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Ron Newcomb's Comments
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Comment In: Prose Generation Techniques for Small Platforms [Blog - 01/06/2011 - 09:02]
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Me too. Thanks. Not too ... Me too. Thanks. Not too difficult. I tried using terms from linguistics such as declension and inflection which apply to all languages. The main thing is to arrange matters so that the number of each thing is a nice power of 2. This helps keep things in tidy bitfields, and ... |
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Comment In: Just Added! Interactive Fiction Freeplay Room at PAX [Blog - 08/28/2010 - 07:10]
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Added schedule for the Freeplay ... Added schedule for the Freeplay room. The grayed event on Friday is the official interactive fiction panel, held in the Wolfman Theater. |
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Comment In: Why don't games calibrate to peoples' reaction times? [Blog - 08/21/2010 - 11:20]
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Though I'm not an FPS ... Though I'm not an FPS gamer, my love of fighting games is causing me problems in my mid-thirties. My reflexes just aren't there, and my coordination to do a double-half-circle-back plus 3-punch is getting pretty iffy. I really wish Street Fighter 3's Anniversary edition had some speed controls. That game ... |
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Comment In: Deathgrip: The mouse still dominates [Blog - 08/22/2010 - 08:13]
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Possibly because a mouse needs ... Possibly because a mouse needs one thing that the other controller types don't: lots of flat surface. Console gamers are couch gamers. I have heard of 'flying mice' before, though. |
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Comment In: Infinite Space: An Argument for Single-Sharded Architecture in MMOs [Feature - 08/09/2010 - 01:20]
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I loved this article's gritty ... I loved this article's gritty details about its implementation. I had half a mind to buy a new computer just to play EVE just because of this article. Of course, I'm also a programmer. John said, Personally, that's depressingly like real life. Refreshingly, that's nothing like a videogame. |
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Comment In: Truth in Game Design [Feature - 02/02/2010 - 04:40]
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the designer's perspective is revealed ... the designer's perspective is revealed through the way he crafts the rules. Like Bart, I thought this assertion stood out, but perhaps for different reasons. I find the activity of designing coherent and enjoyable rulesets almost at odds with a designer stating a message regarding his personal understanding of the ... |
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Comment In: Capcom To Work With Western Devs Only On Existing Brands [News - 02/01/2010 - 01:02]
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I kinda disagree Mathieu, after ... I kinda disagree Mathieu, after what happened with Tenchu. The 2nd game was given to a Western dev, who did a shoddy job. I don't think the series ever truly recovered after that. But yeah, that sounds like what Capcom will do: Here, make a 4 in a very recent ... |
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Comment In: A Game Analysis: Super Ghouls'n Ghosts - Or The Double-jump Done Right. [Blog - 01/29/2010 - 12:20]
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I enjoyed this in-depth article, ... I enjoyed this in-depth article, even though I sadly believe your insight on just how much the double-jump gives to such a game will be wasted. SGnG, as well as the original Castlevania and any other game with uncontrollable jumps, are inherently hard games. Not many of those are being ... |
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Comment In: The Uneasy Merging of Narrative and Gameplay [Feature - 01/26/2010 - 04:35]
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Meh. Personally, I found the ... Meh. Personally, I found the article myopic, and the first two pages re-stated the obvious. Not that there's anything wrong per se with writing down what we all know, but, spatial relationships are only important in action and tactical videogames. You could do all sorts of weird camera things in ... |
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Comment In: Playing By The Rules [Blog - 01/21/2010 - 12:24]
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I find it interesting that ... I find it interesting that ... we are actually playing from a very small deck Ditto. Though knowing the base games I still don't find terribly helpful in the day-to-day of creating an actual videogame, with all its interrelated complexities. For example, while rock-paper-scissors is known by everyone and their ... |
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