Games

Peter Molydeux and the only FPS that ever made me cry

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I have a list on Twitter that just has amusing accounts in it. Most of those accounts are ones I don’t actually follow. I want them around to look at them when I have the time and inclination to do so, but I don’t want their tweets clogging up my general feed for everyday use. There’s one exception: Peter Molydeux.

Peter Molydeux is a fake personality modeled after Peter Molyneux. I won’t go into the whole tale of how this fake personality came about, but it has its own Wikipedia article and can otherwise be searched online easily. What comes out of this fake account are some pretty outrageous and thought-provoking ideas for games, none of it fitting standard molds.

Instigating Tweet

Anyway, for the first time in several weeks, I was sifting through my amusing accounts list and came across a Peter Molydeux tweet from two days ago, which led to this:

Twitter interaction with Peter Molydeux about FPS games and tears

The answer to this, for me, was obvious: Tiny Tina’s Assault on Dragon Keep, the final DLC for Borderlands 2. It’s quite possibly the best DLC I’ve played for any game. I would argue it’s also the best expansion I have played for any game. I can’t recall any other time I’ve cried at an FPS. The reason this one hits so hard is that what appears to be a riff on Dungeons & Dragons is actually a story about the character with the saddest backstory coping with loss.

(Major Borderlands 2 spoilers after the break.)

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Development

Phonics Shmupdate: Colorblind friendliness and phonemes for days

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Colorblind friendliness and some IPA on display

It’s been a while since I did any updates regarding my phonics shmup; the stress of leaving a job and moving intercontinentally took its tool. When I stopped working on the game in April, I had broken it in magnificent ways. Now the broken is gone and I’ve added some colorblind friendliness features and built all of my phonemes in the way that Unity really wants: using GameObjects.

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Site-Related

Now in New Mexico

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It’s been a while since I posted anything here and the reason is that I’ve been busy moving from one side of the Pacific Ocean to the other. I am now in New Mexico. As I get settled in, there will be more content here.

Soon. Soon.

Development

Phonics Shmupdate: Phoneme Display Swap!

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phoneme display swap in action

There’s some work to be done here involving the animations’ timing and the feel of things… but it functions. Hurrah!

There’s definitely a bug that allows one button to change position without the other button moving to swap places with it. I need to play around with it more.

Making it so that the player can/must choose which phoneme to switch to definitely makes the game more challenging. I’m going to need an extremely low difficulty option, which means I will probably have to have a two-phoneme option.

Development

Phonics Shmupdate: More and Better Refactoring, New Classes Made, Other Stuff

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It’s been a while since I updated. To be honest, I don’t exactly remember all changes I’ve made. I’ve been working on it here and there in spare moments amongst busy times.

Many things have been refactored; I undid some unnecessary future-proofing I did in the previous update’s refactoring because it was silly and hard to read. I abstracted out some classes, either as their own files or as subclasses, making some code much easier to read. Again, not much has visibly changed with this new build, but I’m really happy with the progress I’ve made.

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Development

Phonics Shmup Progress: Caught Up in Unity!

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phonics shmup all caught up

This is just a quick post to say that I did get the phonics shmup caught up in Unity to where I had it in Godot.* It took me about as much time as I expected, though I didn’t get the work done on the days I expected. It now does everything the Godot version did and has random asteroids floating through as well because I didn’t feel a need to disable them, at least not yet.

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Development

Phonics Shmup: Rebuilding in Unity

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phonics shmup unity

I was thinking about the fact that my students are young and Japanese, and more easily impressed by flashy things than non-flashy ones. I am not a graphic artist, really, so I decided to rebuild my phonics shmup in Unity. The ease of grabbing things from the asset store aids in creating something visually appealing.

I’ve spent the last several days learning Unity. Imagine my luck at finding that one of their introductory tutorials is a space shmup. The assets they provide with it are free to use, too.

If I were planning to sell this game, I would care about using assets from one of Unity’s tutorials. Who wants to release a commercial game using assets that most Unity developers will recognize? But I’m not. This is going to be free and intended for educational purposes. What I really care about is the likelihood that my kids (and the students of anyone else who wants to use it) will want to play it. For that purpose, these graphics are fine.

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