May 202013
 

Lately I’ve been filling my Twitter feed with complaints and questions about Unity3D. It’s a very different beast than any other coding environment I’ve been in, and a bunch of things really bug me about it.  I’ve been poking away at it every few days, as a break – just trying to get a quick jam-style-game out.

Here’s some sample complaints I’ve made:

  • The documentation mentions “Levels” but the IDE mentions “Scenes” and only experience will tell you they are the same thing
  • The documentation for plane-snapping is flat out wrong (at least vertex snapping works…)
  • There is no code editor; you must use an external application
  • Their default on install is to give you a copy of Mono, whose autocomplete is atrocious to the point where I think I’m doing things wrong
  • All the decent tutorials are videos and it’s hard to find a good written one
  • My Unity license cost me US$4,500.

I’ve probably complained about a hundred or so of such little “gotchas” in the last week, but each time you learn to overcome them Unity becomes even more usable. I’m sure half my complaints are wrong, unfounded, or based in some “old school” thinking, but that’s what I have to work with and my experience is my own.

One of the most interesting things for me, though, is how quickly you can prototype a 3D game in Unity. Slapping together some primitive shapes, adding physics, putting a bit of keyboard control code in them… whammo, you have your very own racing game, first person shooter, 3rd person runner, or even an isometric RPG. In fact, with my week’s-worth-of-knowledge right now, I could prototype any one of those up faster than I was able to initially get “Hello World” on the screen.

And that’s where Unity really shines – is with the broad strokes and the silhouettes. The borders of your game you can sketch out incredibly quickly, and be playing something that feels really solid, rewarding, and fun really fast.

Where Unity falls short compared to my regular platform (the 2D world) is probably the detailswhen it comes time to ship a game and you have to put on all the polish. Beyond-game-jam stuff.  Making everything gleam.

Texturing things properly might take you years just to learn the proper skills. Making your 3D models look right. Animating run cycles now is better suited to mocap than spritesheets. 3D just makes everything way harder.

But also smaller things, like making Unity’s physics engine do what you want instead of glitching.  Making your car controls not sluggish. Getting the AI opponents in your FPS working decently. Making shadows work properly. Making the particle projector actually emit a prefab particle. Installing custom editor scripts so the game executes the correct initialization scene instead of your currently open scene. Tweaking a few variables in a late-game-mechanic. All that stuff is much more difficult in Unity; getting that fine-grained, low-level control is a stumbling block and doesn’t come naturally to Unity.

That’s not to say any of that can’t be done; it’s just abnormally, surprisingly more difficult than the other languages I am used to.

I swear that I can, however, make a greyboxed FPS in under an hour (probably 10 minutes?), and that is phenomenal. That is something to be proud of, and being a visual creature seeing 3D cubes flying around the screen with that kind of speed is very rewarding. There’s a reason why I’m sticking with Unity through all this pain, but damn they could really do with a complete tutorial re-write.

I just wonder if I’ll ever ship anything in this.

May 162013
 

I ran into a bit of trouble putting together Monster Loves You! for iOS, and I’ve been tearing my hair out over it for weeks now.

To put it briefly, the game refuses to run on the iPad2 or the new iPad.  For a longer rundown, check out this Stack Overflow question I put a bounty on.

I’ve put the question out to Twitter, Google+, Facebook, and to everyone I could pry a few moments from. Adobe isn’t having much success helping me out either.

By this point I’ve stripped everything out of the game – it is a simple “Hello World” .SWF with no assets, and hardly any code at all. It’s probably the bare minimum a .SWF project can be, and I’m still running into the problem. I’ve tried on multiple machines, and tried with different AIR SDK versions as well.

I’m pretty sure this is a bug with the AIR .IPA creation tool (ADT).

I’ve scraped together this test project in a .ZIP file if you want to take a look.  Any help would be super appreciated! You’ll need your own provisioning certificates, and I’ve included a readme file with the command-line stuff I’m trying to pull off.

A beer for whoever can help me!

UPDATE:

FOUND IT. Documented for future bughunters:

The ADT command line has a -C flag to change the current working directory on the command line, which allows you to keep your project better organized and keep the command line a bit more sane. -C can be called as many times as you want when importing assets, and I used it several times. IDEs like FlashDevelop also use -C in the AIR template files so this is sorta standard behaviour. As a quick example of asset inclusion:

ADT.exe [blah blah] assets/icons/icon1.png assets/icons/icon2.png

is the same as

ADT.exe [blah blah] -C assets/icons icon1.png icon2.png

(and, with wildcard use) is the same as

ADT.exe [blah blah] -C assets/icons .

As I have different compiling instruction sets for iOS, android, steam, etc., I had adt switch directories with a variable to the current config and execute from there.

This all works fine and as-documented in ipa-test-interpreter mode. When in native-code mode (ipa-test), however, including the main executable .SWF after a -C command [somehow for some reason] messes up the internal pathing; the file ends up being included but ends up being all “file not found” internally when executed, hence the blank screen and no code executing.

So the fix is simply to include the .swf from the current directory, before any calls to -C. As a quick example of my workaround that just tested a-okay:

copy /bin/flash/game.swf ./
adt [stuff] game.swf -c assets/icons .
del game.swf

I’ve gotten in touch with Adobe about this and hopefully they’ll fix -C so it’s functionality is the same for both compile targets in the future.

(Eternal thanks to @iBrent for pointing me in the right direction on this one. I might not have tracked this down if not for him.)

May 132013
 

I made the best pizza I ever made yesterday:

  • Gluten Free Crust
  • Base sauce was Nutella
  • Add thinly sliced Grapple ™
  • Thinly sliced Asian Pear
  • Chopped Banana
  • Lightly sprinkled with Skor chips
  • Even more lightly sprinkled with Butterscotch Chips
  • Layered with Marshmallows
  • Topped with fresh Raspberries

Put in the oven @ 450F for about 10-15 minutes. The marshmallows roast as if they were over an open flame, and the raspberries get nice and soft (along with all the other fruit). Orgasmic. This was all that was left (with sound effects by Brian Provinciano)

Apr 212013
 

Last night I saw a bunch of tweets going out about the Canadian Video Game Awards, and I noticed that Far Cry 3 was really sweeping things up.  I was a big fan of Far Cry 1, at least the open world beach bits before they forced combat down your throat, and I decided to purchase it on Steam (half price!).  I’ve been on a bit of a non-violent kick recently (combat in games is so yawn-inducing), and maybe it’ll satisfy me.

As I waited for it to download, I noticed Dishonored was also on the Steam Storefront. Because it was missing a “u” (any good Canadian knows it should be Dishonoured), I decided to pick it up too. You know, to even out the US/Canadian purchasing decisions for the night.

I fired it up today.  Here’s a major-spoiler-free review; but it’s moreso intended for people that have already played the game.

Dishonored is a game that comes in three distinct chunks, and can be played through in the course of about an hour. There is a prologue section that sets the stage (more of a tutorial), there is a brief jailbreak sequence you can murder (yawn) or stealth (yay!) your way through (a bit boring and tropey though), and then you reach the glorious finale of the game.   And this is where the game really shines.

Living out the rest of your days in a post-apocalyptic shanty town beside the river, you are given a few awesome godlike abilities (you can warp up to rooftops or over some fences), you can explore about, chat with the various other citizens that are in similar situations as yourself.  There’s no combat, no stealthing, no murder — just straight up, enjoyable, fun exploration of this little pub you call home.

There are areas that seem inaccessible at first but soon you find yourself climbing a chain and finding whole new rooms.  Books lay scattered about. You can open up tomes and read the wonderful writing that populates the backstory of this world; you can learn about whaling, or read a script to a stage-play, or clippings from newspapers. Skyrim did something similar, but this feels more connected somehow. The text is more concise and it connects more relevantly to the world around you. I really enjoyed trying to “read it all” as I soaked in the ambience.

They never really tie up some major plot-points; I was hoping for a happier ending (or an ending at all!), and they probably could have fleshed out the shadowy dream dude a bit more. But it still works; the protagonist accepts his fate, and not all stories have happy endings. The city is doomed by the plague anyway; might as well enjoy a nice pint before going out with the rest of them, eh?

There are a few characters that try to bug you with irrelevant side-quests (someone’s uncle is in trouble, blah blah), but thankfully they are not forced upon you.  One of the main characters in this village tries to convince you to murder a public official, but one of the gleaming bits about this game is that it allows you the freedom of choice.  You don’t need to murder anyone; you can just knock them out (or just sneak around them in the shadows). Likewise, you can choose to not go on these side-missions at all; you can just live out your life, like a regular person for a change.

But the absolute best feature of the game is this mechanical heart you hold in your hand. While holding this heart, when you look at something you can press a button to make it whisper secrets to you about that object. I know this sounds crazy but, honest-to-god, this is an actual thing in the game. I stare at my feet and right-click. “There are hounds, down there somewhere. People place bets,” a pleasant voice whispers in my earphones.  I spot a women sitting woefully across the courtyard. “She’s the last of her family,” it starts.  Every person in the world seems to have several “secrets” to them. You start learning about everyone’s lives, their hopes, their dreams.

This feature makes the game incredibly deep. You can hear about your surroundings, about all the details of the people that inhabit the world. It’s as if you hold in your hands an on-demand narrator.

This person over here wants to be a whaler and Captain their own ship… But cannot, for she is a woman.  I walk up next to her and see a deep sadness in her eyes; a longing for travelling abroad, for adventure. She notices me and looks up; you can see her hopes fade and she puts on an earnest face. “Can you help me sir,” she starts.

“I’m sorry, I cannot,” I interrupt. I am a broken man; betrayed by my friends. The city itself seems to want to kill me with booby-traps; and between hostile guards and rat-infested plagues it is simply terrifying to go out into the world. I look down and see I am still holding a sword soaked with crimson regret; a reminder of the deeds I convinced myself I had to do to escape prison. Though the value of this weapon is immense, I hand it over to the woman without thinking twice. “Solve your problems with this, and may god forgive us both.” (The game doesn’t actually allow me to hand over my sword, but the narrative leaves gaps so that you may fill it with your own imagination.)

I haven’t yet fully explored the world (there is a climbable chain leading to the basement, but it looks too spooky down there for me to venture forth – maybe those hounds I heard about are down there?), but I have to say that this game is one of the most fulfilling and exciting raw experiences of exploration I’ve ever had. It’s refreshing to see a game start out as filled with combat sequences, and raise itself up into a nice pacifistic sunset experience so quickly. I’m very happy with my purchase, and I was happy to shut the game down at this point and smile to myself.

I only have one major complaint about the game: The standard RPG-style “loot everything” mentality. I was breaking into everyone’s rooms and stealing their silver trays and little bundles of copper wire. I was happy that all of this loot was instantly converted to cash and there was no encumbrance system, but I’d really like people standing right there to complain about me stealing their most valuable items for a change. I also want to know why people leave coins just laying around everywhere.

I’m pretty excited to fire up Far Cry 3 next. I hope it also has similar exploration and involvement with characters. I can’t wait!

Apr 202013
 

When I try to select a dev environment for my next project, I usually pick the best tools for the job. These days that seems to usually be Haxe/NME, compiled to SWF, wrapped in AIR.  Which is a bit awkward to wield, but it’s effective.

I started jotting down my wish-list for development. I’m thinking this is a pie-in-the-sky, unicorn-like list. But if you have any suggestions, let me know.

  • Must be a higher-level language geared in favour of rapid prototyping (no “months of low-level work” to get things working). It’s fine if this makes for less performance potential.
  • Must produce executables for Windows, Mac, Linux, Browser,  iOS, and Android.
  • Must support (natively or via 3rd party libraries) native-extension stuff for those platforms. Eg: GameCenter on iOS, microtransactions on android, SteamWorks on PC/MAC, etc.
  • Must produce all of those executables from a Windows dev environment.  This is required, for reals, hardcore.
  • Must have excellent audio playback support
  • Must have potential (not necessarily a focus) in 3D graphics (not just sprite-based stuff)
  • Must have good documentation online with a healthy community to ask questions of.
  • Bonus: None of the components should have any names that remind you of Coffee in any way

Right now I think Adobe AIR is the closest to matching that. It can produce all builds from Windows, including iOS, with the exception of OSX builds.  Unity requires mac to do most of what AIR can do on PC.

I hear good things about Monogame too. Any suggestions out there?

Apr 182013
 

Monster Loves You! was entirely written in Haxe/NME, and primarily targets .SWF (Flash) output for the greatest flexibility in reaching all platforms within a single code-base.  This works out well, and PC/Linux/Mac/iOS/Android/Flash builds are all running well from a single compilation. Not having to maintain several branches makes me very happy.

(I recompile the .SWF with Adobe AIR to turn the game into a native EXE for the current Steam release)

To use Steam Achievements (or, in iOS land, GameCenter or various other platform features), you need to create what are called Adobe Native Extensions. These are .ANE files you include in your project, and Adobe AIR compiles them in when it’s time for distribution.

Thankfully, someone already created the .ANE for SteamWorks, and there are a bunch of other native extensions available online ready-to-go. I use several from Milkman Games (in IceBurgers), they work fantastically, and it opens up a lot more meta-stuff that you can do with your games.

But here’s the trick.  The .ANE files are written for AS3, and all the library header files needed for compilation aren’t compatible with Haxe. When I found this out, I panicked!  Would I have to write my own native extensions for everything?

Turns out… No! I whined and complained enough on Twitter that Grapefrukt came to my rescue and figured out.

Step 1

The first thing you have to do is realize that .ANE files are just .ZIP files in disguise. Rename your .ANE and unzip it!

Step 2

Inside the zip file is a file probably called Library.swf. This is the bit we need. Extract that out and put it somewhere.

Step 3

Open up the command-line prompt. You should already have Haxe installed if you are reading this, so this magical command should work for you:

haxe -swf nothing.swf --no-output -swf-lib library.swf --gen-hx-classes

This command beautifully creates empty classes (like header reference files) for all the stuff in the library you want to use.

Step 4

The above command will have generated a directory full of .HX source files.  You can ignore most of the base system stuff (it’ll generate classes for basic things like array.hx and Sprite.hx) and instead pick out the bits you need – for me, that was the /com/company/extensionName/ directory. Copy this directory to your project’s source folder.

And that’s it!

I use FlashDevelop and this negates the need for me to “include as library” any SWC files or “add to library” the .ANE files. Let Adobe AIR compile in the .ANE files as per usual and you are good to go!

Mar 182013
 

In the last year I’ve been putting a lot of elbow grease into an interesting new game called Monster Loves You!… And today it launched on Steam!

Co-developed between myself (Radial Games, engineering and design) and Dejobaan Games (with Ichiro Lambe on design, Dan Brainerd on narrative, Jon Elliott on arts, and Rohit Shenoy on biz), this game is really quite special for me and a departure from my normal action-shootery fare.

Monster Loves You! is a humourous graphic novel style game, with multiple paths and endings, with heartwarming and gruesome fairy-tale-like adventures. It’s a game I’m super proud of, and one I hope will have a long and prosperous life with tons of new content over the years.

In the coming months, I’m going to be going on and on about this game – the design, the hurdles, the inception, everything. But for now, I’m going to collapse after a 36-straight-hours of crunch.

I can hardly believe this is finally happening!

Feb 262013
 

A GoPro Hero3 (Black Edition) showed up at the place Colin & Sarah Northway and I  are staying at in Mexico. What follows is a 25 minute video of 8x slow-motion of all the cool things we could find, including jumping in pools, front and back flips, synchronized jumping, belly flops, underwater screaming, kite boarding, and all manner of other stuff.

Audio is muted, so put on your own trippy music, sit back, and watch the totally fake/CGI water effects and underwater bubble fields!

Jan 302013
 

If you know me and my game-design style, you know I’m all about rapid iteration. I like testing, experimenting, taking the best bits and starting fresh. Hopefully a few times per hour, if I can.

I kind of expected this three-month-trip to Mexico be relaxing, like a vacation with sporadic spots of work.  It’s turning out to be quite the fertile ground; it’s interesting how, once you are removed from your comfort zone, you start finding ways to make things happen with the materials at-hand. Like a game-design MacGuyver. Check it:

Armchair Game Design

We (myself, plus Colin and Sarah Northway) had a few visitors last week; Aaron (AppAbove Games) and his wife Stina came to visit us, and we were also joined by Fieran – on his way back from a trip to Cuba.  Since we had a lot of devices on hand, we decided to give Artemis a try.

Wow. The game is incredibly fun. Surprisingly fun. I often played the Captain role, in which I didn’t actually interact with the game – I just spoke with my teammates. It was exactly the experience I was trying to capture with my earlier (shelved) project, SubSub.

I’m finding myself spending hours swinging in the hammock trying to redesign my own ideas about what makes a fun in-person co-op game. It’s taking a lot of brain-bandwidth, and I might end up leaving Mexico with a new prototype or two.

Joco

Joust is an amazing video game (check that link for a video showing off how it works). It’s a lot of fun to play, but it has steep requirements: PS3 controllers, a server, speakers… During a backyard BBQ I was hosting just before OrcaJam last September, we were lamenting that we could not fire up a game right then and there.

Colin Northway looked at the table in front of him, saw the array of food and cutlery, and figured out a way to make it work: Balancing apples on plates. And thus, Japple (A mashup of “Joust” and “Apple”) was born. It was exciting enough that it was covered in the PA Report.

Here in Mexico, we wanted to play as well – we have a nice, wide-open sandy beach,  but no apples or convenient plates. So I went out hunting. Trying different objects, trying to replicate the experience in an interesting way.

I ended up settling on coconuts – of all shapes, weights, and sizes. Some filled with water and heavy (giving them momentum and stability at the cost of tiring out your arm); some lightweight and hollow (making them easy to carry around but very unstable). To minimize potential damage to person and property, I first tried balancing the coconuts on elbows – but it ended up being much too difficult. We tried a three-finger support, open palm up, back of the hand – all either too difficult or too prone to easy cheating. I swapped in nice, lightweight, durable tupperware lids – bingo. Stable platform, difficult controls. Each lid was slightly different, much like the coconuts, and constant swaps of coconuts, lids, and people made for ever-changing strategies and gameplay styles.

Joco was born (“Joust” mashed with “Coconut,” this time). We played for hours until we were all sweating, bruised, and exhausted. Then we played some more.  Each player ended up settling on their favorite “Character” (coconut and lid combo), and began developing strategies and styles. It was really interesting to see how personalities emerge through the gameplay.

For such a simple game, I’m very surprised at how fun it is. More fun than Japple, I’d say.

Pool Olympics

We have a swimming pool here, and I am a beautiful dolphin that lives in it (when the temperatures are warm). Of course, swimming length to length is boring and floating there staring up at the sky gets old fast, so I’ve been making up challenges and games for myself. Often Colin will join in and try to match performance.

Most of them revolve around being underwater throughout, so have a breath-holding component, but also physical exertion and efficiency. One of my favourite achievements is crossing the length of the entire pool, by only pushing off one wall with your legs and not kicking/swimming with your hands. Just a one-shot torpedo-like push, trying to keep your body friction as low as possible in the water.

Another favourite of mine is doing a hand-stand on the bottom of the pool (it’s shallow enough that your legs would easily stick out of the water) and crossing the length of the pool length-wise for that. It’s interesting, learning how to balance your body in and out of the water, to make that possible.

I was too big to succeed, but Colin was able to dive into the pool and swim between the legs of a standard plastic deck chair. It was a bit too narrow, so it required careful body positioning immediately after a high-speed event (a dive!), so it was pretty amazing to watch.

We eventually ran out of physical ideas and started looking to props to help us along. After several attempts to make something, we came up with…

Mexican Curling

In this game, two players start at one end of the pool. One person tosses a marker (in this case, a palm-sized conch-like shell) to any point in the pool. The players then close their eyes, visually imagine where the marker is, and (one at a time) attempt to swim over top of it. As you do so, you drop each of the three rocks you hold in your hand. Whoever drops rocks closest to the marker wins!

CocoBocce

Bocce is a similar game to Mexican Curling, but played on dry land with coconuts. A small coconut is used as a marker, tossed by one player, and each other player (in our case: 3 players each with 2 coconuts) tried to either get as close as they can to the marker, or knock the other players aside with aggression.

Playing with coconuts is really interesting, because of all the size and weight differences, plus the uneven (sandy) ground. Very high tosses are hard to get accurate, but will keep the coconut toss still; more direct tosses are easier to aim but have a very high chance of rolling too far. Very interesting!

A few rounds of CocoBocce I decided to throw the marker very close to our starting position (about 6 feet away). This made aim no longer such a big issue, and it became a bit more like curling – trying to bash everyone else’s coconuts away! Very fun stuff.

KiteBoarding

Colin has been kiteboarding since Thailand and we have a good beach for it here, so he did a refresher lesson and picked up some equipment. After seeing it in action, up close and personal, I decided to take lessons myself!

I ended up going to the next town over and staying in the kite-school’s bunks while I took a 3-day course. Being a weather-reliant sport, it took a bit more than 3 days, and I still haven’t fully completed it yet (I’m back in my familiar bed now but still have 3 hours of training paid for).

KiteBoarding is almost a game unto itself. It’s hard to fly the kite. It’s hard to ride a board on waves. It’s hard to figure out where exactly your balance should be, where the wind window is, and what you should do in any given moment. You’re using muscles that you haven’t stressed before, and with forces that are so powerful that I got hauled out of my board and flew (in a classic super-man pose) about 6 to 10 feet horizontally (about a foot or two over the water) before slamming into it, hard. Thankfully it’s just water!

It’s very hard. But the only way to learn is to just keep iterating on it. Playing with variables. Slowly, one-by-one, locking things in.

On my first day, I was very frustrated – I couldn’t drag my butt out of the water, I couldn’t stand up on the board. I got hauled around a bit, but always in the water. I was frustrated because I didn’t know why I was failing; was it my posture? Was the kite not strong enough for the wind? Was I not aggressive enough flying the kite? Did I aim my feet wrong? Was my balance off? I had no idea, and the instructor couldn’t either. At that stage, I’m so sloppy with everything that it’s impossible to point at any one thing.

So I slept that night incredibly bummed out.

The next day, my muscles had a chance to regain their strength, and on my first attempt – POP! Right out of the water, and I was kitesurfing! (albeit for a second or two, but I DID IT!!) I have no idea why or how it happened, but my body figured it out on it’s own. I didn’t have to think too hard about exactly what muscle should go where – the mere fact that I was iterating at all is what made it possible. Sometimes things happen by accident, and they can’t if you don’t try.

There’s a really good metaphorical lesson in that, game designers!

Pizza

I love making pizza, and we do a lot of eating-in here in Mexico. I decided to treat the gang and whip up some awesome pizzas, and it turned out great (though I needed someone to smuggle yeast into Mexico for me. Can’t find it in the shops!).

Last night, I was going to make a few pizzas for Colin and Sarah, and I started laying out the ingredients. But, ohnoes! The tomato sauce had gone bad and been thrown out. I didn’t have any ingredients to make more!

I sighed, despondently, and poured myself a beer. I sat down on the patio heavily and told Colin our options: I could walk to the store in the sweltering heat. I could put it off for another day. Or… I could get CRAZY EXPERIMENTAL. Colin lit up and was totally for my wacky experiments, so I ran back to the kitchen and took stock of what we had.

All I needed was a base sauce. We had everything we needed for the dough and the toppings, but the sauce is what brings it all together. I needed something that could do that.

But we seemed to have nothing. Everywhere I looked, every tin, every vegetable in the drawer, didn’t seem like it could fit. I was on the verge of calling it all off. But then, seeing two things next to each other in the refrigerator, I grabbed them and figured “what the hell.” Let’s make pizza sauce out of a coconut and a tub of leftover black bean paste from taco night. BECAUSE I’M CRAZY!

First I sliced open the coconut and drained the water that was inside of it into a pot, and brought it to a simmer. I then stirred in the black beans, and started frying up some fresh shredded coconut and half an onion in a pan.

I mixed them all together after the onions carmelized and kept simmering – it was a bit too soupy and I needed to boil off the water. I added subtle dabbling of habanero hot sauce a tiny bit of flour as a thickening agent.

I gave it a taste. Wow. Coconut water is very sweet. The onions were sweet. The coconut shavings were sweet. And the black beans made it very very savoury. It was like eating ground beef mixed with sugar – a bit overwhelming! Put that on top of the sweet-tasting pizza-dough and top it with sweet pineapples…. Disaster! Too much sweetness!

But then I remembered my pizza-sauce-training: The key is the acidic edge of the tomatoes, the “sourness” it brings to the pizza. Is there some way I can make this taste acidic?

So I used our brand-new juicer and squeezed two limes dry. I stirred it in, let it simmer for another minute or two, and gave it a taste….

PERFECT VICTORY!!! The sauce was now perfectly balanced.  I was overjoyed. Plus, with so many local ingredients, I dubbed it “Yucatan Pizza Sauce.”

I put toppings on the pizza that I thought would suit the mix, and it came out amazingly. Everyone loved it. I think I might even prefer this sauce to my standard tomato sauce that I love so much!

If I wasn’t here in Mexico, if I wasn’t low on ingredients, and if it wasn’t for the adventuresome spirit of my compatriots, this amazing dish never would have come to pass. And I can probably bet – fairly safely – that it’s never been made before. UNIQUE FLAWLESS VICTORY.

This trip is iteration

This whole trip feels like I’m iterating on life now. I’ve lived a bunch of different ways – I’ve been married, had roommates, worked a desk job, went indie, did physical labour, worked in kitchens, lived in several different towns.  But I never tried this before – living on a beach. Living it up. Getting work done. Stretching my experiences, making do with what I have, altering my diet to fit whatever was at the vegetable stand today.

This seems better. I kinda want to keep living like this – travelling, staying at new places for long periods, and getting work done to boot.

The kicker is, living like this would be cheaper than living in Victoria.

We’ll see if I can keep it up though. For now: More experimentation and iteration!

More game design!

Jan 062013
 

Writing this, falling asleep, and then starting my travels (in my sleep, obvs.) to Mexico! Hooray!

I have no idea what internet will be like there; I’ll see what kind of media I can produce.  Cheerio!