No Time To Play

Tag: rpg

Weekly Links #143

by on Oct.23, 2016, under News

Hello, and welcome to an eventful week, if you’ll pardon the pun. The PROCJAM unconference took place just before the weekend. Released on the same occasion, the first issue of their newsletter pack a hundred full-color pages of little treasures for anyone interested in procedural generation. Stay tuned for the upcoming game jam of the same name. In the mean time, as Slashdot reminds, the 22nd edition of the IFComp still has three weeks to go. Take a look!

In the way of game design advice, Rock, Paper, Shotgun has a write-up about choice in RPGs, and the gist of it is: let the player feel like they’re making an impact on the game world, even if it’s often an illusion. Give them at least a bit of agency. And elsewhere there’s a long, thoughtful essay about what made Ultima VI great. And while the bit about mapping games by hand is iffy, I actually considered using a flood fill algorithm for visibility in my roguelikes. It just never occurred to me that it simulates environmental awareness better than line-of-sight, simply because we also use memory.

Which reminds me that monitors have their color generation adjusted to match the sensitivity curve of the human eye, the Vorbis audio codec compresses sound based on how people hear, and some features of POV-Ray drop any pretense of physical simulation in favor of sort-of reproducing things we can see in the real world…

I’ll end with Hardcore Gaming 101’s retrospective of Phantasmagoria, and — fresh off the press — my own article in TeleRead about interactive fiction as a media tie-in. Enjoy, and see you next time.

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Weekly Links #129

by on Jul.17, 2016, under Gamedev, News

You know, it’s funny. Usually when I’m working on something not related to games, the newsletter tends to be pretty thin, since my attention is directed elsewhere. This week is an exception, and a big one at that.

Let’s start with news from interactive fiction, where there’s a new authoring tool on the block. After years in development, Texture was just opened to the public, prompting Emily Short to interview co-author Jim Munroe. An interesting experiment, but I’d rather explore the interface from Infocom’s Journey, as detailed by Jimmy Maher

Moving from IF to retrocomputing, via Vintage Is the New Old we get an interview with a C64 developer from Sweden — an intriguing history lesson. And from the same source, Nintendo launches a NES clone with dozens of classic games built-in… more than ten years after cheap South Asian clones of the legendary console went out of fashion. Good morning, big N. Last but not least, the world’s first graphical MMORPG (it ran on the C64 nearly 30 years ago!) has been open sourced, and they’re trying to get it running again. Specifically, the server, which is a rather thorny problem, for reasons both technical and legal.

To end with a trio of random links, the annual Procjam conference and gamedev event just announced its upcoming zine (with a call for submissions), and for fans of tabletop roleplaying there’s a new web-based tool to make rule supplements that look just like official D&D books. And knowing the kind of work that goes into good-looking RPG books, I can only appreciate the effort. Last but not least, let me highlight ComboPool, a Pico-8 game that manages to blend billiards with 2048, of all things.

Goes to show that limitations really do spur creativity. So be creative.

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Weekly Links #125

by on Jun.19, 2016, under Gamedev, News

Hello, everyone. Having at long last finished with a translation project that took me all spring and then some — way longer than expected — I finally had a few days to work on the desktop port for Tomb of the Snake more intensively. And it’s also taking longer than expected. Too much, in fact, for a project I won’t be able to monetize. At least it’s this far along:

It’s basically just an interactive mock-up at this point, but the framework is in place to add mouse support next, along with modal overlays like the help screen. I still don’t know what the cave levels will look like, or where to get all the icons for the game screen (it should be entirely playable with either mouse or keyboard). As for the inventory screen… more experienced game programmers dread coding them. But you can’t make a graphical RPG without knowing this stuff.

It will all have to wait, however. Got another game port in the works that’s both smaller and more likely to sell, then the book mentioned above. In the mean time, let’s see this week’s other news:

As announced three weeks ago, the Bring Out Your Dead game jam started yesterday, and as of this writing there are fifty entries, with nearly as many to come if the number of people subscribed is any indication, so I’ll wait until next week to highlight my favorites.

Until then, the same Emily Short just got herself an interactive fiction column in Rock, Paper, Shotgun, and her first article is about parser games with a reduced command set — a topic myself and others have also covered as of late. This is turning into a trend; hopefully something will come out of it.

Last but not least, it was great to learn that the issue of videogame preservation has now come to the attention of academia, and the article presents not just some issues I hadn’t thought about, but also some novel solutions. Tl;dr — Let’s Play videos may be more valuable than you think.

And speaking of game preservation, only yesterday I stumbled upon a site where you can play DOS games right in your web browser. Has it been two years already since DOSBox got an Emscripten port? My, how time flies…

Either way, sometimes living in the future is awesome. See you next time.

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Weekly Links #82

by on Aug.09, 2015, under News, Off-topic

I have a dearth of links again, after last week’s plenty. I guess my current project is taking its toll. Turns out, doing the writing and the layout and the artwork for a tabletop RPG, however modest, uses up a lot of energy. But oh well, won’t be long now.

While we’re talking tabletop, I recently started following rpg.net again, and this week their long-running history of RPGs touched on the issue of women in the industry. This may not seem too relevant to computer games until you encounter a number of famous names that shaped the fantasy genre as we know it today. And with franchises crossing media boundaries so easily nowadays, that matters more than it seems.

Wait, did I mention women in gaming? Here’s the story of a game nobody would touch because it has a female protagonist. (Spoiler: Square Enix took it in the end.) Do you suppose we still have a bit of a problem in the industry?

Last but not least, Shamus Young explains in his column why romance is kind of bland in modern RPGs. And he has a point. Just like with story in general, you can’t have much depth and emotional impact when your protagonist is a blank slate, and the story must get to a satisfying end no matter what the player chooses.

Or can it? Tabletop RPG players often manage it spectacularly well. Maybe videogame designers ought to look more outside of their narrow bubble. A lot more.

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Weekly Links #80

by on Jul.26, 2015, under News

It was another of those weeks when I had to wait for the weekend to find any links at all. On the plus side, there are a whole bunch of new tabletop games listed in our annotated RPG links. Since I’ve been working on one of those, there was little else on my mind as of late.

Anyway, in the way of cool things happening, Nightwrath alerted me of someone from Reddit putting together a huge torrent of around 700 roguelikes. The really cool thing? The list includes my own Tomb of the Snake. Yaaay!

And because it’s been a while since I mentioned anything related to game development theory, Jay Barnson writes about the way better graphics lead to a look-but-don’t-touch effect.

Annoyingly enough, this is all for today, despite my best efforts. Oh well, until next week.

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Weekly Links #73

by on Jun.07, 2015, under News

Thought I was done gathering links for this week’s newsletter when Nightwrath pointed me at this postmortem of an indie RPG that was no less than 10 years in development. And that’s funny because this week I’ve been editing old blog posts for the book, and my first big article here begins with a handful of links to stories in the same vein. It seems people never learn: yes, you have to start small, and by that I don’t mean a smaller RPG, but a simpler game.

Oh, if you do have the fortitude to keep at it for 10 years or more, results can be wonderful. But do you?

And now for other news.

(continue reading…)

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Weekly Links #70: writing for RPGs edition

by on May.17, 2015, under Off-topic, Opinion

It’s always ups and downs I guess. Just a week again I was complaining about health issues. Now I’m well again, as for Glittering Light, it now has sound as well as something that can pass for a title screen. The plan was to also have built-in credits, a scoreboard and all the goodies, but that would just take too much effort at this point, especially with the lack of attention the game “enjoys”. It pains me, because I know I can make a game look professional — I did it with Attack Vector, and it wasn’t that hard. But that was back then.

Otherwise, this is another week with few news, so I’m going to fill the space with commentary instead. Specifically, about RPGs, writing, combat and how it all applies to other kinds of games.

(continue reading…)

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Weekly Links #64

by on Apr.05, 2015, under Gamedev, Miscellaneous, News

Did I ever tell you about my friend Sera? She’s a very geeky girl who likes videogames and anime a lot. I’ve been meaning to highlight her Let’s Play series here for a while now, but couldn’t pick a suitable video — we have very different tastes in gaming. But recently she posted this:

Now that looks like a lot of fun. Sexist fun, as Sera points out in the video, but some girls like boobs too, you know? It can be forgiven for once. So, enjoy. And while you’re there, don’t forget to check out Sera’s fundaiser. (Yes, she’s transgender, and she needs your help. Any bigoted comments will be deleted. I don’t care.)

Now on to the few gamedev news I have this week.

(continue reading…)

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Weekly Links #59

by on Mar.04, 2015, under News, Review

Hello, everyone. As I’m writing these lines, No Time To Play is down, so I can only hope you’ll get to read them soon. One of my biggest finds this week has been a CRPG Directory listing an eclectic mix of mostly retro games in the genre, along with other resources such as blogs and forums. Interestingly, among them is listed Battle for Wesnoth, and I can’t even fault them considering how many RPG elements that game has. But most intriguing to me was the first entry:

ack

The Adventure Creation Kit is a visual tool for making RPGs in the style of old Ultima games, running in DOS. And while that style of game ultimately lies outside my sphere of interest, I couldn’t resist taking a good look at ACK. Here’s what I discovered.
(continue reading…)

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Weekly Links #47

by on Dec.02, 2014, under Gamedev, News

Hello, everyone. We had a long weekend in Romania, courtesy of December 1st falling on a Monday, and I spent it meeting with friends. In exchange for the newsletter being late, I give you a new version of RogueBot:

Yes, after going in the wrong direction for weeks, I completely redesigned the gameplay, and it’s off to a good start this time. Even with just the absolute basics in place, it feels like a game. It’s frantic. It’s challenging. (If you want an easy game, try Buzz Grid.) It requires both dexterity and planning. And it feels like there’s room for improvement, both on the player’s and the developer’s side.

In other words, a success.

(continue reading…)

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