Archive for September, 2009

IFComp Update #14

running_pigs[1]I took the first feedback I got from the beta on Monday and sat down last night to polish up the game.  I finished cover art, entered the competition data on the website, and then added a slew of new actions, synonyms, and objects.  In addition, I cleaned up some of the descriptions and added some cluing for something that was tripping up the beta testers.

The game plays much more cleanly now, and so I wrapped up the evening with a Beta 2 release, which I’ve posted for my testers this morning.  I’m hoping for at least one more round of feedback and improvement before I submit, and while I wait for that I’m planning on just working on the writing.

Getting close!

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Double Fab!

beatles[1]For my birthday, I got myself Rock Band: Beatles.  I’m a huge fan of the Rock Band series, and I really enjoy the Beatles, so this was a pretty obvious purchase.  It definitely does live up to its promise — the production values are great, there are tons of photo and video extras, the venues and animations are well-done, and the songs are awesome.  As an extra bonus, the songs are also pretty clean, and although many have adult themes, the language is inoffensive.  Yes, we adults know what “Lucy in the Sky with Diamonds” is really about, but my 8-year old doesn’t, and that means I can have him play any song he wants in the game with confidence, something that I couldn’t quite do with the other Rock Band titles.

But as fun as it was, it wasn’t until yesterday that we started to tap the full potential of the game.  In previous Rock Band titles, you have a lead guitarist, a bassist, a drummer, and a singer.  In Rock Band: Beatles you have the same 3 instruments, but you can have up to 3 singers, depending on how many harmony parts are in a particular song.

Of course, you need multiple microphones to support this, so I quickly ordered a Logitech USB mike from Newegg, which arrived yesterday.  Although we didn’t have a whole lot of time, Robin and I hooked it up and played two songs with the double mikes, and had a blast!  It sounds great (thanks to Robin’s singing skills), and most importantly, it’s fun!  Thomas was very excited about trying it too, so we’ll have to get him into the mix as well.

The way the singing works is that there is always a main melody line, and one person is encouraged to sing that.  The other singer can sing either harmony line (if available).  The best singer in a given phrase is the one that the multiplier is based off, but if the other singer(s) do well also, they can give a massive point multiplier.  Like the earlier Rock Band games, you are graded on how well you do in every phrase.  Stink it up and you’ll get a “Messy” or “OK”.  Stick on pitch well, and you’ll get “Great” or “Fab!”  If multiple players do very well, you can get “Double Fab” or “Triple Fab”, depending on how many harmony lines there are in the phrase.  These doubles and triples really boost the score.

So having multiple singers never hurts; it always is an improvement over what a single singer could achieve in the way of points.  And, it’s just way more fun to sing harmony.  I’ve got my eye out for a third mike so we can get Thomas in on it as well.

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Milestone

milestone1[1]My IFComp entry is now playable from beginning to end, and all the alternate endings are confirmed reachable.  I’m a long way from done; I have a punchlist of items that grows by the minute, and I still have to get the beta testers going on it, but this is a significant milestone!

Major things left to do are to punch up the writing, revisit the opening scene now that I have more skills, add more scenery nouns, change the default responses for some of the commands, and add more conversational topics.  This is, of course, in addition to fixing any bugs I find.  Oh, I also need to make a walkthrough and cover art prior to release.

So there’s still plenty to do, but I at least see the light at the end of the tunnel…

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Book Review: Anathem

anathem[1]Anathem — Neil Stephenson

Rating:  5/5

It’s been a while since Neil Stephenson wrote something that could be categorized as straight science fiction.  There was Snow Crash, and The Diamond Age (both of which were outstanding, by the way), but most of the rest of his fiction has been based at least mostly in the real world (or real history), not a speculative extrapolation of it.

So it was time for him to revisit science fiction.  And while he’s been off writing other great novels, his authorial powers have only grown.  He returns triumphant to the genre, and brings one of the best, most powerful novels I’ve read in years with him.

Anathem is a novel of human beings on a world called Arbre, humans who have a long and intricate history stretching back to a man named Cnoüs, who had a vision of a perfect geometric figure — an isosceles triangle.  Cnoüs had two daughters, each of which interpreted the vision differently.  One believed he had seen a pyramidal structure in a perfect heaven, and those that followed in her interpretation revere her as the mother of religious thought on Arbre.

The other daughter believed he had seen an ideal, perfect geometric form — a window into a world of pure geometry.  Those that followed her path became known as theors, practitioners of a scientific discipline that combines aspects of pure mathematics, physics, natural history, and philosophy.

Eventually the theors, partly of their own accord and partly under coercion, retreated into Concents, monastic enclaves where participating theors (known as avout) could work uncorrupted by the Sæcular world outside, and where they would be safe from suspicion and interference.  Different theoric orders developed over time, based partly on philosophical inclination and partly on the degree of isolation to which they committed.

Unarian theors pledge to shun the influence of the outside world for a year at a time.  Decenarians pledge for ten years, Centenarians for one hundred years, and the mysterious and reclusive Millenarians for a thousand years, far longer than the lifetime of any individual theor.  Only on the pledged date will the gates of a given order open to the outside, allowing the Sæcular to come in and the avout to go out into the world.

The novel follows a young Decenarian fraa, or male avout, as the day of opening (Apert) approaches.  Erasmas believes that contact with the outside world, and the upcoming choice of order he faces, is the most significant event facing him.  Little does he know that something has arrived in orbit around Arbre — something that will cause unprecedented upheaval amongst both the Sæcular Power and the avout.

Neil Stevenson is firing on all cylinders in this novel.  All major pillars of the craft of writing are on full display:  his characters are fully-realized, warm, human, and very sympathetic; his premise and worldbuilding is top-notch; and the plot is a masterpiece.  He deftly takes you farther and farther afield than you thought you could go, until by the end he’s revealed deep insights about the structure of his universe, and about existence itself.  Perhaps only Greg Egan and Gene Wolfe amongst the science fiction authors I’ve read have reached as far, and as successfully, as what Stephenson does in Anathem, but I find Stephenson’s characters and pacing to be superior to Egan’s.

The book includes a lot of math and science, but also includes much about the fundamentals of scientific reasoning and the underpinnings of philosophy and rational thought.  It’s heavy going at times, although it never bogs down and greatly rewards the effort made to decipher the dense insights.

Honestly, it’s truly amazing to me that I was able to buy 1000 pages of this man’s crystallized thoughts for $5.00 at Costco.  Since I need to say something at least vaguely negative to make this not be a complete groveling session, I’ll say that Stevenson still ends his novels abruptly, almost jarringly, and that was a slight disappointment.  All told, though, I can’t really recommend this book strongly enough.  It’s almost a must-read for any fan of science fiction — hard or soft.

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Movie Review: Idiocracy

idiocracyfoodpyramid[1]Idiocracy — Kevin Smith

Rating:  2.5/5

OK, this wasn’t a great movie.  In many respects, it wasn’t even a good movie.  Mike Judge’s parody of the degeneration of mankind isn’t really in the same league as his classic Office Space, but it does have funny moments.

The premise, clearly stated in a hilarious five-minute clip at the start of the movie that is easily the best part of the whole film, is that evolution no longer favors the positive qualities of mankind, but simply rewards those who reproduce more.  After seeing “Clevon” and “Clevon, Jr.” you’ll understand where he’s going pretty quickly.

Luke Wilson plays Joe Bauers, a completely average soldier tapped as an experimental subject for a human hibernation project.  After a mishap, he ends up 500 years in the future, after humanity has become a species of complete idiots.  Joe is now the smartest man in the world, and the President of the United States, Dwayne Elizondo Mountain Dew Herbert Camacho (an arena-fighting champion / porn star) taps him to solve all the country’s problems, promising his constituents that he’ll solve them all in a week.

The acting is hard to judge in this movie; everyone is basically playing idiots, which doesn’t make it easy to gauge their skills.  Luke Wilson does do a very good job of playing an unexceptional Everyman convincingly, which seems like it would be fairly hard to do.

There’s only so much riffing on the shallowness of popular culture that you can absorb before it all starts sounding the same.  Several of the ongoing gags reference existing brands like Fuddruckers, Starbucks, Carl’s Jr., etc., while others invent new brands — ‘Flaturin’, ‘Tarrleyton’ cigarettes, and the ubiquitous ‘Brawndo — the Thirst Mutilator’.  Many of these gags are funny, but only the first couple of times.

The plot is OK, as far as it goes.  It wasn’t particularly believable, but it didn’t seem like it was really intended to be realistic.  In the end, the movie was a vehicle for an extended look at the relationship between stupidity and popular culture, and succeeded modestly on that level.  I’d recommend seeing this if you are a Mike Judge fan or enjoy mindless comedies — otherwise, it probably isn’t worth the time.

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IFComp Update #13

482861918_bea2591acf[1]Another week, another several hours plowed into the game.  This week I can proudly say that I’ve finished Scene 5, leaving really only Scene 6 to finish up.  I also went back and cleaned up some implementation details as well as listing out the remaining action items to finish the game.

What I’m shooting for now is to finish implementation and alpha testing by the 16th, and then provide copies for the beta testers while I work on punching up the writing and cleaning up known bugs.  I hope for one solid round of testing, with perhaps some additional beta-test spot checks right before submission.  It won’t be exhaustively tested, but obvious problems should (I hope) be fully addressed.

As far as new things learned in this week’s work, the main thing was that I have now become much more familiar with and comfortable with how Inform 7 handles encapsulation.  Much of the Scene 5 work involved extensive linear algebra calculations, which would have been very difficult without properly modularizing them.  I also learned how to use extensions, including Fixed Point Maths by Michael Callaghan and Alternatives by Eric Eve.  I must say that I am impressed by the extension mechanism in Inform 7.  Extensions are very easy to use.

I’m also preparing some of the polish items, including brainstorming a final name for the game, coming up with cover graphics, and generally planning release.  And rather than being excited that this comp submission process is almost over, I’m looking forward to starting on my next work.

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Out Sick

sick-bed[1]I was either unconscious or reading in bed most of the day; what I though were allergies turned out to be a massive head cold.  I think the day of rest has really helped, though; from miserable yesterday I now feel pretty good, and should be able to get back to full function tomorrow.

The weekend was fun!  My mom came down to stay for a few days and we went to the Kansas City Zoo on Monday.  It was a great day for it, with mild temperatures and nice sunshine after the early fog burned off.  We toured “Africa”, where the animals were particularly active.  I don’t think I’ve ever seen the cheetahs running around as much as they did yesterday; they were chasing and wrestling each other like kittens!

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Happy Labor Day!

p_31413_41230P_023_ferretMy no-weekend post policy will now officially apply to holidays as well.  Enjoy the extra day off!

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Auto-Tune the News

51390167I don’t think I’ve laughed this hard in a long time.  If you’re not familiar with Auto-Tune, it’s a real-time voice modulation technology that can correct the pitch of pretty much anything from the spoken voice to musical instruments.  It’s used in all music, but is particularly prominent in modern rap and R&B.  Certain artists, notably T-Pain and Jamie Foxx, use it very heavily, to the point of severe vocal distortion.

There are at least eight installments of “Auto-Tune the News” out on YouTube, and all are hilarious.  I’m waiting for these guys to start doing the Digital Shorts for SNL; they’re good enough…

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Styles of Inform Development

showimage[1]Emily Short, one of the more influential IF developers and a primary contributor to the Inform 7 project, has a great new post up on her site talking about the different approaches developers can take when writing an interactive fiction project.  At this point I think I’ve gone through all of them except the “full transcript” and “exhaustive design” variations.

The full transcript idea I hadn’t thought of, and I have enough experience with real-world software design that I tend to shy away from exhaustive design when I don’t know what I’m doing backwards and forwards, as it leads to far too much rework on the design as you learn more.

I really enjoyed the article — it was an excellent overview of development methodologies as relevant for IF design.  More importantly, it also gave me hope that I’ve actually found a decent approach for my work in progress — something that has allowed others to produce good results.  At this point in the development process, that’s reassurance I need pretty badly.

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