10.03.2019 - Round 1 results of our "A Love Letter For FreeBASIC" game dev competition have been published. Please be sure to check the results thread: http://games.freebasic.net/forum/index.php?topic=629.0. Don't forget that the competition is continuing with a round 2, lasting till 29th of April, 300 USD first prize. Stay tuned!

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Messages - Pritchard

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General Discussion / SIGGRAPH Paper Archive
« on: December 17, 2008, 05:41:15 AM »

... DAMN!  That's some really technical stuff.

General Discussion / Sick of my "philosophical" game approach? Play Braid.
« on: December 17, 2008, 05:25:15 AM »
I've had trouble in the past showing off my game philosophy as a developer.  After years of yabbing on about games and play, people start asking when you're going to release something.  But if you liked my articles/found them insightful, there's someone out there who's expressed the same views on games *and* has a game out there to show it off:

Jonathan Blow.

The Art of Braid - Braid's artist talks about the process he went through to create the art for Braid - A lot of Jonathan's game philosophy is leaked through David's writing.

Braid Blog - Jonathan's most recent Blog.  The latest entry (as of this writing) is a marvelous lecture from Montreal earlier this year on Conflicts in Game Design.  There's a *ton* of great info you can gather just from digging through his entries.

Another interesting fellow is Jason Rohrer, who takes "games as art" in a far purer sense than any developer I've ever seen.  You will probably find him a bit too artsy, but I think his games and ideas are remarkable.

General Discussion / Anyone else feel like...
« on: December 14, 2008, 01:29:22 PM »
Old games were the days when we played the next fun thing and waited for the next technology. New games are the days where we play the next tech demo and wait for the next game?

General Discussion / Excellent Lectures, Artists and Info
« on: December 14, 2008, 12:59:37 AM »
Jonathan Blow - Creator of Braid (Highest Rated XBLA game EVER); Game "Artist".  He thinks very similar to me in terms of game design.

Check his stuff out:

http://number-none.com/blow/ - His personal site.
http://braid-game.com/news/ - His recent blog.  Previously just for Braid stuff, he's been posting most updates there as of late.


http://www.davidhellman.net/blog/the-art-of-braid-index/ - David Hellman did the art for Braid.  Read about the amazing process here.
http://braid-game.com/news/?p=385 - Montreal 2008 Lecture on Conflicts in Game Design
http://braid-game.com/news/?p=364 - An amazing discussion on Linux from JB's blog.  It expands so far from the original question and is very informative on linux game/app development.
http://braid-game.com/news/?p=337 - His thoughts on in-game advertising.  A complicated topic for all of us who would like to get paid for what they do.

Jason Rohrer - Another interesting fellow.  His games are purely artistic.  Usually just a few minutes long, you get a fulfilling, emotional experience from limited play.  Every element of play tries to express something, so you can call his games "pure".  He might be a bit too artsy for some people, but read up on his stuff.  It's good.

Check his stuff out:


Gravitation and Passage are two wonderful games.

Competitions / Re: Rapid Prototype Sessions - Beginning Next Month?
« on: October 05, 2008, 10:36:46 PM »
I'm putting the sessions on delay until I think we're all ready for them.  That includes me, friends.  Sorry.

General Discussion / Re: Learning! I need your help! (SOLVED!)
« on: October 02, 2008, 12:26:56 PM »
Mainly study/memorization tips.  If you're teaching yourself, simply reading the information isn't enough.  Having a course outlined for you as in formal schooling makes things extremely simple.  I needed to layout techniques for teaching myself when the information fails to simply "sink in".

General Discussion / Re: Learning! I need your help!
« on: October 01, 2008, 10:25:38 AM »
How to learn :P

Competitions / Re: The blind, deaf and dumb multimedia experience!
« on: October 01, 2008, 05:54:47 AM »
So for instance I tell the graphics guy what variables I'll pass to his main sub, he draws the sprites, has a routine that animates them, adds effects.
APIs.  And this is essentially how a professional game dev project works.  Maybe not a game dev, at least not until later on and with a team, but definitely professional programmers working on web servers and whatnot.

General Discussion / Learning! I need your help! (SOLVED!)
« on: September 30, 2008, 07:31:50 PM »

I'm studying online and I'm having trouble taking in information.  If you could post either here or post there logged in or as a guest, you'd really be helping me out.  I'm getting pretty old and I need to be able to take in information before I'm kicked out of my apartment and have no where else to go ... ;_;

Competitions / Re: The blind, deaf and dumb multimedia experience!
« on: September 30, 2008, 05:03:16 PM »
This could work if this has a manager who proscribes rules for each module that need to be followed. The manager would be aware of the final goal, but would only reveal module properties to module makers.
And that's also why it wouldn't work.  This idea has defeated itself before.  Not like I want to kill it if it has a chance to sprout, but I guess it's kind of embedded into my head that unless someone comes up with a REALLY smart way to do this, it's not going to work.

Competitions / Re: The blind, deaf and dumb multimedia experience!
« on: September 30, 2008, 10:56:49 AM »
There's several reasons that I wouldn't participate in this.  First off, this has been tried before and anyone who's ever been depended on to get the job done bailed out in the end.  Secondly, API differences and a variety of approaches has only led people to get angry and leave the project.  Thirdly, I'll be running my prototyping sessions soon, which try and do what this proposes, but gives a lot more freedom and makes us a lot less dependent on one another.

You'd have to be a very dedicated manager to pull this off, too.  Even with a lot of concepts, putting that together into a game will be difficult, because everything ends up depending on the game logic.

Showcase / Re: Axiebal 7
« on: September 29, 2008, 06:20:43 PM »
Well, IMO, the zoom factor forced you to remember paths, which I liked.  Maybe that became a problem in later levels, in which case those levels should be patched, not all of them.  Although, the default zoom is too far in to really do much.  I wish the game utilized zooming as a game element more :(

(And note that I absolutely still stand by the fact that this is one of the best games ever made in freebasic, just in case people start seeming aggressive towards the game play.  It's because we care :)

Showcase / Re: Prompt Critical - Official Release **Update - v1.02**
« on: September 29, 2008, 09:58:25 AM »

The game thought I cheated  ;D
Note that I beat the game.  Btw - This was only my second or third try after waking up this morning.  Hahahah!
I hope to God that my submission is on your logs, because this was a NO MERCY WIN!

Competitions / Re: Rapid Prototype Sessions - Beginning Next Month?
« on: September 25, 2008, 12:55:07 PM »
That's just the format Shmup-Dev was used to going by.  Changing it would be difficult for them, just as adding an entire section just for the sessions is unnecessary for us.

If people request it, I can get Lach to do it.

Competitions / Re: FBGD Retro 2008 Competition - The Results
« on: September 23, 2008, 04:45:18 PM »
Thanks for this.  I unfortunately arrived here in the middle of the competition's run and so couldn't participate if I wanted to, but it's great to see that at least one game turned up good.

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