• 20 Jun 2010 /  Web Design

    I’ll review the new features in more detail soon, but it’s looking very nice indeed. I particularly like the new child themes method for creating themes (you can base themes on parent themes, only changing what’s needed), the custom menus, and the custom post types (really custom ‘content’ - see here for good examples). You can read all about the new changes on the WordPress blog.

    This is just the jolt I need to finish my own cutom theme (i’m SO sick of the green now). It has actually been 95% done for ages now, but my final year at Uni has really taken precedence over my ‘projects.’ I recently started working on it again, but a recent hard-drive failure has meant i’ve had to put it on hold=( With the arrival of WP 3.0 though, I think i’ll start from scratch as soon as i’m able. I should be able to get something up soon.

    Sorry, just a quick post today, but i’ll post again soon with what i’ve been up to.

    Later.

    [ Posted by your humble author Rambo @ 11:38 pm ]

  • 01 May 2010 /  Gaming, Previews

    I’ve really been sinking my teeth into some great Indie games over the last couple of months. There’s some truly amazing things going on out there thanks to some really talented individuals. One of those little gems is The Dream Machine by Cockroach Incorporated, with its creators Erik Zaring and Anders Gustafsson at the helm.

    Screenshot of The Dream Machine adventure game by Cockroach Incorporated

    The Dream Machine is a traditional point-and-click adventure game, hand-crafted using a combination of clay, 3D graphics, Photoshop wizardry and the all important creative flair. It follows the story of Victor Neff, a young man who’s just moved to a new city with his pregnant wife, Alicia. Awaking from a strange dream, the early part of the game sees Victor and Alicia settling in to their new apartment, surrounded by as yet unpacked moving boxes. It’s not long before you meet the other residents of the apartment building and discover a shocking secret that tugs at your curiosity in a way you can’t resist.

    The game looks absolutely gorgeous. All the sets and the characters have been hand crafted from materials like clay and cardboard, giving the game a distinctive tactile feel. Everything in the game looks solid, like you can just reach out and touch it, instead of some digital 3D mirage. You can literally spend ages just poring over the incredible attention to detail. From the dust mites floating in the shafts of sunlight from the apartment windows, to the shadow of the fishes swimming around the island. Or from Victor’s Blade Runner-inspired shirt, to the peeling paint on the apartment’s radiators and the chipped tiles in the bathroom. The game is a joyous feast for the eyes. Watch closely and you will even see Victor blinking, such is the care and attention that has gone into creating this game.

    Great visuals alone don’t make a game, and luckily no expense has been spared crafting the other elements of the game to a similarly high standard. The soundtrack to the game is outstanding. An elegant, understated score opens the game, suggesting both playfulness and intrigue in equal amounts, before giving way to only the sound of waves crashing on the beach of the deserted island where Victor starts the game. You can really feel the isolation. When Victor wakes up, you find yourself in the apartment where the soundtrack becomes darker, moody, foreboding, but not overly so. It encourages exploration while suggesting that you may not like what you find. The sound effects in the game are of a similarly professional quality, each distinctive and realistic, nothing feels out of place. My current studies have highlighted the importance of audio in bringing environments to life, and it shows here. Again, it’s all in the little details: Victor’s footsteps change depending on the surface he’s walking on, be it the soft thud of the floorboards in the bedroom, or the click-clack on the tiled kitchen floor. Cross the rug in the hallway and his footsteps become even more dulled. This is obsessive attention to detail, and the game really benefits. I should also mention that the developers have included a Hearing aid option for important sound effects, so this game is definitely deaf-friendly. There’s also a greyscale option to make the game more accessible to people with colour blindness.

    I haven’t even described the gameplay yet, such is the lavish spectacle the environments alone place before you. As a relative newcomer to the adventure game genre, The Dream Machine is very newcomer friendly. The controls are standard point-and-click fare, with an unobtrusive inventory that pops down when you mouse near the top of the screen. You can drag and drop items from your inventory onto Victor or onto objects in the environment to interact with them. It’s simple but very intuitive. The early puzzles on show also make use of drag and drop, but again, whether it’s sorting through objects in a cardboard box, or piecing together a letter, the feeling is tactile and believable.

    Where the gameplay really shines is the interaction with other characters. There’s a ton of dialogue options in the game if you want to explore them. You can race through conversations if you prefer, but the storyline in this game is one to be savoured. And it’s worth it:  The different personalities of the character’s really come across in the way they talk and draw you in. I could feel Victor’s uncertainty about their new life in the city, and I also learned a little of his hopes and dreams for the future. Similarly, conversations with Alicia were a joy rather than a necessity. The way she speaks to Victor – loving but at times like a mother entertaining a child –  is a recipe for comedy gold. Later on, when we find Alicia standing by the window in (what will be) the living room, you can tell she’s deep in thought, trying to understand her unsettling dream, and all before she utters a word. You soon meet other characters with their own stories to tell, and each is unique, memorable for their own little quirks. You really get a sense of being a part of the world of The Dream Machine.

    Anders, one of the developers, was kind enough to invite me to take part in beta testing the game so i’ve seen a little more than is on show in the demo. The game has been in development for over a year already, but for a game still in beta, the production quality is very very high. Even parts of a game typically polished up late in the day, such as the main menu and splash screens, are really polished and work beautifully. I’m completely enraptured by this game, it’s easily one of my all time favourite games based solely on what i’ve seen so far. The first chapter has left me on a tantalising cliffhanger and I can’t wait to play the end result.

    If this little preview has you tempted – I hope so! – you can play a demo of the game right now on the official website and sign up for the beta. The game runs in all web browsers supporting Flash 8 or later. You can also keep up with the game’s development on the blog where the developers have been more than forth-coming about their production process. I’ve already sent a few emails back and forth to Anders regarding the game and he really is a friendly and approachable guy so please pass on your thoughts. You can also join the Facebook group to keep up with current developments. They’ve recently been showing the game off at the Nordic Games Conference so expect more news soon.

    [ Posted by your humble author Rambo @ 1:13 am ]

  • 31 Mar 2010 /  Ramblings

    Sorry for the lack of posts lately. I’ve been slaving away day and night to try and finish my dissertation prototype for Uni. I’m seriously running out of time now. I also have to do some work for our Wolf project that i’d promised by tomorrow. I’m really feeling burn’t out at the moment, i’ve spent the last hour or so just web-surfing to take my mind off things.

    Coursework aside, i’ve been helping out at the Rix Centre, based on my campus. It’s a charity that looks at the use of new media technologies to help people with learning disability. I’ve been working with a group of young people with autism to build simple ‘transition’ websites for people with learning disabilities who are transitioning from school to adult life. It’s been a really fun and rewarding experience and it’s made me consider social care as something I might want to go in to very soon.

    Things are also rolling along with the captioning. I had a telephone interview with the ITFC, who do subtitles for tv channels like ITV and Five, as well as digital providers like Virgin Media. I didn’t think it went that well, but they’ve invited me for a face-to-face interview in mid-April so i’ll see how that goes.

    Yes, neither career choice is related to the games design degree i’m doing! I’ve said before how burnt out the course has made me feel, and that hasn’t changed. My enthusiasm for games is still there, but these days i’m lucky if I have time to play anything, much less blog about them. I also can’t see myself getting into the industry when I finish Uni in May, or if I even want to. The Indie route is very attractive as a long-term plan really.

    Talking of Indie games, i’m eagerly awaiting the release of a few at the moment. Boryokudan Rue is a very nice looking sci-fi adventure game in a film-noir style. I really want to get into adventure games, i’ve developed a keen interest in them since we designed an adventure game for the Nintendo DS in my first year, and i’m still playing my way through Broken Sword and Syberia.

    Sleep is Death is another one i’m looking forward to. It’s a two player game where one player plays while the other one creates the game assets on the fly. Between them they evolve the story. It’s like an interactive story telling device. I wasn’t sure the idea would work until I read a play through recently. You can pre-order right now at a discounted $9 for release on April 9th, or wait until April 16th and pay the full price of $14. This will be my early birthday present to myself.

    Frozen Synapse is another game i’m watching. It bears more than a passing similarity to the kind of mechanics I described in my pitch for a game for India last month, but whereas that was a realtime 2D shooter, this is much more tactical, riding the currently popular wave of ‘set it up and watch it play out’ style like that found in Steambirds and Flotilla etc.

    I’m watching a large handful more but i’ll write more about them when I have more energy. The Indie scene is a really exciting place i’m finding, and i’m discovering new gems every day. I want to make reviewing games a regular thing around here when I finally finish the new site theme, and other sections for my own projects and writings too. It’ll have to wait for now though since i’ve got so much to do.

    Hi Ho!

    [ Posted by your humble author Rambo @ 5:05 pm ]