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Bloody marvellous: Aubrey dives deep on _precisely_ why strafejumping works, with references to the right bits of the Q3 sourcecode in github. I love this sort of videogame forensics combined with clear explanation.
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"I'm sorry to say that Demiforce is canceling plans for Onyx." This is a real shame, because I was somewhat excited that Demiforce wasn't just ramping up for "another game", and was instead building something that might benefit the platform. As it is: oh well. Those Apple T&Cs are killer, it seems.
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"I was reading about arcades and how you'd have to queue to play popular games as well as follow rules like no throwing in fighting game or the others wouldn't let you play. This seems rather strange. The money cost must have gotten expensive pretty quickly as well. I'm not old enough to have been to them when they were around so I'm curious about what they were like." And then, 18 pages of wonderful gaming oral history; you'll be smelling the aircon and the chewing gum by the time you're through with this thread.
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"The aim, then, is to explore what makes a good children's game, to consider how this oft-maligned market can sometimes reveal bad game design habits that we've been conditioned to tolerate, and to offer a guide to the best games for kids available now by looking at the four design areas that I believe are key to making a successful game for children." Dan Whitehead's roundup of games for children is really very good: some strong thinking, good comparative analysis, and best of all, parental insight. More like this, please, EG.
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Wonderful interview with Marty Stratton and John Carmack on Quake Live; there's some really smart insight on development and business in here, and also some tidbits of Carmack talking code. Definitely one to mull over.
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"Yesterday was the inaugural papercamp in London, alongside its big sister bookcamp. I presented a half bookish half paperish presentation about travel guides. What I forgot to mention or make explicit: how there are totally different stages and needs for guide books – especially pre-booking, pre-travel, during travel, during holiday. So here is, from memory, what I talked about, with a few additions:" This was jolly good, an a neat branching point between the Paper and the Books.
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Lots of corrections. addenda, and general props from John Romero (who has a sweet personal domain) about the Game Developer article from 1994 linked to recently. Some interesting stuff, including commentary on the NeXTStep screengrab, some of the internal toolchain, and a few clarifications about the id/Apogee/Softdisk relationship.
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"We aim to re-start production of analog INTEGRAL FILM for vintage Polaroid cameras in 2010. We have acquired Polaroid's old equipment, factory and seek your support." They're serious. Wow.
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"A Ruby library that wraps the Viapost SOAP API, providing an easy way of sending post (you know, real letter box post) from your applications."
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"Starting a new column reprinting classic Game Developer magazine articles, this January 1994 premiere issue article goes behind the scenes of Id Software's Doom, talking to John Carmack and revealing technical specifics of the seminal game's creation." And it's cracking – lots of great detail, some neat ironies, and quite a bit about the id team's fondness for NeXT workstations.
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Consolevania is over. A shame, but they make their case well, and it was lovely when it lasted.
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"We’ve generated what we call the Personal Annual Report for all our users. It’s a unique-to-you PDF of data, visualisations and factoids about your travel in 2008, that we’re delivering over the next week via email to every Dopplr user who travelled in 2008. To give you an example, we thought we’d show you the Personal Annual Report of someone who’s had a very busy 2008 – President Elect Barack Obama." This is super-awesome. Can't wait for mine, no matter how small it is.
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"Your argument did not address my own, but nice try". I think I'm going to need this in future.
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These are lovely. The more I think about this, the more I like his Die Hard poster.
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"The purpose of this analysis is to determine the evolution of gravity in the Mario video game series as video game hardware increases." Not super-accurate, but not bad; the bit when it starts the comparison against GPU word length is a little silly, perhaps. But otherwise: fun!