tag:blogger.com,1999:blog-898703789069481101.post7920819899028665960..comments2023-07-08T06:28:16.989-07:00Comments on Mighty Vision: do something to videogamesBroghttp://www.blogger.com/profile/14185464573529387638noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-898703789069481101.post-45568500763453835272013-05-29T09:33:09.953-07:002013-05-29T09:33:09.953-07:00I do like your metaphor, discussing game developme...I do like your metaphor, discussing game development like carving an object out of wood can also be extended out dependent on how you personally perceive your craft. I wonder how this metaphorical perception can influence the resolution of design problems.Codedamhttps://www.blogger.com/profile/11349033469544889714noreply@blogger.comtag:blogger.com,1999:blog-898703789069481101.post-81353235714396673272013-05-13T13:14:35.738-07:002013-05-13T13:14:35.738-07:00Quick anecdote on how "working with the grain...Quick anecdote on how "working with the grain" worked for me: In the latest Ludum Dare I was struggling to think of a way to express the theme. After a few hours of going nowhere thinking, I just opened up the editor, threw in an FPS controller and started fiddling with settings. I increased the fog to rediculous levels, I made colored blocks to jump and slide on; they appeared out of the fog as you moved forward. Then when I went to add sounds I decided to use my music program instead of a sound effect generator. At first I was going to generate some odd noises to be footsteps, but for some reason played a chord and assigned that as the footsteps. And that was the aha moment. In the end my game consisted of navigating through an abstract world that played music notes and chords on each different colored surface you land on. I was pretty happy with it, but even more pleased with the process of creating.Edwin DeNicholashttps://www.blogger.com/profile/15339646492587203203noreply@blogger.com