Death Whimsy

Death Whimsy

Been a bit, but it’s probably about time to reveal something I’ve been working on with two other very talented individuals. Some time back in October, we formed a new studio, Squid Blink Games, and began development on our first game, Death Whimsy. It’s been coming along very nicely, and the amount we’ve been able to do in a very short time is pretty amazing! Earlier this month, we submitted our first demo to IndieCade. It’s a bit raw and basic, but most feedback has been pretty positive. Here’s a playthrough of the demo. To learn more about the game…

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Simulating Creativity

I had a conversation with a friend of mine many years ago about how it could be possible to simulate one aspect of the creative process by picking seemingly unrelated subjects, one we deem important, the other completely random, and then highlighting correlations between the two. Example: Life vs. a car tire. Both involve some element of travel, and encounter obstacles large and small, which wear on the two in ways that eventually shape them into uniqueness that ultimately define them. We get a symbol. Now to write a story about a tire. Better yet, just use it as one…

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Engine Interop

After months of implementing a scripting framework in a ground-up automation suite, this week I switched gears and did a major refactor that put all scripts into a single scope (per plugin, anyway… eventually, I may be able to consolidate those into a single scope as well). It was a complete paradigm shift, learning how to more elegantly facilitate interopping. I came to a rude awakening about how much serialization has to be done to marshal objects across languages. Eventually, though, I realized there are some hard limits in terms of what can be done with the “scripting” language in…

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Day 1 of the Rift Experience

I just got my Oculus Rift development kit in the mail yesterday. Some friends and I tried the configuration demo a bit on a laptop, and were pretty blown away by just sitting at a simple 3D desk render, looking around into an endless, blue matrix. The mind quickly grabs on after about 30 seconds and starts to interpret what it’s seeing (no matter how simplistic the graphics are) as being real. Fast forward to getting the Rift set up around 4 am on my home desktop (it has a lot of trouble with multiple monitor setups). I finally got to play a basic tech…

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Robotick / Ludum Dare #29 Postmortem

36 hours without sleep, but I feel it was worth it. Even if the final polish for the game had to be done on my lunch break today. Those finishing touches were absolutely necessary, though. I definitely learned a lesson about rapid prototyping during this jam. I have a tendency to obsess over having the “perfect” modular code. Everything has its place, everything must be clean, everything must be commented fully, highly decoupled, intuitive interfaces, etc. Sometime around 2 am on Monday, I realized how little progress I’d made, and finally buckled down to just finish SOMETHING that was playable,…

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Ludum Dare 29!

So begins another Ludum Dare, and this year, I’ve decided to participate. This’ll be my first jam. We’ve got a team of 4 people together to work on this jam’s theme: “Beneath the Surface.” Code Monkey: Myself Simian Code Support: Patrick R. Artwork: Cindy N. Design / Brainstorming: Chris R. We’ve got an idea we’re tossing around, and I’m starting to set up a basic scene. For the prototype, we’re using Unity. Should the game do well, we may do a final version in something else after the jam. Stay tuned. Will keep updates here.

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Concept Art: Tellurian Predator

Creature responsible for the selective process of the tellurian species. Essentially, what led to them having two heads, one of them non-sentient. Way, way back in the timeline, before tellurians evolved better manipulators and developed more sophisticated cognizance, large clutches of tellurian ancestors would be born in communal hatcheries. A genetic defect (which would become hereditary) in one of the parents led to all of his/her offspring being born as conjoined twins. Just after hatching, most of them would fight with their other half, unable to cooperate. A few of them were born with twins that were mostly brain-dead. Along…

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Concept Art: Tellurians

Concept Art: Tellurians

Tellurians, an older creation, will be making it into the RevForge universe, and will probably have a large role in the lore. Here’s some of the earlier concept art for two of the three “genders” (tellurians are actually all hermaphroditic). Backstory: Having had very little access to ferromagnetic materials on their home planet, the vast bulk of their technology is biological in nature. Machines are actually genetically engineered creatures with little-to-no higher cognitive functions. Imagine a coffee table that moves on its own and is covered in human-like skin, and you’ve got the basic idea. Biotech becomes so common that literally everything…

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Reactor Minigame

Reactor Minigame

One of the things I’d love to make is a crafting system based on real, basic chemistry; something that would secretly teach the player real-life skills, without beating them over the head with it. How about balancing equations? Place items from your inventory into reactors, in the proper quantities, to make new items. Twist: There’s no chemical/empirical notation, no actual equations to view. The idea is that as the game becomes harder, the player resorts to making their own notes… which, hopefully, would end up resembling regular empirical notation. Sounds complicated, but it’s simpler than you’d think. How to do…

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