Monday, February 24, 2020

AZ 030, The Activision Decathlon!

Welcome back to the show! I hope you all enjoyed the holidays, now we're back to playing Atari 2600 games every two weeks until I screw something up. The first game of 2020 is the Activision Decathlon by the amazing David Crane. I hope you enjoy the show. Next up will be Moon Patrol by Atari, so if you have any feedback on that game, please send it to 2600gamebygame@gmail.com by the end of the day 26th January. Thanks so much for listening!

Brand new Discord server! Why
Decathlon on Random Terrain
David Crane article by Tony Tyler, Big K magazine April 1984
David Crane article by Colin Calvert, Hi-Res magazine January 1984
From the Digital Press Activision Patch page:
Decathlon Bronze patch
Letter with Bronze patch
Decathlon Silver patch
Letter with Silver patch
Decathlon Gold patch
Letter with Gold patch
Atari Age Decathlon with Driving controller thread
Atari Age Decathlon Training Suit thread
Decathlon glove on Atarimania
Bugler's Dream by Leo Arnaud

Friday, February 21, 2020

SuperStarfighter, A Local Multiplayer Game Made With Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

Thursday, February 20, 2020

Cortex Command Releases Code Under The AGPL V3


Cortex Command is a mess, but in a good way. This bizarrely entertaining strategy blend has been undergoing continuous development since the early 2000s, having had its first main release in 2012. Seven years later, its creators decided it's time to let the community have a say.

Just one day ago developer Data Realms announced on the game's Steam page it was freeing the game's code under the GNU Affero License v3. While this release does not include any of the game's data or graphics, meaning you still have to purchase a full copy or replace them with your own, it is nevertheless welcoming news to see game studios embracing Free Software licensing, enabling users to modify the game at their own will.

The game itself is as fun as ever. An ungodly hybrid between X-COM, Terraria, and Starcraft, Cortex Command is one of those games whose chaotic approach to physics simulation can lead to some pretty hilarious moments. The game pits several factions in a messy planetary war for resources. The rest is up to the player to discover and go bonkers.

So if you do not mind about the proprietary data, by all means have a try. You can currently purchase the game for about 20 USD on the developer's website (linked above). The code can be accessed on the github page for the project.

Code license: AGPLv3
Assets license: Proprietary

Comments? Check out the forum thread.

Storium Basics: Overview

Today's article - and the next several - are going to be of a different sort than what I've done so far on this blog. Today, I'm beginning a series I'll call "Storium Basics." This series is targeted at new Storium players rather than those who already know a bit about it and want to explore it further. It is drawn from my writing for beginners' games that I have run. This series will largely be targeted at the player side of Storium, rather than the narrator side, but should help either come to a general understanding of how the system works.

If you are a new player, I hope that these articles will be helpful for you and help you get started in Storium. If you find these interesting and want to explore further, please take a look at my prior articles on this blog - I've written on quite a lot of different topics since starting up, and there will be articles that explore issues I raise here in more detail. I will try to link to articles that I feel could provide additional help as I go through these basics.

First up, let's take a look at the first question a player will want answered: What is Storium, anyway?

Storium is a play-by-post storytelling game where the players and narrator work together to tell a fun, exciting, interesting story. Narrative control is shared by means of cards: the narrator uses his cards to set up challenges that focus the story on particular characters or events, and the players play their cards to address those challenges and determine how they work out. As this happens, control of the narrative shifts from narrator, to players, and back to the narrator. They cooperate to tell an entertaining story.

Storium is not about winning or losing - it's about telling a good story. The narrator's cards are not meant to be a tactical challenge - they're meant to provide players with interesting things to write about, and provide branches for the story that could either let the heroes show off or add complications and drama to their journey. When the narrator sets up challenges, he's not trying to push the players tactically, make them figure things out, or set up a difficult situation for them. All these things may in fact be true for the characters, but for the players, the narrator's only goal is to give them the opportunity to write a fun and interesting tale and bring out aspects of their characters.

Storium is, in fact, set up to ensure that narrative rises and falls will happen. The card system is designed so that characters will have to have their strong times and their weak times. It is based around storytelling principles, and in a good story, the heroes have their moments of glory and their moments of struggle. Struggle, in writing a story, is not something to be avoided - it's something to be pursued for the sake of adding suspense and interest.

What this means - what I really want to emphasize - is that challenge results are not determined by how well you play. Whether things go Strong or Weak isn't about tactical skill or anything like that: they're story choices, not successes or failures on the part of the players. The characters may be perceived to have failed sometimes, or at least to have succeeded with complications, but the players should never feel that they have. A Weak outcome is not a result of the players making a mistake - it's just where the story went, or even the result of the players deciding that yeah, going Weak sounded interesting.

Storium is about telling stories, and if you're telling a fun story with lots of twists and turns, rises and falls, that's victory for it. :-)

From a player perspective, then, I find it's best to take the mindset that I am trying to tell a story, not I am trying to beat the challenge. You will have more fun in Storium if you are enthusiastic about getting any outcome, not just Strong ones. Come to the game wanting to see your characters struggle at times, and you'll have more of a fun time.

If you take nothing else away from what I write, I hope you take this: Go with the flow and play to find out what happens next. That doesn't mean you can't sometimes aim for a particular outcome - sometimes, something will just feel better for the tale - but try to play for an interesting story, not for tactical success. You will have more fun with Storium that way, and I think in the end you'll find you've written stories you love to go back and read.

I know I have.

Storium is about stories - approach it with that mindset, and you'll find the system's power and how it becomes the most fun.

For more on the general concept of Storium, see:

"Give Him A Gold Coin And Send Him Home. He Has A Story To Tell." Beowulf

Charlize Seremak, with support structures, has made  it all the way to top international competition.
Every championship in which a Registered Player competes adds to the sum total of the players' experiences.

The championships help define the personal individual in terms of character, strength, perseverance, dedication, and endurance.

Not every tournament runs smoothly, not every umpire makes the right call, not everything goes the way that the player wants it to go.

It is the player who can rise above all the vagaries of competition that becomes a true champion. Not only a champion in the sense of winning, but also a champion in the sense of becoming a well-rounded individual who is able to take all obstacles in his/her stride.

It is therefore important for players to participate in as many championships as possible. The experience gained in a multitude of championships, under the correct guidance of a coach, will put the player in good stead for later life.

Without training and/or competing under proper guidance, the player will pick up bad habits and will rarely ever rise to his/her full potential. It is not practice that makes perfect, it is perfect practice that makes perfect.

With proper coaching within training sessions and competition, the player will be able to rise to his/her own personal bests, and go home with a story to tell, and a story that they can tell all their lives...

Also read:

Wednesday, February 19, 2020

People Behind The Meeples - Episode 210: Emma Larkins

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Emma Larkins
Location:Seattle, WA
Day Job:board game designer/board game media
Designing:Two to five years.
Webpage:emmalarkins.com
BGG:emmalarkins
Twitter:@emmalarkins
YouTube:Emma Larkins
Instagram:@emmalarkins/
Other:https://www.twitch.tv/emmalarkins
Find my games at:BGG
Today's Interview is with:

Emma Larkins
Interviewed on: 8/20/2019

This week's interview is with Seattle designer, Emma Larkins. Emma has a few published designs to her name and has just been added to Gamewright's catalog! Abandon All Artichokes will be coming from Gamewright this year! Emma runs a weekly designer meetup in Seattle, so if you're in the area head on out to say hi! Read on to learn more about Emma and her projects.

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Two to five years.

Why did you start designing tabletop games?
made my first board game as a Valentine's Day present for my then boyfriend/now husband

What game or games are you currently working on?
Abandon All Artichokes (simplified deckbuilder), Split the Loot (card-swapping tableau-builder), What to Eat After the Apocalypse, Have You Had Enough Cheese? Comeuppance (using a see-saw to simulate reaping what you sow)

Have you designed any games that have been published?
Heartcatchers, ...and then we died

What is your day job?
board game designer/board game media

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
At a friend's house

Who do you normally game with?
local Seattle Tabletop Game Designers, friends from Mox Boarding House

If you were to invite a few friends together for game night tonight, what games would you play?
Anything new!

And what snacks would you eat?
Cheese. Lots of cheese.

Do you like to have music playing while you play games? If so, what kind?
Sometimes - instrumental electronic music.

What's your favorite FLGS?
Mox Boarding House (I used to work there!)

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Current favorite: Fantasy Realms.

What is your favorite game mechanic? How about your least favorite?
Current favorite game mechanic: deckbuilding.

What's your favorite game that you just can't ever seem to get to the table?
Keyforge.

What styles of games do you play?
I like to play Board Games, Card Games, Miniatures Games, RPG Games, Video Games

Do you design different styles of games than what you play?
I like to design Board Games, Card Games, RPG Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
it has its uses.

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
Whatever works. What to Eat After the Apocalypse - theme first. ...and then we died - mechanics first. Abandon All Artichokes - name first.

Have you ever entered or won a game design competition?
Entered and won selection to the Indie Megabooth.

Do you have a current favorite game designer or idol?
Elizabeth Hargrave.

Where or when or how do you get your inspiration or come up with your best ideas?
Everywhere. All the time. In my dreams, on the bus, while talking with friends...

How do you go about playtesting your games?
I run a weekly playtest event - Seattle Tabletop Game Designers.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I like to work with a team.

What do you feel is your biggest challenge as a game designer?
Getting that first prototype to the table. Ideation and development are easier.

If you could design a game within any IP, what would it be?
Steven Universe.

What do you wish someone had told you a long time ago about designing games?
It's okay to make weird stuff.

What advice would you like to share about designing games?
The earlier you can get your design in front of people, the better.

Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: Heartcatchers, ...and then we died.
Games that will soon be published are: Abandon All Artichokes
Games that I'm playtesting are: Split the Loot
Games that are in the early stages of development and beta testing are: Sofas for Sale, What to Eat After the Apocalypse, Merge Game
And games that are still in the very early idea phase are: Untitled Space Botany Game, Have You Had Enough Cheese? Comeuppance, Portmanteau

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Yes. Coke. VHS.

What hobbies do you have besides tabletop games?
Playing video games, hiking, watching movies, traveling, karaoke

What is something you learned in the last week?
RPGs are an incredibly powerful tool to help with therapy and reintroducing previously incarcerated people back into mainstream society.

Favorite type of music? Books? Movies?
Anything catchy. Science fiction. Action/adventure.

What was the last book you read?
The Martian.

Do you play any musical instruments?
Electric guitar.

Tell us something about yourself that you think might surprise people.
I wrote and self-published a science fiction novel called Mechalarum.

Tell us about something crazy that you once did.
Road trip from Texas to California.

Biggest accident that turned out awesome?
Accidentally moving to New York City.

Who is your idol?
Amy Poehler.

What would you do if you had a time machine?
Tell myself that everything's going to turn out great.

Are you an extrovert or introvert?
Both, depending on the time of day.

If you could be any superhero, which one would you be?
Imperator Furiosa.

Have any pets?
Two cats - Inigo and Fezzik. They're brothers.

When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
I hope the concept of using play and design thinking to improve all areas of human life survives.

If you'd like to send a shout out to anyone, anyone at all, here's your chance (I can't guarantee they'll read this though):
Hello Seattle Designers! You rock!

Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?

Thanks for reading!




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Please show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

Cortex Command Releases Code Under The AGPL V3


Cortex Command is a mess, but in a good way. This bizarrely entertaining strategy blend has been undergoing continuous development since the early 2000s, having had its first main release in 2012. Seven years later, its creators decided it's time to let the community have a say.

Just one day ago developer Data Realms announced on the game's Steam page it was freeing the game's code under the GNU Affero License v3. While this release does not include any of the game's data or graphics, meaning you still have to purchase a full copy or replace them with your own, it is nevertheless welcoming news to see game studios embracing Free Software licensing, enabling users to modify the game at their own will.

The game itself is as fun as ever. An ungodly hybrid between X-COM, Terraria, and Starcraft, Cortex Command is one of those games whose chaotic approach to physics simulation can lead to some pretty hilarious moments. The game pits several factions in a messy planetary war for resources. The rest is up to the player to discover and go bonkers.

So if you do not mind about the proprietary data, by all means have a try. You can currently purchase the game for about 20 USD on the developer's website (linked above). The code can be accessed on the github page for the project.

Code license: AGPLv3
Assets license: Proprietary

Comments? Check out the forum thread.

Thursday, February 13, 2020

Brave Browser the Best privacy-focused product of 2020



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

Earn Basic Attention Token (BAT) with Brave Web Browser

Try Brave Browser

Get $5 in free BAT to donate to the websites of your choice.