| not dead |
[Jun. 21st, 2008|06:06 pm] |
| [ | music |
| | Kein Trink Wasser - Orbital | ] | Hello Livejournal land.
So I've finished almost. The real world awaits!
I just cut together a video about my major project, and put it up in silly HD resolution on vimeo (which I have decided is better than youtube), also its embedded below...
Anyway I'm busy on semi-secret stuff that will be sorted on Monday.
Ps. watch it with sound, it's way more interesting with sound.
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| (no subject) |
[Apr. 4th, 2008|07:23 pm] |
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I'm worried about this week, the weeks after that, the future. |
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| Ba(Hons) Procrastination |
[Mar. 10th, 2008|06:57 pm] |
what I thought was possible, was impossible. what I thought was easy, was hard.
I chose the wrong project(s).
with simplicity, the chance of experimentation. with complexity, the chance of failure.
next project(s) will be better. |
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| where's my bandwidth gone? |
[Feb. 28th, 2008|11:42 pm] |
I installed 4oD today, and found there was a problem with it. It's malware.
On closing it doesn't (after exiting in the system tray icon). It carries on running KService.exe, and carries on eating your bandwidth. If you have a crappy internet connection like me, this is bad. (read some more here)
Anyway I found an app that forces 4oD (and the BBC iPlayer download service) to exit properly : here |
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| art tra tar rat |
[Feb. 22nd, 2008|12:52 am] |

another meaningless painting of an imaginary girl. all my work will be lost in ten years. goodnight. |
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| that skirts way too short... it concerns me |
[Feb. 8th, 2008|11:00 pm] |
I made fay a painting, it was a good deal. She likes pritty pictures, I like painting pictures. In the process of making it I did several other scribbles that I might make into final things.

the art lives on! |
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| Tesp Doedd needs an R |
[Jan. 15th, 2008|10:18 pm] |
I'm working away. Learning to network a game, and other such shenanigans.
Of interest: I did a guest strip for my friend Ali's comic, Afterstrife I think it's good. Whilest drawing it reminded me that i dont do nearly enough art stuff (too much coding). I like doing art for people, means I finish it!
Laterzz.
Edit: I forgot to say happy birthday dave. happy birthday dave. |
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| My brain is like egg on toast |
[Dec. 30th, 2007|06:46 pm] |

I just watched The Science of Sleep by Michel Gondry. It is weird to say the least. I'm not sure if it was good. It wasnt bad... I'm just still somewhat confused.
I recommend watching it.
Hope yall are having good holidays. I ment to spend it drawing and getting back to my art but I have done nothing!
Later. |
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| The Game is dead. Long live the Game |
[Nov. 11th, 2007|12:37 am] |
I have started that blog: realtime Art The first entry has been kind of blasted out... and needs another read through, but meh.
go read. I will do more updates to catch up with where I am with the game. |
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| (no subject) |
[Nov. 8th, 2007|11:14 pm] |

The first screen of RealRisk (working title). Not much to say other than this is only a prototype. In the shot you can see nodes (buildings) and attackers (units). I don't want to talk about the details too much right now.
In a slight tangent: I'm considering starting up a new blog to follow exclusively follow the progress of the game, and future projects. I might look at using Blogspot. From what I've seen, it looks like you can make quite a slick looking site using it.
Anyway, this blog would continue, but get back to it's arty-farty roots.
Ps. It all looks way better in realtime. |
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| I'm happy now. |
[Nov. 5th, 2007|04:54 pm] |

yay I have a scanner! That's me sorted for some time, there will be some more updates sooon. In the mean time, the game is going ok. I'm making a prototype at the moment. If I implement my SDL screen cap routine, i'll post up some sexy images!
laterz
Ps. That's an old picture I did, the first thing I found on the floor. It was trying to be Megan, of Al's comic, but I'll let you be the judge of that... |
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| Develop a punk economy |
[Oct. 29th, 2007|12:31 am] |
Another post. Im on fire.
So im reading this: Realtime Art Manifesto Reinforcing my views, but making me evaluate my direction.
The idea of the Plot being an impossible venture in a pure Realtime piece is unnerving, but true. Al story elements in games are built using other mediums, mostly film. So the aim must become to create the environment for a player to have a story.
And then why make a game? Why not a structure to explore and understand. The point of the game is to occupy the user long enough to give them something, and in the case of WoW take something.
Things I had began to think, but set in place by reading it.
I got a lot of work to do. RRisk is going to be very weird, but fun.
To Quote: Make short and intense games: think haiku, not epic. Think poetry, not prose. |
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| not alone. |
[Oct. 28th, 2007|10:44 pm] |
So anyone who has an interest in games, and how to make them better? Ok, go watch this lecture from FreePlay 07 The lecture is by Jonathan Blow, the designer of a game called Braid, which looks good, but more importantly he seems to be posing some ideas about how to approach game design.
The points you should really watch are most of the introduction, and then if you get bored of him showing Braid and a few other prototypes skip forward to 00:50:00 for some Why (specifically the part about unethical games).
So anyway, after you watch that, go watch another talk from FreePlay, Independent's Day which starts by destroying the idea that all innovation is good. |
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| (no subject) |
[Oct. 27th, 2007|11:40 pm] |
My favorite site on the internet (indygamer.blogspot.com) is in trouble! I haven't the cash or planning to save it. Bummer.
Anyway. I'm back, I'm busy, and I'm still churning round ideas in my head. Work has started on my first game, currently called RealRisk. I'm doing low level boring* things; making a menu system, rendering text, managing input. Things aren't going quite as planned, I would like to building level loading components right now. First I lost 5 days work while formatting my computer**, then when changing from GLUT to SDL I found I had to recreate lots of really useful stuff GLUT did very well.
Less of that tedium. SDL is way better in the long run anyway...
I've been thinking about how to make games. They way in which the game play is built rather than the game engine. I have decided to scale down my ideas, and create a quick arcade-style game. I would love to create a vast game, with characters, emotive story, and you know... explosions, but no. There will be explosions***. My first venture into game design needs all the cards stacked on it's side. If I can make something people will actually enjoy playing I'll have succeeded.
Now I'm thinking to myself, that last thing seems like such a low bar to set myself. I would like to revolutionise the concept of 'games' and take the medium into a whole new dimension. But I would fail, and it would suck. That's later anyway ;)
Games are harder to make than I think. I have a black screen with blue menus and really crappy font. I'm along way from changing the world.
Final note, I might get a scanner if I'm very lucky. So more posts and more art.
* I don't think it's boring ** I'm an idiot, I know *** maybe |
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