Rahil Patel

| (• ◡•)|/ \(❍ᴥ❍ʋ).

Category Archives for: Uncategorized

Reading is often Actionless

19 July 2014 by Rahil

[todo: add a link to this to the what should be read list. Add a link to lateral thinking post. Also written late night.]

and writing feels actionless
cone of learning
philosophy of action

Or, reading is often passive, merely consumption.

I consider research as action. For example, when one reads a concept of something in Wikipedia.

But I consider reading an entire book a passive experience. What parts of that book were necessary for one’s research? Could it have been skimmed? What is lost in skimming?

I feel in skimming (directed reading, action) one maintains their direction. If I were to write a book on a specific part of psychology, only those things that relate to that specific part are necessary.

One has ignore a great amount of knowledge. This is normal [find vocab].

A digression: Outside of books, the brain does this all of the time to rationalize the world.

But what I’ve come to recently understand, is that, while one does take action efficiently, there is a possibility that, ignoring some knowledge, one actually doesn’t an understanding of it, perhaps losing an opportunity to gain foundational long-term knowledge [link to why read the western philosophy canon] or, misunderstands it, and this leads to anti-intellectualism: action without sufficient knowledge.

As a highly empirical person whose read few books, and plans to write more blogs with large generalizations based on my empirical knowledge, I must understand that these are just generalizations, and the understanding is beyond me, and the amount of time to research and make a good argument is something I will likely value less and prioritize less than some other action.

I shall only write what I, up to current knowledge, understand, and live a normal life, without veering it toward research to write a big book to prove it.

Perhaps this is being lazy, but I value and therefore prioritize other actions more because reading does not satisfy [that feeling].

[missed the whole argument about reading is not social, a way communication, and I find it difficult to inquire. And the argument of reading being at the bottom of the cone of learning]

Leave a comment | Categories: Action, Essays, Literature, Philosophy, Uncategorized

Inaction in a Bookshop in Taipei

24 June 2014 by Rahil

After a very active traveling life, I took a programming contract that altered me into a more passive person, or, active, but with non-humans. When I finished, I went to a nearby popular 24-hour bookstore a few times.

I was reading western philosophy at 3am, when, suddenly, I hear odd shrieks and thumping sounds, clearly a person suffering.

I go up to the person, find a bum shaking on the floor. I tell one person to call the cops (I’m in Taiwan, and that’s when I realized I didn’t know Taiwan’s emergency number). Soon, the bum started bleeding from the mouth, so I told the other person to help me get the bum to sit against the wall, so the person wouldn’t choke on his own blood. I was quite unsure what to do next. I froze a bit, then decided to search for anyone who seemed knowledgeable. As soon as I made that decision, finally, a person voluntarily came to help, a store employee, examined the bums mouth, figured the bum just bit his tongue, ingeniously stuck a pen between his teeth. A little later, the medics came (Taiwan’s emergency services is are amazing).

It terrible that I did not know how to further handle the situation, other then getting others to help, but it is more terrible that only one other person helped.

Out of the 20 or so people in that bookstore within audible distance, only one came on time, one came late, just before the medics did, and throughout the rest of the time, no one even came to see what was going on.

It was frightening. Not the bum bleeding, but the lack of action. Immediately, I felt reading was absolutely actionless [todo: link to post] and hoped to never do work that makes me passive again, afraid I would turn into one of those 20 or so people.

This is simply an instance of the bystander effect [link to wiki], which is even more plentiful in the suburbs with car accidents, but the time of it, with me going from an active to passive phase, made the situation highly contemplative.

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Why I Love Tsai-Ming Liang’s Films

04 June 2014 by Rahil

[Could use more work!]

Why do I love Tsai Ming Liang’s films?

In answering this, I believe I can find what characteristics of aesthetics I personally love.

Because his work is told from a view of a person from the street, a person who has no culture. The perspectives of the lives in his films are rarely shown, especially for such lengths of time. When i am in a state of hypomania, I think about the poor, how they relate to the world, and what they do. When I go to another country there is a layer of alienation brought out by culture: the temples, prayers, customs , food, tv. Culture itself is alien to humans, it’s acquired; I always question how it came to be. How did the world come to the way it is. Lines of large apartment buildings in China, hours of commute time, betel nut stands, shopping malls, everything. When travelling through diverse areas, from indigenous to city, I keep questioning these things. In Tsai Ming Liang’s films, I feel I am similarly always questioning. Given a slow pace, the low class humans in society, devoid of culture, almost devoid of life, one gets a fresh travelers perspective again. How did the world come to be? What are people doing, and why?

Few films bring about these questions.

During highly active times of travel, including hypomanic times of being entirely irrational, I couldn’t stand any form of media because most films assume so much: film cliches, genres, reason films are made, and the most assumed of all: culture. Compared to going outside and actively doing something, only Tsai Ming-Liang was watchable.

Film reviews:

Leave a comment | Categories: Film Philosophy, Films, Uncategorized

A Self-assessment

15 December 2013 by Rahil

2014
Taiwan, then New York?
The year I go back to work. Will I be able to balance work and life, America and Asia? Work on the streets, sleep on the streets. Vive l’amour.

December 2013
India
Break time.

September 2013 – November 2013
Study in Taiwan
Back to my travel’s first love. Learn Chinese. 加油!

July 2013 – September 2013
Travel East Asia
I quickly went through Hong Kong, South Korea, and Japan to determine which is the best place to live and work. I spent around two weeks in Hong Kong and Japan, and the rest of the time in Seoul because I was working on Crystal Brawl. I still travelled, but developed East Asia is not nearly as social and fun as undeveloped South Asia. I talked to or tried talking to people from contemporary art institutions and universities, checking out the art scene from a public perspective, trying to push myself in to no avail. Despite their advances in development, I decided Taiwan is best.

June – July 2013
Living in India
Less work, more life.

May – June 2013
Travel in Nepal and northeast India
I escaped the heat of Gujarat, India and went to Nepal and northeast India with a childhood friend. I spent some more time living in small towns enjoying the relaxed nature of people of mountainous regions whilst making games when everyone slept.

February – April 2013
Living in India
The idea was to be a hermit independent game developer in India, rent-free and worry-free. The idea failed for several reasons realized afterwards. I cannot work alone; I must work with local people. Working alone leads to an unhealthy daily life, especially working on computers. It just didn’t make sense. I need to have a community of people to live and work regularly.

A friend from New York came for a month. We were slated to make a game, but we both came to the conclusion that making a game in India did not make sense and instead created a game development workshop and game jam at a nearby university.

August 2011 – February 2012
Travel in Taiwan and Indochina
An unhealthy amount of overconsumption in sights, food, and life. After volunteering at the school in Taiwan, I travelled around the island that is Taiwan (some via CouchSurfing), made a short film in Malaysia (see Roti Delivery), and pondered in Bangkok, deciding to give up work and do some proper traveling. I left my crap at a hostel and made a short motorcycle trip in northwest Thailand. Wanting to further distance myself from development, I seeked indigenous people in Laos, staying in their villages.

An overall psychologically menacing trip for a introverted personality who enjoys late night brainy work and despises conspicuous consumption. I constantly struggled to find value for my time. The language barrier of Southeast Asia undeniably blocked my desire to closely connect with lower class people on many occasions. But as usual, I don’t regret it.

August – September 2012
Volunteer at 達達美語補習班 (Dada School) in 中壢 (ZhongLi), 台湾 (Taiwan)
This was my first gig during travel. One of the things I wanted to do while traveling was to try things that I value more than private sector work, in this case, teaching. Perhaps it’s why I avoided to take a job at a psychologically abusive social game startup and instead chose to travel and ultimately live and work independently in India.

It was a work exchange at an independent school run by a fantastic couple: John and Ching. I assisted in teaching kids English by creating activities for younger students and having conversation with elder students. I also did general work: house chores, cooking, and babysitting. It felt like living with a great family rather than working. I wish I did more. Perhaps it was the heat (and lack of air conditioner), or the mosquitoes at night, or Ching’s delicious food that hindered me. I stayed until my visa nearly ran out.

March 2012 – July 2012?
Independent Game Developer in San Francisco
I went back without a job to see what San Francisco really offered me. I spent most of the time working on Pinkies Up, and staying open for collaboration. I concluded San Francisco is too gentrified and too business oriented, consisting of shallow business-card trading meetups and funding the next Instagram clone. The city lost its heart. The only exception: The MADE in Oakland and Creative Coders.

January – February 2012
Volunteer at Babycastles in Brooklyn, NY
Ahhh my first love. Amazing people doing amazing things. It was specifically what I was interested in, but had no idea a community for it existed. It was what I was looking for all along. At the time I was just beginning to create things myself (game prototypes), figuring out what games are, what it means to be an artist, and really delve into fine arts. The things these people accomplished on a daily basis was unbelievable. I merely helped setup and facilitate art game installations, and helped (or worsened) with organizational development. I regret leaving New York because of these people, and I will come back, despite disliking the city.

January – February 2012
Intern at zdLLdz in Brooklyn, NY
Interning with Zack. Woo! I assisted with a film shoot in the freezing cold and researched stereoscopy in film and games (read: ate pizza and watched dope movies). Still, it was inspiring to just be around Zack. Zack is the future, and the other interns are equally futuristic.

February – May 2011
QA and Release Engineer at Perfect World Entertainment in Foster City, CA
From suburb to city, I picked up a new job too quickly, perhaps afraid of financial risk. I oversaw day-to-day tasks for the engineering department. The department creates and manages websites and web servers for a bunch of shitty Asian MMORPGs. It was a cumbersome process in a large company. Unrealistic goals, overtime, hasty testing, shoving out *milestones*; The stereotyped horrifically inefficient software company. I knew and warned that I was going to leave within the first week, but I stuck to the job because I was still absorbing the experience, mainly related to living in San Francisco. I tried to help the company as much as I could but I came to the conclusion that my radical (in their perspective) input was meaningless in a large company, and my desire for something more meaningful, or at least more meaningful than managing websites for terribly bland MMORPGs, made me leave.

February – October 2010
Software Developer at Segin Systems in Virginia Beach, VA
My first “professional” job. I developed code for their flagship web based real estate software. Most of the time was spent implementing interfaces to scrape data from ancient third party title software databases to be sent via web services. The rest of the time was spent extending the superbly coded web site, written by the lead developer who made fine use of the .NET framework. An amazing first programming job as there were only two other developers, and most of the time was spent programming. I knew I was going to leave my hometown, but I thought it was best to have a little “experience” before doing so.

August 2005 – May 2009
Bachelor of Science in Computer Science at Old Dominion University in Norfolk, VA
I wasted a lot of time. Only one class was okay, the one where our class was told to build a web forum with few restrictions. I did, however, value the time I watched artsy movies and spent with my friends, often playing games, almost solely Super Smash Bros. Melee.

2003 – Death
Temporary Manager at Village Motel in Chesapeake, VA
This is my Dad’s motel. Yep, I’m the second generation of the stereotype Indian immigrant hospitality-business owning family. It’s what paid for my raising, including college. A stable business to raise a family. It takes a surprising amount of civil engineering and hackery to maintain motels.

Childhood:
Playing games with friends, biking, exploring neighborhoods, eating, family vacations, family events (Indian marriages), fixing computers, fixing other things, staying up late, waking up late, always doing something.

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Universalism in Art

27 May 2012 by Rahil

I recently saw an elderly person perform stand-up comedy and it triggered the thought of universalism in art.

Humor from elderly people is almost always universal from my experience. Everyone probably has a humorous uncle that’s able to make the whole family laugh.

I personally wouldn’t ever want to create something targeted to a specific audience. For example, I wouldn’t want to create an movie based on a manga, which is likely targeted at the Japanese and Otaku population. I’d want to create a Miyazaki film. I don’t even think of anime when Miyazaki comes to mind. Yet, Miyazaki’s films possess many common characteristics of anime. Why? Because his work is universal; It’s able to reach to everyone.

This thought reminds me of when Jenova Chen mentioned wanting to create an experience that is as universal as Miyazaki.

Another example of universalism in art is Pokemon. Pokemon do not conform to any culture. They are creatures, quite different from real animals, having somewhat unique names (maybe they mean something in Japanese?). My mom doesn’t know anything about the show but when she hears “pikachu” in Ash’s pikachu’s voice, she associates it with the pokemon in her mind. That’s powerful. I believe the reason Pokemon was a success is because it is universal.

The same goes for many Disney films, and other things often revered by the public — The Godfather, Shawshank Redemption, Michael Jackson, The Beatles, Marvin Gaye, etc.

Universalism is achieved by avoiding references, cliches, and things that would limit the audience.

A digression
Hmm. Perhaps a method to create something universal is to figure out how to introduce something innovative to the broadest audience. Finding something specific in the world that you think is beautiful, and trying to show it to the world by making it more accessible.

Yeah. That sounds like the virtue of commercial art. Fine art doesn’t care for everyone else. It’s a little more pretentious.

I guess it’s a choice. Should one strive to create something universal (commercial) or not (fine)? I guess that’s up to the artist. Sometime’s it’s nice to have positive feedback from the public, instead of that 1% who actually understand the importance of those things in museums.

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Pinkies Up

15 May 2012 by Rahil

Game Files
pinkies-up.zip

Instructions
NOTE: Works for iOS 6, not sure about 7. I’m updating everything right now!

This project is really old, but it still seems to work for me. It’s an Xcode project.
1. unzip
2. Open PinkiesUp.xcodeproj
3. Run
4. Pray
5. Play
– to play it on multiple devices: run the game on each device to install it, start the game on each device, on one device press host game, on the other devices press join game, press at least 2 buttons on each side to have a minimum of 2v2, press ready on each device, press start on the host device.

To see a play through, see the video below.

Video
http://www.youtube.com/watch?v=JqO_Vyc9a1Q via http://jonstoked.com/pinkies-up

Design Statement
Summary:
As Jon often describes the game to others, “it’s basically flip-cup for iPad”.

IMG_8911

Two teams race, each team having a quirky physics based character code-named Harold. Each player is assigned one button. Each active player group must press their buttons in sequence to add force to Harold. A button pressed out of sequence causes Harold to physically collapse, stopping him for a moment. First Harold to the finish line, which is at the end of the screen of the last device, wins.

Intentions:
A social extensible-multiplayer iPad game with a simple interface. It’s what Jon and I had been gravitating toward for the previous few months.

We intended to maximize the use of iPad’s features: eleven touches, physics, and networking. Oh the possibilities! A single parallax scrolling background over multiple devices as Harold runs across the screen, UI color palettes and silly sounds for each device.
Personal Contribution
The game is Jon’s idea, which constitutes a large portion of the game design. We collaborated to etch out further game design. I programmed everything except the physics of Harold. Jon also handled visual design.

Learned:
The greatest problem with development was the lack of consistent playtesting. Consistent playtesting is needed to see progress and priority, but also to maintain motivation. A related problem: we were working remotely. Being physically together is important.

I also underestimated the time it takes to write code for Objective-C, Cocos2d, Box2d, and Game Kit. It was at least five times slower than writing code for my previously used game engine: FlashPunk. I also felt that my networking code was poorly written. It takes time.

The lack of feedback caused motivation to wane, and the work sits on my computer, teasing me. Perhaps I just need to bring it out, playtest it to regain motivation, and finish it.

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RGBRGBRGB

31 March 2012 by Rahil

Play the game.

This is my entry Experimental Gameplay March 2012. The theme is economy. It is the result of developing a game without thinking about the core game mechanic first. It is a complete failure.

Controls:
Player 1/Player 2 – description

A/’ – Red
S/; – Green
D/L – Blue
F/K – hold and press RGB to direct military to retreat, halt, and attack
G/J – hold and press RGB to tell workers to get a specific resource (by default it auto-gathers)

Finger mapping:
Player 1, use right hand
Player 2, use left hand

Player 2′s controls mirrors Player 1

A/’ – index finger
S/; – middle finger
D/L – ring finger
F/K – little finger
G/J – little finger

How to play:
It’s just a simple real-time strategy game, except you play with a keyboard. Blue units gather resources, green do nothing as of now [supposed to research/upgrade], red can attack.

Other Notes:
As of now battles are sad due to lack of solid objects and pathfinding. Also, there is no win condition.

Post thoughts:

What was envisioned:
1000s of units, flocking, simple yet competitive gameplay (think Hokra), precise controls (think QWOP), color-collar workers (and a statement against classism), resource renewal (and a statement against resource consumption), map based off of image, able to upload map (MS paint is now a map editor!), large resolution to zoom in and out.

Why it didn’t work:
Decreasing the amount of player input increases the amount of AI programming. Competitive games require more balancing and tuning than non-competitive games. Multiplayer on the the same screen isn’t as fun because it lacks fog of war.

Also, I felt like crap while making this. It was forced. It just didn’t feel right.

Future:
I feel like a game could be created with these initial ideas, but I can’t bare to look at it again.

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List of Game Ideas

15 March 2012 by Rahil

Somewhat experimental
Games based off of an input device:
iPad:
- Controlling an amoeba, heavy use of physics? Imagine flinging part of the amoeba outward to try to move it. Would have to play with it.

- The game of horse. One player creates the gesture, the second player must match it.

- When a player touches, a line connects each touch, allowing the player to create shapes. A simple game would be to let a variety of shaped objects fly by, and the goal would be for the player to try to accurately encapsulate the shape. Imagine a shape that has 10 vertices!

- A Mario Party / WarioWare like game. A bunch of mini games in which players compete or cooperate. Example game: drag the [single] coin to your corner. This may cause physical roughness. I haven’t played BUTTON, but it seems like I’m thinking of old ideas. =/

Games based off of feelings:
- A romantic game. I mean Wong Kar-Wai shit. Atmospheric. Poetic. Now with interactivity!
- A game that captures city loneliness. Hmm…

Games based off of a new game mechanic:
- A game in which you can move portions of an entire level, a room. When rooms are connected, the objects inside them can traverse through each room. Eh, difficult to explain in writing…

- 3D folding. See Fault Line by Nitrome for 2D version. Further thinking and exploration required.

- A two player game in which the players’ screens contradict each other (think Between by Jason Rohrer). The game could start out with the players’ screens matching (to condition the players what’s normal), then introduce differences. For example, the one player could be helping the other by feeding him cake, but on the other player’s screen it is shown as poison, and is only noticed through interaction.

- A game in which players play one at a time in order to create a story. Can even use an existing story making game. Hmmmm, I remember playing this on paper before…

- A slightly different idea. A game in which players play one at a time in order. The current player can see all of the past players actions. Each player goes through an avatar creation screen to create an avatar. The current player’s avatar interacts with a main character at some point in time, a memory. The choices the players make influence the main characters path. Will the players cause the main character to defeat the enemy, wonder aimlessly, or cause suicide? Players should be able to see past play-throughs of the game.

- A 2D game with multiple layers. The player must traverse the layers, complete actions within them, which combined, solves the puzzle.

- A game which uses microphone input to move a character around, which also emits sound waves. Think Metal Gear Solid. The player quietly says “up”, and the character moves up whilst emitting a small sound wave. A guard gets closer, the player panics and says “up” with a louder volume, the character moves up and emits an even larger sound wave. The sound wave mechanics can be explored. There could be items within the game that affect the sound waves in different ways: block it entirely, reduce the size, increase the size, rebound, invert. Could even make the game 3D. Devil Tuning Fork? So Pretty. Based off of an old prototype. Note to self: MAKE THIS HAPPEN. 2D, likely.

Non-experimental
Games that would be fun to make and play (party games?):
- A multiplayer game that requires the teamwork of 4 players. Each player has a certain occupation or skill.
- A one versus all multiplayer game. Any genre. For example, if it were a platformer, have 3 lakitus and one player

Games that are minutely different so that I can finish a game without killing myself:
- An auto-runner game, but in which you have to manipulate the obstacles

Games that could do well with a minimalist approach:
- The Settlers like game. Or make on that works.
- A real-time strategy game. A simplified Company of Heroes. Arena matches. 3 vs 3 units, 5 vs 5 units.

Games that express a statement:
- Occupy Wall Street – A game that simulate OWS. Top down, think Risk (board game), for each area of New York. The player can allocate protesters to each area. There would have been statistics for number of protesters, peacefulness, arrests, deaths, impact on the economy, etc. The main point was to show the player that peaceful protests do not work, only violence brings the attention of the public to make any useful change. Yeah, lame.

- Corporate Workplace – Eh, I had an idea, but this is overdone.

- Impact of Human Resource Consumption – Might make this for EGP 3/12. Mechanics should be similar to a Settlers game, or a god game, so it’ll be interesting enough to program.

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My First Game Jam

24 October 2011 by Rahil

Here’s the story behind Can You Imagine Yourself as a Verbal Assassin?.

Well, not the whole story. I’ve divided the story into two parts as I was involved with two games, one with a team and one personal. The first story is about the development of my personal game. The second story is about my experience at the game jam and the development of the team game. I’ll start at the time the theme was given.

Jammers (I’m making this term up) were able to choose any posts by the Horse ebooks twitter account. No one knows the origin or reason for the account. It appears to be run by a program which grabs phrases from the internet and posts it every few hours. The results are interesting, as some phrases seem poetic.

Initially I was felt bummed out for having such a broad theme, but then some of the more thoughtful posts stuck out to me. “Will there be cars without drivers?”. I thought about some futuristic place where suddenly the protagonist realized there are cars without drivers. Where are they all going? What is their purpose? The second one that stuck out was “Can you imagine yourself as a verbal assassin?”. So I imagined. How can you be a verbal assassin? What dose that even mean? How do you kill with words? Is the theme implying that a verbal assassin is lesser than a normal assassin? Then somehow I got the idea that the assassin talks out loud, “move up, move up, move up, stab”. That’s going to ’cause problems with an assassination. People will hear the assassin. Then the vision of a Metal Gear type game came up, in which sound waves are displayed every time the character talks, and you must be careful so that the enemies cannot hear you. Most of these thoughts occurred within the first hour. It was the most exciting part. There was so much creativity brooding.

I didn’t spend very long on the game. Maybe 5 hours one day and 4 hours the next day. I got the core mechanics down the first day and threw in a story and level design the next day. Because I didn’t spend much time on it, I wanted it to just show the mechanic, the idea, in the comedic way. No polish. I could have added Metal Gear sounds, or even a parody of it. I’m sure if I polished it it would have been more fun for the jammers to play. But I guess after making my last game, I don’t care for polish. I only care for experimenting and art.

The game didn’t fly so well with the players. I should have reduced “move up” to “up”, as players got frustrated typing, or were just unable to touch type (that was painful to watch). “Move up” was in there because I had I planned to add other mechanics such as “say move up”/”whisper move up”/”yell something”/”stab up”/etc. I actually had a more difficult second level, but I correctly guessed that it would have frustrated the player so bad that they would never get to the ending. Ah well. Again, my game wasn’t meant to be popular or polished, it was meant to be experimental.

It was fun to see different personalities play. Some without patience. Some expecting more polish. Very few able to figure out they could move in any direction. I guess a simple fun platformer like MeatBoy is what they desired. Too bad this was not the game.

I guess that’s my personal gripe against game jams. It seems the most polished game (fully equipped with assets) would win. Even in Ludum Dare, this happens. I would personally strive for the most innovative badge, not the best game overall. Who cares for a non-creative polished 5 minute game?

Of course I didn’t win anything. Actually, I was surprised that the game I voted for won first from the judges. That game actually was unique, fit a craaazy theme, and was polished. Congrats to that guy. The other winners were simple polished games.

I still love the idea of my game and may go further with it. Using a microphone, the player could say “up” and the sound wave and character movement would depend on the player’s volume. A teammate mentioned maybe the sound waves could bounce off of the certain walls. That’d be awesome too. I’m reminded of Devil’s Tuning Fork. I think waves itself can be explored a lot more.

The Team Story.

Rewind back to the beginning, when the theme was given. All of the jammers started looking at the feeds on their Macbooks and Iphones, throwing out ideas. Teams were not chosen by an administrator. Jammers were just told to form teams within the first few hours, naturally. Veteran jammers, and anyone who came with a friend were already had a team. The stragglers just awkwardly gravitated toward another and it eventually worked out. There were a bunch of programmers, some musicians/sound folks, some illustrators, and everyone was essentially a game designer.

The team I got along with was awesome. Really great people with good taste and values, which was discussed at some random bar that served meatballs and potatoes, and later at Barcade. The discussion of art in games was really interesting. It’s nice to know that everyone agrees that Braid is a powerful statement, that Machinarium is cool, and that Gears of War is a teenage kid’s fantasy.

Moving along, the team consisted of me, an iOS programmer, a Processing programmer/sound engineer, and a game designer/artist/musician/asset master. Three programmers whom all used different languages. Perfect.

One of the ideas that the game designer pitched was about the horse tweet “Advantage”. The player needs an advantage over other players to win. A multiplayer game in which everyone is against a common enemy, yet compete against each other. It’s simultaneously cooperative and competitive. That was the main idea/mechanic. It could be applied to any kind of game. The first game that came to both of our minds was space invaders. It works, it’s fun, it’s easy to implement. So, he later pitches the idea to the other two, then we go to the drawing board, and bam, a game.

To win, one player must have x points more than the player with the second most points. Everyone loses when the enemies destroy the base.

We wanted the game to be four players, so the iOS developer was silently chosen as the main programmer. The other programmer planned to learn Objective-C/cocoas2d/box2d and help. The game designer/asset master created design documentation, raster graphic art, AND music (It was amazing how he just made Egyptian melodies. It even had basslines!). I sorta left the group, as I didn’t feel I’d be helpful programming in a framework I’m unfamiliar with within 48 hours.

From what I gathered, the iOS developer (who’s just started programming recently) had troubles using Box2d and wished he hadn’t used it at all as it was the cause of most of the problems. Without it, I’m sure he could have made the game. So in the end, the game was incomplete. I believe it would have won if it was complete. I think the team is going to finish it anyway. I’ll even look at it myself, to try iOS developemnt.

So the moral of the story is: If you plan to create a full game, use the framework you are most familiar with. Learning a new one (or one you are inexperienced with) within 48 hours is tough. Oh, and if you plan to win, make it simple, polished, and minutely creative.

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Source Code

01 June 2007 by Rahil

  • source_code
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