Tuesday, November 16th, 2010
The trouble venturing into deeply technical spheres of knowledge on your own if finding your points of entry. I’ve been plugging back away on the programming front (the ole’ attempt to level-up) but I’ve been having a damn time keeping focused and finding projects at my skill level. I’ve recently plugged into Dive Into Python by Mark Pilgrim. I had been shying away from going through another Python book, because I felt, foolishly, like I knew the language, but it’s actually a thrillingly different treatment of the language than John Zelle’s excellent Python Programming: An Introduction to Computer Science. Anyway, I’m back into it, learning new things, having new fun.
In the meantime I’ve begun working on this:
Which is to be a Unix (written in Python) text adventure exploration game. I thought it would be swell to populate your actual file system with secrets and spooks, like exploring a creepy old mansion, so I’ve been building an interface where you actually move through the directories on your hard drive and interact with the files you find. It’s very early on, and will take a lot of work (which I may or may not put in), but it’s produced some pleasing learning results thus far. I’ll keep me posted.
Tuesday, April 13th, 2010
In the late of last night, Jacob Cholak and I attempted a new computer game called, Sleep is Death. It’s an extraordinary game made by a curious and fascinating individual, Jason Rohrer. The game can only be played with two players. One in the role of the player, the other as the creator, the wizard behind the curtain. Each player has a 30 second turn to both advance and react to the unfolding story. It’s tremendously confusing, frustrating, hilarious, and unlike anything I’ve played before. Improvised adventure role playing computer game. Jake and I played through a couple times and were only ever able to come up with story-lines involving Dads, naked children, and cowering. Maybe some day we’ll figure out what that’s all about. In the meantime you can flip though one of the creations. Sleep is Death: Movie Rentals and the Late Voice of God
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Thursday, November 13th, 2008
Sunday the 16th. Deering Oaks. Portland, ME. Werewolf Capture the flag. Human Beings.
Thursday, October 9th, 2008
A war we can all get behind! One for the history books. East Vs. West in THE decisive battle for directional superiority! Captcha the Flag! The age old struggle.
Meet at Monument Square Sunday October 26th at 11:30am for opening ceremonies and an explanation of modified rules. Flags will thence be issued and official play will begin promptly at 12:00pm.
Spread the word like the fires that time and again nearly burnt this fine city to the ground. Get absolutely everyone involved. Make fliers, do cold calls, fly or bus friends in from out of town. The more participants, the sweeter the taste of victory, and more bitter the sting of utter defeat. Until the day we meet on the field of battle, Tally Ho!
>>> Official Captcha the Flag Rules:
+ All participants must wear their team colors/ markings (yet to be determined) at all times of involvement.
+ You may only capture players in your own territory. Likewise you may only be captured in enemy territory.
+ Safe zones (where players cannot be captured) are fire hydrants or parking meters with time on them behind enemy lines, so bring change to set up strategic safe zones.
+ You must be touching a safe zone to be considered safe. Players are to be given a 10 second lead leaving a safe zone.
+ If a player is tagged by an enemy, they become a captive. Captives may be guarded or dropped off at timed parking meters until time is expired.
+ If a captive is tagged by a teammate, they are considered free and are to be granted a 20 second lead in making their escape.
+ The neutral zone should be obvious in purpose.
+ Flags are to be hidden in plain sight outdoors and within arm’s reach. They are not to be placed on private property unless it is the private property of a participant.
+ If an enemy is captured while bearing a flag, the flag is to remain at the point it was advanced to and not taken back to it’s original or new hiding place. In the event that a flag bearer is tagged in the street, the flag may be moved to the side of the street furthest from the enemy camp.
+ Play will continue until all of one side is captured (highly unlikely) or the first side returns with the enemy’s flag to Monument Square. At the moment of this occurrence high praise will be given, and we will all do our best to make aware to all those involved their relative glory or shame.
Saturday, September 13th, 2008
I walked through, hand held, a whole PyGame tutorial last night. It was actually quite educational, and can be found here via: Learning Python. Anyway, what I’ve created is almost exactly what this tutorial has you spit out, I just changed some values and made my own sprites. Now instead of a python gobbling pellets, it’s a maniac (perhaps Mark E. Smith) making Hip Priests disappear. Not exactly hours (or even minutes) of entertainments, but it suggests a lot: moving sprites, background images, a scoring system, collision detection, we’re close to having all the tools we need to actually make something … I was going to say cool, but I digress, to make something, we’ll just say that.