Glitch Feed


Drilling holes by +peter
May 28, 2007, 12:02 pm
Filed under: Gaming as Usual, Japan

What you see above you are two copies of the same game. Normally I might only purchase one copy of a game as the consumer’s desire has not yet caused me to feel unsatisfied without acquiring multiples of the same object. In this case though, I suffer some form of “collector’s” obsessive compulsive disorder.

The true fault lies in my, still horrible, comprehension of the Japanese language. Typically, when I buy I game, I expect the sales clerk to merely retrieve the game and hand me the complete package after an exchange of some monetary details.

I shift into panic gear when the man behind the counter starts asking me questions. “Uhh, hai!” is all I can exhale while a drop of sweat starts to collect on my forehead. The man smiles awkwardly in return as if saying, “you really want to buy this?” I mimic his smile with my own uneasy version and accept the yellow bag containing the game – with no box.

“SHIT, he told me there was no box for the game! I don’t know the word for box!” The collector in me is punching at my tear ducts. I hold the yellow bag to my chest and quickly shuffle outside where I proceed to vent by knocking my bike over.

Thus my journeys and trials in Japan ‘o’ land continue. While here, I have a good mind to continue blogging about about life and other wonderful things that interest me. It has been a while since I have contributed anything of value to this blog (ever?) No time like the right now to get things rolling again.

So how does this epic tale end? Where does that second copy of Drill Dozer (Screw Breaker here in Japan) come from? On the advice from my girly friend, I made a second trek to the retro game store I originally intended to go. There I found multiple copies of Drill Dozer, in boxes and for half the price I payed at RipOff Gamez. I could not resist humoring the collector within and purchased a fully boxed second copy.

The most troubling part of this whole ordeal was the calm I experienced at the end. Am I really that anal?

+peter

Continue reading

Advertisements


We built this city by bajaba
April 29, 2007, 11:40 am
Filed under: Gaming as Usual, Glitch Feed Game Development

CityScape1

After finally finishing up and presenting the alpha version of ‘game-concept-number-1’, it has been brought to attention that in-progress updates have been sorely lacking. In order to end the post drought, please enjoy the image while new content is being contemplated and created.

-steph



post #110 by +peter
February 17, 2007, 4:14 am
Filed under: Gaming as Usual, Glitch Feed Game Development, Totally Random

score.jpg

How do I put this lightly? No, I DON’T want to get drunk tonight and I have a variety of reasons why I shouldn’t! Starting off, this is a Wednesday night, as in I have school all day tomorrow. Thursdays equal academic death. I need sleep to prepare for my collegiate suicide. Parties and sleeping usually end in humiliating pictures and dry erasable penises.

I guess the threat of phallic shapes on my face are not enough to keep me from doing what I know is wrong. I guess knowing what I am about to do is wrong is also not enough to stop me from doing it. Thus the strawberry red margarita hits my face and I begin my descent into sugary debauchery.

At least my intentions were noble. Work more on the game, that was the plan. Steph and I had our little cave rigged up and we were pumping out code like it was coming from an assembly line. She handled the camera and controls while I tinkered with level assets. Development was running smoother than something that was really smooth. It came together in more graceful prose than iambic pentameter. She was William, and I was a knock off Shakespeare.

Continue reading



This is where you come in by +peter
February 11, 2007, 10:26 pm
Filed under: Game design, Gaming as Usual, Glitch Feed Game Development

sketch01_teaser1.jpg
Sketch number one: basic gameplay in a side scroller perspective. Also defined as, platforming fun with moving platforms. Woo!

Look, you have to start somewhere! Despite the seeming simplicity of the elements we are using, their is still the possibility of a very complex and engaging experience, we at least hope. That is what we tell our investors.

The concept behind this single level focuses on transition and creation. I believe that an unchanging “world” would be very uninteresting to the player, thus as the player progresses they will find themselves playing a role in the metamorphosis from a stark “schematic” level to a thriving world.

This is where you come in. We are very interested in seeing how other visual artists might imagine this second “world.” Steph and I had visions of a gritty city, laced with paint splatter and subtle suggestions. We are not going for ultra realism, rather the more stylistic the better.

This will then be implemented it into the final stages of the level. The world you have designed will be created around the player, slowly building itself out of individual elements to completely replace the first world all together.

If you are interested, email myself at peteralt at umich dot edu. I hope to have this entire project completed in a couple weeks. (LIES!!!!)
Continue reading



like I need another distraction by +peter
February 6, 2007, 12:19 am
Filed under: Awesomeness, Gaming as Usual

Probably the greatest way to wake up in the morning is with a UPS truck parked at your front door and a man clad in brown with a cardboard box tucked under his arm, peering through the your window.

After years of procrastination, I finally forced myself to buy it. What had held me back till this point, I really don’t know. I might have been distracted by something, something not really worth it. Maybe the price point seemed too high and I had to wait till it plummeted like an asteroid to a paltry 10 pieces. Yet there it was, and the only thing standing between us was a drafty door and the insurmountable cold.

The weather here in Ann Arbor is horrible. Imagine death and then subtract a couple degrees. As I type this, it is -13 degrees outside (celsius). The notion of glancing out the window into winter’s sarcophagus fills me with such fear and loathing, that merely opening the door to the abhorrent “outside” would only happen if something life altering were about to take place. That time was nigh!

I scrawled my name on the man’s little “signer ma-thinger computer” thing.
“I guess this kinda looks like my signature.” I quipped.
“I wouldn’t know the difference.” the brown man trumped (I realized afterwards that comments of this nature probably stopped being novel about 3 hours into this man’s career.)

I closed the door and locked the demons of winter outside. It was now just me, my box and my gigantic smile. Then a house mate came to spoil the curiously sensual moment.
“Get anything good?”
“Just a video game…”
“Cool, what game.”
“Oh, just some old one.”

He couldn’t understand, he wouldn’t! Even if I tried to explain the importance of the object that lay in my possession, he would probably nod it off and go back to whatever ex-frat guys do in their spare time, beer pong with stuffed animals or something.

Now alone and with the steadiness of a caffeine addict, I unsheathed my pen to repeatedly stab the box till the tape gave way, opening to reveal its holy splendor!

Continue reading



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

untitled-1.jpg

…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

glitchfeedlogo_8color.gif

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.

Continue reading