Monday, February 04, 2013
PNE : 2010
The PNE is the Pacific National Exhibition, which is a very Canadian and overly complicated way of saying 'State Fair'.
Owlet is four, if my math is right, which it rarely is. Owl Jr. is two, possibly/probably. There are rides of various speeds and sizes and death-defyingness, sweet and salty and questionable treats that all have ceased being technical 'food' during the long slow cost-cutting and profit maximization that is industrial food production and regulatory slackening which began in the 80's and has gone as unabated sales of Atlas Shrugged to undergraduate commerce majors.
Owlet is a smaller fireball, and I'm not sure how she'll take rides. They trundle and whizz and bang and some go at speeds which used to fill me with excitement but now just have me worrying about the frequency of federally mandated safety checks for semi-permanent carnival attractions.
We go through the gates and there's the big behemoth, I think it's called The Coaster, which, well, I don't know how the creative team at the PNE believes slapping some capitals on a noun makes for an iconic coaster name; but it's big and wooden and is old enough to be grandfathered through various safety protocols and the people exiting the ride look mostly like they are happy to have not required inadequate CPR from grossly underpaid transients and students, so it's probably a good coaster.
All you can really hear is the thunder and rattle of the cars as they whip through various turns and falls. And Owlet is sceaming.
In delight.
It's equal parts screaming and laughing and laughing screaming.
She has this frozen smile on her face with her mouth half way open and it's kind of heart breaking to take her to the tamer rides that appropriate for her age and size. But the various treats formerly known as foodstuffs are so chocked with sugar and chemicals that make reading it make me feel like I'm reading a Breaking Bad script that any sort of disappointment is quickly quelled into a stupor or euphoric, hopefully temporary, chemical dependence.
Owl Jr. is 2, so he's more incoherently manic about trains. There is this train ride, of course, that I'm pretty sure he'd trade us for in a heartbeat if that was legal and he had the proper documentation. His screams come, of course, when we try to remove him at the end of the ride. Two years on and he's pretty much the same way but he can grudgingly take a spin on a ride that has somehow managed to go under the radar of Disney's copyright lawyers. Yes, I'm sure there are other perfectly well known flying elephants, but I'm drawing a blank at the moment.
Saturday, February 02, 2013
The Chewy, Charry Bits
To be more accurate, working with open source tools is like that. I could very well use any manner of commercial prodcuts to get my game done, and that would likely be the wiser course. But I have this thing for freedom, and have various, radical scenarios where entire swaths of my PC goes down, or companies dissolve, and then I have to rebuild whatever I was working on from scratch. With open source, that option is there. The code never dies. There's no company to die and leave you in the lurch. You can always work 'light'. That is, with as few dependencies on the nefarious commercial companies which have the habit of going out of business or discontinued whatever widget you are relying on.
Or maybe I'm just a not so disguised zealot.
But it means having to endure a lot of pain and feeling not entirely bright while trying to solve what you think is a pretty straightforward problem. The problem has been solved, but it's under a mountain of documentation, and even then you're better off peering at arcane source code written by the bright, genius sort of coders who find making game-frameworks to be just the sort of challenge they need between reading WC3 specifications.
It's humbling, to be sure.
Open source suffers for the same reason that Apple does so well. User interface design. In this case, as the programmer, I'm the user, trying to use different bits of code to make a game. Trying to make this bit of code work with this bit of code. Invariably the sort of people who write game frameworks (the bits I'm trying to tie together) can't conceive, or don't plan for, programmers like me who can't understand why there's no, say, simple way to pause the game, and will answer, in a slightly bewildered tone, an answer that is in no way obvious and involves using bits of code that I suspect were made by a malevolent AI bent on eventual human enslavement.
But it goes, it goes. Roughly.
Friday, February 01, 2013
1st Draft Birthday Cards
- Remember when you used to look forward to being one year older: more mature, more responsibilities and opportunities?
And now it's just hoping that the degeneration of your body isn't too catastrophic and that maybe you can make it to a peaceful death without smearing your name on the walls with your own feces?
Those were great times. - This card is made from pristine, supposedly protected redwoods of California. The image on the front is of a idyllic untouched coastal scene, though, so there's that.
- Another year older, another year wondering if that delightful absent-minded professor routine you've cultivated since 19 is really just masking advanced dementia.
- Well, you're well past ever making anything of yourself.
We love you anyways. Happy Birthday! - You know using today to get a free meal at Denny's means you've lost, in not an unsubstantial way, some very real points in life.
Breakfast all day though, have a great one! - Batmobile, Porsche, Ducati, European sports car, Japanese performance sedan, domestic sedan, sport wagon, mini-van. It's called the 'tactical withdrawal of life'.
HAPPY BIRTHDAY! - You've now officially spent more time in your life struggling with 'mail merge' than you have spent laughing with your loved ones.
Milestones.
Happy Birthday buddy! - Broadly speaking, you've just turned up on the radar of nearly every actuarian.
Keep on trucking! - On balance, though, more of your friends are alive than dead, enjoy your youth, birthday boy!
- The prolonged eye contact with the cute store clerk isn't due to your dignified, Clooneyesque demeanour, it's because you've reached the age where you remind her of her dad.
- This is the year that the retirement home billboards take on a certain vicious significance. But you can still drive, happy birthday!
- The Classic Rock station doesn't even play music you recognize anymore. Have a corker!
Thursday, January 31, 2013
Christmas Family Letter 2012
Mrs. Owl, Mr. Owl, Owlet, Owl Jr., & (begrudgingly) Molly
Thursday, November 01, 2012
Back To It
I go through ebbs and flows of creative flow, lately less rather than more. It's more often because the enemy of good is perfect, or fear of failure, or just because, well, it's difficult. Which would be fine, except that when I'm not creating something there is a feeling that I should be doing something, like there's a heap of homework teetering on my desk that needs attending and which I'll ignore until it falls on me, possibly crushing me to death if not by gravity then by embarassment.
So it's a battle between creating stuff, and releasing a undefinable pressure, and the fear of putting something out there that is so far from my expectations of what is 'good' that I implode in a localized blackhole of disappointment. Balancing right between two nearly equal nagging sources of discomfort is a hell of a way to spend one's free time.
This has been on the desktop for months and months. Actually reading it again helped me to get going:
This is the general rule of thumb I use. (This is also a fantastic piece on finishing games, by the guy behind Spelunky). The problem is I get into a thing, and then start following all the movers and shakers of that thing, then start looking at their work,and the chasm between the great stuff they are doing and the, frankly, shit I'm creating kinda pulls me down and drags me dry. It's the fighting through bit that I'm having trouble with, I guess.
With game dev, there really isn't any distinction between amateur (me) and indie (people who are making their living doing it and were likely doing it years before as amateurs before they went indie). And frankly, we are in the middle of an explosion of indie game devs as devs who've been in the industry forever are making their own way of it, funding themselves through Kickstarter, or boot strapping it, and selling it online through Steam or GOG or whatever, bypassing publishers. So there's no limit at the number of indie devs I can find on twitter or tumblr or wherever who are doing amazing work, and seemingly nowhere are their rank amateurs like me just trying to get the simplest things out.
I get myself going again by breaking down the very problems into smaller problems, then smaller, then still problems until it's the simplest thing in the world to figure out. And I can sort of get my workflow going again. The problem is always when I look at the bigger piece.
The game I'm working on, as a whole, is crap. There is nothing compelling or interesting that will keep a player playing for longer than, say, 10 minutes. Or 5 minutes, now that I think about it. And there are still problems and slog I gotta churn through until I can release it. But it's slog and churn for a project I'm not longer terribly interested in.
The trick is there are games I want to work on, that are not too complicated and that I might be able to actually do. But some part of the thorough OCD person in me can't start another before this one is finished. So we are back at square one with slog to get through, and an unappetizing game as a reward.
So anyways I'm stuck in a constant loop of being frustrated with the game and having some sort of Puritan work ethic that's keeping me from more interesting stuff until I finish this one.
Wednesday, August 22, 2012
I Suck At Geography
Somewhere in the domestic male brain, crammed between 'How to Change the Oil in a '74 Chevy' and 'Best Southpaw Pitcher From Idaho' is 'Ability to Speak Coherently about Local Geography'.
That entire part is missing from my brain. I'm not sure what replaces it. Maybe 'Consistently Typos Teh' or 'Uncontrollable Desire to Own A Laser Blaster'. This is the predominant preoccupation with me, and, I think, anyone of my age group, that we're not quite adult yet. I might be resolved to never be an adult. Not that this was ever a goal, more like an eventuality, like calling kids "champ" or developing an unfeigned admiration of Patton.
But on occasion I'd like to fake it.
I divide the world into Places I Drive To and THAR BE DRAGONS. It doesn't help that my memory has never been that great. I've been known to forget my own birthday. Or forget the names of neighbours I've had for years. It's quite possible I've avoided a dementia diagnosis soley by not having an overlong conversation with a clinical psychologist. So it seems likely that I'm not going to remember what highway I need to get to that little out of the way municipality east of Kelowna known for its blueberry jam.
The distressing thing is that this is a fallback conversational item, not far off The Weather. And seeing as my ability to make believable, comfortable small-talk lies somewhere between that of a domesticated pygmy ant and a ulcerated hernia, my inability to contribute socially acceptable mouth noises does sometimes induce panic.
The names wash over me into recognizable but ultimately meaningless sounds, Castlegar, Salmon Arm, Oshawa, 100 Mile House, Oklahoma. Each one hiding a knowledge trap ready to reveal my inexcusable ignorance.
On the rare occasion I've attempted to keep up with a Geography Conversation, it's always ended in embarasment, puzzlement on both sides, and me biting back the conversational rejoiner I would have liked to add in, like "Remember that time when Apollo went up against that lone Cylon called Redeye, damn his laser blaster was so coool."
Monday, August 13, 2012
Making Games
But its fun making them. OK, mostly infuriating and frustrating and an elaborate experiment to make me feel stupider than usual, but when everything ends up working and you have something that you'd still be too embarrassed to show anyone while sober, there is a tremendous feeling of accomplishment, like baking a cake when all you've done before is make a rather tepid mug of Horlitz.
It's also nice to be working on problems that are unlike the problems I deal with at work, which is roughly, getting information from point A to point B.Where A and B can be a user, another machine, some server run by some other company, etc, etc. It's not uninteresting, but I've beendoing it for... a very long time, and isn't as interesting as something you can, at the end of the day, load up and play.
There's also lots of other types of thinking that goes into it, more than 'how do I get the spaceship to go across the screen if I press up', more along the lines of game design. How do you make a game interesting, what elements to put in or leave out. It can be dizzingly complex and often I'm left with a mess at the end that's not altogether fun.
Future posts will be me blundering through game design theory, possibly some horrifying screenshots of my games, and, likely, some posts about the family.
Day 8 : 2025 07 06 : A last hurrah
Day 8, our last day in Scotland that didn't involve alot of catching various modes of transport to get back to Canada. This is the...
-
Man, you really do learn a new thing everyday. There have been a few shocking realizations I've had over the past month or so: -bizaare ...
-
You SIR, have the hygeine of an overly ripe avocado and the speaking habits of a vaguely deranged chess set. I find your manner to be unctuo...
-
if your group shares anything in common with a particular Group that has aliens, volcanoes, dc-70s without propellers, and spirits that must...
