Jun 042010
 

In a recurring trend, in which I spend time doing things that I find interesting, but are not precisely those things I SHOULD be doing… The blog has a new look. I took the Suffusion theme and modified it based on some of the ongoing work that I’ve been doing on a game, Osy. It actually appears that as long as UGA doesn’t pull the VentureLab funding out from underneath us, Osy will appear in the iTunes App Store for both the iPod/iPhone and iPad in November. Depending on how that goes, perhaps she’ll make her way to the Android Market as well. You’ll also notice a bit of a difference in the visuals between Osy last year and Osy now. I’ve also been investigating new means for torturing my NMI Capstone Students and theme development is something that they’re always doing, but I try not to throw them into the fire without doing something myself. Hence, the new theme.

I could likely pretend that I learned something today that would advance the book manuscript (since the book needs a website, right?!?), but that would be a lie. So, back to work with me! Oh… And we recently pitched another game to the NIH based on a game using neural physiology to inspire its underlying game mechanics… And I wrote another little Apple Script. Apparently I’m working on too many machines and I’ve found myself using rsync to synchronize sets of working files. GEEK!

-- Sync Folder for Mac OS X
-- Casey O'Donnell
-- http://www.caseyodonnell.org/
-- This script takes a dropped file (or several) and syncs it with another location
-- using the rsync command
--
-- The source and the application are released under the wxWidgets Licence, which
-- can be found here: http://www.wxwidgets.org/about/newlicen.htm
on open fileList
	set szPathName to ""
	set szPathDest to ""
	set szRsyncCommand to "rsync -E -r "

	repeat with i in fileList
		set szPathSource to quoted form of POSIX path of (i as text)

		set iLength to length of szPathSource
		set szLastChars to get characters (iLength - 1) thru (iLength - 1) of szPathSource

		if (szLastChars contains "/") then
			set szPathSource to get characters 1 thru (iLength - 2) of szPathSource
			set szPathSource to szPathSource & "'"
		end if

		set szPathDest to quoted form of POSIX path of (choose folder with prompt "Select a folder or volume to sync to:")

		tell application "Terminal"
			do script szRsyncCommand & szPathSource & " " & szPathDest & "; exit"
		end tell
	end repeat
end open
Oct 122009
 

Well… I may not have posted much around here recently, but I’ve actually been writing all over the place. Mostly recently I posted two essays over at Game Design Aspect of the Month after the excellent Mark “Danger” Chen suggested that I might be a nice match for the August blogging topic. That particular topic centered around “game design” infused game development. There ended up being two essays that I managed to complete, but there is a third that is still rattling around in my head. The first, “The Console, Debug Menu, and Gaming Development,” is a first shot of thinking historically about the rise of more interactive tools for game developers. The second, “The Rise of the Technical Artist and Tools Engineer,” is more contemporary, looking at the recent ascendancy of the sub-disciplines of Tools Engineer and Technical artist. Each is one part of a broader question I’ve had with regard to “interactive” videogame development. Neither displays my usual critical stance and was instead intended to be informative. Of course, they each feed into broader conversations and thinking I’ve been doing with regard to tools and tool development.

A couple of weeks ago now I finished and finally posted a long running examination of several prototyping tools that I’d been investigating for various classes and personal use. The real punchline is somewhat hidden in the middle there (“Bad Casey!”):

Ultimately, what I found interesting about each engine was its approach to pipelines. Getting art assets and design data into an engine becomes the crucial component. Image libraries, text file parsing, and supported scripting languages quickly become the focus for engineering problems on these engines. All except AngelXNA that is. The real plusses and minuses for each engine seem to come down to file support, preferences toward coding conventions, and supported platforms. While AngelXNA is great for prototyping and does an excellent job of using XNA’s asset pipelines, it creates Windows only binaries, and while it may allow you to prototype on your Xbox, taking it other platforms will provide not an insignificant amount of work.

Now I just need to determine how all of this additional writing fits into all of my other academic activities.

Jul 242008
 

One of the things I’ve realized about blogging in general is that for the most part, I don’t have the patience or discipline for it.

So, the question is, will my iPhone and the host of applications available for it make a difference? I’m going to experiment with several different tools on our upcoming trek to Georgia. If it goes well, maybe then I’ll find my inner blogger.