prog: (zarf's werewolf)
Live Werewolf game scheduled for 8PM eastern time this evening. I'll be "filming" it for The Gameshelf, probably using only a minute or less of footage from it.

Visit http://volity.net and come play!
prog: (zarf's werewolf)
So I wanna make some more Gameshelfs, starting off with no production schedule at all. This means that I'd have no regular timeslot on SCAT, and that's fine with me, becuase: hey, podcast.

I would like the next show to cover three bluffing games I like:

* Citadels
* Basari
* Werewolf

The last of these, of course, presents an opportunity to plug Volity, so I most certainly will. I think it would also be fun to shoot a live werewolf game - yes, the kind where real people are actually sitting in a circle and playing face-to-face, the kind that used to happen all the time at game conventions until the Volity version came around and made it obsolete (snort). Seriously, though, think of the fun we could have in post-production, when all the players' roles are known...

Anyway, this is a casting call. If you're in the Boston area (or could arrange to be in the Boston area without great hardship) and would like to play any of these games ON TELEVISION (where TELEVISION means COMMUNITY-ACCESS SHOW AND ALSO A PODCAST THING), let me know via comment or email. No "talent" is necessary; you just have to be willing to have fun playing games on camera. What easier path to good-geekly stardom could there be? I cannot think of one. Feel free to contact me if you just have questions about how it works, too.

I currently don't have a date in mind other than "sometime this year". It probably won't happen before late September, and may involve two shoots, with one dedicated to the werewolf game. I will post again when the date firms up - I need to actually reactivate my lapsed SCAT membership and stuff first, make a studio-time dategrab, and gather a crew together. Whee

Rar

Aug. 24th, 2006 06:11 pm
prog: (zarf's werewolf)
The next werewolf game is at 8pm Eastern (a coupla hours from the time I am posting this.) I can't make it due to random gobbidge, but you should play.

It starts.

Aug. 16th, 2006 07:52 pm
prog: (zarf's werewolf)


One of many ads we've sprinkled over Google, actually. But this one has my favorite copy. Zarf wrote the last line. (Yes, it would be better with "and", but there is a 35-character-per-line limit.)
prog: (coffee)
Didn't sleep much last night for no particular reason, so up early and at the Diesel. I know I'll regret coming here once I start to head back home; it was already pretty hot when I walked here at 8 a.m. I allegedly came here to work on job applications but I think I will leave once I am done with this post, and this tea. Not looking forward to puttering around the square to take care of my mailing and banking chores... that's how bad it is out.



Visited [livejournal.com profile] kyroraz last night with [livejournal.com profile] daerr and Bob. (Is there really only one guy in my mid-range social sphere named Bob? That seems weird. Make more Bobs.) Was fed pasta and then we went nutso with the DSes. Four-up Tetris is a fine thing, as is New Super Mario minigames, but Mario Kart DS was the highlight of the evening. I have never played MKDS with more than one other local human, and oh my goodness is it a heck of a good time with four players. We must have laughed and shouted for a good hour, chasing each other around the track and pelting each other with shells and bananas and ghosts n shit.

It's all been said before, but much of what makes the Mario Kart games so wonderful is their ingenious of negative feedback, using power-up distribution and other tricks to reign in lead racers and boost trailing ones. They manage to keep the game fun enough so that newbies and experts can race together and still have a roaring good time, and yet avoid seeming like they're is throwing too much weight in the newbies' corner. That's a really delicate balance, and these games nail it.

It's too bad that, if people without their own MKDS cards are playing, you're limited to only eight of the game's 32 tracks. But that doesn't keep me from wanting to go ahead with an even larger DS event at Volity World HQ sometime soon...



Eight people signed on for the werewolf game tonight. That's wonderful, though it occurs to me that I really should have scheduled an earlier game of something just to make sure that the scheduling system works outside of the jmac-and-Andys range. I've already moved on to other sub-projects in the meantime; [livejournal.com profile] daerr and I spent hours kicking butt on the forums before gaming last night, and they're now nearly done (insert standard wards against jinx-fueled code gremlins here). I look forward to steamrollering on to tackle my end of the revenue model.

Despite all this time and BS&T poured into it, and all my recent bitching about wanting to do other things, coding for Frivolity and volity.net is still one of my favoritest things in the world.

Two notes to myself:

• There needs to be an RSS feed for scheduled games. ([livejournal.com profile] daerr?)

• When the forums go up, I should make a post to that "wibuddy" page that you see whenever you connect to the Diesel WiFi network. And then plaster ads in Your Move Games, already, sheesh.



If I might make a post-mortem sort of statement, despite the fact that nothing is dead (despite our best efforts ho ho): we really weren't thinking like businessmen, in assigning our order of work priorities last December. While I certainly don't regret any of the work we put into the games, Gamut, and the website, I do think that with more foresight we could have recognized the importance of getting the revenue model built and functioning early. But we are hackers before MBAs (chortle) and so didn't know that our lack of a revenue stream (even a potential revenue stream) would seriously hobble our arguments to professional investors.

It seems stone-cold obvious when I put it this way, but for a whole year our thinking was more or less We have all this really cool tech! Look, look, you can play games right now!! As it turns out, that does not matter, if you are making no money. Well, we have a totally awesome moneymaking plan! That's nice, kid. I have a plan to turn purple and fly to Mars next month. What do you think of that?

(To give ourselves due credit: it's clear that our tech is in fact sufficiently cool to wedge our foot in as many investment doors as we did. But with no hard evidence of cashflow, our follow-through stunk.)



We are making some pretty good headway with our first potential game development client, enough so that I'm starting to have concerns about legal protections we'd need to set up if we land the contract - that is, what sorts of things would go into that contract. I have no doubt that we can meet all obligations vis a vis the game itself, but we must keep in mind that we would provide both a deliverable and a service, so it would behoove us to make some signable statements about uptime/downtime ratios and AUPs and so on. And I really don't want to mess this sort of thing up.
prog: (zarf's werewolf)
(x-posted to the Volity devblog)

The scheduling system has gone live. Go any game's detail page on http://volity.net, and you can schedule a future game. You can invite any other Volity Network user you'd like, or you can choose to leave your scheduled game open and let people add themselves to the invitation list.

In the usual Volity tradition of seeding the system, I think I'll stick Werewolf up there for this coming Thursday and see what happens. Feel free to log in to the website and add yourself, if you'd like to play then... you'll get an automagic invitation when the time comes. It's cool.

This is the first of a few steps I'm hoping to take over the next week or two to reduce the major perceptual problem that a new Volity Network user has, the first time they fire up Gamut: the feeling that they are all alone on the system. We have all this incrediby cool tech for playing games, but are behind in giving players ways to actually find one another!

I think the scheduling system will help immensely, letting players not just coordinate gameplay but also as a simple and game-centric way of communicating their presence to other users of the system. More stuff to watch out for in the very near future: web forums, and more obvious game lobbies.

No scheduling controls are currently available from Gamut's game finder window, but I'll get around to it. It reminds me how generally unsatisfied I am with the in-Gamut game finder, and how I'd really like to switch to an all-Web solution. Hm. I'll actually fire off an email about this presently.
prog: (zarf's werewolf)
I'm hereby declaring the next few Thursdays to be Werewolf nights on Volity (coinciding with a local-tribe regular Thursday event being on hiatus).

I cannot stress how stupidly fun this game is, even though it still needs more testing and user feedback. If you have a sense of humor at all like mine you will laugh your fool head off while playing. It is a wonderfully crazy social experience. Play at a cafe and make people look at you funny!

So yes: Mark your calendars, get the latest Gamut and hop online at, oh, let's say Thursday at 8pm EDT and the couple of hours thereafter. Feel free to hop into any existing werewolf table and join the fun!

(You can also probably find people willing to play on Wednesday evenings, but not the core Volity team, coz we'll all be offline and at a different thing. At least tomorrow.)



Side note: I am busily working on an online scheduling system that should make this sort of thing unnecessary. But until then: Thursdays.
prog: (zarf's werewolf)
The test was a great success. We played 17 games in a couple of hours, both large and small sizes. The game is a blast, even when I was playing only against remote players. ([livejournal.com profile] mrmorse was the only person to show up at HQ, about an hour into it.) There's a lot about playing online over a text-and-graphic interface that's different about playing in person, and it turns out that the differences are fun for their own reasons.

The QA aspect of it went quite well, too. Zarf ended up with a good-sized list of small improvements to pound in tomorrow, and I found myself with some more website bugs to squish.

I want to play more big games of werewolf, and am frustrated that the Volity Network isn't full of people get! Grr! We've gotta change this. (Well, yes.)

Other notes:

* Volity needs chat channels. In Werewolf, if you get killed you're forbidden to speak, and when your only interface to the world is a text chat this makes you completely invisible; kind of a bummer! Several people suggested a "graveyard" channel where the dead could kibitz out of earshot from the squabbling villagers.

* Gamut (not Volity) needs a "sticky-ready" control of some sort, for when you don't care how a game is configured, you just want to play it. When you're in sticky mode, a config change would not unready you. (In reality, the referee would send a "you've been unreadied" message to the player, but Gamut would immediately say "OK I'm ready!" back to the ref and not show anything to the user.)

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