Thoughts on Game Development

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So I’m working on this tabletop RPG system, Gunwave. The goal is to make a fun group game that imitates the fast action of an anime action series with giant robots. Lots of Mega Beams, psychic blasts, and charging at your enemy while screaming about the futility of war.

A few things I’ve learned:

  1. It takes time. Time to write, time to tweak, time to review, and time to playtest. A really clear rule set requires a lot of words, often re-arranged many times to achieve optimal clarity.
  2. Playtesting is key. I thought I had a great system, until I sat down with some players. We had fun, but obvious problems with the system reared their head quickly. Every playtester has been worth their weight in fusion reactors.
  3. Get lots of feedback. This ties into playtesting. At the end of every playtesting session, ask the players lots of questions. Ask them what worked and what didn’t. Ask them if a particular fight was fun. Ask them what could have made it better. Ask them what they’d like to see. Ask them what could be dropped. I’ve also sought advice on various RPG design forums, including Chatty DM’s Forums and RPGnet’s Game Design Forum. Lots of people are just waiting to give you advice. Much of it can be ignored, but some of it will massively improve your game.
  4. Take lots of notes. Playtesters, critiquers, and friends will toss out all sorts of ideas, especially at the end of playtests. Write them all down. Many won’t work as they stand, but will give you a great idea when you review them a week later. You’ll get ideas at odd moments, too (showering, driving to work, etc.) — write those down, too, and toss them into the pile. I currently have a text file with 328 lines of Gunwave notes (the vast majority of those lines contain at least one idea).
  5. Expect extensive changes. The current version of the system looks almost nothing like the first one. I completely changed the dice mechanic halfway through, requiring changes to almost every page of the rule set, and a completely new look at how every dice roll worked. And it made the game fit my goals better. Speaking of which:
  6. What do you want out of your system? Define it. Fast? Simple? Comprehensive? Atmospheric? Hint: “Fun” doesn’t count.
  7. Make it look nice. I use NeoOffice to format my documents, and I’ve deliberately learned a lot of neat features that make it look professional (different styles for different types of content, headers displaying the current chapter name, an automatically-generated index, etc.) Folks have commented on and gotten excited about the Player’s Handbook just because it looks nice.

Batman: Gotham Knight

This is an odd duck: a bunch of Japanese animation studios each produced a short film about Batman, and assembled them into a movie. Moreover, the shorts are all connected in a loose overall plot, despite the wildly different visual styles of each short.

Batman: Gotham Knight features a Batman who is still mostly a whispered legend, even to police. Indeed, the first film is entirely about that legendary aspect, as four teens describe their sightings of Batman in hilariously different forms—to one he’s literally a shadow, to another he’s a relentless machine, and to another he’s a vicious half-bat.

Every story deals specifically with what it takes to be Batman. In one, he tests a bulletproof energy field which turns out to be too effective. In another, we see a young Bruce Wayne training in India to purge himself of his demons (you can imagine how well that goes). In a later short, he slogs wearily through a sewer after a painful battle with Killer Croc. I rather liked a short told from the perspective of two normal detectives, who debate Batman’s effect on the city.

Some of the shorts work better than others, and much of my enjoyment of the film came from my interest in the animation styles. Some are sketchy, some are beautifully fluid, and some are highly stylized. The film remains interesting throughout.

However, because each short is so different, it can be a difficult film to watch, especially if you have no interest in Batman or animation.

Still, it was a noble experiment, and worth checking out.

Keith Ferrazzi’s Online Community, Greenlight

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If you’ve never read Keith Ferrazzi’s Never Eat Alone, well, go out and read it now. It’s an inspiring call to action, insisting that we all need to build a big network of friends and associates. Not a stereotypical marketer’s network of barely-remembered business contacts, but a close-knit (while also large) community.

He has a website, of course, but he’s also built an online forum-based community, Greenlight. It’s a place where people can talk about their problems and perspectives. Very valuable.

I must point out that it has some early-commmunity problems. Much of the content is currently requests for advice, followed by vague suggestions. A lot of folks show enthusiasm that doesn’t seem to translate into specific real-world action (there are posts like “This is a great place! I can’t wait to do great things here!” with no further action).

But that’s normal for any forum. The site already features a variety of interesting discussions, including Simple formula for success, burnout at work – balance, and kindness a weakness at work?. Well worth checking out.

Doing a World of Good

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One of the neat things about the web is the way it connects people with businesses, products, services, and other people that they wouldn’t otherwise have known about. There are just so many neat things out there.

And sometimes, those things are good for everyone involved.

Such is the case with WorldOfGood.com, an eBay-sponsored site of cool products made by individuals and eco-friendly small businesses around the globe. The idea: connect Brazilian farmers, African jewelry makers, Indian paper-makers, middle American housewives, and Eastern European weavers with those who can buy their work.

Everybody wins: shoppers get cool, distinctive, high-quality objects—like journals, serving bowls, and necklaces—and the producers get a good price for their work.

If you’re looking for memorable gifts, WorldOfGood is a great place to start.

He’s Way Too Calm In The Face of Imminent Alien Death

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So I’m terrifically behind the times when it comes to computer gaming. But many months ago, I finally got around to playing the original Halo.

It’s a perfect first-person shooter. Now, that’s all it is, but it provides a fantastic environment in which to shoot at things. Excellent quality all around.

Until I noticed something: the character animation was surprisingly poor. By that I mean that the movement and “body acting” of the other characters, particularly during cutscenes.

The ultimate example was during an alien attack on the ship I was in. I watched through a window as an alien blew open the door to another room and shot a human technician. The scene begins with bangs and explosions on the other side of the door, and I watched as the technician screamed “Help me! They’re coming in!” as he calmly straightened up from his chair, and turned towards the door. His body was ramrod straight, his arms at his sides, even as he screamed in terror. Then the door burst open and he died screaming.

How did that get signed off? Why didn’t the technician at least crouch, or hold up his arms, or try to duck behind something in the room?

It made no sense, and it destroyed the believability of the scene. The game became just a computer game, no more than a chunk of code twiddling bits and causing a set of sprites to waltz across the screen.

Disappointing.

Paper In…Then What?

The biggest hole right now in my personal productivity system: processing physical items.

A lot of paper comes into our lives. Each item represents a potential commitment — a phone call to make, a reply to send, a book to read. So they all need to be reviewed.

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Every piece of paper that comes into my life goes into my physical inbox, which is literally a black metal tray on my desk. That includes postal mail, papers I want to save, books that people give me, magazines to read, index cards with scribbled notes; everything.

Then, separately, I take some time to process my inbox. I pick up the top item, figure out what needs to be done (send an email, file it, trash it; whatever), do it, and move on to the next item. I go through the entire inbox that way.

In addition, I have a tickler file, which is a set of 43 folders, one for each day of the month and one for each month of the year. I file reminders in there for future events, articles to re-read, monthly or yearly chores, etc. Every day—ideally—I take out that day’s folder, dump its contents in my inbox, and file the (now empty) folder in the back of the tickler.

But I don’t do the above nearly often enough. I process my inbox maybe twice a week, and my tickler maybe once a week. This is bad—I sometimes miss reminders and birthday cards.

And I don’t know how to do better. I can just purpose to process these every day, but that’s wishful thinking with no external component. I need some way to remind myself to do it.

So, for now, I’m stuck. But I’m thinking about it. I may tie it to my end-of-the-workday email review, so once I’m done with emails I’ll process my physical stuff. Worth a try.

Happiness

A thought just sprang into my head, unbidden: If I didn’t have a computer, I’d be so much happier.

Hmmmmm.

A Clockwork Orange

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So I’m trying to figure out how to review A Clockwork Orange. And I don’t know if I can.

It’s certainly a remarkable film, and I use that adjective deliberately. I want to make remarks about it. I want to talk about it with others who’ve seen it. Because it’s an intensely visual film that manages something very difficult:

Its protagonist is an amoral punk, and by the end you feel sorry for him, while still abhorring his deeds.

Alex, the protagonist, is the violent leader of a small British gang in the near future. They go around smashing up people and raping girls, with equal abandon.

Alex is eventually caught and sent to prison, where he is entirely unrepentant and does an excellent job of appearing reformed so he can get out early. He then volunteers for aversion therapy, which works (apparently; you never know how much Alex fakes), upon which he’s released into society. At which point every single thing he did in the first third of the movie comes back to haunt and destroy him. Every single thing. Everybody wants revenge. And he’s broken by it.

Which is the tragedy: whether he was truly reformed or not, he really did want to move on with a new life. But all of his past choices grabbed him and pulled him back into darkness.

And then the ending, which I won’t spoil here. Which turns it all around.

But all of the above doesn’t do the film justice. It really is an intensely visual film. Kubrick provides very specific information with each shot. This sometimes results in clinical shots, but even those have a modern elegance.

I don’t know if I can recommend the film. It’s dark, sparse, and filled with violent and sexual imagery. But it works.

Vinnie Veritas

I’ve had this song running through my head for the past few days: Jumbo’s “Dia”. It’s a Mexican pop song.

Dia – Jumbo

The reason? An awesome Flash animation called Rush 2 from Vinnie Veritas.

Vinnie is a Mexican artist who draw simple pen-and-ink drawings, mostly set in a place called “CCC City.” It’s a pulp urban fantasy setting, where teens and young adults in cargo pants and halter tops carry swords and guns, chatting and fighting and running and searching for each other. It’s wildly imaginative. Rush 2 features a “day in the life” of CCC City, while his other videos feature things like a sweet little adventure story (Ho te amo), a kite running amok through a city (Papalote), and a silly, fast-paced railroad chase (The Chase).

Every time I watch one of his animations, I smile. They’re light-hearted, with a certain kind of innocence—nobody ever dies, despite the number of guns and explosions happening every day.

Wikify Your Text — Wiki To HTML

This one’s very geeky.

I’ve written a Python script, Wikify, that will convert Wiki formatting into HTML. I actually wrote it many months ago, but only recently have I tested it enough that I feel it’s ready for public consumption. It’s only 116 lines of code, but it works very well now.

You can find Wikify on my Toolbox, a part of Brent’s Software.

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