Archive for February, 2008

The Sweetest Thing

Posted in Game Design, Random on February 27, 2008 by sentimentalgamer

Today was very touching…

BOOM was today. For the uninitiated, that’s Bits On Our Minds, which is a general hodgepodge engineering exhibition where different student project groups get a table in the beautiful atrium of Duffield Hall (big engineering building) and extol the wonders of their work. Recruiters come (from Cisco and the like), students come, and local Ithacans come.

So, as with Guardin’ the Garden last year, I entered a game project. The idea, though, wasn’t my own. While I really enjoyed my time on Music Monsters, the fact is that in the end, it was flawed. As is true with so many things, the last little bit really counts. I think we made it 95% of the way there last spring, but we just didn’t have time to cap it off. Touch up the collision detection, balance the levels, fix music lab bugs, fix MIDI bugs… all the polish that I would have loved to have given it if we had time. But we just ran out of time, and then it was off to Oracle and…well, and so on.

So, the group convinced me to submit Music Monsters. Pre-BOOM, I’m thinking this is going to be horrible. Watching the memory leaks (well, “loitering objects”, I should say… C# is managed) kill our game within minutes after all our work was devastating, as was noticing that levels hadn’t saved correctly. Also, I found that the game blew up on exiting tutorial levels. Great. So, I manually fixed up the XML level files for the tutorials this morning, added a null reference check or two, and decided to just grin and bear it. I was pretty sure BOOM would consist of trying to explain away to college kids why our project had so many errors.

But, instead, a group of maybe 6 to 8 kids from a few different local families latched onto it, and the kids absolutely LOVED it! The oldest couldn’t have been over 10 or 11, with the youngest probably under 5, and after I explained the game to them, they were all jockeying in turn to play it again and again and again! Even more surprisingly, to me, they actually grasped how it worked!!! I had thought it was all just too obtuse and glitchy to matter, but by the end of BOOM, I heard them stating exactly how they wanted to change different attributes, and how they could do so in the music lab! “I want to make him bigger to crush things… play a lot of chords!” “I want to be fast… play fast notes!” “I need to dive more… make his tail bigger with low notes!”. After figuring that nobody ever would get the system, it really was magical to see them pick up and use it!

So, while any college student or older person may have picked up the game out of curiosity and dropped it the next minute because of its technical and presentational issues, these kids played 2 hours, and we had to turn them away so we could pack up in the end! That, I believe, is all I could have asked for. I think it’s true for every medium (I know writers always say it): if only one person enjoys and loves my book/movie/music/game, then I’ve done my job. I got to live that feeling again today. It’s pretty much the warmest, fuzziest feeling there is :).

Workers at Cornell

Posted in Uncategorized on February 26, 2008 by sentimentalgamer

Huh… I seem to have taken up a habit of spamming my family (and Macy :) with something that piques my interest, then realizing that it’d probably something I’d like to post on here. Oh well. Anyways, here’s what I just mailed out about a video from ‘92 about workers at Cornell (after the jump)… Read more »

SPORE! Clarified

Posted in Uncategorized on February 25, 2008 by sentimentalgamer

So, to clarify the previous post, I’m happy because I could work on Spore this summer! The call with details had to be moved off to today (was originally for last Thursday),  but now I know for sure!

Still, I’ll be heading off to Washington on Thursday afternoon to see whether Microsoft has a better offer (that is, if they have one at all :( ). It’s hard to see what they could offer that could be better than this, but I’m willing to go and find out.

SPORE!!!

Posted in Random on February 25, 2008 by sentimentalgamer

:)

Audiosurf… excellent design

Posted in Game Design, Random on February 24, 2008 by sentimentalgamer

Audiosurf

I demoed this and decided to purchase because I think this game is really fantastic… it’s actually similar to an idea that another student here at Cornell had last year, but we didn’t have the technical skill to pull something like it off. The developers on the game really put together an amazing package, with very speedy song parsing, internet scoreboards, different game strategies, and an overall great look and feel. That, and I think it’s a nice deal for $10. It’s basically like DDR meets Tetris… which sounds weird, but you’ll see what I mean if you play it. But the catch/cool part is that you can use any mp3, ogg, wma, or iTunes song that you have on your computer! It interprets the audio data and uses AI to build a track based on it. Is it always perfect? Nope, but I think it does a pretty darn good job considering that it’ll accept literally any song you throw at it.

So, Ben, I’d like you to meet the newest nemesis of your work schedule :).

EA Internship secured?

Posted in Random on February 20, 2008 by sentimentalgamer

Good glieven… I thought the phone interview went very well, and it answered a few of my questions about what exactly I would be doing at EA. It was less of a technical interview than I’d been led to believe, but no complaints from my end. So after it ended, I’m sitting here thinking “hmm… wonder when I’ll hear back from them…”

Hours or so later, question answered. The recruiter’s contacted me and has asked for a phone convo Thursday at 3:30. Um… through use of my infinite analytical prowess, I’m going to guess that this would not be so that they can politely shut me down. So, as I always say, not to be presumptuous, but I think it’s in the bag!

This is…. sweet. I’ve spammed my family and friends about it so much, but I’ll just say it once more… if I had to choose any internship in the world right now, this just might be it :) . I think I’ll do the Microsoft interview regardless, just to see if I could have an even better internship, but honestly, I’m not sure they can top this one!

So, I’m pretty much just holding my breath until 3:30 PM tomorrow…..

EA Interview Tomorrow

Posted in Random on February 17, 2008 by sentimentalgamer

EA Phone Interview tomorrow night at 6:30 PM.

Can you say, “Ben is nervous!” ?

But man, it would be sweet to get this internship.

Another reminder of informing the player…

Posted in Game Design, Stage IV on February 16, 2008 by sentimentalgamer

Good to see this reminder again, over on LostGarden.com:

One problem that is common to AI-driven systems is that most of the behaviors go on underneath the cover, away from the player’s eyes. It is very easy to fall into the trap of creating an intricate AI that ‘plays itself’ but is completely incomprehensible to the player.

Instead of asking how you might make the most realistic AI system, I prefer to steal a page from Nintendo’s playbook. Instead ask “What is the simplest system that drives forward the player experience?”

Peas climb. Peas fall. Peas get scored. All of these activities are very apparent to the user. Instead of complex internal logic, the design focuses on explicit external behaviors. Any internal logic such as the path finding system exists only to the minimum degree necessary to support the external behavior. We won’t build SkyNet using these sort of AI techniques, but we can make more enjoyable games.”

Well said! I believed it when the EA rep who came to Cornell said it, and I believe it now. I just hope that I can integrate that belief well into Stage IV!

Stage IV: Parts coming together

Posted in Stage IV on February 11, 2008 by sentimentalgamer

So I figured a Stage IV update is in order…

Read more »

Yar’s Revenge

Posted in Random on February 4, 2008 by sentimentalgamer

Classic…but I’d thought that Yar was the bad guy? Huh… shows what I know.