Making a game about making.

In a previous post I explained what motivated me to make the game I am currently making as my final project in college. In this entry I will actually describe what I have achieved so far, and my plans for what’s to come. If you so wish, you may play the game, incomplete as it is, before reading what follows. If you do, I’d be very interested in hearing about your experience, how you approached the game without knowing exactly what it was about, what could have been clearer or better.

What I sought, as I explained in that other post, was to create a game whose main objective is not to rack up points, but to create a visual composition. This is a game about creativity, indeed; a subset of games that, I have found, is not very largely represented.1 Kenichi Nishi said something in an interview that I quote here because I consider to be extremely significant:

Recently, games have been ‘passively interactive.’ Users do not really have to think about what to do; they are guided around until they reach the end of the level. These types of games do not rely on the creativity of the users.

This is why I started to consider my idea more important than at first. Although there have been games like Mario Paint, that are like tools that are given a context of fun, I wanted to make something simpler, something abstract and more concentrated. There was also the question about how this would work as a game; I didn’t want it to become a color-matching, chain-making fest, so how to evaluate what was being made for its own sake? It didn’t need to be competitive, but it also needed a purpose, a raison d’être. There was the possibility of it being multiplayer, and people judging each-others compositions, much like the abovementioned Nishi’s own game, Archime-DS (or LOL, as it’s being brought over to this half of the world). I took a bit of that idea, as I will explain later, but I deliberated some more until I came to the conclusion that the best would be not to judge quality, but to evaluate compositive characteristics, or parameters, as I’ve grown used to calling them. The point being that every visual composition can be evaluated in terms of different characteristics, like how symmetric it is, whether it uses warm or cool colors, whether it is rhythmic or not (presence of visual patterns), etc. We can use these parameters to objectively determine if a composition is harmonic and pleasing to the eye, if it is foreboding, if it is unsettling, etc.

Personally, I am more of a supporter of holistic rather than reductionist approaches to analysis, but in this particular case (and in many others) it is much simpler to compartmentalize the data—especially given that I am hardly a mathematician, or even a programmer, so it simply made my work a lot easier. I realize that to this point I’m still talking abstractly, so let me show you the game proper.

Screenshot

That is what it currently looks like. In the center, but leaning toward the top and left, is the canvas: a grid where the player creates his composition. To the right is the carousel; sort of a conveyor belt of colored groups of circles, that the player can grab at any time and drop on the canvas. In a bar at the bottom there are a series of pictograms of differing sizes: they are actually dynamic, and change depending on the current characteristics of the composition, as perceived by the game (right now the algorithms that calculate this are not very finely tuned). Each pictogram changes to either a neutral, high or low graphic depending on the value: For instance, the fire icon indicates that the colors are mostly warm, and it would change to a snowflake if it was the opposite. Its comparatively small size means that it is not leaning that much toward warmth. The pictograms still need some work for them to be easier to understand, since, as I said in that previous post of mine, this game will use no words, so they need to be self-sufficient. Finally, in the bottom right is the time counter, which, when depleted, will prompt the game to show a results screen, which is pictured below. […]

  1. I counted 14 games I could qualify as requiring creative input in the top 100 games of a series of specialized publications, as compiled by Kirk Israel. []

Ambitions of pushing the envelope.

I’m currently in my final semester for the Bachelor of Graphic Design degree, so I’m devoting my time to a project I haven’t discussed here so far. Now that I have something to show, though, I think it’s time to talk about it a bit. I’ll start from the very beginning: the conception of the idea.

I’ve been an avid videogamer for the best part of my life, so I can account for many hours spent in front of a screen, with a controller in my hands. One day, around two years ago, probably while playing this brilliantly elegant game called Polarium,1 I realized that I was having more fun creating levels, and making sure that they were both solvable and aesthetically attractive, rather than just playing the game proper. I found that the visual patterns created by the simple colored shapes in puzzle games like Tetris, Puyo Puyo and Puzzle Bobble could, and sometimes would, form beautiful patterns. This is, of course, where my training in design comes in; I realized that a game could be made where the objective, the very goal, was not to match shapes or make chains, but to create an interesting visual composition.

I had very little experience programming, though, so I never took it upon myself to make that game. Time passed, and one day there was a special event, hosted by a friend, called the Super Game Bakedown, that simply consisted of creating a game for the duration of a single month, in the spirit of the NaNoWriMo. I knew I couldn’t achieve such a feat, but I joined anyway, and made it my goal to finish a design document for this dream game of mine. I even added a secondary characteristic to the game, which was an idea that had intrigued me for a while: The game would not use words (or numbers) whatsoever. In the end, I didn’t even finish the design document, but I did get a clearer idea of what I wanted to, and could, achieve. […]

  1. Polarium is a videogame developed by Mitchell and released for the Nintendo DS. It’s an abstract puzzler whose objective is to turn every row, from a rectangular grid of white and black squares, into a single color, by means of tracing a path that flips white tiles to black, and vice versa. This simple premise, intuitive during the first few stages, gives way to mind-bending puzzles that test the player’s ability to analyze and recognize patterns. It includes a level creator. There is also a free-to-play Flash clone called Blackflip. []

An ant gets up and goes on parade.

Remember that idea I had of making a round-robin webcomic? Well, I’ve finally launched the site, with a strip to start things. It’s called The Ants Parade, a name that, I believe, illustrates what I want to achieve with the comic: collaboration, a succession of authors, whose works, together, contribute to a bigger opus. Not that big, of course –we’re not talking elephants here–, but hopefully worth everyone’s time.

The first strip is already almost not a comic strip, which is how I wanted to steer this from the beginning. Not that I mind traditional comics, but I wanted the project to explore vastly different ways to make a comic. If we’re talking many authors with so many liberties, the least we can expect is radical diversification. So I hope that my first strip, regardless of its quality, can inspire future contributors to go wild.

The site incorporates one rant per strip for the author to voice his thoughts, as long as they’re vaguely related to the comic. There’s also a blog, which, honestly, I don’t foresee getting used much, but it’s there for the different contributors –who might not even know each other– to discuss anything at all. Anyone can comment on posts, and I can promote registered users so that they can create new posts. It’s almost a message board, really, but those are generally too hermetic to outsiders, so I wanted something that was transparent, with a quicker flow.

The technology I use is Pixelpost for the strips and Chyrp for the blog. I had used Pixelpost before, and it’s as easy to set up as ever–even if it lacks versatility, reason why I had to edit the script’s code at times. Chyrp, on the other hand, I will admit, was a big pain. Its theming language is really poorly documented, and the little documentation there is seems to assume that the reader is familiar with Chyrp’s code. Errors in the themes’ syntax don’t even receive a helpful error message from the parser, which just breaks, so bug-catching is a slow process. In all, the experience was pretty terrible, but once the language (called Twig) gets some decent documentation, it might become very usable, since it’s quite flexible–but hell if I know how to tame that flexibility right now. The engine itself is very economic, with none of the bloat of WordPress, but, then again, with the limitations one would expect, which are partly offset by its modules (add-ons). What that means is that the blog can be exactly what you want it to be, with none of what you don’t need; in theory, because it’s rather difficult to get it to be what you want it to be in its current form.

But the site is up now, so whatever happened in the process doesn’t matter. It still needs to be improved and polished, but it’s perfectly usable right now…, I believe. All it needs is some more strips.

Round-robin webcomic project!

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I read some thread on some forum, which was about the webcomics that posters had been involved in. Comparing all the varied styles I thought “I’d like to write a webcomic once too. Too bad that I suck at drawing comics, and also at being persistent.” But the answer to my problem was right before my eyes, and realization suddenly and dramatically hit: “I should make a round-robin webcomic!”

Round-robins are a format in which a group of authors take turns in writing the story. In this case, one comic per author. With this whimsical idea I approached a friend, who okayed me, and then some other people kind of gave me the thumbs-up unenthusiastically. But that’s okay! Because after the first few kick it off, everyone will want in. Especially considering what little effort it takes to just make a comic, and make it part of a larger project.

I will eventually be creating a dedicated website for the comic, and, I guess, draw the very first one myself. In the meantime, in case this idea interests you, here are a few anticipated rules of play, or rather a statement of principles:

  1. Comics should be original, use no copyrighted content and be made specifically for this project.
  2. There will be no restrictions in their aesthetics, plot, characters used, etc. Except for those in the following two points.
  3. At least one element of the preceding strip should be used or developed in yours, to keep a modicum of continuity. Examples: a character, colors used, a part of the plot.
  4. No text may be used at all, no matter what language it’s in (unless it’s a fictional one.)
  5. Strips should consist of a single image file of png, jpg or gif format, in any proportions (there might be a maximum width decided at a later time,) but made to be read on a screen. Maybe we should keep an archive of 300 dpi originals just in case, too?
  6. Those interested in contributing need to be of my acquaintance, or of an author of one of the strips (this is not a completely open project.) No special talent is required.
  7. Authors may not draw a strip again if they have already drawn one before, unless there are no fresh candidates.
  8. The use of a particular logo of the project somewhere in the strip might be a requirement in the future. Maybe a name/pseudonym as well.

Take your strip as seriously or as lightly as you like; that’s the whole point! The rules above are only to make sure that the spirit is maintained, and for basic coherence. Things not mentioned are that I’d like it to be weekly, if we can pull that off, and that we’ll have to decide what to do in terms of authorial rights; some creative commons license should be okay, I suppose. Contact me if you’re totally in, and also to suggest a name for the comic.

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