Archive for June, 2009

Project: Nutsy Bolts

Monday, June 22nd, 2009

I thought I’d take some time to discuss one of my personal projects that’s been coming up a lot lately.  This is called Nutsy Bolts, and is a multiplayer online browser-based word association game along the lines of Apples to Apples.  I’ve been working on it for quite a while now (in fact, I mentioned it in my personal statement when I was applying to graduate school, so it’s been more than two and a half years), but it’s getting to the point where it’s about ready to go live!

Home page for Nutsy Bolts

Home page for Nutsy Bolts

I’ve had a lot of fun and gotten so much experience creating this.  It just started as an experiment to teach myself AJAX (and this was back in pre-jQuery days, so I taught myself the nitty-gritty of it all), but it grew into so much more than that.  I started doing some graphic design stuff, experimenting with bright, contrasting colors and layout.  I built the design from scratch in Photoshop, then figured out how to squeeze it into HTML/CSS, with a tableless layout and everything.  Then I did another graphic redesign from scratch, sticking to a few general principles, imagining what the game might look like if I made a physical version, and making sure to flout every principle of so-called “Web 2.0″ design.  I also learned about the complexities of architecture needed for a multi-user networked application like this one.  (I’m really glad I learned about threading in undergrad!)  I’m sure I’ll have a lot more to learn about maintaining a live application and a community as well, once this goes live.

Anyway, most of my readers already know about this, but I am basically constantly looking for people to playtest.  I seem to have ironed out most of the showstopping bugs for now, but it’s always great to get people’s feedback for the future, and on top of that I’d like to give it a stress test to make sure it won’t come screeching to a halt when more than 10 people try to play.  Always a good thing to know!

Indie Game Review: Braid

Sunday, June 7th, 2009

So, I may be the last person on the planet to try out Jonathan Blow’s excellent indie game Braid, but hey, better late than never!  I’ve only tried the demo thus far, but from what I’ve seen I like it.  I’ve been wanting to highlight some indie games that I think are really good (I’m way overdue on Dyson and Iji), so this is a good place to start.

Anyway, the basic idea of Braid is that it’s a platform puzzle game, like Super Mario Brothers, only your character has the ability to move backwards in time.  In other words, if you make a mistake, you can reverse time, go back to where you were before, and try again.  It sounds pretty gimmicky, and that’s exactly what I thought when I first heard of it.  Indeed, in the hands of a lesser designer, a game with the same feature might’ve been a complete add-on.  But the way that this game mechanic is handled in Braid is nothing short of brilliant. The puzzles seem intimidating and even impassible at first, but as you study the level you begin to get a vague idea of how you might solve them, then start working through the details and finally, you get it right.  The ease of reversing your actions makes it possible to test out so many broad ideas, and to such a great level of precision (as Jakob Nielsen would tell you).  Contrast that with typical platform games, where the slightest failure is punished by forcing you to repeat the entire sequence – you could not do most of these puzzles without the ability to try again so easily.

On top of that, the game is wrapped in a story about regret for one’s past actions.  Having not played the full game, I don’t know how it ends, but it’s keyed on such a human emotion – knowing that you did the wrong thing and wanting to be able to go back and do the right thing instead.  In this game, you can do exactly that, but is it really enough?  I think it’s a great example of what I talked about with my last post, in that the game mechanics are such that they naturally bring out a strong feeling in the player, rather than relying on plot devices and the like.  The graphics are beautifully detailed as well, giving the game a pastoral feel that you don’t often see.

So, in short – if you haven’t given Braid a try, do it!  And be on the lookout for more posts like this.  Really.