Tuesday, June 29, 2010
The Entropy Movement Private Demo
Private demo for the Entropy Movement was sent out. If I missed anyone, or if anyone else is interested in testing, be sure to let me know!
Labels:
Games,
The Entropy Movement
Monday, June 21, 2010
The Entropy Movement Update
So, I had plans to release the beta for the Entropy Movement today. However, looking back at my "to-do" list before I released the beta, I haven't really finished very much on it.
Things to do before beta is released:
However, I did a lot of stuff which wasn't on the list, like adding an awesome grenade launcher, polishing up the level design and AI, fixing a lot of bugs, and added about a dozen pages to the design document detailing characters, locations, and enemies.
Things to do before beta is released:
Create suitable opening sequence for demo- Create suitable ending sequence for demo
- Make basic menu
Create and place savepointsFinish up "prisoner conversation sequence"Create dying sequence- Polish
healthand energy usage - Polish up sound design
However, I did a lot of stuff which wasn't on the list, like adding an awesome grenade launcher, polishing up the level design and AI, fixing a lot of bugs, and added about a dozen pages to the design document detailing characters, locations, and enemies.
Labels:
Games,
Me,
The Entropy Movement
Saturday, June 12, 2010
Summer Projects
As of right now, I only have two more days of school, and then I will have two and a half months to work on some awesome projects.
Super Secret Collab
Right now, I'm helping Liam Berry out with a project. I don't want to say too much, but I really like the direction it is going. Also, working with someone else on a game is a very nice change of pace from having to do everything myself.
The Entropy Movement
I'm also still working on The Entropy Movement (formerly titled Cyber Odyssey). Progress has been swell, and since I've been working on it for over a year now, I thought I would do some beta testing. If you're interested be sure to let me know (through a comment, email, twitter, etc...). A list of things I need to do before I release the beta is here. The estimated release date is on the 21, so if you're interested let me know soon.
Legos?
I thought I might as well do something with the massive amount of legos I have sitting around. I thought this would be a good project to pursue. It's fairly simple single shot lego gun. No clip or semi-automatic fire at all, so I thought it would be a good starting point. After that I can move onto more advanced projects.
I will also be updating the blog a lot more frequently over this summer, so stay tuned for more updates!
Super Secret Collab
Right now, I'm helping Liam Berry out with a project. I don't want to say too much, but I really like the direction it is going. Also, working with someone else on a game is a very nice change of pace from having to do everything myself.
The Entropy Movement
I'm also still working on The Entropy Movement (formerly titled Cyber Odyssey). Progress has been swell, and since I've been working on it for over a year now, I thought I would do some beta testing. If you're interested be sure to let me know (through a comment, email, twitter, etc...). A list of things I need to do before I release the beta is here. The estimated release date is on the 21, so if you're interested let me know soon.
Legos?
I thought I might as well do something with the massive amount of legos I have sitting around. I thought this would be a good project to pursue. It's fairly simple single shot lego gun. No clip or semi-automatic fire at all, so I thought it would be a good starting point. After that I can move onto more advanced projects.
I will also be updating the blog a lot more frequently over this summer, so stay tuned for more updates!
Labels:
Games,
Me,
The Entropy Movement
Monday, April 5, 2010
The Entropy Movement
Remember Cyber Odyssey? I've renamed it to be The Entropy Movement. I've also set up a development blog over at TIGSource. Check it out for updates: Dev Log
Labels:
The Entropy Movement
Wednesday, March 31, 2010
Dialog in Games
Let's face it. Most writing in games is terrible. Dialog is the portion of the writing that is observed by players, and so it is usually considered the most important part of writing. This is untrue. If the writing of a game is like a car, then the dialog is the shiny (or not so shiny) exterior which is seen by everyone when you drive past. However, dialog is only the symptom, not the cause of bad writing. A bad engine will ruin the car no matter how much paint is on the outside. Have a good engine, and you'll be able to go wherever you want, no matter what the condition of your paint is. The "engine" of game writing is having interesting characters who are placed in interesting locations. If you have boring characters talking in an equally boring location, nobody is going to care about the dialog because they're rapidly hitting the A button to skip over it!
Now, besides just interesting characters and locations, what makes dialog sound good? Perhaps... realism? No. Wrong. Have another guess? I humbly insinuate that it is the appearance of realism. Take a moment and think about it: in real life, most conversations are very unfocused. They wonder around. People speak in sentence fragments and say "um" a lot. In a game, dialog needs to be focused. It has to communicate a point to your audience. It could tell the player information about the world, or it might demonstrate characterization. You shouldn't just throw in some dialog because it's easy. You need to be as concise as possible, so that you stay focused and don't lose your over-caffeinated players.
Despite this, realism still plays a part in dialog. Great authors, like Dickens or Shakespeare do an incredible thing with their dialog. They give just about every character a unique and identifiable way of speaking an acting. You can often times identify a character just by hearing a few lines of dialog from that person. Even if you can't guess the specific character, you can usually identify the social class which they belong to. For example, take this line from Chapter 3 of Great Expectations, by Charles Dickens.
"I'll eat my breakfast afore they're the death of me," said he. "I'd do that, if I was going to be strung up to that there gallows as there is over there, directly afterwards. I'll beat the shivers so far, I'll bet you."
From the character's manner of speaking, the language he uses, his bad grammar, that he belongs to the working or lower class (the character in question is actually a convict). Now, try contrasting that example to this one:
"It seems to me that in the despondency of the tender passion, we are looking into our gift-horse's mouth with a magnifying-glass. Likewise, it seems to me that, concentrating our attention on the examination, we altogether overlook one of the best points of the animal. "
This person uses much more flowery language and has the decency to use correct grammar. He is certainly of the upper class, or at least a rich member of the middle class. All this from only a couple lines of dialog! A good author can uses dialog to indirectly characterize characters by exploring their manner of speech, a lesson which many writers should take note of.
That's it for now. See you next time.
Labels:
game design,
Games
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