G+N

Trying an experiment this evening.  Should have posted this yesterday, but, alas, I did not.  Anyway, the idea goes like this:

Google Plus Netflix: a bunch of people watch the same movie at the same time though Netflix Instant and run a live text commentary on Google Plus.

This could be awesome.  This could suck.

My main impetus for doing this is the idea of the commentary, but in such a fashion that it was “recorded” but not a podcast, and possible so that if someone watches the movie later they can read the commentary on roughly the same pace.  Also, using a text medium like this means that there is no limit to the number of participants, so I’m hoping we get lots of voices, from the funny mocking tones to the knowledgeable remarking on production values.

Of course, the latter may be in short supply since I chose Birdemic: Shock and Terror as our inaugural film.

If you want to participate, go here.  The movie will start at 10 PM Eastern.

Abraham Lincoln, Vampire Hunter

Abraham Lincoln, Vampire HunterSeth Grahame-Smith exploded onto the scene last year (after having several other books published) with Pride and Prejudice and Zombies, a book I still haven’t read.  It was so successful that the “classic text mash-up” genre now practically has its own aisle at the bookstore.  Taking a slightly different approach in his next endeavor, Grahame-Smith wrote Abraham Lincoln, Vampire Hunter.  Rather than taking an old text and playing with it, instead he’s taking history and filling in the gaps with his own crafted tale.

The story follows old Honest Abe from his childhood through his Presidency and weaves around it a tale of revenge and vampires and a country nearly brought to its knees.  I was skeptical as hell going in.  That same skepticism is what has kept me from reading Pride and Prejudice and Zombies.  A tale like this is either going to be a monumental waste of time, or a masterpiece.  Based on my reading of this book, I’m now more interested to go read P&P&Z.

I’m not a history buff, and I’m not familiar with the true story of Abraham Lincoln other than what they taught me in school.  But the tale told here steps in and out and around his life in such a fashion that it is so easy to believe that it just might be true.  It isn’t true, right?  Vampires don’t really exist… right?

Anyway, I would gladly recommend this book to just about anyone with the only caveat being that some of the early book can be slow, but sticking with it is totally and completely worth it.  I haven’t read a book that ended this well in a very long time.

Should I Ever Need to Write a Manifesto…

I have decided that is I ever feel the burning need to write a manifesto, one of those long documents decrying the injustices of the universe to explain my forthcoming or preceding actions, I will spare no expense to hire Prokofy Neva.  Truly, he has a dizzying intellect.  I do mean that as a compliment.  He often has a point, but the near “wall of text” style of writing spirals you around the topic so many times that by the end you aren’t quite sure what you read, but you know there was something important in there somewhere, if only you can find it.

Our work together would be puzzled over and studied and followed… forever.

The Mist

One day, long ago, I picked a random book off my older brother’s shelf and started to read. The book happened to be Skeleton Crew, a collection of short stories and novellas by Stephen King. There were a number of cool stories in it, but the one that stuck the most was The Mist.

Later, when the family would go and purchase our first PC, a Leading Edge 8088 with 512K RAM and a 20MB hard drive (yeah, Megabyte, not Gigabyte), we would also pick up a handful of games. The Black Cauldron was one, and Stephen King’s The Mist was another. The game differed from the book a little, but that was okay, it needed to because as good as the book was, it wouldn’t make for much of a game. It was a text adventure, and that means I spent hours and hours trying to figure out the right combination of going North, East, South, West, every direction in between, picking things up and using them, in order to not get killed.

But I always wanted them to do a movie… and now they have. Frank Darabont, the man who did The Shawshank Redemption and The Green Mile, took a crack at it, and I have to say, I’m very satisfied with the result.

This movie perfectly captures the mood of the book of people trapped in a country grocery store surrounded by a think mist. There are monsters in the mist, and inside the store isn’t going to be safe forever. The tense building of the religious cult as people take sides on what just might be the end of humanity is well portrayed.

Like the old text adventure, the movie strayed from the book, which in this case it didn’t have to do, but where it did it worked. Especially the end… the end of the book haunted me, and part of me hoped to see the same ending because I felt it was so good, but the movie has a new ending, but its haunting just the same.

Overall, two thumbs up from me. Worth the money to see in the theater.

Urban Dead – Revisited

Nearly three months ago, I mentioned a game by the name of Urban Dead. At the time, I checked it out, messed around one day and then dismissed it. I just wasn’t interested in a web based text adventure.

Things change.

I have been checking out all sorts of games since my recent abandonment of all my usual MMO haunts. With City of Heroes/Villains and World of Warcraft canceled and Lord of the Rings Online only holding on by the skin of its founder price, I really wanted something low impact that I could just play at now and then without investing any time (since any time I invest will be in beta tests or my 360). I stumbled back on Urban Dead and decided to give it a go, this time from both sides of the fence.

Everything in the game is controlled through Action Points, which you earn at the rate of 1 per half hour and you max out at 50. As a survivor, walking from one block to the next costs 1 point, and so does just about everything else. Searching, attacking, talking, entering buildings, etc. As one of the undead, walking takes 2 points per block, at least until you get enough experience points to buy the Lurching Gait skill that allows you to move as fast as the living. The limit of points you get per day means you have to keep track of where you are and how long it will take you to get back to safety. The living don’t want to get caught outside, the dead don’t want to wind up standing alone near lots of people. Really, this is where the strategy of the game comes in.

While the game does contain “levels” and skills that you purchase with your experience points, there isn’t, at least for me, a huge rush to max out and get to the top because this game has no “end game”, its just about survival.

I’m really enjoying the game far more than I thought I originally would, and its totally worth the cost… free. If you decide to check it out, I’m Jhaer on the living side and Reahj on the dead side.

Urban Dead

Thanks to Sanya, I’ve learned about a game I must investigate as I pursue my own endeavor.

Urban Dead is a browser based text adventure. Sure, its not ground breaking, but it is free.

I’ll be checking it out.

Zombies: Dialog and Quests

After mulling over the ideas in this post over at nerfbat, I thought I’d tackle it as it concerns my game design.

How would I present dialog? Well, thankfully I get out of part of it in that my only NPCs are the undead and all they do is moan. Of course, that brings up an interesting idea of do I display the moans as text or just audio that gets louder the closer they are and the larger the crowd? I like the idea of audio, even directional audio, but there might need to be an option to turn on text, just incase deaf people might want to play and not play as a deaf person. It is a role playing game, after all.

But if there are no NPCs, how will there be quests?

To understand the drive of the game, you have to understand the backbone driving force of the game: the tamagotchi.

Essentially, its a much more complicated version of that simple child’s toy… but if you boil it down, so is life and my Zombie MMO is really nothing more than a Life Simulator in a world of the undead. SimRomero, if you will.

Your character will have a stat sheet where you can monitor and manage things like how much you eat per day and how that affects your energy levels and overall health. You’ll be able to see how long your food supplies will last given your rate of consumption, and a projection of how long you will last without food given your current level of health. There might also be things like progression bars toward dementia, which can be reduced by human contact or reading books or listening to music, basically anything other than dealing with zombies.

So where are the quests? In a way there will be two sorts of quest like devices in the game…

The first will be player designed, largely including trade. If you have a stash of salt, a ton of it, and you have a need for other supplies, you will be able to set up a trade mission where you will trade X salt for Y other product until you have Z of said product. Players who stumble upon your safehaven while you are offline will be met at gunpoint and offered the quest. It will jot down in their notebook what you are looking for and what you will give for it. The twist here is that since you can specify a cut off point, like say you want oranges, 6 at a time, stopping when you have 4 dozen, its possible that player may find 6 oranges, return to you and find that you’ve already hit your limit of 4 dozen and are no longer taking oranges in trade. But that’s okay, its not a total waste since he can use the oranges himself, or in another trade.

The second will be presented in a “kill sheet” style, where you can earn Xbox360 style achievements by doing things. Kill 100 undead and you might get a title. A second title might be waiting at 500, a third at 2000, and so on. Have you been well fed for the past 30 days? Title. Killed another player? Title. Killed 100 other players? Title. Survived for a year? Title. You get the idea… As part of this, the game will include online profiles of players through the website, even the ability to make message board signatures that will include your stats (like the Xbox gamer tags). And of course, the system will include an options for hiding your profile completely, or making it viewable only to people logged in and on your friends list.

It sounds overly simplistic, I’m sure, but that’s the goal of the game: simple and fun. I don’t need to be a WoW-killer, I just want enough people playing so that maybe I can quit my “real” job.

One Step Closer

The 360 takes another step toward closing the Console-PC gap with its upcoming release. Check out the details over at gamerawr.

The biggest thing to me, and the step I’m saying they are taking, is the addition of the keyboard. Frankly, voice communication has only come so far, and for games supporting multiple chat channels, like MMOs, voice is severely limited. Some games just need text, and without a physical keyboard its just too hard to do. If you don’t believe me, trying using virtual keyboards, or even your 10-key phone pad to write long messages. There is a reason people invented text message short hand. (And deep in my heart of hearts, I hope this goes toward the erradication of needless short hand.)

Should this take off as I expect it to, we could be seeing the beginning of the end of PCs as a gaming platform. Though some might think this is great, its not entirely all roses. How do indie game devs break into the console? Maybe Microsoft could start offering a program to burn viable 360 discs so that indie games could be run… but I don’t really see that happening because it opens alot of doors to piracy. Also, if game modding continues to be popular, consoles do not exactly support making mods, at least not modeling and creating textures. As, of course at this time I don’t believe Microsoft supports external game servers… the PS3 claims it will though (or will support paid hosting of game servers).

In any event, the 360 is adding something new that may have an effect on the industry as a whole. Time will tell…

Voice Chat for Games

Okay, let us begin, as always, with a disclaimer… I hate Ventrilo and all the other software voice chat stuff people use for MMOs and whatnot. There is just something I feel is clunky about using a tool that is outside the game, and if there is one thing I am a big proponent of is putting tools in the game for the players (any game without an in-game notepad annoys me, I don’t want my desk covered in notes, let me put them in the game).

To that end, what I would really like to see is a move toward “realistic” voice chat in game. I wouldn’t do away with text chat entirely, because text works much better than voice for managing multiple rooms or private chats. And, to a degree, I don’t mind if interaction with NPCs for quests and stuff has to stay text based, that’ll come later if a game can manage what I want.

The first step is to build a sound engine and structures within the game engine to support distance with sounds. For a simplified system, lets just say there are 4 levels of sound: Whisper, Normal, Loud, Yell. Roughly equating these to distances: 5 feet, 15 feet, 30 feet, 100 feet (this might need some adjusting as this is just off the top of my head stuff). Every sound effect in the game has a sound level attached to it. When a sound plays, the appropriate distance from the sound emitter is calculated and the sound will be played for every listening object (mostly players) in that range, at the appropriate level. What that last clause means is that something said at “Normal” level doesn’t just travel 15 feet and stop, it travels 15 feet at Normal, and then another 7.5 at Whisper. A Yell would travel 100 feet at Yell, 50 feet at Loud, 25 feet at Normal, and 12.5 feet at Whisper. Then, you build “echo” objects that will repeat any sound they “hear”
modified by the properties of the echo object. If you have been in caves you’ll know that sometimes an echo can actually come back at you louder than the original sound, or distorted, not always just softer.

Okay, now that you have it so sound plays at distance and have echoes, the next step is to make NPCs react to sound. Imagine what games like EverQuest or World of Warcraft would be like if your footsteps made sound and the monsters could hear you. Pretty cool, eh? You can bet suddenly people would stop running and jumping to get everywhere.
Now, the final step of my plan… Voice Chat. The player logs in and sets levels in the options for Whisper, Normal, Loud and Yell by speaking into there microphone at the different levels. This way, when the player Yells into his mic, the game will play his sound back in the game as a Yell… 100 feet, then 50, then 25, then 12.5. Everyone in those ranges just heard him, good or bad.

After that, you can get real tricky by utiliting modified echo objects linked together to work like a walkie-talkie or cell phone. I whisper at my end, and even though you are 500 yards away my whisper comes out your end as a whisper (perhaps even with static or other sound modifications added to it).

I know this won’t be easy, as its not a simple sound stream, but I’d love to see it done. Anything that moves MMOs away from the feel of a graphical chat room and adds more spacial awareness is good to me.

Screen Scrapes and Screen Shots

Its really funny sometimes… the big stuff, world hunger, politicians, war… even things like my car getting broken in to… they don’t really bother me. It all just kinda slides right off my back. But the little things just grate on my last nerve.

I’m a programmer, been doing computers for twenty years and programming for eleven. I’ve worked with all sorts of languages, dealt with umpteen different kinds of servers and thousands of applications, and over time in a career like this, you learn the terminology. Certain things mean certain stuff. For example, when dealing with mainframes or midranges and converting their text displays to another format there is an interim step called a “screen scrape“. It got this term because you are literally scanning the data stream to the terminal or PC, identifying and pulling out text and fields, and munging them through some sort of GUI to display to the user or do stuff to the screen (like autofill certain fields). Then after if they used a GUI, you plug the data back into the fields and submit it to the mainfraim or whatever. You are scraping the screen for data and fields and doing stuff with it. On the other hand, a “screen shot” is an image of the screen captured for display elsewhere (often in user manuals or to accompany a bug report).

Some of the people I work with, some of whom have been around computers longer than I have, keep calling their screen shots “screen scrapes” and its driving me up the wall. And the even worse thing is, because they don’t understand the difference, when I ask for “screen shots”, I usually get back blank stares. Finally they’ll ask, “Do you mean a screen scrape?”

My head explodes on a regular basis.