Runaway Blast.

What happens if you mix a group of people, an old and crippled game-making software, and two hours on a Saturday evening? Awesomeness happens, that is what. It’s the basic premise of the Klik of the Month Klub; you grab Klik & Play, a buggy, limited and old (from 1994) software that is nevertheless endearing and fun to use (also free,) then make a game with it during those two hours. The results are often broken and nigh-unplayable, but hilarious or even enlightening.

Runaway Blast screenshot

You can’t do a lot during that short span of time, so not being overly ambitious is key. Last saturday was my first time participating in the monthly event, and I thought that I was going to have about an hour’s worth of time to work on my game, since I was supposed to go visit some photography exhibitions, which in the end didn’t happen. Given my lack of familiarity with the (at times esoteric) software, my humble aspirations were, nevertheless, extremely helpful. My design document, if we can call it that, was scribbled only a few minutes before the two hours started. Sadly, I ended up going 40 minutes over the deadline, which is not actually enforced, since it’s all just in good fun, but still. The end result is a game I called Runaway Blast; you can download the slightly polished version of the game, or, if you’re feeling adventurous, the original from the official thread of the KOTMK #14, though you’ll need some DLL files only included in the other package.

It was an exciting experience, being there in the IRC channel, everyone making terrible games together, sharing advice (or asking for it, as I was doing) and just having fun. Afterwards, everyone trying out each others games, sharing praise or anecdotes. I will certainly try to be there next time too.

So, my game. The main idea was to make it a tense pursuit, to be outnumbered and with little resources, that is, only your wits (and some timed bombs) to aid you against the brainless mass of enemies. Which is not unlike a zombie game (survival horror,) now that I think about it. The map that I drew in my sketch illustrates this, but being surrounded from every side would have made it difficult to be strategic. The resulting mechanics are not too bad; not incredibly original or engaging, but for a first attempt, and for having been made in under three hours, it’s not a half bad result. Of course, what I’m not mentioning here is that the game is broken: you can go through walls, even though you’re not meant to. The limitations in the software made this unavoidable; attempting to overcome them would have costed me too much time, and I’m certain that it would have been worthless, considering the scope of my efforts. Had all conditions met, my character would have actually followed the pointer with a specific velocity, which would have fixed the wall-crossing bug and also made the game more challenging, since you would not be able to outrun your enemies quite as easily. The game will stay as it is, though, so we will all have to learn to live with that.

On a budding expressive medium.

I’m in my senior year, studying graphic design and doing my final year project, which will be due in January 2009. I’m a big gamer; played videogames since I was little and got my NES (which I still keep,) and have kept going at it since then, more or less uninterrupted. So I guess it’s no surprise that I decided to make, for my project, a game; the first videogame I’ve ever made. Nevertheless, this post is not about my project, but, rather, about my opinion on videogames, which I hope will serve to justify my choice. Though I consider myself a critical individual, I’ve cut videogames a lot of slack in the past; I’ve become a lot more critical of the medium lately, though, and done a lot of reading on the subject because of my project. Thus, a collection of some posts I’ve made elsewhere, on the subject of videogames: […]

Minding the ‘house’.

It was a busy day! I’ve been setting up this website, and the only thing I hadn’t yet done was post here. Among the update’s there’s a new main page with links to the blog, the portfolio and the piclog. The latter is a Pixelpost installation for what some people call a photoblog, but the word has a negative connotation to me (at least phonetically,) and it wasn’t meant to be for photographs only, so I chose ‘pic,’ for picture. The difference with this blog is that the piclog is more of a gallery with not much other than the pictures themselves; to flesh out the process, the ideas or the anecdotes behind them I will use this blog. So they’re meant to complement eachother.

I set up a script that lets me more or less automatically send my pictures from the piclog to my Flickr account. Why the redundance? Because Flickr is more ‘connected,’ so more friends, or whomever, can find my pictures, comment them, et cetera. I’m not really into text blog communities so I don’t intend to do the same with this blog.

Another thing I spend my time in today was uploading videos to Vimeo. I already had a YouTube account, but since Vimeo has so much nicer image quality, I signed up, and in a couple of hours I had already uploaded everything. Now my YouTube account is outdated; I’ll have to consider whether or not to upload the rest of the stuff there, since I will mostly just be using Vimeo to embed the videos here and get them streaming, to tell the respective tale. Some videos are kind of embarrassingly mediocre-to-bad, though, but I just put them up because they’re interesting one way or another.

So, what’s still left to do? The hardest work will be making a custom theme for this WordPress installation. It seems quite a bit more complicated than with Pixelpost, but I’ll just have to find the time, because I really dislike the overload of most ready-made themes, and the fact that I can’t comfortably go into the code and add a bar with the latest piclog updates, or Vimeo videos, or whatever. What else? Well, I should smoothen out the wrinkles in the piclog, and I also want to, eventually, integrate both blogs with the main page, and maybe the videos too. Not much else, for now!