Dark Acre

GotY 2011

Apologia

I present a completely arbitrary, subjective, and biased opinion of the game I enjoyed the most in the year of twenty and eleven. I do this because every gamer does this and I’m a sucker for fitting in and fostering a detached sense of belonging.

The Opinion

For me, this title (and franchise) has been both bane and boon. In my year at Vancouver Film School I heartily railed against its success, as futile an exercise as any, puzzled by the amount of money that gamers were spending to shoot the crap out of each other.

Stupid, really. The answer is that it’s tremendous fun, and the team(s) that have toiled on this franchise over the years have done an exemplary job of crafting as visceral a man-shoot as you could want.

Certainly, certainly! DICE has pushed the technical envelope further with their penultimate team-based shooter Battlefield 3. You’ll never get me to argue against the digital glory that experience provides, both visually and sonically. However, the damn thing won’t run properly on my machine, whereas MW3 boots in a handful of seconds and without complaint.

The graphics of MW3 might be a little dated, if you care about such things. What I care about is getting heads under crosshairs and watching bodies hit the ground when I squeeze the trigger. That’s the core loop for me, and MW3 has that locked down to a science.

Unlike the majority of folks that outright dislike and criticize the franchise, I was capable of following the plot of the series. While the ultimate conclusion left a little to be desired, it had to end somewhere and as far as endings to video games go it was utilitarian. But it did end the narrative, and that’s worth noting.

As a somewhat intelligent middle-aged guy, I enjoyed Modern Warfare’s story for two main reasons. First, at every turn it provided reason for the violence. Not everyone requires rationale to deal death in video games, and to be honest I don’t usually go looking for excuses either, but when a game is presenting reasons, and trying to inform the player of the world beyond the scope and bang-bang of the core game loop, I think that it’s important that those reasons make sense.

Second, despite carrying the stigma of being a formulaic, uninnovative, yearly cash-grab, Modern Warfare has always taken chances with its single-player campaign narrative. From the protagonist switching and killing, to the plays on time (done exceptionally well in the mission that uses post-modern devices to show the player the future and then take them back 20 minutes), to the morality juggling mission decisions. Yes, it’s heavily scripted, and yes you are led by the nose for much of the story, but the scripting is some of the best ever produced for a video game, and the action is consistently intense and engaging.

So, yeah. I liked Modern Warfare, and I liked the third iteration the best. I have a sneaking suspicion that a lot of the people who have taken up opposition against it without even trying it would enjoy it as well, if only they could get over themselves long enough to pull the trigger.


#KEEPCALM.

Flash in a Flash

What?

The latest testing version of the software that I use to make games with can make a version of my games in Flash.

The rationale behind this is to get away from the stigma of installing the Unity webplayer plug-in. Some users have big reservations about installing additional web software to make things work in their browsers. The reason Flash gets so much love is that it’s been around forever and has a huge install base because of its longevity and widespread use.

Regardless of reasoning, Unity is holding a two-week long game development contest with a grand prize of $20,000 USD.


Why?

Having just come off of a very successful Ludum Dare 48, I felt like the timing was right. My engine was hot and with the Project Prevengeance artist/designer otherwise occupied, the timing couldn’t have been better.

Plus, I like money.


When?

Completed and awaiting judgement. The contest ended 22 days, 7 hours, 53 minutes, 14 seconds ago.


How?

Of course I’ll be using the usual tools, and keeping it as simple and stripped-down as possible. You can follow the progress by subscribing to my YouTube channel or coming back here and watching as more progress videos are added below.

I’ll be keeping this as the top post here on the Acre until the contest runs its course.


Day 0

  • Built a “stress test”.

Day 1

  • Decided on an overall game-type.
  • Divided build into two play sections.
  • Started work on the first section, the Shop.

Day 2

  • Labor.
  • Labor.
  • More labor.

Day 3

  • By the end of day (post-video) Shop Mode was functional.
  • Started on Battle Mode.

Day 4

  • Pushing hard to get to gameplay.
  • Got basic movement pathing working.
  • Build -> Battle transition working.

Day 5

  • Improved pathing based on chassis movement limitations.
  • Army piece placement based on army point limitations.
  • Modeled the tier 0 particle cannon.

Gameplay 0

Day 6

  • Refactored selection/indication scripts.
  • Improvement movement path handling.
  • Set individual movement paths on a per-piece basis

Day 7

  • Played Eclipse!
  • Refactored flag system, tightening up pathing entry.
  • Created collision for weapon targeting and damage.
  • Finalized “commit” mode, starting movement and causing damage.

Day 8

  • Enabled 2 player hot-seat play.
  • What, that’s not a day’s worth of work?
  • Fine. Also enabled battlefield camera movement.
  • Happy?

Day 9

  • Fixed path-setting for 2-player mode.
  • Saw quickfingerz early entry video.
  • Cried a little.
  • Resolved to keep doing the best I could and see what happened.

Day 10

  • Closed the game loop.
  • Added accounting functions and “game over” conditions.
  • Started modeling/particling.

Day 11

  • Particle systems in.
  • 1 robo set modeled and animated.
  • Weapons systems improved.

Day 12

  • Developed overall accessibility.
  • Improved GUI and visual cues.
  • Modeled more stuff.

Day 13

  • Started on the post-mortem.
  • Put some audio in.
  • Expanded the accessibility.
  • Labored.

Day 14

  • Finalled the game with a lot of help.
  • Joshua Kaplan of Open Heart Sound crafted two gorgeous tracks, “Title/Resolution” & “Deploy”.
  • Jordan von Trask built an excellent military-march for the Build Phase.
  • Sven Bergström, a.k.a. FuzzYspo0N, rendered the amazing background images.
  • Sundry bug-fixing and deploying.
  • Submitted on time.

  • Screenies

    Collected screens I’ve been posting to Twitter:

    Flash in a Flash

Holiday Special

Thanksgiving

I was walking through the mall, coming back from a disappointing egg-nog run (they were out, and I’m not drinking this rum straight) and I passed by a toy vendor.

He was circling a radio-controlled car around and around, staring at it with a blank expression on his face.

I recalled some of my past life as an employed person, and the jobs I’d held. Kitchen staff, security guard, English instructor. In each of those occupations there were always times when I’d sit, much like RC toy man, watching the hours spiral out until I had my freedom back, wishing that I was anywhere but at my wage-slaving. Dreaming of doing something creative, or something magical, anything but what I’d been hired to do.

Then it struck me: I’m presently in the position that I’d always wished I could be in during those long and dolorous hours at those mindless jobs. I’d been so wrapped up in the work of making games and writing books that I hadn’t stopped to really appreciate where I’d gotten myself to.

It’s an important lesson, that. So many people are dreaming of doing anything other than what they’re doing right now. If you’re one of the lucky few who’s found both the courage and determination to do exactly what it is that you want to do with your life, take half a second to stop and revel in the moment.


Buy My Sh!t

“[We are living in a] brave new globally-connected world that consists entirely of people yammering for attention. Ugh.” – Jeff Minter

It seems that the deeper I get into social networking, the more the phrase “and trying to sell me something” comes as an easy addition to the above.

It’s impossible to win this game of self-promotion. It’s critical to draw lines in the sand and boundaries around your friends, your audience, and your potential customers.

Remember Amway? Is that even still a thing? The gist of it was that you were to go out and recruit people into this sort of sales armada whose profits would then trickle back up to you, making you rich in the process.

These days, with everyone and their dog making something for 99 cents and pushing it through whatever channels they can at you, it’s an even worse institution than Amway was. Buying some half-stranger’s app doesn’t make me a better friend, or a better person, or enrich my life in any way. It just makes me 99 cents poorer. And the argument of “oh, it’s just 99 cents” is wearing a little thin. Sure, there’s just your 99 cents, but what about all the other 99 centers out there yammering for attention?

If your shit is good, and I happen to need and/or want it, I’ll find it and buy it. The more you shove it down my throat the less I like you.

Having said all that, I have a free book and a dozen or so free games floating around the site. But you knew that already so I’m not going to bother pimping them.

I hope I never get to the point where I’m begging you for your 99 cents. If I do, please remind me of this post and slap me upside the head. You have my permission.


Ludum Dared

Another Ludum Dare 48 has come and gone, and this marks the fourth consecutive time that I’ve entered and managed to submit a “compo” entry, which means a game made completely from scratch in under 48 hours.

I’m proud and shocked to admit that ‘Alone‘ is the best game I’ve made with Unity so far. It’s also my first first-person view ‘cinematic’ game, and one that does pretty much everything I wanted it to.

I’d be extremely pleased with a “Theme” gold. I don’t care much for the “Overall” category, and I know my characterization isn’t charming enough to get into the higher levels of it, but “Theme”? For Ludum Dare? I came close with the last one, I hope I top 5 this one.

I felt no pressure, no rush, no stress at all during this competition. I slept a full 7 hours each night, and napped frequently. I submitted a more or less bug-free build at exactly the deadline.

I’m starting to feel like a real game developer. If you’re at all interested in the game you can play it here. There’s a rating link for my fellow Ludum Dare-er’s on the play page (in tiny print under the game window) or you can go direct to the ratings page.

There’s also a development archive page here on Dark Acre.


‘Tis the Season

Happy holidays to everyone. I know that this can be a particularly rough time of year for many folks, so if you’re in that unfortunate number don’t despair! Spring is only 3 months away.

Best wishes from Jack and the Dark Acre, and remember: if you drink, don’t drive.


Hit Counter provided by Seo Australia