(2) Sat Feb 04 2006 21:44:
Today I wrote a poem:
Shake and shake the ketchup bottle
None will come, then Quetzlcoatl
(2) Sat Feb 04 2006 21:44:
Today I wrote a poem:
Shake and shake the ketchup bottle
None will come, then Quetzlcoatl
This game is written in Ruby, and it has a bizarre attitude towards
generating colored text, but I'm probably the only person who will
notice. I have been thinking about writing an MMORPG in which all the
players are scripted robots, but the idea keeps running into
problems. I've also been thinking about mentioning in the Ruby
Cookbook the bizarre curses-less colored text hack used in this
program, but I don't think I want to encourage this kind of behavior.
The author has also put out three
other games with the same name, only some of which are like
Missile Command. The best-looking one is #4, which has a great
cyberpunk Zaxxon look.
Hmm, since I downloaded this game, the project seems to have
undergone a freakish metamorphosis! It's now called Warp Rogue and is much
different. That's what I get for writing reviews of ancient copies of
games found on my hard drive while I have no Internet
access. Developing...
The ladder is not a hole. It's bolted to its platform; it doesn't
bisect it. You should be able to walk on top of a ladder square.
If you stop moving on a ladder you should stay clinging to the
ladder, rather than falling off of it.
Before dropping down below the edge of the screen, you should have
some way of seeing whether or not a drop is infinite. You either need
to provide some kind of "look up/down" facility, or design the level
so that the player has a chance to experience the lower levels before
the higher, or design the level so that it all fits on the
screen. (This is actually in the Zoid's Quest TODO, as a magic spell.)
"How do you know what I think?"
"I KNOW EVERYTHING!"
N is a game with a wonderful physics model and a million
deaths. Your character is a greedy ninja with a lust for gold--and not
being killed! Unfortunately you get killed a lot, usually in
hilarious ways that top even the deaths in Apricots. In Apricots you
might crash your plane into a tiny island in the middle of a
lake. Explosion. In N you might do a ninja leap right into an active
death ray. Your body plummets the length of the screen and splats on
the ground. Then your wireframe corpse bounces around for a bit and
hits a mine, which blows it into its little wireframe parts. The parts
themselves will bounce around and get into all sorts of trouble:
setting off more mines, being shot around the game board by
trampolines, being zapped by zap-robots, and so on. It's the most
morbid game with the simplest graphics I've ever seen, and I've seen
at least five.
But it's not fun to die, because that means you've got to
start the whole frustrating Lode Runner-esque level over again instead
of going to the next cool level. Which, under Nietzsche's theory of
eternal recurrence, is basically the same thing that happens in real
life. So I guess I'm saying it inculcates a healthier attitude towards
your own, actual death than Apricots.
It's also one of the best games I've ever seen on my Game Roundup
scale of game-liking: "a flexible set of techniques to use towards
your goals, and lots of random variation within well-defined
parameters." Except it's not random here; varity here comes from a
huge number of well-designed levels. There are also many user-created
levels that simply use the player's (non-dead) body as a pinball in
the machine of the board, bouncing you around narrowly avoiding
rockets and zap-bots and all sorts of horrible fates.
Oh, I should mention that it's composed of Flash and it's not open source. Good game though.
Sat Feb 04 2006 23:46 The Games They Are A'Roundup:
Now with babbling about game design problems and death!
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