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Seriema

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About Seriema

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  1. Seriema

    Morning's Wrath on GameTap

    Congrats dude!
  2. Seriema

    Growing my e-penis

    Yeah I love the whole concept. Last night I completed Overtime Mode in Dead Rising, for the True Ending (got the Unbreakable Achievement too!). So now I'm just hunting the other 27 Achievements (out of 50), instead of just letting the game be. That really lifts the replay value! What I would like though is some standardised meters, such as "finished" and how many of the endings you got ("1 of 1" if there's only one). Also, it should differ the demo from the real game and if you finished that. MyGamerCard.net, for example, counts a game as "completed" when you've got all the Achievements. An overview in MyGamerCard.net. It doesn't reflect the fact that I've completed Dead Rising. Twice.
  3. I've been playing some Xbox 360 where I'm doing my thesis project, since I don't have a console of my own. Some of the games I've been playing are Guitar Hero 2, Burnout: Revenge and Dead Rising. Oh how I love Dead Rising! I've gone out of my way to take pictures of large zombie groups and even put funny hats on them. You know; the extra stuff you often do in games but no one will ever know, until now. Remember getting Samus in the swimsuit on Metroid for NES? Got any proof? No? Now games actually measure your e-penis and add an inch or two for every nerd thing you do! Auto-upload to your profile, online! Wish you had proof of this moment, huh? Since the word "e-penis" doesn't have a good ESRB rating Microsoft calls this Gamerscore. They even got a nifty feature to measure yourself against your friends! Gamerscore is enlarged.. err I mean gained, by obtaining Achievement points in games. Those are challenges that you can take in games, like completing them (like the 3 Day Survivor Achievement in Dead Rising) or doing really hard stuff (like the Millionaire Pair Achievement in Guitar Hero 2; Get 1,000,000 points on a song in Cooperative). His e-penis in Guitar Hero 2 is larger than mine =( So now I'm hooked on doing all the weird stuff the developers have thought out as challenges. I.e. growing my e-penis. I'm hooked on Dead Rising, it's the most entertaining game I've played for years. Here's why: All the cool stuff you can do, it's incredible!! The blender, the clothes, the camera, the skills, the weapons... oh the weapons! It's like a giant sandbox of stuff you can do, to kill zombies. Then they couple that with a nice and intriguing story worthy of movie by Sam Raimi and Bruce Campbell(!). On top of that Capcom adds time pressure through your clock (be at the helipad in 72 hours) and a whole bunch of quests; both for the main story and to rescue survivors. They also give you seven different endings. I got the F ending first, but managed to get the A ending last night. Except that's not the end! There are 48 more hours! The awesomeness never ends... The story continues and now I'm battling for the ture ending (I like how they misspelled that).
  4. Seriema

    Two Things, about events

    that means I'm right! :O
  5. My good friend DrunkenCoder sent me a funny link about The Two Things about Computer Programming. I just thought for a minute and thought up the two main things about hosting events. 1) Marketing is king 2) Deliver what you marketed I hope someone disagrees, so that I know I'm right. ;)
  6. I'm a bit excited right now! During a meeting with Lars Gustavsson about my thesis work I got called by a recruiter from Starbreeze. They want me to apply for a Associate Producer opening, "if it interests me". Of course it does! I gotta admit that I felt a bit pimp telling Lars to wait and the recruiter to make it snappy. [grin] It's all thanks to my work with Swedish Game Awards!
  7. Introduction Yesterday SGA had its first Game Developers' Workshop. I've been with SGA in different ways since 2002, and the quality of the participants really has gone up! But last year, I got to participate in the jury weekend (not part of the jury, but helping out by starting games and serving coffee *whip!*). That was a real eye opener; the participants were making such easily corrected mistakes!! Most mistakes would take 1 min to get feedback on and fixed in 5 min, such as waaay to low gravity in a car game. Some were even misguided, turning a great adventure game into a semi-fighter. Or completely missing its point, mech-fights without the actual mechs. I travel throughout Sweden in the SGA-Tour and I always give out tips, such as: "Test, test, test!". Test the game with people from outside the group! But people don't seem to listen or they "forget". So now we created this workshop so they would get to present their games before the jury two full months before the final deadline. Something 12 out of ~70 teams tried. All were extremely happy with the event! And it was very little work for us, during the actual event that is - planning was hell. We divided the workshop in two sessions, between 10:00-12:00 and 13:00-17:00. Workshop goal: Raise the quality of the games. Workshop method: Give the teams a clear vision of their game and some focus points. Workshop Session 1 - Two parallel workshops The centre of the whole day is reshaping the game concept with input from industry veterans; the SGA07 Jury. As only one team can get feedback at a time we have to keep the other teams occupied, which we did with a workshop to get their creative minds started. Jury pre-judgement SGA07 jury: Patrick Bach, Producer, EA Digital Illusions (not present) Oscar Burman, Project Administrator, Avalanche Studios Rickard Johansson, Lead World Designer, Grin Johan Lindfors, Developer Evangelist, Microsoft Patrick Liu, Project Manager, Starbreeze Studios Tommy Palm, Head of Research and Development, Jadestone John Severinson, Editor-in-chief, FZ.se Tobias Sjogren, CEO, Peligroso (not present) Niklas Westberg, Technical Director, Massive Entertainment Each participating team would get 10 min with the jury. 5 min to present their game concept, in any way they like; prototype on computer, concept art on paper, whiteboard, etc. The jury would rain comments and try to help the team find what they should focus on, as too many try to too much which just makes the game thin - and they won't make it to the deadline. A secretary was present to compile a list of max five pointers for Workshop Session 2. Extended Gameplay: Keeping the Players Happy The game isn't done just because it went gold. Panel: Gordon Van Dyke, Live Team, EA DICE. Supervises updates and patches for most DICE games, such as Battlefield 2142. Henrik Oquist, Developer, Dawnspire. Designs and develops content updates, such as new playable classes. Anyone who has released a game to a public knows this to be true. You'll have to continue working on your game, whether you want to or not, if you want to keep the players happy - otherwise you risk getting a bad reputation and no followers (that will buy/download your next game). Basically you should provide: * Updates: new content. Players like that. Either free as a customer service or priced as a source of income. * Patches: bug fixes. People hate that, not the patch itself but that the game had bugs in the first place. The workshop focused on updates since they revolve around game design. The premise was: Super Mario Bros. 3 was just released! Ignoring technological advancements since then, the participants should focus on the possibility of extending SMB3 - to keep the players happy. We would act as the players and give them "feedback", which is essentially short forum post looking comments, and they would try to make us happy by coming up with new ideas. The "feedback"s were, in this order: "We love the suits! Give us mooore!" "The game is too short. We want mooore!" "Jumping on enemies is sooo old. We want something NEW!" "Only going left/right and up/down is boring now. We want mooore!" The participating teams were broken up into groups of four, with no team member in it. This was to reduce the impact of having a competition team leaving for 10 min with the jury. The groups would get 15 min on each feedback. After all four feedbacks they would all get to present their "solutions" in five minutes, to the other teams and the panel which would comment on these solutions. One noteworthy point by Gordon was that players want to use new content in old, such as a new skill in the old maps. So one of the solutions for feedback #1, which was a "digging suit, like a mole", was shot down since you'd have to redesign all the previous levels to add content in the earth - as well as design different earth-types to block or promote the player. And what would happen if a player accidentally dug himself stuck?.. One of the better suits was the "ninja suit", besides being awesome by the ninja-factor it was accompanied by a whole new world (solution for feedback #2), "new" enemies (just slap a bandana on all the old ones, solution for feedback #2 with minimal effort), and ninja attacks (solutions for feedback #3). Workshop Session 2 - Game Concept Document: Rewrite The first deliverable in SGA is the concept document. It's a mixture between the game design document and a sales pitch document, slimed down to actually readable material. Two simple rules: max one A4 page of text and unlimited illustrations (total number of pages becomes unlimited). The goal is to give the reader an idea of how the game is played. Most people go about it wrong and write about the story, or which buttons do what action - which still leaves you wondering if you're playing a action FPS or topdown RTS. With the feedback from the jury the goal is to write down max three goals for the final deliverable; the game demo and trailer. As a bonus, the jury were available for further feedback and would sit down with the teams helping them find a vision for their game. Last words The workshop worked out really well and the participants and jury liked both sessions a lot. They especially liked the fact that they could speak with each other, as the jury are as interested in the teams as vice versa. This event is something I really hope SGA continues to do, but we won't know if it really was worth it until the final deliverable - did the 12 teams really listen and improve their games? Stay tuned... SGA final deliverable deadline: 19 May. Winners revealed: 2 June, at Kulturhuset in Stockholm, Sweden.
  8. I just got home from GDC! Well, kinda. The flight was on sunday and I got home on tuesday. >_< Did get to bicycle over Golden Gate Bridge though! Awesome day. The SGA Ninhas strikes the Golden Gate Bridge! GDC was extremely hectic. We at SGA had a small demo station in the Nordic Game Pavilion which was a lot of fun! We met sooo many people! But I had to stay there a lot so I didn't get to see much of the exhibition or sessions. I did get to see some stuff though! Even saw some famous (drunk) people... Ladies and gentlemen, Tom Hall. I also got the opportunity to tell my Subway Story* to the person responsible, Keiichi Yano. Me with Keiichi Yano (creator of Elite Beat Agents!!) and his assistant.. The Subway Story On a late night out I decided to play some Elite Beat Agents on the subway. I've beaten the hard level so I was on the hardest; Hard ROCK! with the Elite Beat Divas (lightly dressed female cheerleaders). Completely concentrated on pressing the dots, and failing miserably because I was drunk, I didn't notice the girl in front of me that was actually hanging over my DS untill she actually blocked my sight. When I looked up she stared at me with big eyes and said: "Are you -touching- those girls?!". I felt pretty perverted...
  9. I beat Elite Beat Agents today! On Hard Rock!! I can't even believe my own replay, it's just crazy. Also I can't believe I failed 2 beats... it sounds vain since there's almost 400 beats on that song - but that's just it! Missing two just makes it silly! Each song has three "gates" (or whatever you call it), you can fail all of them and still pass the level but passing all three gives you a star. So now I'm gonna try to max all levels! But everything below Hard Rock just feels sooo sloooooooooooooooooooooooooooooowww...... *znore* The reward would be playing with Commander Kahn. Am I obsessive enough to do it?... Stay tuned!
  10. Today there's a party at our student union building. Last time I was there they had this giant disco ball in the entry hall. Hmmm...! It reminded me of something... *hmm* The lighting sucked so I adjusted it with Levels. Also did some color adjustments with Hue/Saturation. I was especially happy with the disco ball!
  11. We at Swedish Game Awards are holding a completely new event for the competition. The goal is simple states as: increase the quality of the competing games. How are we gonna do this? The event occurs 2 months before the final date. The pre-judgement room. The jury will be here and pre-review the games, giving the participants pointers. (this is BRILLANT!) Workshop(s). Depending on how many of our partners get involved, we will have different parallell running workshops. The workshops can either be full day things, or just an hour or two, so people either choose and stick with a workshop or move around on different ones. I prefer the last method. But... what to do on those workshops?.. hmmm... *press the comment button! NOW!*
  12. You might've seen our posts here on gamedev. Swedish Game Awards is Sweden's largest game development competition and during the year we hold different events. Our most common one is the Game Developers' Evening, where game developers from the industry come and speak about different aspects of game development. I'm gonna start writing about those, but since we've already had four events so far I'm just gonna make this post about them. Especially since you can read our reports here: 2007-01-31: Game Developers' Evening #2 - EA Digital Illusions. 2006-12-07: Game Developers' Evening #1 - Microsoft. 2006-10-04: Gamers' Challenge. Our last event was last night; Game Developer's Evening #3 - Starbreeze Studios and Massive Entertainment. When a report comes up I'll post it, otherwise you can find it yourself later. I'll write about the odd stuff that went wrong, but we always manage to make it anyway!
  13. Hi! Sometimes I get bored so if I have a fun picture handy I start up Photoshop and make myself a new MSN avatar or something else. Since I can't draw I stick to editing images... I've got some pictars lying around so I thought I'd start posting them in this Playing with Photoshop series! Welcome to part uno! For Swedish Game Awards (SGA) I had some graphics artists design a cool t-shirt anyone would like to wear, outside of SGA. The result was a cool splatter thing with our cluster logo in the middle. Today I finally got a test print of the splatter! I took a picture with my webcam: (The cluster is made separately and will arrive later.) Since I'm the Project Manager I like to joke about my title; as Master Chief. So, before sending the picture to the rest of the group as a teaser for the t-shirt I made some editing with noise and color levels. I tried other stuff too, like adding weapons and using hue/sat, but wasn't happy with the results. Tadaa!! Three well spent hours! >_
  14. So I'm arriving at the point in my education where I have to do a thesis project. My last one, a modular particle system, was for a Bachelors degree in Computer Engineering, Real-time Systems. Which I did for a very small, now extinct, game development studio called Habitat North. Now it's time for my Masters degree in Computer Engineering, Human-Computer Interaction, and the company is.... I can't talk about the project, at least not right now, but I'll try to post what I can during the project (which is NOT likely). Also fun to note is that I'm not going to be a programmer, I'll kinda be leading it. ^^ I do enjoy programming, and currently working as a programmer on my free time, but I'm trying to head up to management as I really enjoy my seat as project manager for Swedish Game Awards (which is btw how I got my thesis project spot). WOHO!!!!!!!!!!!!! So while I go to bed and continue my "omg"-rumbling, have a pleasant evening! Btw, I'll start next thursday february 2nd. Eh wait, does this turn me to the dark side?.. Oh well, beats wondering wtf I'll do for the next couple of years and if I'll ever get into professional game development!!
  15. Work continues on ThumbView2, albeit slowly. Today a bug occurred, and just as it did in ThumbView1 it crashed and brought Windows (explorer.exe) down with it. Since ThumbView is a shell extension, it's a COM object run from a DLL by the OS shell itself. So if the DLL crashes, so does the shell. As with the first version, the crash wasn't from the ThumbView code I've written but from the 3rd party image loading library failing to load an image. I don't have much power over that, and even if I did it would be too late since it's already crashed a users computer - that's not nice now is it? Naturally, I have to run the image loading in some safe way. An own thread? An own DLL? Something! The answer came with structured exception handling (SEH). The __try and __except blocks lets me catch and handle both software and hardware exceptions. So dereferenced null-pointers and the like get catched! Right now I just log the error with OutputDebugString and read that with DebugView. Completely superior! Holy banana! The faulty image is ref.xwd but I just didn't print that, since it would be too useful. ^^ So now I can detect that an image broke the image library. That's hawt if you're the image library writer. To fix that you'll need the actual image. For ThumbView though. What should happen? * Display a default "broken image" icon? * Tell the user with a MessageBox that a broken thumbnail was encountered and I'd like him to report the error? * Just report the error anyway? * Log the error? * Allow error report on right-click? * Erase all .sys files on the hard drive? Because what I want from the user is: the ThumbView version, OS version, full image file path (to find Unicode problems), and of course the image. I'd like a system that asked the user if I could have the data, collected it, compressed it to a zip, and send it over! But I'll have to log the image so I don't report it more than once; since the user will get annoyed by the system asking to send a report every time he reloads a folder with a broken image...
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