level so much. So, I figured I would give it a go. But first, the chart.
Made with yed. Graph source available here
I ended up arranging this in a sort of zig-zag pattern since the level, being a purely linear experience, is a straight line and makes a rather long image.
My central complaint with this level is the one from which all others will derive from: it's a herculean task to achieve Silent Assassin because it forces a single play-style. It's possible get SA, but it requires some metagame knowledge of how NPCs work and the location of a hidden gun.
To be clear, Silent Assassin rating requires the following criteria: -47's cover is not blown -There are no living witnesses -47 is never caught on camera -Kill only targets (except with accidents) -No bodies, unconcious or dead, may be found
As a tutorial level, it does its job in the most boring, laundry-list manner possible. It acts as a changelog, walking 47 through all the new things he can do. My problem with this is that it doesn't jive with the spirit of the rest of the game. There's nothing to be gained from exploring the level. The most complex NPC schedule is the secretary leaving her office. If you want to try out different play styles, good luck. Rooms only have a single entrance and exit. Most of the scenes set in these rooms are created with the intent that 47 will violently clear out the area. NPC placement is also strict in annoying ways. Scheduleless guards will be placed under elevator openings facing 47 or sitting down facing the only entrance. Another set of NPCs will knock themselves unconscious (in a crowded room) after recovering from a power failure, violating Silent Assassin.
Now, I can understand why the level is designed the way it is. If you're just looking to get a newcomer acquainted with exactly what 47 can do, it works. But what it also does is set up a false impression of what the rest of the game is going to be like. Since this is the area used in the demo, I imagine it unintentionally deceived tons of players. What I've learned from playing Blood Money is the designers are really good at creating stealth scenarios with multiple points of attack. Nearly any other level would have been a better starter. Ultimately, I think the game would have been better off if they had expanded the hideout to teach these things a la the Tomb Raider mansion and cut this one loose.
As an action RPG, Popful Mail must balance real-time combat, as well as equipment.
Art by: http://srpelo.tumblr.com/