My Ugly Games #1: Ugly Orbs

August 9, 2009

uglyorbs

FROM JASON’S COMPETITIVE NATURE – It’s not that I hate Andrew, or want to crush him with my gauntlet of justice, or desire to tread over the dusty remains of his bones.

It’s just that when I saw his most recent post — the first in seven months — about his Lovely Games experiments with Lua and Love2D, all that nostalgia about using ClickTeam’s software came rushing back.

Here’s Ugly Orbs, the sworn arch-enemy of Lovely Squares. Maybe more will come. Who knows? I have some old games sitting around that have been complete or half-complete for four or five years. Boy, those were fun.

See, while Andrew’s been learning fancy-schmansy methods of “programming” and “coding” and “scripting,” I laid out some big bucks a few years back for The Games Factory and later MultiMedia Fusion. These object-oriented engines are very good at helping you slap together working applications using a WYSIWYG interface, an intuitive event editor to tell your game pieces how to act, and a graphics editor that’s fairly full-featured (I still use Photoshop for most sprite editing, though).

So the game that Andrew spent 10 hours on last week took me about four with the help of the right software. And I’m a retard, barely able to navigate Linux, write HTML, or edit a config.sys file. So if I can emulate his skills, you know ClickTeam’s stuff is powerful magic.

By the way, most of the sprites I used came from a Sinistar clone. They were released into the public domain by the author over at Lost Garden. It’s very possible that (if I can rouse the energy and willpower) I might do a shooter using the same graphics.


My Lovely Games #1: Lovely Squares

August 5, 2009

FROM ANDREW’S LAPTOP–I’ve taken my first steps into learning lua, proper game programming, and the love2d game engine. Love2d is a lightweight game engine that allows you to create games in lua. I’ve decided to take on a project in which I create some sort of game/tech project every two weeks. The goal is not to make these games perfect or polished by any means, but to just get them created and published (which means they may be buggy). I decided to take this approach because it will allow me to get as much content out as possible without being a perfectionist.

The first game I made took me about two evenings. It’s called Lovely Squares. The object is to navigate your cursor (a blue box) to other blue boxes to score points. Hitting pink boxes will reset your score and your position. There were a couple things that I wish I could have got working (a growable box and increasing speed of the squares), but I wanted to get the game out as quick as possible before I had to pack things up to go to university.
Lovely Squares
Download the game here.

All you have to do to run it is unzip the file and run LovelySquares.exe


Those darned kids are smarter than we are — from 4-bit to 128-bit in three decades

July 31, 2009

2600FROM JASON’S HOPE FOR THE FUTURE – Humans are a bunch of idiots. We’re barely even smart monkeys. Want some proof?

Pork sales dropped by almost half when the “swine flu” made headlines. George Lucas cast both Jake LLoyd and Hayden Christensen as Anakin Skywalker. The McCain-Palin ticket got 59.9 million votes in November 2008. Decca Records refused to sign The Beatles to the label in 1962. People choose to sky-dive.

Tom Hanks turned down the lead roles in Field of Dreams, The Shawshank Redemption, and Jerry Maguire. A man who in 2007 robbed a Kansas City Family Dollar tried to make his getaway from police via a city bus. Ross Perot had a chance in 1979 to buy Microsoft for mere millions of dollars and passed it up.

The good news is that we’re getting smarter. I recently stumbled across the Wikipedia article on the Flynn Effect, named after James Flynn, Emeritus Professor of Political Studies at the University of Otago in New Zealand. His research shows intelligence quotients in much of the civilized world continue to rise year over year by three points per decade.

I thank Pac-Man.

Now, I’m not suggesting that the l’il yellow guy take all the credit for the big jump in human progress. But let’s just think about the evolution of games of the past three decades.

Do you remember the Atari 2600? That glorious hunk of wood-paneled junk was my go-to machine for much of my happy childhood — back when a color television was still considered a luxury and you could rent a VCR from your corner video store. The game titles were not zeniths of strategy. You bounced a four-bit block between two paddles in Pong. In Space Invaders, you had two directions to move and one direction to fire. Pole Position had you negotiating gentle turns… once in a while.

The 2600 had one button.

Let’s explore, by way of contrast, some modern games:

In Left 4 Dead, my game of the year, you have to coordinate with four other players to strategically clear hordes of zombies using multiple firearms and incendiary devices in a dynamic 3D playing area, securing certain strongholds and using classical war techniques such as bottle-necking, construction of kill-zones, triage, fire walls, safe rooms, and sniper nests to stay alive in a destructible environment, often overcoming attacks by unpredictable hordes and special-class zombies.

Oblivion lets players loose in a 16-square-mile fantasy sandbox game world with dynamic time and weather events, with more than 1000 characters to interact with, and just as many monsters. Players choose to become one of 10 races and 21 classes, each with customizable skillsets, weapons, armor, statistics, and backstories. In addition to the world-spanning and epic main plot, there are 220 side quests, making for hundreds of hours of exploration, goals, and rewards.

Age of Empires III pits eight competing European colonial powers against each other in a real-time strategy rush to conquer the New World circa 1492 to 1850. Players control up to 200 combined military and domestic units each and can build 20 different building types, each granting various abilities, resources, upgrades, and tactical advantages as opponents square off in huge melees with competing objectives for victory.

That’s a little more complex than jumping over Donkey Kong’s falling barrels, isn’t it? And kids today have no problem running roughshod through these games, barely stopping for breath before moving on to the next new release.

I mean, these kids with their new-fangled games and their mad skillz make me feel like a frickin’ retard. And I’m part of the Information Age generation, despite my white hairs. I hate to think how much like dinosaurs my grandparents feel; my wife’s grandmother didn’t even have a telephone until she was a teenager.

No wonder kids are getting smarter. Look how much more demanding their entertainment is — today’s video games challenge them to think more laterally and do far more in-depth problem solving than freeze tag, passive TV-watching, baseball, or checkers ever did.

Gamers think differently than non-gamers, a July article in Neuropsychologia says (according to some guy on the Internet. I didn’t actually read it). Video games change how players allocate their attention, testing proved, forcing them to set priorities, discard irrelevant information fed to them in the game, respond more quickly to targets, and pick up better on in-game cues.

ABC News reported in 2005 that a University of Rochester study showed gamers scored 13 percent higher than non-gamers when asked to count the number of squares that flashed on a screen for a 20th of a second.

A now-famous 2003 study in Nature quoted the same university’s Department of Brain and Cognitive Sciences, saying video games improve visual skills. Four experiments, including the one mentioned above, showed habitual gamers outperformed their non-gaming counterparts. A fifth showed that non-gamers improved after sitting down in front of the screen to play.

Hell, my mom can’t even figure out Tetris, and Guitar Hero (on easy) destroyed my dad. Yet I’ve seen perfectly average six-year-olds pick up Pokemon Platinum and start kicking ass. I think the correlation is perfectly clear.

I’m not saying I’m going to deprive my kids of a good game of basketball in the driveway to force them to play, say, NBA Jam. But in the face of the evidence, I’m not going to lie to them and say the vidjagames will rot their brains.


Galactic Arms Race has its gimmick… but it needs more to keep me coming back

July 14, 2009

FROM JASON’S LASER BEAMS – Look, this is a pretty old story and you know it by heart. It’s all about the grind. You kill things and you get credit for it, until you get enough credit that you can achieve a higher level.

That’s the way of World of Warcraft, of Dungeons and Dragons, of Final Fantasy. It’s how repetitive games progress. Everything else is embroidery.

That embroidery is what sets one grind apart from the rest… just not by much.

In the case of Galactic Arms Race, the freeware space shooter, the gimmick is the AI that constantly mutates new weapons based on an algorithm called cgNEAT.

To reduce it to Atari-speak, GAR is basically a fusion of Asteroids and Solaris with PvP and RPG mechanics thrown into the mix. You fly (solo or multiplayer) through a network of star systems taking on aliens, pirates, and space blobs while gaining experience and pumping up various armor and weapons stats. It’s got all the laser-filled shmup-ability of Japanese shooters with the same “just one more level” carrot offered by WoW.

GAR’s the kind of DLC you would have killed to find back in 1995 — quick, resource-friendly, set against beautifully rendered space dust, and with constantly evolving (to a point) content. But when boiled down to its fundamentals, GAR is more a toy than a game.

What I mean is that no matter how many different ways the game finds to fire weapons (which so far are all variations on a very narrow theme), the shoot-and-level game idea has pretty much reached a dead end. For three decades, shoot-em-ups have been repackaging of the old tenets of Galaga.

What could move GAR further away from the realm of Galaxian et al would be a hybridization of mechanics. It would benefit tremendously, for instance, by incorporating trade or cargo-hauling, wreckage salvaging, mining, or some other similar components. The relative monotony could also be lifted by introducing personalities or (who knows) political interaction with the various enemy factions, or possibly a combination that could allow a control-the-map strategic element similar to RISK.

For now, that doesn’t seem to be part of the plan, and that’s okay if you want a few hours of mindless blow-shit-up-and-get-more-powerful fun. But that old chestnut gives dimishing returns on replay… especially when you’ve hit level 62 and start to get sleepy.

Don’t get me wrong. I like GAR, or I wouldn’t have put about six hours into it over the past few days. That’s why it’s worth talking about. It really is a terrific effort, especially for a university group project. I just need a little more meat, that’s all.