20
October
2010
09
July
2010

Links

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26
June
2010

Links

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23
June
2010

Links

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  • "In AR Monster, you use your iPhone's GPS system and camera to discover and battle more than 600 monsters hidden in the real world. By playing the game in different locations and pointing the handset in different directions, you'll be able to find new kinds of monsters." As is increasingly becoming my reaction to all things AR: "so what?"
18
June
2010

games

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Carcassonne: Making Pretty Shapes

I really like Carcassonne.

I like it because it’s as interesting with two players as with four – just a very different game in each case. I like it because of the various scoring methods it combines: simple play-piece/gain score for roads/abbeys/towns; longer-term risks with potentially higher rewards for farmers. I like that it forces you to juggle a limited number of scoring opportunities.

But I like it best because it’s about making pretty landscapes.

carcassonne-layout.jpg

photograph: “Carcassonne: Inns & Cathedrals” by SimDawdler

When The Coding Monkeys (who, a good while ago, wrote the excellent SubEthaEdit), released their iPhone version of Carcassonne, I had to check it out. After all, if they can make a multiplayer text editor as good as SubEthaEdit, they might well be an ideal fit for an asynchronous, multiplayer boardgame.

Turned out I was right: they’ve really put some time and thought into their iP:hone version. The UI is lovely, as simple as possible, but rich where it needs to be: it’s very clear what’s going on and what the options available to you are. There’s also a nice focus on playing asynchronously – multiple games, taking turns as and when – which is only enhanced by the “next table” button that lets you ripple through open games without constantly returning to a menu.

But best of all is this screen:

carcassonne-screengrab.png

The tile-layouts of each game are the thumbnail used to represent them.

As the games go on, this screen updates, their icons evolving from single green dots to sprawling landscapes. Of course the layout is the element of the game you place front and centre when it comes to navigation; it’s the most iconic part of any single game, and it works as a lovely aid to recognition.

Nicely done.

05
June
2010

Links

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  • Stanford's iPhone development course.
  • "Is writing ever NOT collaboration? Doesn’t one collaborate with oneself, in a sense? Don’t we access different aspects of ourselves, different characters and attitudes and then, when they’ve had their say, switch hats and take a more distanced and critical view — editing and structuring our other half’s outpourings? Isn’t the end product sort of the result of two sides collaborating? Surely I’m not the only one who does this?" Something else that's been on the pile (to link) for a while now.
  • "The craftsman as hero is a consistent motif in Ruskin’s artistic and social theories. To him, mechanisation and division of labour dehumanise workers, enslaving them to execute exactly the specifications of others. The only way to recapture the humanity in labour is to put the designer back in touch with the tools of the craft and to unleash the creativity of the maker." A lovely metaphorical piece from Matt Edgar, reminding me of how much I need to brush up on my knowledge of the Arts and Crafts movement, if only because of how much I appreciate their sentiments.
  • "At some point, I begin to feel that I am carrying entire Latin American forests home with me. Also, I am afflicted with a terrible need to stop and write things down, at almost every corner, slowing my passage through the city and impeding motion. I am locked in this ridiculous two-step, unable to travel more than half a block before sitting down and writing out more, papering over the last thirty feet, dripping more ink onto the street: this absurd project, this incomprehensible, incompletable urge, this terror of forgetting and compulsion to record." Beautiful writing from James, which has been sitting on the "to link" pile for far too long.
  • "Here is an extraordinary piece of film. It is a live outside broadcast of a British army simulation of an attack on a train in Britain. It went out at prime time on a BBC programme called Saturday Night Out. And it happened in 1956."
  • "Maps are having their F-64 moment, right now, which is important and wonderful but I don't think anyone really wants to live in a world with an infinite depth of field. It's an appealing idea but then something like the Hipstamatic comes along and we all get irrationally weak in the knees, all over again." As usual with Aaron, I could quote most of the article, but in this case, I'll pick my favourite piece of writing, rather than perhaps the most succint quotation; just read the whole thing. (And: I wish I could code or even write like this).

Links & notes for this month

Endnotes