I've owned four cell phones in my life, and one iPod. 3 of the phones had games on them when they came into my possession, and I bought one game for my iPod. None of these games were fun. Let's face it: games on mobile devices are, by and large, pretty stanky. And despite large companies throwing larger amounts of money into the production of mobile games, I don't see the situation getting any better. Here's why!

The Price is Wrong

When I picked up my latest phone (an LG Chocolate 2), I was sad to find that it came with absolutely no games installed. The most entertaining thing you can do with it directly out of the box is listen to the pre-loaded ring tones or play with the animated dining tip calculator... in other words, there's a void of entertainment that needs filling. So I get on Verizon's website to see what kind of games they offer for download, and what do I find? A bunch of crappy games that I play for free on my PC, but which cost between $6 to $10 on my phone - and that's ignoring the fact that many of these games will not work unless your service is active, and (as I understand it) then they go ahead and use air time (minutes on your plan) while you play. Um... what? I'm sorry, but I'm not going to pay $10 to play yet another version of Tetris, all while using up my precious minutes.

I've Lost Control

Another problem I have with mobile games is that almost across the board, the controls for these games suck. From simple platform games like "Gem Collector" to that crappy version of Tetris I have on my iPod, poor controls seems to be a common thread. I can't place all the blame on the people who worked to make these games however - most of them have come up with very creative solutions to deal with the lack of practical game controls on mobile devices, and the range of devices their games can run on.
The issue here is that even though we demand a lot from our mobile devices, there is an effort to keep the physical user interface as simple as possible. The easier my gadgets are to control, the better. The part I hate is that, despite the fact that most of the developers behind this hardware know that games will be played on their devices, they seemingly don't take this into consideration during product design. Sure, my cell phone's got a pretty nice little processor inside, but if all the buttons on the phone are too small for my fingers, or require too much force to press, how am I supposed to enjoy any kind of gaming with it?

Power Hunger

Now here's the real deal-breaker for me: Let's say you've found a game you simply love to play, you've bought it, and you've mastered the controls. Now you're just settling down to get in some quality game time, and your phone / iPod just shuts down right in the middle of everything. "WTF!" you think to yourself. "I've only been playing for a few minutes!"
Thus is the way of the mobile game - you're now stuck at the airport, outside the dressing room, or maybe just in the bathroom, with nary a speck of entertainment to be found. You can't call anyone. You can't listen to any music. And you could've sworn that the little worthless piece of junk you're holding in your hands was fully charged just 15 minutes ago. Yes folks, if it's not price or control issues that get you, the lack of sufficient battery hunger will. And while this certainly isn't the case with all mobile devices, as we ask more and more of our gadgets, it will continue to be a growing problem. Battery life is the bane of all things wireless, and she is a harsh mistress indeed.

There are more reasons why I hate mobile games... lack of quality, lack of depth - I could go on. But for now, I think this should suffice. If you really want games on the road, I suggest picking up a Nintendo DS.

GMC, YYG, OMG, & WTF

Martin · 17 years

There is much ado in the Game Maker community these days, thanks in large part to the recently announced YoYo Games Winter Competition. For those of you who haven't yet heard it, YoYo Games is putting on a game creation contest which runs from now until December 23. The rules are pretty simple, and the game must follow a "winter" theme, in pretty much any way the developer can implement it. Not surprisingly, more than a few people have admitted to making a game centered around Christmas for the competition, and though I have to admit, it was tempting, I've already made a Christmas game, and frankly, I think there is a lot more to winter than the major holidays. We'll see what people can come up with though; I have high hopes that we'll see an explosion of creativity for this comp, from more than just the usual gang.

The title of this article is based on the typical reactions of some of the people who have heard about all this, especially the $1,000 grand prize. GMC, YYG, OMG, WTF indeed.

One thing I am really liking about the Winter Competition however, is that it's given me a little bit more motivation to set aside all the games I've been playing, and re-focus on actually making something. That's not to say that I will definitely be able to carve out my idea entirely by the contest deadline, but I am certainly going to try to - if the result is any good, it will be another fun game to add to the pile at Reflect Games, no matter how it does in the contest.

I don't want to say too much about what I am working on yet, but since I have dropped a few hints here and there to various people, I figured I would talk a little about it.

Basically, I'm using the competition as a springboard of sorts, to propel myself into a game genre that I am not usually very engrossed in. I've been studying a few games of the same genre, and I think that with a little luck, I can put something together that is both visually impressive, and a more old school brand of fun. It seems appropriate anyway, because as much as I love all the new games these days, my gaming roots (as a player, anyway) are in the classic realm of 8-bit and 16-bit gameage. So the game's going to be 2D, and isn't going to be something mind-bendingly complex... just a little more reliant on player skill.

I'm also going to be using the theme of "winter," in a unique back story for my game... again, not something that will be horribly deep, but which will hopefully go beyond just throwing a snowy texture onto the floors in HT3D and calling it a new game. Winter as a theme should go beyond winter as a setting anyway.

Anyway, I'll be working a lot on my game this weekend, and if I feel it's progressed enough, maybe I'll post some teaser screens here when the game's farther along. I might put up some concept artwork I've made too, but for now you'll just have to take all my vagueness and come to your own conclusions.

Thanks for reading - Marty out!

Crysis Demo Impressions

Martin · 17 years

So the demo for Crysis has been out for about 2 weeks now. If you've been dying to try it out (and see how poorly it runs on that computer you keep telling everyone is "practically new"), download it and have a go. I nabbed the demo via torrent a day or two after it came out, and am only now getting around to talking about it.

"But isn't Crysis a hotly anticipated game?" you ask. "Haven't people been waiting months - nay, years - to try this?" you also ask.

"Indeed," I answer, taking a long, blank look out the window. "But it sucks."

Yup, I said it. I went there. I can feel the shock you harbor. The outrage.

Crysis sucks. If I wanted to spend 5 minutes scoping out a digital enemy base, only to run in and get gunned down by the one dude I couldn't see, I'd re-install Far Cry. As much as EA / Crytek continues to try to persuade you that Crysis is not a sequel to Far Cry, it might as well be. The two are basically the same game, disregarding some incredible graphics and a few lame superpowers. Before I explain myself further (I think you're probably still somewhat aghast), feast your eyes on these screenshots. Even sans interesting gameplay, Crysis does sport some fantastic visuals, and for that, I give the team behind it their due credit.

So now that your eyes have had a brief glimpse of what the future of gaming may hold for them, let's return back to reality, where things aren't always as good as they seem.

To be honest, I was mostly interested in trying out Crysis not because I am genuinely interested in playing the game, but because like so many others, I wanted to see how my machine stacked up against the beastly graphics it contains. To that effect, I came away somewhat impressed. Though the game didn't always run as well as I wanted it to, the graphics are stupendous, even at lower detail settings and resolutions. The foliage is thick and lush, sways gently in the wind, bends away from you as you crawl through it, and generally acts just the way you'd expect it to. The textures were very detailed, down to tiny specks of dust in the road and on the various beaches.

The special effects are also particularly good. Your view is obscured by water droplets as you enter and exit the sea, your armor's cloaking effect looks a little bit more like what I would expect a real cloaking device to look like, and everything is casting shadows down, sometimes with light rays from the sun spilling through. In fact, aside from all the heavily armed mercenaries constantly trying to pepper you with bullets, Crysis is probably about as close as you could get to a virtual tropical getaway. So where does the holiday go sour?

For starters, the gameplay is not new. As you might be able to guess, this is my major gripe from the Crysis demo. I understand that there's only so much one can do to make a game stand out from the rest as far as gameplay goes, especially in such a saturated genre at the FPS genre, but let's get real here; the lack of innovation in commercial games is wearing thin. EA can spend the big bucks and build a team of talented, competent people who can make your computer render an almost photo-realistic exotic island, complete with real-time physics, a vast sound scape, and some of the best digital effects yet seen on computer games. They can take years to make all these things. And yet, despite all this, nobody could come in and deliver a new idea as far as the flow and mechanics of the game are concerned? Not one person?

Secondly (and despite my love and praise for the visuals), pushing the limits of current generation graphics cards is lame. I know that every now and then, the bar must be moved up a notch, and to some extent, I buy into this. But to move the bar up (and subsequently, the hardware requirements) way beyond everything but the most expensive computer is ludicrous. Basically, it boils down to this - Crysis is a game that asks you to update your rig to play it the way it was meant to be played.

12 years ago, I upgraded for Wolfenstein 3D. 2 years after that, I upgraded to play Quake II, and a year or so after that, Half-Life and Quake III. In the next few years I would upgrade my rig to play Morrowind, Grand Theft Auto III, Half-Life 2, and Oblivion. These games were epic, ground-breaking titles. They changed the way games were made, and played. They asked you to upgrade, but promised the satisfaction of an entirely new experience. Crysis offers you Far cry with better graphics. Big frickin' deal.

So to sum up my thoughts on Crysis (based on the demo) - great graphics, cool physics, neat effects, nice sound, mediocre gameplay, and awful system requirements. I hope that the small chunk of game I bit off in the Crysis demo wasn't indicative of what the entire game is like, and if that is the case, I'll happily give it another go when the full product comes out (and happens to fall into my lap somehow). Until then though, I remain impressed and not impressed at the same time. And I hate that.

Gears of War for PC

Martin · 17 years
Gears of War

I'm going to buy it. Well, providing it runs on WinXP (since it's one of those "Games for Windows" things), I'm going to buy it. It'll actually be out quite soon - November 6, last time I checked. Why is this post-worthy, you ask? Because I already own it for my Xbox 360, I answer.

Not really an earth-shattering revelation, I know. But it's noteworthy to me because, aside from a few dozen copies of Tetris, Worms, and various retro games, I don't normally buy games for multiple platforms. Call me frugal, but when a game comes out for two or more systems I happen to own, it's decision time - how much does the game cost on each platform? How does the game play on each system? How does it look and sound? Which version might my friends get?

I'm going to go ahead and go multi-platform with Gears though, because there's going to be a bit of new content coming to the PC version, the editor (providing there is one) will be fun to play around with, and I'm confident that my PC will be able to do the game even better justice than my 360 did, as far as visuals and control go. Slight spoilers ahead as I explain myself here.

If you've played Gears of War, you probably remember the part where, as you and your squad run to get into the fixed "junker," a huge creature (a "Brumak") comes around the corner and chases your ride. Exciting the first time through, but disappointing that it's the only appearance of this creature, and in a non-playable portion of the game at that. Apparently, due to time constraints, Epic just wasn't able to include the chapter continuing this brute... but with the luxury of an extra year to work and of course, the huge pile of cash that Gears for 360 amassed, they've gotten this segment of the game up to snuff, and will be including it in the PC version. Finally - an extended portion of a game coming to the PC!

Another perk to PC gaming is the tinkering. I've spent hours and hours playing around with game editors, like Quake Army Knife, Valve Hammer, and UnrealEd; I'm hoping I can do the same with Gears. I've not read anything about an editor for the upcoming PC release, but considering Epic's past games, I practically expect it. If no Gears editor arrives, it won't necessarily be a deal-breaker for me, but it will be disappointing.

Finally, I've been much more excited about Gears for PC since I got a chance to try out the Unreal 3 demo on my PC (you can read about that here). Granted, my PC ain't no slouch - but when new games that you've seen lots of wild and crazy screenshots of start coming out, and your PC is a few months old, you start to get nervous. After seeing Unreal 3 run at a perfectly silky smooth framerate with all the goodies maxed out, I'm not worried about Gear at all - in fact, I'm quite looking forward to seeing it run on my rig (and on my 22" monitor!).

I'm also anxious to try the game with a mouse and keyboard. Don't get me wrong, I didn't much mind the double thumbstick control on the 360... it actually wasn't too bad, since the pace of the game is slower than your standard action game. Still, I'm a die-hard PC gamer, and as such I will never deny the absolute control a mouse and keyboard combo can provide. I think that this addition to Gears will revive the gameplay a bit for me as well.

And with that, I'm off. I've got a torrent of the Crysis demo downloading (hopefully it's the right one, since there seems to be two floating around...), and a night of gameage to play. Thanks for reading!

Unreal Tournament 3

Last weekend, I logged onto one of my favorite gaming industry news blogs, Joystiq, and was surprised to see that the demo for the upcoming Unreal Tournament 3 was out for PC. After a few minutes of finding no other place to download than FilePlanet (complete with a 45 minute wait in the queue), I decided I might as well just Torrent it. Since this was already quite late on Saturday night, I slept through the download, and then got up on Sunday morning, ready to play.

Installation was quick, starting the game slightly less quick, but once in, things were nice and fast. For some reason (probably thanks to a poorly running demo of the Unreal Engine 3 powered Roboblitz on my old GeForce 6800 GTS), I was not expecting Unreal Tournament 3 to run very well, even on my newer computer (which packs a GeForce 8800 GTS). Instead, I was treated to a silky smooth frame rate, even with all the details maxed out, running at 1680x1050. I imagine that the game scales back for lower-end systems fairly well, as the Unreal Engine 3 seems as solid an entry as the first two iterations.

Graphically, Unreal Tournament 3 is just what you would expect from a sequel to Unreal Tournament 2004. The few environments included with the demo were packed with detail, and everything looks gritty right down the smallest bit of grass. The weapons have gotten a complete visual overhaul, and each one has an almost absurd amount of detail. When you get a a chance to actually see one of them (I'll get to that in a minute), the characters also look excellent, as did the various environmental effects, like waterfalls, fountains, etc. The engine coats everything with a soft HDR lighting effect, and like Gears of War, the game has a very brownish-rusty look to it. In fact, if you've played Gears of War, you'll almost expect to see Marcus Fenix himself running around with you on the various maps - the artistic influence of Gears of War is very prevalent in the UT3 demo. That's not a bad thing though, since Gears of War is easily one of the most visually stylish games I've ever seen.

The sound, while less notable than the graphics, is typical UT fair. I cannot presently remember if the game had music in it or not; if it did (and I will load up the game again soon to make sure), it was likely the standard techno stuff that you expect to hear behind all the sounds of gunfire and mayhem. And even though I really didn't expect much more than this, some part of me is disappointed... Maybe because of Gears of War's epic orchestral soundtrack, or the lack of more memorable tunes like those heard in the Unreal Tournament 2003 demo, I just get the feeling that more could be done with the series' musical accompaniment. Sound effects are of course, spot-on. Footsteps, explosions, bullets, vehicles, and everything in between sound just as I thought they should, and they often echoed the visual grittiness of the game very well. My only other concern with the sound was the slight repetitiveness of the auto-taunts, but this will be a non-issue in the final game when there is more than one character to play.

The gameplay in Unreal Tournament 3 looks to be a mix of old and new. While playing the demo, every weapon I encountered was from the previous game (UT2004). Every vehicle was as well, except for the huge spidery Matrix thing, and with only a few slight changes to the way most of the old familiars worked. A hover-board was one of the larger "vehicular" additions to the game, which allows players to move around the sometimes enormous battlefields quickly.

Speaking of 'quickly' though, there is something I really need to say about this game: it's too fast. I'm not sure if the speed of the game was intentionally increased or not, but generally when playing online I felt like I had entered one of those twitchy midway games you see at the fair, where you have to shoot targets as quickly and precisely as possible (and mostly you just sit there shooting wildly into empty air). Due to thoughtful weapon placement, nearly every time I spawned I found myself with a flak gun, rocket launcher, or rail gun, but more often than not, it seemed almost impossible to shoot other players with any of these guns. As far as I can tell, in the current build of UT3, the player speeds have been significantly increased over the last version, while the weapons speeds have not. This makes it impossible to score a kill with just about any weapon in the game at medium range and upwards. After a few desperate attempts to rocket people, it was back to the minigun and scoring some lucky kills with ricocheting flak shells. Slightly frustrating.

All in all, I really liked the demo, even if it didn't stray too far from the normal Unreal Tournament formula. I hope that something is done about the weapon speed / player speed issues in a later build (they have time, after all - the game is set to be released on November 19). I'm not sure if I'll be buying yet, but I'll have my eye on it. In any case, thanks for reading, and please post your thoughts on UT3, I'd like to hear them!

More Games, More Competition

Martin · 17 years

So it's been a couple of weeks since the sharp increase in my games to work ratio (Halo 3), and now with the release of Orange Box, there are three new impending threats to further separate me from my productivity. For those of you not "in the know," Orange Box is Valve's continuation of the Half-Life 2 series, which includes Half-Life 2: Episode 2 (with HL2 and Episode 1 if I remember correctly), Portal, and Team Fortress 2. I've already written some kind words about TF2, which is one of my new favorite online games, and from watching all the videos of Portal, I think Orange Box is going to be an awesome purchase. But I'll save all the gushing comments for Valve's latest for another blog - I have a few things I want to talk about related to Game Maker and Reflect Games!

First, I wanted to announce that the second Reflect Games Game-In-A-Month contest is officially underway! I am sorry for announcing this here a week late, but there's still plenty of time for anyone interested to throw their hat into the ring. Game makers are challenged with creating a game in a month which follows a specific theme and control scheme. The games do not have to be finished to be entered, so there isn't a whole heck of a lot of pressure to actually finish... more so, you are encouraged to come up with a good idea, implement it in a fun way, and polish it. The competition is over on October 31, 2007, and there's $20 worth of goods at stake, so get to work!

Secondly, I've finally found the time to work on a little pet project of mine, which if it turns out alright, could be a nice, smallish game to add to the collection. I don't have a whole lot to say about it right now, since the project is still in it's very early stages, but it is a 3D game, and involves driving, and probably traffic. More on all this later though, and maybe a screen soon (if I can pull myself away from my gaming addiction for a few minutes). Of course, I've also got Falcon Squad getting cold on the back burner, as well as an unannounced, unnamed platform game, and a Tycoon-style game all bouncing around in various states... if only we had 36 hour days.

Anyway, that's all for now. I'll try to update a bit more frequently in the future, and if you have anything you'd like to see me write about, leave a comment or drop me PM at GMC or Reflect Games. Thanks for reading!

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Halo 3

I've got a little piece of paper resting comfortably in my wallet right now. It conspires with recent purchases made by my credit card; it conspires to completely undo my productivity. You read about the damages to my productivity last week with my scribbling about Team Fortress 2... now brace yourself for the monster that this little piece of paper will unleash upon my free time. This small snipped of ribbon paper has printed upon it proof that I have paid the $5 pre-order fee at my local GameStop. Halo 3 will be in my hands this afternoon.

I could have picked it up last night. At about 10:30 PM, I called GameStop to see how many people were standing in line, and at only about 40, it seemed the wait would not be unreasonable if I headed over at around 11. When 11 came, however, I felt a sudden urge of sleepiness... and since my girlfriend was over for the night, and I did not want to leave her alone at my apartment so late in the night, I decided I'd skip the midnight release, and instead get plenty of rest, so that I may enjoy the game to it's fullest this afternoon. And so I plan on stopping at the very appropriately titled GameStop on my way home from work, picking up Halo 3, and playing through the campaign on co-op with my brother and a friend.

I'm actually somewhat excited at the prospect of playing Halo 3, which is surprising because a week ago, I was not. After being talked into a pre-order by my brother I knew I would enjoy the game, but since I thought the first game was only above par, and have never even played the second game, getting pumped up about the third seemed a bit ludicrous.

When the reviews started pouring in, I read them... and I think that amidst all the Halo soda promotions, commercials, and media hype, they were what most got me in the mood to play. As I have read, not only does the game have four-player cooperative play, something that will probably make the game worth it for me in itself, but it also has some really neat customization and replay features which will be great to play around with, if they are anything near what they are cracked up to be.

I am a PC gamer at heart, so the lack of customization in console games has always kept me from getting too close to many of my favorite games... and while Halo 3 will still be short of a full-blown level editor, it is taking a step in the right direction with the Forge, a kind of mini level editor, which allows you to change elements in levels, add and remove objects, etc. - all while people are playing the level! The replay system I mentioned sounds as equally cool, where everything you do in Halo 3 is recorded to a replay file, which you can view later on, using different camera angles, speeds, etc., and which you can then upload to the internet for others to watch. Sending my friends video clips of my shooting them in the face will never get old, let me tell you.

So all that, combined with my growing love for Team Fortress 2, and then the eventual rest of Orange Box coming in soon, makes for a very large chunk of my free time being eaten up by pure entertainment. Of course, I won't let every one of my priorities drop - I've really got to get to work on the update to Reflect, and continue one of my many game projects - but still... it's gonna be difficult to divvy up the time!

In any case, it's good to be a gamer right now... so if you play Halo 3, maybe I'll kill you online sometime! Thanks for reading!

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So Tired!

Martin · 17 years
Team Fortress 2

Man, am I tired. I got up this morning at the usual early hour, got dressed, made my lunch for the day, and then toyed with the idea of crawling back in bed for about a half hour... until I realized that I had not yet eaten breakfast. After leaving for work, all I could think about while driving on the freeway was just letting my head roll back and dozing off. Now I sit at work, still feeling droopy, but with a slight re-invigoration from a half-finished energy drink. I vow to go to sleep early tonight; almost as soon as I get home, even. But then, for the same reason as last night's lack of sleep, I doubt that I will.Maybe some of you went through a similar experience? You very well could have; I know I wasn't alone last night. Far from it... in fact, I'd wager I was joined in my insomnia by thousands of people. So what caused this mass exodus from sleep last night?

Three words. Well, three words and a number.

Team Fortress 2 beta.

Now I can't say that I was one of the die hard fans of Team Fortress 1, who have waited a decade for this remake of their game to come into reality... nor can I say that I even particularly liked the first game, for that matter. I did, however, fire up Steam the other day and pre-order Orange Box, which I was delightfully surprised to see includes Half-Life 2: Episode 2, Team Fortress 2, Portal, Peggle Ultimate (or something like that), and the opportunity to play the TF2 beta this week. All for only $45 - less than the cost of a full game!

Since I had always planned on purchasing HL2: Ep2, and have been intrigued with TF2 and Portal ever since I've seen some of the fantastical screenshots and character videos, it seemed reasonable to just swipe them all up at once and take advantage of Valve's offer. I figured that the beta of TF2 would give me a good idea of how the game will be when it finally comes out, and at the very least, would give me something to do until Halo 3 comes out next week. So I pre-ordered on saturday, and waited patiently for the monday release of the TF2 beta.

After getting off work yesterday, I fired up Steam, and checked the status of the game. Still unreleased. A quick jump onto the crawling Steam forums gave me the impression that the game was likely not going to come out until the very last minute of the day. So, even though I have to get up at 5:45 AM every day, I made the decision to stay up til midnight, check out the game for a few minutes when it's finally released, and then hit the sack, still getting about 5 hours of sleep. I spent some time updating the next version of the Reflect Games website, and playing a bit of Sam & Max: Episode 1.

Finally, at about 11:45 PM, I decided I'd take a shower and be all set for bed by the time the beta was released. I had already pre-loaded the game on saturday, so as soon as the Valve was to hit the "big red button," I'd be good to go. When I got out of the shower, the game's status had changed to "Updating," but was stuck at 0%, so I restarted Steam. Upon restarting, the game finalized it's pre-load, decrypted it's files, and then reported that all was ready to go. I excitedly pressed "Launch" and watched as Steam began preparing to start the game. And then... nothing. The small window which had appeared to inform me that the game was launching had mysteriously disappeared, and a quick check of the computer's processes told me it was not coming back.

After about 5 minutes of vain attempts to get the game to launch, I disappointedly brought myself back to the forums to see if my situation was the rule, rather than the exception. Sure enough, it seemed nobody was able to play. I spent a few minutes posting messages, and went back to the bathroom to brush my teeth. Having to wait through an entire day of work to try again while the rest of the world played wasn't sounding too great to me.

So I sat down at my computer, resigned to this terrible fate, ready to shut down and go to sleep. When I went to close Steam down, however, I noticed a telltale sign in the taskbar; the little green lights of internet activity were flicking back and forth, and I had no other programs open that would be triggering this activity. Suddenly completely ignorant of how late it was getting, I tried launching the game again, and was met by same the small launch window... which decided to fulfill it's promise this time. I set up my play options, found a server, and joined the fray.

All I can say is that this game is completely awesome. I didn't go to sleep until about 1:30 AM, and despite the fact that I feel completely exhausted, it was worth it.

If you get a chance, try this game out - it's really a great experience. Just try to do it at a time that won't affect your ability to stay awake the next day, hehe.

I'll discuss the updates to Reflect Games later in the week... right now it's back to work time for me! Thanks for reading!

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Beware: Big Bad Blog Begun!

Martin · 17 years

Alliteration is a good way to kick off a blog, right? No? Crap.

Well anyway, greetings everyone, and welcome to the first ever blog entry on my first ever blog (discounting 64 Digits, EO, and those other... things). As I have been quite a scatterbrain lately, I thought creating a blog would be a helpful, organizational exercise for myself, while also providing you with an exclusive glimpse into the random string of events that make up my existence.

But I don't come into this blog thing without my reservations. I'll be honest; I don't particularly care for these "deep" blogs people write. That's not to say that what I plan on entering here will be shallow, but that I'm hoping to keep this as down to earth as possible. And I absolutely refuse to use the word 'blogosphere.' That word was created be a being of sub-human intelligence.

So now that introductions are over with, let's get down to it. As some of you probably already know, I run Reflect Games (for those who don't, it's a website which provides online services for Game Maker games), and we just got done with our first game creation competition about a week and a half ago. The goal of the competition was for entrants to create an arcade game in a month and overall, things went pretty well - we had 6 entries when all the dust settled, and an equal number of judges, which turned out to be a great combination. I'm happy with how it went, and hope to continue with another contest starting October 1st.

As far as games go, I've also had some time to sit down and look over some of the code from Falcon Squad, and also begin (yet another) game. This new venture will be a departure from my "normal" game; it will be heavily sprite-based, and will be 2D. I can almost hear the gasps!

Being a kid who grew up on games like Mario World, Sonic the Hedgehog, Earthworm Jim, and a slew of other platformer games, I have had a very hard time suppressing my urge to try to create one this long. I guess my love for 3D really got the best of me at first, but I ever since I first laid my hands on Game Maker, I have wanted to make a platformer game... and the time draws nigh that I embark on that goal. Not too much is currently planned out in my mind, but I have begun spriting the main character, and the results have been great so far. There are many elements of past games that I have played that I would really like to incorporate into this game, but I will discuss it a little more in depth at a later time. Needless to say, it will probably be quite a bit of work, but I am looking forward to spending some time getting back to my spriting roots. All those hours of Mario Paint might finally count for something!

Other than all that (and playing through BioShock on my 360 a second time... gotta get those achievements!), it's been pretty much business as usual for me. Which means going to work every weekday, and squeezing every last possible amount of enjoyment out of the weekends. I'll have to talk about that stuff another time though, because I think this blog is starting to approach "short novel" territory.

So to whoever did, thanks for reading... to whoever didn't, I'm very disappointed in you. But since you didn't read it, you don't know that. Gah.