Saturday, March 28, 2020

 

5 GAMES FOR DECEMBER - STAR WARS!

https://collectionchamber.blogspot.com/p/star-wars-anakins-speedway.html https://collectionchamber.blogspot.com/p/star-wars-droidworks.html https://collectionchamber.blogspot.com/p/star-wars-episode-i-gungan-frontier.html https://collectionchamber.blogspot.com/p/star-wars-episode-i-phantom-menace.html https://collectionchamber.blogspot.com/p/star-wars-making-magic.html


So, I finally got round to seeing Star Wars: Rise of Skywalker last night and thoroughly enjoyed it. Despite the naysayers, it remains a cinematic tour de force so what better way to celebrate than a trove of classic Star Wars games. The short-lived sub-division of Lucas Learning gave us some obscure titles. Learn about physics and momentum in the Star Wars: Anakin's Speedway (1999). Then learn the same thing but with robots in the far superior action-puzzler Star Wars: DroidWorks (1998). Test your biology skills in the Sim-Life a-like strategy game Star Wars: Episode I - The Gungan Frontier (1999). Want a little less learning? Why not try the official tie-in to Star Wars: Episode I - The Phantom Menace (1999)? Lastly, travel back to a time before the special editions and get your very first look at them in Star Wars: Making Magic (1996)!

Enjoy! And I'll see you in the new year!

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A New Direction On An Old Road





Bern front ranks
In the early 1980s, I, like many others were enormously inspired by the pictures in the early editions of Miniature Wargames of Peter Gilder's Italian Wars collection and the accompanying range of figures he did for Connoisseur. 
I bought and painted them- a couple of Swiss pike blocks, a few Gendarmes and handgunners etc. Not a lot but enough for a few games with my mates Spanish using the great George Gush rules. Anyway, I think they were sold in the late 80s but I've always had a fondness for the armies. 
So last year I thought I'd revisit the period, using the more modern and fabulous Perry metal and plastic ranges alongside some still really terrific Foundry figures (which date from the late 80s iirc).
I've even shoe-horned in a few of the better old Connoisseur figures for old times sake. 
On top of this there are some superb figures available from Steel Fist miniatures and good old Front Rank has a few offerings.
So far I've accumulated a decent little Burgundian army and I'll feature those in some later postings but to start with I'll show a few pictures of the first 2 Swiss blocks I've completed.

Uri and Bern
 The intention with these was to make some dynamic looking units. I get a bit bored with units of purely upright pike. Yes, I fully appreciate their practicality but I'm starting to reach an age where I'd sooner do stuff I really like and thinks looks good than feel constrained by practicality! Plus in the aforementioned ranges there are some great figures.
Uri:
So, the nitty-gritty. I've gone for blocks of 48 - 6 wide, and 8 deep to give a beefy look. For the Swiss I'll be doing 6 of these (although this might, might turn into 12!) to allow them to be used as 3 x96 figure units which should truly look the part.
They are based theoretically on 20mm x 20mm per figure in a minimum of 4s with some more larger multiples. I have ordered a few big movement trays but I'm not sure if I'll use them, we'll see. Obviously there is an overhang of 40mm at the front of the unit to accommodate the pikes, this also allows a bit of battlefield detritus and casualty figures to enhance the look. The bases are my tried and tested sand/glue oil paint style with lots of Army Painter tufts and bit of flock.
The figures are a real mix, and I've taken advantage of the Perry's who do extra Swiss heads for their plastic ranges. Steel Fist also do a set of 4 amazing armoured front-rankers with beautiful separate heads, so these have been swapped in with the plastic stuff for more variation

Uri and Bern 
The flags are mostly from Pete's Flags on e-bay and the lovely Flags of War range. I'm going with 4 flags per block so they really stand out.


Bern
So, that's the bare bones of how I'm approaching this project, I'll put in more details as I add to this blog when I can give you more Swiss, the already completed Burgundians, before moving on to the Italians and Landsknechts.





Other Swiss blocks planned will be "red/white combination (Zurich and Schwyz) and a blue/white and black and white pair (Fribourg and Lucerne).



 

Missed Classic: Trinity - Gyre And Gimble In The Wabe

Written by Joe Pranevich


Welcome back! It was a bit slower going than I had hoped to get here, but we got here nonetheless. Last time around, we jumped into Trinity and an exploration of a near-future Kensington Gardens followed by total nuclear annihilation. Fortunately, we escaped just in the nick of time into a magic door in the middle of a pond and now we are somewhere else. What are we doing there? What is the point of the game? I have no idea, but that lack of knowledge is exciting… also potentially depressing, but I'm going to favor "exciting" for now. If you are confused, just read the previous post and you'll at least be caught up to where I am because getting this far was quite a ride.

This has been a difficult post to write for several reasons. First and foremost, I struggle to get into the right headspace for this game. The themes are heavy but the puzzles are whimsical; it's discordant and wonderful. But talking about nuclear annihilation, even when couched in a "fun" adventure game, is difficult to do. I have to force myself to play and then I have to force myself to write about it afterwards because this is a place my head does not want to go. I can only imagine how screwed up Mr. Moriarty must have been having been deep in this game for a year or more, at a time when its terrors seemed even more real than they do today. Add to that my own inadequacy in discussing this game, so beautiful and well-written that my ham-fisted prose seems inadequate. I feel like I am penning a Readers Digest edition of Macbeth. All of our contributors have a tendency to fill in the gaps as we describe our games, to describe how they play in our heads as much as on our screens. With Trinity, it is a very different problem of trying to convey a great game through my own experience. I hope I do it justice.

All that said, this is the first game I have played in forever that has given me nightmares. Is that worth a bonus point in our rating system, or not?

Our friend, the sundial.

We emerge from our door in the fabric of spacetime onto a meadow. The first thing we notice is that it's not a lifeless world: the air is filled with dragonflies and the sounds of doves. There's a giant toadstool nearby which just screams Alice in Wonderland and not Super Mario Bros., because I'm a cultured person and the mushroom-world levels (1-3, et al) would not be the first thing to occur to me. Really. From here all we can do is to climb a hill to the north to get a better view on the world and perhaps it is better if I let Moriarty do the talking:

Summit

The hill you climbed lies at the southwest edge of a vast wilderness. Towering forests are broken by long tracks of wasteland, rugged plateaus and marshes shrouded in perpetual mist. A brooding sun fills the distant valleys with a sad, dusty light the color of antique brass.

A giant triangle, thousands of feet high, rises above the eastern treetops. Its vertex casts a long shadow across the wood.

As your eyes sweep the landscape, you notice more of the giant toadstools. There must be hundreds of them. Some sprout in clusters, some grow in solitude among the trees. Their numbers increase dramatically as your gaze moves westward, until the forest is choked with pale domes.

A glare lights up the sky! You look up just in time to see a meteor streak overhead.

As we gather our thoughts and take our bearings, the meteor crashes somewhere far to the east. The sight of a giant triangle in the middle of the world leads me to one conclusion: we are on the sundial from Kensington Gardens or a manifestation of it. Knowing that we are in the southwest helps to orient ourselves, although having a giant gnomon hovering in plain sight is perhaps the best clue. Since I "know" that we are on the sundial, at least until proven wrong and you all laugh at me, I'm going to work my way around the edge clockwise to see what I can see. That's a good strategy, even if part of me wants to march to the center and see what is there right away. I can always change my mind later.

Heading down off the summit, the first place I discover is a bog with a decaying log. Attempting to pick it up results only in it crumbling in my grasp, but it leaves behind a splinter that I can pick up. The splinter is glowing thanks to the "phosphorescence of decay". I didn't think that is a real thing but it turns out to be based on a quote by Charles Baudelaire from a poem that I have never heard of, written in French. I'm not sure if I am uncultured or if that is the kind of crazy abstract wordplay that this game will be throwing at me, but at any rate I have one more point and a glowing stick... and in an adventure game, you can always use a glowing stick.

Like this but after the end of the world.

The Waterfall & Barrow

Following my plan, I head west to find a waterfall splashing into an ice cold pool. It's too cold to swim in, but there is another one of those giant toadstools here except that this one has a door. A door!? I cannot seem to force it open and knocking politely doesn't do the trick so I will need to come back later.

To the north, I discover a cemetery containing a crypt and a barrow. My vocabulary doesn't seem to be up to snuff because in this case the "crypt" seems to be more of an exposed stone coffin (labeled "Wabewalker") rather than the kind that you can walk around in. I cannot get the lid off, but the text hints that I'll find something to lever it open with later. Entering the barrow is a trap as a portcullis slams shut behind me immediately. Fortunately, I am carrying that splinter because there is otherwise no light. There is something in the barrow with me and a disembodied voice tells me that it is a "barrow wight". It's vaguely human-shaped with an eyeball that is dangling out of its socket on a single protruding optic nerve. Is the idea that I am supposed to help it? Or is it just there to kill me if I stick around too long? In any event, he doesn't seem to kill me right away. There were some barrow wights in The Lord of the Rings, but I no longer remember what the hobbits had to do to get past them. I'm actually more concerned with that disembodied voice. Who was that? Is it the same voice from London who told me to enter the door? Is someone watching me in my quest? I suspect I'll get to meet him or her later.

Deeper into the barrow is the ossuary, a bone pit and another one of the toadstools with a door. Searching the bones reveals a key (+1 point), but no other way out. I backtrack to the wight's room and find a small hole in the wall that I missed, just the right size for a key. I put it in and turn to open a hidden passage. I descend into a cavern covered with icicles and from there… right back through a hidden tunnel behind the waterfall. I am fairly certain I checked for hidden tunnels, but now that I found this one I can get back to the ice cave at any time even if I do not have a reason to yet. Time to keep moving.

Blowing bubbles is very relaxing.

Bubble Boy

Working my way north, I pass a giant Venus flytrap at the northern end of a bog. It doesn't attack me or seem mobile so I'll just give it a wide berth for now. At the northwest edge of the map, I make an unexpected discovery: the young boy blowing bubbles from Kensington Gardens is here, except he's 40 feet high. This just reaffirms that I am somehow on the sundial, but how did he get here and why hasn't he been vaporized? I cannot talk to him because he's wearing the same headphones as before and the most we can do is watch him blow bubble after bubble. My first thought is that I need to ride one of the bubbles, but I cannot see how to do it. If I try to climb the kid, he tosses me in a random direction. Once launched, the bubbles are too high to reach. I will have to notate and come back to later.

Working my way east along the edge, I discover "Chasm's Brink" which gives me an unobstructed view off the edge of whatever I am standing on. Thirty feet away is a little island where I can just make out another one of the giant toadstools, but no way to get there. Can I ride a bubble across? There's also a single lone oak tree nearby so maybe I'll have to make a bridge?

There might be a white mailbox, but you'll never know.

Cabin in the Woods

The far northeast of wherever it is that I am has two major areas of note: a cabin and a crater, the result of that meteor strike that I saw when I first arrived. The cabin itself is remarkable both because it is the first "normal" thing that we have seen since we arrived and well, everything else about it. The best way to describe the interior is "very meta". The wall has a map that looks very much like the type of map that we might draw to play (or design) an adventure game, while a large book in the center of the room appears to describe my very own path through the game. Here's an example:

It's hard to divine the purpose of the calligraphy. Every page begins with a descriptive heading ("In which the Wabewalker meets a Keeper of Birds" for instance) followed by a list of imperatives (prayers? formulae?), each preceded by an arrow-shaped glyph.

The writing ends abruptly on the page you found open, under the heading "In which the Wabewalker happens upon a Book of Hours, and begins to study it." The last few incantations read:

> Open Door
> E
> Read Book

The whole place reminds me of the fates from Celtic mythology, or at least the ones that I remember filtered down to me thanks to Lloyd Alexander's books. They weaved together the tapestries of lives. There's even a bubbling cauldron! Weaving is an old profession, but Moriarty obviously felt that "game designer" was the modern equivalent. I'm not sure how literally we are supposed to read the description from the book, but the ZIL interpreted language of Infocom did have most commands start with the "<" symbol. Is that the "arrow-shaped glyph" or am I looking too deeply?. I also wonder who lives in this cottage. Could it be the "Keeper of Birds" from the beginning of the game? Will we see her again? Or is it the voice that we keep hearing at odd moments? All good questions, but no immediate answers.

Perhaps more importantly: am I the "Wabewalker"? Does that mean that I saw my own crypt? Is it is a title? Is it time travel? Is this area that I am exploring right now the "wabe"?

To contribute to the meta nature of the area, I shouldn't forget to mention that the room also contains a magpie in a birdcage. A Colossal Cave reference perhaps? Opening the cage causes the bird to fly away so I restore and keep him around. He spouts random nonsense and occasionally repeats commands that I typed. In the rear of the cottage is an herb garden and trash pit, plus another one of the toadstools. I search the pit to find a clove of garlic which I pocket.

Continuing my exploration, the nearby crater contains a still superheated meteorite chunk (about the size of a grapefruit) half-buried in the ground. It's too hot to pick up and there are no obvious ways to dig it out. When I stand nearby, my gnomon is attracted to it. I can attack it to the rock and it sticks, but when I do I'm just told that my umbrella is attracted to it as well. My guess is that it is magnetic, although not so strongly magnetic that I can use that to pull it out of the ground with the umbrella.

Ticket please... Next!

Come Sail Away?

Between the cottage and the crater is one more location, a tree containing a beehive filled with particularly aggressive bees. In pure Winnie the Pooh fashion, I try to steal the honey but that only causes one bee to follow me around continuously. I expect that he'll eventually catch up to me and sting me, but I immediately know what to do: take it to the Venus flytrap. That works! The bee is dead, the plant fed, and now I can take some honey. Since I don't have any containers, it just sticks to my hand. I cannot even drop it! What do I need the honey for? I may have to restore and do this later if the honey on my hand interferes with any of the other puzzles.

The far southeast corner of the "wabe" is bisected by a wide river that I am unable to cross. If we wait around on the banks very long at all, we will catch a glimpse of an oarsman rowing towards us. When he arrives at the bank, ghostly figures will appear and board the boat. He'll take a coin from each of them. Once everyone is aboard, the oarsman leaves. A few minutes later, he'll return and do it all again. If I try to board the boat, he kicks me out immediately-- but not because I don't have payment, but rather because (the game tells me) that he doesn't like my "London vacation shorts". The obvious implication is that I'll need to dress the part to board his boat. Will the wight lend me a change of clothing? My guess is that the 20p coin I have been carrying around since London will suffice as payment.

"Well, that is your name, isn't it? Calvin Klein? It's written all over your underwear."

Klein Bottle

In the far south, we find a garden surrounded by high hedges. At the center of the garden is a statue of a "klein bottle" (see illustration above) and an inscription attributing it to Felix Klein. If you are not familiar, a klein bottle is a mathematical construct in topology where a single line appears to travel across both the interior and the exterior of the shape. It warps back in on itself. It's difficult to explain, but the shape just looks like a bottle with a handle. It doesn't take more than a moment more exploring the garden to realize that the whole thing is a Klein bottle and we find ourselves on the ceiling. There is a silver axe up there; I grab it and head back down.

I come down to discover that the world has gone screwy: west and east have been swapped! My entire map appears to be backwards and even the inscription on the statue reads "NIELK XILEF". One more circuit through the arboretum and everything turns back to normal again. Is this just a simple thing to screw up our map or is there a puzzle hidden here somewhere? I don't know yet.

Where gnomon has gone before.

The Center!

Heading west from the garden, I find myself back where I began. From here I had a brilliant strategy to explore a bit further in, but actually the wabe isn't all that big and I pretty much explored the whole thing just by going around the edge. That only leaves the triangle-shaped obelisk in the center. Thankfully, the triangle was designed for visitors because there is a convenient stairwell up and onto a very chilly mesa. The temperature is below freezing and I'm not clear whether we can stay here very long. The good news is that there is a great view: not only can we see the shape of the world, we can also see the long shadow cast by the triangle. It is currently pointing straight north.

More importantly, the top of the sundial is… another sundial. If I zoom in, could I see another sundial on that one? Probably not because this sundial is much like the one in Kensington Gardens except that it doesn't have its gnomon. I naturally try to attach the one that I have been carrying, but it doesn't fit: the thread doesn't match up. That's very strange. Is there a second one to find somewhere? Multiple sundials?

Surrounding the sundial is a brass ring. I discover that if you turn it, the whole world turns. At least, I think it does because the position of the sun changes very quickly. It might be time speeding up, but it's very difficult to tell. I try to see if maybe the sun now sets in the south instead of the west, but I do not have the patience to stand around and find out. Other than repositioning the sun (and therefore the shadow), I do not see immediately how this helps me.

With nothing else to do, I head back down and double check every location and exit until I have a complete map. The whole place is roughly six rooms by four, plus some extra in the cottage and the gardens for a total of thirty-one rooms. It's a good size for exploring but also giving us a finite solution space. From a game design perspective, I approve! But now, we need to solve some puzzles.

Plus one room that I haven't technically found yet...

Puzzle Time!

I'm not going to narrate all of my trial and error and running around like crazy. This section, much like the best Infocom adventures, has a middle phase where we run around and try random things until we find something that works. As we solve puzzles, the search space for the other puzzles gradually decreases until the game is cracked! This is almost exactly the way the early Zork games worked and it is a welcome return to form after so many games complicated the formula with scripted sequences or unnecessary plot. I like that it's just me in a strange land, trying to make sense out of it.
  • The first thing that I learn is that I can use the silver axe (from the Klein bottle) to chop down the tree in the northern part of the wabe and push it forward to make a bridge. I guessed that it might be something like that, although the other side just contains yet another toadstool and nothing else.
  • Returning to the cottage now reveals that the map on the wall has changed with the addition of new squiggly lines. Of course, the game provides no more details and I end up re-exploring absolutely everything to see if there are any new exits or locations. There are none. I even go through the Klein bottle again and explore the entire world "backwards" to see if anything opens up that way, but it was not to be.
  • All the mucking about with the cottage and I've heard more of the magpie's speech now. He seems to be ranting about some sort of concoction that goes "boom". The ingredients are milk, honey, garlic, and a lizard. Since I have the garlic and honey already, I try adding them to the already boiling pot. The garlic goes in (and I gain a point!), but I cannot seem to drop the honey because it is still stuck on my hand. Eventually, I get the "brilliant" idea to just dip my hand in the boiling water. Somehow, that works and I get more points. Now, where will I find a lizard and milk?
  • After spending time with the bubble-blowing boy, I work out that I can climb into his soap dish and fly off in a bubble that way… except physics takes over and I don't soar as I had hoped but instead seem to bob just above the ground. I can make it four turns away from the boy, but I do not find anything interesting to do within those four turns yet to justify doing so.
  • I don't make any further progress with the sundial, the ferryman, the ice cave, toadstools, or the garden.

My big break came almost by accident. I noticed that when I went up and around through the arboretum, the statue at the bottom's text reversed. I try dropping the umbrella on the ground and going around and it's text reverses too! Even better, I can take the umbrella with me even after I reset the directions of the world again and the text is still reversed! I have no idea how or why that would work, but it does. From there, I decide to reverse the gnomon. Although the sundial never said or implied that the thread was reversed, it is possible that I am in some sort of "mirror universe" (to borrow from both Star Trek and Through the Looking Glass). I use this technique to flip the polarity of the gnomon and take it back up to the sundial. That works!

This opens up a few new actions that remind me of the trolley puzzle at the end of Dungeon and Zork III. A new lever that appears can be used both as a means of stopping time and as a pointer: when you lower it, it points at one of the seven symbols but the sun also stops moving in the sky. From there, we can rotate the world using the ring to point the shadow anywhere we want, or more importantly to point the lever to one of the seven symbols. Time is not completely stopped because the boy still blows bubbles, but the sun has stopped.

I think of the island mesa to the north and point the shadow there. When I arrive, the toadstool door is open! I know how to open the doors! I'll just need to find all of the matching toadstools and pay attention to where the lever is pointing for each. Before I get in to that, I bravely (with a recent saved game) step through the door:

Scaffold

Whoever threw this place together wasn't worried about permanence. Tin walls rise on flimsy studs to a ceiling that sags under its own weight. It reminds you of a prefab tool shed, several stories high.

You're standing beside a monstrous conglomeration of pipes, compressors, and pressure valves that fills most of the building. The only familiar equipment is the open white door set into one of the storage tanks.

A stairway leads downward.

We've left the wabe and I have a feeling that I have been transported back to the location of one of the bomb tests. How exciting!

Time played: 3 hr 50 min
Total time: 5 hr 10 min

Inventory: piece of paper, bag of crumbs, small coin (20p), credit card, umbrella, wristwatch, birdcage with magpie, and silver axe. (Not all being carried at once.)
Score: 34 of 100 (34%)

Monday, March 23, 2020

 

99005, Robin Hood!

Thank you all once again for your patience! Today's episode is about Robin Hood by Xonox. Xonox seems to be a company that people are split on, so tune in to see how it goes for Robin Hood. Next up is Z-Tack by Bomb. Please send me your feedback by March 29th to be included in the show. I will supply all the info about the game, you tell me your thoughts. Please. Stay safe out there everyone, I wish you all the best and I thank you for listening.

Robin Hood on Random Terrain
Thread on Atari Age by Arthur Krewat from Computer Magic
Computer Magic entry on GDRI website
No Swear Gamer 276 - Robin Hood 
No Swear Gamer Robin Hood Gameplay

Friday, March 20, 2020

 

People Of Frictional: Max Lidbeck

WHO AM I


I'm Max, and I do gameplay programming and design. I joined Frictional about a year and a half ago, and I've been working on one of our super secret projects since.

Yours truly.

For the first nine months or so I, like everyone else, worked from home. Last summer we got an office set up in the heart of Malmö. Since then the amount of days I spend working from home has reduced greatly, though I still do it from time to time.


Setup at home and at work.


These are my two workspaces, the first one in the office and the other one at home (which is rather bare bones right now, moved in just a couple of days ago!). They're quite similar; both the computers and the chairs are the same kind. I wanted to be even more consistent and get the same type of desk as the office one at home, a decision that was ultimately overruled by my better half (apparently it doesn't go with the rest of the decor).

BACKGROUND


Games have always been a big part of my life. Most of my time growing up was spent either playing games or talking about games. But, for quite a while, my family didn't have a PC. Which meant I was stuck playing all sorts of old, weird games on rapidly aging Apple computers. One of my earliest gaming memories consist of repeatedly failing at air-hockey, losing to a hideous pig-man in Shufflepuck Cafe on my dad's old Macintosh.



Eventually I scraped together enough money to put together my first PC, in front of which I would stay rooted for the following years. In addition to playing, I spent a lot of time creating custom content for games with my friends. It was always quite basic though, as I hadn't learned any programming yet.

For a year or so I studied film and media studies at the university, with a diffuse goal of wanting to work in games down the line. One night my girlfriend gave me a push, and I applied for a three-year game development program at Blekinge Institute of Technology (BTH).

My years at BTH were a mixed bag. On one hand, we had a lot of freedom and got to work on tons of small projects, which was very fun and super rewarding. On the other hand, some courses felt like they were only marginally related to game development. Working on side-projects during your spare time was crucial. I got through it all by finding a good group of like-minded students that I stuck to for the entirety of the education. Our final project was a side-scrolling adventure game called Far Away - you can watch the trailer for it on Youtube.



Perfectly in sync with graduating, I stumbled across a job opening at Frictional and sent in an application. Over the following weeks I answered some additional questions, did a work test and finally had an interview. A couple of days before I would hear from Frictional, I got a job offer from another company in software development. I clumsily explained to them I was waiting on another offer and asked for a few more days. Finally, I got an email from Fredrik and Thomas offering me the job. It was a no-brainer, and I happily accepted.

WHAT I DO


My first few weeks at the company consisted of completing a list of introductory tasks, to learn more about the tools and the engine. This was a lot of fun, and culminated in the creation of a silly mini-game where I got to put everything I had learned to the test.

After I had completed the introductory tasks I got to work on Safe Mode for SOMA, which was something I was really excited about -- contributing to a game I truly thought was great. From the get-go, we felt it was important to maintain the monsters' threatening presence in order for their new behaviours to gel with the overall tone of the game. We couldn't just disable their ability to harm you; doing this would end up breaking immersion (imagine repeatedly throwing a toolbox in Akers' face and him just standing there, taking it). Instead, we tried to focus on how to best tweak each monster's behaviour in a manner that suited that particular encounter. For instance, some might eerily walk up to you and size you up, and can even bluff charge you if you've strayed too close. To further enforce the behaviours fitting with the world, we decided that if you were to actively mess with monsters (like invading their personal space for too long, hurling trash at them and so on), they should still be able to hurt you, just not kill you. Overall it was a very worthwhile experience, and I'm quite happy with how it all turned out.

Now I'm working on one of our secret projects. As the gameplay programmer/designer workflow has already been described in previous posts I won't go into detail, but my days in general are spent designing and scripting events and scenes, as well as programming gameplay systems.

THE OFFICE


Additionally, I thought I'd talk a bit about the differences in working from home compared to working in the office. We're also gonna do a proper office tour later on, so stay tuned!

This is where the magic happens.

This is our office! Currently, we're around seven people occupying this space, probably with more to come. It's quite seldom all of us are here at once though, but there are usually a few people around. And on the off chance that you're here by yourself one day, fear not; there's always the noisy, seemingly stiletto heel-wearing, tap-dancing travel agency crew upstairs to keep you company (seriously).

So, it really isn't all that crowded here. But, seeing as most of us don't work from the office, we often have meetings over Slack. It can easily get annoying for your desk-mates if you keep babbling on and on in various meetings throughout the day, which is why we've set up a separate meeting room. It also moonlights as a test room, complete with a TV, some dev kits and a monster webcam.



The fact that the company is split into people working from home and people working in the office could potentially lead to complications, such as communication issues. In order to prevent this we've made sure that all important decisions and discussions still happen over Slack, to keep everyone in the loop. So far this policy has worked well, and the transition has been quite smooth.

In the end, a typical day of work in the office is very similar to one at home. There is of course the added social aspect of working in the same physical space as you colleagues, which is great, but if you one morning feel like you'd rather stay at home and work, you can. Having this option every day really is quite luxurious.

Other than this, and the requirement to wear pants, the routines of working in the office and and working from home differ very little.

Wanna see who else works at Frictional? Check out the rest of the People of Frictional posts!


Thursday, March 19, 2020

 

Low Stock Alert - Cha'alt


All the recent reviews, such as this one and that one, Pundit's one... plus Oh Yeah! and Nic Cage helped sell a lot of hardcover copies of Cha'alt.

Local RPG stores have started carrying Cha'alt, as well, which is fantastic!

Additionally, the PDF just went ELECTRUM (!!!) the other day on DriveThruRPG.

However, the best news ever is that an eccentric (sorry, hoss, but you're only a short step from crazy) gaming collector just bought up 500 copies of Cha'alt so he can sit on them for 10 years and sell them for double the retail price on ebay, as I have no plans for a 2nd printing of Cha'alt (too many new projects I want to pursue).  Dirty pool?  Maybe, but I'm a proud capitalist, so whatever.

After squirreling away the books I owe Cha'alt: Fuchsia Malaise kickstarter folks, that means I have precisely 297 luxury hardcover Cha'alt volumes left to sell.  Low stock alert, indeed!

You can send me $ via paypal at Venger.Satanis@yahoo.com

It's $60 per book (shipping included if you live within the USA).  Otherwise, the shipping is $30 per book.  Sorry, no discounts on multiple copies...

Also, if you buy the hardcover, you get the PDF for FREE!!!  If you already purchased the PDF, then you get a $10 discount on the hardcover.

Big thanks to everyone who's supported me and Cha'alt and all my Great Work.  Love you, folks!

VS

p.s. If you're looking for a minimalist O5R (OSR + 5e) rule-set for D&D noobs and novices, then look no further than Crimson Dragon Slayer.


 

The Blog At 400 Posts

400 blog posts?   Have I really written so many?  Blogger says I have, so I'll have to accept that.  I suppose its time for one of those meta-blog entries where I talk about stuff that doesn't fit into a traditional blog post.  So let's start with a revisit of one of the only useful parts of the previous "Blog at xxx Posts" posts, the Youtube channel recommendations list.  I subscribe to many more channels these days than I used to, so let me tell you why you may want to take a look at them as well.  The channels I recommended (LGR, Pixelmusement and PushingUpRoses) in my early blog post remain recommended of course, but let's add some fresh blood to the list.  I will be using categories to help organize recommended channels, but just because a channel falls into one category does not mean it holds no value outside that pigeonhole. 

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KALEHOUSE SCANDI BABY STUFF #2




DOWNLOAD

Monday, March 16, 2020

 

OpenGameArt Summer Game Jam #3 Has Begun


One of our affiliate websites OpenGameArt (OGA), a free repository for public domain and copyleft licensed art, has just begun hosting this year's Summer Game Jam. To all libre developers looking for a challenge, this is your call to arms.

The rules are simple: participants are to create a game which independently of length and genre must use 6 art assets already available at OGA. The type of engine or code license used is up to the creator, but any artwork from the repository employed, along with any derivates, must comply with the specific licensing of each.

While this does not mean any game submitted to the jam will be libre, there's a good chance some will be, so regardless of whether you are a game developer or not, it would be wise to keep an eye on the contest results. It is also worth applauding OGA's initiative as a way of fostering usage and creation of Creative Commons licensed assets, and to spread word of the cultural benefits of open development.

Further information regarding regulations and prizes can be found on the jam's official page here.

OpenGameArt is ran entirely as a volunteer effort. Should you wish to contribute, you can check their forums for volunteer openings or help support server costs by donating to their Patreon.


Comments and questions? Post them on our forum thread.

Sunday, March 15, 2020

 

1603, Quest For Quintana Roo!

In this episode we look at the game Quest for Quintana Roo, which I mispronounced for most of the show. Thanks to Eugenio for correcting me. I loved the game and I hope you will too. Next up is a big game, Joust by Atari via Williams. If you have any thoughts on this game, please get them to me by end of day 5th October and I'll put it in the show. Remember, just tell me your thoughts on the game, I'll take care of the game play. you can send those thoughts to 2600gamebygame@gmail.com. Thanks so much for listening!

Quest for Quintana Roo on Random Terrain
Atari Age thread on Quintana Roo Carbon Dating
Sunrise memo on Atarimania Page 1  Page 2
Ed Salvo interview by Scott Stilphen
Atari Compendium Quest For Quintana Roo Easter egg and bug page
No Swear Gamer 461 - Quest for Quintana Roo
No Swear Gamer - Quest for Quintana Roo gameplay

Thursday, March 05, 2020

 

Suzy Cube Update: May 25, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
My apologies! The day just flew right by and I only realized I forgot to write an update about three hour ago! Another packed week, but mostly bug fixes, so let's dive in!
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Tiger Cat By David H. Keller

Tiger Cat by David H. Keller


 

Shining Spears And Other Euphemisms

The Falcon turrets are nearly ready for paint, in the meantime I've been working on the Shining Spears. The white and blue is finished on these guys, just the metal, gems and decals left to go.

Epic Eldar Shining Spears Epic Eldar Shining Spears Epic Eldar Shining Spears Epic Eldar Shining Spears

Wednesday, March 04, 2020

 

Jobs/Internships Available At ArchieMD Atlanta




ArchieMD have available positions for full time, part-time and internship to any KSU Games Program students/graduates the following positions:

1. Junior Unity3D Game Developer
ArchieMD, Inc. – Atlanta, GA

2. Experienced Server Engineer
ArchieMD, Inc. – Atlanta, GA

3. Senior Unity3D Augmented Reality Software Developer
ArchieMD, Inc. – Atlanta, GA


ArchieMD is a leading provider of visually-based health science education. More information is available here http://www.archiemd.com/

For further information, contact me, or the company directly



Allan

 

Mega EverDrive X7 - Almost Everything You'd Want In A Flash Cart

Mega EverDrive X7, courtesy of Amazon.com
 A long time ago, over six years in fact, I purchased my first Krikzz product.  This was the Mega EverDrive (v1), then by far the most capable flash cartridge ever released.  I wrote about it here.  Recently I have had the opportunity to acquire its successor, the Mega EverDrive X7.  Let's revisit the use of flash carts on the Genesis/Mega Drive with the X7.

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