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Jul. 9th, 2013

- having computer trouble. i did do some changes to the convert_metamap script and re-drew the worldmap to file with a new naming system but i've been having problems with the computer becoming unresponsive and not starting up. typing this on my laptop, which unfortunately is *also* having problems (the battery expanded so i can only run it on direct power since it has no battery anymore). hopefully i can fix the problems soon.

edit: computer is under control for now. however, to make a true 'meta map' i need to change the naming conventions yet again to allow the easy composition of a grid image. this is being processed presently, and going faster due to some changes i made to the script. provided my computer cooperates in a few hours i should have a single image of the entire game (a very large image, around 101mb png at 1/4 scale)


( 7 comments — Leave a comment )
Jul. 11th, 2013 04:02 am (UTC)
I sometimes wonder what Rinku would think about what he would eventually become.
Jul. 11th, 2013 04:06 am (UTC)
i'm the only one who remained true to my ideals, unfortunately. harlock became a socialist, charbile gave up videogames, etc. -- and yet i remain, creating heroic games
Jul. 11th, 2013 04:26 am (UTC)
Charbile never gave up, Harlock never changed, and Rinku never was able to see any of it. To imagine what he would have thought of this person. It would have been a fun talk.
Jul. 11th, 2013 04:58 am (UTC)
i think that's defining change in a strange way -- something like changing surface instead of essentials? i don't think that's a good way to approach change, since you can include or exclude anything selectively, and say anything changed or didn't change by saying some things are important and other things aren't

for example, to take your case. you gave up the idea of making heroic, commercial videogames to improve people's lives, such as perfect service, but are defining this as not giving up because maybe you still are presumably making something else (which isn't necessarily a bad thing), but to say that you did not give up is misleading, because you did give up some things, you just didn't give up everything. it's as if dogero gave up the idea of defeating gahn, and decided instead to defeat scarf, and was like 'see, i never give up!'
Jul. 12th, 2013 05:14 pm (UTC)
We're getting a bit abstract, aren't we? I pick my projects smarter than I think anyone will ever give me credit for. I don't think these 'indie gems' are the way to go, but am glad you're still in it. It's a matter of audience.

For example, you were always deep into reading design and prominent designers, and therefore never were able to see a worthwhile audience beyond them. But this is getting away from the point.

The heroist I knew would have found this interesting and would have looked to himself without hiding behind the perceived failures of others. People change in books, but rarely in life. An artist would know.
Jul. 13th, 2013 04:58 am (UTC)
could you name your projects? you don't talk about them in LJ, so i'm not sure how you want your friends to know about them

what do you mean hiding behind the failures of others; what have i to hide from? you made no accusation of any charge of wrongdoing or failure. i've succeeded beyond my wildest dreams with immortal defense, and i plan to do even more with SD

also i never make games for designers, most game theorists in my experience hate my work, because it focuses too much on storytelling and style and not enough on exploring mechanics or something; so i think what you said there is a bit backwards. my games are for a fairly casual audience, particularly young teens
Jul. 13th, 2013 06:07 pm (UTC)
Haha, what makes you think I want my friends to know about them? I've long since realized I work better in secret, so it's fine.

Maybe I'm always a bit presumptuous, but the lesson learned from my time in the indie game making circles at large was how who you associate with will define what you think counts for success. As in, if the majority of the feedback you receive is from fellow game designers, your game will be tailored to that audience. The critics you listen to, etc. Am glad you know your audience, but isn't indie at large rather young lazy teen mentally.

You helped me a lot in forcing me to put ideas into words. About change, people rarely change, but their perceptions often do. As artists, the manipulation of perception is our domain. To know Harlock is not to know he changed, but perhaps your idea of him has. Reminds of those scary howard bloom days, doesn't it.
( 7 comments — Leave a comment )