A designer/scientist does not “express himself”. We come up with a process that we think may produce some result (interesting, illuminating), carry out that procedure, then with fresh eyes look at the outcome to judge its actual result. Is it what we were expecting? Do we need to tweak the process? We must be able to honestly see and report what is there in order to provide the feedback that advances our knowledge and our art.
Quick 1.2 patch
Anonymous asked: Android port? :)
I wish. Blitzmax is great in that it makes porting to the supported platforms really easy, but mobile is not on that list. Once I release the source code (I’m still putting that together, I promise!), I’d be overjoyed to see that happen by somebody who knows what they’re doing better’n me.
Rubicon 1.1 released!
Anonymous asked: I'm a backer, and just got around to installing Rubicon so the kids and I can play. I run linux, and there's no sound. Is there a list of libs required to have sound work?
Blitzmax seems to have some problems with sound on the more recent versions of Ubuntu (is the distribution you’re using?). I’m looking through the forums and it doesn’t looks like there’s a simple fix for this problem, though here are a couple of potentially enlightening links:
And this looks like the best way to make sure you have all the lib dependencies:
Hope this helps ~
Game Design Links
I’ve been meaning to post these for a while- I read a lot of game design stuff while working on Rubicon. Here’s some of the stuff that I found to be particularly useful/insightful/interesting.
- “Ten Things Every Game Needs” - Magic the Gathering is a wonderfully heavily-designed game and Mark Rosewater’s column “Making Magic” provides a thoughtful window into the process of its creation and maintaining its long-term health. “Restrictions breed creativity!” is the mantra of the day.
- “Resolutions” - Rosewater, “Making Magic”.
- “Juice it or lose it” - A talk aptly demonstrating the power of tiny reactive effects and how it can bring a game to life.
- “Video Games and the Human Condition” - A talk by Jonathan Blow. Goes over developer “best practices” on how to make a game compelling to play and then ethically questions the use of such tactics. “With great power comes great responsibility.”
- “Bow Nigger” - Personal narrative of play experience of Jedi Outcast. Super-intense duel, exploits, social norms/rituals in multiplayer.
- “Conflicts in Game Design” - Another talk by Blow, how a game’s premise & its mechanics interact.
- “Figures: They Speak For Themselves (mildly NSFW)” - from the tumblr of Dresden Codak. Although it’s not directly game-related, reading Aaron Diaz’s posts on visual design show the right sort of attitude (read: insanely meticulous) in what it takes to carefully craft an experience for an audience.