It’s like time is paused, that’s how it feels. As we head into another lockdown, I found myself absently sifting through my games library on Steam. It has the ability to sort by date last played, which is a harrowing experience that makes you realise actually how little time you have for games in your life these days. Some of my favourites have gone unplayed for literally years. There are games I have been big into lately and feel I played “the other day” that I haven’t touched since this time last year.
But it isn’t just that, of course. The rhythm of the day has settled into a kind of mantra: keep working, stay home, don’t socialise because it’s not worth the hassle. The patterns are starting to etch permanence onto how I think. I forgot there was a time when children could stay with other people if they actually wanted them there. I forgot that normally, I don’t need to sidestep back a meter if my dad wants to pass me in the hall.
In any case, the sensation is like time isn’t moving. Or–it is, alarmingly so, but nothing is changing; as the months fly off the calendar. I feel like the stress has aged me ten years. We’re all holding out for a return to normality, I know, but it helps to remind oneself that there is such a thing.
Speaking of returning to normality, it’s the US election. I wonder if there’ll be a return to sane & actually respectable statesmanship too? I’m not holding out much hope on that one.
In my previous post I explained how I was having some titling issues with my current project: the remake of my first proper game. Well, I finally settled on the new name: “Final Defenders“. So without any more unnecessary ado, let’s take a look at where we’re at!
I’ll start with a recap of what the game is. In Final Defenders, you are one of the brave volunteers of the Anidran Defence Force tasked with holding off an invasion from a big consortium of interplanetary ass-hats: the Five Worlds Legion. You, and up to 3 of your friends, have only a trusty turret with which to defend the skies above your cities from this menace.
So the subject of numbers in titles has popped into my head again and the trend of erasing them is just as prevalent and irritating now as it was then (The upcoming MS Flight Simulator is particularly silly: its official name is actually more vague than its shorthand nickname, “MS Flight Simulator 2020”, which is necessary to figure out what you’re actually talking about). But while this annoys me, the reason it comes to my attention lately is because I might end up being guilty of it myself.
See, I’m working toward releasing a game: the current plan is to get the new version of Final Battle out to itch.io by August 30th (hold me to this, people). And when I say “the new version of Final Battle”, I’m deliberately skirting my dilemma. Because internally, I’ve been calling it Final Battle III, but I don’t know if I should. In fact, I might even call it The Final Battle. WHhhuuaaaa–
OK, so there are currently multiple versions of the Final Battle. There is the very first original one I made in Games Factory but never quite finished. There is the “remastered” version; overhauled many years later and released as Final Battle Remastered on this site only. As this is the first one to see daylight, it’s effectively “Final Battle 1”.
Final Battle 2… is a gravestone. Allow me to explain:
It’s around this time of year I get all nostalgic for videogames I got as Xmas presents: Age of Empires, Baldur’s Gate 2… Mount & Blade Warband. Actually, I didn’t get that one as a present, so I’m not sure where the association comes from. But I’m also reminded of where I was this time last year, and it seems like every year it gets more unbelievable how little I’ve progressed.
This time last year, I was attempting NaNoWriMo again in order to finish the sequel (or one of them) to Cloudgazer. In it, there’s a scene where we get a look into the past of the main character Kiy, shortly after he became separated from his little sister Julene. There is this one scene where a young Kiy is bracing himself for the harsh reality that it may take him as long as a year to find her, as unbearable as that sounds. Those who read the first book (and the start of this one) know however, that Kiy will still be looking for her some 11 years later. I can sympathise with Kiy here, as I feel this is how so many of my project timescales go when I think back to the aspirations of my younger self.
Another year, another games jam. This time, myself and my colleague Mike (with a little help) built a game for Global Games Jam 2015 at the UCS campus. The theme: “What do we do now?”. Our interpretation?
CRITICAL SYSTEMS FAILURE
An advanced experiment goes wrong, the reactor is going critical and there’s not even time to nip home and feed the cat. Critical Systems Failure puts you into that classic dramatic moment where it’s all going wrong and you; an untrained rookie with no manual, have got to stabilise the situation… or risk total destruction!
Okay, it was the moon in the astrosim Orbiter. But it was, in logistical terms, still a huge challenge; Orbiter is a simulation, after all. So I decided to make things a little bit easier on myself. After all, I could learn the necessary astrophysical calculations to do it as NASA did in the 1960s. Or I could use the future! The science fiction future of Firefly, to be precise. I figured that the main challenge would merely be the limits of my vehicle. So, I postulated, if I was to use a high-tech scifi spaceship, it would be easy! I wouldn’t need to worry about trifling matters such as calculations. And I could not have been more wrong.
Serenity leaves Earth in a general moon-like direction
So it’s been a little while since I made an entry, so much so in fact that we’re closer to the next Ludum Dare than the one I last spoke of entering. LITH rated pretty well in all; notably placing 11th for Mood and 40th for Audio. I’ve reworked it a little and the unreleased iteration improves the enemy intelligence a dickload. There’s a couple other tweaks I’d like to implement on top of this to add more possibilities to it, but it’s been on hold lately as I have a mounting list of priorities.
In other news, I’m delving into Piano, as I am fortunate enough to know (and be sibling to) an excellent music teacher. This is rather exciting for me; I’ve wanted to be able to play the piano for years and never really got far. I took some lessons in my early teens but they didn’t go well. I have vague recollections of copying sheet music exercises and finding it incredibly boring. Unlike my first lesson last week, in which music theory blew my mind. Also, I think I have a thing for diminished triads.
I’ve decided, somewhat last minute, to participate in Ludum Dare games jam along with a couple of maybe-I’ll-help minions. Ludum Dare is a challenge to make a game around a voted theme, that takes place globally three times a year. The next one begins tomorrow (at 02:00, in this part of the world). You can read more about it here. I’ll let you know how it rolls.
On a little side-note, No Man’s Sky has been grabbing a lot of attention. And it’s interesting that the design philosophy in the article is very much along the lines of my recent thoughts expressed in this article. So I’m just making a note of that for the record.
Procedural gaming: it’s just going to keep getting bigger.
So I’m going to do the blogger thing and write a reply to people who receive vastly more media attention than I do, if only so I can amuse myself in years to come when I can point at it and say I was right.
In a recent panel at the USC School of Cinematic Arts, Steven Spielberg and George Lucas decided to voice their opinions on the supposed future of computer gaming. Now while I might consider Lucas to be a fairly clueless fluke of cinema history, I do have pretty good regard for Spielberg. However, it was evident by their comments that they don’t really get it. All wrapped up in Hollyworld, they haven’t quite seen what is keeping games from being as emotionally engaging as they could be.
So you may have heard there’s a new instalment of the legendary Sim City franchise freshly released. You may also have heard that it is havingproblems. And yes there’s probably a fair amount of drama thrown into the mix; after all, everybody loves a good train-wreck and EA Games is about as popular as the Child Catcher at a PTA meeting (and they’ve only got themselves to blame). I certainly have little patience for the game’s constant excuses, having cancelled my own pre-order as soon as I realised it stank of Origin. And I think the main reason they decided to shamelessly rip off a previous title is because they realised calling it Sim City 2013 might be admitting it’s a whole 987 iterations below Sim City 3000.
In any case, it would appear it’s time move on to something better. But what are the options for a modern Sim City game? An obvious first choice would be their contemporary competitor Cities XL. Despite being for the most part a Sim City wannabe, the most recent version is still much closer to what SC2013 should have been; fully customisible, massive plots of land and all the sort of infrastructure and zoning you’ve come to expect from these games (as opposed to those Duplo city playsets on Facebook that call themselves games, like Sim City Social or Cityville).