January 02015, on Witness to Unity

I haven't posted about Witness to Unity in a while. Given the amount of work and general back-and-forth a lot of code can be, I'll try to be a bit more general for this post, covering some design thoughts and some code thoughts.

Tuesday, 20 January 02015 games, witness to unity.

Legiondary Looks

This picture has been a long time coming. Way back in 02013 I had this idea as a stupid joke, and I got the first (drawn) panel done. I stopped before the second one, and it just snowballed. I had all these other pictures and projects to work on, and the idea got more and more neglected.

So I fixed that.

Thursday, 15 January 02015 fanart, persona, sketch.

Unwanted Advances on Synthetics

Thursday, 27 November 02014 digital, giftart, squeaky.

Air Headed, Bird Brained Experiment

That's a title that I'm rarely going to get a chance to use again. Probably.

Well of course I can't use it again when this picture's titled it.

Saturday, 8 November 02014 commission, digital, pokemon, squeaky, transformation.

Umbydragon

I like drawing Umbreon, okay?

Sunday, 2 November 02014 digital, giftart, pokemon, squeaky.

Wanted — Cosmo

zap.wav

Friday, 31 October 02014 commission, digital.

Another Seal

what have i done

Friday, 26 September 02014 pixels.

Shin Donkey Tensei

Vile Pompy!
What will you do?
Thursday, 25 September 02014 fanart, pixels.

Criticism of Hash/tags

So I've come to this sudden thought. It's probably obvious, but it's not just Tumblr that creates strife through a misdesigned system. I'm specifically nodding towards Twitter's current "gamer" bickering, but I'm sure this is more general.

Specifically, it seems that things along the lines of tags exist in the minds of users to "belong" to something. People interact because they want to find relevance with other people. Tags aren't designed like that in the minds of the system designers though - they're marketing and branding tools. They're not fit for helping connect people because they don't work the same way people would interact in person.

Initially I thought, Is there something wrong with the internet? Do we need to educate people about using the internet, because humans can't cope with behaving nicely with those they can't see? That's silly, we don't educate people about manners in writing letters or talking on the phone - it's much more general manners that are taught.

The issue isn't that people are using the internet wrong, but that they're encouraged to do things they otherwise wouldn't. It's grown into this ego-stroking machine that is counter to the way interaction has evolved in society. Metadata and numbers and all manner of things are ambiguous indicators of some sort of "difference" you're making in the world. In reality, it means nothing. The only thing that should matter is the intention and interaction between people, but it gets lost in the noise.

This isn't invalidating some of the problems I'm seeing with gaming, it's more about this "activism" that's turning up in response to criticism. The activism isn't necessary. The way the internet is now, it's subtly pushing them to create their own counter-brand instead of considering why they received such criticism...

Thursday, 4 September 02014 blog.

Two Halves' wibbly wobbly history

Long ago, about 02005-07, I produced an RPG known as Two Halves. To this date, it is my only game other people have played. It was released in irregular betas to a community I was a part of.

The story is pretty terrible. The self-insert main character was teleport-kidnapped by a space-army fixated on reviving their demi-god warrior to fight a "demon" alien. The main character was a reincarnation of half of the dead demi-god. Also an internet forum was a real world location.

It's all kind of a mess because I would alter or make additions to the story over time as I was inspired to. It's really obvious when I look at it.

Saturday, 9 August 02014 conceptualisation, games, two halves.