Glitch Feed


Interior Decorating. An Update by bajaba
July 29, 2007, 10:46 pm
Filed under: Game design, Glitch Feed, Glitch Feed Game Development, Mods

[Having just scraped enough nickels and dimes to cash in at an internet cafe proper]

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In recent weeks, any evidence of level design development has been severely lacking. Although I’d like to say that while I haven’t been posting any progress I have been working diligently to craft a tangible, digital world, this is sadly not [entirely] the case.

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Musings On Menus by bajaba
February 1, 2007, 2:28 am
Filed under: Glitch Feed, Glitch Feed Game Development

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…and so the artists began their journey into a wholly new and Unreal world…

…only to appreciate the black screen that they, themselves, called into existence.

Since that auspicious landmark in the project, a basic menu has replaced the standard UT2004 menu, and the ‘Glitchfeed’ splash screen welcomes players to the TC mod. After entirely too much caffeine, we have been able to both momentarily understand and manipulate the Unreal Script. As of now, the streamline startup menu links to UT’s submenus. At this very moment, Peter is ripping out his beard while culling the unnecessary menu buttons and their associated options. With luck (and no compiling errors) the GlitchFeedMainMenu will be a minimalist version of its commercial counterpart within the hour.

~Steph



Glitch Feed is official!!! (again) by +peter
January 29, 2007, 12:53 am
Filed under: Awesomeness, Glitch Feed

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The proper avenues have been taken. The bureaucratic system that is the University of Michigan’s School of Art and Design has been navigated and Glitch Feed is officially a class (read: independent study).

It’s been a long time desire of mine to actually study game design from the artists perspective and after many months of work and negotiations with assorted faculty, Stephanie and I will finally embark on what will be a very challenging artistic, adventure.

We will be working primarily within the Unreal Tournament 2004 engine and we hope to create some pieces that go in different directions than what a mod scene might normally produce.

One major obstacle we will have to over come is our utter lack of any knowledge regarding game code (we are pretty good at everything else. pretty good.) We are learning yes, it is difficult but we will move forward!! If any body wants to lend a hand, we would relish any aid that other artists or experienced coders might want to provide.

Of course, this blog will be updated more often as progress continues to yield tastier fruit.

Read on to see our preliminary course outline.

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Distant tremors raise suspicions of a pending tsunami! by +peter
January 19, 2007, 6:13 pm
Filed under: Glitch Feed, Glitch Feed Game Development

I want to apologize for the lack of activity within our small (but growing) Glitchfeed community. Things are not dead here, not in the slightest. Think of this as the calm before the storm…

I have just returned from Japan (I will def post more on that later) and life back in Michigan has assaulted me with one maddening day after another. I have been working almost not stop for the past 2 weeks to bring my American life back into order.

One result of these private activities will be the emergence of a collaborative effort between Stephanie, myself and many others with the purpose of designing and creating artistic pieces within the video game medium. Our goal is to create three proof of concepts and one fleshed out game by the end of the semester. During our struggles, we will be blogging our steps for all to see. We also hope to create more community projects, potentially involving community members into our projects.

One last note, I was required to create a personal blog for a graphic novel class here in Michigan. It will be updated daily, so RSS it and check in for some of my more bizarre musings that lack any grammatical form. If you stop by, leave a comment!
(hint: click image)

*update: Mode 7 Style is now dead. *tear* We had some good memories we did! We may see Mode 7 Style reincarnated at some point, but I anticipate that it will not be any time soon.

cheers!
-Peterjapanized



Mosquitoes Attack! by +peter
December 14, 2006, 1:24 pm
Filed under: Game design, Glitch Feed, Glitch Feed Game Development, Relevant Game Design

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Relevant Game Design Epidsode 2

Hey there,

This is my idea for a game concept inspired by an every day situation. It’s kinda random and purposely simplistic. Hope you like it!

From Laura (http://mouseecstasy.wordpress.com/)

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The foreigner by +peter
December 14, 2006, 1:23 pm
Filed under: Game design, Glitch Feed, Glitch Feed Game Development, Relevant Game Design

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*this image is not of Japan, duh

Relevant Game Design Episode 2

words +peter

inspiration

Living abroad has given me a multitude of challenges that I must solve on a daily basis. While I consider myself fortunate to living in a country that is as advanced, and often more so than my home land of the United States, many barriers remain in my way that will suddenly turn the most basic of tasks into a oninous puzzle of differing and culture and misunderstanding.

As time has passed, I have become more aware of the subtle signals that aid in illumating my path in daily Japanese ritual. What I once percieved as chaotic, I now see as orderly. Trivial tasks have transformed into their name sake and no longer present me with a confounding riddle.

Aiding in this progression is my slowly buidling knowledge of the Japanese language. I am not be able to speak with the confidence of one who has studied many years, but key words have recenly revealed themselves to me, allowing me to piece together the meaning from the abstract sounds that are being poured out by those who speak them.

Being aware of what is going on around me has also been a very crucial tool to assimilating into society. Many times I have been approached with a problem where my current understanding gave me no hints into how it is solved. Instead of attempting a trial and error approach to the solution, I waited for someone who frequents the same situation to come and solve the problem for themselves. I would then learn from what they did and reproduce their actions.

This tactic has proved to be useful in situations of not only basic procedure (such as getting on a train, paying on the bus) but also cultural expectations (when to bow politely, how to greet a stranger, how to ask for forgiveness when you have made a mistake). Here in Japan, almost every detail of every day living is slightly different. Being aware of how others around you handle the same situation will function as a guide and allow one to adapt quickly and become comfortable in their new setting.

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…more…now by bajaba
December 10, 2006, 3:00 pm
Filed under: Game design, Glitch Feed, Glitch Feed Game Development, Relevant Game Design

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Relevant Game Design Episode 2

Instead of typical “power-ups” or items that unlock new and more difficult levels of a game, this game focuses on progressively stripping the player of their skills and modes of interaction.

WHEN IT SNOWS, THE WORLD IS MUTE

You are visually, aurally, emotionally and intuitively hyper-aware of every trivial action in your world. And its going to kill you. Every one of the millions of passersby’s heartbeats weakens your own. Blinded by the entire light spectrum, the conundrum of everyday life threatens to deafen you. You no longer have control over you own waif-like feeble voice.

And then something happens. Something that causes everything you have always prayed for but have never quite contemplated to commence.

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