| | Vague game less vague: Andean Bird 0.3July 20th, 2006 |
This time, there’s a new version to download!
Last time, I talked about how there were a few things that had caught my imagination: dynamic music based on how you were flying the bird, and the idea of adding verticality into the flight model, so you could zoom in and out. This latter one, I concluded, should be done before I put in any obstacles or challenges, because it would dictate what sort of challenges I could present. I also had planned to add the wind.

The bird gains some art
As you can see from the screenshot, the bird has been tweaked. Not only di I adjust the arc of the wings in numerous location, but I got rid of the old “fatigue” bar that was previously in the upper left corner (the vertical red bar) and instead made it affect the angle of the shoulders. Now all the flight model feedback is in the shape of the bird’s wings.
I then used a simple 2d texturemapping routine to slap a very crude feathers texture on the bird’s wings. The rest of the bird is still mostly drawn procedurally: ovals, lines, etc. This is a stand-in bit of art just to make it look a little more appealing. In the long run, I am still interested in pursuing that Andean art style.
To do the music, I went into my recording software, and set up a simple drum loop of a known length. I then recorded the most basic form of the riff. I then looped that as a backing track, and recorded as series of simple riffs atop it. I chopped these up so they were all the same length, and put a timing routine in the game that said “every sixteen seconds, go into the pickMusic() routine.”
pickMusic() chooses up to three of these little loops to play — the backing one, and two others based on things like angle of the wings, position on the screen, and so on. There’s a few cues that are very predictable; if you get to the top of the screen, you get one loop, if you are at the bottom doing nothing, you always get just the backing. But most of the others have some randomness as to whether or not they will play.
Lastly, I added the verticality. I created a quickie island in Photoshop, and then added the ability to move up and down with keys. Now that I’ve done this, I want to change the interface for it; diving should be accomplished by holding down both wing keys, and climbing by a particular stroke pattern, I think. I like the simplicity of the flapping mechanism as the basic interface.
The island is there really only to give you the sense of verticality; I alpha fade it out based on altitude, which gives a nice effect of distance. Long term, the landscape probably needs to be a complicated thing built out of tiles, with a level-of-detail system so that I don’t kill the speed of the app by drawing too many tiny things in the distance.
Worth pointing out, btw — this is still very much a 2d app, despite using some texturemapping and zooming. No 3d math used here… The size has alas bloated because of those music loops — even at 22Khz, they’re still 1.3MB apiece…
Controls:
- Z or left arrow to flap the left wing
- M or right arrow to flap the right wing
- K or up arrow to dive
- SPACE or down arrow to climb
- ESC or the close button (yes, I added that) to exit the app
Keep an eye on the wind meter at the top!
Next time? Almost certainly the ability to catch something. As my son said, “this would be awesome if you had a ray gun. All good games have enemies and ray blasters.” Sigh.
Downloads:
- ZIP of the Windows version (11MB)
- ZIP of the Mac version (11MB)

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совершенно гениальную игру. silvercreature [комментариев: 20] read more at dirty.ru
совершенно гениальную игру. silvercreature [комментариев: 20] read more at dirty.ru
совершенно гениальную игру. silvercreature [комментариев: 20]
Гениальная игра про птичку
Кажется один сумасшедший делает одну совершенно гениальную игру. silvercreature [комментариев: 6] dirty.ru/comments/106970/#new
Кажется один сумасшедший делает одну совершенно гениальную игру. dirty.ru/comments/106970/#new
совершенно гениальную игру. silvercreature [комментариев: 6] dirty.ru/comments/106970/#new
public design project
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[...] Sometimes, people make a game for something other than gameplay fun. Some of these, as I’ve mentioned in the past, are called “games with a message” and suck. That’s because they’re trying to use the paradigm to get a message across, and like giant companies starting a blog, it doesn’t work. The algorithms that let it work are not suitable given their goals and restrictions.But sometimes you’re forced to admit: what we consider gameplay is really just the tip of the iceberg. There are a lot of games which provide an experience that is wholly different from any of the “kinds of play” we generally endorse. They require no real skill, they have formless or unimportant goals.Games like that weird “flying through clouds” game, or that “deer running through a forest game”, or even the chronicals of Jaruu Tenk, which is a bit like an adventure game without any of the adventuring. There’s also dozens of quirky little flash games that fit the bill.These games are rare, but they provide an experience totally unlike any other games you can find. Raph’s silly flapping thing is an example: with primitive graphics, bad UI, and charming music, it has NO goals or challenges of any kind. But it’s still a very relaxing five minutes.The thing about these games – and the reason they are so rare – is that they die quick. They are very relaxing, very calming, but they offer nothing juicy enough to keep us coming back. We learn everything there is to learn about the game, then move on.These things are like a painting: you can love a painting. You can buy a painting. But you aren’t going to spend a significant amount of your time over weeks or months staring earnestly at a painting. Maybe if you could hang one of these meditative games on a wall…Normal games are more like books. They take serious time to get through and, a few months or years later, you may even read them again.The question is… is there some way to produce a hybrid? A very relaxing game which keeps players coming back?The game must have no real goals, but it must still have rewards that mean something to the player. The game must require no skill, but it must still offer a landscape which varies enough to hold interest.How can something have meaningful rewards when the player doesn’t need skill to get them and can’t be rewarded power for getting them?I’m sure there are many ways. Pipe up if you have any ideas. Here’s the one I ran with:The first, obvious answer is MMORPGs. They’ve already been nixing the skill requirements from them, replacing it with a time requirement. The same basic solution serves well in this case, too: it is not skill which this meditative game needs, but time.The rewards and varying landscape are somewhat more difficult to achieve. We could follow in the footsteps of Jaruu Tenk, with a world that evolves over time. But that world is too small: in order to hold my interest, the world would need to be very large, and scripting a large world to change over time is flat-out impossible.Most of these games have extremely limited worlds. “Small” is a misnomer, since most of them have infinite worlds which simply don’t have anything in them. The reason for this is simple: it takes a lot to develop large worlds, and these games are always labors of love.Some have larger worlds which don’t change at all or change in meaningless ways. I think these games hold attention longer, but the difference between five minutes and twenty minutes is not enough to celebrate.So, the solution I see is a game with a procedurally generated and self-altering world.The thing is, the world has to be interesting, and it has to change in understandable but interesting ways.Think of it as Myst, minus the puzzles, plus Pets, minus the feeding. You bomb lazily around this imaginary world, and you find out all sorts of really neat things… and the world changes even as you watch. Generations pass. Civilizations rise and change. New and interesting things happen.Is it possible?You would need to have some way of generating culturally significant content in a way which appeared to make sense. You would need to simulate people, but since the player wouldn’t be interacting as a person, this would be significantly easier than it would otherwise need to be.You would need to have some way for the player to interact with the world “vaguely” – such that there was no skill required, preferably not even a conscious UI – but we could lead the world automatically down the paths the player is most interested in.Procedurally generating a world is insane. You would need to either simulate or pretend to simulate ecologies, cultures, buildings, cities, resource-gathering, technological/magical advance, people at war, people in love, people being born, people growing old, people knowing legends… and let the player meander through it, trailing sparks of interest behind him which take root and make the world change.How could it all be done?You would, of course, fake it. Fake ALLLLLLL of it. Even assuming that, it’s still insane. And it would have to be done graphically: a text engine would not suit the mood.Hmm…Even then, I’m not convinced. The game dynamic itself would need to mutate over time, because once you’re sick of the basic method of play, the game goes in the trash. And you get pretty sick of a zero-skill system pretty quick.For example, if the primary method of play is spatial navigation (and it almost certainly is) your limits and capabilities need to change from day to day. Perhaps one day you play a bird. Later, you play a cat. Then a ghost. A butterfly. All are mobile things, but each provides an interesting new way to navigate the universe.More powerfully, having your way of looking at the universe change over time would be even better. For example, as a butterfly you can only flap during the day. When night falls, you sleep. As a cat, the exact opposite. If you played a tree, you would see the world evolving, people growing old and having children around you in an impressionist swirl. As a bee, perhaps the world seems frozen in time to you, humans moving impossibly slowly. As a ghost, perhaps you can see the swirl of interpersonal relationships pulling humans towards each other, but be unable to see the physical walls which make up their world.Is it even possible?Hmm…. [...]
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Идея забавна – отдельные кнопки, чтобы махать крыльями – правым и левым
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[...] dirty_rsshttp://dirty.ru/comments/106970/#newКажется один сумасшедший делает одну совершенно гениальную игру. silvercreature [комментариев: 19] linkpost comment [...]
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[...] http://dirty.ru/comments/106970/#newКажется один сумасшедший делает одну совершенно гениальную игру. silvercreature [комментариев: 19] [...]
[...] http://dirty.ru/comments/106970/#newКажется один сумасшедший делает одну совершенно гениальную игру. silvercreature [комментариев: 19] [...]
[...] Оригинал от 31.03.2005Оригинал от 14.05.2005Оригинал от 25.03.2005About this Entrynailedreaper, posting in ru_comicstrip15 commentsLeave a commentPermanent LinkJul. 25th, 2006 @ 05:38 pm (no subject)Слабый пол сильнее сильного в силу слабости сильного пола к слабому.чо??About this Entryostrich_san17 commentsLeave a commentPermanent LinkJul. 25th, 2006 @ 03:47 pm 8 мая 2006 года, Медвежьи озёра. Привет от Вадима.About this EntrydgolbinLeave a commentPermanent LinkJul. 25th, 2006 @ 05:21 pm (no subject)отдаюсь в качестве водителя на такую тему:Цикл игр “Еврейский Газенваген”.Место сбора: поближе к границе с ГерманиейСбор участников оставляем прежним 29.07.2006 в 22-30, начало инструктажа и окончание регистрачии в 23-30. Старт в 24-00.Длительность: в зависимости от пришедших. Что с собой нужно иметь:1) Водитель – это я 2) Евреи – приходите все3) Заправленный автомобиль с исправными тормозами и рулевой системой – чем вместительнее, тем лучше, если придет много, возможен даже поезд….Стартовый взнос для подавших заявку об участии заранее экипажей – все бесплатно, мы это для души делаем.заявки сюда – http://forum.streetkings.ru/showthread.php?t=4 можете мне в аську не стучацца, выезжайте сразусука парвал чуваг просто!!!!!!!!!About this Entryostrich_sanLeave a commentPermanent LinkJul. 25th, 2006 @ 05:18 pm (no subject)http://dirty.ru/comments/107069/#newНовая пертурбация в iPod’остроении. Теперь для книголюбов.(англ.) Owl [комментариев: 0]About this Entrydirty_rssLeave a commentPermanent LinkJul. 25th, 2006 @ 04:31 pm (no subject)http://dirty.ru/news/107056/#newВы знаете, что могло бы быть во много раз познавательнее и нужнее, чем предыдущая коммунистическая новость об ударнице Фросе и позапрошлая новость о войне, в комментарии к которой мне страшно заходить, вместе взятые? Какая-нибудь такая новость, в обсуждении которой никто никого не обижает, а вместо этого мы все вместе делаем афишы известных или не очень фильмов ужасов, где все роли исполняет легенда парикмахерского искусства Сергей Зверев. Вот что было бы по-настоящему здорово. jovan [комментариев: 4]About this Entrydirty_rssLeave a commentPermanent LinkJul. 25th, 2006 @ 03:16 pm (no subject)http://dirty.ru/comments/107032/#newПроизведение редкой лирической силы, повествующее о том, как физическая неполноценность компенсируется эмоциональной щедростью proshot [комментариев: 10]About this Entrydirty_rssLeave a commentPermanent LinkJul. 25th, 2006 @ 03:06 pm (no subject)http://dirty.ru/comments/107024/#newОдни занимаются тем, что придумывают как отправить вместо себя на работу андроида, который бы ни чем не отличался от оригинала его обладателя. Что из этого может получиться можно поглядеть в ролике Human Suit на SciFi. Другие, пошли еще дальше, и могут не только спасти парализованных людей, но и возможно изменить подход к управлению различными устройствами. Сначала упростить управление простым курсором на экране с помощью мысли. А дальше? Боевыми роботами? Shelest [комментариев: 4]About this Entrydirty_rssLeave a commentPermanent LinkJul. 25th, 2006 @ 12:40 pm (no subject)http://dirty.ru/comments/106970/#newКажется один сумасшедший делает одну совершенно гениальную игру. silvercreature [комментариев: 19]About this Entrydirty_rssLeave a commentPermanent LinkJul. 25th, 2006 @ 12:29 pm (no subject)http://dirty.ru/comments/106965/#newА вот дешёвые квартиры по 600 рублей! Правда в Украине. Правда в Украинске. Но дёшево. br0mberg [комментариев: 21]About this Entrydirty_rssLeave a commentPermanent LinkJul. 25th, 2006 @ 11:46 am (no subject)http://dirty.ru/comments/106951/#newХороший фотограф Андрей Зукерман, не смотря на свою фамилию. crosscat [комментариев: 32]About this Entrydirty_rssLeave a commentPermanent LinkJul. 25th, 2006 @ 11:26 am (no subject)http://dirty.ru/comments/106945/#newКто там говорил “вилами на воде писано”? Вот, пожалуйста, уже пишут на воде. Правда не вилами, а волнами. Grim [комментариев: 10]About this Entrydirty_rssLeave a commentPermanent LinkRecent Entries | Archive | Friends | User Info | Previous 20 | Next 20 | Top [...]
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[...] (10 comments | Leave a comment) 05:59 pm10chiken[Link]Гениальная игра про птичку
Идея забавна – отдельные кнопки, чтобы махать крыльями – правым и левым
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