<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Paper Dino Software</title>
	<atom:link href="http://paperdino.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://paperdino.com</link>
	<description>Fun!  With Games!</description>
	<lastBuildDate>Mon, 16 Jan 2012 06:28:07 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.2</generator>
		<item>
		<title>A Familiar Face!</title>
		<link>http://paperdino.com/2011/11/26/a-familiar-face/</link>
		<comments>http://paperdino.com/2011/11/26/a-familiar-face/#comments</comments>
		<pubDate>Sat, 26 Nov 2011 20:19:17 +0000</pubDate>
		<dc:creator>Montoli</dc:creator>
				<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[Elements of Magic]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://paperdino.com/?p=663</guid>
		<description><![CDATA[Work on Elements of Magic continues, and I don&#8217;t mind saying, it is starting to feel kind of cool at this point.  While I want to do a real writeup later for one of the new weapons, (similar to the homing attacks, although the final result is a little more interesting.)  Meanwhile though, I figured [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_659" class="wp-caption alignright" style="width: 160px"><a href="http://paperdino.com/wp-content/uploads/2011/11/CloudMiniboss_11-25-11.png"><img class="size-thumbnail wp-image-659" title="CloudMiniboss_11-25-11" src="http://paperdino.com/wp-content/uploads/2011/11/CloudMiniboss_11-25-11-150x150.png" alt="" width="150" height="150" /></a><p class="wp-caption-text">Let the sunshine in!</p></div>
<p>Work on Elements of Magic continues, and I don&#8217;t mind saying, it is starting to feel kind of cool at this point.  While I want to do a real writeup later for one of the new weapons, (similar to the homing attacks, although the final result is a little more interesting.)  Meanwhile though, I figured I&#8217;d post a few quick screenshots of a new boss I coded up over Thanksgiving.</p>
<p><span id="more-663"></span></p>
<div id="attachment_661" class="wp-caption alignright" style="width: 160px"><a href="http://paperdino.com/wp-content/uploads/2011/11/CloudMiniboss_11-25-11_c.png"><img class="size-thumbnail wp-image-661" title="CloudMiniboss_11-25-11_c" src="http://paperdino.com/wp-content/uploads/2011/11/CloudMiniboss_11-25-11_c-150x150.png" alt="" width="150" height="150" /></a><p class="wp-caption-text">Winter is Coming!</p></div>
<p>Long-time fans of my work (that&#8217;s right, both of you!) may recognize this fellow from a previous game or two.  I didn&#8217;t really set out to put the happy-go-lucky &#8220;Cloud 9&#8243; in every game I made, but I needed a good mid-boss with a good wind-based theme other than &#8220;extreme speed&#8221; (since that&#8217;s taken by the stage boss) and there he was, all weathery and everything.  So I guess he gets to stay.  And now that he&#8217;s been in THREE games, I&#8217;m probably stuck with him.  So it goes, I guess.  I think he came out pretty well this iteration though, if I do say so myself!</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://paperdino.com/2011/11/26/a-familiar-face/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>What I Did and Why:  Homing Shots</title>
		<link>http://paperdino.com/2011/11/05/what-i-did-and-why-homing-shots/</link>
		<comments>http://paperdino.com/2011/11/05/what-i-did-and-why-homing-shots/#comments</comments>
		<pubDate>Sun, 06 Nov 2011 05:23:58 +0000</pubDate>
		<dc:creator>Montoli</dc:creator>
				<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[Elements of Magic]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://paperdino.com/?p=633</guid>
		<description><![CDATA[Hello internet! Recently got around to [finally] writing the starter gun for Elements of Magic.  The friendly, nice gun that the player starts out with, to introduce them to the game.  It had some design challenges, and since the whole process was kind of interesting, I figure I&#8217;ll document it, and see if I can&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<p>Hello internet!</p>
<div id="attachment_627" class="wp-caption alignright" style="width: 160px"><a href="http://paperdino.com/wp-content/uploads/2011/10/HomingGun_10-26-11.png"><img class="size-thumbnail wp-image-627" title="HomingGun_10-26-11" src="http://paperdino.com/wp-content/uploads/2011/10/HomingGun_10-26-11-150x150.png" alt="" width="150" height="150" /></a><p class="wp-caption-text">The secrets of how it was made.</p></div>
<p>Recently got around to [finally] writing the starter gun for Elements of Magic.  The friendly, nice gun that the player starts out with, to introduce them to the game.  It had some design challenges, and since the whole process was kind of interesting, I figure I&#8217;ll document it, and see if I can&#8217;t provide some insight into exactly what sorts of things I think about when putting together a shmup weapon.</p>
<p><span id="more-633"></span></p>
<p>So, here we go!</p>
<p>First off, let&#8217;s talk a little about what needs to go into any shmup weapon.  In general, a shmup weapon should:</p>
<ul>
<li>Be distinct from other weapons in some interesting, gameplay-related way.  Preferably through some unique property or advantage.</li>
<li>Involve some tradeoff.  Work well in some situations, while less well in others.  Should have at least one easily identifiable situation where it shines.</li>
<li>Conversely, have at least one general  situation where it is actually a sub-optimal choice.</li>
<li>Never be completely useless, even in sub-optional situations.  (I like to go with the metric &#8220;it should never be at worse than 50% efficiency.)  The player should never feel &#8220;stuck&#8221; because they hit a situation that the gun is just bad for.</li>
<li>Have some form of risk/reward built into the weapon, where there is a constant, interesting choice for the player to make, where they can consciously assume  some form of risk, in exchange for some form of payoff.</li>
</ul>
<div>So let&#8217;s talk about what I tried!</div>
<h3>Attempt one:  Basic vanilla homing.</h3>
<div id="attachment_647" class="wp-caption alignright" style="width: 160px"><a href="http://paperdino.com/wp-content/uploads/2011/11/HomingProto1_11-5-11.png"><img class="size-thumbnail wp-image-647" title="HomingProto1_11-5-11" src="http://paperdino.com/wp-content/uploads/2011/11/HomingProto1_11-5-11-150x150.png" alt="" width="150" height="150" /></a><p class="wp-caption-text">First try: Basic nonstop homing.</p></div>
<h2><span class="Apple-style-span" style="font-size: 13px; font-weight: normal;">So I knew off the bat that this was going to be a homing gun.  This is intended as the &#8220;starter gun&#8221; that you have when you start the game.  It needs to therefore be both newbie friendly and effective, while still not being so overpowering that you never switch to other guns when you earn them.  Homing is a good match for this, since it is a concept most people are very familiar with, and can understand quickly.  (And as a bonus, it is effective even if they don&#8217;t do anything to make use of it &#8211; it just happens.)</span></h2>
<div>So my first stab was fairly straightforward:  Bullets fly out, and constantly turn towards whatever enemy is nearest.</div>
<div>Ok, this is a decent gun.  Things home in and blow up enemies.  It&#8217;s sorta fun.  It&#8217;s super-easy to understand and use.  There are, however, a few problems:</div>
<div>
<ul>
<li>Shots tend to blur together into a solid stream.  (This is purely aesthetic, but I think I&#8217;d like it to be more distinct.  I want it to be more of homing shots, not one long homing laser.)</li>
<li>Homing greatly reduces the importance of player positioning.  Shots go after the nearest enemy, so it <em>occasionally</em> matters where you are, but for the most part, it doesn&#8217;t matter where you are on screen.</li>
<li>There is no risk/reward anywhere.  Nothing you do can make the gun perform better or worse.</li>
</ul>
<h3>Attempt two:  Slowing things down, splitting things up.</h3>
<div id="attachment_648" class="wp-caption alignright" style="width: 160px"><a href="http://paperdino.com/wp-content/uploads/2011/11/HomingProto2_11-5-11.png"><img class="size-thumbnail wp-image-648" title="HomingProto2_11-5-11" src="http://paperdino.com/wp-content/uploads/2011/11/HomingProto2_11-5-11-150x150.png" alt="" width="150" height="150" /></a><p class="wp-caption-text">Attempt #2: Now there are non-homing shots as well as homing shots!</p></div>
<h2><span class="Apple-style-span" style="font-size: 13px; font-weight: normal;">So thoughts at this point about how to fix these things:  The first one is easier.  Make fewer, higher damage bullets, and maybe give them more distinct trajectories.  The second one is harder.</span></h2>
<div>For making player positioning, my first thought is to make the bullets do more damage at the beginning, and then have their damage fall off the longer they take to find a target.  This would reward people for being up-close to their enemies.  But there are a few things that concern me about this solution.  For one thing, I&#8217;m worried about conveying this to the user.  I can make the bullets start big and shrink, but I&#8217;m not sure that will be enough to make it obvious, and this is supposed to be a super-simple gun.</div>
<div>More worryingly though &#8211; if this is supposed to be a very newbie-friendly gun, it feels wrong to make it only work well if they are edging up close to the enemies and putting themselves into extreme danger.  While that could be a fun mechanic, and I may use it later for a different gun, I think I&#8217;ll pass on it for now.  It just feels too much at cross-purposes with the homing gun concept.   Part of the advantage of the homing gun in general is that it is a good long-range weapon.  So forcing people to get in close to make use of it just feels too much like muddled design.</div>
<div>So I think on it some more, and come up with plan B:  I think I can make it work if I split the gun into two components.  Instead of a constant stream of homing bullets, I&#8217;m going to try splitting the gun into two parts.  A basic vulcan-style shot that fires straight ahead at high speeds, and homing bullets spewing out from the sides.   This gives me a few benefits:</div>
<div>
<ul>
<li>First and foremost, position matters again!  Since half the damage comes from the direct shots, you can can do better by actually positioning under the thing you are aiming at.</li>
<li>There is a risk/reward tradeoff now.  You can do better by staying directly under your target, but it is not required.</li>
<li>Unlike the first idea, it still works fine at long range.   Position matters, but not to the extent that it forces you to get up close and personal with dangerous enemies.</li>
<li>You have more control over your shots.  One problem before was that sometimes the shots would lock onto things you didn&#8217;t want, and you would have to wait for them to get to the thing you actually wanted to destroy.  With this change you can guarantee that at least half of your damage will go towards the target of your choosing.</li>
</ul>
<div>Things are looking pretty good now!  It just needs a little polish.  It doesn&#8217;t have as many interesting choices as I&#8217;d like yet, but it is already quite a serviceable gun.</div>
</div>
</div>
<h3>Attempt three:  The importance of concentration</h3>
<div>
<div id="attachment_646" class="wp-caption alignright" style="width: 160px"><a href="http://paperdino.com/wp-content/uploads/2011/11/HomingProto3_11-5-11.png"><img class="size-thumbnail wp-image-646" title="HomingProto3_11-5-11" src="http://paperdino.com/wp-content/uploads/2011/11/HomingProto3_11-5-11-150x150.png" alt="" width="150" height="150" /></a><p class="wp-caption-text">Concentration! Fewer homing, but a lot of damage straight ahead.</p></div>
<p>I&#8217;ve been glossing over at least one issue so far.  While I&#8217;ve been talking about it as if I were designing a gun, what I actually need are effectively <em>two</em> guns.  One normal, and one when the user is &#8220;concentrating their fire&#8221;.  (i. e. holding down the shift key and moving slowly.)  Normally guns change their properties slightly when the player is concentrating their shots.</p>
</div>
<div>By convention, the concentration version of a gun tends to be much narrower in focus, while the normal version is wider-spreading, more suited to moderate damage over a wide area.  I think what I&#8217;ve got now is perfect for the normal version, so let&#8217;s think about what I can do for the concentration version.</div>
<div>I briefly consider having it change the gun entirely (maybe to some sort of laser beam or other highly obvious focus shot) but I think that might be overkill.  So instead, I just tweak the ratios.</div>
<div>The normal gun shoots regular shots forward in spreads of four, and one homing shot every two frames.  So for the focus mode, make it shoot spreads of <strong>five</strong> regular shots forward, and drop the homing shots to only being once every five frames.  So net result:  Fewer homing shots, and more forward shots.  With the side benefit that it is really obvious to the user what has just happened.  They are shooting forward in groups of five instead of four.  That&#8217;s <em>one bigger.</em>   From this, they can correctly deduce that sitting in front of their ship just got 20% more dangerous for the enemies.  And while the homing damage change is harder to eyeball, it&#8217;s easy to see that there are fewer homing shots now.</div>
<div>I play with this for a bit, and I like it a lot.  It gives you a way to focus intently on a single enemy, and <em>somewhat</em> mitigate the problem of &#8220;too many enemies on screen my homing shots are going all over the place.&#8221;</div>
<div>All that&#8217;s left now is to go tweak the damages.  As an internal convention, I tend to try to balance the guns so that an &#8220;average&#8221; gun deals 100 damage every second.  (Mostly because this lets me be really lazy when assigning enemy HP &#8211; I just figure out how many seconds I want the player to have to spend shooting it, and then multiply that by 100.  Makes it really easy to guesstimate enemy hp at a glance.)</div>
<div>I tweak around the homing shot damage vs. the regular damage until it feels right.  Mostly I want the homing shots to do enough damage to feel like they have some weight to them.  (i. e. they should be capable of taking out moderate/small enemies by themselves in one or two hits.)</div>
<div>Finally I end up with some damage numbers I like.</div>
<div>
<ul>
<li>Sitting under a single enemy, with concentrated shots:  100 dps</li>
<li>Sitting under a single enemy, with unconcentrated shots:  105 dps</li>
<li>Hitting a single enemy with just the homing shots while concentrated:  30 dps</li>
<li>Hitting a single enemy with just the homing shots while unconcentrated:  50 dps</li>
</ul>
<div>These are pretty much right where I want them to be.  Sitting under an enemy, concentrating on it is 100, just like I want.  Floating off on your own dodging and just hitting with the homing shots is gives a significant reduction in damage, while still being useful.  (Concentrating while not under the actual enemy gives you pretty bad numbers, but that&#8217;s actually something I want to discourage in general, since it means you are specifically aiming at something that isn&#8217;t the enemy.)</div>
</div>
<div>And done.  Ta da!  We have a new gun!</div>
<div>Let&#8217;s see how I did against my requirements:</div>
<div>
<ul>
<li>Be distinct from other weapons in some interesting, gameplay-related way.  Preferably through some unique property or advantage.  <span style="color: #008000;">Check!  Unique property is homing, and the ability to deal respectable long-range damage, even if not directly lined up with the enemy.</span></li>
<li>Involve some tradeoff.  Work well in some situations, while less well in others.  Should have at least one easily identifiable situation where it shines.  <span style="color: #008000;">Check!  Homing again.  Shines in situations where the enemy is moving around rapidly or otherwise hard to track.  Also shines when there are lots of small enemies moving around quickly and spread out.</span></li>
<li>Conversely, have at least one general  situation where it is actually a sub-optimal choice.  <span style="color: #008000;">Check!  Sub-optimal in situations where there are a lot of smaller enemies around, drawing off your shots.</span></li>
<li>Never be completely useless, even in sub-optional situations.  <span style="color: #008000;">Check!  Even if the homing shots are flying off to random places, the concentration-mode of the gun meaks you can still hit with over half your damage.</span></li>
<li>Have some form of risk/reward built into the weapon, where there is a constant, interesting choice for the player to make, where they can consciously assume  some form of risk, in exchange for some form of payoff.  <span style="color: #008000;">Check!  Although a little fuzzier on this one.  Staying directly under the enemy to hit with your entire damage counts a little here.  But also, staying under the enemy <em>while unconcentrated</em> gives you slightly more damage than concentrated, while also being more dangerous.  (Because your movements are less precise.)</span></li>
</ul>
<div><span style="color: #000000;">Conclusion:  Feeling pretty good about this gun.  And playtesting all the levels with it confirms this, at least for me.  It&#8217;s fun to play with, interesting to use, and has different high-points than the other existing guns.</span></div>
</div>
<div><em>Ship it!</em></div>
]]></content:encoded>
			<wfw:commentRss>http://paperdino.com/2011/11/05/what-i-did-and-why-homing-shots/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>IGG Marathon going on NOW NOW NOW</title>
		<link>http://paperdino.com/2011/11/04/igg-marathon-going-on-now-now-now/</link>
		<comments>http://paperdino.com/2011/11/04/igg-marathon-going-on-now-now-now/#comments</comments>
		<pubDate>Fri, 04 Nov 2011 22:42:47 +0000</pubDate>
		<dc:creator>Montoli</dc:creator>
				<category><![CDATA[Cool People]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[Other Peoples' Games]]></category>

		<guid isPermaLink="false">http://paperdino.com/?p=642</guid>
		<description><![CDATA[The Indie Games for Good marathon is going on right now!  Go watch these fine folks sit in a room and play indie games and yell at each other when they die!  They&#8217;re on World of Goo as of this writing, and I can hear them yelling in the background.  I imagine someone&#8217;s structure just [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://iggmarathon.com/"><img class="alignright size-full wp-image-586" title="GamesForGood" src="http://paperdino.com/wp-content/uploads/2011/10/GamesForGood.png" alt="" width="209" height="129" /></a>The <a title="The marathon awaits!" href="http://iggmarathon.com/">Indie Games for Good marathon is going on right now</a>!  Go watch these fine folks sit in a room and play indie games and yell at each other when they die!  They&#8217;re on World of Goo as of this writing, and I can hear them yelling in the background.  I imagine someone&#8217;s structure just tipped.  Good times!</p>
]]></content:encoded>
			<wfw:commentRss>http://paperdino.com/2011/11/04/igg-marathon-going-on-now-now-now/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>A Weekend Full O&#8217;Jamming</title>
		<link>http://paperdino.com/2011/10/24/a-weekend-full-ojamming/</link>
		<comments>http://paperdino.com/2011/10/24/a-weekend-full-ojamming/#comments</comments>
		<pubDate>Mon, 24 Oct 2011 08:31:39 +0000</pubDate>
		<dc:creator>Montoli</dc:creator>
				<category><![CDATA[Cool People]]></category>
		<category><![CDATA[Other Peoples' Games]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://paperdino.com/?p=617</guid>
		<description><![CDATA[This weekend was TIGJam!  (A game jam organized by TIGSource)  It was a lot of fun! We did a lot of jamming! Here are some highlights: Participating in the &#8220;hey let&#8217;s make a game in 1 hour&#8221; minijam.  (We took 1.5 hours, but it was fun anyway.  We weren&#8217;t the only ones who went over.)  [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://paperdino.com/wp-content/uploads/2011/10/TIGJam.png"><img class="alignright size-full wp-image-616" title="TIGJam" src="http://paperdino.com/wp-content/uploads/2011/10/TIGJam-e1319444119639.png" alt="" width="305" height="124" /></a>This weekend was TIGJam!  (A game jam organized by TIGSource)  It was a lot of fun! We did a lot of jamming! Here are some highlights:</p>
<ul>
<li>Participating in the &#8220;hey let&#8217;s make a game in 1 hour&#8221; minijam.  (We took 1.5 hours, but it was fun anyway.  We weren&#8217;t the only ones who went over.)  The inestimable Brendan Mauro handled the art, while <a title="Know him by his twitter, or not at all!" href="http://twitter.com/#!/mogwai_poet">Jim Crawford</a> and I sat and stared at code.  We made a game about steadily expanding sumo wrestlers, and maybe when I get some time I will post it here because it is rad.</li>
<li>Eating lunch with random indie people who were visiting from Canada, making jokes about how everyone in Canada knows each other, bringing up <a title="Kate in all her glory" href="http://harkavagrant.com/index.php">Kate Beaton</a> as a shining example of Canadiosity, only to discover that not only does he, in fact, know her personally, but he used to be her roommate.  <em><strong>Inescapable Conclusion</strong>:  Everyone from Canada knows each other.</em>  This has now been proven by Science.</li>
<li>Admiring Brendan&#8217;s fine collection of Lego art, depicting various indie games.  (It is a testament to his lego skillz that they were all quite recognizable in spite of the transition between mediums.)</li>
<li>Discovering over lunch that Brendan was into Celtic tunes, and I am into Celtic tunes, and I had my tinwhistle, and he had an accordion, and having an impromptu jam session out in the parking lot.  (He actually didn&#8217;t have his accordion with him, but serendipitously, someone else had brought one which we were able to commandeer.)</li>
<li>Watching the epic Red Ice tournament on the big screen.</li>
<li>Watching Team Meat give out Meatboy sound tracks, and then write terrible, terrible things on them, at peoples&#8217; request.</li>
<li>Seeing all the simply amazing things everyone else was working on.  There was probably too much to list, but the one that sticks out in my mind the most right now is probably &#8220;Eels being dicks&#8221; simply because it had a name that was both awesome as well as incredibly apt.</li>
</ul>
<p>So what have we learned from all of this?</p>
<p><em>Jams are Awesome.</em></p>
]]></content:encoded>
			<wfw:commentRss>http://paperdino.com/2011/10/24/a-weekend-full-ojamming/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Happy IGF Day!</title>
		<link>http://paperdino.com/2011/10/18/happy-igf-day/</link>
		<comments>http://paperdino.com/2011/10/18/happy-igf-day/#comments</comments>
		<pubDate>Tue, 18 Oct 2011 07:41:10 +0000</pubDate>
		<dc:creator>Montoli</dc:creator>
				<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[Elements of Magic]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://paperdino.com/?p=606</guid>
		<description><![CDATA[Well, it&#8217;s that time of year again.  IGF has rolled around.  And with it, a new game announcement!  From me! So while I&#8217;m sure in the coming days we&#8217;ll see an incredible deluge of amazing games by talented people on the IGF site, I figure I&#8217;ll take a moment and talk about my own humble [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_602" class="wp-caption alignright" style="width: 160px"><a href="http://paperdino.com/wp-content/uploads/2011/10/PhoenixBoss_10-17-11.jpg"><img class="size-thumbnail wp-image-602" title="PhoenixBoss_10-17-11" src="http://paperdino.com/wp-content/uploads/2011/10/PhoenixBoss_10-17-11-150x150.jpg" alt="Bosses!" width="150" height="150" /></a><p class="wp-caption-text">I&#39;ve been making a game!</p></div>
<p>Well, it&#8217;s that time of year again.  IGF has rolled around.  And with it, a new game announcement!  From me!  So while I&#8217;m sure in the coming days we&#8217;ll see an incredible deluge of amazing games by talented people on the IGF site, I figure I&#8217;ll take a moment and talk about my own humble contribution to the festival.  A little something I like to call &#8220;The Elements of Magic&#8221;.</p>
<p>It&#8217;s true.  I&#8217;ve been working on a new game, and while it&#8217;s not done yet, it is at least far enough along that I don&#8217;t feel quite so embarrassed showing it.  In what should be no real surprise to anyone who has followed my games, it is another SHMUP.  And it doesn&#8217;t even have the strange mechanics of Negative SpaceCraft, or the weird role reversal from Boss Rush!  So what DOES it have?  Well, a few neat things.  Read on to find out more!</p>
<p><span id="more-606"></span>So this is a game I started writing a bit over half a year ago, in response to a very specific problem:  I like SHMUPS.  And I know a few other people who also like SHMUPS.  But I have an awful lot of friends who like to <em>watch</em> SHMUPS in action, but who don&#8217;t really feel comfortable playing them.  They look too hard.  They die too fast, and even if I try to play co-op with them, they end up dying a lot, stealing all of my continues, and then feeling bad about it later.</p>
<p>This is a game for them.</p>
<p>This is a game for everyone who has a friend who is good at SHMUPS, who wants to participate, without feeling like they are dragging the person down.  This is a game for everyone who likes the pretty patterns, but is too intimidated to try playing themselves.  This is a game with a stated design goal of &#8220;I want a SHMUP I can play with my Mom.&#8221;</p>
<p>I&#8217;ll save the details of how I&#8217;m trying to go about this for another post.  But meanwhile, here is a teaser video of the game in action!  (Which, sadly, shows off none of the multiplayer fun, since it was made on the day of the IGF deadline, when no one was around to help me multiplay it.  So it goes!)</p>
<p><iframe width="420" height="315" src="http://www.youtube.com/embed/rWt8Kuy2C9U" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
			<wfw:commentRss>http://paperdino.com/2011/10/18/happy-igf-day/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>I am Bad at Capitalism</title>
		<link>http://paperdino.com/2011/10/11/i-am-bad-at-capitalism/</link>
		<comments>http://paperdino.com/2011/10/11/i-am-bad-at-capitalism/#comments</comments>
		<pubDate>Wed, 12 Oct 2011 05:04:05 +0000</pubDate>
		<dc:creator>Montoli</dc:creator>
				<category><![CDATA[Cool People]]></category>

		<guid isPermaLink="false">http://paperdino.com/?p=585</guid>
		<description><![CDATA[So in theory, when you make games, other people are supposed to pay you to play them.  But here at Paper Dino Software, we don&#8217;t play by your rules, society!  So in gross defiance of conventional wisdom (not to mention basic business acumen) I have turned the tables on your precious paradigm and am instead [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://paperdino.com/wp-content/uploads/2011/10/GamesForGood.png"><img class="alignright size-full wp-image-586" title="GamesForGood" src="http://paperdino.com/wp-content/uploads/2011/10/GamesForGood.png" alt="" width="255" height="157" /></a>So in theory, when you make games, other people are supposed to pay <strong>you</strong> to play them.  But here at Paper Dino Software, we don&#8217;t play by your rules, society!  So in gross defiance of conventional wisdom (not to mention basic business acumen) I have <em>turned the tables</em> on your precious paradigm and am instead now paying <em>other</em> people to play the fruits of <em>my hard labor!!</em>  That&#8217;s right, take that, society-at-large!</p>
<p><span id="more-585"></span></p>
<p>In particular, I am paying the fine folks over at <a title="Indie Games!  For good!" href="http://iggmarathon.com/">Indie Games for Good</a> to spend some quality time with <a title="Why so Negative, SpaceCraft?" href="http://paperdino.com/games/negative-spacecraft/">Negative Spacecraft</a>.  Because they are a charity!  And the money they collect goes to something cool, like <a title="Child's Play!" href="http://www.childsplaycharity.org/">Child&#8217;s Play</a>!  And because, you know what?  I still have a soft spot for that game, and the idea of forcing someone  to play it and fight that stupid bear on livestream while I watch remotely from my volcano-island lair is my idea of a good time.  <em>(Don&#8217;t judge me!)</em></p>
<p>Anyway, if this sounds like <em>your</em> idea of a good time, you should totally go give them money.  Pick a game out of their (fairly exhaustive) list of indie games and pull out your wallet, and BAM!  You have converted your money into their attention, like some sort of fiscal alchemist!  Also, noteworthy because at least one of them is the inestimable <a title="He doesn't actually write that many poems, for some reason." href="http://twitter.com/#!/mogwai_poet">Mogwai_Poet</a>, who&#8217;s tweets you should probably be following if you aren&#8217;t already.</p>
]]></content:encoded>
			<wfw:commentRss>http://paperdino.com/2011/10/11/i-am-bad-at-capitalism/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Still alive!</title>
		<link>http://paperdino.com/2011/02/27/still-alive/</link>
		<comments>http://paperdino.com/2011/02/27/still-alive/#comments</comments>
		<pubDate>Mon, 28 Feb 2011 00:00:25 +0000</pubDate>
		<dc:creator>Montoli</dc:creator>
				<category><![CDATA[Cool People]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[Industry News]]></category>

		<guid isPermaLink="false">http://paperdino.com/?p=567</guid>
		<description><![CDATA[Dear internet.  How have you been? I&#8217;ve been good!  Terrible about keeping you up to date about my goings on of course, but you&#8217;re probably used to that by now.  And other than that, things are going swell! GDC is of course, this week.  I hope to see many cool people there!  (I have already [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-323" title="gdc_icon_bigger.gif" src="http://paperdino.com/wp-content/uploads/2010/03/gdc_icon_bigger.gif.png" alt="Coming tomorrow!" width="73" height="73" />Dear internet.  How have you been?</p>
<p>I&#8217;ve been good!  Terrible about keeping you up to date about my goings on of course, but you&#8217;re probably used to that by now.  And other than that, things are going swell!</p>
<p>GDC is of course, this week.  I hope to see many cool people there!  (I have already been seeing many cool people in preparation, since folks like the <a title="Games, Finely Formed" href="http://finalformgames.com">Final Form Games</a> are out on this coast at the moment.  We hung out on Friday, and it was rad!)   Also it is sounding like there is a TIGSource meetup, and several misc. indie events going on, so I have high hopes for the quality of the random dudes I will meet in the next few days.</p>
<p>In other news, I have a new project, which I&#8217;ve been working on ever since Negative Spacecraft.  I am pretty proud of it!  It&#8217;s a little bit more ambitious, in some ways, but it is coming along quite nicely, and I&#8217;m very happy with the direction it is going.  I&#8217;ll do a more formal announcement (with, you know, actual details) once I get a little bit further along.  If I run into you at a party this week though, there is at least a 50% chance I will attempt to draft you into playing it, so consider yourself warned.</p>
<p>So.  Here begins a week of parties, indie gaming, and awesome random dudes.  Life is good!</p>
]]></content:encoded>
			<wfw:commentRss>http://paperdino.com/2011/02/27/still-alive/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Negative SpaceCraft &#8211; Launched at last!</title>
		<link>http://paperdino.com/2011/01/18/negative-spacecraft-launched-at-last/</link>
		<comments>http://paperdino.com/2011/01/18/negative-spacecraft-launched-at-last/#comments</comments>
		<pubDate>Tue, 18 Jan 2011 21:24:21 +0000</pubDate>
		<dc:creator>Montoli</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Negative Spacecraft]]></category>

		<guid isPermaLink="false">http://paperdino.com/?p=558</guid>
		<description><![CDATA[Well, it has been a long and crazy development path, but I am happy to announce that my most recent game, Negative SpaceCraft, has been officially launched! You can play it over at AddictingGames.com. Or if you would prefer to read about it, you can do that too. I have you covered, gentle reader!]]></description>
			<content:encoded><![CDATA[<div id="attachment_518" class="wp-caption alignright" style="width: 160px"><a href="http://paperdino.com/wp-content/uploads/2010/10/10-2_lightning.png"><img class="size-thumbnail wp-image-518 " title="10-2_lightning" src="http://paperdino.com/wp-content/uploads/2010/10/10-2_lightning-150x150.png" alt="" width="150" height="150" /></a><p class="wp-caption-text">Negative SpaceCraft!!!</p></div>
<p>Well, it has been a long and crazy development path, but I am happy to announce that my most recent game, Negative SpaceCraft, has been officially launched!</p>
<p>You can play it over at <a title="Negative SpaceCraft" href="http://www.addictinggames.com/negative-spacecraft-game.html">AddictingGames.com</a>.</p>
<p>Or if you would prefer to <a title="Read ALL about it!" href="http://paperdino.com/games/negative-spacecraft/">read about it</a>, you can do that too.</p>
<p>I have you covered, gentle reader!</p>
]]></content:encoded>
			<wfw:commentRss>http://paperdino.com/2011/01/18/negative-spacecraft-launched-at-last/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>A brand new year</title>
		<link>http://paperdino.com/2011/01/04/a-brand-new-year/</link>
		<comments>http://paperdino.com/2011/01/04/a-brand-new-year/#comments</comments>
		<pubDate>Tue, 04 Jan 2011 23:11:29 +0000</pubDate>
		<dc:creator>Montoli</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://paperdino.com/?p=555</guid>
		<description><![CDATA[It&#8217;s a whole new year!  Back again from Christams vacations and family visits and the like!  Back to some fun news, in fact! First off, I was incredibly gratified to see this article.  While Hydorah was a shoe in for #1, I was incredibly gratified to see Boss Rush even made the list, let alone [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-thumbnail wp-image-386" title="press-room" src="http://paperdino.com/wp-content/uploads/2010/04/press-room-150x150.jpg" alt="" width="150" height="150" />It&#8217;s a whole new year!  Back again from Christams vacations and family visits and the like!  Back to some fun news, in fact!</p>
<p>First off, I was incredibly gratified to <a title="Indiegames.com blog!" href="http://www.indiegames.com/blog/2011/01/feature_top_freeware_shoot_em_1.html">see this article</a>.  While Hydorah was a shoe in for #1, I was incredibly gratified to see Boss Rush even made the list, let alone snagged a respectable placement on it!  (Also gratifying was that, based on the comments, some new people played it who hadn&#8217;t seen it yet.  And liked it!)</p>
<p>Second of all:  <a title="Final Form Games" href="http://finalformgames.com">Final Form Games</a> has snagged an honorable mention for audio in this year&#8217;s IGF!   Congrats fellows!  That is no small feat!</p>
<p>Finally:  Negative SpaceCraft!  Nearly released.  Once again, it has been done for a month or two, but I have been bogged down in sponsor-getting.  How do I keep doing this?  I need to not try to release games right before I go on vacation for the holidays, I think.  But it will be public soon.  <em>Soon, I tell you!  Soon!</em></p>
]]></content:encoded>
			<wfw:commentRss>http://paperdino.com/2011/01/04/a-brand-new-year/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>That time of year again</title>
		<link>http://paperdino.com/2010/10/24/that-time-of-year-again-2/</link>
		<comments>http://paperdino.com/2010/10/24/that-time-of-year-again-2/#comments</comments>
		<pubDate>Mon, 25 Oct 2010 00:50:01 +0000</pubDate>
		<dc:creator>Montoli</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[Other Peoples' Games]]></category>

		<guid isPermaLink="false">http://paperdino.com/?p=541</guid>
		<description><![CDATA[It&#8217;s mid-October, and the pumpkins are out.  And, potentially more interesting, the list of IGF entries for the year is out as well.  There are some fantastic things on that list!  And while there is one of them at least, that I have a certain amount of bias towards, I think I will highlight a [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_542" class="wp-caption alignright" style="width: 230px"><a href="http://paperdino.com/wp-content/uploads/2010/10/igf_logo.gif"><img class="size-full wp-image-542" title="igf_logo" src="http://paperdino.com/wp-content/uploads/2010/10/igf_logo.gif" alt="" width="220" height="57" /></a><p class="wp-caption-text">IGF time!</p></div>
<p>It&#8217;s mid-October, and the pumpkins are out.  And, potentially more interesting, the list of IGF entries for the year is out as well.  There are some fantastic things on that list!  And while there is <a title="What could this be?" href="http://www.igf.com/php-bin/entry2011.php?id=305">one</a> of them at least, that I have a certain amount of bias towards, I think I will highlight a few of the others that caught my eye!</p>
<p>Below the fold, of course.  I still have <em>some</em> sense of decorum.</p>
<p><span id="more-541"></span>Right.  First off lets get some out of the way that are made by rad people I actually know or have met, and thus are rad by association.</p>
<ul>
<li><a title="Jamestown!" href="http://www.igf.com/php-bin/entry2011.php?id=238">Jamestown</a> is a shmup, designed from the ground up to be to shmups what Left 4 Dead is to first-person-shooters:  Namely, a tuned experience for for cooperative players, all running around, saving each other from certain death, and generally having a blast.  Made by the fine folks over at <a title="Games, Finely Formed" href="http://www.finalformgames.com/">Final Form Games</a>, it is looking really cool!</li>
<li><a title="Under a different moon" href="http://www.igf.com/php-bin/entry2011.php?id=434">Under a Different Moon</a> is being created by some fine fellows over at Engient.  I will be honest.  I don&#8217;t really feel like I understand this game.  It still looks entertaining though.  I like the bull in the trailer in particular.</li>
<li><a title="La Mulana!" href="http://www.igf.com/php-bin/entry2011.php?id=20">La Mulana</a> is of course a classic game of legendary difficulty.  But much like Cave Story, it is in this year&#8217;s IGF due to its imminent rerelease/graphical upgrade on the Wii.  It is looking fantastic!  Also, several of its creators sing some mean karoke.</li>
</ul>
<p>Now that those are out of the way, here are some other random things that have caught my eye in the list:</p>
<ul>
<li><a title="Hohokum" href="http://www.igf.com/php-bin/entry2011.php?id=275"> </a>
<div id="attachment_544" class="wp-caption alignright" style="width: 160px"><a href="http://paperdino.com/wp-content/uploads/2010/10/hohokum.jpg"><img class="size-thumbnail wp-image-544" title="hohokum" src="http://paperdino.com/wp-content/uploads/2010/10/hohokum-150x150.jpg" alt="" width="150" height="150" /></a><p class="wp-caption-text">Pretty!</p></div>
<p><a title="Hohokum!" href="http://www.igf.com/php-bin/entry2011.php?id=275">Hohokum</a> has some of the most fantastic, eye-catching, stylized and whimsical art I have seen in a long time in a game.  It also has a snake that perfectly captures what is fun about the venerable Nibbles game, while still looking modern and fresh.  I really like their style!</li>
<li><a title="Recettear" href="http://www.igf.com/php-bin/entry2011.php?id=382">Recettear</a> is a game that has already swallowed multiple hours of my life when it was released a month or two ago.  Who knew that trying to get a fledgling business out from under the burden of crushing debt could be so much fun?</li>
<li><a title="Niddhog" href="http://www.igf.com/php-bin/entry2011.php?id=271">Nidhogg</a> is Messhof&#8217;s most recent minimalistic offering, and it looks surreal as always.  It also looks extremely fun to play.  It also <em>is</em> extremely fun to play, as I can tell you after getting a chance to do exactly that at a party a while back.  (See, sometimes I DO get to go to fun parties.)  It&#8217;s sort of a low-fi mashup of the best parts of Karatika and I don&#8217;t know what else.</li>
<li><a title="Dustforce!" href="http://www.igf.com/php-bin/entry2011.php?id=425"> </a>
<div id="attachment_545" class="wp-caption alignright" style="width: 160px"><a href="http://paperdino.com/wp-content/uploads/2010/10/dustforce.jpg"><img class="size-thumbnail wp-image-545" title="dustforce" src="http://paperdino.com/wp-content/uploads/2010/10/dustforce-150x150.jpg" alt="" width="150" height="150" /></a><p class="wp-caption-text">Stylish!</p></div>
<p><a title="Dustforce!" href="http://www.igf.com/php-bin/entry2011.php?id=425">Dustforce</a> caught my attention for simply having fantastic visuals.  What&#8217;s that?  Tight looking platforming controls, with a focus on ninja-like speed runs, all beautifully and stylistically animated, and even managing a more unique premise than just &#8220;kill all the dudes?&#8221;  Yes please!</li>
<li><a title="The cat and the coup" href="http://www.igf.com/php-bin/entry2011.php?id=71">The Cat and the Coup</a> &#8211; I basically just love the idea behind this game.  Even if the art crosses the line sometimes from &#8220;stylistic&#8221; to &#8220;low budget&#8221;, the premise is fantastic.  It&#8217;s a historical game, reenacting the CIA-engineered coup in Iran.  You play the prime minister&#8217;s cat, and help(?) him through this difficult time by knocking things off his desk and jumping on his lap at inopportune moments.  Genius&#8230;</li>
</ul>
<p>This is looking like it is going to be an interesting year, IGF-wise!  Whether or not they win, I now have a lot more games on my radar that I&#8217;m watching.  It is a good time to be someone who enjoys games!</p>
]]></content:encoded>
			<wfw:commentRss>http://paperdino.com/2010/10/24/that-time-of-year-again-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

