zombies

Ghosts of the Living Dead

George Romero’s Night of the Living Dead is a classic, defining an iconic monster in our culture, and with it a genre: the zombie story. Also, it’s in the public domain. Anyone can copy it, distribute it, and use it to make new works.

Several years ago Nine Inch Nails released Ghosts I-IV, a collection of music largely devoid of vocals. It was released under a Creative Commons license (BY-NC-SA).

I’ve re-scored the film with this album, and removed 36 minutes of footage, in a one hour fanedit that I’m calling Ghosts of the Living Dead.

Purposefully made using legally distributable media, you are free to download and distribute this as you see fit as no money is made.

Continue Reading »

Art
Free
movie
Music
zombies

Comments (1)

Permalink

The appropriate leveling mechanisms for freeform interactive projectile simulations as opposed to linear point systems inside closed systems regardless of skill. (Or: “Called it!”)

In these days of Minecraft, IndieGoGo/Kickstarter, Steam, and online markeplaces on console, it would be easy to say that small/indie developers are where the innovation lies. That the AAA games are just refinement, over revolution. Well, I can think of one idea, relatively easy to implement, that would let any game (AAA or indie) greatly benefit from emergent gameplay. It’s easily demonstrated in FPS’, but really any game with shooting mechanics could do it, and it especially could benefit the open world games that AAA developers love to make.

Calling your shot – Let players tag their target. Just, let them point, hit a button, and have that target marked in some fashion. From there, the possibilities expand exponentially.

1. Skill: If they hit it, dependent upon size, speed, view, power of shot, maybe even weather and penalty of missing given other nearby targets? Give them some kind of recognition or bonus. Hell, give players skill points for using that skill.

I never really used a bow in Oblivion, instead preferring to cleave enemies with an axe. But there was one time I did… When I saw deer. It was natural. It was primal. When I saw a deer, I pulled out my bow, snuck as close as possible, and shot. Invariably my sucky skill meant the deer lived, which meant I had to chase the deg through the first, completely forgetting whatever I was in the middle of. It was like they were purposely meddling with my fun with their… Fun!

2. Challenge: It was just like taking to a rooftop in GTA, pulling out your sniper rifle, and plugging interesting looking civilians. It was a shooting gallery, and I had tools to shoot with. How could you NOT save your game and occasionally do it?

Of course eventually police would come, increasing in number and strength, and eventually take you out. (Usually.) But man what fun it was, plugging a citizen going about their way, and seeing the chaos that ensued.

3. Self-defined Narrative: The key to emergent gameplay is that the player brings it with them. And that’s never more evident than when done with intent. But if you pick out the target, and tell the player why it needs to be done, then there’s no wiggle room. Instead, Let players mark people/places things, and let them tag them as important for themselves, for whatever reason.

Emergent gameplay gave us “zombie” in Halo 3, when it emerged from Halo 2 players consciously creating the rules from thin air. Oblivion gave extra damage if you shot a target while unseen, making initiative on a target worthwhile. GTA had instant kills with headshots.

These are just a few evident ideas that come with letting the player point at things. That’s all I’m suggesting, really. And anyone, AAA or indie, can do it.

Lines edited out of this post:
-Fact: I would’ve been trying to balance apples on the heads of Cyrodiil’s guards.
-Many games check for regional shots/damage. A game could even go so far as to let players highlight not only targets, but regions of targets.
-Imagine an action game that lets you press select/back, pauses the gameplay, and gives you a freeform camera to zoom around and pick your own target, then you get to try for it.
-Maybe a game with one player as the spotter, and the other as the shooter/sniper. Or a game where both players “mark” the other’s target, and they have to chase it down. (Instead of killing each other.)

Development
Free
game
Idea
zombies

Comments (0)

Permalink

A Return to Writing

They’re called “365 Projects.” The idea is that you contribute to the project every single day, for an entire year. Naturally, what better time to start one than on January first, right? Right. So a guy I know, Nathaniel, blogged a few days back (best summed up on his “tumblr,” whatever that is,) about his intention to make one contribution to Ficly a day. (Ficly being a site where you get 1024 characters to write a story, regularly a sequel or prequel to an existing story on the site.) I can do nothing but applaud the guy; as I do on many fronts. On top of his smarts he’s always seemed an affable gent, so I wish him well.

What does it have to do with me? Good artists borrow, great artists steal. I’m going to steal Nathaniel’s entire 365 Project, from goals of daily short stories, down to his plan to Tweet a link to each Ficly entry, with the tag “Ficly365.” I may even make a weekly post linking to them. Not sure yet.

The obvious question to anyone who knows me: Do I expect to succeed? Well, I intended to write an entry for this blog on December 16th, having that date gone a full year without an entry. A year ago, and still now, I intend to shore up the blog a bit design wise. So, am I actually expecting to pull this off? No; but that’s because I’m a realist. Am I going to try anyway? Absolutely; I’m also a romantic, and what cause is greater than a lost one? I submit there is none. Only knowing full well the result of ones actions can one launch headlong into process without a specter of doubt looming over him, and knowing failure is imminent gives me the ability to proceed into an insane task without flinching.

Who needs opportunity? I want certainty, damn the outcome.

If you like, you can read the first entry here. It’s actually rather important to read the prequel and understand what the original writer was going for, as mine was just a riff on his.

Project X
Re: Other Blogs
Real Life
Writing
zombies

Comments (0)

Permalink