Zedfucking 2007
Posted: Tue Mar 20, 2007 2:45 pm
Many magazines I've read now have positive outlook on this year's events. EGM said with all the new gen system in play and all the promising games that will come out during the seasons, 'it gonna be a great year'. PCWorld, now that Vista's out and great software and engines that could help with future produce, 'it gonna be a great year'. MMO Magazine, with all the varieties of mmo all coming out this year, along side with remakes and patches for some, 'it gonna be a great year'.If we set out goals right for this community, I believe we could say the same thing also for this year. Progress maybe slow, but even with a few actives, we can make this great.
Potential Fans
What I've learn from a community that I can't get away from, it composed of many talents, faiths, and lifestyles then most I knew (I don't browse much) not to mention humorous in it's special way, and get along fine in a whole (loosely). But with many talents comes a whole lot of possibilities. See, zzt is a strange monster that games aren't the only thing that is limited to. With little to learn from zzt-oop, and lots to discover, you could make damn near any random thing that you can think of. Yea, zzt is limited in some point, but hell it can be advantageous in many ways.
Keep in mind that even with the smallest interest, there's still potential users that can easily make this GCS a second, or one of many side hobbies. That's what make zzt so special. There's zzt files dedicated to music using PC speaker that are still cool (shitty on laptops), and I believe that most retro music producer don't mind taking a crack at zzt and discovering new trick for it. Hell, ASCII and ASNI artist are still at existence. Demo writers are all about doing tricks, music and weird stuff in their programs. Rogue-like programmers can do dungeon games. Cinematic games have some potential uses for passive users such as story and poem writers that like adventure games. I can go on.
ZZT companies that focus on certain, or many related interest can be helpful in doing this so don't be afraid to experiment. Having a collection bundled up, or links for the interested can help in both ways in also providing helpful resource.
I've wrote some interesting topics on game designing and such that may help in you're future game development, so browse what you can. They are meant to be shown elsewhere, but wouldn't hurt to let y'all look at it though now would it?
Art of Game Making
If anyone tells you that doing a game in a certain way, or using to most advance technology and graphic engine out there to succeed in game making maybe feeding you shit. It bold to say, but how many games that you can name that technology and graphics are the primary factor for releasing great games? It's been proven too many time that game that barely use graphics at all and are as simple as Mario can be one of the greatest game ever made. Those that focuses on advance junkary, and graphics turned out as flop. Still, that lesson is still been ignored...
The art of game making are still in discovery, and everyone has a different idea of how a game supposed to be. Many will criticize how games are done and made which make many reviews from most magazines unreliable to some extent.
It's always important to get the most benefit from your talents, always pick fun over popularity.
Let's start by quotes from a martial artist, and relate it to a real experience, both in terms on martial arts and programming.
"Absorb what is useful, discard what is not, add what is uniquely your own."
"Man, the living creature, the creative individual, is always more important then any established style or system."
"Man, he is constantly growing and when he is bound by a set pattern of ideas or way of doing things, that's when he stops growing."
-Bruce Lee
Bruce may started as a new comer in a world of martial arts at a later age, but with great study of it's history, and the mechanics of fighting, he came to or even exceeded understanding in the arts. Thus becoming one of the world greatest martial artist.
He developed the martial art called Jeet Kun Do 'the way of the intercepting fist'. It is not a form or style of karate, it is the basis that makes up all forms. He who takes the class must develop his or her own style or form.
Bruce believes that there are no ultimate style of martial arts. When a person developes a form, he alone is best at what he does.
Let's explain this through my experience. My best friend, and I practice fighting sometime or another, but we got different styles. Big J is a large fellur who knows how to wrestle. I on another hand... well, knows how to throw big guys like him. We both can throw each other, we just have different techniques to do it. Same purpose, just done differently. If any chance that we traded techniques, I'll be crushed under 300+ pounds, and Big J can't do it quick enough before getting reversed.
My fighting style arsenal contains the basics of fighting which is important if you want to do moves correctly, but I have Tai Kwan Do, Tai Boxing, Judo, and some wrestling grapples and submissions. Now I haven't mastered all those I mention completely, I toke what is useful and fluent for me to use and develop my own style. I alone is master of my own art form.
This goes the same way as game making. Take Blizzard's Diablo 2, and Rockstar's GTA for example. They are the mile stones, and only a few can match up with them. They are the master of their genra, those that copied only gotten so far. The one's that did only toke the basis of the game and developed something new, and original.
This goes without saying that going with what's hot and popular is not always good, especially if you understanding less about the true concept of the type of game that is presented. Thus knowing the basis first. You can't pull a shooter out your ass suspect it to be good if you don't know whats make the shooter, a shooter. No don't look at Tim Sweeney, his unreal engine 3 ain't gonna help you. Concentrate on the Base structure of the game first before adding extra stuff. Without the element that makes that game fun, you just got shit that smells good.
Renessanse
Back in the day where video games are new, people are developing gameplay concepts, tools for play, and game engines. It was the age of discovery. They're were no genres to start them off, they weren't enough gaming experience to go by. There was just a clean slate before them. And making something that supposed to be fun is a hell of a challenge.
If you look at history, on old gaming computer and in arcades, there are some strange wierdass games that had came out. That's just part of discovery. They use text, interfaces, ball and paddle, ships and aliens, whatever they had at their disposal. They even put mens in dirt. It either came out as flop, or the best damn mistake ever made.
Now, there's enough genras for people to base their games. There's no time to discover anything new for the developers, and time they do not have much of. So they go with what they have already, or jump on the trend train.
For one who wanted to spark the return of the renaissance, it has and already begun, thanks to Nintendo, for both ds and wii, the developers are finding uses for the new controls. But they only created a spark. It's our job to continue to find new grounds and ways to play.
This is the base that inspired the ZminiS project. It's not just for short games, and engine games, it's for learning, developing and discovering. It gives a place to test new ideas, and find uses for that discovery. It's also a place where you put a 'maybe useful' game design that you have no use of, and someone that might have uses with it can use it. It's a project that I hope to have expanded in the future.
Freedom Arts
Game makers are artists of a different breed. They have the element of interaction, and drawing in audience into their world as would a book and movie would. But are game developers, or game designer limited to making just games that are fun and playable? Games can be use to do what you desire and have a greater purpose. Using a game to send a message to people that can't be explained in other means, or needed for first person experience, and simulations to educate, and help others improve. Where may be more that an artist can do to express themself in their games.
Game making should be more opened up for more uses, and for more people. That's why GCSs are great at doing that because there's no real in-depth manuals to read, and are as easy as copy/paste. It gives people freedom to concentrate on what to program then how to program.
There's not much room for freedom to express oneself in commercial gaming, that's why GCSs are essential to a person that wants to do that.
Developing game shouldn't be limited to just ALL audience either. It's great to have a range that all players, young and old, casual and hardcore, male and female, newbies and oldbies can play the game. That's great sigh of a well designed game. But how about hardcore and oldbies, or newbies and casual only? This may require a new rating for difficulty and gameplay type, then a ESRB one. But if that game designer is targeting just those audience then they should be able to without discrimination.
That's all I've got to say. Always have fun in doing what you do because it defines who you are. I'm out.
Potential Fans
What I've learn from a community that I can't get away from, it composed of many talents, faiths, and lifestyles then most I knew (I don't browse much) not to mention humorous in it's special way, and get along fine in a whole (loosely). But with many talents comes a whole lot of possibilities. See, zzt is a strange monster that games aren't the only thing that is limited to. With little to learn from zzt-oop, and lots to discover, you could make damn near any random thing that you can think of. Yea, zzt is limited in some point, but hell it can be advantageous in many ways.
Keep in mind that even with the smallest interest, there's still potential users that can easily make this GCS a second, or one of many side hobbies. That's what make zzt so special. There's zzt files dedicated to music using PC speaker that are still cool (shitty on laptops), and I believe that most retro music producer don't mind taking a crack at zzt and discovering new trick for it. Hell, ASCII and ASNI artist are still at existence. Demo writers are all about doing tricks, music and weird stuff in their programs. Rogue-like programmers can do dungeon games. Cinematic games have some potential uses for passive users such as story and poem writers that like adventure games. I can go on.
ZZT companies that focus on certain, or many related interest can be helpful in doing this so don't be afraid to experiment. Having a collection bundled up, or links for the interested can help in both ways in also providing helpful resource.
I've wrote some interesting topics on game designing and such that may help in you're future game development, so browse what you can. They are meant to be shown elsewhere, but wouldn't hurt to let y'all look at it though now would it?
Art of Game Making
If anyone tells you that doing a game in a certain way, or using to most advance technology and graphic engine out there to succeed in game making maybe feeding you shit. It bold to say, but how many games that you can name that technology and graphics are the primary factor for releasing great games? It's been proven too many time that game that barely use graphics at all and are as simple as Mario can be one of the greatest game ever made. Those that focuses on advance junkary, and graphics turned out as flop. Still, that lesson is still been ignored...
The art of game making are still in discovery, and everyone has a different idea of how a game supposed to be. Many will criticize how games are done and made which make many reviews from most magazines unreliable to some extent.
It's always important to get the most benefit from your talents, always pick fun over popularity.
Let's start by quotes from a martial artist, and relate it to a real experience, both in terms on martial arts and programming.
"Absorb what is useful, discard what is not, add what is uniquely your own."
"Man, the living creature, the creative individual, is always more important then any established style or system."
"Man, he is constantly growing and when he is bound by a set pattern of ideas or way of doing things, that's when he stops growing."
-Bruce Lee
Bruce may started as a new comer in a world of martial arts at a later age, but with great study of it's history, and the mechanics of fighting, he came to or even exceeded understanding in the arts. Thus becoming one of the world greatest martial artist.
He developed the martial art called Jeet Kun Do 'the way of the intercepting fist'. It is not a form or style of karate, it is the basis that makes up all forms. He who takes the class must develop his or her own style or form.
Bruce believes that there are no ultimate style of martial arts. When a person developes a form, he alone is best at what he does.
Let's explain this through my experience. My best friend, and I practice fighting sometime or another, but we got different styles. Big J is a large fellur who knows how to wrestle. I on another hand... well, knows how to throw big guys like him. We both can throw each other, we just have different techniques to do it. Same purpose, just done differently. If any chance that we traded techniques, I'll be crushed under 300+ pounds, and Big J can't do it quick enough before getting reversed.
My fighting style arsenal contains the basics of fighting which is important if you want to do moves correctly, but I have Tai Kwan Do, Tai Boxing, Judo, and some wrestling grapples and submissions. Now I haven't mastered all those I mention completely, I toke what is useful and fluent for me to use and develop my own style. I alone is master of my own art form.
This goes the same way as game making. Take Blizzard's Diablo 2, and Rockstar's GTA for example. They are the mile stones, and only a few can match up with them. They are the master of their genra, those that copied only gotten so far. The one's that did only toke the basis of the game and developed something new, and original.
This goes without saying that going with what's hot and popular is not always good, especially if you understanding less about the true concept of the type of game that is presented. Thus knowing the basis first. You can't pull a shooter out your ass suspect it to be good if you don't know whats make the shooter, a shooter. No don't look at Tim Sweeney, his unreal engine 3 ain't gonna help you. Concentrate on the Base structure of the game first before adding extra stuff. Without the element that makes that game fun, you just got shit that smells good.
Renessanse
Back in the day where video games are new, people are developing gameplay concepts, tools for play, and game engines. It was the age of discovery. They're were no genres to start them off, they weren't enough gaming experience to go by. There was just a clean slate before them. And making something that supposed to be fun is a hell of a challenge.
If you look at history, on old gaming computer and in arcades, there are some strange wierdass games that had came out. That's just part of discovery. They use text, interfaces, ball and paddle, ships and aliens, whatever they had at their disposal. They even put mens in dirt. It either came out as flop, or the best damn mistake ever made.
Now, there's enough genras for people to base their games. There's no time to discover anything new for the developers, and time they do not have much of. So they go with what they have already, or jump on the trend train.
For one who wanted to spark the return of the renaissance, it has and already begun, thanks to Nintendo, for both ds and wii, the developers are finding uses for the new controls. But they only created a spark. It's our job to continue to find new grounds and ways to play.
This is the base that inspired the ZminiS project. It's not just for short games, and engine games, it's for learning, developing and discovering. It gives a place to test new ideas, and find uses for that discovery. It's also a place where you put a 'maybe useful' game design that you have no use of, and someone that might have uses with it can use it. It's a project that I hope to have expanded in the future.
Freedom Arts
Game makers are artists of a different breed. They have the element of interaction, and drawing in audience into their world as would a book and movie would. But are game developers, or game designer limited to making just games that are fun and playable? Games can be use to do what you desire and have a greater purpose. Using a game to send a message to people that can't be explained in other means, or needed for first person experience, and simulations to educate, and help others improve. Where may be more that an artist can do to express themself in their games.
Game making should be more opened up for more uses, and for more people. That's why GCSs are great at doing that because there's no real in-depth manuals to read, and are as easy as copy/paste. It gives people freedom to concentrate on what to program then how to program.
There's not much room for freedom to express oneself in commercial gaming, that's why GCSs are essential to a person that wants to do that.
Developing game shouldn't be limited to just ALL audience either. It's great to have a range that all players, young and old, casual and hardcore, male and female, newbies and oldbies can play the game. That's great sigh of a well designed game. But how about hardcore and oldbies, or newbies and casual only? This may require a new rating for difficulty and gameplay type, then a ESRB one. But if that game designer is targeting just those audience then they should be able to without discrimination.
That's all I've got to say. Always have fun in doing what you do because it defines who you are. I'm out.