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  Game Endings 01:57 PM -- Sun April 16, 2006  

I have just finished Pitfall: The Lost Expedition, and I am here to rant to you about game endings. I liked the game, it was all pretty solid. I really liked the way it (much like our own Loonyland!) focused on gradually acquiring new abilities/items that let you travel to places you previously couldn't. I felt like it did a really clever job with that too, the way things were laid out.

But then I got to the end. And my wife said "I hate when you get to the ends of games", because she didn't want to listen to me shouting curses. And it's true! A very large percentage of games have this problem. Here's what I think it is: they know it's the big finish, so they have to pull something out that's really major for two purposes: to challenge you, and to impress you.

There's an obvious problem with the challenge thing - the game's been gradually getting harder all along, if the difficulty is well tuned, so why do I want it to suddenly jump up higher at the very end? Keep the same curve! It works! So many games have you going along comfortably only to slam you up against Mount Kilimanjaro at the very last moment. That's just fundamentally wrong. What if I can't beat the increased challenge? I played all that way only to just miss the ending and break a controller throwing it at the TV? Thanks.

The impressing thing is where the sneakier problem usually lies though. As it did in this game. See, you go along in Pitfall, the whole game, doing complicated platforming - leaping from vines to skinny platforms to the backs of alligators - and punching guys who die in one hit. Even the bosses - every single one - consisted of platforming, figuring out the trick, dodging shots, and then doing some simple action (rinse and repeat, of course). But you get to the end and suddenly it's an all-out fist fight with a flaming demon jaguar (not a spoiler - you find this out in the first minute of the game, which is a nice compelling story element). It requires reflexes, dodging, and unbelievable luck since that thing is insane. The point is, it's a completely different set of skills than the entire rest of the game calls for, and it's very hard. It's like I shut off the game and put in a new one, but started playing the new one at level 25, without having played through the easy levels to learn the concepts.

Both of these things happen in a lot of games (usually these same types of 'play through the story' games, as opposed to arcade type games), and it's a fundamental design mistake. Spyro: A Hero's Tail featured a similar problem (though only the challenge problem, not the new stuff problem). I ranted about that a few weeks ago. So, the game design moral to our story is this:

Make the end of the game just like the rest of the game!

Oh sure, you should definitely pull out some new and exciting visuals and all that. You want to impress the player. But don't make them do things they haven't been doing previously! It doesn't make sense. And it should be a challenge. But don't make it a sudden jump in challenge.

As a side note, that 'final' boss fight was followed by another fight which was much more true to the Pitfall 'rules', and it only took me two tries to win that one (it was still a lame and unfun fight, hampered by an obnoxious camera, but at least it wasn't impossible). The jaguar took me upwards of 20 tries, and a lot of profanity. Luckily, I don't throw controllers.

In fact, you know what? Here's another idea: forget the bosses. Some games have awesome bosses. I love bosses in shooters, they're why I play. I like them in RPGs too. And fighting games. But in a platform game, just forget the boss. They always stand out and are weird gameplay, and just no fun. I'd always rather do the platforming and gem-finding than run in circles around a screaming banshee until it opens its eye for a split second so I can throw in a coconut. I got the game to play the main gameplay it offers 95% of the time, so rest assured that more of that gameplay won't upset me, while something totally different just might.
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  Sneak Peek: Loonyland II: Winter Woods 04:58 PM -- Thu April 13, 2006  


Same picture again. I'm going to try to keep this a really active journal of my development rather than holding out on it until I have something interesting enough to take a shot of. So you'll see the same shot repeat many times before you see a new shot, but you'll get a lot more actual information. Knowing I need to tell everybody what I'm doing should also add some nice pressure to actually do something!

So since yesterday, what's new is that I spent an hour or so tracking down an absolutely inconceivable bug. This will make sense even to people who know nothing of programming: There was a line in the code equivalent to "X=3". I used the debugger to step through and watch what was happening, since things weren't working right, and you know what I found? X was 0, then that line executed, and X was still zero. That is impossible. It defies all reason! Computers can't be disobedient! Eventually I 'fixed' it by adding a "#pragma pack(1)" (which doesn't make sense to non-computer people, bear with me), which is also stupid since packing was already set to 1 (oh, and did I mention that the setting of the variable only failed in one particular file? If I moved it to another file, no problem). So anyway, that garbage aside - which was the second time in two days the mysterious ever-changing packing has bit me - here's some new stuff:

The potions are now in, there are 20 of them, although only 2 actually do anything so far. That would be Healenbrau and Magicola that work. You select potions in the spinny magic menu depicted in an earlier sneak peek. Potions can be any of 10 different power levels, with snappy names like "Half-Full" and "Fizzy" (it's up to you to learn which names mean which levels!). The higher power, the more good the potion does, and the longer it lasts. All the potions except the two I've actually implemented are timed ones. You can only have one potion active at a time, something I agonized over a bit, but finally decided it was very important for balance. I looked at the list, and if you had all 20 potions going at level 10 at the same time, it would be quite a sight. I will probably add a meter that pops up to indicate how long the current potion has left. Either that or bubbles will float up from you or something. I don't want to give them all unique visuals since, after all, there are 20 of them, and potions are just supposed to be a little side element of the game.

I've also toned down some of the early monsters, and given them the ability to drop potions. Actually right now, they drop potions at too high of a quality, I need to cut that back. I think there's going to have to be a lot of balancing in this game, with all the drop rates and damage values and everything. That should be kind of fun though. I tried to keep the numbers fairly small for things, so that for example a +1 to damage would be a nice thing to have, but that makes balancing trickier. If I find that 4 damage is too much for something, but 3 is too little, I'm kinda stuck.

Balancing all the skills is going to be the craziest part. The game needs to be decently playable whether you choose to focus on axe combat, throwing axes, or magic (5 different flavors to choose from! Can't max them all), or just choose to spread things around. I also look forward to more specialized builds. For instance, you (and me, for sure!) could make a character who focuses on summoning things to do the fighting for you. That's mostly magic, but there are two skills outside of the magic section that would be a part of that as well (and you'd probably want some other stuff, like extra health and defense, that any character wants). Maybe a lightning-focused character with electrified throwing axes and lightning magic. There are also items that will help with different builds, by boosting the appropriate skills and with other magical bonuses. For instance, a Boney Amulet makes the Boneheads you summon shoot fireballs and regenerate health, in addition to hitting things with swords.

Well, that's enough spoilers for one day.
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  It's work! 05:55 PM -- Mon April 10, 2006  

No longer vacation. Got 2 new Dumb puzzles ready to go today (not putting them up yet! A couple more will join them). One is actually new work, the other was just setting up a puzzle that someone sent in to me. I do enjoy that, feel free to send me some!

Also, Toonyland work. See the Sneak Peek page for the first sneak peek since the Carter administration. Not much of a shot, but of interest if you're the RPG type. It's looking more fun all the time!

That's the latest news. Taxes are finished and submitted, and fingers are crossed that we didn't trigger an IRS death squad (we did our own taxes for the first time). I believe it's mostly random where they send the death squads, but there are some specific triggers as well. The tax system is absolutely absurd. It really needs to go. Why was buying a $70 computer program (that is only valid for the current year) the cheap, do-it-yourself option? The government wants my money, why don't they tell me how much they want? Not that I'd trust them, but that's a separate issue. You know, there's all kinds of issues with a flat tax, issues with a federal sales tax, issues with every possible new kind of tax. But I'll tell you this, there is no tax system that could be as bad as what we have now. So just do something new!! NOW! If taxes were so simple that humans could do them, our economy would be 7853%* more efficient overnight, although the CPA homeless problem would be something to contend with, I suppose.

* precisely!
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  Sneak Peek: Loonyland 2: Winter Woods 05:40 PM -- Mon April 10, 2006  


I've redone the entire inventory system. It used to be really abstract and split up, like you'd choose which axe to equip on one page, and look at your other junk on another page. Now it's more like most games - a straightforward grid of all the stuff you've collected, and you can just hit the button to equip stuff and the usual. All quite logical. I like it way better now, although that "<- Equipped" notice is pretty lame looking.

You can't actually equip the log, despite what the help text says. It's one of many 'junk items'. Each different main class of monster drops a different kind of junk. You'll want to collect it because you can sell it, or combine it into wondrous new items. Provided you have the Crafting skill, that is! You can also use it for another purpose which shall remain secret. Oh, and some quests call for collecting some of it. Collecting logs is actually the very first quest you encounter, unless you are too antisocial to talk to the townsfolk.
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  It's a vacation! 11:01 AM -- Sat April 8, 2006  

Yeah, so I'm not very bloggy these days, but I'm not doing work either, so it works out. I'm on vacation! Vacation ends monday. I finished another book, Time Travelers Strictly Cash, by Spider Robinson. All you Pratchett people would probably really like it, since most of it is just all horrific puns. Yuck. But it's a short story collection, so the parts that weren't were sometimes pretty good. It was easy reading for the most part, quite harmless. It included some nonfiction bits, like a book review that was eerily reminiscent of my reviewing at the GameTunnel Monthly Roundup and some speeches. I really enjoyed some of those. One of the speeches was the worst part of the entire book on a level I've never read before... joking so incredibly intensely that every word was a multiple pun. It was unreadable garbage, and I skipped half of it. Very much lounge lizard, ladies-and-germs, is-this-thing-on, take-my-wife-please 'entertainment'. Gak! I don't find much offensive, but humor that bad can do it.

Now be quiet, I am vacationing!
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  The Wonders Of Wireless 12:46 AM -- Fri March 31, 2006  

It's late at night, and I'm in a hotel bed, and I just downloaded 650 emails in about 60 seconds. It was primo! Oh, how I miss broadband. Hotels are great in so many ways, and the advent of wireless access has just made it better still. Whee! Too bad this is the only night of my trip that I get to be in a hotel. Oh well. I will return on Monday to score the Monthly Merge contest and get busy with all the Hamumu business I need to do.

Sadly, I have to get up at what will feel like 5am to me. Yuck. Then it's goodbye hotel. But I'll never forget you, wireless. You'll always be in my heart.
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  Dumb Strikes Back Too 09:38 PM -- Fri March 24, 2006  

Because of some mentions on nice prominent websites, Dumb: The Game has really taken off all of a sudden! I'm actually learning a lot about internet hype. There was, by whatever chance, a mention on one site earlier in the month, which drove in a bunch of new visitors - a big crowd of them, actually. Then from that, it began to get mentions on a lot of sites. It's very much an exponential thing - if only ten people know about your site, what are the odds that one of those ten is going to have the ear of a major "opinion-maker"? But you get that one lucky break, that blossoms into a few thousand visitors, and out of those few thousand, definitely there are some who combine the traits of really-like-it, like-to-share, and are-widely-listened-to (or they have the attention of someone who is!). I think Dumb has gone mildly viral!

It's really great, exceeding my modest expectations, though not nearly reaching my immodest hopes. Now the question is whether the big hit will settle into a nice solid high traffic level, or if it will peter out and return to where it was. It's weird when you think about those simple traffic statistics actually representing the actions of millions of people and how they interact. It's sort of like seeing the numbers floating in front of The Matrix. Oooh. I already have ideas for my next mildly viral site. Actually, one of the ideas I had long before Dumb, but I haven't yet figured out how to make it work. It'd be a really original and unique web game.

Another website idea I had was a site where people trade items. I'd explain the details, but yesterday I discovered that my idea has been implemented almost to the letter at Title Trader (and also SwitchDiscs, Peerflix, and GatorSomethingOrOther, but to lesser degrees and with fees involved). So I guess that's done! Does seem like a cool site, though, so I was smart to come up with it. I'm not actually endorsing it though, I haven't tried it. But I really like the idea a lot.

What I really need is just a page of dancing chihuahuas and polka music that flashes seizuriffically. That'd be all over the web in minutes. Or is the era of that stuff over? I guess nowadays it's all embarrassing videos of kids acting stupid. If only I owned a lightsaber! And a video camera. Uninteresting trivia: in Tony Hawk's Underground 2, there's a semi-hidden parody of the lightsaber kid. Now that's hitting the big time!

Yes, I'm still working on Loonyland 2... but this weekend is the Guild Wars: Factions free preview event! So I'm busy for the moment. I did copy the water effects from Kid Mystic into it though. Much nicer looking than what I had previously. I've been doing a lot of work making background tiles for it, which I just hate doing. Ugh.
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  Pop Culture Strikes Back 12:09 PM -- Mon March 20, 2006  

I've finished my latest book - a tiny little thing by Stephen King, The Colorado Kid. As it says repeatedly in it right from the beginning, and even on the back cover, and everywhere I've read anything about it, it is going to be a little frustrating. It's about an unresolved mystery, and that means that the mystery is not resolved during the book, not that this is about the amazing moment when it is resolved. And frankly, it's not an interesting mystery anyway! But I liked the book. Because it wasn't actually about the mystery. It was about the growth of a character who was being told this mystery. That wouldn't have been enough for me in a big book, but this whole thing was 184 pages of very big type - I think it's really more like a 100 page book. It was just right. A fun little thing to read, and I wasn't even really let down by the unsolved mystery (I suppose it helped that they mentioned at least 50 times that it would not get resolved), because it wasn't important.

So as always I don't know what to read next. I guess I could continue on the Harry Potter train. My wife has all of them, and I have read the first one. It was good, but I don't really need Harry Potter so badly.

I have also finished, or at least beaten the final boss of, Spyro: A Hero's Tail. It was a big letdown. I guess I rate it 7.5/10. It was enjoyable, kept me coming back, but it was sorely lacking the fun of the earlier ones. It really felt like (and was) new people trying to ape the original Spyro games. You know, they didn't know exactly what made it special, so they just put in all the actual elements - Spyro grabs gems, smacks guy's armor off and then fries them, Sparx eats butterflies. But the gems don't look quite as alluring, the impacts with the armored guys aren't as nice feeling, and most clearly, Sparx doesn't catch butterflies nearly as aggressively. You have to practically eat them yourself. None of it was quite there. But the one big downside was the bosses, which were awful. In real Spyro games, a boss has to be hit 3 times (I may be misremembering, actually), and you have to dodge all these different attacks and find your opening to do it. In this game, it's the same, except that you need to repeat this 3-hit process 3 times. And up until the final boss, that's annoying and tiresome, but not onerous, because after each 3 hits, the boss inexplicably always proclaims "How could you have beaten me!?" before proceeding on to the next round of the fight, looking none the worse for wear - which saves your progress. Of course, each time they get harder. On the final boss, they throw that out the window, and you have to take the guy down very hard, very very many times. I pretty much only succeeded because I cheated - I bought the "max health in a bottle" item, and then ran off the ledge of the battle 3 times to get the Loser Assist it offers: one butterfly per time you've failed (max of 3). Still barely squeaked by, after 8 or so tries. But more than it being hard was it being repetitive and unfun. That's not what a game should be! Speaking of repetitive, I'm going back now to get the last few eggs and light gems! It's what I do.

So, continuing on pop culture issues, I stepped into the 21st century yesterday and ordered a Nintendo DS. Hooray! I probably should've waited until the DS Lite was available, but it would cost so much more (I suppose the deals on old DSes would've gotten better... oh well, it's an impulse buy). I also got Animal Crossing, Tony Hawk's American Sk8land (a naming convention I will never approve of), and Meteos. A nice broad selection of the classic game types - village living, skateboarding, and meteor puzzling. Should be interesting to play the DS port of the latest Tony Hawk before/rather than the PS2 version. It's the first portable version that isn't a wacky isometric view. The main reason for the DS purchase was Sol's playing of Harvest Moon on our GBA and constantly complaining about the lighting. The DS is backlit. I ordered all the games on eBay, which is always horrible. I hope it goes well. I tried to get the system on eBay as well, but after being outsniped for a solid 4 hours on 10 or 15 auctions (some really good ones that included 5 or 10 really nice games! Augh!), I gave up and ordered a used one from an actual reputable dealer. I'm very cheap, you know.

Also pop culture: We saw V For Vendetta this weekend, and it was very good. To me, there were some weird elements - the way some things looked, the way some dialogue was - that took me out of it, towards the beginning mainly (and I don't mean V's flowery language or truly strange appearance). I can't even really describe what, just sort of a stylistic choice that didn't click with me. The fighting for example was really unimpressive to me, especially the supposedly big finale. Not a lot of drama and excitement to it, as opposed to say a Matrix fight (to mention the Wachowskis, who wrote the screenplay here). But that wasn't really important, and in fact, there is almost no fighting in the entire movie. Actually, something that I would've liked more, and would've majorly changed if I was doing the movie, would've been if V never killed anyone. This is very much a Trigun thing, which I loved. In the very first fight in this movie, he doesn't kill anyone (at least not for sure), and it's really cool to see him taking them down non-lethally, even though he's armed with big knives. Of all the fights, that was the most well-staged, as well. And it's appropriate, because they're not really people who deserve to die, though very much not good guys. Later on, he slays quite a few I would consider innocents. And near the finale (this really isn't much of a spoiler, but beware if you are big on that), he gets someone else to kill someone for him in a way that's really meaningful, and I think could've had a real message behind it... if he hadn't then proceeded to mow down a dozen cops himself. Anyway, that's sort of my desire for morality and black and white, looking for a hero. The movie is more about the real world - nobody's a real hero, though there is no shortage of villains (actually, V does one thing in this movie that really was way out of bounds to me! I was having trouble believing it at first and was looking for alternative explanations, and I think the forgiveness he gets for it is a load of crap). It's a very good movie, with a big political message that is worth hearing: stand up and be counted, fight for your rights, all that good stuff. And it's definitely not black and white, which is nice.
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  Snowed in! 11:18 AM -- Mon March 13, 2006  

We spent the weekend actually snowed in. We got around 2 feet of snow at the highest, which wouldn't really snow most people in, but we have no chains and live out on a dirt road that doesn't get plowed, so here we were! It was rather a shock. Our little inch of snow the other time was exciting and new, but this just blew it away! And it's the middle of March!



It was practically a blizzard for 2 days straight. Okay, it wasn't a blizzard, but snow constantly coming down and blowing in the wind, that's a blizzard by my standards! It looks cloudless today, so I think it's at least going to mostly melt away, but man... snowed in! Sol couldn't go to work today even.



An interesting thing I never thought about was the vastly increased view we had - all the trees were completely bowed under by the weight of the snow, so we could see for miles, houses we never knew existed. That is, when it wasn't completely fogged over. The trees have mostly snapped back now.



Snow! Can you imagine?



They sure couldn't.
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  Slow On The Blogtake 12:51 PM -- Fri March 10, 2006  

I'm not keeping up with the journal as I should! Or with my work for that matter. A major cause is a bit shameful... I have recently come into possession of no fewer than six video games. Let's discuss them, shall we?

Sly 2: Band Of Thieves - 10/10! The Sly series is amazing, and this one is better than the first. The first game was just normal platformer levels you got through, but this time the levels are open-ended cities in which you pull a series of heists to achieve your goals. And you get to be The Murray, which I loved and didn't get anywhere near enough of. As far as I'm concerned, Murray can have his own game of pure brawling. Not that Sly is unfun, he's great, and his pickpocketing adds a lot of fun too. Bentley I didn't enjoy quite so much. Now I need Sly 3!
Jak 3 - 5/10. Blah. Even worse than the first Jak, which also was frustrating (but had fun too). You can see all the effort that went into this game, but it was a waste, because all they ended up with was an endless string of trial and error missions. Die & repeat is the order of the day and it is tiresome. I never played Jak 2 because I heard it was frustrating, and I heard Jak 3 was way better. A horrifying thought. Also more than a few bugs I encountered playing this game. There are some 600 bonus egg-things you need to collect around the game world, and I was not interested in pursuing them. Knowing my predilections, that says a lot about how unpleasant the experience was.
Ratchet: Deadlocked - 10/10! Okay, maybe 9/10. Not as good as the former Ratchets I think... but I don't know. It was definitely still great, really great. For an arena combat game, it was sorely lacking in normal arena battles though. It nonetheless has inspired the idea of a battle arena in Loonyland 2. I kind of liked the concept of how it split each level up into multiple challenges, rather than long journeys where you could slip up at the end and ruin it all.
Spyro: A Hero's Tail - I am currently on this one. I was a few hours into it, and the next time I started it up, it said "your save file is corrupted, would you like to overwrite?" So voila, I am back at the beginning again. It's not bad. I see less magic to it than older Spyros, but it is definitely fun and solid. Interestingly, I have only ever had one other game I needed to restart on - Spyro 2. In that one (it may not be #2, not sure, but I think so), there's a bug where one of the eggs you can earn by doing a race isn't given to you. Only cure is to restart. It was many months before I restarted that, since I had finished the entire game minus that one egg.
Still on the block are Prince Of Persia and Pitfall: The Lost Expedition. It's all research.

I've taken a detour on the Loonyland 2 work, when I actually was working on it. I had some quandaries and art issues, and I think they're all finally resolved, and I've done a bunch more new art. One thing I have changed is that the whole map system is to be revamped. Instead of the one big overworld with caves and such in it, I'm taking a cue from Guild Wars (not that it's the only game like this, but I do play it a lot!) and breaking the world into individual regions, which will be stored as separate levels, with flashy portals between them. This makes some things quite a bit easier, and gives me freedom to expand areas however I wish. Plus I like the flashy portal thing I made. And it resolves one art issue: I had a place where a river needed to divert and flow both to the right and down, and I had no idea how to animate that. So now I don't have to! In one map you'll see it going sideways, in another map it'll be going down.

Here's another insider tidbit on Toonyland, lucky you for having subscribed to The Hamumu Insider! I'm adding a thing, equivalent to Gallery Goals pretty much, called the Allusionary. As you unlock the entries in it, you can read about all of the different allusions and references in the game. Since most of what I do is always a reference to something, I thought this would be kind of fun, and it has inspired me to up the reference count (hey, that could be a programming joke! Nevermind). For instance, there was a quest called "Herbal Remedy" to collect some herbs. I have renamed it "Herbal Essences", in reference to the kind of shampoo I use. It's that kind of incredibly witty and urbane humor that you turn to Hamumu for. And we don't disappoint!
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