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Post-Eyjafjallajökull microfiction.
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"Primarily, spaghetti code is a literary failing. Through my observations of the developers responsible for these wrecks — they often turned out to be poor prose writers and some were very arrogant about their coding abilities. I believe the core skill that these cowboys lack is that of editing – an instinctive drive towards pruning and tweaking that all good writers know is one of the most important components of literary creation." Some good stuff in here, especially around technical literacy (and, by extension, literate programming).
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Quick tutorial in add_meta_box – the way to add custom fields to WordPress forms.
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"Use and create Delicious bookmarks from the Safari web browser" – with a single keyboard shortcut. My main reason for sticking with Firefox was its Delicious integration, but if this is any cop, I think I'm save from terrible memory leaks for the future.
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"I tend to see them as having much more in common with the approach of an architect or landscape designer in terms of shaping and creating flows, confluences and possibilities for enjoyment… As a result I really do think that critical appreciation and commentary from the world of architecture and design could be illuminating and progressive." Jones on the lack of perception – outside games criticism – of games as design objects (rather than media objects). It is excellent; I agree with it all.
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Card-based dungeon-crawling game. Basically: card-driven roguelike. Should print it out and take a squint sometime.
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"Taps is a temporary web service you run on a server that has access to the database you want to export. You can then run the client to connect to that service and pull data out of it in chunks. It works through firewalls, doesn’t require a direct ssh connection, and – best of all – it’s database independent. So you can export from a MySQL database and import to PostgreSQL, or vice versa."
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Vast, detailed CHUD article on an older treatment Cameron wrote for Avatar, which does sound more interesting than the version we got; sadly, it also sounds very sprawling – there's even more world-building going on. Still, some elements cut from it – notably, Hegner – seem like a real shame to have lost.
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"Delayed_job (or DJ) encapsulates the common pattern of asynchronously executing longer tasks in the background." Extracted from Shopify, and looks very, very useful; filed away for another day.
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"I did a set of four walks in Austria; two long ones, two short ones. I did some "daystreaming" where using bits of technology I was updating my location, status and pictures as I walked." Ambient information gathering, whilst taking in the outdoors, and all for charity. Lovely.
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And it just worked first time. Awesome!
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"The list is the origin of culture. It's part of the history of art and literature. What does culture want? To make infinity comprehensible. It also wants to create order — not always, but often. And how, as a human being, does one face infinity? How does one attempt to grasp the incomprehensible? Through lists, through catalogs, through collections in museums and through encyclopedias and dictionaries." Eco on lists.
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"Today, the UK government's Department For Transport unveils a new browser-based MMOG, created by New York-based developer Area/Code. Designed for early teenagers to learn principles of traffic safety, it's probably the largest 'serious games' project ever to be created for the UK. Code Of Everand is the result of over two years of work with the Department For Transport by Area/Code principals and designers Frank Lantz and Kevin Slavin, not only because of its size and ambition, but also because of the complexities of developing it for a government body… We spoke to Lantz, Slavin and Simon Williams, who led the project at Carat, the Department For Transport's media agency, about what Code Of Everand is, how they pulled it off, and why they think it could prove that games can be a powerful platform for learning." Edge interview.
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Wonderful, wonderful interview with Eggleston. So much care and attention in the work and the way he describes it; so many lovely illustrations. The "color scripts" alone are great, but really, it's all worth your time.
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"Flogr shows your pictures from flickr in a customizable photo portfolio interface which includes a main photo page with EXIF details and flickr user comments, a customizable thumbnails page of your recent work, a slideshow component to browse through thumbnails, a tag cloud page, and an about page that shows your flickr user profile. With flogr you can control which photos are shown by specifying the flickr tag(s) to include so you can show only your best photographs if you choose." Which is something I've been looking for for a while. Glad I didn't have to write it, now.
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"NameChanger is designed for the sole purpose of renaming a list of files."
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"Fortunately, modern displays can display characters that look exactly like this without special circuitry used in the original DEC terminals and there is free software that can be used to create a usable outline font out of a PNG image." Recreating VT220 terminal fonts in software, and from thence into Truetype.
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"LimeChat is an IRC client for Mac OS X written on RubyCocoa." I did not know about this. It looks nice.
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"Easily show multiple, overlapping events across calendar days and rows." Which is hard, and it is nice to know someone else has done the work.
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"Do you like cities? Do you like architecture? Do you like speaking at conferences?" I think this has sewn up the 2010-11 circuit.
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""Who amongst us will write the Building as Contacts and Related Goodness blog post?" It's worth remembering, I think, that he [Dan Catt] already has."
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"MOBY is a spout cover that brightens up the bath while keeping baby’s head safe from bumps." As swissmiss pointed out: adorable.
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"One of board gaming's most prolific and revered designers, Reiner Knizia, is actively searching for iPhone devs to help bring his games to the iPhone, says industry site boardgamenews." Oooooooooh. That is all.
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Rails plugin for intelligently searching within your application. Not a bad idea; will probably end up using this at some point.
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"I would love to see more games that use Flower as a model, not in the copycat sense of being "flying games" or "games where you're the wind," but in the high-level approach that the production implies. Smaller, shorter, higher-fidelity, more focused, more sensate experiences that are affordable, accessible, and digestible. The primary obstacle to one designing a game with these principles in mind seem to be finding an engaging core sensation that fits the constraints. I can't wait to see the results that this challenge brings." Some sensible, and lucid, thoughts on Flower from Steve.
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Jones has now seen "The President's Analyst" which is, by anyone's standards, a remarkable movie. Especially the bit in the cornfield. And the ending. Anyhow, he's screengrabbed loads of it on Flickr because it's just beautiful.
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"…the Wii’s software stack is designed with little to no future proofing. There are basically zero provisions for any future updates; even obvious things like new storage devices or game patches. What’s worse is that this will affect the compatibility mode of any future Wii successor." Interesting analysis of what's going on inside a Wii, even if the architecture is a little limited.
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"I smile. I didn't fool him in the slightest. But it doesn't matter. I didn't fall. Wax on the arm." Lovely.
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"This jQuery plugin generates sparklines (small inline charts) directly in the browser using data supplied either inline in the HTML, or via javascript." Nifty.
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"…when we step into the shoes of that avatar, be it 1st-person, 3rd-person or otherwise, we exit the darkened movie theater paradigm and enter an intricate, performative, exploratory lab of untested ideas and speculation. We enter a playful space that feels and responds much more like a live theater rehearsal than an interactive movie or a triggered series of movie clips." Michael debunks the games-as-cinema analogy with an interesting take that considers them as more like theatre rehearsal.
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"This is not a book about the VCS, nor breakout, nor video games and video game culture; it is a chronicle of the experience of that entity we might call “the player.” Oddly, there is little I can take from it in terms of approaches to video gaming or thoughts on the VCS Breakout. But it did enlarge my perspective and help me think about physiological, cognitive, and, let us say, monomaniacal aspects of video game play. Nervous, very dreadfully nervous Sudnow has been, but why would I say that he is mad?" Sudnow passed away very recently; I really ought to read his book, more than ever.
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"[s3fm]… lets anyone run a streaming radio station, with just a folder of MP3s. Put those MP3s in an Amazon S3 bucket, and give your friends the S3 FM link."
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Matt's talk (in English) from Lift 09, on scientific fiction, stories, and the design process. Good stuff – not too long – and wonderfully filmed: the cameraman focuses on his hands as much as his face, which is just perfect.
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NeoGAF users band together to make a perfect, eight-stage, LittleBigPlanet rendition of Contra. Remarkable, especially the behind-the-backdrop puppeteering that makes the walking-into-the-screen levels possible. This had better not get a takedown slapped on it, because it's phenomenal.
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"Perfect gift for any World of Warcraft player or other MMORPGer in general. You get one "main" glass and one "alt" glass. Serving idea: fill your main with your alcoholic beverage and your alt with your chaser since mains are typically stronger than alts." Oh dear. (But: good gag, and dangerous for drinking games).
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"SFZero is a Collaborative Production Game. Players build characters by completing tasks for their groups and increasing their Score. The goals of play include meeting new people, exploring the city, and participating in non-consumer leisure activities."
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"One of my enduring passions is exploring graphic design with programmatic and generative systems. While some aspects of design require the skilled hand of the designer, others can be formalized and explored by computer. For those tasks, Mathematica is an exceptional tool." Some lovely thinking around generative design.
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Jolly good – easy to configure and get going, nice templating, and fast, because it's based on a databased index. Also, it looks like it's very actively maintained. Now added to this blog!
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"Are all these industries in such terminal decline that they’re grasping around for any revenue stream or way out? Or is this the converged future, where business and culture are one and the same? Not only can’t I tell whether things are real or marketing vehicles any more, I can’t even determine what’s being marketed." Chris has a point.
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Which is the sensible way to do things, and this feels about right.
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The title says it all. Proper good, especially the sheer volume of A Lot Of Guys With Drums, and the way the brass replace some of the keyboard and bass parts.
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"One Amish-man told me that the problem with phones, pagers, and PDAs (yes he knew about them) was that "you got messages rather than conversations." That's about as an accurate summation of our times as any." A wonderful quotation in the midst of this dense, fascinating article.
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Roo writes up his first experiments with his microprinter. The barcode stuff is particularly interesting.
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"Hackers across the country are buying up old old receipt printers and imaginatively repurposing them into something new. We call them microprinters." pbwiki site for gathering resources around microprinters. Nice! Still waiting on mine (from the same load as Roo's) to arrive, though…
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"With that in mind, I present to you a gallery of paintings made by one Hoenikker J. Troll, hunter at large and painter at other times. He dragged an easel and paints all around this world. Of Warcraft." WoW screengrabs run through artistic filters. Some are really quite pretty, as, to be honest, is the source material.
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"…video games are driven by the player, experientially and emotionally. Fictional content–setting, characters, backstory– is useful inasmuch as it creates context for what the player chooses to do. This is ambient content, not linear narrative in any traditional sense. The creators of a gameworld should be lauded for their ability to believably render an intriguing fictional place– the world itself and the characters in it. However the value in a game is not to be found in its ability at storytelling, but in its potential for storymaking." Some commentary on the scale of storymaking games offer, from Steve Gaynor. Also: I like the word "storymaking", as opposed to "storytelling".
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A pretty comprehensive list, I think.
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AASM is "a library for adding finite state machines to Ruby classes. AASM started as the acts_as_state_machine plugin but has evolved into a more generic library that no longer targets only ActiveRecord models." And as a result, I might be using it a bit.
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A somewhat geeky – and swear-free – Downfall adaptation, but pretty spot-on nontheless.
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A better way of handling TextMate projects, or so I'm told. Giving this a crack.
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"…what is user experience design by itself, those areas that aren’t filled up with other bubbles? I tried to answer some of that in an earlier post, but the short answer is: not much, aside from coordination between the various disciplines, or what used to be called creative direction. It’s about the joining of the different disciplines, and not particularly a discipline in and of itself… Without the “raw materials” of the disciplines that make up UX, UX would be empty indeed." Some nice thoughts, clearly delineated, from Dan.