I run the local Victoria game developers group (LEVEL UP!), but our sister group in Vancouver (FullIndie) was having it’s one-year anniversary last week and I was invited over to give a nice short talk of some sort.

The Trip

I had a blast on the trip. FullIndie had probably over a hundred people show up for the birthday celebration, and we all went roving across three pubs after our talks. It was great to meet so many new people – but the size was a bit overwhelming! I couldn’t even meet everyone if I tried.

I took my FlashGamingSummit talk and slimmed it down to around 14 minutes (originally 60 minutes!). I basically cut out all the “facts” and just left the jokes and the summary “lessons learned” and tried to quickly barge through it all. Because of the size of the meetup, I actually had to give the talk twice to two seperate groups of people! They were both laughing most of the way through though, so I think I did a good job. :) It was a lot of fun for me anyway. A student was there filming one of my talks, maybe it’ll find it’s way online someday?

SteamWorks Brewpub let us into their secret cellar meeting room, which was pretty cool. Had some awesome pints and talked my throat raw. Good times!

The day after the event I hung out with some new friends, played some prototype video games, and even got a few board games in. Wonderful trip.

Since Victoria is on an island, seperated from Vancouver without a bridge – we have to take a 1.5 hour ferry ride between the two places. During the day, the view is beautiful and inspiring, as the ferry weaves between the Gulf Islands. At night, the wind and chill is usually so great that it’s best to huddle inside and do something productive…

I decided to do a GameJam!

The Jam

I was jamming on my own but I invited others along via Twitter. I did a screencap of me working at night spliced with the earlier trip during the day. Check out my rough editing skills here:

(Thanks to DVGMusic once again for his awesome tunes that accompany the video.)

In the end, I made an educational game that attempts to teach people fractions. I didn’t have a lot of time so a lot of elements are missing, and it could definitely use some work – but it might be a neat app to develop further in the future. My girlfriend teaches math, and she approves! Check it out the first prototype here:

AheadFull!

(You’re supposed to be at the speed controls of the ferry, being shouted orders by the Captain.)

 

GDC 2010Ahh, finally back from the Game Developer’s Conference in San Francisco. About halfway through the conference I stumbled upon the realization that it is my “Gaming Birthday;” right about this time in 2009 I wrote an article about how GDC Inspired me to make my first game.

I’ve done a fairly in-depth post-mortem of 2009, so I won’t go blabbing about the past again. Suffice it to say that it feels like a dozen years have gone by when it has in fact only been one; I feel like an industry veteran; I’ve been invited/spoken at 4 different events; and I’ve even been hosted on The Independant Gaming Radio Show twice (once just last night, about GDC and Steambirds; the other back in January about community management).

The one thing that has really stood out for me in the last year, though, is the new friends I’ve made. Experiencing the legendary Indie Love firsthand. Excuse me for a moment while I go and embarrass myself and several others:

I still remember a year ago, when I was considering whether or not I should attend GDC at all. I remember sitting there at the back of the Independent Gaming Summit talks, wondering who all them friendly-looking folk at the front were. But now, each of those astounding folks are my friends.

I really have to give credit to three people in particular:

  • Colin Northway: Convinced me to go to GDC in the first place, and while at GDC, convinced me to write my own game.
  • Phil Hassey: Inspired me to make my first game while at GDC (after learning he made one of my favorite games, Galcon, in only 48 hours).
  • Greg Wohlwend: Showed me how amazing and easy it is to collaborate on projects; working with him convinced me that this could be a career and not a flirting interest (and for making the best game trailer I’ve ever witnessed).

If it weren’t for those three chums, I’d not have the chance to be sitting at the IndieLove campfire in Derek Yu’s backyard. I wouldn’t have added around 60 new people to facebook in the last few months alone.

Heck, I just spent a week sharing a room with Indie Gaming’s Patron Saint of Passion, Devotion, and Chemicals: Phil Fish.

A final shout out has to go to Matthew Wegner, who usually escapes the focus of my blog thanks to his undefinable grandiosity. Matthew seems to be everything and everywhere: Organizing IGS, operating my favorite blog, running an awesome company, and starting TIGRadio, just to name a small fraction of his resume off the top of my head. Yet at the same time, he isn’t up on stage like some guitar-slinging rock god; he’s more the guy in the booth that lights the entire Indie Stage. I’d venture to say that the fundamental Indie landscape would be different without him.

But enough with all these blowjobs.

I brought my camera with me down to SanFrancisco and got some excellent shots of some architecture. I’m not usually a fan of architecture, but sometimes a particular view or piece of scenery will strike me as particularly enjoyable. You can see my entire (short) GDC photoset here, but I’ll post one of my favorites:

I love that without any context, this photo goes quickly from “neat” to “striking” — in my mind, anyway! :)

SteamBirds is doing excellently, to say the least. I don’t want to post my post-mortem or stats yet, because it’s still collecting me dollaz. I’ll probably post something closer to the end of the month.

 

Triage (get it?)There’s an awesome park across the street from my place; nice little hill covered with plants and trees. I often take my camera out there but haven’t uploaded any photos from my excursions yet.

This here is one of my favorite trees on the place. It’s sitting right near the top and stands fairly alone, contrasting against the sky, as you can see. (click for larger image).

I also found a nice winter berry bush, and a collection of flora from the base of the mountain.

 

OK, here’s something I really hate. Coding how a player moves.

It turns out there’s a lot of intricate guesswork going on behind the scenes of most platformers. For instance, did you know that many platformers change the amount of friction exerted on the player body depending on the current action?
Or that bodies accelerate nonlinearly?
There’s a million factors involved and they’re all fairly easy to code – but there’s no easy math behind it; no science. I’m just going to have to continuously pull numbers out of a hat until I find something that feels right. It’s quite frustrating – why can’t it be as easy as just running and jumping?
My latest upload (public build #2) disabled movement while you’re in the air. This is how I want the game to be, and this is exactly how to make it un-fun, which I guess means my opinion isn’t worth anything in this case.
I haven’t pulled any of the levers or pushed any buttons yet when it comes to acceleration or friction. The game obviously has a sluggish feel to it here but it take shape over time; patience!
The buid does, however, feature some of Greg’s artwork actually applied to the assets in-game. I have to say it turned my game from looking hideous to awesome in a single build. I wouldn’t take it as anything near final though – just yesterday we took the game in an entirely new direction (artistically) and the next build I post here will likely be altogether different.
(I think I’ll post with more images from now on, because – let’s face it – a blog post without pictures is like a whore without makeup)
 

Took some pictures on my crazy weekend! Feel free to watch my Flickr photostream for more great shots like the one to the left there. I think it would look fabulous up against a black backdrop.

I’ve been busy just being social – spent the weekend in Nanaimo with some new friends and doing some light partying, picked up a copy of Rock Band 2 (Beer Crisis lives again!), and doing some of that web contract work every night.
I suppose the biggest news is that Fantastic Contraption released the iPhone version of their game on Saturday! It’s already got nearly all 5-star-reviews and is truly going to be one of the great apps on the device. After just 3 days of being on the US market it’s already cracked the top-100 in the app store, and it’s sitting at #57 for games. Exciting times!
Still practicing with my camera and just trying to make some money. I’ve pretty much taken care of most of my finances now – I’m not scott free yet, still need to work for a few more months, but it’s all looking rosy. All my responsibilities are taken care of and I just have to pay the occasional bill now.
I guess I’m not really telling the whole story – there’s a bunch of personal stuff going on in the background too, so it’s not like my life is being incredibly dull. I’m having a blast and I’m looking forward to what the rest of this year will bring!
 


To help document the year to come, I’ve acquired myself a new camera. It’s a proper Digital SLR with a few lenses – and I’ve been soaking up the last few weeks with taking shots in my spare time. Not much else going on. I like to think I’m taking some really neat shots though!

I’ve taken this nice shot of Aubrey walking down the train tracks in esquimalt. I really like the power poles in this shot, it makes it look a bit more old-timey I think.
Been doing some other stuff too, just browsing around and having fun, getting work done for Fantastic Contraption as well as my employer in Vancouver. Nothing too exciting.
The iPhone version of Fantastic Contraption will be coming out shortly! Can’t wait. I think I will end up doing a video blog for them at some point.
Other stunning news: I lost both my hat and my wallet. On seperate days. Sigh.
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