Weekly Links #95
O hai there. The long-awaited second edition of the Procedural
Generation Jam started on Friday, but this year I don't have any
suitable project lined up. Been doing some 3D art in POV-Ray, maybe
something can come out of that. Until then, here's an article about
generating stories about images with a neural network. It
works surprisingly well; in fact I've seen much worse fan fiction
out there written by human beings. And I can easily imagine all kinds
of playful applications once this becomes mainstream.
In unrelated news, I just stumbled over a personal blog post about
participating in a two-hour game jam. What jumped at me
was the bit about small, single-color sprites. I'm no pixel artist,
but when you're working with 8x8 bit-maps there is only so much room
for mistakes; that's how I was able to make the art in Escape From
Cnossus, still one of my better looking games despite being a
literal 8-bit title. So yeah, let me say it again (and again): embrace
constraints, they are your friends.
Last but not least, a link from last week but too good to pass up:
the making of Duke Nukem 3D. My favorite bits were about
the dangers of changing engines mid-development (which is akin to
changing horses mid-race; remember what killed Daikatana?) and how
the biggest problem with Duke Nukem Forever was that the tone and
attitude just weren't acceptable anymore by the time it came out;
the world had simply moved on.
Never mind tech; is your game's message able to withstand the test
of time?