Saturday, 30 April 2011
Expedition: The New World
Posted by Andrew Doull at 12:01 0 comments
Labels: links, procedural generation, roguelike-likes
Friday, 29 April 2011
In Profundis
IN PROFUNDIS is a 2D cave exploration game in a very random world. Not only is the cave highly unpredictable, but it also has dynamic, flowing water, falling boulders, dangerous gases with random properties, and many other dangers besides. It is somewhat realistic; your character's abilities are modest, more like what a real person could accomplish, but you can use equipment brought from base to help you get around: pitons, hammers, ropes, air guns, and more.
Posted by Andrew Doull at 21:49 0 comments
Labels: links, procedural generation
Tuesday, 26 April 2011
Why are you using commercial software?
There exist many more commercial C compilers than we could easily test. The ones we chose to study are fairly popular and were produced by what we believe are some of the strongest C compiler development teams. Csmith found wrong-code errors and crash errors in each of these tools within a few hours of testing.Yet another example of the multitude of inherit contradictions in attempting to develop software commercially.Because we are not paying customers, and because our findings represent potential bad publicity, we did not receive a warm response from any commercial compiler vendor. Thus, for the most part, we simply tested these compilers until we found a few crash errors and a few wrong-code errors, reported them, and moved on.
Posted by Andrew Doull at 11:52 0 comments
Labels: links, programming
Monday, 25 April 2011
2000 hours
That's apparently how much content there is in Portal:
As far as Portal, doing lot of speedruns, practicing various different Ninja moves, and countless maps over 3 years. Portal is my all time favorite game.
Posted by Andrew Doull at 21:02 0 comments
Friday, 22 April 2011
Critical leaps
In all the sound and fury of the reaction to Portal 2, it is hard to have a more subtle critical dialog about the game. There's two main points worth exploring: which go in two different directions and which I have hinted to earlier.
Posted by Andrew Doull at 12:33 8 comments
Thursday, 21 April 2011
Blog2blog
When I first started blogging, I ended up engaged in some conversations with fellow bloggers that never really went anywhere because the blog to blog format didn't really accomodate two way communication very easily. Facebook's walls are the perfect mechanism for this, but I don't want to have to friend everyone or make my profile public to have these conversations read more widely.
I'm sure there's a half-way house out there for this...
Posted by Andrew Doull at 15:29 8 comments
Labels: blogging
Excerpt from Facebook
- Ben Abraham But I like it. I really, really like it. Took me two whole reads to get what you were doing, and then it clicked and I was like "Aha, this... is real clever."about an hour ago ·
- Andrew Doull Well I can't comment on your blog, and your latest post was the reason I posted this review... it's in the vein of my reviews of World of Goo and Bioshock which both achieved a measure of notoreity.
- Andrew Doull And you did basically say the same thing regards Portal vs Far Cry 2 = S.T.A.L.K.E.R. for me... (I had actually written this this morning, but we're obviously reacting along the same lines)about an hour ago ·
- Ben Abraham I'm beginning to think that we need better ways of responding to games beyond rate it or hate it.about an hour ago ·
- Ben Abraham Like I *know* it's a damn good game, but... I guess it's not for me? But it is for me... kinda? It's for my *demographic* and it should appeal to me, but at the same time... Iabout an hour ago ·
- Ben Abraham ...I'm more than just a demographic. Certain things work for me, and certain things don't.about an hour ago ·
- Andrew Doull Like Left4Dead2, I found myself soullessly rushing through the levels because Valve's visual/level design is so good there is such an obvious path to move forward on... sometimes the player should be free to feel like they are discovering something for themselves, something dangerous even.about an hour ago ·
- Ben Abraham But yes, I know exactly what you mean. I found myself slipping into "the portal method" where I go... hmm, I can't tell where to go. Okay, lets look for whatever the light is shining on. There's my exit. Then I worked back from there.36 minutes ago ·
- Andrew DoullHunch: The difference between critic scores and user reviews at http://www.metacritic.com/
browse/games/score/metasco re/all/pc?view=condensed&s ort=desc is the exact thing we're talking about but can't quite put our finger on. Also: Does it matter that I haven't replayed World of Goo again after finishing it in the same way you won't play Portal 2? Opinion: Portal matters more than Portal 2 because in Portal, you are the person who makes the leap of faith to escape, Portal 2 doesn't give you that. Clint Hocking: Ludo narrative dissonance? 20 minutes ago · - Andrew Doull (Ignoring but also taking into account the Portal 2 user score rating scandals/ARG fuck up/day one DLC).17 minutes ago ·
- Andrew Doull BTW: This is the sort of conversation I imagine occurs on twitter all the time but probably doesn't due to stupid character limi15 minutes ago ·
- Ben Abraham Also: I like the phrase "ignoring but taking into account" all that stuff. I feel like the milieux around release simultaneously needs to be and cannot be ignored. Weird paradox.7 minutes ago ·
- Andrew Doull Sounds like a weird paradox which is more like life & death (or at least career) for some:http://dubiousquality.blog
spot.com/2011/04/storm.htm l 6 minutes ago · - Andrew Doull Anyway, should have been up late playing Portal 2 and instead up late engaged in civilised debate/theoretical wankery (delete one). Tempted to post this verbatim to blog, but may sound like too much of the later and not enough of the former.3 minutes ago ·
Posted by Andrew Doull at 00:02 1 comments
Wednesday, 20 April 2011
Review: Portal 2
I am.
Shift technician one three six, audio diary day seventy four, notes for test pass four oh niner. Add drop light highlighting sealed liquid outflow. Test subjects four through six spent mean of 16.3 seconds in room interval transition - increase marketing screen size 3.2%. Widen conveniently fallen metal trellis work cross section by 2^40 picometers. Still waiting on results for next test subject.
I am test.
Amusing anecdote three needs to be moved to 32s from game start to allow reviewer to mention without spoiling. Test subject two was able to deviate by 0.2 radians from part one climax reveal - need to reduce prisoner pod yaw by 1 hammer unit. Come on people - we need ARG in-joke to be tangentially referred to in 68% of reviews. And where's the results for that test subject?
I am test subject.
Digipen spray unit four still malfunctioning due to Kimistry interferance: dropping this feature. 'A short game is a good game' - enlarge this sign in development team bay three and increase psych profiling to flush out deviation. Zombie search teams reporting remaining test subject for this pass lost in level 14 due to misaligned seam in pipe cross section. Need to recruit new test subject.
I am test subject seven.
Following remaining instructions from voice over: Forget Amnesia. Confiscate The Ball. Suppress Research & Development. Instead reuse nameless generic industrial facility we have been leasing for last thirteen years, refurbished with retro-trendy overtones. There is no such thing as over design. Cutting technician easter egg from final release.
I am test subject seven. Where did this Valve spit me out? Shivering in the rain, listening to the howl of mutant dogs, in a zone, somewhere, near Pripyat.
Posted by Andrew Doull at 22:21 3 comments
Friday, 15 April 2011
Finished Far Cry 2
I've just added Far Cry 2 to the short list of games I've actually finished.
There's probably twice that again of games I've gotten to the final boss fight and given up... Far Cry 2's narrative is instead extremely effective at motivating you for the equivalent of the final boss fight. After a symphony of betrayals of those you don't care about, it sings poetically for a brief shining few minutes.
Really a rather brilliant game from a narrative point of view, even after seeing the seams.
With regards to game mechanics, just needed the occasional weapon you pick up to not be completely rusted, and give you more running endurance if you choose to throw your existing weapons away. As it is, the checkpoints just grind you down once you have unlocked all the weapons in the game - extra supplies isn't reward enough for the time degrading your shiny armoury supplied equipment.
I've never been so glad for public transport.
Posted by Andrew Doull at 18:19 0 comments
Labels: finished playing, gaming