Phonics Shmup Progress, 4/22

Now with shields disrupted!

I participated in Ludum Dare last weekend, and although it was far from my most successful LD in terms of getting a good game done, I used the Godot Engine to make it and learned a lot, particularly in the area of dealing with collisions. So it was that when I came back to my phonics shmup yesterday, I got a lot done in a small amount of time.

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Phonics Shmup Progress, 4/15

4/15/2016 Progress, now with shieldsIt’s been a few days, including a Ludum Dare weekend, since I actually did some work on my phonics shmup, but it was a pretty productive time. As the screenshot shows, I got shields added to the enemies, but I also did a big reorganization of my Trello board.

Development Itself

Probably the biggest shift in my plans is how I’m planning to represent phonics as weapon to the player. Before, I planned to have individual bullets be aligned with specific phonemes, but that was going to be hard to pull off visually. Instead, I’ve hit on a more readable approach which I feel is more natural: instead of phoneme bullets being able to damage only certain enemies, the player will be broadcasting a phoneme signal that lowers shields on certain enemies.

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Phonics shmup progress, 3/8 and 3/14

Screen Shot 2016-03-14 at 11.31.17 AM

I am trying to get in the habit of changing how I talk about this project, since apparently shmups don’t count as shooters to some people. The way I see it, you’re shooting things, ergo it is a shooter, but I prefer to use terms in standard ways, so here we are. Anyway, I’ve had two days in the past week where I put in a decent amount of work on my shmup for teaching phonics… in spite of being down one hand for a new repetitive motion injury. Enemies are now a thing, though nothing hurts anything else.

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Reviving the Phonics Shooter

I started a project ages ago, a game that was to be a shooter intended to help students learn phonics. The ship shoots sound bullets; all the enemies have letters on their ships and are only vulnerable to the sounds those letters make. Some ships are therefore only vulnerable to one sound, while a C ship, for example, is vulnerable to two.

I can’t remember why I stopped working on it. Judging by the last time I accessed the project, it might have had to do with Ultra Hat Dimension and our decision to polish and ship the prototype we made for Ludum Dare. Regardless, it’s been a good long time, and although I opted to continue using the Godot Engine to make it, I decided to start again from the ground up. Continue reading

Pondering… PS4 Stream Blocking

I was rather salty about the fact that Square-Enix uses the PS4’s stream blocking capabilities on cutscenes in FFX/X-2 HD Remaster. Having gained some distance between me and the making of my FFX let’s play, I’ve made a video that talks about why I think it’s a bad thing to for Square-Enix to have done and how I think the blocking might have come about.

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Yes, Let’s Evolve the IGF

First things first: read Zach Gage’s Evolving the IGF and then come back. He argues that the IGF could be highlighting more games in general, and more interesting-if-not-perfectly-executed games specifically, by changing the judging categories. This is an idea I wholeheartedly support, though I think there’s room for discussion about what exactly the new categories should be.

I respond to his proposal directly at the bottom of this post. However, I’ve been wrestling with my own thoughts on the IGF and how it might be improved for a while now. I haven’t said anything because I couldn’t think of any good potential solutions to the problems I saw. With Gage’s great idea in my face, however, I want to try to work through some of the thoughts that have been simmering on my brain’s backburners.

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