Friday, March 29, 2013

Playing History at GDC part 3 -- Streets of Rage, Double Dragon.

I'm not a huge fighting game buff, but when the machines are set to Free Play, why the hell not?

Working the MADE booth, I was right next to Streets of Rage, which was insanely fun to play. It's probably the game I got the most practice on; it got to the point where I could reach level three without getting a GAME OVER. It was the first time I had ever played a game where I was consciously aware of using combo moves. They helped me immensely and when I pulled off a chain of three (grab and kick, flip over, lariat finish!) I felt crazy badass. I also got to play with some other people who came to view the exhibit, and that made the game ten times better. One of the other CAs discovered with me that our players could do sweet combo moves together. I tell you, there isn't a feeling better in the world than doing a backflip off player 2's chest and smashing an opponent's face in with your heels.

Double Dragon required significantly more skill, even though the game was more simplistic in design. The hitboxes (or areas where opponents could be struck to take damage) were very small and precise. for example, if I was standing too close or too far away from an opponent character and did a punch or kick, they wouldn't take any damage; in the meantime I was getting battered to a pulp quite easily. I found my best approach was throwing a punch, then running around so they couldn't get to me, and throwing a punch again. I'm sure it looked pretty hilarious if anyone was watching--it certainly isn't a good strategy to employ should you get into any real fights.

Wednesday, March 27, 2013

Playing History at GDC Part 2 -- Grim Fandango and Shadow of the Colossus


Yesterday and today I have had a shift patrolling a booth by the MADE, a videogame museum based in Oakland. We had nothing to do and the booth people encouraged us to try out the exhibits, so we played the whole two hours we were there. Two of the games I got to experience were Shadow of the Colossus and Grim Fandango.

Shadow of the Colossus was so visually stunning, I could hardly believe it. I wasn't very good at the game, unfortunately (the demonstration skipped most of the control tutorials and went straight to the first Colossus) but I had so much fun just exploring the visuals of the game I didn't even notice my horribleness. I never felt more like I was playing a movie my entire life--I have to urge anyone playing to play special attention to the camera's behavior throughout the game, as it was incredibly important in conveying certain emotions. The movement of the game's objects also behave visually just as they would in a movie, even down to the motion blur, which I thought looked brilliant. Lastly, the animation was incredible. Wander, the main character, moved so humanlike in everything he did that it was very easy to believe he was a real person. I think I spent the most time watching him and his movements as I played, trying to figure out how he went so fluidly from one action to the next.

The other game I played was not nearly as visually amazing to me, but I imagine it must have been in its time--I think Grim Fandango, despite how simple it seems compared to something like Shadow of the Colossus (but really, it isn't fair to compare the two because they are so unlike each other!) has aged well. I had fun figuring out the puzzles and exploring the world, (which I loved--I mean, Dia De Los Muertos? Film Noir? Totally my thing!) but what I found was the strongest element of the game was its dialogue. I was giggling to myself many times as I played along.

Lastly, I would be doing myself and the world a disservice if I didn't mention playing Looping Louie. As I said before many times, Louie cannot be described, he must be experienced.
Damn you, Louie. Damn you.

Tuesday, March 26, 2013

Playing History at GDC Part 1--Myst and Jet Grind Radio

Okay, let me clarify what's been going on; I have to write about this.
I've been fortunate enough to receive a position as a CA (I think it stands for Conference Associate, but it basically means a volunteer) at GDC. Aside from getting the amazing opportunity to see a sneak preview of the game industry, I get to meet so many incredible people! I'm working all this week, which means the best parts haven't even happened yet (probably).

I want to take a moment and tell you guys about the games I've played so far. There was a little video game history exhibit and I got to play some of the games between shifts. They're amazing!

Myst was the first game I played--it caught my eye because I had just read about it in "All Your Base Are Belong to Us". I have to say, it wasn't anything like I expected. Up until now I had only seen screenshots of it, but I never knew the game was composed completely of screenshots! However, it was really interesting to play and I can imagine how hooked some players would have gotten trying to solve all of the puzzles in that amazing Myst-erious world.

The second game I played was Jet Grind [Set] Radio which I have always wanted to play--I learned from the exhibit that it was the first game to use cel-shading animation. I have to say it looked absolutely fantastic--I would have never guessed that it was the first! I loved playing it because the environments and world were one eye-candy experience after the next. The controls were a little tough to pick up, but after the tutorial levels I was pretty well acquainted. I only got through the a small portion, but I will definitely be buying that game if I ever get the chance.

I'll be talking more about the games I've played as the week goes on!

Monday, March 25, 2013

I'm at GDC!

I know I am far too old to be saying Omigosh, but Omigosh. This place is amazing. I'm having a great time!

Saturday, March 16, 2013

I -Really- Hate Writing Game Design Documents!


I know, I know what you're thinking. "Some game designer. Can't program? Doesn't even like writing game design documents?!? Boo." But that is not the point of this blog post. the point of this blog post is, well, to make a blog post. I really haven't made one in a while.


But I think the reason I don't like writing out my GDDs is because they feel unusual to me; they also feel so tight and constricted, sometimes even uncreative. Maybe in time when I get more used to the concept of writing one it'll be more natural to me and even enjoyable. The only way to know for sure is practice, practice, practice!

In the meantime, check out the monstrosity I'm working on now:
https://docs.google.com/document/d/13uac7A2FbqC7PNvvRg7AGhvC-PzWrgoqt4cLEUgyv1k/edit?usp=sharing

Sunday, March 3, 2013

Exciting News in the Tubosphere!

I hope I am allowed to make up words like "Tubosphere". Anyway, I've been working hard on my next project, nicknamed project PEW. So far, It's been a blast; I've even taken to recording my thinking process and designs and I've since put up a ton of them on YouTube!


I think transparency and community involvement in games is very important for an indie developer, but shockingly there aren't many that let other folks in on their ideas, which is a real shame. I understand the extra work that might be involved in it, but I 'm inclined to believe the rewards far outshine the risks. I am going to do my very best to share as much as possible with the community so we can all learn from each other!