YAY! If you have a Facebook account, you can try it here.
This is a project I’ve been messing around with for a while now, but the premise is pretty simple: login with Facebook, then move around the island (arrow keys) and talk to the NPCs (spacebar). The NPCs will grab your public Facebook data (posts, statuses, comments, etc) and generate markov chains out of them for their dialog. Do you recognize what you’ve said? ;D
I got the idea (and initial algorithm) from an app called What Would I Say. Turns out the basic premise for text-based markov chains is pretty simple: for every word in a set of data, generate the list of words that word and record how often they follow it. Then, choose randomly from the list of starting words and continue to choose a following word at random (with the frequency weights) until you hit a terminal word. This results in semi-coherent phrases with some minor grammar mishaps. If you’ve ever encountered spam that was almost human-readable it probably follows a similar algorithm!
I thought it would be neat to see a game where NPCs talked to you in those same semi-coherent, semi-recognizable strings, to see your own personality reflected in the game. And thus Legend of Mark was born!
The game was an experiment in using the Facebook API, browser-to-Unity communications, and pixel art. For tileable pixels, I got a lot of mileage out of this tutorial. I also wrote a Tiled map importer for Unity (more on that coming soon!)
All in all, while the game is a prototype that got slightly out of hand, I’m really excited for the learning I got out of it and some of the tooling that I can use in the future. In the meantime: enjoy the silliness!
Have you heard of the One More Turn Podcast? If not, no worries, here’s a quick intro:
All three formats are really great in their own right! Having checked out a bunch of them, I recommend it if you’re like me and like to have a light podcast going in the background sometimes. I usually do while I’m working on art.
So Kevin actually found me through our own Indie Game House podcast (podcastopia up in here!) and used my feedback form to get in touch. He was looking for a game about motherhood with mother’s day coming up, and pretty much stumbled across my game. Cool stuff!
Growing was highlighted on their latest Show and Tell episode, Mamacritic, where Kevin breaks down the game in a really cool way (never thought of Growing as a “god game” before), and talks about the lack of games about motherhood or even parenting space. After all, the one other game I know to star a mother (Offspring Fling) came out of the same jam I did ;D
Kevin also interviewed me for their other segment: 5 Questions With Corey Nolan
In the video, we talk about Growing and what inspired me to make a game about mothers, the inspiration for the art style, and we also discuss Skinnier, a game I worked on with my friends Renee and Will and Global Game Jam 2014 and I still owe you guys a blog post about. ;D Also in typical Corey fashion I say way too many ‘ums’ and mix up my words a whole bunch. Worth listening to just for the embarrassment factor.
Anyway, these guys put on some great shows and if you’re a podcast fan I highly recommend tuning in. I know I will!
So I’ve been working on a side project in the style of the old 16 bit SNES JRPGs, and I came across a pretty cool tool called Pixen. If you use a Mac for development like I do, Pixen is a pretty good alternative to Graphics Gale, and you can pick it up from the app store for just $10!
My opinion? A worthwhile purchase, you could do a lot worse for ten bucks. For pixel animations, the featureset is solid although I think the UI could improve in a few key ways (details below).
It’s your standard pixel editor with all the usual tools (draw, erase, fill, eyedropper, etc), hotkeys, multi-button editing and wacom support. The preview window can be toggled on and off, and there are various methods of choosing colors based on your preference.
The Gripes: (more…)
With Growing complete, I’ve started prototyping an idea I’ve been kicking around for a while. It’s a fusion of one of my favorite genres (turn-based strategy) and my favorite sports (dodgeball). (If you haven’t seen dodgeball since your elementary school days, you should get reacquainted with the competitive scene; it’s awesome! Here’s a video from my league that demonstrates some high-level play.)
One thing that makes competitive dodgeball so interesting is the concept of “the burden.” Put simply, the burden is an algorithm to determine which side has a responsibility to give up balls in the next play. (The punishment for noncompliance usually involves the burdened team losing all their balls to the other side, which can be fatal against a veteran team.)
What’s fascinating though, is that the burden creates an implicit resolution of play into “turns,” and most high-level strategy gets encapsulated in a turn-based framework. These pseudo-turns consist of 3 main parts:
Largely this results in match-up formats where the burden is shifted back and forth between the two teams, resulting in… you guessed it! A turn-based strategy game.
When games start to be played in this back-and-forth manner, the key strategic elements become targeting, ball control and defensive readiness. It’s this interplay between the offensive and defensive elements that I’m focusing on, because that’s where I think the truly interesting gameplay decisions are.
Here is pseudocode for the burden calculation algorithm. The definition of burden I used can be found in Section 9.5 of the Phoenix Dodgeball Competitive League Detailed Rules. (Burden calculation may vary between leagues and rulesets.) (more…)
Growing was a success before I even posted it.
I sent the final build of the “gift version” to my Mom early Monday morning. I went to work, planning to post the public builds and link them on the social networks during my lunch break. By lunchtime, my Mom had already played through it and responded. The response was just…
“Oooohhhh my goodness….that is the sweetest thing I’ve ever seen in my life, and it was for me, and it was from you, and it took you gazillions of amount of time, and almost lost! I am so not worthy!!!”
“I wish all [traditional] Catholic mothers could see this and then speak negatively about video games.”
I was SO HAPPY my mom said this. We don’t agree on religion anymore. She raised us all not just Catholic, but VERY Catholic… and I found myself kinda simultaneously pushed and pulled away from religion as I got older. One thing that became clear was my career didn’t stand well with a community who thought games were evil, violent and manipulative. I know my mom has to deal with backlash from said communities when she defends my decision to make games.
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