- Book Review
- City of Shadow
- Cultural Review
- Cybernetic Crunch
- Demon Hunter
- Electronic Music
- Game Design
- IT and Society
- Kaosnet book
- Music / glitch art
- Prose and short stories
- random thoughts
- Rat in a Maze
- Reflections on life
- Scientific Theories
- Twine Games
- Visual stories
- Web Design
Playtesting this Sandbox Action RPG during development, this is not finished just showing what the general gameplay experience is like at the minute. Jinni will be available on Itch.io once complete for an affordable £2.50. It will feature multiple quests, combat, conversation systems, NPC interactions, and hopefully a multiplayer co-op mode, all set in a post-apocalyptic setting, inspired by both the past and the present. It has been a labour of love and is nearing more of a finished state, though still work to do. More info: https://drnoir.itch.io/jinni Like on Facebook https://www.facebook.com/JinniRPG/
Blank Vortex is a conceptual idea for a brainstorming app being built using Unreal Engine by myself and with ideas and input from Loz Turner who I am collaborating with.
The user explores immersive environments during which they can shoot ‘nodes’ with each node representing a thought or idea based around whatever theme they are brainstorming over. The general idea is to create environments that inspire creative thought and intuition and then providing a 3D environment that can inspire the process of creative thought. Users are spawned into a central hub (ThinkHub) and then can explore and teleport to several environments each with different unique features and attributes.
So far I have started building the ThinkHub as well as Zero G environment which turns off gravity and allows the player to shoot nodes in zero gravity. The overall aim and objective of the game is to inspire thought, provide an interface for creating mental structures and then also output them in some diagrammatic form.
This video demonstrates the early prototype / proof of concept build.
The players view is first person, and follows a familiar control system of mouse controls to generate new nodes in the game world, each node is assigned a number according to the order of its creation and the user will eventually be able to teleport to any individual node using a menu accessed pressing shift.
In the current build, nodes can be edited by colliding with them and each node has an associated text file which contains information on the structure of the node. Each nodes number value can also be edited to contain information on it’s content and the user can do this by either colliding with the node or navigating to it via the node menu.
The app is in the early stages with three days of development time invested so far, it requires more functionality and testing to determine the effectiveness of the mechanics, as well as looking at UI / UX considerations for accessing nodes as well as developing more levels and areas for the player. However I am please with the general progress of this so far, and will continue to incorporate these changes as I progress. Future considerations include creating a Mobile / Tablet version and possibly creating a version compatible with VR devices. My philosophy at the minute is to get a working version on Desktop and then work on a version on Mobile devices after that version is working to a standard where it can be demoed in public.
Overall happy with progress.
Project: Kill Stalins!
Kill Stalins! is a short 1 level FPS I am building with the GameGuru game building tool, a tool which is designed for rapid game development and is available on steam. The idea of Kill Stalins! came from my friend Becca Smith who wanted me to design an idea of ‘communist space’ in a video game for an upcoming art show we have, I chose somewhat of a tongue in cheek avenue to explore and decided to make it a game of the ‘lone man’ lost in a world of Stalinist clones each wanting to kill you, a comical look at a serious bastard then in some respects haha, but anyway I will write a bit about Kill Stalins now from a game design perspective.
Gameplay / Objective
Kill Stalins! is a basic twist on the generic FPS, the aim of Kill Stalins! is to avoid or to kill all the stalins in game before they kill you using a mixture of dexterity and weaponry. I chose Stalin as the main enemy of the game because he is the renowned bogeyman of Communism (for good reason), and I wanted to emphasise how Stalinism and totalitarianism in general is an oppressive and limiting ideology, hence stalin’s being the clones of the oppressive version of communist society. I want to develop the gameplay and mechanics further now, incorporating NPC characters and dialogue options, so as to give the player a more realistic human experience, I have added a Lenin character but will also add normal people too as well as figures from history,. More of a story element might also be developed, maybe I will give the player a specific objective of getting to a Stalinist stronghold, to rip the artifice of power down. This is one that requires some thought…
Aesthetic / Level Design
I decided to develop quite a stark Eastern Bloc look to the level, choosing snow textures and a bunch of block tower architectures to decorate the imagined Stalinist town – a grey town of limited possibility. I have used pre-defined assets for this project but GameGuru standard city models served the purpose of the eastern bloc look well enough. I also added a large statue in the centre of the the town, similar to that which was found in Stalingrad. See photos below for comparisons.
In terms of the level design, I wanted to make something that would look realistic in the context of the time and general oppressive setting of a Stalinist world, the level design is based around the concept of a ‘communist square’ as I envision it so statues of conquering proletarians and bizarre modernist constructionist public sculptures are included as well as oppressive brualtist buildings. In terms of how I wanted the level design to affect gameplay, I tried to create obstacles and dodge area for the player to navigate around in that open space, so as to balance gameplay. I still have more to do in that regard, and that is the next stage of development. As well as general development of the idea.
- Enhance gameplay objectives
- further balancing of combat
- Build map – enhance and build a bigger map
- Debug and test
- tidy up existing map design
- add more NPC and conversations options
- add Sound FX
Watch this space for more updates on Kill Stalins!
Once it is done I will release it for free on here.
This is a post written in a cafe after a a day at work so expect randomness and tired ramblings
Cybernetics – understanding the core principle know, it seems to me cybernetics is about systems and their complexities, including organic and machine systems if you want to call it that. It’s an idea that appeals to me due to my analytical nature
mixed with my creative side which it inspires in some strange way. I need to research more into feedback loops though, I understand the core concept but the actual detail is confusing.
Cybernetic Crunch continues well, though Sunday was a lazy day so apart from a few graphical ideas, littel progress there. More or less trying to understand the concept so I can improve the content of the actual learning tool / story.
Considering the visual style of the tool, i would like to create something that is bleak in some respects but also reflects the content i.e has a systems and network look to it.
But yeah there you go, some thoughts on cybernetics, done stream of consciousnesses style in a cafe in Stockpot