I spent the past 15 years flying to festivals, galleries, events, art fairs to exhibit and distribute my work while building my art practice. Most of these projects are unsustainable, so when I decided to lower my impact and cut plane travel, I started looking at alternatives. […]
Link by Joanie Lemercier
Animators often build characters and their motions at the same time, creating an equivalence between who someone is and how they move. It feels natural, but in fact it’s a technique designed to aid storytelling. It’s a fairytale of motion.
I reposted Paolo’s Games Without Players piece yesterday because every time I think about how best to situate Thicket, I feel like it would be as a zero player mode simulation, constantly reseeding itself. I don’t think of Thicket as being a particularly healthy space to inhabit, it’s purposely about themes that bother me- predation, hierarchy, violence, manipulation.
Is it bad that I am thinking of starting Thicket over again in something like Clickteam Fusion? I’ve never used Fusion before but it seems like it would be much better suited for this, Unity seems so sluggish for a 2d turn-based game, when a lot of the problems I needed to solve should have been boilerplate. Plus, I’ve overelaborated too early with things like piece movement and post processing layers. This should have started out as a grid with cells that fill with characters like emoji simulator or a roguelike, but I got fixated on trying out hexes because of games like Ogre and Hoplite, and the idea that there would be rooms. Now that I am thinking more and more about Hunt the Wumpus and its squished dodecahedron with 20 nodes I like the idea of linked nodes… that’s the simpler version of what I was trying to accomplish with a hexgrid and filled hexes for walls.
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