Diet overview

Diet is my first attempt at following some different trends in independent game design, mostly focused on creating unique and emotional responses through interesting literary elements, or even a general storyline. Recent major inspirations include Dear Esther (the Chinese Room), Today I Die (Daniel Benmergui), and Ceramic Shooter (Theta Games). All these games are vastly different, but what is interesting about them isn’t necessarily any game mechanics but a clear attempt to inject interesting literature into interactive media. I feel this trend is new (at least in reaching the indie mainstream) and a good show of maturity and progress (yes, I enjoyed Heather Chaplin’s GDC rant) for games.

Diet is a story focused on body image and the absurdity in schemes to get people feeling bad enough about themselves to hurt their bodies in the name of losing weight (e.g. harmful dieting, anorexia, bulimia). The first thing that struck me about the story (to be posted) was that it was a simple concept, interesting, and even included some, albeit small, cultural commentary. Body image and the advertising industries attack on it affects everyone, but it certainly hurts women more than men, which is important. It’s important because men still dominate the gaming industry and demographic. Creating games and content directed even slightly towards women (without sexualizing and\or patronizing them) is an essential step the industry will have to take to continue it’s stride to be culturally relevant.

Development-wise I’ve just started setting up the Valkyrie engine (XNA) to get ready for a simple, topdown pixel 2d  project. I’ve temporarily hijacked pokemon-ish pixel art until I find content suitable for the game.

Summer Project Overview

With no current job I’ve taken on several game projects I’m very excited about. I’ll likely be providing development-like updates sporadically throughout this summer about each one.

biogenesis
deadline: August 16th, 2010
platform: XNA
David and I will be revamping and revisiting most of the different aspects of the project including, but not limited to:

  • threading management\communication
  • neuroevolution (NEAT)
  • population dynamics
  • fluid dynamics
  • environment interaction (small and large scale)

I will post the original version we made for class soon.

prolium
deadline
: ?
platform: XNA
I plan on implementing the AI system for this game still in early development. It will be a simple FSM design, but robust and abstract enough to be easily ported. I may also revisit their collision code and implement more efficient collision (it is currently a somewhat inefficient bounding box O(n^2) design).

Diet
deadline
: June 7th
platform: XNA
A 2-3 week project I started with a friend and creative writing grad to explore quick story\game development and also different ways to make the story and game mechanics mesh together to create unique gaming experiences. More on this to come. I will be using the same engine Prolium will us, Valkyrie, developed by my friend Jason Spafford.

I didn’t plan on all of these to be in XNA, in fact I really wanted to focus on cross platform and open source development, but it just so happens that XNA worked out for these projects, but upcoming ideas will be implemented in Unity most likely. I may be doing some crash GameMaker designs as well!