Archive for the ‘Design’ Category

Hobos Are Out-of-Time Adventurers

Monday, December 1st, 2008

What? Hobos? Why are you talking about Hobos? Quiet, you. This is my space. I can ramble about whatever I want. Before I get - or still haven’t - started, I’m genuinely surprised I haven’t written about this before; this has been rattling around in my head for quite awhile.

Hobos are adventurers without a quest. There are no dragons to slay, bandit camps in the woods to infiltrate, or giant rats in the sewers plotting to drown the city by moonlight that must be exterminated before their dastardly plan comes to fruition. Granted dragons and super-intelligent moonrats are fantasy, and embarking on a similar quest would be quixotic in the truest sens of the word.

This idea that hobos are really just discarded adventurers is really in response to this list. Hobos truly do come up with some creative names for themselves and eachother. Just like adventurers. Hobos don’t have jobs (except for Blowbos). Just like adventurers. Hobos band together in parties for strength against their foes, be it assault from Patrick Bateman or the cold north wind. Just like adventurers. Hobos travel the land and carve symbols in areas denoting danger or an easy meal. Just like adventurers. Hobos are simply in the wrong era. They belong in a world of fantastic heroism!

But who’s to say they don’t already live in that world? The cold north wind can kill you just as Patrick Bateman can, so really the foes have changed with the times. They’re still adventures, so let’s commercialize it! I propose HoboMO! As a level one hobo, you can choose your origin: house foreclosure/divorce combo, hippie who took it too far, schizophrenia (yes, I know that not all hobos are schizophrenic. That’s why there are options, people), alcoholism, or other. The object of the game is to acquire mattresses and boxes to make your own hobo-hut. Extra experience is earned by helping other hobos in various ways. Beware of fauxbos though. They panhandle on the corner for the day and then drive away in their Escalades. Don’t worry though, if you can make it to Big Rock Candy Mountain, then you know you’ve hit the big time.

I love the Tender Crisp Bacon Cheddar Ranch
The breasts they grow on trees
and streams of bacon ranch dressing
flow right up to your knees

I do realize the list is spurious at best, with the beautiful John Hodgman at the helm, but who cares! “I did it for the lulz”

Busy, busy, busy

Friday, October 31st, 2008

Gahh! No time for any real content. Two tests next week, the game design bug has bitten me hard, now I have work, and oh my god oh my god oh my god.

In semi-real news, celebreality on VH1 blows donkey balls. “Real Chance of Love?” Gross.

In REAL news, I’m an early voter. McCain? Obama? Nope! Libertarian party, suckas!

LATE

Itches Need Scratching

Friday, October 17th, 2008

The Game Development bug is chewing on my hide once again and I need to scratch it. The long and short of it is I’d really like to get back into professional game development. All jobs have their bullshit, and game development is not an exception by any stretch of the imagination, but it is the only job I looked forward to crossing the office’s threshold in the morning. There were some times when the drama meter was high, but I still enjoyed my stressful job.

In my copious amounts of free time, I’m going to be putting together some soup-to-nuts levels in Unreal Tournament 3. I can consider myself successful if I can complete two fully-functioning multiplayer maps. I personally think Deathmatch can be a showcase of skills, from both design and aesthetic perspectives. There’s a level of craftsmanship there, and they are the most accessible to an outsider. Bombing Run is simply a hell of a lot of fun. After-hours Bombing Run matches at Barking Lizards rank up there with my most fun gaming moments ever.

Additionally, I need to make a space here to showcase my talents, so you may see some slight changes to the page-listing here - probably in the form of some links across the top for organization and ease of use. Currently, the Page Listing on the sidebar is a bit lacking. I’d like to promote its visual importance.

So that’s the plan, and I would like to share what I have so far, but I think that’s better-suited to the forthcoming ‘Projects’ page. To be continued…

“You watched it! You can’t unwatch it! Stay tuned for more…”

Steneub, Renaissance Iron Man

Tuesday, July 29th, 2008

I feel like I have a lot of catching up to do around here. I neglected the site, but I made it more mine by hosting it myself on my own space.  The ads are gone, but I imagine I’ll put them up again. It’s not terribly attractive though because Google doesn’t pay out unless there’s at least $100 accrued to the account. I may put that operation on hold unless I get enough traffic to even be thinkable.

School will be starting up soon - that’s right, school. Just a quick recap, I got my BA in Arts & Technology at UTD in 2006. I want to go back to school and eventually be a physics guru or professor. Really, the goal is to be like Tony Stark.  Aside from the womanizing and alcoholism (and whatever vices he has), becoming more like the “mild”-mannered businessman behind Iron Man is a pretty sweet gig. It sounds like a childhood fantasy, but frankly, if you remove the fantastic elements from Iron Man’s world, it seems doable - and I count the flying suit as fantasy… for now.

Part of my Iron Man-ification is learning electronics and welding as well.  The physics professorship would be like Indiana Jones’ day job as a *yawn* archaeology professor, but by night I can make doomsday devices and power suits. Ame really wants a death-ray, and I think I could oblige her on that eventually.

This website is also an endeavor of mine, I want to continuously make it better and offer more, almost always with in-house code, or at the very least custom CSS.  CSS seems a simple concept to learn, I just need to master it so I can wield it properly. I leanred HTML by myself many years ago, so this shouldn’t be too difficult.

There are my game design projects too. These may end up purely academic, but I really do love it, even if the industry is as cut-throat as it is. Maybe I can make some games on the side as well as being a super-villain - especially cool would be if they were good and people liked them! I was dabbling in Flash about this time last year, and I have a few simple designs around collecting dust that wouldn’t be a bad idea to build upon.

And it’s not all technology either. I have my art that I really like doing and I really think I have reached a level of quality that makes it marketable. I look at art available out there for sale on speculation and commission, and, in my own biased self-hating opinion, I think I am at least no par with the offerings. I don’t do medium on media (not out of disdain, I just don’t have the talent for it), unless pixels in Photoshop counts. A great inspiration of mine is Brandon Bird - and I have some hilarious ideas, I just need to create them and make them available.

So, there you have it, the latest and greatest on… things. Too bad vocabulary takes a hit.

Brain the size of a planet.
- Marvin, the paranoid android, The Hitchhiker’s Guide to the Galaxy

Game Design Gripe - The “Hit Point”

Wednesday, January 16th, 2008

You know what really grinds my gears? The widely accepted Game-ism of the “hitpoint.” The hitpoint was designed as a simple mechanism for how much damage a character could take before dying. In simple terms, if you have 10 hitpoints, and take 10 points of damage - leaving 0 hitpoints left - you die. Another example is, in the original Super Mario Bros., Mario starts with one hitpoint, but if he gets a super mushroom, he now has two hitpoints. Maybe Mario is not the best example as I’m shoe-horning a new-ish game into a an old concept.

Dungeons & Dragons has been around for more than 30 years and is the source, if not the primary inspiration, for much of modern computer and video game design. As Uncle Ben would say, “With great power comes great responsibility.” With D&D, comes the hitpoint. Fighter type characters have more of them than spellcasters. This makes sense that someone trained in combat is better at taking a hit than an old man in a robe who reads all day. As characters level up - tiers or plateaus of skill and ability - they gain hitpoints, meaning that as their experience broadens, deepens, et cetera, they become even better at taking hits. Of course, over time, my warrior is going to have 100 hitpoints while your wizard will still have 25. This might be fine if your typical monster only hit for 5 damage, but in reality, as your characters advance, so do the type of monster you face. No longer do these characters face rats and little goblins, but huge dragons and even the gods themselves. The hitpoints become relatively meaningless to lower-level creatures, and really, it becomes a question of economics. Let’s shift gears.

Let’s say a loaf of bread costs $10. “That’s expensive bread,” you say, but who cares? It’s an arbitrary number for an arbitrary item. Let’s say you take home $10 for every hour of work you do. This means it takes you one hour to pay for a loaf of bread. The bread may seem expensive to you now, but how much did bread cost 50 years ago? For the sake of argument, $2. That seems cheaper, but how much did you make in an hour? One dollar, so in reality, that bread costs 2 hours 50 years ago versus the 1 hour it takes you today. The dollar may have inflated, but your hour earns you more dollars, so the bread is actually cheaper than it was 50 years ago.

So why not do away with dollars and just use units of time? This very quickly degrades into dollars again, but let’s break it down. For your eight-hour day, you get 8 chips. If we were a communist society, everybody would get 8 chips regardless of they were a janitor or a surgeon, but we’re not. For their work day, surgeons actually end up getting 80 chips, with gradations across the board from fluffer to CEO. We’re right back to where we started with different types of work being valued differently.

Now why did I tell you all that and what does it have to do with the hitpoint? Warriors (surgeons) are much better at taking damage (buying things) than other adventures (professions). Hitpoints are simply another resource, like money, except if you go broke, you die. The problems with scale apply in both scenarios too. At low levels, the 7-11 store clerk and the pre-law student have trouble buying bread at $10 at 1 chip. At higher levels, the 7-11 shift manager is better at buying bread because he now gets 20 chips in a day, but the legal aide gets 40 chips a day, so he’s still more able to buy that bread.

The exact same goes for hitpoints. This inflation is like providing adequate subdivisions so we can still keep track of rat bites, but if we have enough of them we can survive dragons’ breath. From an economics perspective we can’t really get rid of the hitpoint. Economics is the lesbian step-sister of sociology though, what can we do with reality thrown in?

“Strongest man in world do push-ups - one finger! One bullet, all over!”

My friends in High school worked in a Chinese restaurant for a Chinese immigrant and they asked him why he didn’t learn martial arts, and that was his response. In a world of one-hit kills, what good do hitpoints serve? You can’t give that bullet a damage value other than 100%. It doesn’t matter if you have 10 hitpoints or 1000, you will be dead. One thing that hitpoints don’t keep track of is vital areas. It isn’t specified where a hit takes place, just simply that you got hit. Think of Street Fighter when Ryu’s life-bar - hitpoint meter - is at 1%. He is perfectly capable of performing every move in his repertoire, but as soon as he so much as stubs his toe, he screams bloody murder and falls unconscious.

There is a solution for all this though. We can model every aspect of the body, and make sure we keep track of healing rates, and if a hit will cause a bruise, if this cut or that cut will cause blood-loss faster, and make sure we have a completely realistic experience, but to what end? Counterstrike players may like it, but it only serves to make a game more complex, and thus potentially un-fun. For now, let’s stick with the hitpoint as some sort of life-force in a jar; it’s simpler that way. I’ll keep thinking about this though, maybe I can come up with a partial solution. I know game systems like Fallout and 4th Edition of D&D are trying, and that’s admirable.