Yet Another Graphomaniacs Compendium |
Thursday, September 27, 2012
Texture GenerationSome idea to play with: 3 ca - one for each channel r,g,b. Several layerd ca - weakly interacting (4 neighbours in lower layer == 1 neighbour in upper layer?) How to express all the rules this could produce in a concise way? Nieghbour coeffiecent to multiply by between layers? The rule needs to be expressible as a string for mutational variety A few nights ago, I had a dream. Or rather, a nightmare. I dreamt that the dread Cthulhu could manifest himself as code. Not just any code, no clean straightline stuff, but twisty multi-dimensional code that slowly entraps and mangles the consciousness of the coder who read it, mangling their sanity and slowly extinguishing their sentience. It was at the point I realised that not only was I reading such code that I had personally written it that I woke up, in a cold sweat. To all the victims of that hack that treated animation data as a 24-colour-channel image, offer my most sincere apologies... Wednesday, September 26, 2012
Well, I decided to go indie, and try life as an independent games developer for awhile. A friend commented on the decision, calling it "interesting". I think he meant it in the Chinese sense and not the creative sense. The indie scene is starting to resemble a stadium full of drama queens in pink jump suits shouting "LOOK AT ME" into a megaphone. Such it has to be; any successful market gets saturated and creatives always struggle to stand out.
The Indie "revolution" was inevitable, as they all are - with hindsight. As the technologies we use to create games become more and more accessible, putting together a game becomes less and less a technical ordeal and more and more a matter of artistry. Coupled with widespread digital distribution, the world has changed. The response of the old studio hands has been either to dig deeper in the seeming shelter of the big studio; something that is doomed, as many have found, or to embrace it, as others, as fed up of studios as I have done. I know success as an independent is far from guaranteed, but I entered this industry because I was intrigued and excited by the possibility of this medium to tell stories, that enmesh the player in lived experience. We learn about people via discourse through literature. With games we have a chance to turn that discourse into direct experience, except the most visceral kill-or-be-killed kind. Thanks to the indie horde, the medium has begun to address this possibility. This is what I want to do, and it is what the Indies are the best hope of achieving. The degree to which we can achieve this is the true measure of success, not turnover, sales volumes or unit counts. This makes me an idealist and as such, am resigned to being serially smacked in the teeth by reality: but, somehow I continue to hope. |
The Journal
A miscellany of topics that intersest me: deaf culture, game design, politics as soap opera, the cyborg condition and the experience of learning to hear again. Other topics presented are speculative fiction and imaginary cities. There are appearences of snippets of work in progress, public rants, pointless posts and Mish the Mouse. The Writer
A lower middle class cyborg living an innocous life in a suburban village near Newcastle On Tyne, in the United Kingdom. Mostly autobiographical and creative notes posts and musings on the topic du jour. Archives
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