ClickJam 2012 in Baltimore

let-off studios is proud to be hosting the Baltimore branch of ClickJam! This is a 24-hour video game-making event, where a bunch of creative types come together in spaces all over the world to make a video game with Multimedia Fusion 2!  It’s a big, friendly, outrageous competition and celebration of the creative spirit!

All participants receive a free copy of MMF2 they can use to make their own games!

You can find out more at the ClickJam site.

If you’re interested in being part of ClickJam Baltimore, notify me here.

required viewing

http://thenicestplaceontheinter.net/

ah, memories

DMFS performs “Tram” at their final show, 8th October, 2010.  Thanks to Russell at the Windup Space. Watch it here.

keel-hauled: one more update

from the editor

keel-hauled! now has a listing on board game geek!

this is significant…BGG is pretty much the internet authority in terms of board games and their presence in the eyes of tabletop game players worldwide.

visit the page about keel-hauled! here

new board game: keel-hauled!

from the editor

the inaugural tabletop board game has been released from let-off studios: “Keel-Hauled!”

AVAST ME HEARTIES!

The old captain has been keel-hauled and tossed off the ship to feed the sharks…Who will be the next leader of this misfit crew?  YOU…But of course!

KEEL-HAULED puts the players in the middle of this dilemma, as swarthy pirate sailors with their eyes (or eye) on the captain’s post.  Roll your dice, place your sets, and suck-up to the Cabin Boy, Ship’s Cook, and First Mate: the only sailors whose opinions really matter!

KEEL-HAULED is a quick-playing, surprise-filled dice game suitable for any group of 2 to 4 friends with about 30 minutes to spare.  Gather your friends, strap on that eye-patch (not included), and see who becomes the next captain in KEEL-HAULED!

The instructions also include links to additional content and free downloads.  CHECK IT OUT!

NOTE: KEEL-HAULED contains small parts…Keep away from kids who think dice look like food.

visit the game crafter website to purchase this game.

keel-hauled box shot

(click the image to see it full-size: 1000×600)

SHOUT OUTS: thanks to Uncle Bob & Aunt Mary who helped me playtest the very first edition of Keel-Hauled (on notebook paper, no less!); the Spielbany crew; the Baltimore Tabletop Game Designers; my Mum.

job-seeker edutainment

from the editor

one of my past-times is designing software and more recently designing board games.  even early on as an americorps volunteer for the american red cross, i was trying to find ways to involve learning and skills acquisition into a more engaging format.  games are a great way to hoodwink an audience into an exceptional, casual learning experience, and i want to move forward with that process for my day job.

to pay my bills, i work as a job counselor and trainer in a local non-profit organization.  we assist people in finding work and then keeping the jobs they have once they’ve been hired.  there are countless different theories, practices, and methods of addressing the non-working population, as well as a copious amount of research dedicated to uncovering the benefits to worthwhile work.  whether it’s training in particular disciplines with or without tuition and/or a stipend, to throwing more and more money at the problem in the form of entitlement programs, to the unfortunate alternative of mass incarceration,  many methods have been tried, with varied amounts of success.

my most recent foray into applying career theory to new lessons involves using john holland’s theory on career choice.  to sum it up, here are six points borrowed from the career key website:

1. In our culture, most people are one of six personality types: Realistic, Investigative, Artistic, Social, Enterprising, and Conventional.

2. People of the same personality type working together in a job create a work environment that fits their type. For example, when Artistic persons are together on a job, they create a work environment that rewards creative thinking and behavior — an Artistic environment.

3. There are six basic types of work environments: Realistic, Investigative, Artistic, Social, Enterprising, Conventional.

4. People search for environments where they can use their skills and abilities and express their values and attitudes. For example, Investigative types search for Investigative environments; Artistic types look for Artistic environments, and so forth.

5. People who choose to work in an environment similar to their personality type are more likely to be successful and satisfied.  For example, Artistic persons are more likely to be successful and satisfied if they choose a job that has an Artistic environment, like choosing to be a dance teacher in a dancing school — an environment “dominated” by Artistic type people where creative abilities and expression are highly valued.

6. How you act and feel at work depends to a large extent on your workplace (or school) environment. If you are working with people who have a personality type like yours, you will be able to do many of the things they can do, and you will feel most comfortable with them.

the main point of his work is the somewhat elementary premise that people will tend to stick with work longer if it is interesting to them, and that conversely, if a type of work is not personally interesting to a person, they’ll shirk at it more.  if someone is working in a job they hate, they’ll call in sick more often, maintain low levels of productivity, refuse to cooperate with their coworkers more, and so on.  meanwhile, when a person’s work and interests coincide, then you experience the relative opposite: high productivity, enthusiasm, and dedication to the job.

but how do we determine what one’s interests are? how can we help someone who has little or no work experience figure out what they want to to with themselves (other than do drugs or commit crime?) what if they have no “workplace vocabulary” to communicate their skills and abilities to a potential employer during a job interview?

there have been some recent developments in interactive software that turn standardized tests into interactive, web-based applications.  i’m a big fan of the mynextmove.org website, as it’s a streamlined, user-friendly version of the interest profiler that directly links people to job openings in their interest areas.  i want to do the same sort of thing, but in a board game format: inform people of the different interest areas, and jump-start their minds into thinking about possible careers that link up with their interests.

a drawback of the tabletop game format is that there would be no immediate link to current job openings.  however, the advantage of being an accessible and portable format (no computer literacy required, no internet access or electricity required) makes this still worthwhile and valid.  prisoners do not have access to computers - let alone the internet - while incarcerated, so this can be a useful, engaging alternative to in-class lectures.  also, i’ve not seen any successful board game conversions of this theory as of yet, and i know there is a demand (through interaction with my colleagues).  so why not?

game summary: players are young people on the last three days of summer vacation.  they want to cram as much fun as they can into those last three days before going back to school. the object of the game is to have as much fun as possible; this is measured by “fun points” and “friend points” (for when more than one player completes the activities at the same time: they cooperate).

players can visit a number of different locations throughout town to participate in various activities: The Bank, The Butcher Shop, The Library, The Repair Shop, etc.   the layout of the town is randomly determined at the beginning of each game, and the current tasks for either the morning or afternoon phases are also randomly determined.  this keeps additional play-throughs fresh and different from previous games.

i’m also toying with the notion of adding in “bonuses” that a player can choose at the beginning of the game to put in a layer of customization: a bicycle to increase movement speed throughout the town, a packed lunch that allows a player to spend more time on an activity and extract more fun from the task, etc.completing a given task allows the player to collect a particular type of token (one for each interest category).

 but the connection between these different tasks and career theory is key to success in the game.  using the six categories of the interest profiler (realistic, investigative, artistic, social, enterprising, conventional), the tokens will add to a player’s score the more frequently they show up in the player’s collection.for example, a player with two tokens in one category and four tokens in another will earn more points than a player with one token for each of the six categories.  furthermore, there is synergy  between adjacent interest categories, as well as penalties for conflicting categories.  it’s up to each player to seek out tasks that match up in terms of category in order to gain more points and reduce their penalties.

i will be testing this new prototype with my fellow designers at next week’s game design workshop, and i’m curious to see how it works out.  there have been some earlier renditions of this type of game i had created in previous workshop sessions and on my own time, with limited success (one featuring super heroes and another where the players are body-snatchers racing through 19th-century baltimore), so maybe the third time’s the charm.

btgd: super nifty game prize 4-pack

from the editor

we’re happy to announce that for the upcoming anniversary trivia night championship for the baltimore free school, the baltimore tabletop game designers have fronted a unique prize…this is a one-of-a-kind, hand-decorated box containing four different tabletop/board games for one lucky winning team for the event!  better yet, one of my board game designs has made it in there: bunnies vs. gophers!  i’m totally stoked to see what any of the players think about the game (if they decide to offer me any feedback, of course!).

here are some pictures of the box i decorated last night.  the container itself is a fold-up cardboard box in which i received some prototypes from the game crafter website; after consolidating packaging and all the necessary materials, i used one of the extra boxes to hold this special prize.  we’ll see what people think of it…

front of the box for the 4-pack

the back side of the box

this first-ever 4-pack includes four total games: nuts!; zombie dice; bunnies vs. gophers; society today.

success at spielbany

from the editor

the baltimore tabletop game designers had plenty of success this past weekend at Spielbany, a game designer’s convention in upstate New York.

three of us went up there, traveling 6 hours one-way by car, and basically played tabletop games when we weren’t sleeping or eating (or in the car).

major thanks goes out to tom and his family for hosting the event.  you have a huge house to host all of us, and a huge heart for planning it all and making it happen as smoothly as it did.  you’re a wonderful host, and we all felt right at home shortly after arriving.

six of our games were shown over the two days of the convention.  feedback from the playtesters was of course valuable and worth heavy consideration.  at least three of those will be sent out within a month for review by publishing companies.

below are some pictures from my crappy mobile phone.  i will link to the spielbany website with more photos soon.

bunnies versus gophers

here’s bunnies vs. gophers, two sets being played side-by-side.  the advanced version of the game wasn’t as well-received as the original version; honestly, they’re very different games, and including them both in the same package may dilute the entertainment offered by them singly.

keel-hauled at speilbany

keel-hauled, my dice game shown above, was also well-received.  with only a single addition to the game board, i’ll be shipping this one out to game publishers.  it’s a solid, very interactive, quick-playing dice game.

our editor chilling with ronald mcdonald

we had a little time to chill out at a rest stop along the New Jersey Turnpike, and my old friend Ron is always good for a laugh.

wow…it worked

from the editor

brews and board games 1

ended up hosting a board game night at a local pub, and it was well-attended and folks definitely enjoyed themselves.  mini-tournaments were happening all around the place, and as prizes for the game winners, i offered to buy them a drink or the opportunity to take home a booby-prize of dollar-store trinkets i purchased over the weekend.

the owner of the pub discussed future plans with me as the evening progressed; apparently he hadn’t experienced such a solid turnout before.  we chatted back and forth about how to keep the momentum going, how to attract some more participants, and social networking improvements.

all in all, i couldn’t have been more pleased about the results of the evening.  we stayed out until 12:30 in the morning (on a school night, no less) playing a rollicking six-player game of Red November!

looking forward to next month’s game night…!

nebula force: a collaboration experiment

from the editor

i’m a somewhat regular contributor to a hobby software development website called The Daily Click.  i’ve recently released a collaborative software project called Nebula Force, and shortly afterward i wrote an article to share some thoughts about the process with the rest of the community.

NEBULA FORCE: A Collaboration Experiment

The story of Nebula Force and how it came to be is of course much longer and deeper than the final product may present in itself. This brief article is an effort to explain some of that back story to those on the outside, and to aid me personally in future projects by way of recording some of my observations. Also, I have some modest hope that it will inspire others to try out experiments of their own, or even embark on their own collaborations.

THE BEGINNING

So, how did it start? Well, I would like to say that I’d been inspired chiefly by Assault Andy’s Collaboration Competition back in mid-2010. Although I hadn’t the time personally to participate in the project, I was fascinated with the concept, and eager to see the end result. As it turned out, none of the projects started for the competition had been finished. However, Assault Andy did present an article that summed up the competition, and what he had attempted to accomplish with it.

Because of this competition, my curiosity had been sparked as to how members of the TDC community can relate. Could a collaborative process successfully produce a complete, playable game? Is there anyone out there willing to contribute to only one facet of the design process? Could the TDC community, in fact, be considered “dead” if collaboration isn’t possible?

I too was encouraged to create a collaborative project of some kind. After my initial collaborative project fizzled (with apologies to Del Duio), I consulted with Assault Andy for some guidance on a future project.

I had approached him with a plan for a TDC-spanning competition, much like the one he had started, featuring the following aspects:
teams of developers

a sequential design process (more on this in a bit)

sets of judges to determine the “winner” of the competition

By “sequential design process,” I mean a final project that is developed piece-by-piece, and in this case each piece was to be created by separate individuals. For example, a single game project would include the following on its team:
an engine designer
a graphics artist
a sound designer
a level designer

To sum up his response, Andy suggested that it would be tough to pass something between so many people and have it easily come together in MMF2. There were simply too many variables that could be cross-referenced between a level designer, an engine designer, and so on. Furthermore, the number of active members in the TDC community seemed so small that finding not only contributors, but also judges who hadn’t created projects themselves, seemed problematic. I quickly caught on to what he was saying, and agreed.

BACK TO THE DRAWING BOARD

So how could I streamline the process, but still come up with a collaboration that tests some parameters? After some time considering (and completing some basic research on project development), I came up with a new project plan:

I would come up with a very simple game, and ask for sprite artists to contribute content.
I would use only TDC members for the additional content.
I would offer some sort of concrete reward and/or compensation for anyone who contributed content. Essentially, I would hire them.
I would make sure it was a flash game so that all contributors could easily play it and share it with others.
The end result would also mean that I follow through with promises, and other TDC members will realize I’m a good, honest person to work with.

Satisfied with a less-ambitious (but definitely more focused and achievable) idea, I set to work in coming up with a game that could be finished by winter’s end.

FIRST STEPS

For a few weeks nearing the end of 2010, I fiddled around developing a game engine. I had been interested in creating a game using only the mouse to control it. After some intial testing, that was abandoned in favour of developing a game using both keyboard and mouse simultaneously. Once the basics were done and a mock-up was available for any interested artists, I moved on to recruiting others for the artwork.

I came up with a list of all graphics that would be needed for the game. All told, there were 29 solid “art assets” that would be used. I split that set further into 19 “essential” assets, and 10 “bonus” assets that weren’t necessarily needed for the finished product but would clearly add a nice touch if they were included.

I picked a small sample of 5 of the essential assets, and then posted a notice on the TDC message boards:

///

Hello all–

I’m seeking submissions for a skill-shooter shmup that features ever-increasing difficulty and customizable ship upgrades. This is a perfect opportunity for a just-beginning artist who wants to test their mettle with a small project that will be released as a Flash app, so anyone in the world can see their work. Plus, there’s some pay in it for you as well.

WHAT I’M SEEKING:
I would require a sample of the work you would like to have in the final project. The sample would include:

1 enemy ship

1 player ship

1 asteroid/space rock

1 upgrade icon, either “ship speed increase”, “ship bullet range increase”, or “ship health increase”

1 explosion

The above assets would be about 20% of what I would require from you in the final project.

I’m looking to see YOUR style of artwork. I’m not seeking anything in particular at this point.

The ships listed above may be scaled to be larger or smaller, depending on the stage of the game the player finds themselves. This will be factored into the decision-making process.

All submissions must be submitted as a source file readable by MMF2 Standard; I think anything from TGF and up can be read. No extensions are permitted in the source file (I’m just looking for art assets anyway, not coding, but I just wanted to put that out there).

WHAT YOU RECEIVE:
Credit in the game, $25 US (paid via PayPal or some other domestic means, depending on where you are, once all assets are received), and access to the file as a stand-alone EXE or a Flash app. The game will be released on the Internet, so plenty of people will be able to play it.

Please send me a PM with info regarding your submission, and a download link if available.

Thanks for reading!

///

The number of responses I had received was poor, frankly speaking. I even sent out personal invites to a few members I had connected with previously, with mixed results. Possible reasons include:
i’m still relatively unknown at TDC, and have not produced any seriously notable projects
the $25 wasn’t enough to entice someone to do even this modest amount of work
people don’t read the message boards as often as they ought to
people aren’t interested in making these sorts of games
there were other contests going on that offered more of a reward

That being said, I did receive one response that immediately caught my attention. The artist had followed all instructions and had sent me a link to the samples they had developed; I agreed to sign on the artist about three seconds after downloading the material because I had been so impressed with the quality.

I sent them the entire essentials list, and had the full complement of them within two weeks (and they received their $25 through an online payment). One week later, I had received the essentials and bonus assets. My first art set was complete!

REGARDING THE ARTWORK

No other contributor had measured up to my first contributor, as it were. Although there were others who contributed, no one else followed the instructions completely. No other artist submitted all the essential assets.

So I had a complete art set and had sent out some cash. But with these other partial submissions, I had so much other excellent artwork! I vowed to find a way to use it all, and the “multiple art set” idea was born. Although I filled in some of the gaps with my own modest sprite work, I was comfortable giving most of the credit to the two other original artists. I know that these people had put some honest work into the art, and part of this project was letting people know I could be trusted. It seemed the fair thing to do.

As a reward for the other artists who contributed significant amounts of assets, I gave out generous gifts of TDC points I had stocked up, and/or TDC trophies to show my appreciation. By labeling the trophies “Commercial Artist,” other TDC Members who noticed them would realize that these folks had earned the trophies through collaboration.

ABOUT THE SOUND

Initially, I was comfortable with using default sounds and music for Nebula Force. But in another facet of life, I’m a board game designer. One of my fellow designers happens to be an electronic music composer, and I asked him to come up with a track or two as well as some sound effects in exchange for dinner. He agreed, and had a set of samples for me after about two weeks.

The final product left most of the music he composed generally underused, but it suited the project well. Additionally, the composer stressed that he was looking to create an “ambient sound bed” that featured changes in pace and tempo depending on in-game events. If you play Nebula Force, pay special attention to the background music as it changes when you’re close to being destroyed.

I don’t think I delivered as well on this aspect of the game as I could have, but it’s not for fault of the sound artist. Rather, I personally gave this area a low priority in comparison to the artwork I needed to complete for two other art sets. And I still owe the guy dinner…

PUBLISHING

Once I felt the game was complete enough and bug-free enough to endure a public release, I posted it on my personal website with its own dedicated flash application page. The flash exporter for MMF2 has worked excellently for me in the past (as long as you start off the project as a flash app to begin with), and after one fully-functional flash app release, I was confident about this one.

As per the request of a couple contributors, I also released a stand-alone EXE version of the game. It was posted and available for download the same day.

END RESULT

So, am I happy with the game, and this experiment?

Let’s look at my initial set of criteria, and see how Nebula Force measures up.

CREATE A SIMPLE GAME: yes, this succeeded. I did a fair amount of testing with others before the game was released, resulting in a fun game with few screw-ups that’s able to be played on any computer with an Internet connection. In terms of future projects, I seem to be at a novice- to moderate-level of accomplishment, and I see myself operating at this level for the near future. I’m okay with that; there are other things on my plate which require more attention and which I consider more important.

TDC MEMBERS ONLY: Well, I ended up branching out a bit in terms of sound design, but for artwork I strictly stuck with TDC members only (including myself). This is a category where I will most definitely be limiting myself and perhaps the success of the project, simply because there seem to be only a handful of active members, and a smaller subset of them are willing to contribute to another member’s project at any given time, for whatever reason. I have my own opinions regarding online communities (which are generally negative), TDC included, but that’s not up for debate at this point.

COMPENSATION FOR ALL CONTRIBUTORS: yes, this succeeded. I had sent out $25 total, 3 trophies, and 2500 or so TDC points (as per requested from the recipient). It wasn’t as expensive as I was thinking it would have been; again, I was expecting more contributors than I had received. For the future, perhaps this could be changed to revenue streams via commercializing the Flash release in some way, or donorware contributions. But working out individual awards for those who contribute at least a little bit of significant material to the project is fine, too.

FLASH GAME: Yup, it’s definitely a Flash application that works on a host of different machines and OS’s. The exporter makes this incredibly easy to implement for most projects (barring some extension restrictions), and I plan on continuing this trend.

SMR CAN FOLLOW THROUGH: Another emphatic yes. At the very least I finished the project, and compensated everyone who contributed with in-game credit and/or money and/or community tokens.

So it didn’t turn out too bad, I think. I am curious to know if a second attempt would have more of a turnout. Timing can be everything, and maybe sending out a call for entries when the “competition calendar” is completely empty would be helpful.

There is also hope that although I may not be the most incredible designer or coder, people begin to recognize me as someone who wants to work with others on game projects and make sure everyone has a success. That’s not something that I can personally judge (although I think I’m a pretty cool guy!), because that’s up for others to decide. It’s my hope that Nebula Force will serve as a testament to that, and encourage others to work with me in the future, start up their own collaborations, or even invite me to work on one of their own projects.