I’m working on a new game called White Lake. White Lake chronicles the misadventures of an astronaut who crash lands on a hostile planet.
The world of White Lake is a tangle of locales which connect to each other in physically impossible ways. Some of these are fantasy environments: poisonous alien jungles filled with alien flora and fauna, an (impenetrable?) strobing fortress, a realm inhabited by robots which hate dirt. Other places are ones which you or I might encounter in our day to day lives, such as a train station or a grocery store. These are all linked to one another in ways which may not make sense physically, but which make sense emotionally.
The project began while I was visiting relatives in the Midwest. We drove through grids and grids of corn fields, taking photos of cell phone towers. I spent time sitting by the lake, staring at bugs and watching the clouds. It was a peaceful time, but also one during which (perhaps because it was so peaceful) I revisited painful past experiences.
What came out of this is a screen based arcade game which also has a strong visual narrative side. Moment to moment it plays like an action game; there’s running and shooting (and even collecting fruit). And these elements are an important part of the game. But ultimately my goal is not to give people a set of mechanical challenges or a pat on the back for killing a bunch of lo fi aliens. It’s about combining this local mechanical engagement with a broader set of esthetic experiences. It’s about the feeling of the thing.
Fun Fact no. 1: The world is entirely composed of live, writhing cellular automata. The ground wriggles beneath our feet as we walk. Projectiles erupt into clouds of twisting crosscurrents which settle into small luminous oscillators. Geometrical colored clouds obscure the screen and follow us from room to room.
Fun Fact no. 2: White Lake is, I believe, the only game to feature a sequence where one navigates a zero gravity area using the recoil from vomiting.
The game is currently in development for Windows, Mac, and Linux.
I’ve always loved the terrain in games like Comanche:
It has so much texture to it. At a distance it looks vivid and sharp. Up close, it looks like a sea of luminous rectangles. It looks strangely real and tactile.
Over vacation I played with the idea a bit, and put together a test. Here are some images:
This kind of terrain gives me a few different ideas for games. I’d love to wander around a landscape like this or fly over it. Some day, after I’m done with Love Machine, I’d love to return to this tech and make a game with it.
This simulator allows you to type with hands. It is aimed at people who don’t have hands, or those who wish to experience using someone else’s hands. (This also, I realize, doubles as a nail polish simulator).
I usually spend most of my creative time making computer games, but recently I’ve been working on a board game. The game is about a group of adventurers navigating an unstable sorcerous labyrinth. During their journey they encounter strange beings, horrible monsters, and treachery most vile.
The game focuses on player interaction. There is a lot of cooperative play, but allegiances shift constantly and there is also a lot of backstabbing.
The world is built out of square rooms. It starts as a single room, but as players explore outward they place new rooms and the labyrinth expands.
In the early days I tested by drawing the world on a single sheet of paper and using scribbly hand made event cards (see above). It was playable but awkward. Now that the rules have settled a bit, I’ve been playtesting the game with friends using the set you see below. I’m doing everything on the cheap: I put stickers on plastic cubes to make custom dice, made playing pieces couple things out of clay, and found some glass counters at the dollar store. Everything else is thrown together on the computer and printed out in black and white. Because everything is paper we can write on the game as we go, making up new rules and rethinking things on the fly. I threw a few blank event cards in the deck too. If someone draws a blank, they get to make up a new event card.
A few of my friends do a monthly board game meet- I’ll bring this along and do some more testing there. I am both excited to see more people playing it and terrified of the flaws they will discover. I’ll post more once the game’s a little further along.
Today I cleaned up an older project of mine. You can see it here: Spores v.2
What’s happening is that randomly colored organisms reproduce and spread across the world. They are growing on top of an image which is invisible to us. The organisms which match the color of that invisible image best tend to be selected, so over time they converge on something like the original image.
Hi everyone. This is the second in a series of posts about my new dungeon crawler (you can read part 1 here if you missed it). This time around I will talk about some of the characters in the game. These are divided into several factions:
Faction 1: Wild Animals
The murky depths (and non-murky surface regions) of the labyrinth are home to all manner of strange beasts. They have a wide range of natural abilities. For instance, the green and orange segmented creature in the upper left can chew through walls. Another example is the bird in the lower right, which is reborn from its own egg every time it dies. Also worth mentioning is the fearsome lime green duckbeast (pictured center).
Faction 2: Fungoids
In this perilous world dwell a race of intelligent fungoids. They are resourceful opponents which compensate for their inferior numbers by using group tactics, technology, and magic. The network of underground cities, farms, and temples which we encounter on our journey was constructed by this race. Why the dungeons are laid out in such a fashion as to facilitate adventuring, or why they are conveniently stocked with caches of supplies and equipment, is a mystery.
Faction 3: Us
We’re without allies for now, though I plan to add creatures which aide us in various ways.
While many creatures are hostile to us, they also attack members of other factions on sight. This means that there is a fair amount of tactical variation beyond the standard “run into a room and attack a group of monsters” scenario. Sometimes we engage with multiple factions at once, which makes selecting the right targets important. Other times we deal with single faction groups by luring them into territory controlled by a rival faction. And once in a while we blunder into a large battle between rival groups, and the best option is simply to run away screaming and wait until the dust clears.
Today I’m releasing the two small projects I started last weekend. Jam games have (for me at least) a way of getting out of control and turning into larger projects, voraciously consuming all in their path. There is still more I’d like to do with both of these, but it’s time for me to set them aside and return to my main projects.
Seven Hours Pass
The first of these is a small text based game called “Seven Hours Pass”. I don’t usually spend much time writing, but I really enjoyed making this, and it reinforced my desire to do more writing in general. Unfortunately I can’t describe the game in detail without saying things which should remain unsaid. You can play it for yourself here: Play Online – Seven Hours Pass v. 1.0Untitled City Game
The second of these is a building game. You can’t directly create people, but you can place houses, farms, and supply lines. Make whatever you like: sparse rural areas, small towns, a huge city with roads and skyscrapers. The people reproduce freely, and will populate your creation at whatever density it can sustain.
I spent the better part of this week guiltily tinkering with this game. There are a lot of directions I’d like to explore from here. What happens, for instance, if you create a system which relies on a limited resource such as lumber or fossil fuels? I also have a lot of ideas for generated buildings, roads, etc. which I wanted to include in this project, but I had to hold back or I’d have ended up neglecting my larger projects for weeks. Needless to say, I’d very much like to revisit this territory in the future. Play Online- Untitled City Game v. 1.0
Against my better judgement I’ve decided to pack two game jams into my already crowded weekend: I am making games for both Ludum Dare and Klik of the Month. It should be fun if a bit hectic.
For Klik of the Month, I’m planning to make something text based. At the Oakland Molyjam, I had the privilege of programming alongside a group of people who were doing an interactive fiction project. I was amazed to see how much were able to accomplish.
My Ludum Dare game follows a population of tiny people which farms, eats, builds, and makes more people. It doesn’t look like much yet, but I’ll post more soon.
During the Game Development Conference in San Francisco this week, Anna Anthropy and I made a game together. It’s called DRINK. It pits a real person against a pretend person in a real drinking contest. The game had its maiden voyage two nights ago at the Noisebridge hacker space. It was quite an ordeal. The computer happened to roll the highest possible value for its tolerance. Our first volunteer, Daphny (bless her soul), defeated it to resounding cheers from everyone present.
Personally, my interest lies less in the fact that this is a drinking game than in the way this game bridges real and game worlds. I’m interested in making other games that explore this territory.