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Round 2, Session 3: Mods and Rockers

We began the AGI evening, or as Rosemary dubbed it, “cute baby night” with some of Calgary’s own Grasshopper beer and a smorgasbord of trail mix and chocolate covered goodies courtesy of Peter. Then we jumped right into Scratch to check out the games we modded based on the program’s pre-made examples.

First we played “Mouse Police” by Peter based on FishChomp (where a fish swims around eating smaller fish, with a chompy sound). In Peter’s version, you play his cat who runs around in a bed of long grass trying to catch mice, whose movements are unique to each mouse based on its algorithm. When you catch a mouse, and you have to catch it for a long enough time since it can still wriggle away just like a real mouse, you’re rewarded with a growing pool of blood while the kitty looks up at you proudly. The game also rewards you by keeping a running total of ‘kills’ within a 3 minute time limit. All this to a soundtrack of Jethro Tull’s “…And the Mouse Police Never Sleeps”.

Mouse Police

Next up was Jim’s game, “Meconia”, based on Scratch’s Doodle (where a stick man moves past obstacles across a sheet of paper on lines drawn by you). In Jim’s game, the floating face of an adorable baby must make its way to an engorged, cartoon booby by traveling on meconium ((mi-koh-nee-uhm) n. A dark green fecal material that accumulates in the fetal intestines and is discharged at or near the time of birth) placed by you. But be careful – the baby can get stuck in the sticky, tar-like substance. The game has four levels with increasing difficulty. The first allows a clear path to your milky goal, but in the second you must avoid a spinning, knife-weilding, bloody teddy bear. In the third, you must avoid two killer teddy bears. In the third, a ninja star is added – an homage to our first assignment, N? The lullaby rendition of Radiohead’s ‘No Surprises’ plays in the background amidst baby coos and giggles.

Then we played Rosemary’s game, Squid, which was also based on FishChomp. But in her version, you play an artfully drawn, purple squid that must swim around and eat equally beautiful, golden fishies with a satisfying “chomp”. But beware! Some of these fishies are not what they seem! Some are actually the lappets of anglers and when they succeed in luring you in to eat them, their ghostly forms appear for one second with a chilling electronic sound bite. You’re rewarded with points per fish eaten, but lose points for eating ‘bad’ food. A dreamy, underwater soundscape accompanies your gastronomic glide.

Squid

My game, “Flu Season”, based on the Scratch game Trampoline (where a girl named Jodi jumps on a trampoline), was our final game to be played. In a background composed of microscopic extracellular space you play a virus which must bind to the receptor imbedded in a plasma membrane in order to infect the cell. You must rotate the virus until you get the right fit with the receptor, after which you’re automatically transported across the membrane. Your successful infection is rewarded with the program’s “Space Ripple” sound effect and the prospect of viral replication. A techno music loop accompanies this immune system nightmare.

Flu Season

Patricio couldn’t make it tonight, but promised to delight us next time with his Greenfoot modded game. Way to keep up with the AGI program on your own Patricio!

Our second piece of homework was to revise and post our N levels on NUMA. Jim, Patricio and I had posted our levels for the world of N to judge. Because I mentioned with mine that it was the first level I’ve ever designed, I received some encouraging feedback from the N community and got rated by five people (3/5!).

Our homework for next time was to revise and post our Scratch mods to the community and to spend time getting to know some other game making programs, such as Game Maker, Inform 7 and Adventure Game Studio. Thinking about the original games we want to make, we should create and import some sounds and graphics to be used in our game and get an interaction working in our tool of choice. See Session 4 on the assignment page for links and such.

Looking forward to interacting with all of you next week!


4 Responses to “Round 2, Session 3: Mods and Rockers”

  1. By the way guys, I just uploaded my Scratch project to the online community (as you can see above) but to get it to perform well at all as a Java app I had to take all the sounds out. It was way too jerky with them. You may have to do the same.

  2. I’ve never heard of the word “lappet”. I’m unexpectedly learning so much biology at the game nights! Even if some of it is, well, kind of gross (see Jim’s game).

  3. Oh, and I forgot where we’re supposed to send this, but I uploaded my game here:
    http://scratch.mit.edu/projects/albatr0ss/116454

  4. Hey guys, I’m working with Adventure Game Studio for my thing and I realized that for interactions you need to script (it used to be a drop down type of thing) but I actually found it pretty easy. I asked Mark Hammill (who made an amazing game with AGS, http://underwaterbase.com/) about his experience via email, and he said:

    “AGS is the only thing I’ve ever used, so I don’t really have a frame of reference, but it’s fantastic and very easy for point-n-click types of games, and rather harder for arcadey things (dunno how it compares to other engines, though). After downloading it the first time, and using the tutorials that came with it, I had my first crappy one-room point-n-click adventure game done in a weekend (with stickman
    graphics) and I didn’t need to script anything. That was with an older version of AGS, though, when it had something called an “Interaction Editor” where beginners could “write” commands selecting them from a drop-down menu. I hear that the current version (3.0) has apparently done away with this because it was kind of messy and sometimes buggy, and now you need to do some scripting.I found this in the forums, though (it’s supposed to help beginners with scripting): http://new.bigbluecup.com/yabb/index.php?topic=33637.0

    Alternatively, if your game is just a point and clicky thing and you REALLY hate scripting, you could download AGS 2.72.

    I didn’t use a tutorial to get started with my arcadey stuff, I just sort of stumbled through. To make any kind of a twitch game, you do need a lot of scripting, which wasn’t as scary as I imagined. But
    getting decent keyboard controls is tough. It took me a week or so to start feeling semi-comfortable scripting, having no prior programming experience.

    Also, because AGS backgrounds are always big images (no tiles), large scrolling areas can be slow, and the scrolling isn’t pretty. To make a mouse-driven clicky clicky kind of game wouldn’t be too bad, though — like a Whack-A-Mole type of thing… you wouldn’t need too much scripting for that.

    I loved using AGS because it’s pretty visual — setting up your areas, specifying where you can walk, where you can’t, importing animation frames… and it has a really good pathfinder (so characters can walk
    around walls and corners to their destinatoin) that I used all the time. Also, the forums ( http://www.bigbluecup.com/yabb ) are totally full of good info. One bad thing is that it’s Windows-only, which is a bit of a drag.”

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