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  Random(MAX_INT); 01:10 PM -- Tue March 15, 2005  

So many random thoughts swirling about...

I have so very not worked in Sol Hunt in like a week and a half. To be fair, I have been super busy with other things (setting up our new order system and CD stuff - which is still not done, but I have to wait for the sample CD to arrive to see if it's okay), but I've also been avoiding it. It's hard! And I'm stuck-ish! I'm thinking about forgetting the internet stuff at least temporarily, and just get the basic gameplay running, hopefully architected somewhat towards potentially being internetable, but mainly just WORKING, so there's something to play, and something to get me interested in working on it again. Heaven help me, yesterday I thought up an alternate version of Sol Hunt I could be doing!

I'm trying to learn guitar. Well, as of yesterday. I've certainly fiddled with them enough. My wife has a guitar, and this "learn to play" book which involves doing 10 minutes of exercises a day, over a very long period of time. I hope I will stick with it enough to get some measure of control. It's cool. I want to learn music theory in general, as I do love music very much.

I'm a vegetarian. I have been for probably 2 years now, maybe just 1.5 years, I don't know. And you know, I'm really glad I'm a vegetarian. There's so many upsides. There's one big downside: no yummy ham. But that is actually also an insidious upside - I'm a suburban white male American from an upper-middle-class family. It improves my brain to actually experience "doing without". It still hasn't managed to put a dent in my extreme laziness (ooh, something for the next paragraph!), but there's just something to it. To be deprived... it's character-building. You know, it's like taking away your security blanket and realizing you can live without it. I really like meat, but I sure don't need it. And deciding for myself that I won't eat it is empowering. It also means never worrying about what might be lurking in the scratches on our cutting boards!

Laziness comment: I have a book called "Following Through" sitting on a bookshelf with a bookmark in it at about the halfway point. That bookmark hasn't moved in years. That's a funny anecdote if you think about it (and possibly one I've put on this Journal before, sorry if I did). I'm thinking about picking it up again though, because I could sure use some kind of instruction on how not to be lazy. It's a real problem for me, because I've only ever held one real job in my life, and that was only for about 9 months... and it was NOT a demanding job. But here I am, an indie, and I live or die by my own work now. So being unlazy would be of great benefit to me. The problem is, books that tell you how not to be lazy tend to be new-agey claptrap that I just laugh at (they may be super useful, but the message is lost on me when I giggle and point). I don't want to invigorate my transfiguration potentiality... I just want to get things done! Come to think of it, there's a book called Getting Things Done. Maybe I should look at it. How do you make yourself do things?

*Note: I wrote this nice long entry to avoid doing work!
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  In The Biz 08:07 PM -- Mon March 7, 2005  

So I spent all day today working on the new ordering page! That is so not exciting for you! As part of all this simplifying of my life (like dropping out of CD making), I'm switching to a payment processor that does all the work for you (which is what I used to have a couple years ago before I went to a merchant account). That means giving up a lot of the profit, but while I was kind of shaky on whether it was really worth doing initially, as I set about setting up all the little parts I actually saw more and more reasons why it was a good idea. Not that I can name any particularly, but it's just going to completely erase all the recordkeeping tasks I had to do, not to mention handle paying affiliates and contractors automatically. I'm very quickly running out of things other than game development to do! That's good. Oh, and the new ordering page isn't up yet, so no need to look for it (plus it's not going to look much different!).

I know I haven't done the monthly newsletter yet, but I'd like to get out the three (or 4?) add-ons WTG has sent to me, and hopefully the new Supreme patch first, so the newsletter sounds more exciting.

Hey, I don't know if this has been announced yet, but at the very end of this month, we are off to Baja California for a bonafide vacation! About a week. Everything will still run peachy, especially if I manage to offload the CDs before then - if that happens, it'll all run completely without me! But our hotel will have wireless access anyway, so I'll be online all the time as usual for tech support or whatever.

This life-simplifying stuff runs deeper than just freeing me up to focus on the core of my business. We're also trying to simplify our real lives. Getting rid of lots of stuff we never use and general clutter. We've cleaned out a few rooms and it's amazing how much stuff you don't need. That's why I am amused by the whole Total Mayhem situation happening now. It's good to just let things go - nobody's ever going to go back and read those old Total Mayhem posts (and why would they?!). The beauty of mayhem is that it never ends, there's always more. We can start fresh and continue to rampage madly. I threw out lots of magazines with notably useful information as opposed to mindless spam, just because I knew that, useful or not, I wasn't going to go digging through them if I ever did think of a question and actually somehow realized the answer lurked in the magazine heap somewhere. I'm a bit of a natural packrat, so simplifying is both a difficult job and yet very liberating. It helps that I also have a highly organized side which can appreciate the beauty of empty spaces.
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  Update 04:07 PM -- Thu March 3, 2005  

Here's the Sol Hunt progress: Very very bad. I'm pounding my head against the wall constantly trying to piece together this network stuff. Currently what works is that you can move your purple square (with your name under it!) around the screen... in single player mode. Multiplayer is currently dead, though I think it's not far from working. I reached the point last night where I finally declared that I would devote only 2 hours a day to serious work on Sol Hunt and not a moment longer. Why is that more productive? Becuase as it stood, I spent the entire day studiously avoiding working on it, and studiously feeling guilty and frustrated that I was making no progress. So now I only have to dedicate myself to it for a little while, and it's not hard to do that. Hopefully the rest of the day, I can relax. It's not really working too well, but I was more productive today for 2 hours than the entire past week!

I am certainly hoping that this is just a hump I have to get over. I think it is. One would imagine that once I have a basic networked blip moving around I may be able to begin making an actual game around it. I don't know. It's just very overwhelming.

So with so little time being spent on the proper project, what to do? I have some alternate easy projects I could be bumbling on, but I think the priority right now is working out the CD situation. I think I may have found a solution to keep the discs almost as fancy (just no manual) and almost as cheap. We shall see! Just feeling very drained these days.
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  Whither Ratchet 4!? 12:46 PM -- Mon February 28, 2005  

So, Ratchet is done. My greatest accomplishment ever! I completed it 100%, all secrets, trophies, bolts, skill points, even the museum, without once looking at a FAQ. Can't remember the last time I did something like that. Feels good, in a "complete waste of time" sort of way.

So guess I'm out of slacking activities. Well, there is sort of one - I'm almost done with a new Supreme patch! It adds a surprising new feature: World Merge. This allows you to take any world and append it onto an existing world. There's a long long list of issues of just what it can handle and such, because of course some things just don't fit together (for instance, it does absolutely nothing about crossing G variables - if both worlds use G0, they'll get mixed up). The real purpose of it is to allow a new type of contest. Instead of making a world, people will just have to make a single level that's really great (lots of limitations, like no global variables, only 40 tiles or whatever, X custom sounds, X custom items, and so on, so that we don't overflow the limits). Then I combine all of them into one world, and people can play them and vote on their favorite, without knowing who made which. We'll see who does the best! Anyway, you can also use this to import old stuff into a new world, but be warned you'll get a lot more than you bargain for, and will have to delete all the extraneous tiles, custom items, and custom sounds you don't really want to use, and test thoroughly to make sure you didn't cross things up in the process.

Hey, maybe we can even offer a Balderdash-style contest - one 'famous' world-builder and a bunch of others (famous or not - anybody who wants to enter) all make levels on a certain theme, and people have to guess which one was made by the specific builder. So all the other people would try to copy the style of that builder in making their level to fool people.

In addition to that, I'm looking at an alternative to CD issues - Discmakers offer an on-demand printing service that's cheap (and with all the pre-existing goodies and color, except the manual, which frankly was never very informative!), and I think Plimus offers warehousing and drop-shipping. Combining those two things makes me pretty much where we are now, only without all the work! And the prices should be not far from where they are, depends on what Plimus charges. Let's hope that works out.
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  Slow Going 06:53 PM -- Fri February 25, 2005  

Ratchet is hard on progress. But I've finished the first run-through, and am about halfway through the second (I've almost saved up enough for the RYNO! But I keep being unable to resist buying Mega weapons along the way... I could've bought it long ago if I hadn't been buying those). It can't distract me too much longer!

Really all I've accomplished on Sol Hunt this week is a lot of thinking, about 20 lines of code, and some specific plans. Specifically, I am going to begin by focusing on the multiplayer Dr. L style play (I'm calling that the "indoor game" as opposed to the "space game"), from which the single-player indoor game will flow, and after which I'll know enough to put together the space game pretty easily. Or decide it's too much work and just have a menu to put the planets together which is the smart thing to do... so I probably won't do it!

Today I listed out a bunch of weapons I'm thinking of, most of which are variations of ideas from the Dumb Idea "Buddy Blast". They should work nicely in a 2D combat environment. It'll be highly team focused since I'm stealing the Buddy Blast ideas (well, let me be clear: that's just what I'm currently thinking! Who knows what will really happen). Each weapon has a normal fire button and a Buddy fire button, which is some special way of shooting that usually incorporates a teammate somehow. Some basic examples (I'm leaving out the details, so no nitpicking please, like "won't that be a little unbalanced"):
  • Circus Cannon - The Buddy Fire sucks up any person or movable item (like a powerup) right in front of you, and the regular fire launches them out. If you suck up an enemy, he can shoot at you without even aiming as long as he is in your cannon. Use it to launch friends long distances or over water, and to launch enemies right into walls or other enemies. Yes, it's sort of inspired by Ratchet, but more inspired by the Grabby Gloves from my Buddy Blast design.
  • Shockinator - Fires a harmless electrical beam that locks onto anybody it hits. Buddy Fire it to pulse that beam briefly, doing damage to to the victim (if an enemy - if it's a friend, it static charges him so he electrocutes nearby enemies for a little while). The real fun is that if you lock it onto a friend, it comes out of that friend's gun (he can continue using his weapon as normal), so he can aim it at someone just by turning, and if he locks it onto a friend, it comes out of that friend's gun, and so on. When you pulse it, the damage is multiplied by how many guys it went through to get there. You can make a chain all across the level!
  • Prism Shield - Reflects enemy shots that hit your front when fire is held. Use Buddy Fire to hold it up on your back instead. In this mode, it doesn't reflect shots at all. Instead, any friendly shots that hit you in the back will split into 5 shots coming out your front in a spread.
As you can see, a well-organized team can really do amazing things with stuff like this. There are several others as well. Teamplay will be at the heart of the game, just like I wanted for Buddy Blast! In addition to weapons, you can also equip a Utility. These all use the same fuel: Plutonium, which you find around the level in very small quantities. They are things like Turrets, Mines, a Shield to become invincible, a Buddybot, the beloved Swapgun, and that sort of thing. Feel free to flood the Sol Hunt forum with your own ideas for weapons, items, and more that would be useful in a very team-oriented multiplayer game (keeping in mind it will play much like Dr. L in terms of perspective and all).
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  Ratchet!! 10:23 PM -- Sat February 19, 2005  

A lazy lazy saturday. The amazing Sol Hunt got me Ratchet 3! So now I have a headache from sitting in front of it for 4 hours. Ick. Such addiction. It gives me Sol Hunt ideas, it's, um... research! Sure!
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  Playtest Party 12:02 AM -- Fri February 18, 2005  

Well, we had a couple over for dinner and game night... Hamumu board game night! We played Arthouse, Art Attack, and Parallel. They loved Arthouse, both thought it was not for them at all (too difficult to think on the fly and make up silly descriptions, or even to draw something in the 1 minute you're given!), until they got a few rounds in and then they really started getting hooked. We all laughed the whole time.

Then we played Parallel. It did not work well. It's too complicated, and 50% of the people involved really weren't into it (interestingly, the two girls were the ones not into this computer-themed game...), although one of them ended up winning, which also shows part of the brokenness, because those of us who were trying our hardest to win were out first! I think there's some salvagable potential in it, but it needs to be simplified and yet given more options at the same time. It may take a fairly radical reworking.

To round out the night, we had our ice cream, and then played Art Attack. This very quickly became their absolute favorite! It went off without a hitch, and they repeatedly said they loved it. They ended up taking home copies of Arthouse and Art Attack to try out on their own. It was almost like a Tupperware party, only I didn't make any money.

I really couldn't see anything that even needed tweaking in the two art games. They just went so well. Well, I'd like to make a few changes to some Art Attack cards, but they were ones I thought I had already made, so I'm wondering if maybe those weren't the most recent cards. Ah yes, I check my files and I see that the cards have been improved since then! I was already ahead of myself. I really think it might be time to pursue publishing on these two. The only trick is... how? They're party games, which is the hardest market to punch into of all. I'm thinking of trying an agent and see what they say. They take a very large portion of the money, but it's not like I'd get very far trying to contact Hasbro or somebody directly.

Anyway, it really was a great experience. Nothing like seeing people laughing until they cry because of your creation! I wish I could get people testing this stuff every week. I've got so many more games I'd love to see played.
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  Sneak Peek: Sol Hunt 09:13 PM -- Wed February 16, 2005  


Well, it doesn't look much like Sol Hunt, does it? But this is the first step! It's an online paint+chat program! By tomorrow it will no longer be a paint program, but I really wanted to do something more than just the chat. So with that under my belt, it's time to move onto real gameplay! But it was very fun to scribble around together. Each player is a different color (well, when this shot was taken there was a bug and two of the people were both green). I would love to make an actual online paint+chat thing (imagine, games like Pictionary and stuff, with people online!), but Sol Hunt is first at least. And I'm so excited about it. Playing stuff online is great! And this thing worked like an absolute charm. It had bugs of course, but it was really amazing to see drawings appear before your eyes, and it worked so much better than I expected. I have high hopes for Sol!

The writer of "Derelict 4-Ever" was of course the developer of Derelict, if you're wondering.
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  Sol Update 01:13 PM -- Tue February 15, 2005  

It's slow slogging getting the first bits going. But yesterday for the first time I popped onto two separate computers and had a chat with myself over the internet! That is such a fundamental step, it's huge. The downside is that I'm now in the process of completely rewriting it all. It wasn't right and needs to be redone to be expandable beyond that. But it's a good start! I'm super excited about the internet play prospect. Really, the trickiest part is making it work in both single and multiplayer without totally separate code. I have some methods going that should work, but yesterday there was a moment when I was thinking about dropping the single player, or make it actually use the internet to connect to itself on your own computer... yeah, I might have been getting a little goofy.

*smoothly changing topics* I really like the middle of the night. Unfortunately, I get super sleepy at around 9pm, so I'm not very familiar with the middle of the night. But when I have seen it, I really enjoy it. It's just so quiet, peaceful, and well, dark. It's just got an empty, open feeling, and if I'm actually up and moving during it, I always feel wide open to big ideas, like I'm on the brink of discovering something wondrous. Too bad I never do. Other programmer types also like the dark, but in a very different way that I've never understood. I'm solar powered, I need warmth and light to feel happy (unless it's the middle of the night, mind you). But lots of programmers seal themselves in with black tape on the windows and stuff like that. I hate that, not just because I don't want to be in the dark, but because frankly, it's blinding to stare into a monitor when the room is dark! I'd rather get glare on my screen than burn out my eyes. Programmers are weird. I'm a game developer, whole different thing. I only program because I have to. And some of the stuff is pretty fun. I don't even drink caffeine (hence the early bedtime!).
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  Conflicting Brainwaves 08:34 PM -- Sun February 13, 2005  

I believe there is a switch in the human brain that pumps out endorphins when you are doing things that your brain thinks are accomplishing stuff. This is probably not so much a weird belief as it is neuroscientific fact backed up legions of books and papers, but I haven't read them. Certainly makes sense though.

This switch exists so that accomplishing things makes you happy, and thus you will accomplish things. The nifty thing is, games can trip this trigger quite easily. MMORPGs are very vicious about it - you're constantly grinding forward, improving your character. Everything you do in an MMO is, as far as your brain is concerned, accomplishing something - it's making you more powerful. It's one of the great draws, causing a constant stream of positive reinforcement, aka homegrown drugs (isn't it weird that your glands can create chemicals that affect your mood? Or stomach acid for that matter? Weird). Lots of other game types employ this as well.

The problem is this: on that one level, my brain is "in the game" and I feel the thrill of accomplishments. But on another level, my brain is outside the game, and I feel time slipping by with me wasting my time playing a stupid game. These two messages conflict, and leave me troubled and frustrated. The real trouble being, the chemical rush makes me want to play the game more (it's way easier to accomplish things in a game than in the real world!), but my smarter parts want me to not waste time doing it (and they are backed up by social pressures, such as people wanting me to finish my latest work, and simply wanting to look less lazy in the eyes of other people). So I have a drive to play games, but I have a disgust with game playing. Disgust is a bit strong, but it's the general idea. That makes playing games compulsive, and yet a little unpleasant. An addiction? Pretty much!

In other conflicting news, Sol Hunt is difficult to design. Just as I know MMOs suck people in with their constant improving and seemingly endless goals, I want to capture that with Sol, giving you upgrades on end to seek out. But I also am very intent on creating a fun and crazy multiplayer shooter, along the lines of a 2D Unreal Tournament. This is very conflicting, because it is not so much fun to play UT against someone with double rocket launchers when you have a water pistol. Further, this conflicts with the Dr. Lunatic-style design goal, because a key part of Dr. Lunatic gameplay is that the level designer has great power to craft their challenges because they dictate exactly what power the player has at any point (the player starts with nothing, and the designer doles out hammers and pants as they so choose - some levels even give you nothing). This rather cleverly manages to conflict with BOTH of the other design goals! What does it all mean? Where will it all go? I have no idea at all.

One simple idea is to keep the Dr. Lunatic play completely like Dr. Lunatic, which means the only upgrading would occur in the space shooter part of the game. This would really solve everything, because it would mean that in the multiplayer everyone would be on equal footing as well. The downside? I really want more things for the player to upgrade! Plus I like the idea of encountering a world you can't really handle, and going to improve yourself on other ones, or needing some special item you haven't yet earned, or going back to a world you've finished with some new ability and finding secrets you couldn't reach before.

Luckily, I haven't even managed to implement a chat program yet, so I guess there's no worries! But boy, that lack of progress eats at my laziness brain issue! Pushing ahead I am!

P.S. - Pumpkin Pop for the Mac is coming soon! Not that you care, you have a PC if you're a regular visitor to this site, but hopefully in time, we'll have some MacBuddies (iPals?) to join in our reindeer games. I am trying to get all the games ported.
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