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DF Ben Peck

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About DF Ben Peck

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  1. In no particular order! I didn't have much time to play most of the big launches this year, but hopefully I can catch up soon haha. Here's the games I had the most fun with last year: Woah Dave! Love this little arcadey jump em up. The music for this game is amazing... when the bass kicks in after a minute or two of playing you get in the ZONE. Running With Rifles I've had a lot of fun with this top down 2D shooter. Reminds me a lot of this older PC game Soldat I used to play all the time as a kid, but now top down, and with vehicles! Monaco This came out a while ago, but it's online play is so well integrated and flawless; matchmaking and voice chat just work, and work well. Played a TON of this game last year with a buddy who is on a pretty low-powered Mac, so this game fit the bill for ease on machine requirements and maximum multiplayer fun. Forget Payday 2! Dishonored Started playing this in late December and am looking forward to finishing it this year. Great mix of Deus Ex and Thief. Already spent 9 hours playing and am barely past the first mission O_o Gang Beasts GANG BEASTS. Is AMAZING! One of my top 5 gaming moments of the year: watching a humongous crowd around the 8-player Gang Beast booth at our Day of the Devs show this year! Hyper Light Drifter Demo Greg Rice brought in a demo build of this game to the office and we all took turns playing over lunch. I am very... hyped for this game, the feel of the combat is amazing, switching between projectile and melee is flawless, the art and music create such an epic mood.... argh can't wait to play the full game!! Lovely Planet This game is great! You run around a happy pastel world, popping balloons and dodging baddies. Controls like a 90s shooter: fast running, tons of air control. Built for speed running, but I'm having fun just trying to get through all the missions on my own! ... everything that was at Day of the Devs! http://dayofthedevs.com/ Highlights: Push Me Pull You, Videoball, Classroom Aquatic Also played a bunch of titan fall, but that game felt more like a workout than fun for some reason haha.
  2. Hey guys, thanks for the feedback! We have a couple lines related to keeping the mouth open. I will look into making sure they are triggering correctly when I get a chance. I think they may not be wired up to play when you are in the closeup with Mog, which may be when they are most helpful. And the mouth not glowing is a good bug, I'll definitely fix that, thanks! Re: using the recharge time of the laser to reinforce the player needing to find a way to keep the mouth open: That's what we were going for actually! If you shoot Mog in the mouth, he opens his mouth, but by the time the laser is charged again, his mouth is closed. I think playing a hint line about needing to keep mouth to stay open on the 2nd or 3rd time you attempt to shoot his mouth after it has closed might be a good idea. I can't make any promises though, this may make things too easy, etc. But I will definitely give it a look! Thanks! Ben
  3. Woah you guys are so fast!! I don't know the solution(s) either so it's fun to watch you all figure it out. Good luck!
  4. As we were signing off yesterday, JP said it best : <3
  5. Autonomous is looking awesome!!! I just saw this game on tigsource: Fotonica by Santa Ragione. Looks dope too! Very interesting fish eye and color channel separation to show sense of speed!
  6. Haha yeah! Sorry I probably should have mentioned, "don't mind the giant purple box."
  7. Hi guys! Ben Here. Lately I've been working a lot on gameplay code surrounding the character's movements in the world. Today I worked on getting ledge climbing working. The code to do this is based on what we did for the Cave, where we have an invisible sphere representing the volume which the character could grab if they were to extend their arms out. Imagine you're about to make that first leap out onto your school's monkey bars... kids definitely have an intuitive sense of what this sphere represents after a couple falls on the playground. So! When this sphere intersects with a ledge, blam! we know we can grab that ledge! Here's a screenshot with some debug rendering to explain it visually: The girl has two blue spheres attached to her: one represents the area in which she could grab a ledge above her. Another is the area in which she can automatically step over an obstruction if she runs into it (All lanky people wish they had this). Ledges have yellow boxes placed on them using our tools in Maya, indicating that they are climbable. There's a little red line segment running down the center of each yellow box just to illustrate where the game engine is interpreting the climbable ledge to be. Also notice the blue line going out perpendicular from the ledges; these are very important so we know which way the ledge is facing! I'll try to keep this thread updated as we add more and more stuff for the girl to do! Until then, I'll try to answer any questions that pop up. Cheers!
  8. ... Mom is that you??? Haha seriously though thanks for all the support guys! You rock! I'm sure this won't be the last you'll hear about many of the pitches you've seen so far. Now go play some Brazen and get ready for some AF Madnessssss
  9. Haha, thanks for the question! The name is based on on a couple of things, but not the country of Turkey unfortunately. Nothing personal Turk comes from a street in San Francisco, an unforgivingly steep street that has defeated me and my bicycle many a time. But more importantly, it is based on the Mechanical Turk, which is a concept used a lot today by large tech companies, most notably Amazon. It's a fancy term for crowd-sourcing a hard computational problem. Turk (the game) would rely on Mechanical Turk techniques in that it is compiling mosaics of images using metadata tags that have been created by the human users of websites like Flickr. So the game would appear to be solving the computationally hard problem of image classification, when in fact it was just using data compiled by millions of humans on their free time. Pretty cool, huh? Mechanical Turk will also be a theme featured in the game's story. What if the association chains you made while playing were used by a machine to help it appear intelligent? What if your associations were used to train a machine? What would it learn, and what would that say about the humans teaching the machine?
  10. Thanks! Here are some responses to the questions so far: I agree it is going to be tricky to gather accurate and relavent tags for all these pictures. But keep in mind I am simply using tags that have already been applied by human users, ie I am not trying to recreate Google's image search. Specifically for this prototype, we're going to be working out of Flickr, using their wide collection of CC-Attribution and public domain images that have been tagged by their users. Now, we'll have to do a bit of cleanup on the tags we get, but the aim here is not to be perfect. Turk is not a search engine; my only goal for the semantic mosaics is to provide a similarly fuzzy set of results for a given image as you would get from a visual mosaic. Great question. I am envisioning a "Story mode," where there is a preselected set of images a designer has specifically chosen for you to navigate through. There will be a literal story that is narrated to players as they play, but more importantly, the sequence of these preselected images in themselves should tell a story. Imagine telling a love story using a slideshow of found photos. What images you use to get from start to finish will allow you to "shape" the story in your own way as well. There will also be a "Free Association mode," where you can select a start and and target image, and share & compare your association chains with others, or you can ask for a random start and target image. Thanks for your feedback on the pitch! Yes, it as definitely a challenge to get the idea across in 30 seconds, and I learned and am continuing to learn a lot from this AF process. I've found there are not many widely known references I can invoke to create a shorthand description of Turk. "Visual Wikipedia game," "six degrees of separation amongst tagged images," and "recursive photomosaic" are attempts at that, but I'd love hear more from you guys on this topic! I agree, this project will more likely be an app you may turn to for a quick play session here and there rather than an epic experience you spend 4 hours at a time on your couch to experience. However, Turk will keep people coming back for those quick sessions of play for a long time. I'll give you a couple examples of gameplay depth Turk: 1) Limiting the number of visual vs. semantic associations you can make. Imagine trying to get from a leather chair to white wooden chair using only visual associations. It will probably take more effort than it would to get there using semantic ones. Imagine it costs resources to perform a certain association; you'll have to manage this resource, make risk vs. reward decisions. 2) Continually expanding and refining the image database. Turk can have a near infinite replay value as we expand the set of images we use to compose mosaics from, even accepting user submissions for images. 3) Sharing your results with other players. Can you find an association chain shorter than Sally's? Can you get there in a shorter amount of time? Can you get there using only 25% visual associations? 95%? Do you think John's association chain is more creative than Doug's? Some open design questions that I think also relate to the depth of gameplay: What happens when you find a cycle in your association chain? I think it would be awesome to have a sort of "shoot the moon" mechanism in this game, some huge payoff after a big risk. Creating a large cycle in your association chain could be one such way to incorporate this. Will you be able to "undo" choices you've made, and try again, or will you have to keep going? On one hand, I want people to put thought into their choices, and try and find interesting paths between images, and on the other I want people to be willing to make mistakes, be flexible and open minded about their play. This is something that will certainly be experimented with. Thanks for checking out the Turk guys! I love the feedback so far! Keep it coming!
  11. Thanks man! I agree! I want people to have really intense dreams after they play this game.
  12. I'm going to use this post to share inspirational media with you guys and get everyone PUMPED UP! 1. I love this endless camera zoom in Limitless. There are some great articles online discussing the techniques they used to construct this shot. 2. Lincoln in Dali Vision! Beautiful! 3. For some reason I always envision some kind of avatar navigating this recursive photomosaic, flying through each image as you select them. I always look to the avatar in Rez for inspiration on this. I'd also love to incorporate music into the game in some fashion.
  13. Welcome to the Turk MegaThreaaad! My name is Ben! Now would you please put your hands together as I tell you a bit about this game: Q: What is Turk? A: Turk is a cerebral puzzle game involving imagery and creative thinking!! Q: What is a recursive photomosaic? A: Well, you know photomosaics? Cool. Well, now imagine if you were to zoom into one of the subimages of that photomosaic, and as you got closer, you saw that this subimage wasn't a regular image, but ANOTHER photomosaic embedded within the larger one! Now imagine this goes on to infinity. BAM. Recursive photomosaic. Q: Ok, so how are you going to make a game out of that? A: First we'll assemble a large database of images and use them to generate mosaics on the fly. THEN, we'll give you some image A, and ask you to try and zoom into a recursive photomosaic of image A until you can find a photomosaic of a target, image B. Q: I see. So kind of like the Wikipedia game, but all visual-like? A: By jove, yes indeed! You took the words out of my mouth. Q: Well what else do you have for me? Any kind of twist involved? No offense but it seems pretty straight forward so far... A: Oh, sorry bro! Forgot to tell you the coolest part! So when you're zooming into this recursive photomosaic, that new mosaic you see can be generated in two different ways, providing two distinct paths you can take while trying to get to your target. 1) You can generate a visual mosaic, where all the images are chosen to have similar colors to the photomosaic you're zooming into. Or 2) You can generate a semantic mosaic, where all the images are chosen to have similar metadata tags as the photomosaic you're zooming into. Q: Whaaaat? I am a learning computer. I need examples to understaaand! A: Sweet! Let's say I present you with a photomosaic of a pine tree. A visual mosaic would contain images similar in color, so lots of greens, browns, and blues. Images of dinosaurs, lettuce, Slimer! A semantic mosaic would contain images similar to the pine tree in meaning; so you'd get images of other types of trees, landscapes, chain saws... a salad with pine nuts in it! So you see what I mean? There are two orthogonal modes of travel through this massive database of images we're putting together for you, and it's up to you to take advantage of them to reach your target in as few moves as possible! That's all for now! Have a question! Post it in this thread and I'll update this post with answers. Thanks for your interest in Turk! We are the music makers! We are the dreamers of the dreams!!!
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