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	<title>Winterblood</title>
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	<description>Filmmaking, game design, and the occasional rant</description>
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		<title>Winterblood</title>
		<link>http://winterblood.wordpress.com</link>
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		<title>Ludum Dare, and beyond</title>
		<link>http://winterblood.wordpress.com/2012/01/07/ludum-dare-and-beyond/</link>
		<comments>http://winterblood.wordpress.com/2012/01/07/ludum-dare-and-beyond/#comments</comments>
		<pubDate>Sat, 07 Jan 2012 02:36:54 +0000</pubDate>
		<dc:creator>winterblood</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[My Games]]></category>
		<category><![CDATA[Video games]]></category>
		<category><![CDATA[ludum dare]]></category>
		<category><![CDATA[Voidships]]></category>

		<guid isPermaLink="false">https://winterblood.wordpress.com/?p=230</guid>
		<description><![CDATA[I have been neglecting this blog again &#8211; happens when things get busy at work (or outside work!). It has been a very eventful December. Ludum Dare 22 generated nearly 900 games in a weekend, but due to some technical problems and a healthy dose of repeating my previous mistakes, I didn&#8217;t quite finish mine. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=winterblood.wordpress.com&amp;blog=10270066&amp;post=230&amp;subd=winterblood&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I have been neglecting this blog again &#8211; happens when things get busy at work (or outside work!).</p>
<p>It has been a very eventful December. Ludum Dare 22 generated nearly 900 games in a weekend, but due to some technical problems and a healthy dose of repeating my previous mistakes, I didn&#8217;t quite finish mine. Play <a href="http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&amp;uid=4051">&#8220;Lonely Island&#8221;</a> here.</p>
<p>Then Unity released a beta build that exports to Flash&#8217;s new Stage3D, and announced a game jam&#8230;with prizes. Shame they announced it just before Xmas when everyone&#8217;s busy. I mulled it over until new year before settling on a steampunk space dogfighting game set in the Voidships universe. It made sense to use the contest as motivation to produce something that could generate a bit of an audience for our fledgling IP. It was a late start, but with some invaluable model work from an artist friend (Thank you, Liam!) I managed to cobble together something that&#8217;s very rough but fun nonetheless.</p>
<p>I&#8217;ve called it <a href="http://t.co/mMizPseT">Voidships: Pilot Error</a>.</p>
<p>My other game projects are temporarily on hold while Liam and I give it a proper polish ready for people to play in earnest.</p>
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		<title>Another Ludum Dare game!</title>
		<link>http://winterblood.wordpress.com/2011/10/30/another-ludum-dare-game/</link>
		<comments>http://winterblood.wordpress.com/2011/10/30/another-ludum-dare-game/#comments</comments>
		<pubDate>Sun, 30 Oct 2011 22:55:44 +0000</pubDate>
		<dc:creator>winterblood</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[My Games]]></category>
		<category><![CDATA[Video games]]></category>

		<guid isPermaLink="false">http://winterblood.wordpress.com/?p=225</guid>
		<description><![CDATA[One hour is a bit tight, but at least it&#8217;s all over quickly one way or another. Here&#8217;s what I managed within the deadline&#8230;and here&#8217;s what I intended it to be, which took an extra 3 hours. I love these short events. You&#8217;d think more time would be beneficial, but it&#8217;s harder to sustain an [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=winterblood.wordpress.com&amp;blog=10270066&amp;post=225&amp;subd=winterblood&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>One hour is a bit tight, but at least it&#8217;s all over quickly one way or another. Here&#8217;s what I managed <a href="http://dl.dropbox.com/u/17696410/Pills/WebPlayer.html" title="Pills Work In Progress" target="_blank">within the deadline</a>&#8230;and here&#8217;s what I <a href="http://dl.dropbox.com/u/17696410/Pills/WebPlayer2.html" title="Pills final" target="_blank">intended it to be</a>, which took an extra 3 hours.<br />
<a href="http://winterblood.files.wordpress.com/2011/10/pills_shot.png"><img src="http://winterblood.files.wordpress.com/2011/10/pills_shot.png?w=300&#038;h=225" alt="Pills" title="pills_shot" width="300" height="225" class="alignright size-medium wp-image-227" /></a></p>
<p>I love these short events. You&#8217;d think more time would be beneficial, but it&#8217;s harder to sustain an hour or two every night for a week or month than to commit to one hour or even a whole weekend in one go. I wonder if I can break down my more ambitious side projects into bite-size chunks like that&#8230;</p>
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		<title>Ludum Dare rethink&#8230;make a game in ZERO hours!</title>
		<link>http://winterblood.wordpress.com/2011/10/25/ludum-dare-rethink-make-a-game-in-zero-hours/</link>
		<comments>http://winterblood.wordpress.com/2011/10/25/ludum-dare-rethink-make-a-game-in-zero-hours/#comments</comments>
		<pubDate>Tue, 25 Oct 2011 23:09:41 +0000</pubDate>
		<dc:creator>winterblood</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[My Games]]></category>
		<category><![CDATA[Video games]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[faction paradox]]></category>
		<category><![CDATA[ludum dare]]></category>
		<category><![CDATA[rigging]]></category>

		<guid isPermaLink="false">http://winterblood.wordpress.com/?p=214</guid>
		<description><![CDATA[Sigh. After being ill this weekend I&#8217;ve decided to abort the October Challenge &#8211; rather than rush out a substandard game, I&#8217;ll take my time and finish it to a quality I&#8217;m happy with. This is definitely the right decision &#8211; while tweaking the anims in Blender I realised I need to re-rig the main [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=winterblood.wordpress.com&amp;blog=10270066&amp;post=214&amp;subd=winterblood&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Sigh. After being ill this weekend I&#8217;ve decided to abort the October Challenge &#8211; rather than rush out a substandard game, I&#8217;ll take my time and finish it to a quality I&#8217;m happy with. This is definitely the right decision &#8211; while tweaking the anims in Blender I realised I need to re-rig the main character so stop his IK knees skewing sideways. If I&#8217;m not extremely careful, this may mean re-animating the handful of anims I&#8217;d already done. With a week to go, I didn&#8217;t need to be redoing work. But in the long term, it&#8217;ll mean better and more animations. I&#8217;ll have some free time over christmas, so new year would be an excellent alternative target deadline!</p>
<p>However, in the short term &#8211; Ludum Dare have come up with ANOTHER game dev challenge that I can&#8217;t resist: The <a href="http://www.ludumdare.com/compo/2011/10/25/0h-game-jam-make-a-game-in-zero-hours/" title="ZERO Hours Challenge" target="_blank">ZERO Hours Challenge!</a><br />
It takes place during the hour when the clocks go back. This appeals enormously to the <a href="http://en.wikipedia.org/wiki/Faction_Paradox" title="Faction Paradox wiki" target="_blank">Faction Paradox</a> fan in me.</p>
<p>Seriously though, the extreme time limit will force participants to focus on a simple design that works &#8211; the challenge is more about spending the intervening week imagining a game simple enough to implement in one hour, but still fun. It&#8217;s interesting that with modern game dev tools, classics like Pong, Breakout, Joust, or PacMan could all be cloned easily in that time. But coming up with something so simple and original is going to be much harder than actually implementing it&#8230;</p>
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		<title>Ludum Dare October Challenge</title>
		<link>http://winterblood.wordpress.com/2011/10/22/ludum-dare-october-challenge/</link>
		<comments>http://winterblood.wordpress.com/2011/10/22/ludum-dare-october-challenge/#comments</comments>
		<pubDate>Sat, 22 Oct 2011 12:31:31 +0000</pubDate>
		<dc:creator>winterblood</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[My Games]]></category>
		<category><![CDATA[Video games]]></category>
		<category><![CDATA[game jam]]></category>
		<category><![CDATA[indie game]]></category>
		<category><![CDATA[ludum dare]]></category>

		<guid isPermaLink="false">https://winterblood.wordpress.com/2011/10/22/ludum-dare-october-challenge/</guid>
		<description><![CDATA[LEGO Harry Potter years 5-7 is done, so I have a little spare time again, and there&#8217;s a week left of the Ludum Dare October Challenge. I&#8217;m going to expand Fireflies into a full game &#8211; still a short one, but I&#8217;m going for quality over quantity. I&#8217;ve been mulling it over for a few [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=winterblood.wordpress.com&amp;blog=10270066&amp;post=218&amp;subd=winterblood&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>LEGO Harry Potter years 5-7 is done, so I have a little spare time again, and there&#8217;s a week left of the <a href="http://www.ludumdare.com/compo/2011/09/28/announcing-october-challenge-2011/">Ludum Dare October Challenge</a>. I&#8217;m going to expand Fireflies into a full game &#8211; still a short one, but I&#8217;m going for quality over quantity.</p>
<p>I&#8217;ve been mulling it over for a few weeks without having a chance to do much, but this week I actually sketched a rough layout for the game and made a few decisions that will simplify the core mechanics considerably.</p>
<p>It&#8217;s an odd feeling designing level layouts &#8211; normally my job is making gameplay mechanics work within a level designed and built by other disciplines. I&#8217;m enjoying stretching these underused game dev muscles&#8230;</p>
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		<title>Keeping Gameplay Narrative in Context</title>
		<link>http://winterblood.wordpress.com/2011/08/30/keeping-gameplay-narrative-in-context/</link>
		<comments>http://winterblood.wordpress.com/2011/08/30/keeping-gameplay-narrative-in-context/#comments</comments>
		<pubDate>Tue, 30 Aug 2011 23:46:15 +0000</pubDate>
		<dc:creator>winterblood</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Video games]]></category>
		<category><![CDATA[Writing]]></category>
		<category><![CDATA[Narrative]]></category>

		<guid isPermaLink="false">http://winterblood.wordpress.com/?p=196</guid>
		<description><![CDATA[A short piece entitled “Narrative as Gameplay” by Jonas Kyratzes made me think today. His key (and rather eloquent) point is this: &#8220;In some games, you click on the enemy soldier and the enemy soldier dies, removing an obstacle to victory. In my games, you click on an object and it gives you a description, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=winterblood.wordpress.com&amp;blog=10270066&amp;post=196&amp;subd=winterblood&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>A short piece entitled <a href="http://www.jonas-kyratzes.net/2011/08/30/narrative-as-gameplay/">“Narrative as Gameplay”</a> by <a>Jonas Kyratzes</a> made me think today. His key (and rather eloquent) point is this:</p>
<blockquote><p>&#8220;In some games, you click on the enemy soldier and the enemy soldier dies, removing an obstacle to victory. In my games, you click on an object and it gives you a description, removing an obstacle to understanding.&#8221;</p></blockquote>
<p>I like this thought in principle, but I think it&#8217;s missing a caveat: the revealed content must be appropriate to the player&#8217;s current context.<br />
For example, if I were to to nit-pick <a href="http://www.kongregate.com/games/JonasKyratzes/the-book-of-living-magic">The Book of Living Magic</a>, I&#8217;d complain that the setting is SO surreal that the wealth of little asides do not really increase the player&#8217;s understanding. Many of them are charming little storylets in their own right, but it&#8217;s very hard to build a coherent picture of a world where the distinction between animals, people and other bizarre entities are so blurred. It must be acknowledged that this is the whole point of the Land of Dream, but it highlights my point.<br />
In contrast, the superb <a href="http://www.kongregate.com/games/JonasKyratzes/the-infinite-ocean">The Infinite Ocean</a> presents a very tightly focused narrative, each scrap of content referencing the already-established facts or themes. It&#8217;s only when you can hook the new information onto some existing part of your world model that it feels rewarding. Without that framework, each new piece of content has no obvious relation to the whole.<br />
That, I think, is why some people don&#8217;t grok the Book of Living Magic &#8211; the content is more like a bag of marbles than a LEGO set. I happen to love world-building and was happy to comb through the descriptions looking for the links and occasional Lovecraft nods, but I can see how more casual players might find the Mountains of Oddness somewhat impenetrable.</p>
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		<slash:comments>2</slash:comments>
	
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			<media:title type="html">winterblood</media:title>
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		<title>Ludum Dare 21: Fireflies</title>
		<link>http://winterblood.wordpress.com/2011/08/27/ludum-dare-21-fireflies/</link>
		<comments>http://winterblood.wordpress.com/2011/08/27/ludum-dare-21-fireflies/#comments</comments>
		<pubDate>Sat, 27 Aug 2011 13:45:04 +0000</pubDate>
		<dc:creator>winterblood</dc:creator>
				<category><![CDATA[My Games]]></category>
		<category><![CDATA[Video games]]></category>
		<category><![CDATA[LudumDare]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">https://winterblood.wordpress.com/2011/08/27/ludum-dare-21-fireflies/</guid>
		<description><![CDATA[Ludum Dare 21 has come and gone, and I managed to squeeze some game dev into a busy weekend. My entry is here. It&#8217;s extremely short, but I&#8217;m very happy with it, because it represents my first fully modelled, rigged and animated character. I&#8217;ve learned plenty about Blender and about rigging in general. Best of [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=winterblood.wordpress.com&amp;blog=10270066&amp;post=209&amp;subd=winterblood&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Ludum Dare 21 has come and gone, and I managed to squeeze some game dev into a busy weekend. My entry is <a href="http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&amp;uid=4051">here.</a></p>
<p><a href="http://winterblood.files.wordpress.com/2011/08/20110827-145041.jpg"><img src="http://winterblood.files.wordpress.com/2011/08/20110827-145041.jpg?w=500" alt="20110827-145041.jpg" class="alignnone size-full" /></a></p>
<p>It&#8217;s extremely short, but I&#8217;m very happy with it, because it represents my first fully modelled, rigged and animated character. I&#8217;ve learned plenty about Blender and about rigging in general. Best of all, although I didn&#8217;t get much gameplay in during the weekend, the concept I had in mind has enough mileage that I can expand it into a full game, which is what I&#8217;m working on currently (in-between late nights on LEGO Harry Potter years 5-7). It&#8217;s also excellent practice with Blender &#8211; although Voidships will use different features, my familiarity with the interface and core tools is improving.</p>
<p>Check out some of the other 599 LudumDare entries while you&#8217;re there. It&#8217;s a monster event and there&#8217;s a lot of little gems to be found&#8230;</p>
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		<title>White Flag</title>
		<link>http://winterblood.wordpress.com/2011/06/29/white-flag/</link>
		<comments>http://winterblood.wordpress.com/2011/06/29/white-flag/#comments</comments>
		<pubDate>Wed, 29 Jun 2011 21:12:40 +0000</pubDate>
		<dc:creator>winterblood</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[My Games]]></category>
		<category><![CDATA[Video games]]></category>
		<category><![CDATA[dialogue]]></category>
		<category><![CDATA[ludum dare]]></category>
		<category><![CDATA[stencyl]]></category>

		<guid isPermaLink="false">http://winterblood.wordpress.com/?p=190</guid>
		<description><![CDATA[I&#8217;ve knocked up another little micro-game for mini Ludum Dare #27: &#8220;All Talk&#8221;. My effort is called &#8220;White Flag&#8221;. It&#8217;s just a dialogue tree with a measly 3 or 4 branch points, but I&#8217;m quite pleased with the implementation as it&#8217;s my first go at writing ActionScript within the StencylWorks Flash dev tool. It needs [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=winterblood.wordpress.com&amp;blog=10270066&amp;post=190&amp;subd=winterblood&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve knocked up another little micro-game for mini Ludum Dare #27: &#8220;All Talk&#8221;. My effort is called <a href="http://www.stencyl.com/game/play/4232" title="White Flag" target="_blank">&#8220;White Flag&#8221;</a>. It&#8217;s just a dialogue tree with a measly 3 or 4 branch points, but I&#8217;m quite pleased with the implementation as it&#8217;s my first go at writing ActionScript within the <a href="http://www.stencyl.com" title="Stencyl" target="_blank">StencylWorks</a> Flash dev tool.<br />
<a href="http://www.ludumdare.com/compo/minild-27/?action=preview&amp;uid=4051"><img src="http://winterblood.files.wordpress.com/2011/06/whiteflag_screenshot.png?w=500&#038;h=250" alt="" title="White Flag" width="500" height="250" class="alignnone size-full wp-image-202" /></a><br />
It needs a few extra bits before I could make anything worthwhile with it though &#8211; I didn&#8217;t have time to write line-wrapping code, so I had to place every line break manually. This was a nightmare, because the only way to know where the break should go was to see it ingame&#8230;a slow process even with so little text.</p>
<p>I need to read the text in from a file, rather than typing it into the script directly. Not sure if StencylWorks will allow that, though.</p>
<p>And finally, I wanted to have internal vars so that choices could accumulate over time or set flags for later in the dialogue. Ran out of time for those too.</p>
<p>But with those tweaks in place I&#8217;ll have a neat little dialogue engine which could easily be ported to <a href="http://www.unity3d.com" title="Unity3D" target="_blank">Unity</a>. Not bad for a couple of evenings&#8217; tinkering!</p>
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			<media:title type="html">White Flag</media:title>
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		<title>FMV Has Risen From The Grave</title>
		<link>http://winterblood.wordpress.com/2011/06/17/fmv-has-risen-from-the-grave/</link>
		<comments>http://winterblood.wordpress.com/2011/06/17/fmv-has-risen-from-the-grave/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 23:25:42 +0000</pubDate>
		<dc:creator>winterblood</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Video games]]></category>

		<guid isPermaLink="false">http://winterblood.wordpress.com/?p=186</guid>
		<description><![CDATA[I&#8217;ve finally played L.A. Noire, for a few hours. The city is vast, the facial capture is great, but the level of interaction with suspects is disappointing. You get to pick a question, watch their answer and pick one of three reactions (truth/doubt/lie). If you think they&#8217;re lying you have to present the right evidence, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=winterblood.wordpress.com&amp;blog=10270066&amp;post=186&amp;subd=winterblood&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve finally played <a href="http://www.youtube.com/watch?v=YQbi08xSkW4&amp;feature=related" target="_blank">L.A. Noire</a>, for a few hours. The city is vast, the facial capture is great, but the level of interaction with suspects is disappointing. You get to pick a question, watch their answer and pick one of three reactions (truth/doubt/lie). If you think they&#8217;re lying you have to present the right evidence, otherwise they smugly stick to their story. If you debunk a certain percentage of their claims they break and confess.</p>
<p>I&#8217;m going to persevere with it, as it may get better later, particularly when I start on the serial killer suspects. These scenes will stand or fall on the writing. But I can&#8217;t help thinking that this is a game mechanic that exists only as an attempt to justify the technology. Because if the mechanics came first, Team Bondi could have saved themselves a lot of effort by using good old fashioned FMV. Despite the performance capture, the interrogations are still just a string of multiple choice cutscenes.</p>
<p>However, if they HAD done that, they would have had a jarring transition between the game characters and the FMV actors. The importance of the performance capture is not the interrogation scenes that showcase it &#8211; it&#8217;s the way it extends throughout the game, even to people you pass on the street. By making it universal, they&#8217;ve created a world where the canned interrogation cutscenes fit seamlessly. No other game could pull it off.</p>
<p>But what an effort just to make the audience accept what is basically FMV in a game&#8230;</p>
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		<title>Ludum Dare 20</title>
		<link>http://winterblood.wordpress.com/2011/04/28/ludum-dare-20/</link>
		<comments>http://winterblood.wordpress.com/2011/04/28/ludum-dare-20/#comments</comments>
		<pubDate>Thu, 28 Apr 2011 22:44:17 +0000</pubDate>
		<dc:creator>winterblood</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[My Games]]></category>
		<category><![CDATA[Video games]]></category>
		<category><![CDATA[lonely fortress]]></category>
		<category><![CDATA[ludum dare]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://winterblood.wordpress.com/?p=183</guid>
		<description><![CDATA[I&#8217;ve had a busy spring. Once LEGO Clone Wars was done, we dived straight into helping to finish LEGO Pirates of the Caribbean, so the crunch just rolled on into that project. Damn those immovable movie release dates. But Pirates is all done and dusted now, and I&#8217;m looking forward to playing that with Evie [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=winterblood.wordpress.com&amp;blog=10270066&amp;post=183&amp;subd=winterblood&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve had a busy spring. Once <a href="http://www.gametrailers.com/game/lego-star-wars-iii-the-clone/13399">LEGO Clone Wars</a> was done, we dived straight into helping to finish <a href="http://www.gametrailers.com/game/lego-pirates-of-the-caribbean/14155">LEGO Pirates of the Caribbean</a>, so the crunch just rolled on into that project. Damn those immovable movie release dates. But Pirates is all done and dusted now, and I&#8217;m looking forward to playing that with Evie (LEGO zombies not too scary).</p>
<p>I&#8217;ve taken the Easter week off and spent some much-needed time with the family, and it just so happened that the weekend before returning to work is <a href="http://www.ludumdare.com/compo/">Ludum Dare</a> &#8211; the increasingly popular 48 hour solo game dev contest. It would be rude not to.</p>
<p>Voting on this contest&#8217;s theme is down to the final 20, and I&#8217;ve got ideas for a half-dozen or so of &#8216;em. Spent the last few evenings learning the basics of several new skills: rigging, animating, composing&#8230;feeling more-or-less ready now, but I doubt that&#8217;ll last long.</p>
<hr />
<p>EDIT, TWO MONTHS LATER: I forgot to update my own blog. My entry was <a href="http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&amp;uid=4051" title="Lonely Fortress" target="_blank">&#8220;Lonely Fortress&#8221;</a> &#8211; check out some of the winners, there were several brilliant games produced in this contest.<br />
<a href="http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&amp;uid=4051"><img src="http://winterblood.files.wordpress.com/2011/04/ld20_shot4.png?w=500&#038;h=236" alt="" title="LD20_shot4" width="500" height="236" class="alignnone size-full wp-image-199" /></a><br />
Also check out my <a href="http://www.ludumdare.com/compo/2011/05/03/lonely-fortress-trivia/" title="Lonely Fortress Trivia" target="_blank">trivia post over on the Ludum Dare site</a>, which has some anecdotes about the weekend.</p>
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		<title>Frontiers in Storytelling: The Elder Scrolls V</title>
		<link>http://winterblood.wordpress.com/2011/01/17/frontiers-in-storytelling-the-elder-scrolls-v/</link>
		<comments>http://winterblood.wordpress.com/2011/01/17/frontiers-in-storytelling-the-elder-scrolls-v/#comments</comments>
		<pubDate>Mon, 17 Jan 2011 21:30:55 +0000</pubDate>
		<dc:creator>winterblood</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[Video games]]></category>
		<category><![CDATA[Writing]]></category>
		<category><![CDATA[artificial intelligence]]></category>
		<category><![CDATA[Elder Scrolls]]></category>
		<category><![CDATA[Narrative]]></category>
		<category><![CDATA[Skyrim]]></category>
		<category><![CDATA[TESV]]></category>

		<guid isPermaLink="false">http://winterblood.wordpress.com/?p=178</guid>
		<description><![CDATA[I&#8217;ve just devoured GameInformer&#8217;s preview of TESV:Skyrim, and it&#8217;s encouraging stuff. The animation improvements sound excellent. Something we learned working on an internal project at TT was that seamless, varied, context-sensitive animation contributes far more than clever AI to the verisimilitude of a character. And the lighting improvements over Fallout in the first official screenshot [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=winterblood.wordpress.com&amp;blog=10270066&amp;post=178&amp;subd=winterblood&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve just devoured <a href="http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/17/the-technology-behind-elder-scrolls-v-skyrim.aspx">GameInformer&#8217;s preview of TESV:Skyrim</a>, and it&#8217;s encouraging stuff. The animation improvements sound excellent. Something we learned working on an internal project at TT was that seamless, varied, context-sensitive animation contributes far more than clever AI to the verisimilitude of a character. And the lighting improvements over Fallout in the first official screenshot are glorious.</p>
<p>But what&#8217;s got me most excited is the Radiant Story tech, which basically custom-creates side quests by taking an authored template and inserting characters who the player has developed a relationship with &#8211; so instead of quests from random strangers, you will be approached by someone you know to undertake a task involving someone you like. It&#8217;s essentially what a good Game Master of a tabletop RPG would do, and something I&#8217;ve wanted to try out in a game for over a decade. Sadly working full-time on other people&#8217;s games has prevented me from exploring it myself, but I&#8217;m delighted to see Bethesda tackle it.</p>
<p>The compelling thing about role-playing is your attachment to your character, and their role in the world of the game. Every decision you make as a player, whether in a tabletop game, LRP, or CRPG, makes your story a little bit different to anyone else&#8217;s. Mostly in subtle ways &#8211; a few points in this skill instead of that skill, or a grudge against an NPC forgiven instead of held &#8211; but they all add up to making the player feel invested in the story, even if the final encounter turns out exactly as the referee expected. By customizing the peripheral content to reflect the player&#8217;s prior investment, Bethesda could be creating the most immersive CRPG ever.</p>
<p>And when developed to a point that it could be used in the main storyline, this could be a fantastic alternative to the tired old branching plotline. An AI system that understands story, and can populate Campbell&#8217;s mythic archetypes in each player&#8217;s quest with characters whose skills, power, and personality traits complement or contrast with the system&#8217;s analysis of the player. A system that can engineer moral dilemmas and opportunites for dastardly betrayals, tragic heroics or glorious rescues. A system that could sculpt whodunnits or soap opera as well as epic fantasy.</p>
<p>Now <em>that&#8217;s</em> the bleeding edge of modern gaming.</p>
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