For those of you who still follow this blog, thank you. I know I should update more, but I am super swamped with my new 3D printing habit, which is what I’m here to tell you about. On my 3D printing blog I have a post about my first pass at making Cymon real. So go check it out and I’ll update again when I make one that sucks less.
Darren Grey, who helped me review the 2009 7DRL entries and is a bit of a Roguelike developer himself would like you to know that Tales of Maj’Eyal is available on Steam, and this is a great opportunity to spread the spirit of roguelikes with others. There’s also more about his own contribution and a contest so go hit up Darren’s blog for all the details.
Hearing other’s perspectives on what to teach when teaching programming can only improve teaching programming. There’s some things I’m not 100% sure I agree with, like concepts that only relate to the professional environment. But overall I think Ceily’s list is worth a look. Which is why I’m sharing it with you.
I don’t want to turn this into a Let’s Play site, but I am finally set up to record my video games and I wanted to share with everyone how I tend to play games these day: surrounded by kids.
Last week my eldest son and I played (but didn’t record) TMNT : Turtles in Time. After playing that I decided to show my kids how it really should have been done. Golden Axe was, in my mind, a much better game with rideable mounts and a magic system.
However after playing TMNT II and this so close to each other, Golden Axe just wasn’t as much fun. It’s controls were just so stiff and difficult, I felt like the game was at fault when I failed, however in TMNT I felt like it was more or less my fault. Maybe that’s just the effect of time, TMNT did come out years after GA. I still prefer GA’s feature list, but I wish it were a better game. Next week we’ll try GA 2, revenge of Death Adder, and we’ll see if the next iteration is better.
I have 26 posts that I’m kinda holding on to that I called “Games I’m Never Getting Around To” or GINGAT where I open my little book of game design to you to finally admit that my life isn’t in a place where I can spend it making silly little video games day in and day out. I want to save them for a time when I’m raising money for Cymon’s Games 3.0.
One of those games is pretty much Tiny Trek. Procedurally generated universe with ships you can customize. I was going to have more of a drawing mechanic involved so you had more control over the look of your ship, but I like what they’re doing with away missions, though.
Like many kickstarters this one reeks of “in over their head”. The release date seems satisfactorily generous, but the funding goals seems a bit low. $4000 to hire another programmer? For what, a week? I’m a little concerned, but since this is so much like a game I’m never going to get around to I really hope to see it succeed, and isn’t that hope really what Kickstarter is all about?
Spelunky is awesome. The daily challenge has created this strange sense of community within players of the game, something I never would have thought of. A shared seed that everyone plays. Amazing.
I’m still trying to get my recording software to work well so I can join in the fun. I plan on doing this on the weekend. But this had such an interesting interaction with my 10 year old son Andrew that I just had to upload it. Watch it on YouTube and turn on CC if you need help understanding what Andrew says.
This is going to be a regular thing on the weekends, I think. Me playing with my kids providing commentary. So if you’re not already subscribe to me on YouTube. And since I suck at this game I’m calling it “Worst Gamer with Kids”. Unless I get good in which case I’ll call it “Mediocre Gamer with Kids”. We’ll see where it goes.
Saw on Reddit that someone had made a roguelike in 1Kb of code. And he even includes a partially de-obfscated version so you can learn from it. That’s cool. Then I see that it links to other projects that do something similar in half that much space. There have been other minimal-code roguelikes before, so it’s possible to make a roguelike game in that much space that is actually fun to play.
I haven’t compiled these myself yet. I need to get Code::Blocks and PDCurses loaded up again so I can try them out, but I’m excited to. If you try these out let me know if they’re cool.
Are you into programming? Are you into puzzles? Of course you are, that’s why you’re here. So why aren’t you checking out PuzzleScript?
Stephen Lavelle’s PuzzleScript is amazing. Never mind the staggering array of bite-sized games that you can play on it already spanning many genre’s (but mostly Sokoban-like, which is a tragically under-appreciated genre as-is), but if you make a PuzzleScript game (super simple beasue of the limitations you’re working under) you get a neat little animated gif to share and a link you can up on the game to your site. So it’s a win all around.
So far some of my favorites is the zelda-sokoban mashup featured to the left, Cake Monsters is kinda brilliant, Dungeon Janitor was a very satisfying play through, and Craptopia which has a painful second level that if you can get past introduces some really unique concepts. And I keep finding new favorites every time I go back.
There’s also the forums where people are showing off their work and hacks to the same. Now I’m off to play some more PuzzleScript games.