Exploit Antiblocker Update

Based on a request by Kongregate user Enthernalcz, I added a new type of block to my 2009 game Exploit. His original message read:

Gregory, could you please add buffer nodes that make the blocker node active instead of deactivating it in Exploit? It would then be Turing complete, allowing us to do complete gates.

I think he was actually requesting functionality that would let blocker nodes act as a rudimentary 1-bit memory unit that could be turned on and off at will. However, that’s a bit complex to do with how Exploit handles its blocks, so I went for a simpler interpretation of the request. I’ve added the “Antiblocker” block type, which always allows packets through unless it’s sent a signal from a Buffer node. I haven’t actually done the thinking to figure out if this allows Turing completeness, but it’s probably a step in the right direction. I let this request sit for almost a month, but it only ended up taking me an hour or so to code.

Note that there’s odd timing discrepancies between the life of a Blocker and an Antiblocker. Exploit, to my shame, keeps track of block lifespans using Flash’s built-in alpha variable, which doesn’t always behave as you’d expect. They should each take the same amount of time to recover, but for some reason Antiblockers are recovering quicker for me. Oh, well. If you want a demonstration of the new unit, check out the sample level I made.

I do have plans for an Exploit 2, by the way, although they’re strictly on paper. These plans include social engineering, puzzles with obscured contents, and a virtual gray marketplace where you can purchase (fake ingame) DDOSes and other bonuses with money earned through optional objectives. Perhaps the best features I’ve got written down are scripts and tools. I’d like players to be able to record and replay click sequences, as well as set ports to auto-fire as soon as they recharge. This should eliminate some of the frustration that players experienced with the game’s sometimes overdemanding timing.

Let me repeat that any plans for a sequel are just that: plans. Not one character of code has been written for such a game, and the due date isn’t a question of “when it’s done,” but rather a question of “if I start in the first place.”

Cardstock Dungeons


I play in and run tabletop RPGs. For many games, like White Wolf’s World of Darkness series, all you need for supplies is paper, pencils, and some dice. However, some games call for a more elaborate setup. Since at least its third edition, Dungeons and Dragons, the perennial mainstay of the form, has pretty much required some sort of gridded surface and tokens for use in battle. The combat system depends on knowing how many squares (inches) away two combatants are, and many rules deal with the exact position of characters as compared to enemies and scenery. For years, I’ve used a slightly-misaligned Chessex battlemat and wet-erase markers for the surface and environment layout, with simple wooden disc-shaped tokens labeled in tape for combatants. Lately, however, I’ve found myself yearning for a more visually evocative battlescape, and I think I’ve found it in the form of Fat Dragon Games’s 3D cardstock terrain.
Continue reading Cardstock Dungeons

“Narthex” Released


I’ve finished up a little game that’s partially a test for a conversation engine I cooked up. It’s called “Narthex.”

After a long journey, you will reach the Narthex, the waiting place before the oracle. There you must wait until your time. Then you will be given the answer to a single question. This game has two endings. The second is not worth getting.

Play “Narthex” at Ludus Novus.

Looming Released

My latest game, Looming, is up at Newgrounds. Looming is a game about… well.

This game is about two lovers named January and September.
No, wait; it’s about a group of people who don’t believe in the sky.
No, it’s about a pantheon of scientific disciplines.
Or maybe it’s about an ancient beast who knew exactly when it was going to die, and how.

It’s about a place. A place called Looming.

Play Looming on Newgrounds.
Continue reading Looming Released

The Latest Death of Morim

I’ve written another short story. This one’s called “The Latest Death of Morim,” and it’s about life, death, and music.

Morim woke up with his lungs burning. His whole body was cold. His joints were stiff, so stiff that he couldn’t move. He struggled to remember, to somehow grasp with his mind where he had just been, to hold on to some detail. But there was nothing.

“That one was the hardest yet,” a voice said. “You almost stayed dead this time.”

Read “The Latest Death of Morim” here.

One Measure of Bit.Trip Runner

The other night, I picked up Gaijin Games’s Bit.Trip Runner for WiiWare. This game is the best example of pure, brilliant game design that I’ve seen in a good while. This is the game designer as teacher and leader; it’s what Anna Anthropy calls design as sadism:

As a designer and as a domme, I want the person who submits to me to suffer and to struggle but ultimately to endure: I challenge her while simultaneously guiding her through that challenge. The rules of the game and the level design carry that idea.

Runner does this through the gradual layering of new game elements, high challenge with low punishment, and optional bonus goals. Most of all, though, it guides through repetition. This is a game about rhythm, after all. For my favorite example of this, let’s look at a single measure of rhythm from the game, no longer than 2 seconds, that appears everywhere.
Continue reading One Measure of Bit.Trip Runner

Two Stories

For those who are interested in mixing linear prose and poetry with gaming, there’s a project that looks very interesting: “Moon Taxi,” brought to my attention by GameSetWatch. “Moon Taxi” is a game for Xbox Live Indie Games (not PC, sadly) where you play a taxi driver to the moon. Your passengers tell stories, some submitted by fans, and important words in those stories appear in front of you as you hear them. It looks very cool; a creative writing prompt and a clever way to approach storytelling all at once. Check out the recruitment video for another view at the game and a pretty funny monologue.

And for those curious about my work, my next game is almost done.

It’s about two lovers named January and September.
No, wait, it’s about a group of people who don’t believe in the sky.
No, it’s about a pantheon of scientific disciplines.
Or maybe it’s about an ancient beast who knew exactly when it was going to die, and how.

It’s about a place. A place called Looming.

2D vs 3D: Diagram vs Architecture


The ’90s was a decade of tremendous change for video games. 1992 birthed Ultima Underworld and Wolfenstein 3D, heralds of an oncoming wave that crashed ashore with 1993’s Doom. This wave brought the supremacy of 3D. During the ’80s, 3D was mostly the domain of roleplaying games, but by the end of the ’90s virtually all new mainstream video games were rendered in polygonal 3D.

This was more than just a graphical innovation. It was a revolution of perspective. The transition from two dimensions to three also marked a transition in the role of the player from observer to inhabitant. More important than 2D or 3D graphics is the 2D or 3D perspective. A 2D perspective places the player, the narrator, in a role of watching the game world from outside. A 3D perspective places the player inside the game world.
Continue reading 2D vs 3D: Diagram vs Architecture

Phenomenon 32 and the Cinders of Earth


I’ve been playing a game lately about exploring a place where a man-made disaster has bent the very fabric of reality itself, creating bizarre anomalies and strange creatures. I explore the abandoned remnants of cities and laboratories, scrabbling for resources and seeking answers to the nature of the disaster.

This game is so good, it’s distracted me from playing STALKER.

Jonas Kyratzes‘s new game Phenomenon 32 has a similar setting to GSC Game World‘s Chernobyl shooter: the familiar modern world, distorted by the folly of science unbounded by ethics into a place where the very rules of reality can’t be trusted. This isn’t a new premise: STALKER is indirectly based on the 1972 novel Roadside Picnic, and the seminal work for this concept is probably the “Dying Earth” series. It’s sheer coincidence that I was playing these two games at the same time, but there are several good reasons why Phenomenon 32 is winning out.
Continue reading Phenomenon 32 and the Cinders of Earth