prog: (Default)
It has been a full weekend.

Saturday saw a lot of Volity hacking, breaking ground on the web client's server-side component. Once the complete skeleton is built I'll commit it as v0.1, but my fugue state didn't last more than a few hours and I had to be all "whoah" and raise my hands and step away before I could quite get there. Maybe I'll finish it today. Anyway, this will be the first Perl-based Volity sub-project that I've started since I got religion via Perl Best Practices, which taught me to start major projects by writing the tests (and, in so doing, designing the interface) first. So that's exciting. If you're me.



In the evening, [livejournal.com profile] radiotelescope, [livejournal.com profile] cthulhia and I saw Day Watch, the sequel to last year's Night Watch, a.k.a. the crazy Russian vampire movie that everyone except for me and the people I saw it with hated. I liked this movie too, though not as much as the first. It replaced the crazy imagery and action of the first movie with some fun plot development. I dug it, but I missed the other stuff. It also contained one completely irritating character, who (among other things) failed Mo's Movie Measure the instant that she was able. Worse was that this occurred during an egregious and overlong "Freaky Friday" sequence, and so I spent five or six minutes in a sustained wince in the middle of this otherwise enjoyable flick, and that was unfortunate.



Sunday was [livejournal.com profile] classicaljunkie's birthday! Following plans that [livejournal.com profile] dougo initiated a while ago, and also accompanied by Cthulhia, we drove to Kimball Farms to play miniature golf, or "putt-putt" as CJ calls it in her native language. I hadn't played since I was a kid but I'll be damned if I still didn't have reasonably good chops for it. My friends laughed when I said it was all the golfing video games I play, but I wasn't entirely joking! The place has two courses, and we played both, with me winning the first round and CJ the second (after Cth left), though the point spread was fairly tight.

The courses were enjoyable but rather bland, with one real standout whose like I had never seen before: one hole split in a vee a few feet away from the tee, with one arm snaking towards the cup in the usual fashion, and the other dumping into an artificial stream. As it turns out, the best solution involves purposefully putting into the water, which carries your ball under a platform and through a hidden tube, ejecting it right at the cup. But there's no explicit documentation about this; you either need to watch someone do it, or be intrepid enough to figure that there had to be some reason for the hole's stairway-to-nowhere design, making the leap of faith yourself. Doug was the brave one in our party, and he and I both got holes in one.

The rest of the course was really nothing special, but I just couldn't shut up about that one hole. Great design!

Also did some unexpected networking: the dad of the family playing behind us turned out to be a publisher of some computer and video game magazines from the 1980s and 90s that I loved as a kid! He couldn't help but overhear Doug and I talk about Volity and iPhones and such, and we chatted for a while. he was interested to hear about my startup, so I need to email him a little follow-up today. Had no business cards on hand, but wrote my info on the back of an extra scorecard for him.



Then we went to dinner with [livejournal.com profile] dictator555, at Pigalle, in the Boylston vicinity. This was the first time I'd really experienced a fancy-dan restaurant where you pay exorbitantly for very little edible mass. It felt like something from a New Yorker cartoon. I ordered a $15 a menu item describing itself as gnocchi, and it meant this quite literally, featuring a gnocchi, one single piece, on a little bed of vegetables; an island in an otherwise large and empty plate. I did appreciate this, though perhaps not in the way they meant me to.

It was delicious, what there was, and I also quite enjoyed the sampling that my dining companions allowed me from their dishes. I said that I'd consider returning the next time I felt the need to really impress someone.
prog: (galaxians)
I let myself be talked into buying Shadow of the Colossus a couple of days ago, and I think this may have been a mistake. It was very expensive and I am not convinced that I am enjoying myself. It's damn hard -- only experienced gamers are going to get past the very first stage -- and very time-consuming. After an hour of play this morning I've got the current guy I'm fighting down to maybe two-thirds of his hit points.

The big timesink is that making one slip-up with the controls can result in losing several real-time minutes of progress. This fills me with hate. Seriously, I'm sometimes standing in front of my screen, loudly cursing out every character on it, because I mischorded the buttons in such a way that my guy fell off the damn colossus's back once again, forcing me to start the whole climb over from the beginning. I curse out the colossus, I curse out my guy, I curse out my guy's horse. It's pretty bad. I fear for the health of my one last working controller.

You know what would have been a vast improvement on the game? Removing the grip meter (which gives you a time limit for how long your guy can hang precariously, in a game that's all about hanging precariously). Seriously. Ico didn't need no grip meter, and the protagonist here is a youth in his prime, not a little boy... was it the horns? I don't know.
prog: (Default)
I've been feeling kind of poopy these last few days. It doesn't quite make sense given that things around me are exciting and interesting. I theorize it's because this is my last week at ICCB and I've been reacting to this by hiding from ICCB, so that makes me want to feel lame and useless even as other things give me cause to feel energized and leaderly.

Today's my last day and I don't wanna go in. But I really oughtta. I mean, I'm currently typing on a laptop that will no longer be mine to use in a day, technically speaking. Well, not very technically speaking.



I may be sitting next to the guy that [livejournal.com profile] tahnan was sitting next to the other day. I was doing pretty good at not listening to him when he chose to illustrate a point to his friend by pointing at me and splurting "LIKE THIS GUY HERE HA HA!" I shot eye-lasers at him pshew pshew and he looked away.



Video Game thoughts:

I am finally playing Super Mario 64, more or less. (The DS version adds some star-gathering missions and a modicum of touchscreen gimmicks to the original game, as well as the earnable ability to switch between four different Mario-world characters. You actually start the game as Yoshi, that freaky nudist dinosaur, and need to fight through some prologue levels in order to unlock Mario.) I actually owned a Nintendo 64 several years ago, and for some reason I never played this game on it. (Instead I played through Ocarina of Time, which was great, and then traded the whole thing in for a Sony PlayStation.)

It's kind of incredible... after I got past the nearly 10-year-old 3D graphics and the mushy controls (the lack of a real analog joystick is a bummer, and I just can't use the emulated analog control that the touchscreen offers) I was a little stunned to realize that the star-gathering mechanic is the root of all the treasure-hunt 3D platformers that have appeared since, like Jak & Daxter (with its power cells) and Beyond Good & Evil (with its pearls). I mean, these newer games don't even attempt to hide their design debt to Mario 64. I did not know this. It's an interesting discovery, to me.

And it's all so tight; each level has a whole bunch of different ways to approach it, all layered over each other in the same physical space. The newer games do that too, but they tend to prefer vast, sprawling spaces. Take Jak & Daxter: the levels are rolling fields, lush jungles and craggy hills, all a joy to leisurely explore, and it's up to the player to figure out where the actual challenges lie within them. Mario 64, on the other hand, acts like a bridge between the old 2D "every pixel on the screen is an obstacle" design aesthetic and the potential that 3D games had opened. While there's a lot more freedom of movement than any of the 2D Super Mario games, it's still true that every piece of ground you can stand on is there for a reason, playing a role in at least one of the physically overlapping missions on the level; no space is "wasted".

I like it.
prog: (Default)
Hunt wrap-up was last night. Many of the teams won special awards consisting of leftover props. jmac's Birthday Party got a portable radio (used during the final runaround, which we never made it to) for having the most amusing call-ins (this was largely [livejournal.com profile] tahnan's doing). I received the prize for the team, and my teammates cheered me on by name, thus making to clear to everyone who hadn't yet caught on that, yes, jmac was actually a real person. "Happy Birthday!" shouted someone. Very nice.

So the whole structure of the hunt was revealed to us via PowerPoint, and it didn't do much to change my overall impression of how the hunt went: the product of many brilliant young minds, too young to have any real grasp of elegance. Before experience tells you otherwise, intuition informs you that more is always better, and any work of art you build should include every single good idea you have about it, because what can it hurt? And so we had a hunt with well over 100 puzzles, and though most were very clever, they were also too difficult or time-consuming for any team to reasonably solve in a single weekend; by Sunday night we didn't really have the manpower or willpower to watch a dozen movies or go geocaching, as some of the puzzles required. And the puzzles that didn't require hours and hours of work tended to be broken in other ways, usually because they were clearly based on one good, clever idea, and then the designer (or the designer's friends) had other clever ideas about it, which got soldered on, resulting in a barely solvable muddle.

Learned about the endgame puzzles last night. They were completely insane, I say in a half-admiring tone. Everyone's favorite (to hear about, anyway) seemed to be the one where you encountered a half-constructed circuit board, and had to figure out that you were expected to dismantle and then attach a bicycle blinky-light (handed to you earlier) to it; this would cause its LED to flash an MIT room number at you. That said, it's no surprise that the hosting team ended up giving the in-endgame teams the answer to each puzzle therein if they couldn't solve it in seven minutes. (At this point the hunt was half a day over schedule.)

Someone really does need to write a hunt HOWTO, as one member of jPB suggested.

Oh well. The winners were a group of veteran puzzlers, so I'm definitely looking forward to next year!
prog: (zendo)
This week has been quite fun and productive so far. Swung back into the groove at work fairly well, and got back into Frivolity code hacking. Got the test suite, running on my laptop, to work locally, and again when pointed at the new volity.net Jabber server that [livejournal.com profile] daerr set up. Hope to post a bugfix release by this weekend, and then start in on the new stuff that K will need for his client to work correctly.

Good game night yesterday, for me. [livejournal.com profile] dougo suggested we play Currents, which I haven't tried in years. Playing with three highly critical game geeks resulted in many rule-change suggestions being collected, some of which I can't wait to try. One in particular makes me especially excited because it might let me do away with those lame Goaltending rules. The last time I worked on the game, I was puzzling about how to fix Goaltending; it didn't occur to me to just throw out the rule entirely, making the game simpler, which now strikes me as something to strive for. I like to think this is a reflection of my growth as a writer/programmer since then!

Also got to talk about Volity with this group for the first time, which was neat. (It was a natural segue, as playing Currents reminded me that it was one of the reasons I started to invent Volity -- I wanted to be able to rapidly create computer versions of new board game ideas, allowing me to test them out with both humans and bots.) I also got to show off my pure-SVG/ECMAScript rock-paper-scissors game (sorry, not on the Web yet, though it probably should be), running in Squiggle. Oh, and I learned to pronounce "Batik" correctly, since it hadn't occurred to me Google for its real-wordedness. (It's [bə-TEEK].)

(And, link of the day: IPA alphabet table with Unicode keys and full names, the latter of which I've never seen before. All the letters are named, not after their sound, but after the position or activity of lip, tongue, tooth and lung necessary to produce the sound. Yes, you've known this for years, but it's new to me.)

And I won a hand of Lamarckian poker! And then Shmike won with a royal flush (of the strongest suit, too) and rightly declared victory over the entire concept of that game. (In Volity vocabulary he could have said, "I have beaten the ruleset", or colloquially "I have beaten this URI".)

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