Matthew Rasmussen's journal of journals on various topics of interest, published here, there or somewhere since 1999.
Current Addiction: The Kleptones' "Uptime/Downtime" double disc
Loaded with diamonds: "Untired," "Hammer," Correspondence," "Welcome Back," "Hella Touch," "Care," "Brightness and Contrast," "This Song Smells." Swap the playlists to Downtime/Uptime.
Dumped, like the browser-based kart game , so that I may free up some synapses.
The Idea:
The Unusual Bit:
The game can be ended at the end of each level
Via branching dialogue
With a woman one encounters there
Triggering a cutscene showing the future
The endings are better the earlier one stops playing
Because no one will stop playing
There is no woman at the end of the last level
The Story:
Rosetti's poem follows a prince's voyage to meet his unknown beloved
He dallies too much with wrong turns and mystical women
When he gets to the castle, the princess has died
I wrote (but never finished editing) a response
This game is based on my version
The prince meets a series of mystical women
He could have (should have?) stayed with any one of them
He doesn't
He journeys on to meet his perfect beloved
He finds the castle at the edge of the world
Inside, no one opposes him
No one's ever lived there
The Art:
Animated vector graphics
Multiple foregrounds and backgrounds
Not quite a sidescroller
Camera usually stationary
Re-centers when the character reaches predetermined spots
Foreground and background layers adjust
Foregrounds and backgrounds less detailed than midground
Expressive style
24 frame per second character animation
Realistic motion
Zoomed in in-engine cutscene
The Gameplay:
A mix of platforming and combat
Level passwords
No HUD, health bars, or data overlays of any kind
Character can't do anything a reasonably fit person can't do
Can only fall so far
No twenty foot vertical jumps
No changing direction in midair
Must leap, grasp and climb to reach higher ledges
"Step based" movement
No creeping one pixel at a time ever necessary
One walking step the minimum distance a movement can take
Running, leaping, climbing, swimming, etc. all in increments
Character Mechanics:
No lives or continues
Health recharges
No "medkits"
Short recovery period
Character movement indicates health
Extremely low health makes character weave back and forth
Requires micro-correcting
With left and right keys
To keep character from falling down
Falling Down:
Not "death" as such
"If you want to teach players not to do something,
Tile the player falls on stretches past edges of screen left and right
Player must get up (weaving initially) and walk across flat ground
Uninteresting expanse takes time to cross
Long enough to dissuade
Not long enough to ruin game
Poem displayed in BG
Expanse ends at portion of the game world just as it was
Level resumes without break
No real death, lives or continues -- just the expanse to pass
Levels:
The Ravine
Mostly platforming
Lush green riverside
Moon maiden at end
The Desert
Black rocks
Ground crawling with scorpions
Character weakens as level goes on
Heavy use of weaving mechanic
Alchemist at end
The Valley
Rivers
Final long swim
Lose your armor, all but knife and gloves
The Ariel Sisters at end
The Edge of the World
(Movement noticeably sprightlier without gear)
Mountain slope
Crags
Endless field of white flowers
Castle, overgrown by enormous tree
Phantoms "attack" inside
Vanish before they reach you
Empty room at top
Plaster tubs, drop cloths, uninstalled windows
Overgrown with white flowers from window box
No one's ever lived there
The Women:
The Moon Maiden
Milkmaid
Starry cloak
(Midevil milkmaids rarely got smallpox)
(Exposure to milder cowpox virus vaccinated them)
(Origin of the "clear/white faced milkmaid" literary meme)
Best ending
In-engine zoomed in cutscene of player with family
Carefree young children
Spreading the starry cloak on a hilltop at night
Watching the stars wheel overhead together
The Alchemist
Older woman, works a forge, strength and wisdom
Second best ending
Zooms in for cutscene as a couple
Lonely in the desert
Always working forge
The Ariel Sisters
Three nymphlike sisters
Rescue you from river in the valley
Flighty, impossible to pin down
Other two give you more attention the more you focus on one
One you focus on colder toward you
Always out of reach
A lot of trouble for a neutral ending
The Princess
Doesn't exist
Cutscene shows only the unfinished state of the chamber
No ending
Level just leaves you to wander until you quit the game
Why It's a Bad Idea:
Engine would have to be built from scratch
Lots of art assets
Lots of animation
Small potential of SVG drawing speed problems
SVG a low priority in modern browsers
Animation toolchain would have to be built from scratch
No SVG drawing program does animation yet
If one adds support, it will likely save as SMIL
(Synchronized Multimedia Integration Language)
Despite being a standard, no browser supports SMIL
Would have to use JavaScript for animation instead
Animation would either have to use substitution
(One unique SVG image every frame, 24 frames/second)
Or morphing
(SVG objects changed by JavaScript every frame)
Even more complicated to develop toolchain for
Morphing better, would allow some smoothing between actions
Would allow some physics as well (cloaks, particle, etc.)
No clear business plan beyond banner ads on the homepage
Banner ads in-game would kill the mood
Would also slow down the browser, in the real world
Is it possible to sell access to a browser-based game?
Game that subverts common mechanics of genre to ask questions
Would be compared to Braid
Would lose the comparison
My grandmother passed away on January 14. I brought a microphone and sat down with her back in 2002, then shot some 16mm film on Friendship Long Island and edited a short. Here is that film:
Click here if your browser does not display the video properly.
Boxing Day 2010.
Stitched together in Hugin from 30 camera phone pictures. Mercator projection.
Underworld's "Oblivion With Bells" album
"Beautiful Burnout," "Boy, Boy, Boy," "Faxed Invitation," "JAL to Tokyo (Live From Tokyo)"... I believe I'm officially Underworld's bitch.
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