Design Flaw

Recently, I’ve been feeling awful, just kind of dragging myself through things, and I have a great deal to do for class, regular work, freelance work and apparently if I don’t wash my clothes, they won’t clean themselves. Design flaw.

I can’t figure out if the way to out from under is to just power through it, work just as hard as I can to complete things. It’s been pretty hard to focus, but I’ll feel better for having accomplished something, and then I’ll rest better and feel better, and get into a positive cycle instead of a negative one.

Or maybe I should quit telling myself to work and power through, and actually acknowledge that I find myself zoning out instead of completing anything. In that case, I should shut off the computer, have something nice to eat, read a book for a while, and come back to it later when I’m in a better mindset. I’ll do better work because of it. and feel accomplished and get into that positive cycle.

But mostly I’ve been compromising between the power-through and self-care methods by eating horribly and doing sloppy work. Adulthood!

Posted in Chapel Hill | 4 Comments

Continuity

continuity screenshot“Easy to learn, hard to master” is usually considered the gold standard for a casual game. The more time new players must spend, learning how systems and items work, the less casual and accessible the game is. (I love a good World of Warcraft or Icewind Dale, too, playing a game for years and still discovering new abilities for new character classes, and still finding tweaks to my customized hotkeys.) But accessible doesn’t have to mean match-three.

Continuity simply uses arrow keys to solve puzzles, in two modes. The first mode is a slider puzzle, with gentle meditative background music. In this mode, the puzzle is to build a path for your little hero to get the red key and get into the red door.

Hit spacebar to enter the second mode, a platform adventure exploring the path you just made. Again, players will use arrow keys to navigate, trying to get the key and then reach the door.The faster, more energetic music matches the jumping and running challenge.

continuity 3

There’s a surprising amount of variation in the 30+ levels. Later levels add extra keys, and speed-pausing puzzles, but the real growing challenge, and the real fun, comes from the interplay of the two gameplay modes. Players are building a platform game through a slider puzzle, then playtesting it, switching back to change the layout, playing again, switching back and forth to reach a goal.

Working in games, it’s hard not to play a game and think that it’s just like a popular other title with 1 vector of innovation, the common “like X but with Y” formula. In this case, I played each new level and legitimately wondered how the developers came up with it. So fun. It actually was really easy to learn the game rules, and then quite challenging to defeat the later levels.

Anyway, I discovered the PC version of this game over on Kongregate, but there’s also a mobile version of Continuity 2 for iOs and for Android.

Posted in Chapel Hill, Game Reviews, Gaming Culture | Tagged , , , , , , | Leave a comment

Retro Mobile Ready

mobile readyI recently changed my theme to make my blog mobile-friendly, and in doing so, I went to a very simple theme and then took out a lot of features.

I’ll probably put the header image back, style up the sidebar widgets, and set up a related posts plugin again shortly, but it reminds me now of when I first started on Blogger in 2005. At that time, I thought it might be fun to have a blog, maybe, for a little while, so I picked the green default template and started writing.

Posted in Chapel Hill | Leave a comment

Library

go to library

Harold: I’ve been using the library a lot more since we got together. I think it’s because you go all the time, but I never realized what a great resource the library could be.

Meg: Yeah, that’s where they keep the free books.

Posted in Books, Chapel Hill | Tagged , , | Leave a comment

Giant Small Talk

China doorI’ve been thinking recently about my adventures in China. Sometimes I have this homesickness for places in Yantai and Beijing, even though I’m pretty sure that with pace of change in China, those spots are completely different now.

I struggled with my Mandarin pretty much every day I was there. The Chinese will give any attempt beyond a toneless knee how a great deal of praise, but let’s be honest, my Mandarin is pretty rough.

One of my most exciting days was when I was in the local vegetable market, and the vendor mentioned it had been very cold recently. This was mindblowing, because I had slowly and painfully brought my Chinese abilities up to identifying the vegetables I wanted, how many I wanted, and bargaining down from Complete Idiot Price to a decent foreigner-tax. This is hard, you guys. Tones! Reading signs!  Anyway, one day the vendor commented that it had been cold recently, using the past-tense marker le, and I agreed.

And I am still proud of myself, years later.

Sometimes, I really miss those tiny exciting moments of expat life.

Posted in Beijing, Chapel Hill | Leave a comment

Book Review: Writers of the Future #WotF31

After a long introduction discussing emerging artists and blind judging, I was surprised to see how much of the Writers of the Future Volume 31  anthology was written by well-known science fiction writers like L. Ron Hubbard, Orson Scott Card and Larry Niven. A lot of this anthology was science fiction successes writing about science fiction success.  There is a meditation on Art by Hubbard, on writing by Card, and on art by Bob Eggleston, as well as fiction from Hubbard and Niven. Rough Draft is also fiction about being a science fiction writer after Hugo and Nebula wins.

But it wasn’t entirely about publishing and writing,  I did find some lovely alternate world and spec-fic pieces in this anthology. Wisteria Melancholy is a wonderful short about accidentally manifesting supernatural powers at times of strong emotion, swiftly modifying gravity like an involuntary blush.

writers of the future ARC 31Hipstrgram of eARC cover. #ALLtheFILTERS!

 

Stars That Make Dark Heaven Light told a compelling story about a struggling space colony, Shakespeare, genetics, and the survival of humanity.  The best scifi for me has a wildly different society, where people still make familiar and human choices. (Look at you, Divergent.) I believed every single bit of Dominion Colony, strange as it was.  This was one of those scifi shorts that make me completely convinced there’s a full universe surrounding this  scene, instead of ones that are a short story because the worldbuilding won’t hold up to another chapter. The author’s name is Sharon Joss, I stalked her blog and it looks like her previous work is an urban fantasy novel called Destiny Blues. Writer of the future, for sure.

The anthology format meant I gave short stories on topics that wouldn’t ordinarily interest me a full read. Sometimes, this served to remind me why I avoid that premise. (Oh look, a hardboiled spacecop with offstage devoted wife.) But in other cases, I was glad I’d given the chance to a premise that didn’t hook me. Planar Ghosts is a particularly good example of post-apocalyptic worldbuilding, with a characters acting in really human ways, even as they barter half-rolls of tape and questionable meat.

Some of the stories in this anthology were fun concepts, perfect for scifi shorts. In one, a young man is harassed by a misbehaving pet war god, and calls in the local God Whisperer to get better behavior from angry little Zu’ar.  Another story was told entirely in 5-word sentences, another cool concept perfect for a short story.

The illustrations are printed in black & white next to the associated story, and then in full color in an illustration section in the end. Maybe this is a function of the eARC I received, but I really liked having an art gallery at the end, and I really liked the blend of styles and worlds all together in the illustration section.

Writers of the Future Volume 31 will be released on May 4th, 2015.

Post divider

I received a copy of this book from the publisher to review. Thank you! All opinions are my own, and free copies have never stopped me from snarking about a bad book before.

 

Posted in Books, Chapel Hill | Tagged , , , , , , | Leave a comment

Evaluating

It’s been a few months of a rough “temporary” work situation, and I can feel it taking a toll.  I’m starting to slide into slow motion, taking forever to get up, to get out of the shower, to come in from the car, (Not for work particularly, I sat outside the library for a while and I love the library.), it just seems like so much effort to do whatever I’m going to do next.

As this goes longer, checking my online grades has gone from checking on a Monday or a Tuesday to see which of  last week’s assignments have been graded so far, to alt-tabbing over, and over again, to see that my 91% is still there. Grade checking ALL THE TIME. My teacher recently made a graph of student grades, without names, obviously, it’s a stats thing and not a public humiliation tactic, and I have the lowest A in the class.  I also noticed that the student averages make that reverse bell curve so common in adult ed.  (Why is that so common?)

Sometime I’ll write up a cost-benefit analysis of studying for this course, because I’ve noticed that after doing the assigned reading, and looking up a scientific term or two each week, I get a steady B+ on the weekly test. With additional hours of studying, making outlines and detailed notes, I can bring that up to an A-. So I’m either spending 2 hours for an 88% or 6+ hours for a 92%.  Maybe I don’t study in an efficient way (How DO you memorize and contextualize new concepts without an outline? Is there something everyone else knows how to do?) or maybe that’s the class working as intended, and that’s what builds the reverse bell curve in student grades.

Posted in Chapel Hill | 2 Comments

Mouths of Babes

keyboard frameIn App Design class, I ask my students keep their code statements in groups and name the groups something logical, like Game Controls. For the older kids, sometimes they get a detailed discussion of how good writers choose words to have meaning for the reader, so we have to choose words that are meaningful to the reader. The reader of these words will be the student in the future, and their programming teacher, and while we have the technical ability to put statements in any order and name groups and variables anything we want, future-student will thank you for making it logical and simple.

Anyway, the other day I asked the students to make a new group called Spikes and then to watch carefully and pay attention to our first hero-murdering lesson.

“Do we call this Spikes or Spike’s?” one of my students asked.

“No apostrophe.  Just plain Spikes because it’s plural.”

“Plural?”

“We need more than one spike to scare our hero! And look at the art, look at all those spikes. You just use S for more than one spike. You use the apostrophe when something belongs to something else.”

“Oh,” he turned back to his computer, “That makes sense. I think you could even be an English teacher, Miss Meg.”

Posted in Chapel Hill | Leave a comment

Shades of ‘Grey’ and Rainbow Colors

greyGrey, from Kevin Does Artis a little platformer in a grey world. I’m not great at platformers, well, actually, that’s an understatement, but I tried to overlook my general dislike of platformers when I checked out this game for our students.

The game opens in a sad grey world, which is one of my favorite settings. You’re a little blocky dude, and your little blocky friend with long hair is sad. The game description says that you’re a guy and this friend is your girlfriend, but there’s no dialogue or in-game description to clarify this, so I just imagined her as a sad friend. I liked this interpretation. Save the world from certain doom is a pretty common game story, so go cheer up your buddy made a pretty engaging game hook.

The protag waves at her a couple times, but she doesn’t react. Actually, she doesn’t react to anything, and I’m so bad at platformers that when my friend wouldn’t respond to my actions, I thought I didn’t understand the controls. Then a compass of colored directions appears, which is actually telling you how to solve the puzzle. Of course, I went jumping and running off towards a color, because the world is grey.

I expected to have a lot of trouble with this platform game, but it was more using platforms and jumping as a method to explore, rather than an exercise in timing and tapping buttons. In each direction, there’s a small colorful item, like a blue necklace or a green shamrock, and of course, I picked it up. I’m an adventure gamer, I pick up everything that’s not locked down. Sometimes I get a bobby pin and pick the lock and then I pick up the item. Moving on.

I thought my sad friend would cheer up when I brought her gifts but she didn’t react. This time, I didn’t think I was doing it wrong, because the world reacted. When I gave her the shamrock, all the grass and trees in the world turned green. With the blue necklace, the gray waters turned blue.

grey greenThe protag can only hold one item at once, so there’s no speedy playthrough by grabbing everything in one circular path, but that meant that I kept exploring a slowly-changing world. Each new color made the world more vibrant and alive, even ones like purple or orange that I expected to be accent colors. It made my landmarks (see previous re: not good at platformers) harder to identify, and made the same old path seem new.

After bringing the last gift, and fulling coloring the world, the sad girl finally reacted. I was… not prepared for this. With the last color, the girl stands up, the protag fades away, and the girl goes on with her life. The animation is open to interpretation, but… I think he’s dead.

Until this point, I’d seen Grey as a minimalist indie platformer about adding colors to a gameworld. The gifts, which seemed like easy-to-draw representations of each color, suddenly seemed terribly sad. A teddy bear, a piece of candy. Actually, didn’t I see a gravestone when I was picking that flower? I realized the sad-girlfriend character was more of a grieving child, retrieving her memories and coming out of a depression, and it was not at all what I expected from a simple platformer.

 

Posted in Atlanta, Chapel Hill, Game Reviews, Gaming Culture | Tagged , , , | 2 Comments

Considering a Response in Cuneiform

HieroglyphicsToday my favorite student left me a note in hieroglyphics.

Posted in Teaching | 2 Comments