Checklist till alpha 0.5

  • Scouting (medium)
    • don’t permit scouting of areas that have already been scouted
    • create log messages
    • award slightly reduced XP (3/4? 1/2? … 3/5?)
    • generate 1-3 “nearby” adventures
  • Scripts/pages to display logs from encounters (friggin’ annoying) (good enough…)
  • Message boards (easy)
  • Leaving games releases citizens back to hiring pool (easy)

On a related note, it’s a pretty amazing feeling when you find that your code foundation/groundwork was well thought-out enough for you to add new features relatively easily and with very little debugging necessary. :)

[edit] ::crosses everything off but message boards:: OH MY GOD. ;x

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::lololol:: I was doing some research on Mulan, don’t ask why. But… I found out that Jackie Chan voiced Shang for the Mandarin version of the Disney film.

Which meant… he sang Shang’s pieces too. So I had to YouTube it. XD

(p.s. dunno why the beginning is English… I think they used an English version video and just put the recording of the Mandarin lyrics to it.)

(p.p.s. apparently Mulan is credited to giving Christina Aguilera her start, because she sang the pop version of Reflection. :x )

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Why We Play Games, And Why We Grumble About Them

Simplified examples, but general idea is worth keeping in mind.

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Pet Peeve #324

I friggin’ hate when websites make me change my password every x weeks.

And not only that, they’ll do things like require that your password has at least one letter, one number, one CAPITAL letter, and eight characters minimum. Like… grargh, really? It’s hard enough for me to remember one of these, let alone a dozen.

AND AND AND… they will actually keep track of your old passwords, so that you don’t just type in the same one in. So not only are you being forced to come up with something new, they don’t even purge the database of your old one, so if THEIR site was compromised…….

I get it conceptually; yes, yes, it’s more secure, to change your password on occasion. But besides all the points I already mentioned, it really, REALLY annoys me when a website has an inflated sense of importance by including this “feature”.

Like I logged into USC’s School of Cinematic Arts website for the first time since I registered for the stupid thing two point five years ago, and the first thing I see is, “HAY. CHANGE PASSWORD PLZ.”

Rrrgggghhh.

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New Media and Its Superpowers: Learning, Post Pokemon

This is a fairly long article, but I found it to be a decent read. The first half is a little plain, but my interest picked up greatly at “Friendship-Driven and Interest-Driven Participation”.

There’s also a couple paragraphs about a program in NYC called Quest to Learn, which is apparently a program where kids learn with a “games-based pedagogy”, which in light of the my recent flurry of links… I thought it was appropriate.

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I can TASTE it.

I’ve been programming my proverbial behind off in the last 48 hours. Consequentially, I am OMG SO CLOSE to the planned alpha 0.5 release. Which was, you know, supposed to actually happen like… two weeks ago. Or maybe more. Grargh.

What do I have left, let’s see…

  • Scripts to generate citizens and adventures based on need (easy)
  • Scouting (medium)
  • Scripts/pages to display logs from encounters (friggin’ annoying)
  • Message boards (easy)
  • Leaving games releases citizens back to hiring pool (easy)

… omg OMG omg OMG omg OMG.

… Seriously. OMG.

Just going to keep coding through tonight and the early morning. It seriously HAS to get done. If there’s no release tomorrow or the day after (or the day after), it means that I’m really seriously screwed because I can’t keep to a viable work ethic.

But if I work at the pace I have in the past couple of days… for the rest of the year? I might still be able to pull this off. ;_;

… crap crap crap. Art. >_>;

[edit] Okay. Definitely not tomorrow, cause I’m in meetings all day. -_- And now I just realized there’s kind of a big snafu in my database design for logging. Hur dur. Arggh. So have to adjust for that. STILL…

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Misplaced Pride

Everyone at IMD is beamingly happy about the recent Princeton Review … review of the top 50 schools for Game Design, which sat USC/IMD squarely at the top in the number one slot.

I’m as proud as anyone else, I suppose, but everyone else has been tootin’ about it, so I haven’t really bothered. Still, it’s funny to see the reactions.

For example, in this USA Today explication, they of course make reference to Jenova Chen’s flOw and the more recent Misadventures of PB Winterbottom. But the list is supposed to be about undergraduate programs, and both those games technically came out of the graduate program. ::lol::

But funnier, and maybe more inflammatory, is this comment that I saw on Kotaku’s coverage of the article.

That’s funny that DigiPen is second even though they’ve won the top places at the Independent Games Festival for 8 YEARS IN A ROW.

… mmyyyeah. And the fact that DigiPen happens to also be the “platinum sponsor” of the IGF student showcase has absolutely nothing to do with it, I’m sure.

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Behaviourist Game Design

It doesn’t strike me as ethical to train a player to want to do something that they wouldn’t want to do in the absence of an external reward.

One particular example that always sticks with me is how closely the reward system of item drops in most modern roguelike games closely mirrors psychological research on the most effective methods to encourage repeated human (and animal) behaviour. By which I mean they could train mice to hit buttons over and over again by rewarding them in a certain way for this behaviour, even though the mouse would never normally perform that action.

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Frick.

March. Argh.

At least this means Alice in Wonderland is coming out soon, though.

Also, this is cute.

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External Rewards and Jesse Schell's Amazing Lecture

[Schnell] rightly points out that actual game designers have the power and skill to make sure the future external reward systems that will permeate our lives will actually improve our lives also. These systems could cause us to read more and better books, to brush our teeth as much as we should, and so on. Yes, that could happen. DanC of lostgarden.com made that exact point as well, and we’ve already seen the benefits of it in exercise games like Wii Fit.

I’m with Schell every step of the way in his lecture, except for that last bit though. While it’s true that skilled designers could use all this for good once sensors and points take over our real lives, it seems almost certain that they generally won’t. If Facebook is any indication, they will simply create the most effective mental viruses that drive whatever commercial behavior they want, with little regard to the victims (consumers).

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