Stay classy, but if you dont want to…

It seems I like to keep this blog ‘classy’ limiting my posts to info about game development, finished games, and general classy stuff.

the bad news? I’m not all that classy, behind this calm and collected blog is a person totally crazy and irritating and desperate for attention and a chance to post any random thought or scribble to the internet.

so to prevent that from happening on this blog (so strangers who read this blog think the word ‘sophistication’ is named for me) I am making a crappy blog.

the warning is visitors to my crappy blog will still think ‘sophistication’ is named for me, but its meant to be spelt ‘sophie’s fist-ication’.

there will also be games posted to the crappy blog, but only the crappy ones (likely I’ll add one tonight after I take part in my first klik of the month).

anyhoo, if you like the relationship you have with me now, best not visit the new blog… but if you kind of wish I was a bit more of a scatterbrain pervert, then check it out!


Papercrafty

So I finally built my first papercraft yesterday, I made the model and layout in quite a hurry, it was all just a practice exercise really, but I’m happy with how it turned out:

So this is what it's supposed to look like

So this is what it's supposed to look like

gal1

gal2gal3gal4gal5gal6

Its far from perfect, but for a first try ever I think its pretty cool, and I learnt plenty too, stuff like ‘swords made of one sheet with no folds are bendy’

the most important thing I found out though was: a 10cm tall model with this detail is insanely tiny to work on.

you see her hands? simple they may be, but those things are about a fifth the size of my pinky nail, I wouldnt have been able to put this together at all if my mum hadnt suggested using cocktail sticks to position the flaps from the inside to make sure they glued right.

oh yeah, and this took 9 hours to build, a shock to me yes, but it was a fun 9 hours so I’m looking forward to using what I’ve learnd to build bigger and better models!


FIRST!

WordPress Girl made me a new blog where I shall put crappy stuff!

Her superpower is giving irritating assholes across the internet a voice

Her superpower is giving irritating assholes across the internet a voice

Since I only use my ‘main’ blog for stuff I consider reasonably decent, its left me with a huge surplus of total shit rubbish pants stuff that never gets posted, and this makes me sad as the vast majority of my stuff consists of crap, but crap I like, so yeah, this is my crappy blog 🙂

I’ll start out by posting something I started today:

just as the blog tag promises, zombies, robots and boobs. all in the first post :D

I hereby promise this blog will have more Zombies, robots and boobs than my othher one

FYI, I’m going to post images big, especially if like the above, they are done in paint and I want to keep the pixels.

anyhoo, you probably wont subscribe, but in case you like crap, you totally should. also as this blog is not trying to be classy like my other one, if there is some dispicable horrific thing you want to see me draw (or model, or make a game of, or make papercraft of) just say so in the comments, I get bored alot and any ideas to for me to practice my crappy skills with are welcome.

I said ‘crappy’ too much in this post, isnt that crap?


IndieVault.it interview

so IndieVault.it recently did an interview with me that was posted today, making me feel like some kind of celebrity or something. anyway, if like me Italian is all alien to you, here’s the English version:

1) First of all, let us say how we appreciate your personal and fine art style. When did you start drawing and making games?
I first started making games in my early teens, I’d wanted to do it for a while by then and the opportunity first presented itself as a shoot-em-up maker that I found for my amiga, you could only really change the graphics so it was more of a re-skin than a new game, but that didn’t stop me trying to build epic stories and adventures. I was hooked from then on. as for drawing I’ve been doing that ever since I was old enough to hold a crayon, my parents always seemed to have lots of paper to spare so I took advantage of that.
2) Is there a particular leitmotiv in all your games? What do you try to convey?
There isn’t really any deliberate theme or anything I apply to all my games, but I always try to make sure they have character and soul of some kind. I also always try to make games that keep the player thinking and engaged, even if I’m working on a fairly ‘casual’ game I expect the player to be paying attention. When people play my games I feel like they are lending their brain and mind to me, so I do what I can to look after it until they want it back.
3) We enjoyed a lot The Linear RPG, we think it’s a great way to explain the RPG’s genre in all it’s glory (and limits). Can you tell us something about it? And what do you think about the actual RPG scene?
The Linear RPG was made in under 48 hours for a competition, we were given the theme ‘LOFI’ so I figured I’d interpret that in the gameplay, and strip away everything I could whilst still being able to call the game an RPG. it was my interpretation of ‘grindy’ type RPGs that ultimately you have two choices; push forward and fight tougher monsters, or grind and get stronger. so I made one button for each of those actions. I never set out to make it fun, or a parody, I just wanted to see what the game would be like.
as for what I think about the RPG scene, I’m a big fan of just about all kinds of role playing. that’s not to say I don’t think there is room for improvement, for example stat-based RPGs are in my opinion bad games, in that it doesn’t matter how ‘good’ the player is at them, but how long the player spends playing them; you simply cant get better when you play. In general the genre is what provides the strongest examples of narrative in games, which is one of my favourite things about it, but I don’t slay 50 orcs before I can turn over a page when I read a book.
4) Your “time travel” prototype, Foresight, is a pretty interest concept. How about making a full game on it?
I’d love to, but I am not too sure where to take it from where it is, which is why I’ve posted it as it is for now. perhaps someone will see the idea and have a great thought on where they could take it, or maybe I’ll even make it a smaller part of another game. on its own right now its at best an idea, as a game all you do are the same actions over and over to get from one place to another it needs more to be engaging but I don’t know what yet.
5) And finally: what is Phantasmal? Can you talk about this “SHMUPRPG” game?
Phantasmal is my current ‘big’ project, its about a girl who is tracking down someone from her past, and has to deal with some pretty hefty mystical stuff along the way. I wanted to give the player a big fantastical world and story and I have all of that planned out. the gameplay however is a little more freeform in design, I recently decided the current battle system was not so fun, so I took it out and I’m currently re-writing a new one. (I don’t think gameplay should be planned out in advance, it should be constant experimentation until you find something you can’t stop playing). the RPG part is fairly standard, you are a young person with a quest and a big world and conflicts to overcome. character advancement wont be down to leveling up though, you’ll have to go to dojos and train for yourself. the SHMUP part is part of the conflict, enemies will shoot and move like bullets from a bullet hell shooter (though probably not so many bullets lol) and it will be just as important to dodge the attacks as to go on the offensive yourself. I think casting regenerate and barrier on yourself are a great way to miss out on potentially fun new defensive gameplay. lately its actually been turning into more of a SHMUP-RPG-Beat-em-up though lol, but if thats what turns out to be fun then so be it, if not I’ll try other stuff. anyway, I’m very excited about the project, its the kind of thing I’ve been wanting to make since I was a kid, and now I have the skills and the software to pull it off so its cool to finally be working on something like i

First of all, let us say how we appreciate your personal and fine art style. When did you start drawing and making games?

I first started making games in my early teens, I’d wanted to do it for a while by then and the opportunity first presented itself as a shoot-em-up maker that I found for my amiga, you could only really change the graphics so it was more of a re-skin than a new game, but that didn’t stop me trying to build epic stories and adventures. I was hooked from then on. as for drawing I’ve been doing that ever since I was old enough to hold a crayon, my parents always seemed to have lots of paper to spare so I took advantage of that.

Is there a particular leitmotiv in all your games? What do you try to convey?

There isn’t really any deliberate theme or anything I apply to all my games, but I always try to make sure they have character and soul of some kind. I also always try to make games that keep the player thinking and engaged, even if I’m working on a fairly ‘casual’ game I expect the player to be paying attention. When people play my games I feel like they are lending their brain and mind to me, so I do what I can to look after it until they want it back.

We enjoyed a lot The Linear RPG, we think it’s a great way to explain the RPG’s genre in all it’s glory (and limits). Can you tell us something about it? And what do you think about the actual RPG scene?

The Linear RPG was made in under 48 hours for a competition, we were given the theme ‘LOFI’ so I figured I’d interpret that in the gameplay, and strip away everything I could whilst still being able to call the game an RPG. it was my interpretation of ‘grindy’ type RPGs that ultimately you have two choices; push forward and fight tougher monsters, or grind and get stronger. so I made one button for each of those actions. I never set out to make it fun, or a parody, I just wanted to see what the game would be like.

as for what I think about the RPG scene, I’m a big fan of just about all kinds of role playing. that’s not to say I don’t think there is room for improvement, for example stat-based RPGs are in my opinion bad games, in that it doesn’t matter how ‘good’ the player is at them, but how long the player spends playing them; you simply cant get better when you play. In general the genre is what provides the strongest examples of narrative in games, which is one of my favourite things about it, but I don’t slay 50 orcs before I can turn over a page when I read a book.

Your “time travel” prototype, Foresight, is a pretty interest concept. How about making a full game on it?

I’d love to, but I am not too sure where to take it from where it is, which is why I’ve posted it as it is for now. perhaps someone will see the idea and have a great thought on where they could take it, or maybe I’ll even make it a smaller part of another game. on its own right now its at best an idea, as a game all you do are the same actions over and over to get from one place to another it needs more to be engaging but I don’t know what yet.

And finally: what is Phantasmal? Can you talk about this “SHMUPRPG” game?

Phantasmal is my current ‘big’ project, its about a girl who is tracking down someone from her past, and has to deal with some pretty hefty mystical stuff along the way. I wanted to give the player a big fantastical world and story and I have all of that planned out. the gameplay however is a little more freeform in design, I recently decided the current battle system was not so fun, so I took it out and I’m currently re-writing a new one. (I don’t think gameplay should be planned out in advance, it should be constant experimentation until you find something you can’t stop playing). the RPG part is fairly standard, you are a young person with a quest and a big world and conflicts to overcome. character advancement wont be down to leveling up though, you’ll have to go to dojos and train for yourself. the SHMUP part is part of the conflict, enemies will shoot and move like bullets from a bullet hell shooter (though probably not so many bullets lol) and it will be just as important to dodge the attacks as to go on the offensive yourself. I think casting regenerate and barrier on yourself are a great way to miss out on potentially fun new defensive gameplay. lately its actually been turning into more of a SHMUP-RPG-Beat-em-up though lol, but if thats what turns out to be fun then so be it, if not I’ll try other stuff. anyway, I’m very excited about the project, its the kind of thing I’ve been wanting to make since I was a kid, and now I have the skills and the software to pull it off so its cool to finally be working on something like it.


Foresight ‘game’ and other stuff

'The ability to foresee or prepare wisely for the future.' according to the wiktionary

'The ability to foresee or prepare wisely for the future.' according to the wiktionary

so I had the idea when working on a time travel game a while back (dont groan, everyone h played around with time travel =p) and I figured why not be able to see what you will do as well as what you have  done? its not hard to figure out what will happen in the future with a simple system,  so I’ve played around with prototypes that let you see what will happen to you and choose to ‘change the future’ (so to speak) for a better outcome.

the latest prototype for this is available to play here

the trouble is I just dont know where to take it from here, so I’m posting it here in the hopes it might be inspiration for someone else, and maybe I’ll come up with something to make it more interesting to me and make a proper game with it, but its not likely.

oh, in other news I released Alpha 7 of Edward (a free flash platform engine for non coders) a little while ago. its very close to being feature complete so if you are into that kind of thing check it out.

also, I have a couple of smallish projects I hope I can finish this week and then I’ll get back to work on phantasmal (which I have been avaiding as alot needs redoing D:)

also also, I hacked at bits of my site yesterday, doing stuff like improving links and adding links to the forum. sadly I had to kill the gallery, the software for it was just driving me mad, if you are desperate to see my pics though there is always deviantArt 🙂

also also also, I hosted mini Ludum Dare last weekend and some awesome stuff was made, check it out.