Category: Uncategorized

PTFSD Update, 12-15-10

Current weight: 359.8
Previous weight:
Not applicable, since this is my first regular update.
Delta: Again, not applicable, but I was topped out at 375 when I got laid off from Stardock (I probably gained about 40 pounds of crunch weight while I was there).

My personal assessment of the past week: Pretty good. I’ve been following my diet pretty well and getting some exercise here and there. My incredibly long commute is now made even longer by slippery roads (we got snowhammered over the weekend) so finding time to actually exercise can be hard. But the weight is coming down, and I intend for it to continue to come down.


An XKCD For Me

Randall Munroe apparently drew this comic just for me. I’d embed it but it’s too big. Just click. Oh, and make sure to read the hover text.


Contracting Sucks.

I didn’t realize that Friday wasn’t a paid holiday so I only get paid for four days this week. Turns out I get all of six paid holidays as a contractor, plus the shittiest insurance I’ve ever seen. Thank god I’ll lose my job soon!

Wait…


It All Falls Down

I need to reprioritize. I’m trying to do too much at once.

So I’m taking a break from game development – even hobby development.

I have to do something about this weight; it needs to become priority one. So expect some Put That Freakin’ Sandwich Down posts in the near future.

I will say that I will be competing in Ludum Dare 19, which will occur from December 17 to 20. Until then, I will not be touching a compiler outside of work.

I’m sorry if this disappoints anyone who was looking forward to Inaria (hah!) But I’m being pulled in too many directions and I need to suspend at least one.


Inaria and Drops

So I bought Borderlands on Friday and then promptly lost my whole weekend to it.

It’s quite an addictive game. Take a first-person shooter, which I love, and glom RPG elements onto it, which I also love. As you defeat enemies and complete quests, you’ll gain XP and level up, giving you more hitpoints and making you more effective with any weapon you use.

But the thing that will really suck you in about Borderlands is the drops.

Borderlands uses the same drop system popularized by World of Warcraft – it even uses the same color-codes for drops, with weapons with white names being standard, green names being good, blue being superior and purple being epic. Every time you open a gun crate, there’s that palpable excitement – will I finally get that sniper rifle that sets people on fire I’ve been wanting? Or will I find a better shield that also heals me over time? Perhaps I’ll find a grenade modification that causes my grenades to simply teleport to their target.

And while I played it occurred to me that single-character RPGs tend to be very combat-heavy, because the single character needs to be able to fairly easily dispatch three, four, five or even more enemies at a time. The main character of Questron would gain a full hundred hitpoints on every level-up; within about ten levels he could walk into a town, kill all the townspeople, steal everything, kill the guards and walk out. JC Denton of Deus Ex routinely engaged multiple enemies, usually by turning invisble, shielding himself, or just popping their heads off with well-placed rifle shots. Your character in Oblivion gains power ridiculously quickly and becomes both the most skilled swordsman and the most skilled magic-user in the land. And don’t even get me started on Diablo.

If Inaria is going to be a single-character RPG (which it probably will be) then I’ll need to do something similar. That’s not the problem.

The problem is drops. Yes or no?

The pros: It’s a tried-and-true way to continually reward players as they play, instead of only rewarding them when they level. And even if they don’t get something they want, they can sell it for much-needed cash…and every once in a while something will pop up that will make the player really happy.

The cons: The drop system is basically tapping into the part of the brain that likes to gamble. That feels kind of weird to me, especially after working on casino games myself. Secondly, it’s…well, it feels too easy. A drop system would be almost trivial to implement. Take a weapon, put random stats on it. If the stats match what the player wants, the player is happy; if not, it’s vendor trash. Plus…it’s not very retro-RPG-ish.

So once again I’m polling the audience. Thoughts?


Okay, folks, this is it.

My website is now permanently here at GameDevDad.  ViridianGames.com will now be used exclusively for my online store.

I’ve been advised on multiple occasions to either keep two websites or to be very careful what I say on my “professional” site, since it could damage my career.

But you know what?  I’m sick of it.  I recently posted several heartbreaking posts about Elemental and all that, and while I got flak for it, it made me feel a lot better.

So this site will be as professional or as personal as my mood strikes me – though I will still warn you if I intend to break PSRD (for those who haven’t been here long, I do not normally talk about Politics, Sex, Religion or Drugs).

I am Viridian, the GameDevDad.  This is my story.


Pardon the dust.

The site is going to be revamped to look more like an e-business instead of just a blog over the next few days, so things might look very simple or very strange for a while.


What. The. Hell.

Okay! Let’s talk about expectations vs. reality.

I was recently hired by Somanetics to do some refactoring of their codebase and fix some graphical issues with one of their embedded devices. My contract was to last six months, after which Somanetics would have the option to hire me. When my current boss introduced me to one of the VPs and described what I could do, the VP became excited at the thought of how a “real” graphics programmer could improve the software. As we walked out of his office, my current boss remarked, “You probably just doubled your contract!”

Now, I knew that Somanetics had been bought recently, but that didn’t seem to be affecting day-to-day operations of the company.

So everything was fine. Hunky to the dorey, in fact…until last Wednesday.

When we discovered that our new parent was closing this office upon completion of our current project.

Fortunately, the other contractors and I are considered essential to the completion of said current project, so we’ll stay on until probably the first of next year. Then I’m going to be unemployed again.

It’s almost as if Fate or Destiny or the Great Will of the Macrocosm is saying, “Look, man. GO INDIE. How many companies do we have to destroy before you get it? Just do it! Just trust yourself and do it!”


Employed. And Sick.

I am now employed on a contract basis by a company called Somanetics. They make medical sensing equipment, and I’ll be refactoring their code and writing new GUI libraries so that their future devices can have better-looking, more responsive interfaces. It seems to be a really nice company.

Which is why it really sucks that I had to leave early on my second day because I felt like poo-poo. And it’s entirely possible I will be out tomorrow for the same poo-poo reason. Not an auspicious start to my career.

And hey, did someone tell me that Oracle VM VirtualBox was a FREE piece of software that would allow me to set up a virtual machine capable of running Linux or XP inside Windows 7 and I just not hear them? We use it at work with Ubuntu and it’s pretty damn amazing. And FREE. Hopefully Linux will like me better soon!


Goodbye, My Love

Well, my wife and I have talked about it…and it doesn’t seem like I can stay in professional game development. For one thing, we don’t want to move again so soon (it’s been less than a year since we left Austin). And for the other…we just can’t put up with the uncertainty of the industry any more.

So I made a video to say goodbye.

Don’t worry, this blog is not going defunct. In fact, I’ll have more time to devote to it than ever!