No Time To Play

Tag: retrogaming

Weekly Links #189

by on Sep.24, 2017, under News

Hello, everyone! This week more than half the links are about looking backwards. Via Vintage Is the New Old we learn of a history of Nintendo arcade games, showing a less known face of the company. Their earliest effort was especially interesting. In related news, there’s a new effort to preserve videogame history, focused on a less-known form of marketing from the 1980s. Then we have a (reprinted) postmortem of Civ 5, and a look at Van Buren, the canceled Fallout 3 prototype from before the franchise was revived. Turns out, Chris Avellone prototyped the story in the form of a tabletop RPG campaign, long before he had an engine. Which not only took care of the game design early, in a portable way, but consider this: had New Vegas never happened, he would still have had a product, albeit in a different medium.

Speaking of game design, we have someone exploring how much rules really matter in videogames and not only, then some thoughts on how to stop players from hoarding — a detailed, well-considered analysis. I applied technique #1 intuitively in Escape From Cnossus, and it works great, by the way.

For the more technical developers out there, I’ll end the week with the story of an OpenGL shader and the trouble it caused. Keep in mind that fluffy is a professional with years of experience coding advanced experimental computer graphics. You likely aren’t. Are you sure you want the headache?

Until next time, use the level of technology you can handle and get away with.

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Weekly Links #188

by on Sep.17, 2017, under News

My ZX Spectrum games on tape!

It’s here! It’s actually here! A cassette tape with my two ZX Spectrum roguelikes! Won’t be able to use it, of course, for lack of suitable hardware, but oh well.

In other news, we have a review of Grimoire that should be instructional of any game developer with grand ambitions, a story about Home of the Underdogs, the famed abandonware site, and another about the making of Carmen Sandiego (that only covers the very first game in the series).

Moving on, readers with an interest in game art might like this write-up on the geometry of light and shadow. Arguably less on-topic is that the FreeDOS project has released their 23rd anniversary e-book (more of a zine, really) under a generous free culture license — a reminder of simpler days and cartoon-like games with bright colors.

But this is all for the week, as my interests have shifted again from game development to web design. See you next time, hopefully with new plans.

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Weekly Links #187

by on Sep.10, 2017, under Case study, News

Hello, everyone. I didn’t have any room left in the last newsletter, but the new Escape From Cnossus has been released! It took a while, but better late than never. Even more awesome is that the original Spectrum game, along with its older brother Spectral Dungeons, can now be preordered on tape from Bumfun Gaming. The latter is only for hardcore retrogamers, of course; any profits will go to charities and/or tool developers in the scene.

In other news, Introcomp 2017 has ended, and in an unrelated but historic decision, video game writers can now be nominated for a Nebula. Last but not least, game developers might like this little case study in optimization from fluffy, my friend and frequent commenter.

And now, about the future of No Time To Play. Last week’s incident shook me. We’re still not out of the woods, though I’m staying on top of things for a change. But the magic has been broken. It’s painfully obvious how much this site has stagnated, even as the name has spread to other places. We have all this wealth of articles, news and links, all relying for presentation on a lumbering app that’s getting harder to customize as time goes by, and can’t really be trusted anymore.

We need a complete revamp… and I can’t see it. Not yet, anyway. But something has to give.

Thanks for staying with us through rocky times, past and coming.

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Weekly Links #186

by on Sep.03, 2017, under News

Hello, everyone. I have so many links this time, commentary will have to be pared down. Clearly, September is here.

For starters, here’s a long-form article about designing videogame cities, a highly recommended read. My own process is a lot less formal, but much of the advice still applies. And while my own urban environments for games so far have been tiny (if made to suggest a much bigger world beyond), my fiction has been another story entirely.

In other game design news, we have some musings about story mode in games, and observations about the effects of limited parsers (on interactive fiction). More technical are two write-ups about level compression in NES games and porting a game to DOS, respectively.

Speaking of specific games, we have a retrospective of Populous, and the story of how fantasy gamebooks conquered Britain. Moving into actuality, here’s a Syrian refugee’s saga made into a game, and an interview with Kenney Vleugels about his efforts to support indie game developers with asset libraries. Having used one of his sound packs in Square Shooter, I appreciate.

To end with a rant, it seems VR has failed to catch on. Again. And aside from the requisite I TOLD YOU SO, look how people are blaming the technology for “not being there yet”. Notice what’s wrong with this picture? A year or two ago when the craze started, everyone insisted that “this time it absolutely has to catch on becase the technology is finally here“.

So which is it, boys? You can’t have it both ways. Either the tech is ready this time, or it’s not.

Better yet, you might want to admit that VR keeps failing because it’s still pointless. If people had found any use for it, they’d have pounced on the medium long ago. You know, the way they did with 8-bit home computers.

But as always, remembering history remains a problem for human beings. Cheers.

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Weekly Links #183

by on Aug.13, 2017, under News

Hello, everyone! This week, issue #18 of The Spectrum Show Magazine is finally out, with my coverage of a game jam from two months ago. It may seem glacially slow at the pace of the Internet, but it’s the price we pay for a taste of the old days. More timely, Emily Short covers the Introcomp 2017, a still ongoing event as of this writing. And still in the way of events, the XYZZY Awards may have been late and without a ceremony this year, but they were still live-tweeted, and David Welbourn collected it all.

Next, in the way of tabletop RPGs (always an important source of inspiration and game design experience, if nothing else), we have an article about The Call of Cthulhu as historical fiction, and another about the balance between character death and character creation.

Last but not least, going back to adventure games, there’s a brief interview with Brian Moriarty

And that’s it for this week, because I’m tired, not in the mood and with relatively few links due to a busy schedule in the weekend again. See you.

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Weekly Links #182

by on Aug.06, 2017, under Gamedev, News

Hello, everyone. Having been away for a couple of days, I was left with few links for the week. It’s for the best, then, to announce a surprise project:

Yep, it’s a desktop port of Escape From Cnossus, an exercise in figuring out just how much to update now that all those 8-bit limitations are entirely gone. Not going to say much more right now; hopefully next week.

In other news, it’s game jam season (not that it ever ends anymore). Ludum Dare 39 took place last weekend, and while I didn’t follow, this rogue-lite for the Pico-8 is surprisingly good. But one a year is plenty enough for me.

Last but not least, Emily Short reviews Chris Crawford’s latest book — always an interesting discussion — and Konstatinos Dimopoulos continues his series of articles on medieval cities, with many lessons to take home. But the gist is: keep in mind that cities are alive, born out of the needs and dreams and day-to-day existence of people who use them for a home, temporary refuge or simply a pit stop. Treat them as the result of ongoing social processes at work, not as static artifacts born whole, and you’ll do fine.

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Weekly Links #178: retrogaming edition

by on Jul.09, 2017, under Gamedev, News

Hello, everyone, and welcome to another week with lots of links about gaming old-style. But I’ll start with something different: my friend fluffy is at it again, this time with a kind of super-Arkanoid focused on music and physics. Watch the latest video below:

Next, we have news for fans of adventure gaming. For one thing, as of this week Double Fine Productions has a presence on itch.io, with remastered editions of many classics. How appropriate then that PCGamer would run a new interview with Tim Schafer about the making of Full Throttle. Then there’s an article about the music of Sierra games, and I know all too well how music can bring a game to life. One more reason for me to value free culture.

On a related note, nominations for the XYZZY Awards are in, and you can now vote on round two. Then we have some more musings on CYOA books and the importance of bad endings in making choices meaningful. And while I agree in principle, most bad endings in CYOA books (or for that matter most text adventures) are 1) barely hinted if at all, and 2) completely unsatisfying non-conclusions that just cut the story short without giving anything like closure. And that’s not even counting the ability to lose on a single bad roll of the dice, through no fault of your own. So much for meaningful choice.

Last but not least, Vintage is the New Old covers and Eurogamer write-up about the reasons people still make NES games. And if you’ve been paying attention lately, you know it’s not just nostalgia.

But I’m over quota again. See you next week!

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Weekly Links #177

by on Jul.02, 2017, under Gamedev, News

Hello, everyone. After its relative success in the recent game jam, I felt compelled to make an improved Lost in the Jungle (also on itch.io and on Game Jolt) in HTML5, that improves pretty much every aspect of the game. Many thanks to the friends who tested it and provided feedback! In related news, as of this week the book of the blog is two years old, and still half off for the month of July.

For the game developers out there, while Konstantinos Dimopoulos describes the labyrinthine realities of the medieval city, Mark Johnson muses about burnout and doing too much. Having suffered from that repeatedly, I can only agree.

It’s also been another good week for retrogaming, with a story on the renewed popularity of classic games and another on how the Magnetic Scrolls games were recovered from ancient backup tapes (via Vintage is the New Old and Gamasutra, respectively). Last but not least, while on the topic of text adventures, the Interactive Fiction Technology Foundation just announced taking over the Interactive Fiction Archive.

Gee, who would have thought that just as we can still appreciate 80-years-old silent movies in grainy black and white, so can we still play and enjoy games from the 8-bit era, so it’s worth preserving them for the public?

Good news for the future, then. Enjoy the week.

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Weekly Links #175

by on Jun.18, 2017, under News

Oh, wow, I got reviewed! Well, not me specifically. The awesome Jupiter Hadley made a YouTube feature on the ZX Spectrum Basic Jam, and Lost in the Jungle is at the top of the list. Watch part one below:

Dear game designers, pay attention because we have much to learn from this video and its second part. Slowness, poor graphics, little to no sound… none of that is a problem as long as the controls are responsive and the goals clear. Speaking of which: check out The Royal Game of Ur, a game that sadly didn’t make it on time for the event, but easily meets any standard of commercial quality for the ZX Spectrum.

From retrograming to interactive fiction, we have an article on the structure of Choose Your Own Adventure books — as in, the eponymous series — and another on what Twine can reveal about your game structure, whether you’re using it as intended or more imaginatively. The latter matches my experiences, too, in good and bad ways alike.

Last but not least, shortly on the heels of my article on encounter-based game design, Alexis Kennedy proposes resource narratives as a new term for games like Fallen London. The world of game design turns out to be a small one again.

That’s it for this week, but don’t worry, I have plenty in the works, especially now that things have calmed down a bit. See you!

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Weekly Links #174: public announcement edition

by on Jun.11, 2017, under Gamedev, News

Hello, dear readers. Despite the doubts I was expressing last time, not only I got another entry into the soon-to-end game jam, but also made a game design breakthrough on the same occasion, as detailed on Tumblr. Exciting times ahead!

Speaking of last time, I forgot to announce that for two months, June and July, the book of the blog is half-off to mark its second anniversary. In a similar vein, RogueBot is now free — I should probably mirror the desktop edition here — and another price cut is coming.

I’ll conclude early today with a couple of retrograming news. While Jimmy Maher just posted the first article in a new series on Soviet computing, I very belatedly discovered a modern magazine dedicated to the ZX Spectrum, that’s both free and high-quality. Issue #17 just came out, so don’t let the backlog grow too long!

For now, however, I have a couple of older projects to revive, and a new one to massively expand. See you around.

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