Log in

No account? Create an account
12 November 2016 @ 02:31 am
Final Burn went well so I was already feeling great, and then this week we got to do a game jam internally at Wild Works. The event went smoothly and I heard several people say they enjoyed it! Woohoo!

Here is the game I worked on with two other people:


11 October 2016 @ 09:41 pm

Last weekend was Utah Indie Game Jam 2016 and I was on a team that made a neat VR puzzle adventure escape game:


Continue on for postmortem thoughts after the cut.

Read more...Collapse )

01 September 2016 @ 12:54 am
This past month I tried another crazy diet experiment. For this one the idea was to keep my blood sugar high while still losing weight. To accomplish this I had donuts and candy throughout the day but limited myself to about 500 calories a day (a ~1500 calorie deficit). This is certainly not recommended by any health people I know. More details after the cut.

Read more...Collapse )

21 July 2016 @ 01:13 pm
Here is the result of Austin West's casual 24hour indie game jam in Utah. There were 3-4 of us +2 offsite so we just made one team and they all decided they wanted something creepy so here is a creepy prototype game.

APK file for android phones for use with Google Cardboard: The Boy and the Father

I mostly sat on the sidelines while they worked out designs, then tutored Austin on scripting. I did do a simple "turn" script for the doors and the cross. Austin and the others took care of all the visuals and everything.

31 December 2015 @ 10:36 pm
CentralAI is the 12th and final entry in the SOWN2014 prototype series. I hope with these I've given back in some small part to the experimental gameplay community and my supporters in the indie scene here in Utah.

CentralAI is inspired from that moment on the SOWN2014 stage when famous designer Takeshi talks about how DubWars makes the music the main player of the game and he ponders what it would be like for other elements to take the main player role of the game. This prototype explores the idea of a game AI taking that role.

In CentralAI, we all help create decisions for the CentralAI to help it defeat dragons. The game plays itself, and you can pause to give your input on what you think the AI should do next. Over time, as we all play this game, the AI will get smarter and smarter and eventually we'll see multiple dragons slain. Or, the players might just give random commands and the AI will endlessly attack the air.

I've found that this type of game (once more polished than this prototype) still provides enjoyment, but it is the kind of enjoyment we are all already familiar with as far as puzzle solving and tactics games. The shared responsibility is sort of new, but has been explored sufficiently in other games with success (e.g. Infinity Blade).

Press buttons to give your input to the AI. (Alt-F4 quits the windows build.)

Play here (download link is at the bottom there too): http://vazor222.com/CentralAI/WebBuild.html

Read more...Collapse )

20 December 2015 @ 09:20 pm
I just realized I never posted about this article I wrote last year.


29 November 2015 @ 04:02 pm
DodgeClouds is the 11th SOWN2014 prototype for the month of November.

The core idea was a simple whimsical idea I had while flying, and observing how the airplane just went right through clouds, and how the clouds create an interesting pattern. The idea is not really experimental this time, but more of an exploration into cloud and flight physics and creating a game experience based on those things.

The object of the game is to find your way to certain "target" locations while avoiding clouds. Use the A and D keys to bank left or right. Your position is indicated on the top left, and if you stray off the field you will wrap around to the other side. Note that the game takes a few minutes to load.


Read more...Collapse )

01 November 2015 @ 01:59 am
Here is my zero-hour game this year.

It is simple and mostly just extends the previous game prototype a bit to explore invoking feelings of rebelliousness.

Some clarifications:

"key" means physical keyboard key. You're supposed to find out you can press down to jump. and doing so is supposed to feel rebellious, since it's not part of the main instructions or necessary for the main goal. As it says in the intro text, there are a couple other motivators to feel rebellious.

Also the circle in the top right is the secondary goal. Once you find out you can jump, that may be more obvious.

But initial testing shows no sign of the rebellious emotion being invoked. Perhaps this prototype is more of a proof that the internal narrative of the player is required to be "just so" before they can feel this class of emotions.

http://vazor222.com/MushroomLeap/ (requires flash)

27 October 2015 @ 12:15 am
Here is the post for my monthly game for October. I am very happy with this one as I felt like I really learned a lot about game mechanics and emotion, and through this, game design. I was also happy because I was worried that when I tried to answer the original question that brought this up, that I would find that ludologists would be wrong in this area. (As you may know, I'm a hardcore ludologist in most things.) Happily, I feel like I was able to show that game mechanics certainly can evoke emotion, but also I feel that some emotions really might need narrative. There is also the argument that the player creates narrative as they experience the game mechanics, which I agree with, and to some extent that narrative is more the thing that evokes emotions. But I think this game can point to a few emotions that are purely evoked by game mechanics alone.

Continue on for my rough notes and the link.

25 October 2015 @ 12:16 am
This is a quick post detailing my thoughts on the game "The Beginner's Guide" which you can see here: http://store.steampowered.com/app/303210/

The game is unusual, even "artsy" perhaps, and very narrative-driven. But it features some experimental gameplay and so I am glad I played it.