Samurai Gunn Launch
Samurai Gunn is my favorite video game of the year. The first time I played it at GDC, it made me excited about video games in a way that I hadn’t been since I was a kid.
After GDC I couldn’t get Samurai Gunn out of my head, so I made friends with the creator, Beau Blyth, and after advising him on the game for a while, I offered to publish it.
Now the game is out, published by my company, Maxistentialism. It’s one of the coolest things I’ve ever been involved in. Samurai Gunn is 20% off for launch, $11.99, on Steam and on our website, SamuraiGunn.com.
Here are some Steam codes, first come, first serve:
Pax Prime 2013
Hey Tumblr friends! PAX Prime is almost here, and I’ve been working for the last few months to get ready for it. Here’s what I’ll be up to:
- Cards Against Humanity: We’ve got an enormous booth (I designed it!) on the skybridge connecting the two show floors. We’re going to be launching a brand new product (above), as well as giving away some exclusive stuff for PAX. We’ve also got some goodies in the PAX swag bags.
- Story War and Machine of Death: Two of my favorite Kickstarter board games will be joining us in the Cards Against Humanity booth.
- Werewolf: If you’re a backer of my Werewolf project, come say hi and I’ll hook you up with a prototype deck.
- Samurai Gunn: Beau and I will be demoing Samurai Gunn in the Indie MEGABOOTH at booth 763.
I’ve also got a couple panels and events:
- Wednesday at 5pm I’m giving a talk at PAX Dev with Phil Tibitoski (Octodad) and Rami Ismail (Vlambeer, Ridiculous Fishing)
- Wednesday at 7pm I’m doing a signing and giving away some free stuff at Card Kingdom
- Friday at 4pm I’m hosting the Spelunky Video Armageddon with Doug Wilson (J.S. JOUST), Zach Gage (Spell Tower), C418 (Minecraft), and Greg Wohlwend (Hundreds) in the Kraken streaming theater
- Friday at 7pm I’ll be at the Chainsawsuit Live show with Kris Straub, Mikey Neumann, Brad Muir, Bobak Ferdowsi, and Abby Howard
- Saturday at 2pm I’ll be on the Kickstarter panel in the Unicorn Theater
- Saturday at 8pm I’ll be at (maybe on?) the Giant Bomb panel in the Pegasus theater
- Sunday at 5:30pm we’re doing a live Cards Against Humanity show at the Triple Door with the Nerdologues and some special guests
- Sunday at 9:30pm we’ve got the Cards Against Humanity panel in the Kraken streaming theater; this year we’re going to be joined by some special guests to remember our friend Ryan Davis and test out some cards he wrote for us
- Monday at 1pm in the Raven theater I organized a panel with my friends Matthew Baldwin (Defective Yeti), Dikla Tuchman (The Seattle Star), and Boyan Radakovich (TableTop) to talk about how to host an amazing board game night
Anyway, I’ve got a busy week and I’m really excited to show you guys what I’ve been working on for the last few months. See you at PAX!
P.S. If this is your first PAX, don’t miss Matthew Baldwin’s PAX Primer and Tom Douglas’s guide to Seattle food.
A few months ago, I had this idea to prank Giant Bomb by interrupting their PAX panel with a series of bands. I reached out to my friends at Harmonix, and over the last four months, we booked a bagpiper, a three-piece mariachi band, and a full dixieland jazz band to come in and interrupt the panel… we even hired a producer to sneak them into the building and give them their cues.
In the history of this Giant Bomb panel though, our prank will be merely a footnote; halfway through, someone from the audience strolled up the stage and put a jar labeled, “ANONYMOUS BREAST MILK - CERTIFIED” in front of Ryan.
Anyway, please enjoy the funniest and weirdest panel I have ever seen at any con, ever.
EDIT: Thanks also to patbaer from UCB for helping us get everything set up!
Hey friends, I’m making a version of my favorite game, Werewolf. You can back it on Kickstarter for $10 or download the whole game for free.
Check it out at Maxistentialism.com/werewolf.
This is what gamers look like if you put female characters into your games.
Cards Against Humanity is now made in the United States of America.
Ridiculous Fishing is out!
For the last few months, my friends Greg, Zach, and Rami have been working on this game called Ridiculous Fishing. Here’s how it works:
- You throw your hook into the water
- You guide the hook down, avoiding fish for as long as possible
- When you finally hit a fish, you guide your hook back up and snag as many fish as you can
- You throw the fish into the air
- You shoot the fish with an Uzi and they explode into a pink mist
It’s out on the App Store today for $2.99 on iPhone and iPad, and it’s already one of the best-reviewed video games of all time with a 94 on Metacritic.
Ridiculous Fishing’s art, by Greg Wohlwend, is unlike anything I’ve seen on any platform, an intricate arrangement of creatures, backdrops made entirely of 45-degree angles. Any screenshot you take of this game would make an amazing wallpaper – quite an achievement for a game about a guy sitting alone in a boat.
Ridiculous Fishing is one of the most purely entertaining iOS games to date … absurdly fun and seriously memorable.
Ridiculous Fishing puts a smile on my face … a polished arcade time-killer.
Ridiculous Fishing is a great game that is among the best we’ve seen on the iPhone, ever.
Right now Ridiculous Fishing is the 6th-ranked paid app on the App Store and Apple has picked it as a featured app, which is especially amazing once you hear the story of how this game was cloned before it was even finished and almost died.
There’s a ton of surprises and a great story in the game as well (for example, I’m in there as the egg pictured above - look for Max Shrimpkin on Byrdr). I’ve had Ridiculous Fishing for about a month, and played it all the way through twice, and I just keep having more fun.
Ridiculous Fishing has amazing unlockables, buttery smooth controls, and gorgeous art direction. If you’ve got an iPhone or an iPad, do yourself a favor by downloading one of the best mobile games ever made.
My three year old daughter and I play a lot of old games together. Her favorite is Donkey Kong. Two days ago, she asked me if she could play as the girl and save Mario. She’s played as Princess Toadstool in Super Mario Bros. 2 and naturally just assumed she could do the same in Donkey Kong. I told her we couldn’t in that particular Mario game, she seemed really bummed out by that. So what else am I supposed to do? Now I’m up at midnight hacking the ROM, replacing Mario with Pauline. I’m using the 2010 NES Donkey Kong ROM. I’ve redrawn Mario’s frames and I swapped the palettes in the ROM. I replaced the M at the top with a P for Pauline.
Some screenshots of Ridiculous Fishing by Vlambeer, Zach Gage, and Greg Wohlwend, out for iOS on the 14th.
I did Waxwing Puzzle Company’s Labyrinth puzzle hunt in the pedway (a network of tunnels and train stations that connects downtown Chicago) today - me, Greg, Matt, and Asher came in second place.
As the development of StarCraft dragged on it seemed like it would never be done: the game was always two months from launch but never seemed to get any closer to the mythical ship date. “Fortunately” — and I use that term advisedly — Blizzard had previous experience shipping games late.
Some bugs were related to the development process itself. The Protoss Carrier regularly lagged behind other units because it had its own way of doing … everything. At some point in time the code for the Carrier was branched from the main game code and had diverged beyond any hope of re-integration. Consequently any time a feature was added for other units, it had to be re-implemented for the Carrier. And any time a bug was fixed for other units, a similar bug would later be found in the Carrier code too, only more devious and difficult to fix.
But the biggest thing holding back StarCraft was unit path-finding.
My idea was simple: whenever harvesters are on their way to get minerals, or when they’re on the way back carrying those minerals, they ignore collisions with other harvesters in the same state other units. By eliminating the inter-unit collision code for the harvesters there is never a rush-hour commute to get jammed up, and harvesters operate efficiently.
It’s possible to notice this behavior by selecting a large group of harvesters who are working a plot of crystals and telling them to halt. They immediately spread out to find tiles that aren’t occupied by other harvesters.
The behavior is obvious if you look, but hidden in plain sight — it doesn’t rise to the level of conscious awareness, though professional-level players and map-makers/modders do notice.
In short, it just works, which is the best kind of hack.
I always noticed this when I played StarCraft as a kid, it’s pretty cool to hear that the story behind it involves the same kind of hack that I’ve had to use a thousand times in my work.
There’s a new episode of TableTop! My friends Paul and Storm are on it! They play Chez Geek! It’s amazing!
“Incredibly disjointed. Why is that city flooded? Where are we going? And why?”