Lazy summer update…

Been a little quiet on this blog for the past month, mostly because I’ve been trying to spend my leisurely writing time focussed on the new Undum project. I’m having quite a bit of fun with that so far, and hopefully, I’ll meet my goal of finishing by the end of September.

In the meantime, con season is fast approaching. Next week, I’ll be attending the IGDA Summit in Seattle, and in October, I’ll be doing some speaking at GeekGirlCon. I’m definitely interested to see how both pan out!

Other than that… hmm, not a lot worth blogging about. I did get myself one of those newfangled Google Plus accounts, so feel free to join me there if you’re so inclined. I like it way better than Facebook, which really isn’t saying much, but there you go.

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Shiny New Project

Rumour has it that I’m working on a new project in my spare time. Here’s what I’m willing to tell you about it at this point:

  • It’s being developed using the super nifty Undum framework for web-based hypertext interactive fiction.
  • It’s a reworking of an old game idea of mine that’s been in the back of my brain for ages. At one point about three years ago or so, it was going to exist in a different form with the help of a certain writer/artist friend of mine, but due to factors beyond my control, it didn’t wind up materialising.

Undum is pretty neat to play with so far. I wouldn’t recommend it for people who don’t like Javascript (at least not until friendlier tools get made) but it appeals to the tinkering type in me. It pretty much lets you do choose-your-own-adventure-with-stats games just like ChoiceScript, but does a very neat one-page layout with text appearing and disappearing from it that I quite enjoy. Brings about a feel that’s closer to parser IF, but without the, you know, typing and stuff, which is actually something I’ve been looking forward to for a while. I’ve never particularly loved parsers, [1] which likely stems from being about ten years too young for them and being more of a LucasArts kid than an Infocom kid, so I’m more than happy to ditch parsers entirely for a point-and-click [2] interface. Your mileage may, of course, vary.

In any case, I’m pretty happy to be in that mindset where I have something shiny and new to work on. It is a very good mindset, indeed.

Footnotes:
  1. Come to think of it, I feel similarly about the parser as I do about pixel art: I can enjoy it when it’s done well, but it’s not something I feel I can fully own.
  2. Or as the case may be on some devices these days, swipe-and-tap.
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An Expensive Hobby

I don’t play very many of the latest and greatest video games. This, I’m a little sad to realise, puts me at somewhat of a disadvantage when it comes to conversations held by most people in my circle of online acquaintances.

It’s the year 2011 and I still don’t own an XBox 360 or a PS3. I have a Wii, but these days, I pretty much only use it to stream Netflix movies to my TV. I have an iPhone, but I mostly wind up playing casual puzzle games on it. I haven’t bought an iPad yet and am in no hurry to do so. I have a Nintendo DS still lying around, and the last time I played anything on it was… last year, when the latest Ace Attorney game came out? The computers I have at home are a 3-year-old iMac and a netbook that runs Ubuntu. The former was all bright and shiny and new when I first got it, [1] and still works like a charm for just about everything except for new games — even Telltale’s latest offerings show their fair share of graphical glitches, and weren’t they supposed to be comparatively low-tech and aimed towards the more casual crowd?

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Footnotes:
  1. Actually, it was refurbished, but still…
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New t-shirts (and stickers, too)!

In case you were looking for more fun ways to support this here indie developer, or simply enjoy wearing vaguely amusing t-shirts, I have good news for you: I now have a store on RedBubble where you can purchase stylish apparel featuring characters from Life Flashes By. I myself ordered a pair of shirts as a test run, and I must say, I think they turned out rather awesomely.

Oh, and you can also purchase stickers of both of those designs, if you’re looking for a more budget-friendly option. Nifty!

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Negative Space

I’ve been feeling a bit paralysed by apathy lately, thinking about how fundamentally unfair it seems that criticising something done wrong tends to get way more attention and press than doing something right in the first place. This thought was brought on by a number of current events, but also specifically by reading over my analytics logs for the past year to date and noticing that the post I did about the Penny Arcade brouhaha back in late January got the most traffic out of any other single blog post, and almost as much traffic as the main Life Flashes By page. When you factor in that LFB took around 1-2 years to complete and the PA post took less than an hour, it starts to feel kind of bleak. [1]

There’s been a bit of mumbling online about game criticism as it relates to making games better (spurring from this post by Dan Cook, though it was a lot more inflammatory before it was edited) and it got me thinking about my own relationship with criticism. I’ve dabbled in critique before, but because I also, as you know, actively participate in actual game development for realz, my desire to critique other people’s work falls by the wayside. That’s a big reason why I haven’t written a lot of in-depth treatises lately on, say, how games handle female protagonists – wouldn’t it be a more positive use of my time to write a game with a female protagonist to whom I can actually relate, myself? Feels like a much quicker path to the intended end result. That is, until you factor in the general laziness of the internet, who have enough time to skim through articles but not quite enough to download and boot up a game. I’m guilty of this myself; there’s always a backlog of games I keep meaning to play but keep putting off. And books and movies and TV shows and you name it, for that matter. So in that sense, it often seems to me that critiques do make more of a difference for way less effort, because at least they’ll actually be seen, particularly if they’re especially provocative.

I guess the main thing I need to remind myself is that, even despite the internet’s short attention span, the things that wind up sticking in the long term are always invariably the positives. People are still downloading and playing my past games; just the other week, I got yet another e-mail from someone who’s just discovered the going-on-a-decade-old Cubert Badbone. That’s kind of neat, if I do say so myself. There really is something to be said about all that “long tail” stuff — we all get to that backlog eventually, don’t we? It’s just so easy to lose sight of that sometimes, amidst all the noise and desire for instant gratification. Know what I’m saying?

Footnotes:
  1. Admittedly, I was trying to make somewhat of a positive difference by suggesting conventions or events to go to other than PAX, but it was still primarily motivated by other people’s negative actions.
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LFB Team Interviews – Marcela Roberts

Although Life Flashes By was a project I largely undertook on my own, I did, as they say, get by with a little help from my friends. As such, I figured I’d do a series of short interviews with people who played some kind of key role in helping this game become what it is. Today, I’m featuring Marcela Roberts, background artist extraordinaire.

Tell me a little about your art background.

I’ve always been interested in the visual arts because that’s the best way I learn, and therefore, the best way I can communicate. After a year of college, my husband’s military career had us move. I decided to wrap up my credits into a degree (Associates of Fine Art), but I still wasn’t 100% sure what kind of art I wanted to do. After a couple of years and a daughter, I received my Bachelors in Video Game Art & Design. I don’t have the patience for animation, and traditional art forms felt over-saturated. Video games, an art form in its own right that I was already familiar with, just seemed like the right path to take. I’ve been a freelance video game artist ever since.

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LFB Team Interviews – Lee Edward McIlmoyle

Although Life Flashes By was a project I largely undertook on my own, I did, as they say, get by with a little help from my friends. As such, I figured I’d do a series of short interviews with people who played some kind of key role in helping this game become what it is. Today’s interviewee is Lee Edward McIlmoyle, aka Lee in Limbo, a dear friend of mine who contributed graphic design and a voice cameo as Edwin McKay.

Tell me a little about your background in graphic design.

When I was a little boy… oh wait, I’ve been a little boy for most of my life. Lemme start again. When I was in my early teens, I rediscovered comic books, and through the pages of The Uncanny X-Men, I discovered the excellent work of Tom Orzechowski, letterer extraordinaire. Without really realizing it, I started to be indoctrinated into the arcane world of graphic design and typography, a sinister realm from which I have yet to extricate myself. Damn you, Tom! Damn you and your pretty letterforms to heck!

I went to Sheridan College briefly in the early 90s, in a misguided attempt to become an animator. I flunked out of Art Fundamentals-Intensive (portfolio course) and ended up becoming a songwriter for the rest of the decade. When I returned to the world of art, I decided to give comics another go, and started writing, designing and drawing original fiction which has yet to see the light of day. It DID however reawaken my interest in graphic design, which I’d merely flirted with in the intervening years, doing bits of logo design for friends and bands.

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