MA MALF

My year in ASL

I haven’t written an AAR for a while, because my opponent kept beating me to the punch. So here are my remaining games from this year in a condensed format, for the sake of completeness. After “Gavin Take”, we played " The Guards Counterattack". I believe I lost, and I don’t really like the scenario. It feels very static and inflexible to me, due to the way the OB is prearranged on the board. It is not really the masterpiece it’s made out to be by the veterans. ...

December 22, 2014 · 2 min · taschenschieber
2014-08-23_00001

Danmaku Unlimited 2

So this was my first step on the way down the rabbit hole called “Bullet Hell”: Danmaku Unlimited 2, easily available on Steam (current price: EUR 4.99). There are versions for Android and iOS as well, but because I don’t really have a gaming phone, I will focus on the PC version here. What I like… The first thing that catched my eye was the music. Wait, that sounds wrong. Anyway, the soundtrack by Japanese indie band Blankfield is what I like best about this game. I suck at categorizing music, but it’s some metal industrial thingy. Look, it has electric guitars in it. The entire soundtrack is on Spotify and probably other streaming platforms, so just judge for yourself. It is loud, it is fast, it is exciting. ...

October 17, 2014 · 4 min · taschenschieber
Danmaku Unlimited Gameplay

Welcome to Bullet Hell!

For some months now, I’ve been playing a bunch of Bullet Hell Games. For those unfamiliar with the genre: It’s a subgenre of 2D shoot’em ups, characterized by a whole bunch of bullets being on screen all the time. These games require pattern recognition, concentration, dodging skills and some memorization. Also, they are totally awesome and you should play them, which is why I will review every single game of the genre I played so far in the coming days. But first of all, I’d like to tell you why I, personally, like the genre so much. ...

October 16, 2014 · 3 min · taschenschieber

#GamerGate: Time to leave the bandwagon?

I’ve tried for a long time to ignore this whole #GamerGate thing, but I can’t go on with it anymore. The movement has become a serious threat to variety in games, to independent game journalism, to freedom of speech on the internet, and to everybody who dares to stand up against them. At the same time, there is a lot of justified, well-researched criticism of the movement, the criminal network at its very core, the methods used by the more rabid GamerGators (a word I just made up. Neat, huh?) and the impact they have on the gaming community. This, however, is mostly limited to private blogs of devs or journalists, while the big gaming websites either completely ignore it or try to cover it from a “neutral” standpoint. Unfortunately, the time for neutrality has passed. GamerGate is a mob and has been a mob pretty much from day one. The things they do - threatening murder and rape, telling people to kill themselves, harassing critics and attacking their revenue streams - are amoral and for the most part criminal, and they do real harm. By looking away, the big gaming press allows the GamerGators to continue with what they do while still being able to pretend having the moral high ground. That is shameful. This post will be filled with a lot of rage, so I would like to address some things first: I do not believe everybody in the GamerGate movement is a criminal, amoral scumbag. But I do think that the movement is so rotten to the core that no good will come from it, ever. If you genuinely believe in a free, independent press and that’s the only reason why you are a Gator, get out. Now. Not only are you supporting the aforementioned criminals by standing with them - you are supporting a movement that harms the very ideals you are fighting for. That’s right - I think GamerGate does not do any good for an independent press, because they have a completely screwed up definition of “independent”. More on that later. Again: If you are fighting for a good cause, you have no need to associate with criminals. Don’t do it. Go somewhere else. Create your own movement and hashtag. I bet many game designers and journalists alike would love to stand with you. But if you are with GamerGate, you are with a mob that operates via Nazi methods, and you should not support people like that, ever. They should stand isolated and alone, and they need to fail if freedom should win. The Global SJW Conspiracy Now, let’s move on to why I despise the GamerGate movement so much. Well, apart from them being a mob of criminal, amoral scumbags who threaten murder and rape, tell people to kill themselves, harass critics and attack their revenue stream while hiding behind a shield of good-willed but naive people with partially overlapping goals. At its very core, GamerGate is a conspiracy theory.

October 12, 2014 · 10 min · taschenschieber

Game Jammin' and so on: It's alive!

…aaand the game is online. In fact, it has been since Monday (one day later than I wanted it to) and you can play it at Kongregate. Finding good names is always hard for me, so it’s called “Snipe’em up”. Enjoy! What I’ve learnt: Integrating social APIs is far easier than I feared it was - or, at least, it is with the Kongregate API. Unity is awesome, but I knew that before. Getting visibility (and, thusly, feedback) on Kongregate is pretty hard, unless you actually make it to the very top of the rankings. This looks a lot simpler on other browser game platforms, like Newgrounds and Armorgames, and I might actually go elsewhere with coming games. ...

September 12, 2014 · 3 min · taschenschieber

Game Jammin', the antisocial way (3)

It’s been a couple of days since the last update, and I’m making good progress so far! The game looks mostly like I want it to look (except for the player ship that’s going to get a reworking tomorrow). Collision detection works, garbage collection works, the basic game script is in place. I’m still missing the final boss, and also the miniboss I’ve got so far is probably the easiest opponent in the whole game. The whole thing can be played through in about two minutes - that’ll probably go up a bit with said final boss, maybe to three minutes. But I don’t think somebody who has never played a shmup before will beat it on the first try. What’s still also missing is a scoring system that actually produces reasonable results and makes getting a high score actually challenging. So far, every run that makes it to the end will have exactly the same score - that’s not really interesting. Kongregate statistics integration is mostly there and already debugged. Music is in place, as are some sound effects - though one or two of those are still missing. In total, I have spent about 10 hours with this project, which is less than I hoped to do, but I’m still dealing with The Move™ and searching a job, which takes up some time as well and is the reason I gave me a whole week of time for this. Five hours or so are still missing until the whole thing is finished, I guess. On a side note, the script that spawns enemies is probably the worst bit of code I ever wrote and I really, really have to share it with you.

September 5, 2014 · 4 min · taschenschieber

Game Jammin', the antisocial way (2)

Only one devlog for the first two games of my challenge, because I haven’t gotten around to do much. It’s weekend, dammit. Also, I’m still recovering from The Move™. Progress so far: Those stars spawn one bullet every .1 second from one of their tips, and rotate clockwise through all the five tips. Also, the whole star is rotating at variable rates. They’re the only enemy I have so far and were inspired mostly by the Star brush in Gimp. THIS IS ART DAMMIT! ...

August 31, 2014 · 1 min · taschenschieber

Game Jammin', the antisocial way (1)

Great, just great. I missed another Ludum Dare because it coincides with moves, sicknesses or important tests every. single. time. So here’s what I’ll do: As an aspiring antisocial game dev, I’ll just do my own game jam. Until Sunday, September the 7th, I will develop a game and I will publish it whether I think it sucks or I don’t. With about eleventy RPGs, video games, board games et cetera I have started and never finished, it just seems like the thing to do. ...

August 29, 2014 · 2 min · taschenschieber

Stars without Number and Other Dust: Re-Revisited

This is not the first time I review Stars without Number, the old-school SciFi sandboxing RPG by Kevin Crawford (Sine Nomine Publishing), but with my growing experience in role-play gaming I feel I missed some real important things the last two times. So, again, let’s have a look at what makes SWN special. We’ll skip the boring parts, like the character creations (it’s D&D. Take 3d6 and roll them. Got it?), combat rules (Take a d20 and I’ll tell you if you hit!), gear (pistol goes bang, laser pistol goes pew, plasma rifle goes slurp and so on) and the setting (there are stars, and they don’t have numbers). Let’s instead look right at the part of SWN that receives the most praise, the star system generation. ...

August 3, 2014 · 6 min · taschenschieber

Why I love VASSAL

There’s been a bit of discussion about VASSAL in the ASL community, started by this blog post (warning: auto-play music). The central hypothesis of this is that ASL is a social game (to which I agree) and that VASSAL gets in the way of that (to which I disagree very strongly). I am a digital native. I have been on the internet for about ten years now, I used Twitter before it was cool and IRC greatly helped me overcome my social anxieties. Some of the people I consider my best friends are people I only know from the Internet. ...

July 28, 2014 · 2 min · taschenschieber