Some days my job… isn’t like other people’s jobs. Lately, I’ve been reimplementing Pong in Javascript for the @bodleianlibs’ video wall for an event on Thursday.
Dan Q
Some days my job… isn’t like other people’s jobs. Lately, I’ve been reimplementing Pong in Javascript for the @bodleianlibs’ video wall for an event on Thursday.
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There is a phenomenon of culture that I’m not convinced has a name. Living in the UK, the vast, vast majority of the media I consume is from the US. And nearly always has been. While television was more localised, all my life the films and games (and indeed an awful lot of the TV) I’ve watched and played has not only come from America, but been set there, or created by people whose perception of life is based there. And, while we may share a decent proportion of a common language, we really are very different countries and indeed continents. The result of this being, the media I watch that comes from the US is in many senses alien, to the point where a film set in an American high school might as well be set on a spaceship for all the familiarity it will have to my own lived experiences.
Which makes playing Forza Horizon 4 a really bloody weird thing. It’s… it’s British. Which is causing my double-takes to do double-takes.
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I’m not usually a fan of driving games, but this review of Forza Horizon 4 on Rock Paper Shotgun makes me want to give it a try. It sounds like the designers have worked incredibly hard to make the game feel genuinely-British without falling back on tired old tropes.
Notes from #musetech18 presentations (with a strong “collaboration” theme). Note that these are “live notes” first-and-foremost for my own use and so are probably full of typos. Sorry.
Matt Locke (StoryThings, @matlocke):
Lizzy Bullock (English Heritage, @lizzybethness):
Daria Cybulska (Wikimedia UK, @DCybulska):
Creative Collaborations ([1] Kate Noble @kateinoble, Ina Pruegel @3today, [2] Joanna Salter, [3] Michal Cudrnak, Johnathan Prior):
Lightning talks:
In-House Collaboration and the State of the Sector:
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If you happened to flip through a PC gaming magazine in the late 1980s or early 1990s, you would’ve probably seen an ad for a game called Leisure Suit Larry, or one of its many sequels. It was a graphic adventure game first released in 1987 with the primary goal of helping its protagonist get laid. Since most games then leaned heavily into cartoon violence, Larry’s sexual innuendo stood out. To young boys at the time, it had the mystique of a shrink-wrapped Playboy in a convenience store.
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After The Obsuritory – a blog providing reviews of old and less-well-known video games – published a review of 1994’s Wolf, they followed-up with this additional review… written for a wolf.
The Internet is weird and hilarious.
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Coder wants to grow the speech-to-text coding community, uses his fun game to advocate.
Dig Dog is a pretty fun little video game. Call it “Spelunky for kids”—and don’t think of that as a backhanded compliment, either. Dig Dog, which launched Thursday on iOS, Xbox, Windows, and Mac, shaves away some of the genre’s complications, controls smoothly, and has depth. It’s as if the modern wave of randomly generated, dig-for-surprises adventures had existed in early ’80s arcades. (And all for only $3!)
I liked Dig Dog enough when I stumbled upon it at last year’s Fantastic Arcade event in Austin, Texas. But my interest in the game spiked when its creator reached out ahead of this week’s launch to confirm something I’m not sure any other video game creator has done: coding an entire game by himself… without using his hands.
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Just want to play my game without reading this whole post? Play the game here – press a key, mouse button, or touch the screen to fire the thrusters, and try to land at less than 4 m/s with as much fuel left over as possible.
In 1969, when all the nerds were still excited by sending humans to the moon instead of flinging cars around the sun, the hottest video game was Rocket (or Lunar) for the PDP-8. Originally implemented in FOCAL by high school student Jim Storer and soon afterwards ported to BASIC (the other dominant language to come as standard with microcomputers), Rocket became the precursor to an entire genre of video games called “Lunar Lander games“.
The aim of these games was to land a spacecraft on the moon or similar body by controlling the thrust (and in some advanced versions, the rotation) of the engine. The spacecraft begins in freefall towards the surface and will accelerate under gravity: this can be counteracted with thrust, but engaging the engine burns through the player’s limited supply of fuel. Furthermore, using fuel lowers the total mass of the vessel (a large proportion of the mass of the Apollo landers was fuel for use in the descent stage) which reduces its inertia, giving the engine more “kick” which must be compensated for during the critical final stages. It sounds dry and maths-y, but I promise that graphical versions can usually be played entirely “by eye”.
Let’s fast-forward a little. In 1997 I enrolled to do my A-levels at what was then called Preston College, where my Computing tutor was a chap called Kevin Geldard: you can see him at 49 seconds into this hilariously low-fi video which I guess must have been originally shot on VHS despite being uploaded to YouTube in 2009. He’s an interesting chap in his own right whose contributions to my career in computing deserve their own blog post, but for the time being all you need to know is that he was the kind of geek who, like me, writes software “for fun” more often than not. Kevin owned a Psion 3 palmtop – part of a series of devices with which I also have a long history and interest – and he taught himself to program OPL by reimplementing a favourite game of his younger years on it: his take on the classic mid-70s-style graphical Lunar Lander.
My A-level computing class consisted of a competitive group of geeky lads, and we made sort-of a personal extracurricular challenge to ourselves of re-implementing Kevin’s take on Lunar Lander using Turbo Pascal, the primary language in which our class was taught. Many hours out-of-class were spent in the computer lab, tweaking and comparing our various implementations (with only ocassional breaks to play Spacy, CivNet, or my adaptation of LORD2): later, some of us would extend our competition by going on to re-re-implement in Delphi, Visual Basic, or Java, or by adding additional levels relating to orbital rendezvous or landing on other planetary bodies. I was quite proud of mine at the time: it was highly-playable, fun, and – at least on your first few goes – moderately challenging.
Always game to try old new things, and ocassionally finding time between the many things that I do to code, I decided to expand upon my recently-discovered interest in canvas coding to bring back my extracurricular Lunar Lander game of two decades ago in a modern format. My goals were:
You can have a go at my game right here in your web browser! The aim is to reach the ground travelling at a velocity of no more than 4 m/s with the maximum amount of fuel left over: this, if anything, is your “score”. My record is 52% of fuel remaining, but honestly anything in the 40%+ range is very good. Touch the screen (if it’s a touchscreen) or press a mouse button or any key to engage your thrusters and slow your descent.
And of course it’s all open-source, so you’re more than welcome to take it, rip it apart, learn from it, or make something better out of it.
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Official Post from The Video Game History Foundation: Something pretty fun happened yesterday that I wanted to share with you all: a bot on Twitter accidentally provided the clue that finally solved a 28-year-old mystery about a DOS game that never shipped.Yesterday, the VGHF Twitter account was tagged in a thread by @awesomonster, who was frantically
Something pretty fun happened yesterday that I wanted to share with you all: a bot on Twitter accidentally provided the clue that finally solved a 28-year-old mystery about a DOS game that never shipped.
Yesterday, the VGHF Twitter account was tagged in a thread by @awesomonster, who was frantically trying to figure out the origins of a screenshot:
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The year was 1995, and CompuServe’s online service cost $4.95 per hour. Yet thousands of people logged into this virtual world daily.
WorldsAway was born 20 years ago, when Fujitsu Cultural Technologies, a subsidiary of Japanese electronics giant Fujitsu, released this online experiment in multiplayer communities. It debuted as part of the CompuServe online service in September, 1995. Users needed a special client to connect; once online, they could chat with others while represented onscreen as a graphical avatar.
I was already a veteran of BBSes (I even started my own), Prodigy, CompuServe, and the Internet when I saw an advertisement for WorldsAway in CompuServe magazine (one of my favorite magazines at the time). It promised a technicolor online world where you could be anything you wanted, and share a virtual city with people all over the globe. I signed up to receive the client software CD. Right after its launch in September, I was up and running in the new world. It blew my young mind.
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Sid Meier’s Alpha Centauri[1] (which we fondly refer to here as SMAC, both as an acronym and in reference to its potent addictive properties) opens in an odd way for a science fiction game. Most such games open with spaceships, star travel, or some futuristic technology. They seek to hook the imagination. But our game begins much more humbly.
SMAC begins with a largely static image of the stars as a woman reads a passage from the book of Genesis, telling the story of man’s final and irrevocable expulsion from the Garden of Eden. The reading goes on for about twenty seconds, which is long enough for the lack of action to be quite noticeable. The effect is that we, the players, are being invited to join the woman in literary contemplation. This, in and of itself, is a strange thing to find in a game – and a strategy game, no less!
The attentive viewer will notice that as the woman ends her quotation, she cites her source as “The Conclave Bible, Datalinks”. Odd … one would normally expect chapter and verse from a bible quote. What are the Datalinks? And which edition is the Conclave Bible?
There isn’t much time to dwell on those questions, though. As the woman finishes, the music strikes up and we are treated to a series of disjointed images from the Earth we know. The context isn’t clear, but the message certainly is. These are scenes of chaos: fire; military equipment; rioting crowds; nuclear explosions; escalating debt – each one flashes by just after it has time to register. The world is out of control. It’s literally on fire. And it’s hurtling toward calamity…
As you may know, I’ve lately found an excuse to play with some new web technologies, and I’ve also taken the opportunity to try to gain a deeper understanding of some less bleeding-edge technologies that I think have some interesting potential. And so it was that, while I was staffing the Three Rings stall at last week’s NCVO conference, I made use of the time that the conference delegates were all off listening to a presentation to throw together a tech demo I call Steer!
As you can see from the GIF above, Steer! is a driving game. The track and your car are displayed in a web browser on a large screen, for example a desktop or laptop computer, television, or tablet, and your mobile phone is used to steer the car by tilting it to swerve around a gradually-narrowing weaving road. It’s pretty fun, but what really makes it interesting to me is the combination of moderately-new technologies I’ve woven together to make it possible, specifically:
The desktop browser does all of the real work: it takes the orientation of the device and uses that, and the car’s current speed, to determine how it’s position changes over the time
that’s elapsed since the screen was last refreshed: we’re aiming for 60 frames a second, of course, but we don’t want the car to travel slower when the game is played on a
slower computer, so we use requestAnimationFrame
to get the fastest rate possible and calculate the time between renderings to work out how much of a change has
occurred this ‘tick’. We leave the car’s sprite close to the bottom of the screen at all times but change how much it rotates from side to side, and we use it’s rotated to decide how
much of its motion is lateral versus the amount that’s “along the track”. The latter value determines how much track we move down the screen “behind” it.
The track is generated very simply by the addition of three sine waves of different offset and frequency – a form of very basic procedural generation. Despite the predictability of mathematical curves, this results in a moderately organic-feeling road because the player only sees a fraction of the resulting curve at any given time: the illustration below shows how these three curves combine to make the resulting road. The difficulty is ramped up the further the player has travelled by increasing the amplitude of the resulting wave (i.e. making the curves gradually more-agressive) and by making the road itself gradually narrower. The same mathematics are used to determine whether the car is mostly on the tarmac or mostly on the grass and adjust its maximum speed accordingly.
In order to help provide a visual sense of the player’s speed, I added dashed lines down the road (dividing it into three lanes to begin with and two later on) which zip past the car and provide a sense of acceleration, deceleration, overall speed, and the impact of turning ‘sideways’ (which of course reduces the forward momentum to nothing).
This isn’t meant to be a finished game: it’s an experimental prototype to help explore some technologies that I’d not had time to look seriously at before now. However, you’re welcome to take a copy – it’s all open source – and adapt or expand it. Particular ways in which it’d be fun to improve it might include:
This review originally appeared on Steam. See more reviews by Dan.
What do you expect for free? Well whatever you expect, you should expect more. This game takes the engine and content you know and love from Half-Life 2, updates it, and dumps you into a whole new narrative with some fun new concepts (like using lights and darkness to manipulate enemies) and battles that should challenge even the most-hardened Half-Life player.
And did I mention it’s free? Go play it, and then go make a donation to the charity that the author recommends on their website. Worth every penny.
This review originally appeared on Steam. See more reviews by Dan.
The most intense and engaging VR experience I’ve ever had.
Whether you’re dodging and diving behind cover while you fire your pistol or you’re getting up-close with the androids as you swing your laser sword, you’re always on the move in this immersive, high-energy VR shooter. The teleport mechanic minimises motion sickness even for those who suffer badly, the graphics are nothing short of beautiful, and there’s nothing quite so terrifying as the moment that you realise that THERE’S ONE OF THEM BEHIND YOU! MOVE!
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