Ben showed me this awesome volunteer program he's doing, and after looking it over, I signed up right away. Basically, you act as an e-mentor and penpal to a 3-5th grader. The kid reads books throughout the schoolyear, and you read the same books. Then you write letters to one another discussing those books.
The idea is to both get the kids excited about reading, as well as help them improve their writing and vocabulary by modeling it through your letters. It sounds great!
I'd been snooping around for volunteer opportunities because I feel like that is one area of my life that is lacking these days. It is difficult, though, with the busy and often erratic schedule of a game developer to create time for a regular commitment. This is something that I can slide right into my life and keep up with.
I'm surprised I hadn't heard about it until now, and I wonder how common it is in grade schools across the country. I will have to suggest that my teacher friends look into it.
Hey! Teacher friends! You should look into this.
Showing posts with label plugs. Show all posts
Showing posts with label plugs. Show all posts
Thursday, September 9, 2010
Friday, February 5, 2010
Game Design Toolbox
One of my favorite assignments in Game Design was building the Toolbox. We had to think of games we'd played from every year starting when we were 5 years old, and jot down a useful memory about the game. Useful in terms of something we learned from it game-design-wise. It was a very useful tool, and I'm always adding onto it.
However, I wanted to do two things: 1) Put the toolbox in a format that would be easily categorized, searchable, and easy to add on to, and 2) A format that was easy to share with others.
As such, I've started a new blog: Wertle's Game Design Toolbox
I've already copied over the information from the original toolbox, but there is still MUCH to add. For example, as a preliminary exercise, I made a list of every video game I can ever remember having played EVER. Now I have to add each one to the toolbox with a corresponding memory.
I have about 200 entries to add, and that's just video games. I haven't even started a list for other types of games!
This is a huge project, but I intend to catch up, so that eventually adding new entries will be gradual. I also intend to make lots of tags, so that I can look up entries by system, by genre, or by insight.
How long do you think it'll take me to add all my games?
However, I wanted to do two things: 1) Put the toolbox in a format that would be easily categorized, searchable, and easy to add on to, and 2) A format that was easy to share with others.
As such, I've started a new blog: Wertle's Game Design Toolbox
I've already copied over the information from the original toolbox, but there is still MUCH to add. For example, as a preliminary exercise, I made a list of every video game I can ever remember having played EVER. Now I have to add each one to the toolbox with a corresponding memory.
I have about 200 entries to add, and that's just video games. I haven't even started a list for other types of games!
This is a huge project, but I intend to catch up, so that eventually adding new entries will be gradual. I also intend to make lots of tags, so that I can look up entries by system, by genre, or by insight.
How long do you think it'll take me to add all my games?
Sunday, January 17, 2010
Defend Your Honor
I post links on twitter a lot to various short indie games that I like, but I'm trying to get into the habit of making more thoughtful journal entries on them (like I did for Continuity).
Today's game of choice is Defend Your Honor, a Flash fantasy-themed tower defense game. I went into this one cautiously, because I'm generally not a huge fan of tower defense games.
This one, however, was great! It has a silly story and a rudimentary but appealing art style, and the music is quite enjoyable (the theme that plays when you're out in the dungeon picking out which door to go to is delightful and addictive).
I think the theme wrapper of the game as a sort of classic, D&D-style dungeon fantasy adventure helped hook me in. The units you control are quite simple, and the battles themselves are relatively short. I never failed a battle more than twice, but there were plenty of close calls that made me feel clever and kept things interesting.
Having the meta-game of getting the keys and statues to progress through dungeon rooms really helped to break up the pacing, as tower defense games I've played in the past have exhausted me with their format. Plus, having the units be introduced to you as characters is a nice little tie-in, but they didn't overdo it by trying to over-explain things (like how you can buy multiple units of what appears to be a single character). The lightness and crudeness of the story makes this tactic acceptable.
I played through the whole thing in an evening, but it does save your progress. So, if you've been "meh" about tower defense games in the past, give this one a try. It's quick and fun!
Today's game of choice is Defend Your Honor, a Flash fantasy-themed tower defense game. I went into this one cautiously, because I'm generally not a huge fan of tower defense games.
This one, however, was great! It has a silly story and a rudimentary but appealing art style, and the music is quite enjoyable (the theme that plays when you're out in the dungeon picking out which door to go to is delightful and addictive).
I think the theme wrapper of the game as a sort of classic, D&D-style dungeon fantasy adventure helped hook me in. The units you control are quite simple, and the battles themselves are relatively short. I never failed a battle more than twice, but there were plenty of close calls that made me feel clever and kept things interesting.
Having the meta-game of getting the keys and statues to progress through dungeon rooms really helped to break up the pacing, as tower defense games I've played in the past have exhausted me with their format. Plus, having the units be introduced to you as characters is a nice little tie-in, but they didn't overdo it by trying to over-explain things (like how you can buy multiple units of what appears to be a single character). The lightness and crudeness of the story makes this tactic acceptable.
I played through the whole thing in an evening, but it does save your progress. So, if you've been "meh" about tower defense games in the past, give this one a try. It's quick and fun!
Tuesday, December 15, 2009
Continuity
If anyone's been following my tweets recently, you'll notice a fair amount of the recent ones were about an awesome little web game, Continuity
This game is a combination slider puzzle, maze, and platformer. Basically you move the tiles around to arrange the space for your little guy to traverse. You can't move between two panels if their walls (or floors or ceilings, depending which direction you're trying to go) don't match up. Get the keys and reach the door, pretty simple, but a very elegant game.
Continuity demonstrates something very strange that happens when you inject simple movement interaction into the main stop-and-think puzzle solving part. It does delightful things to the pacing! It's as though the simple act of moving your little guy is a reward for how clever you are for solving which panel to put where. It also helps break up the heavy thinking in the later, more difficult puzzles - just work at finding one piece you can match up, and getting to move there is a reward. The platforming is very mild, even in the later levels, but you do eventually have to do tricky things, like jumping up into a panel, then pulling out and switching out the one you'll fall into.
It also makes beautiful use of the music to communicate which mode you are in - puzzle slidy mode, or move-your-guy mode.
The other thing it does really well is ramp across all of its levels. Every time a new tricky mechanic is introduced, you face an extremely simple level where just that mechanic is involved, so it's very clear you will have to use that little trick in the upcoming levels.
Lastly, I love that there is no formal instructions in the game. You figure out what you're supposed to do and how to move by the constrictions of the first level, and then you're all set for the rest of the game.
I beat the last level today, and of course yearn for more. I'm very curious about the process these guys used to design their puzzles - if they had a step-by-step method or if they were something more reverse engineered. Puzzle design is something I take for granted.
Anyway, I hope you try it out. Enjoy!
This game is a combination slider puzzle, maze, and platformer. Basically you move the tiles around to arrange the space for your little guy to traverse. You can't move between two panels if their walls (or floors or ceilings, depending which direction you're trying to go) don't match up. Get the keys and reach the door, pretty simple, but a very elegant game.
Continuity demonstrates something very strange that happens when you inject simple movement interaction into the main stop-and-think puzzle solving part. It does delightful things to the pacing! It's as though the simple act of moving your little guy is a reward for how clever you are for solving which panel to put where. It also helps break up the heavy thinking in the later, more difficult puzzles - just work at finding one piece you can match up, and getting to move there is a reward. The platforming is very mild, even in the later levels, but you do eventually have to do tricky things, like jumping up into a panel, then pulling out and switching out the one you'll fall into.
It also makes beautiful use of the music to communicate which mode you are in - puzzle slidy mode, or move-your-guy mode.
The other thing it does really well is ramp across all of its levels. Every time a new tricky mechanic is introduced, you face an extremely simple level where just that mechanic is involved, so it's very clear you will have to use that little trick in the upcoming levels.
Lastly, I love that there is no formal instructions in the game. You figure out what you're supposed to do and how to move by the constrictions of the first level, and then you're all set for the rest of the game.
I beat the last level today, and of course yearn for more. I'm very curious about the process these guys used to design their puzzles - if they had a step-by-step method or if they were something more reverse engineered. Puzzle design is something I take for granted.
Anyway, I hope you try it out. Enjoy!
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