I'm Robin. I'm an amateur game designer. I post game recommendations (mostly indie), my thoughts on goings-on in the industry, and progress updates on games I'm making. Also, occasional posts about science and whatnot. DFTBA.

Looking forward to playing The Witness and The Last Guardian.

The Worst API Ever Made

I had heard working with Windows APIs was a nightmare, but I had no idea how bad it truly was until I read this article.

I haven’t been able to spend as much time as I would have liked on my mansion game over the last few months, but I’m full of ideas for its future.
I was temporarily unsure of what I wanted to do with this game after I saw the latest trailer for the awesome-looking Darkwood. The similarities to that game made me wonder if I should continue developing it, but I realised that the sort of experience I want to create is actually very different from what I’ve seen of Darkwood; I’ll of course be influenced by it in terms of the good and bad ways to handle a top-down view, but for example, I think I could give the player a much calmer sort of excitement. That’s not an oxymoron to me.
My progress with programming this thing has been slow and difficult due to my lack of experience with handling large codebases, but the difficulty excites me (lots of opportunities to improve!) and I’m speeding up all the time due to learning better techniques, so I’m actually really happy with the way things are going. I could have written this in a simpler language than C++, but that language is necessary for how I intend to shape the game once I have the knowledge to make the graphics engine more fancy; I’ve created some test renderings that show the graphics in a closer-to-final state, and they look excellent.

I haven’t been able to spend as much time as I would have liked on my mansion game over the last few months, but I’m full of ideas for its future.

I was temporarily unsure of what I wanted to do with this game after I saw the latest trailer for the awesome-looking Darkwood. The similarities to that game made me wonder if I should continue developing it, but I realised that the sort of experience I want to create is actually very different from what I’ve seen of Darkwood; I’ll of course be influenced by it in terms of the good and bad ways to handle a top-down view, but for example, I think I could give the player a much calmer sort of excitement. That’s not an oxymoron to me.

My progress with programming this thing has been slow and difficult due to my lack of experience with handling large codebases, but the difficulty excites me (lots of opportunities to improve!) and I’m speeding up all the time due to learning better techniques, so I’m actually really happy with the way things are going. I could have written this in a simpler language than C++, but that language is necessary for how I intend to shape the game once I have the knowledge to make the graphics engine more fancy; I’ve created some test renderings that show the graphics in a closer-to-final state, and they look excellent.

"The Internet is not broken, and the FCC is currently trying to fix that."

John Oliver talked about Net Neutrality a while ago and you should watch it because it’s funny and oh also it’s REALLY IMPORTANT.

littlebigdetails:

Google Camera - Shows a rotate icon while phone is vertical and in video mode, encouraging you to record proper horizontal videos.

But isn’t it the user’s choice alone what orientation they want their video to be? Good software enhances its users’ abilities. It doesn’t tell them the way things “should” be done.

littlebigdetails:

Google Camera - Shows a rotate icon while phone is vertical and in video mode, encouraging you to record proper horizontal videos.

But isn’t it the user’s choice alone what orientation they want their video to be? Good software enhances its users’ abilities. It doesn’t tell them the way things “should” be done.

Challenge itself is one of the most undervalued elements of games. Learning to embrace challenge is a missing aspect of our modern gaming culture. In my opinion, the aversion to challenge is more than a game issue—it is a cultural issue that needs some attention in much wider discussions than games themselves. Facing challenges offers opportunities to learn and adapt, and both success and failure afford valuable lessons.

Shawn Olsen

Hey! Ocarina of Time is a bad Zelda game! And this is a video deftly explaining why.