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Web-based port of Laurie Spiegel's _Music Mouse_. Instant composition; just wonderful to fiddle with. Suddenly thinking about interfaces for this.
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Using a Raspberry Pi to emulate the memory of a NES cartridge and then outputting that data through the original NES. The making-of is good too.
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Impressive, fun, immediate.
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A good list of ways to protect any MCU circuit – not just an Arduino.
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Good crunchy post on the design of the axe-recall feature in God Of War (2018); particularly interesting on how it evolved, how players perceived variance in its implementation, and the subtleties of its sound and rumble implementation. And yes, there's screenshake. It's one of the simpler functions to grok in the game, but one of its best mechanics, I think. Looking forward to more posts.
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Beautiful. Poppy Ackroyd soundtrack, too.
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Yeah, that. See also 'drawing is thinking' – drawing exposes the paragraphs I left out of paragraphs I wrote. I've been writing documentation recently and boy, that properly forces you to think about how to describe the thing you're doing.
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Janelle Shane – with some effort – trains neural networks to make knitting patterns. Then knitters from Ravelry make them. I love this: weird AI being taken at face value by people for art's sake.
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Quite like the look of Stimulus for really simple interactions without too much cruft.
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Really rather impressive port of Prince of Persia to… the BBC Micro. From the original Apple II source code which is, of course, also a 6502 chip – although not quite the same. The palette may be rough and ready, but the sound and animation is spot on. I'd dread playing this with the original micro keyboard, though.
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"You are a traffic engineer. Draw freeway interchanges. Optimize for efficency and avoid traffic jams." Lovely.
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Useful, this stuff is not nearly as easy as it should be in ES.
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Great interview with Meng Qi, with lots of lovely stuff on being both a musician and an instrument bulider. I need to return to this.
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This feels… familiar. Two things resonated a lot, though: the description of Hymns Ancient and Modern as a tradition to come from, and especially the description of 'cramming for A-levels' – my version of that was a combination of Fopp and Parrot Records at university, and the local libraries' CD sections during my teenage years.
He's a better musician then me, though, clearly.
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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.
Making Game “Feel”
22 October 2013
Game “feel” is hard to explain. It is, literally, something you have to feel for yourself: the tactility of a feedback loop that just works. And yet it’s not magic; it’s made, by a person, or by a team, and refined. There’s a good book on the topic. And no developer hits game feel right the first time, every time; it takes work.
I really liked this interview with Jan Willem Nijman from Vlambeer over on Rock Paper Shotgun. Graham Smith pins him down a bit and asks him to talk about why Nuclear Throne feels so good. Vlambeer always have great feel to their games – just think about Super Crate Box! – and it’s something they’ve become practiced at.
Nijman explains, and Smith presses him more and more for specifics. Which is great journalism, as Marsh Davies points out: if you want to talk about the “magical” responses of a technical system, why not interrogate those technicalities? Why not try to understand the medium in its own terms?
In the end, Nijman breaks down the various routines – primarily related to visuals and rendering – that happen when the player fires a single pistol bullet:
When you fire the pistol in Nuclear Throne, first of all the Pistol sound effect plays. Then a little shell is ejected at relatively low speed (2-4 pixels per frame, at 30fps and a 320×240 resolution) in the direction where you’re aiming + 100-150 degrees offset. The bullet flies out at 16 pixels per frame, with a 0-4 degree offset to either direction.
We then kick the camera back 6 pixels from where you are aiming, and “add 4 to the screenshake”. The screenshake degenerates quickly, the total being the amount of pixels the screen can shake up, down, left or right.
Weapon kick is then set to 2, which makes the gun sprite move back just a little bit after which it super quickly slides back into place. A really cool thing we do with that is when a shotgun reloads, (which is when the shell pops out) we add some reverse weapon kick. This makes it look as if the character is reloading manually.
The bullet is circular the first frame, after that it’s more of a bullet shape. This is a simple way to pretend we have muzzle flashes.
So now we have this projectile flying. It could either hit a wall, a prop or an enemy. The props are there to add some permanence to the battles. We’d rather have a loose bullet flying and hitting a cactus (to show you that there has been a battle there) than for it to hit a wall. Filling the levels with cacti might be weird though.
If the bullet hits something it creates a bullet hit effect and plays a nice impact sound.
Hitting an enemy also creates that hit effect, plays that enemies own specific impact sounds (which is a mix of a material – meat, plant, rock or metal – getting hit and that characters own hit sound), adds some motion to the enemy in the bullet’s direction (3 pixels per frame) and triggers their ‘get hit’ animation. The get hit animation always starts with a frame white, then two frames of the character looking hit with big eyes. The game also freezes for about 10-20 milliseconds whenever you hit something.
You just have to watch Nuclear Throne in action to see how meaty it is, how chunky it feels, and how clear the link between action and outcome is. The reason for that isn’t magic; it’s all the decision-making – both human and code – outlined above.
I’d argue that it’s neither science or art – it’s something more profound, that combines the two. It’s craft: the desire for a particular, sensual outcome as an artist; the technical capability to implement it; but above all, the craft of adjusting and readjusting, taking time, taking care, understanding that every possible detail is a thing under your control, and then just doing the work until it’s right.