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man back pain sounds very not fun. im trying to be very careful with mine with limited success.
 
i lost like 10kg in new zealand doing squats after my friend made my start going with him (it turned out to be fun and i felt a lot better health-wise being a more normal weight) but there's only one squat rack in my town and it's unsafe to bike there in the dark after work due to the nature of the roads so i have to use the ordinary gym with the sad pulley machines, which is Not Fun (but still more fun for me than running.) i think the thing i enjoyed the most about doing a simple 5x5 workout is that there's a lot to think about, and the pause between sets gives you a bit of time to contemplate, either things related  to moving the masses around, or other stuff. you can also chat with your workout pals. we had an extremely productive six months or so game-design wise before everyone went overseas. anyways i always thought i could only enjoy sports where you have some kind of competitive interaction with other people but doing a powerlifting workout actually turned out to be loads of fun and was one of the things that really helped with working through my social anxiety disorder stuff.
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twitter.com/atbiggles but nobody follow me i have 69 followers already thank you sunglasses.gif
 
Quote
gr八
this is what i do all day for my job basically. all my students will think that the primary reason to learn languages is to make overwrought bilingual puns. (correctly.)
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i feel nostalgic for internet forums when i come back and visit here, it's cool to see faces i don't see on twitter. and i like seeing it still here. i think i might be moving to japan this year, spent the past few part-time making web sludge for money and part making my own stupid videogame projects for not-money. i have been finally getting treatment for my social anxiety so that's a thing too, and i lost like 10kg over the past year or so, probably doing whatever dietcoke said to do and i ignored him at the time.
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i didn't do music in a while and im still useless but i'd be up for contributing if yall would have me
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sounds decent to me. what's your overall approach to mastering looking like these days? i really don't know shit about it aside from Put Some Compressors And Eq And HighPass 30hz Heh Heh. seems like you've been putting in work.
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dropped by to remember what Time Machine is called because I forgot somehow. dietcoke called me wiggity wack for the post i found it in lmao. kind of sums up my general experience with sw. how come you guys could never teach me to be cool? but Time Machine. what a group.
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well you're already better than me so that's something
 
need to stop rhyming obvious words though
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monte cook's opinions about games design http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120123
 
summary: this guy... i do not trust him. i have no idea what any of this is other than monte cook is an idiot. sorry. hopefully it's good anyways.
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I say jump in if you have the time. If you can make something halfway decent and get it out by the year's end you'll probably get on some top-20 lists and make quite a bit.
This is a reasonably good point. I've been looking into how I can avoid writing in Java in the event that I decide that Ouya is the appropriate next step on my magical journey of game development failure. Maybe SL4A will work. From looking through the docs etc, it sounds like there's lots of Review Processes and Product Components and other platformy bullshit though. I don't like the idea of writing lots of Ouya-specific code and having to pass inspections and things. Seems like not libre-software best-practice. But gee, I'd sure like to make enough money to spend a year making games (or six months idk, enough that if I live cheaply I can quit my job for a little.) (It's not gonna happen biggles because all your games are shit ahahahaha.)
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As a potential purchaser of the console, it's certainly something I plan to have. Particularly as it is the only console in my price-range and I like TV games. My scepticism / grumblyness is as a possible maker of games for the thing. Better than the costs and processes for existing consoles though.
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so there is literally no developer payment mechanism?
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idk i don't like all the Javas and the platformyness. there seems to be a lot of digging for info on how to set up a project or port an existing one, and putting your project on it forever surrenders it to be part of The World of Android. maybe i'm misinformed, but i just don't trust them damn platform-havers. enough of my time is already wasted on just moping and being stupid, i don't really want to spend it on porting too. don't like needing to have a deployment/build process that differs from the one that works for windows/mac/linux. this is usually a fact of console development, sure, but i don't see why it needs to be this way. maybe it's the hardware? i don't know shit about hardware.
 
anyways it's more of a "hmm looks suspicious" than an "i will never use this" to android on my part. 
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it seems cool but i'm sad it's android based. price is decent for a tv-plugger-inner.
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i was gonna leave this alone (i.e. i didn't play it (because im dumb)) in hope you finished coffee mafia but w/e this rules too. only got 9 so far.
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crawl rules. i'm not good either, but i had an awesome game as a hill orc preist a while back. having friends everywhere feels so cool. i really like how pronounced each of the different character types is compared to, say, nethack. being a sneaky octopus is also great fun. it was a friend of mine's first RPG and she's a billion times better than me at it now. doesn't think she'd play pokemon because it looks too boring. i wouldn't have expected crawl to be a good rpg for someone who doesn't play vidgames much, but apparently it is. i want to play again now. last i was trying skald with limited success.
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esiann's arrow/plate trap variation got me thinking about arrow/plate traps as a form. here are some of the ones i thought of:
  • plate goes off the second, third, or fourth time someone stands on it. can be used to limit the number of players that pass a particular point.
  • sometimes plates that look like they might go off don't.
  • standing on the plate shoots an arrow somewhere else. pref a possible teammate location.
  • players must stand on four plates to open a door. one player must stand on a plate with a big red dot. that player is shot.
  • do the above a couple of times. then make an identical door where one of the players not standing on the big red dot is shot.
  • obvious plate that clicks but doesn't go off followed immediately (in the direction players are likely walking) by non-obvious plate that does.
  • same as above but the one that goes off is on the tile you'd step on to walk around the plate.
  • you can (normally) put a rock on the plate to set the trap off early, but (in this variation) the arrow shoots at the place you'd likely place/throw the rock from.
  • delayed arrow trap with a non-delayed arrow trap right next to it (where you'd probably step off).
  • delayed arrow trap that shoots the arrow to where you'd probably walk to.
  • arrow trap that randomly chooses from or cycles between some of the above.
you can also see the plate and the arrow as abstract place holders for the trigger and the punishment. common triggers being things like trying to open a door, opening a chest, trying to climb a ladder, getting too close to something, pressing a switch or button. lots of punishments / side effects mentioned in this thread already that could easily replace the arrow. fire or hallucinogenic gas or killing the pc's pet changes the effect of the arrow/plate forms listed quite a bit. not that i think that arrow/plate forms a complete basis for all traps. just that they characterise (if viewed in this way) a particular kind.
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it's always difficult to be punish / randomly injure players without having first established something they hold particularly dear. the things i can identify as being immediate to the game are their progress through the dungeon, and their ability to cooperate with one another. people often get mad at the former, and it's pretty well-explored. for the latter, you could put players into a kind of unknown solitary space where they can't locate or communicate with the others until they manage to link up again. only possible with particular kinds of co-op, mind you. could also give them diseases that cripple them in some way and are transferred if they get too close to another player, or even a sticky bomb that can be passed like a hot potato and only penalises the player left with it. aside from that, you're basically left messing with their values and expectations. fake-outs and fake-rewards are a standard method of doing this. you can also build wider traps that cause players to realise that their values and goals are dysfunctional, or use conventions about the configuration of space against the player. idk if this is all obvious though. i regularly need to remind myself of obvious things.
 
antichamber (which i haven't played because it's windows only) seems like it might be a decent example of using player's expectations from outside the game against them.
CYBERQUEEN by Porpentine is kind of sadistic in the sense that is takes a sledgehammer to any expectations of heroism, power-fantasy, or 'winning' at all. perhaps to self-ness. that game absolutely scares the fuck out of me though. just thinking about it. not an experience i will easily forget. it's an immensely strong game, but i'm totally unsure about recommending it to people on account of all the torture. taking it into account, you kind of have to ask yourself what you really mean by sadistic traps.
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I don't particularly feel that there is an opposition between those two qualities. Particularly, if you consider "mechanics" to their finest grained, they are a complex of human biocultural stuffs and computer software (itself material culture & technology). This is the same stuff that produces spatiality in games. As approaches, though, they might be distinct. A mechanical approach tends to be focused on more board-gamey macro design, whereas an approach focused on experience might focus on the aesthetic qualities of particular components (software and otherwise) of the game. There is also a literary approach, which treats games as a narrative text. I suspect that range of such approaches exist. In the sense that you may invest your time into one approach or the other & must manage conceptual conflicts between serving the needs of each, I guess that you could consider there being an opposition between them. But reconciliations and combined approaches are certainly possible, so by working at it, the seemingly opposed may meld into a third thing. For me, games are programs produced by doing work & cooperating. As software is such an astoundingly general thing, it naturally welcomes many different approaches.
 
Yes exactly, I don't think there's any opposition between immersive gaming and mechanics, where we might disagree (I don't know) is that I think immersive stuff simply won't exist until they have corresponding gameplay mechanics.
 
When I see a wall I can jump off of in Super Mario 64 I think that imbues it with a kind of potentiality, and that neither detracts nor sits separate from its aesthetic or immerisve value. In fact I think this is laying the ground work for certain kinds of emotions to occur. Moving a floating camera through a hallway in Mario 64 is I think very different than walking along with Mario down that same hallway. That hallway is made manifest beyond being a 3D shape because of Mario's abilities relative to it. I think this is the same reason why that Grandpa game struck a chord, pieces of the gameworld are willed into existence because of the players abilities relative to those parts of the landscape.
I think that we think roughly along the same lines, but my version is that "the player experience & culture can't exist without game software capable of producing it". The reason I'd phrase it that way is that I think immersive experience for an individual player is only one of many possible goals. The reason I say game software is that "mechanics" seem to have come to refer to one specific school of thought (drawing from board games and conventional wargames and rpgs) used to build the game software (including the text, pictures and other data embedded in it), whereas all vidja games involve a program and a computer and some i/o devices. Game components is also a suitable (and more general) word.
 
I definitely agree about the different manifestations of game objects relative to the player / player character's relation to it. One of my earliest mature (i.e. after high school) thoughts about game design was that we can understand games as being a flowing system of expanding and contracting potentialities & possibilities in the game space. But it was more of a hypothesis than a result. I had been trying to understand game design better by learning about graphic design and "potentiality"  was my immediate answer to the question "for game designers, what is whitespace?" But to find a way to use the idea for anything, it seemed necessary to figure out how software can cause people to perceive & grasp possibility and how we can understand these systems of possibility in a general sense.
 
Obviously it turned out to be an incredibly complicated topic in a whole heap of different ways but the partial conclusions I have come to are:
1. Game design doesn't exist except as planning for game construction. It's not really a thing in itself.
2. The production of software and the production in and of the surrounding culture are inseparable.
3. The 'potential' is roughly the same as a partial mental map of a space produced by the software.
4. The game space is a dialectic between the state-space of the game software and the player-community's understanding of it. Actually it's probably a bigger dialectic mess than that but I'll have a better idea when I've finished reading Lefebvre's book (The Production of Space) and maybe done some more math. That whole research trail is a big unresolved timesink.
5. That means that's it's not so simple as I initially thought it was (flow of potential / state-space around the player-character). It's not wholly determined by the player's abilities because the player's expectations, their limited information about the data and rules of the game, and the situation of the whole thing in a wider cultural web.
 
Idk if that's all entirely related to what you're talking about but I think we're in a similar region in terms of what we think. I can elaborate on why I think these things if you are interested in any of them, although how thought-out my opinions are varies.
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Well tbh I never thought too deeply about the concept of experience authorship, and assumed most of the games that tipped on that side of the scale were games that oftentimes involved a character in his singular in a world that is basically nothing more than an empty canvas for crafting an experience with. I guess I always thought of authorship in terms of pure introspection rather than on the scale of a person's experience in relation to the entire world/setting around which that experience takes place (or even the world outside the one in which that experience takes place).
 
The one thing I felt remiss about while playing the game was involving that the only real option presented to me throughout the game was that of destruction. True that destruction was creatively placed, and it was a refreshing change to see puzzles purely in the perspective of where thinking only about how the spaces without stuff in it would solve my problem, rather than simply another type of puzzle that involves yet another variation on filling space with something (I would like to try exploring that very idea with the mechanics of Tetris, but like you mention earlier with the whole binary dynamic, it is very difficult for such a game to not turn out to be the exact same thing that Tetris already is). 
 
But the idea of stacking blocks on top of each other with the rope, no matter how creatively cut they might be, is too subject to the fickle mistress of accurate physics to ever accomplish anything that would even remotely qualify as "constructive". The whole time I was chasing down those godly undaroos I was thinking, "well if I commanded THAT ability, I could at least do some REAL playing with my freshly cut blocks, stacking them into arbitrary yet roughly balanced tower shapes like a child might" Maybe if he donned the pants himself and possibly upgraded his toolset with a glue-gun, it could open up the opportunity for a sequel where your character struggles with finding a constructive and useful place in a world where he could literally tear everything down and build it back up in any manner he so wished.
 
In short, maybe scribblenauts is a better example of that kind of balance (although one that might not be as good at what it is meant to do as people like to claim), but I am really in no position to philosophize on the matter. There are so many ways to explore so many aspects of the medium and it's potential, there really is not going to be a singular catch-all example of a game that monopolizes on every aspect of gaming that can be enjoyed. If there ever were, it could likely be the very last video game that ever needed to be made.
 
Worthwhile thinking about the idea negative/destructive tetris though. As with games in general, there are probably multiple approaches.
 
I had the same experience with stacking blocks. In some ways it was challenging, but in others it felt limiting - like operating the game world through one of those skill-tester cranes. Overall, the ability to upgrade your skillset over the course of the game would have been amazing. The game still had some really big high points, but could have been taken much further. Time availability on an indie budget, I guess.
 
Given that there are so many different possible approaches to both spatial games and games in general, it's valuable that games like this one are produced because they provide new aesthetic tools along with recombinations of old ones.
 
 
edit: bought The Cave then DQ8 arrived. never gonna get anything done at this rate.