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My Beautiful JRPG Boyfriend
Boyfriend does 9999 damage to the boss each turn. This is wonderful. It is absolutely fine that all I am here to do is heal him or use an ether when he runs out MP. I am content as an infinite engine that exists to make my boyfriend turn into a dragon and attack the boss every turn. It’s so easy, and I’m so tired. He is mute and hot and does 9999 damage and what else do I want in a man? Literally nothing; let me slump into his stupid chest and not be a strong female character. I definitely, absolutely, deserve better and know better than this, but thank god no one would tempt me with this and I’ve been taught so thoroughly to recoil from it; I would be so content to heal and say idle things while he only answers questions yes or no and does 9999 damage and saves the world.
new lighting design / lighting theory post (part 4 of the series) at my design blog -- “how to light a game world in a game engine,” a conceptual primer to some fairly technical know-how about doing lighting in games
After the barrage of sad tales about depression caused by indies turning into millionaires overnight, allow us to raise your spirits with a story about the liberating and energizing effects of complete commercial failure.
Having a sale is fun. Many people get to play your games who...
my game has been unilaterally banned from any broadcast on Twitch.TV... and it feels pretty good
omg my games are dangerous and depraved and warping players’ minds!!! BAN THIS FILTH (game: “Succulent”, free / pay what you want)
This is a list of all the projects made for Recursive Reality, a virtual reality / 3D world building class at the Parsons School for Design in NYC. In this class, we aimed to get a sense of “virtual reality” as it is understood culturally, as in the popular “holodeck” from Star Trek or the...
student projects from a VR class I taught; some really fun work here that breaks from traditional VR projects -- traffic crossing sim, drone warfare critique, chakra meditation guide, petting sim, infinite living rooms, subway riding simulators, kabe-don simulators...
developing the conversation system for Cobra Club, my free video game about taking dick pics / swapping dick pics and body positivity / mass surveillance... it basically pulls from a random word bank, and you and the NPCs actually use the same word bank, which I like... “find jesus” etc. responses are inspired by merritt
the exhaust pipe drip started out as harmless water vapor / catalytic converter condensation... but then it seems kind of like a wasted opportunity, so I went and actually hand-animated the leaky oozy dribble. it was surprisingly hard to find good reference for this, I ended up studying a bunch of drooling videos on YouTube. (from Stick Shift)
finally added a bit finer control of the facial animation, but it’s still pretty silly Sims-like stuff, oh well!
(from Stick Shift, by Robert Yang)
first face animation tests... his face was stuck like this. yes, yes this is completely normal
(from Stick Shift, by Robert Yang)
against 'empathy games'
soft chambers prefers to be for things
so it is with reservation that soft chambers is against ‘empathy games’
soft chambers wishes to clarify that it is against the lingustic categorization of empathy games, rather than any games in particular themselves
what does 'empathy games’ do?
it fixes the relationship between the player and the author
it removes the potential for genuine connection or surprise
it positions the player as a member of a privileged audience who will experience the difficult conditions of the worse-off author’s life as a demonstration of their tolerance or understanding
it presupposes that all works are meant for a majority audience, rather than for an audience of persons like the author
it reduces empathic connection to empathy tourism
soft chambers hastens to again point out that the problem usually lies in the framing and not the works themselves
soft chambers values empathy but knows that empathy is not a genre
Unity audio reverb effect presets are oddly specific. I wish they were even more specific -- “decent Thai restaurant” or “that one house over on the corner yeah you know the one” would make for great audio presets I think
(from Stick Shift, by Robert Yang)
I moved the dude character from the alley to the car, and suddenly it all made much more sense... I also kind of miss the camera angle on the right, it gave a really great perspective of the gear shaft as you stroked it... but it looked a little bit too silly, instead of just moderately silly
(from Stick Shift, by Robert Yang)
early on, I decided the dashboard would evoke actual dashboard but not copy their design -- the fact is that the in-game camera was at such a weird angle that I only have room for two displays, any smaller would feel too busy / or be illegible
(from Stick Shift, by Robert Yang)
removed the “R” (reverse) from the gear stick, starting to hammer out the game structure more
(from Stick Shift, by Robert Yang)
implemented dude and cockpit view... early on I realized I’d have to make the gear stick display glow through the hand... it doesn’t really make much sense, but no one complains because the alternative would play so terribly
(from Stick Shift, by Robert Yang)