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	<title>agj writes: &#187; TIGSource</title>
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	<description>where agj pours his mind</description>
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		<title>Tenth twice</title>
		<link>http://blog.agj.cl/2009/09/tenth-twice/</link>
		<comments>http://blog.agj.cl/2009/09/tenth-twice/#comments</comments>
		<pubDate>Mon, 14 Sep 2009 07:23:04 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[musings]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[Sheets]]></category>
		<category><![CDATA[TIGSource]]></category>
		<category><![CDATA[video game]]></category>
		<category><![CDATA[Viewpoints]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=371</guid>
		<description><![CDATA[I forgot to report back then, but my game, Viewpoints, got tenth place in the competition it was created for, TIGSource’s Cockpit Competition. Considering that there were 41 entries, that’s not too bad. More surprising is that Sheets, the game I entered in TIGSource’s latest, the Adult/Educational Competition, also got me in tenth place. This [...]]]></description>
			<content:encoded><![CDATA[<p>I forgot to report back then, but my game, <a href="http://blog.agj.cl/tag/viewpoints/"><em>Viewpoints</em></a>, <a href="http://tigsource.com/articles/2009/05/04/cockpit-compo-results">got tenth place</a> in the competition it was created for, TIGSource’s Cockpit Competition. Considering that there were 41 entries, that’s not too bad.</p>
<p>More surprising is that <em><a href="http://blog.agj.cl/tag/sheets/">Sheets</a></em>, the game I entered in TIGSource’s latest, the Adult/Educational Competition, <a href="http://tigsource.com/articles/2009/09/10/adult-educational-compo-results">also got me in tenth place</a>. This is so surprising due to my making the game in a rush to get something in at all, and it being mostly just a ‘choose your own adventure’ interactive story. More so, because there were a few very good games that didn’t even make it into the top ten, such as Gregory Weir’s <a href="http://forums.tigsource.com/index.php?topic=7192.0">Silent Conversation</a>. All I can say is that I got lucky, this time.</p>
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		<title>Viewpoints</title>
		<link>http://blog.agj.cl/2009/04/viewpoints/</link>
		<comments>http://blog.agj.cl/2009/04/viewpoints/#comments</comments>
		<pubDate>Fri, 03 Apr 2009 05:20:38 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
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		<category><![CDATA[event]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[Sega]]></category>
		<category><![CDATA[TIGSource]]></category>
		<category><![CDATA[video game]]></category>
		<category><![CDATA[Viewpoints]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=145</guid>
		<description><![CDATA[I’ve completed a new videogame—another entry in another TIGSource competition. The theme, this time, is ‘cockpits’. My game is pretty much on the fringe in the way it implements the theme, though. What I originally intended to make was some manner of car driving game, inspired by the original Out Run, since I’m such a [...]]]></description>
			<content:encoded><![CDATA[<p>I’ve completed a new videogame—another entry in <a href="http://tigsource.com/articles/2009/02/20/cockpit-compo">another TIGSource competition</a>. The theme, this time, is ‘cockpits’. My game is pretty much on the fringe in the way it implements the theme, though. What I originally intended to make was some manner of car driving game, inspired by the original <a href="http://www.youtube.com/watch?v=WiWiTXq4yYY"><em>Out Run</em></a>, since I’m such a big fan of the series, and because I love the aesthetic of that kind of low-tech 3D. I might do this in the future; we’ll see how creating such an engine will go for me. But the game I ended up conceiving, because I only had roughly a week to make it (until the deadline was extended another week), is not about driving anything at all, it is merely about <em>looking</em>; how much more simple can a game’s interface and set of verbs get? You are still in some kind of convertible sportscar, but you’re just sitting on the passenger’s seat.</p>
<p>I’ve coined the term ‘narrative exploration’ to describe Viewpoints, because the very core of the concept is about exploring, but not a physical space, like in, say, <em>Metroid</em>, but, instead, a space of different possible stories—a narrative space. The concept itself was shamelessly ripped from Terry Cavanagh’s <a href="http://distractionware.com/blog/?p=650"><em>Pathways</em></a> —a short game I can wholeheartedly recommend—, though his execution is different from mine (I’m not quite that flagrant).</p>
<p><img class="alignnone size-full wp-image-148" title="Viewpoints screenshot" src="http://blog.agj.cl/wp-content/uploads/2009/04/viewpointsscreen_small.png" alt="Viewpoints screenshot" width="400" height="320" /></p>
<p><a href="http://www.agj.cl/files/games/viewpoints/"><strong>Play <em>Viewpoints</em> in your browser</strong></a> (requires Flash)</p>
<p>Also, for this past April Fools’, I made a variation of Viewpoints and released it as if it were the finished game for the competition. I took the Out Run and Sega inspiration further, and created something quite ridiculous. I call it <a href="http://www.agj.cl/files/games/winner/"><em><strong>Winner</strong></em></a>. (It may be worth mentioning that some of the contents of this variation were taken straight from Sega-made games.)</p>
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		<title>The Lake</title>
		<link>http://blog.agj.cl/2008/11/the-lake/</link>
		<comments>http://blog.agj.cl/2008/11/the-lake/#comments</comments>
		<pubDate>Thu, 27 Nov 2008 20:54:17 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[Construct]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[surrealism]]></category>
		<category><![CDATA[The Lake]]></category>
		<category><![CDATA[TIGSource]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=28</guid>
		<description><![CDATA[I made a very quick game (though not quite as quick as the Klik of the Month ones) for a competition that is due today. The game is called The Lake, and it’s for the TIGSource Commonplace Book Competition. The objective was to create a game inspired by one or several of the brief ideas [...]]]></description>
			<content:encoded><![CDATA[<p>I made a very quick game (though not quite as quick as the <a href="http://blog.agj.cl/tag/kotm/">Klik of the Month</a> ones) for a competition that is due today. The game is called The Lake, and it’s for the TIGSource <a href="http://tigsource.com/articles/2008/10/17/tigcompo-commonplace-book">Commonplace Book Competition</a>. The objective was to create a game inspired by one or several of the brief ideas that H.P. Lovecraft jotted down in his <a href="http://www.lapetiteclaudine.com/archives/011196.html">Commonplace Book</a>, most of which never got turned into full stories. This is what I did; my game is not ‘based on’ as much as it’s just ‘triggered’ by one of these ideas, though.</p>
<p><img class="alignnone size-full wp-image-29" title="The Lake title screen" src="http://blog.agj.cl/wp-content/uploads/2008/11/lakescreen.png" alt="" width="320" height="240" /></p>
<p>You can <a href="http://www.agj.cl/files/games/lake_1_0.zip">download The Lake v1.0</a>, for Windows.</p>
<p>My goal was to create a game that would not take me too long to make. I wanted just a full day’s work, it ended up being three, but that’s quite okay. It was created in Construct, which truly is a great promise for the future, but so full of bugs for the time being. I managed, though. The end result is more of a <em>short interactive story;</em> it’s completable in about a single minute, which is a common factor for all my games so far, but in this case the experience is more focused on the narrative. I’m pretty proud of the fact that everything in the game was created by me (well, except for the engine, of course), though I wish I had the time to do something more with the sound design, which was part of the original plan.</p>
<p>As I mentioned above, the idea for the game just came to my mind as if it was a dream when I read one of the entries in the Book. This sounds pretty romantic, but rather than describe the creative process, I want it to be apparent that I applied very few filters on this initial flash. This is why the game may not be very coherent, or have a palpable meaning; nevertheless, it’s there, and I tried to make it as close to this initial spark as it was possible in the time that I had available to do it. I think I’ve just always had a thing for surrealism and their techniques, and this is why I like this kind of pure, unadulterated slice of subconscious, which I oftentimes value more than very produced and over-thought pieces of work. There’s more to life than logic, is what I say.</p>
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