http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=13822

another game with claire, this time for the full ludum dare. theme was “beneath the surface” which fit some of the ideas we were thinking about before hand, especially some things about alien gas worlds that i’ve been a little bit obsessed with lately.

claire did the graphics which turned out amazingly, and i did the audio and i’m really proud of it! think it’s quite a lot easier to do eerie audio but still there’s work behind the scene bringing it all together into a consistent package and that kind of thing and i think it turned out great.

always apprehensive about working in teams because i don’t like compromising my vision, but every time i learn that other people have great ideas and solutions to contribute if you let them!

http://www.ludumdare.com/compo/minild-50/?action=preview&uid=13822

made this with my friend claire in a weekend for the minild with the theme of “demakes”. i was quite demotivated for the early development and then later pretty exhausted with how terribly i had programmed it, but all in all it turned out pretty well! i had fun recording all of the voice-overs and making music myself. the monkey sprites claire made are so cute

http://7drl.org/2014/03/16/cyberdekay-success/
started making the aesthetic for the #cyberpunkjam but couldn’t figure out what kind of game i was making. decided to jump over to the #7drl and realised i could turn the game into a roguelike. turned out really well on the visual front, and the gameplay was pretty good, i think - sadly it’s way too obtuse for most people to work out how to play it. gotta work hard on fixing that

http://7drl.org/2014/03/16/cyberdekay-success/

started making the aesthetic for the #cyberpunkjam but couldn’t figure out what kind of game i was making. decided to jump over to the #7drl and realised i could turn the game into a roguelike. turned out really well on the visual front, and the gameplay was pretty good, i think - sadly it’s way too obtuse for most people to work out how to play it. gotta work hard on fixing that

puzzlescriptgallery
puzzlescriptgallery:

http://ragzouken.itch.io/chaos-wizard

this is the second puzzlescript game i’ve released, and probably the most polished game ive put out there (it’s a lot easier with the limitations of puzzlescript)
ive wanted for some time to create a magic system in a game that has some physical basis so that spells could be meaningfully crafted and invented by players - the final game didn’t really take that form, but you can see hints of it in the tripling recipe with the green mana ore. it’s just too clumsy to require the player to line up combinations of mana to create complex spells like i first imagined
i have an idea for a spin off game to try and achieve those goals - i’ll prototype it in puzzlescript, but it’s quite an ambitious abuse of the engine
the working soundtrack for the game was der tod wuotans by burzum - i liked the medieval feeling and the varied instruments and kind of haunting bits but a) i probably can’t license it for free if at all and b) i don’t really want to support a murderer neo-nazi anyway. i used some creative commons music because i didn’t feel like i could recreate a similar feeling with my limited musical understanding

puzzlescriptgallery:

http://ragzouken.itch.io/chaos-wizard

this is the second puzzlescript game i’ve released, and probably the most polished game ive put out there (it’s a lot easier with the limitations of puzzlescript)

ive wanted for some time to create a magic system in a game that has some physical basis so that spells could be meaningfully crafted and invented by players - the final game didn’t really take that form, but you can see hints of it in the tripling recipe with the green mana ore. it’s just too clumsy to require the player to line up combinations of mana to create complex spells like i first imagined

i have an idea for a spin off game to try and achieve those goals - i’ll prototype it in puzzlescript, but it’s quite an ambitious abuse of the engine

the working soundtrack for the game was der tod wuotans by burzum - i liked the medieval feeling and the varied instruments and kind of haunting bits but a) i probably can’t license it for free if at all and b) i don’t really want to support a murderer neo-nazi anyway. i used some creative commons music because i didn’t feel like i could recreate a similar feeling with my limited musical understanding

audiogamedesign
audiogamedesign:

Soundscape is the audiogame I made for Ludum Dare 26 to fit the theme “minimalism”. In the game you must navigate by sound through a maze and to find the source of a beating sound. If you win, or press escape because you are too frustrated, the game will zoom out and visually reveal the true nature of the maze to you; superimposing your route on top to produce what could be generously described at minimalism inspired art.
The game is not a pure audio game. There is a poem that appears in text on the screen at the beginning, and obviously the zoom out at the end isn’t rendered in audio. More significantly, if you are using mouse or keyboard then you need to look at the visuals to know your orientation, and there are also visual cues for movement though they aren’t particularly helpful.
It’s an interesting novelty, but as a real audiogame it doesn’t really work. It fails to present the enough of the right kind of information to make the maze navigable. You are dropped in maze where every position in space is almost indistinguishable from any other; a maze of twisty passages, all alike.
Can you reconstruct in your head the layout of a room just by knowing the distances of the walls as you look around? Could you even decode those distances reliably from the pitch of a sound? Probably not. Even if you could, you would find it extremely difficult to localise yourself within that mental map after moving; you need better information that this!
I added static to tell you when a wall was very close and you were likely to be stuck. I also wrote the collision code such that you would slide along walls if you walked into them; that is a bad combination! There’s no way to determine in which direction you are moving, or how quickly, and that really makes localisation difficult within whatever crude mental map you were able to construct from the opaque audio output.
The goal emits a beating sound that uses positional audio and grows louder and you close in on it, but the changes in volume and position are difficult to perceive over short distances; especially as you cannot silence the shrieking pitch-based distance feeler.
Despite these problems, and much to my surprise, many people found the game comparable (albeit painful to listen to). I have only watched a few people play, and seen a few more of the rendered paths, but I suspect that their success is down to a combination of lucky map generation and use of a simple strategy:
move in the direction of the goal, sliding along walls
if you suspect you are making no progress, look around for the nearest discontinuity in pitch and walk through that
repeat
The game works, but not in the way I intended; the pitch feeler is most often a red herring and attempting to form a working navigational model of the maze in your head may be impossible.
What could I have done to make it work? I have some ideas that I’ll discuss in a later post. Suffice to say, I learned a lot from watching people play soundscape, and I’m working on something that can hopefully form a component of the type of game I wanted soundscape to be.

made this for a game making compo - met the theme “minimalism” by reducing the game to primarily audio output. it was nice to have a game i could play with my eyes closed as i was getting headaches at the time, but if you read the long description actually it’s not very playable at all.

audiogamedesign:

Soundscape is the audiogame I made for Ludum Dare 26 to fit the theme “minimalism”. In the game you must navigate by sound through a maze and to find the source of a beating sound. If you win, or press escape because you are too frustrated, the game will zoom out and visually reveal the true nature of the maze to you; superimposing your route on top to produce what could be generously described at minimalism inspired art.

The game is not a pure audio game. There is a poem that appears in text on the screen at the beginning, and obviously the zoom out at the end isn’t rendered in audio. More significantly, if you are using mouse or keyboard then you need to look at the visuals to know your orientation, and there are also visual cues for movement though they aren’t particularly helpful.

It’s an interesting novelty, but as a real audiogame it doesn’t really work. It fails to present the enough of the right kind of information to make the maze navigable. You are dropped in maze where every position in space is almost indistinguishable from any other; a maze of twisty passages, all alike.

Can you reconstruct in your head the layout of a room just by knowing the distances of the walls as you look around? Could you even decode those distances reliably from the pitch of a sound? Probably not. Even if you could, you would find it extremely difficult to localise yourself within that mental map after moving; you need better information that this!

I added static to tell you when a wall was very close and you were likely to be stuck. I also wrote the collision code such that you would slide along walls if you walked into them; that is a bad combination! There’s no way to determine in which direction you are moving, or how quickly, and that really makes localisation difficult within whatever crude mental map you were able to construct from the opaque audio output.

The goal emits a beating sound that uses positional audio and grows louder and you close in on it, but the changes in volume and position are difficult to perceive over short distances; especially as you cannot silence the shrieking pitch-based distance feeler.

Despite these problems, and much to my surprise, many people found the game comparable (albeit painful to listen to). I have only watched a few people play, and seen a few more of the rendered paths, but I suspect that their success is down to a combination of lucky map generation and use of a simple strategy:

  • move in the direction of the goal, sliding along walls
  • if you suspect you are making no progress, look around for the nearest discontinuity in pitch and walk through that
  • repeat

The game works, but not in the way I intended; the pitch feeler is most often a red herring and attempting to form a working navigational model of the maze in your head may be impossible.

What could I have done to make it work? I have some ideas that I’ll discuss in a later post. Suffice to say, I learned a lot from watching people play soundscape, and I’m working on something that can hopefully form a component of the type of game I wanted soundscape to be.

made this for a game making compo - met the theme “minimalism” by reducing the game to primarily audio output. it was nice to have a game i could play with my eyes closed as i was getting headaches at the time, but if you read the long description actually it’s not very playable at all.

patterns

I

four fundamental forces
plus matter

the universe is a medium
everything we experience is emergent from those rules playing out

everything we recognise
each concept
is a pattern

a planet
the recurring pattern of stellar dust converging

a star, its brother
that same pattern on a huge scale
super-heating from its own sheer magnitude

a solar system
the pattern of planets forming around stars

a galaxy
the pattern of solar systems clustering

those galaxies cluster
those clusters form filaments
then no more patterns
the end of greatness

II

some patterns are more interesting
patterns that self-replicate

the river
using water to carve itself into the rock

the crystal snowflake
forcing water to join its organised structure

the rock is a medium for rivers
the precipitous air a medium for ice crystals

all it takes is for a seed
a chance arrangement of elements
and then the pattern grows

III

in some primordial soup
a chance arrangement of so-called “organic” matter occurred

a pattern was formed
a self-replicating pattern
that pattern replicated
and in doing so changed the nature of its medium

a medium of more complex parts
a chance yet more complex arrangement
a new self-replicating pattern
changing the medium again

run it forward a gazillion years
forget some patterns
overwritten by others
starved of their medium

life
the patterns that survive today
highly complex
highly interdependent
yet still just patterns
replicating in the medium that we call earth

we are the patterns that happen to have emerged
but we’re on the top, no?
something special
something intelligent
conscious

IV

the brain is a medium
neurons and all the rest
interconnected

a medium for the propagation of signals
chain reactions and interactions

those interactions are what we call consciousness
intelligence
special

our thoughts and feelings are patterns of interaction
travelling through a medium
the brain

just like patterns of displacement in the air
that we call sound

V

that isn’t the top

an idea is a pattern
we are the medium

ideas replicate and through us change humanity
their medium

natural selection of genes drove evolution of life’s pattern
now selection of ideas (memes) drives evolution of humanity

society is a pattern in the medium of ideas
each society seeking to sustain and replicate itself on this tiny planet

Ω

we are patterns in time and space
neither fundamental, nor ultimate

another step on the ladder of increasingly complex patterns
we are not the end of greatness

if an interacting system of signals propagating through the brain can give rise to consciousness
then can an interacting system of ideas propagating through humanity feel pain?

are we so special?