Tag: social issues
Hello, everyone! Once again, I’ve been busy coding stuff that’s not related to games, so there won’t be many links today. Let’s start with the fact that as of last Sunday No Time To Play is on Game Jolt as well. Don’t expect much activity from that direction, but it’s one more way to connect with us if you’re so inclined.
In other news, my friends have been at it again, Kris with some thoughts about setting in videogames, and Sera with an article about who media representation is for. Needless to say, I recommend both, for different reasons.
Then there’s this article I’ve been pointed at, about the educational value of practicing game design, even if your game never ends up being published, or even played by many. Couldn’t agree more, even though I noticed that more often with programming language design, rather than games. Either way, nothing can beat hands-on experience when it comes to learning. All the theory in the world is useless until you see for yourself where it came from.
But that’s enough preachiness for a week. Until next time, roll up your sleeves and make something.
Aah, that’s better. I actually have a few links for you this week. But first, let me announce that Adventure Prompt now comes with a proper demo you can play. It’s not much, but it highlights all the important features of the engine. Not so much the feel of the authoring system, but that would be hard with an inherently interactive app. Special thanks to Kevin C. Redden for all the research on backpacking that I didn’t have room to mention in the game, and to everyone else for the interest.
In other news, my friend Sera is at it again with an article titled The Woman On The Cover: Becoming A Woman In A Man’s World. It may not sound like it’s about videogames at first, but believe me, it is — though it’s an issue that impacts all of society. As the owner of StoryDevs was writing just recently:
It’s fundamentally immoral to pretend our communities are apolitical. Silence is always a vote for the status quo, one that continues to be cruel and divorced from humanity’s best interests. If we’re to fix the issues at hand we need to be talking about them in all communities, not denying they exist or redirecting people to other places because “we don’t do politics here”.
Politics is always on topic in art spaces because the arts have always been affected by politics. And the times in history that the arts have been most endangered has often coincided with injustices against marginalised groups and political upheaval.
Amen to that. But for now, let’s move on.
Earlier this autumn, I mentioned a PICO-8 clone in development. In the mean time the project went through a name change, and now people are actually using it to make games. Which makes me feel a lot less guilty for not getting around to it myself.
Last but not least, I was just wondering how NaNoGenMo went this year, when this overview of one particular participant group crossed my Twitter timeline. And there’s quite a bit to see in there.
Until next time, keep an eye on new game-making tools.
Hello, everyone. Somehow, in-between working feverishly on the new mystery project mentioned last time (to be announced Really Soon Now), I managed to gather a good handful of links anyway, half of which are even about game design! Let’s start with Emily Short writing about small scale structures in CYOA — something that can seem obvious, but it’s worth thinking about explicitly. Then we have Jay Barnson linking to a couple of older articles about the perils of adapting tabletop RPGs to computers. A long read, but very much worth it. Then, on a more political note there’s Rock, Paper, Shotgun analyzing how we encode gender stereotypes in videogames — literally. Don’t be that game developer, mmm-kay?
(On a similar note, Carolyn VanEseltine has some notes from a conference speech on Arab representation in games post 9/11. It seems to be a recurring theme this year, and things aren’t likely to get better any time soon.)
Last but not least, in the way of digital nostalgia, The Atlantic revisits dial-up BBSes, while Rock, Paper, Shotgun (them again) takes a last, long look at Wurm Online. And while the passing of an online virtual world is natural and unavoidable, if sad, it’s good to hear that alternate means of digital communication are still alive, even in the small. Because humankind needs alternatives more than ever.
Until next time, don’t be a sheep. Thanks for reading.
Howdy, everyone! I’ve been working on a new pet project as of late, and for once it’s neither a story nor a game. Say hello to VoxelDesc, a voxel painting program that uses a command line instead of the usual click-click-click.
As of this writing, it’s not nearly ready for prime time, but it’s progressing fast enough. Soon I’ll be able to see if it’s a good tool for making game art, or whatever other uses people might find for it. Stay tuned.
Okay, what do I start with this time, because it’s been a fairly interesting week.
Right. I might as well mention coming up with another game since last time. Like with Attack Vector, I chose to make a 5-minute intro that looks all polished rather than a long but ugly improvisation.
Yes, it’s a visual novel, my first attempt at making one since I first heard of Ren’Py maybe eight years ago. It was inspired by some assets from Open Game Art, which turned out to be not entirely suitable for the task, but I was able to improvise. In any event, I’m much happier with the way it looks than the way it sounds, and more interactivity would be welcome, but early feedback suggests the story is compelling. So that’s reason enough to keep going. Download it here.
Anyway, on to the serious news.